Factions and societies

The Arcana Pansophical

All Tal’Dorei’s greatest mages fought at the Battle of the Umbra Hills. They saw the incursion of demons and devils firsthand, and were rightly terrified that the spawn of the Betrayer Gods could ever return to the world. It was clear that the Divergence did not wholly prevent supernatural evil from infringing upon the world, and the mages of Exandria must prevent future “surprises” of this nature. The mistakes of the Age of Arcanum must never be repeated. Considering this, Yurek Windkeeper, high enchanter of Syngorn and a well-respected arcanist, reached out to the realm’s most trusted and capable mages, and together they formed a private society called the Arcana Pansophical.

Goals: The chief priority of these powerful arcane specialists is to maintain the “Truth of Magic,” a strict code enacted to never again allow the rampant misuse of magic seen in the Age of Arcanum. General members are referred to as “Guides,” while the higher circle of members who deal in judgment and oversight are called “Makers.” At least one member is established at each place of arcane learning. Membership is largely kept secret unless out of necessity, though the existence of the order is relatively common knowledge. Anyone found to be practicing magic is logged and checked up on routinely, as misuse of magic is grounds for arrest, judgment by the Makers, and punishment outside of the local law. Even so, their reach and oversight are not without limits, and many dark and terrible dealings manage to go unseen by the Arcana Pansophical.

Relationships: The Arcana Pansophical is respected, if somewhat feared, in most human settlements. Syngorn and other elven communities see the Pansophical as allies, as the roots of the society began with Yurek within Syngorn itself. Kraghammer only respects members that are dwarves, and treat the rest with mistrust.

The Truth of Magic: The Pansophical’s myriad rules on the use and misuse of magic are detailed at length in centuries of amendments to the full text of the Truth of Magic. Though the Truth’s bizarre intricacies are left up to the GM, the Truth’s preamble establishes three unbreakable edicts: “In the eternal interest of the preservation of harmony within the realm of Exandria, we, the Arcana Pansophical, establish the Truth of Magic, and three edicts from which none shall stray. Those arcanists found in gross violation of the Truth will be punished by the full extent of this order—beyond the reach of any local law. Though the study of Necromancy shall be restricted to none in the interest of magical understanding, the animation of the dead is a violation of the Truth. The Arcane is a tool to be wielded for the good of the people. To use its power in the pursuit of wanton destruction or murder is a violation of the Truth. Though the jurisdiction of the Pansophical supersedes the power of local laws, a mage who willfully breaks the laws of the land is in violation of the Truth.

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The Ashari

While the boundaries between the planes are generally strong, there are some places across Exandria where the veil is thin and occasionally sundered entirely. There are places in the world where the elemental planes bleed into the Material Plane, scarring the land with their primordial power and threatening all surrounding life. During one Celestial Solstice—a time when the planar boundaries grow weakest—elemental rifts of untold proportions burst open across Exandria. Fires and earthquakes ravaged the lands, and the people of the world struggled to combat the elemental monsters that poured forth from the rifts. The tide of elementals was eventually stemmed, but the world was gripped by fear—what would happen on the next solstice? In the wake of the planar disturbance, a society of druidic masters called the Ashari made a covenant to divide and form four separate tribes to seal and watch over the sources of these unleashed energies. The Pyrah Ashari left for Issylra, and the Vesrah Ashari relocated to an island cluster in the Ozmit Sea. The Terrah and Zephrah Ashari remained within Tal’Dorei near their respective elemental rifts. A dozen generations later, the Ashari still hold watch over these tumultuous locations.

Goals: Each Ashari Tribe is tasked with guarding a tear in the planes between one of the elemental planes and Exandria. Here, they strive to understand, master, and ultimately subdue the ever-escaping elemental forces. They attempt to bring balance to the surrounding lands and heal the rift over time, though recurring cosmic events tend to reopen these wounds. The Pyrah Tribe oversees the Fire Elemental Rift in the valley caldera of the Sunderpeak Mountain range in Othanzia, on the continent of Issylra. The Vesrah Tribe watches over the Water Elemental Rift on the Islands of Anamn within the Ozmit Sea. On the southwest edge of the Cliffkeep Mountains, the Terrah Tribe stands vigilant over the Earth Elemental Rift, while in the windy Summit Peaks, the Zephrah Ashari keep the Air Elemental Rift, while also watching over the Frostweald. Due to the isolated nature of each tribe, they find it necessary to maintain contact and influence with each other. Each is led by a single elemental master, a title that is passed on by blood or honor for generations. As every new generation comes of age, the young leader-to-be must take up an Aramente, or “noble odyssey.” They must set out and travel between all other Ashari tribes, meet with their leaders, and train until an understanding and respect is earned from the hosting tribe. Upon returning, they ascend to the head of their tribe, while the elder retires. This journey often takes years, and should one such chosen Ashari not return within a reasonable period, a next-of-kin is chosen of the same family or an allied bloodline to take up the Aramente.

Relationships: The Ashari maintain peaceful, if sometimes tense, relationships between the tribes. Beyond this, much of life within the Ashari is hidden from outsiders’ prying eyes. They’ve come to understand the necessity of good relations with nearby cities, so occasionally members will visit and trade with towns and people near their guarded fane. As such, they maintain positive (if limited) relations with the free cities of Emon and Syngorn. The Ashari nurture a seed of disrespect and mistrust for Kraghammer, as the dwarves constantly disregard their warnings against reckless mining and because their arrogance during the last eruption of the Terrah Rift led to widespread quakes and the collapse of an entire mountain. Though some Ashari worship the Wildmother, they generally take caution with anyone who is largely devoted to a non-nature aligned deity—particularly the Lawbearer, despite her relationship with the Wildmother

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The Brawlers’ League

The brutal bloodsports of the Brawlers’ League began, unsurprisingly, during the vicious Drassig Dynasty. In that cruel era, many of Emon’s affluent and indolent social elite used their wealth to engage in entertainment of a more “visceral” variety. The kingdom’s poor were already fighting each other for scraps, so why not pay them to literally fight to the death for their amusement? Some strong, charismatic ruffians used this opportunity to gain social power for themselves, and chief among them was a rough-and-tumble entrepreneur from Kraghammer named Bruel Sunderchin. Reaching out to his network of lowlifes and cutthroats, Sunderchin became ringleader of an annual gladiator tournament that caters expressly to Exandria’s wealthiest elite. Those who have become invested members of the League’s events are anonymously delivered a golden coin stamped with their symbol in the weeks leading up to an event. These coins are required for entry into the events, and each of those who wish to join, whether as a patron or sponsor, requires a coin of their own.

Goals: The Brawlers’ League is always in search of hidden and well-guarded locations around Tal’Dorei (and sometimes other realms) to establish their annual event. A combatant or team is required to have a known and cleared sponsor or manager to enter the event. There are two tiers of bouts; one tier has teams of six battling via single elimination until a victor is declared. The other features single combatants fighting one-on-one, single elimination, until a victor is declared. Killing your opponents isn’t encouraged, but isn’t explicitly discouraged, either. Bets are placed in person at the event, or remotely (via arcane messages and sending stones) from all around Exandria.

Relationships: The Brawlers’ League is extremely illegal in all major cities across Tal’Dorei. Should lawkeepers of any nation discover the location of the annual event, the venue would find itself swiftly strangled by the long arm of the law. As such, magical protections and sentinels are placed throughout the event to prevent any unapproved entry, or to wipe the memory of those who do infiltrate. 32 Chapter 1: Campaigns in Tal'Dorei tal’dorei campaign guide A common rumor states that numerous political figures who publicly decry the event secretly partake in the gambling, and the location of the event is concealed not only by magic, but also impenetrable layers of bureaucracy. Kraghammer has hosted the event several times, with most local guard and political clan houses turning a blind eye. If there is a nest of Clasp working near an event, it’s not uncommon for the Brawlers’ League to hire them to get word out to the right folk, providing protection and allowing them to grant loans to poorer patrons.

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The Chamber of Whitestone

Generations ago, a team of intrepid explorers and fortune seekers sailed from Port Damali in Wildemount to Northeastern Tal’Dorei through the Shearing Channel, but wrecked upon the Alabaster Sierras’ rocky cliffs. The expedition was led by a human family called de Rolo, and they bravely led the survivors to safety after the wreck. They took refuge in a valley within the Alabaster Sierras, and there they discovered the holy Sun Tree, a radiant tree blessed by the Dawnfather. A community grew around the sacred tree, and the respected and beloved de Rolos were exalted to lords of their settlement, which they called Whitestone. The sovereign city-state of Whitestone enjoyed peace for many generations outside of larger scale politics, but this peace came to an abrupt halt when Lord Sylas and Lady Delilah Briarwood, opportunistic cultists of the Whispered One, invaded Whitestone and slaughtered the de Rolos. Their reign ended six years later when the only surviving de Rolos, Percival and Cassandra, reclaimed the city with the aid of Vox Machina. With the tyrants dethroned, Percival established a council titled the Chamber of Whitestone to rule in his frequent absence, and the city strives to return to a time of prosperity.

Goals: Under the watch of Lady Cassandra de Rolo, the chamber handles and surveys all political aspects of life in Whitestone. Its foremost goals are to undo the damage done by the Briarwoods, to repair its shattered infrastructure, and to restore trade with the rest of Tal’Dorei. Whitestone provided haven for refugees after the Chroma Conclave destroyed Emon, and the city has become a major player within the realm of Tal’Dorei. Its need to make alliances and rebuild its broken military has never been greater. Current Chamber leadership is organized by areas of responsibility. • The Guardian of Woven Stone is the title given to the central figure on the council, responsible for higher civil justice, community unification, and oversight of internal government. • The Steward of Sunblessed Gifts is responsible for local farming and goods, overseeing distribution between citizens and exportation. • The Curator of Fortune’s Bounty is responsible for all major commerce, both local and regarding trade with allied/foreign entities. • The Keeper of Divine Virtue is responsible for religious organization and spiritual guidance in the multiple faiths within the region, both as a religious leader, and protector of practices. • The Pale Lord of Wardship is responsible for the enforcement of local law and organization of the Paleguard, acts as judge on smaller matters of civil justice, and oversees defense of the city during times of war. • The Sophist of Native Ingenuity is responsible for the construction and infrastructure of the city and castle. • The Grand Mistress of the Grey Hunt is responsible for diplomatic relations, and rooting out indigenous dangers throughout the Parchwood to protect the citizens of Whitestone.

Relationships: Whitestone’s previous solitary existence, despite its benefits, left it without allies in its time of need. The Chamber of Whitestone has developed a relationship with the Council of Tal’Dorei to better ensure their city’s safety. These days, trade caravans are a common sight along the Silvercut Roadway, transporting goods between Whitestone and Emon. Beyond this new agreement with Emon, however, Whitestone remains isolated from the rest of Tal’Dorei.

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The Claret Orders

Hundreds of years ago, a fell power exerted its dark will over Wildemount, corrupting its outlying townships and spreading chaos among its people. Undeath washed over grave sites like a plague, shadowed beasts stalked the midnight woods, and the influence of fiends befouled even Wildemount’s purest souls. In the eleventh hour, a priest of the Matron of Ravens named Trence Orman prayed for a way to protect his flock. The Matron’s inspiration came in the form of long-hidden knowledge: the secrets to blood magic. Taking his gifts, Trence trained his most trusted warriors in these techniques, giving a portion of their humanity in exchange for the power to defend their people. This marked the origin of the Claret Orders, and the first Blood Clerics and Blood Hunters. The Claret Orders work in relative secrecy, as the nature of their abilities are largely misunderstood and often lead to persecution. Their numbers are small, as the price is great and the Orders only accept those strong of heart with little to lose. Small sects of the Orders have ventured West to wander the lands of Tal’Dorei in recent years, keeping out of the public eye and remaining vigilant to the signs of familiar darkness undermining the region.

Goals: The Creed of the Claret Orders asks its followers to commit their lives to the hunt of entities and creatures that threaten the sanctity of life and joy. While the sacrifice is great, the reward is the continued existence of purity and good in the world. The Orders strive to protect those who cannot protect themselves from the shadows, taking no credit for their deeds or reward for their services, beyond the means to live and travel. Some have strayed, focusing on building a fortune for themselves, but should word of such intent make it back to the heads of the Orders, and their actions begin to threaten the innocents they’ve sworn to protect, they may find themselves the hunted.

Relationships: The Claret Orders have no alliance or allegiance to any standing government or group. Solitary in action and discrete in display, they’ve not yet drawn the attention of many factions in Tal’Dorei. However, it is only a matter of time before curious eyes begin to seek answers to questions about these dark guardians and their true nature.

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The Clasp

Built upon the ruins of the old Winksman Thieves Guild founded under the rule of Drassig, the Clasp is a very well established secret organization consisting of thieves, fences, assassins, saboteurs, spies, and smugglers. Based largely in and under Emon through a network of subterranean tunnels, they run smaller outfits in Westruun, Stilben, and Kymal. Members are branded with the guild’s symbol on their mid back, signifying allegiance and commitment. The Clasp operates like a business-minded crime family, celebrating loyalty and truth to one’s word over most other merits. A member pays their debts, keeps their promises, and always seeks opportunities for the betterment of the Clasp. Leaders of a Clasp sect are titled Spirelings, and they oversee assigned elements of the organization’s functions. Spirelings hold equal power within a sect, and there is always an odd number acting within that location to break any disagreements over business ventures and actions.

Goals: While the immediate assumption is that the Clasp is merely interested in profit at any cost (and that is a merit of the Clasp), they also wish to preserve the function and prosperity of civilization. It is well known that a thriving city is a profitable one, and an enemy of civilization is a foe of the Clasp. They largely consider themselves a necessary dark underbelly, willing to do the under-the-table deeds that the wealthy and powerful cannot commit with their own hands. The Clasp also understands that conflict breeds a healthy economy, and has occasionally kindled the flames of unrest to keep things tense and profitable. There is also virtue in a distracted administration being easy to manipulate. Were it not for the branch of the Clasp in Emon, the Chroma Conclave’s attack would likely have forever destroyed its culture. However, thanks to the Clasp’s role as a “shadow civilization,” the people of Emon could maintain their foothold at home, even under the watchful eye of Thordak the Cinder King.

Relationships: While some of the Clasp’s activities are secretly state-sanctioned, it is highly illegal and extremely dangerous to be a member or be caught doing business directly with them. Most city guards have orders to arrest upon discovery, and raids are occasionally conducted with varying degrees of success. Having friends in the barracks makes for an easy escape. The Clasp frowns upon dogmatic religion or cultish behavior, as these have conflicted with the organization’s business in the past, and always ended messily. Since the arrival of the Myriad within Tal’Dorei from Wildemount, the Clasp has been on extremely high alert, seeking information on them and any means of banishing this new competition. Their Stilben sect has already gotten into a few bloody altercations with the Myriad, and rumors of a coming turf war instill worry in the local mercantile.

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The Council of Tal’Dorei

When the new reign of Tal’Dorei was established roughly three centuries ago, Zan Tal’Dorei did not wish to be given unchecked or uncounseled rule over the realm. Though she was crowned by a small council, she expanded its ranks by selecting her trusted allies and even dissenting voices to form an assembly of scholars, generals, and philosophers to govern at her side. This Council of Tal’Dorei worked at their Sovereign’s side to rebuild the realm following the end of Drassig’s line, and were instrumental in the recovery and subsequent prosperity of Tal’Dorei. Sovereign Uriel Tal’Dorei II, the latest and last of the Tal’Dorei line, publically ended the monarchy and passed power over to the council, formally divesting his line of power. Tragically, this ceremony was interrupted by the arrival of the five dragons known as the Chroma Conclave, the subsequent destruction of Emon, and Uriel’s death at the talons of the green dragon Raishan. In the chaos, the few surviving members of the newly-empowered Council were scattered, desperate to find safety from the Conclave. Upon the destruction of Thordak and the liberation of Emon, the remaining Council members reformed the realm as a republic under the same name, restoring a semblance of stability to Tal’Dorei once more.

Goals: During Zan Tal’Dorei’s reign, the Council of Tal’Dorei existed to aid and inform the Sovereign on how best to execute his or her duties. The council has evolved to now oversee all major functions of government under their banner throughout Tal’Dorei. Each council member is assigned a domain of responsibility, and they either inherit the existing infrastructure of subordinates, or restructure with the approval of the rest of the council. The domains are divided as such: Development, Arcana, Law, Commerce, Information, Defense, and if needed, War. The council members are responsible for these domains throughout the city of Emon, and work closely with community leaders within other cities to maintain order.

• The Master of Development works with the masonry guilds to approve and oversee all major construction and renovation within the city of Emon, as well as larger projects in Westruun and Kymal.

• The Master of Arcana keeps vigil over the lawful use of magics within Tal’Dorei, informs the council on matters beyond the mundane, and occasionally works with the Alabaster Lyceum’s Headmaster.

• The Master of Law enforces Tal’Dorei’s written law from within the Watchful Hall, serving as High Judge on grand matters of the court, approving any exalted amendments, and managing the smaller courts across the land. • The Master of Commerce works with all major merchant guilds and trading networks within Emon and beyond. They are to maintain a healthy economy, further good trade relations, and watch over the treasury.

• The Master of Information oversees foreign diplomacy and maintains a well-developed network of spies and informants throughout the realm and beyond. They are to listen for whispers beyond the reach of the council’s ears and stand ever vigilant for political dangers.

• The Master of Defense is head of the Emon Guard, working closely with the Master of Law to maintain order and peace within the city, and sometimes beyond. Leadership of military might is assigned to the Master of Defense in times of peace.

• The Master of War is a temporary position, only filled during times of severe strife and impending conflict. The rest of the council elects the Master of War, who takes charge of the military from the Master of Defense, and all warfare and strategic decisions begin with them. When peace is called, the position is dissolved until required again.

Relationships: The Council keeps cordial relations with the governments of cities and townships outside of Emon, though disagreements do arise. There is open trade between Kraghammer and Emon, and the council enjoys a relatively safe and easily-traveled route between the two cities. Syngorn keeps an alliance with the Council, though the limitations on that alliance are quite stringent and infuriate politicians of both Emon and Syngorn alike. Thanks to the actions of the adventurers known as Vox Machina, the Council has a new relationship with the previously solitary settlement of Whitestone, to the benefit both the Whitestone and Tal’Dorei. The Clasp is generally considered a serious threat to the Council’s rule, and much effort is put in by some members of the council to stamp it out when it rears its head. However, unbeknownst to the rest of the council, the Master of Information is usually quite involved with the Clasp, the position coming with the secret knowledge of their importance in maintaining rule where darker elements would loom. The Tal’Dorei Council ever has interest in furthering relations and trade beyond the borders of their lands, though the Kingdom of Dwendal in Wildemount continues tal’dorei campaign guide to be elusive. Ank’Harel has been friendly and open when it comes to trade and commerce, but has shown no interest in any political relationships beyond that.

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The Houses of Kraghammer

Established within the Cliffkeep Mountains following the Divergence, this subterranean fortress city is the pinnacle of dwarven society in Tal’Dorei. Five Great Houses rule Kraghammer; they have maintained power since the city was originally established. The ruling families are House Greyspine, House Zuurthom, House Bronzegrip, House Thunderbrand, and House Glorendar. These Great Houses elect an official as the “Ironkeeper” every 10 years to keep the alliances between houses just and healthy for the good of Kraghammer. When some lesser family houses have attempted to overthrow one of the ruling five through the centuries, the other Great Houses put aside their differences to maintain the sanctity of the traditional rule. Even when tensions boil into bloodshed between the houses—typically every ten years, when the new Ironkeeper is elected—the Ironkeeper will call in the city guard, or Carvers, to end the violence and establish peace.

Goals: Each ruling house has a specialty and holds responsibility over that domain within Kraghammer. House Greyspine maintains the largest mine under Kraghammer, as well as the Pools of Solace. House Zuurthom trains the chief architects of the city, and most masonry and building is organized through them. House Bronzegrip funds the smithing guilds and maintains the Bronzegrip Metalworks, Kraghammer’s largest blast furnace and ore refinery. House Thunderbrand prides itself on training Kraghammer’s foremost scholars and premiere arcanists. House Glorendar maintains the law and delivers punishment, though a recent scandal that uncovered corruption between House Glorendar and sects of the Carvers has seen them fall from grace, throwing Kraghammer’s judicial system into chaos. Five the fingers grasp hammer or blade Five Houses of Kraghammer rightly made Greyspine delves ‘neath dwarven halls Zuurthom raises stony walls Bronzegrip masters of metal wrought Thunderbrand uncovers secrets sought And Glorendar to judgments hear In Kraghammer, dwarf-folk need never fear. —A child’s learning rhyme, from Kraghammer Chapter 1: Campaigns in Tal'Dorei 37 tal’dorei campaign guide

Relationships: Kraghammer culture fosters distrust of most nondwarves, especially among the dwarven elite. In this society, the only thing stronger than overt racism is greed. As such, Kraghammer is quick to set aside such prejudice if they sense profit. There is a healthy trade of metals, weapons, and armor with Emon and Westruun, and House Thunderbrand has a good standing with the Council of Tal’Dorei, allowing Kraghammer to utilize the Skyport there to expand their trade reach. Many members of House Thunderbrand also have ties to the Arcana Pansophical. After the Scattered War, the Houses of Kraghammer refused to apologize or make reparations for allying with the Drassig regime. Instead, they have worked toward opening and strengthening trade and commercial alliances as a silent means of conciliation. The Wardens of Syngorn look down upon the dwarves’ spineless gesture, and the two cultures have gone centuries without major contact.

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The Golden Grin

During dark times, the need for distraction, inspiration, and solace grows ever necessary. It was Drassig’s rule that drove a group of bards, dancers, and storytellers to come together and weave the fleeting joy from the local populace and give hope. This band took the name “The Golden Grin” as their secret faction and traveled across the realm to offer escapism and entertainment, all while planting the seeds of discontent, rebellion, and heroism. Since the fall of Drassig, the Golden Grin has been ever present, if happily in the background, watching and guiding along society, and the power of the individual, however it can. Members, or “Grinners,” have included spiritual leaders, artists, musicians, innkeepers, even the White Duke himself. Little is publicly known about the Golden Grin besides myths and rumors, and the members only perpetuate these misnomers.

Goals: The Golden Grin (or simply the Grin) exists to enlighten and inspire, keeping ears and eyes out for the murmurs of tyranny and cruelty, seeking to stamp them out. The idea that each person is capable of great things permeates the mantras and beliefs of the Golden Grin, and many who join are less about acting to change fortune, and more about cultivating the downtrodden to rise and improve themselves.

Relationships: The Golden Grin claims no formal allies and nor will its members reveal themselves as such outside of extenuating circumstances. They approve and elevate groups that work with the people’s best interests at heart. Some members do occasionally find their way into higher government, granting a higher vantage point and platform to disseminate the ideals behind their cause. While some may not agree with their rather anarchistic views, Grinners are generally regarded as good and just when revealed. Enemies of the Golden Grin are those who oppress and abuse free expression and living. They also have a general mistrust of powers that tend to control or regulate the population too heavily, even with the seemingly best of intentions.

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The Myriad

Wildemount’s greatest organized crime ring is now becoming known throughout Tal’Dorei, but came from humble beginnings. The Myriad began in the Dwendalian city of Yrrosa as a small shipping company specializing in exotic goods and services. They exploited and sold curiosities from the distant continents of Othanzia and Ank’Harel. Over time, as legal trading became more difficult, the Myriad’s illegal occupations became their best money makers. Through years of establishing underworld contacts and tactical blackmail, the Myriad evolved into a powerful, well-veiled criminal faction. In recent years, the Myriad’s aspirations have begun to spread beyond the coasts of Wildemount, and their activities are spilling over into eastern Tal’Dorei—much to the Clasp’s consternation. The Myriad are known for displays of opulence and social grace, and this misdirection enables them to seduce and manipulate the lives and will of whomever is deemed valuable to their plans. The Myriad operates as a loose network of gang bosses running their own localized sects without direct oversight from the mysterious heads of the society. Tithes and information are expected to be delivered to the leadership at a steady rate from each satellite of the organization, and should the rate of return slow, quiet threats of enslavement or destruction soon follow.

Goals: Keeping mainly to coastal cities and port towns within Tal’Dorei, the Myriad pursues the simple goals of financial excess and maintaining a ledger of favors owed to them by powerful diplomats and officials. Publically dealing in antiquities and exotic textiles, the Myriad runs an efficient black market of slaves, magical beasts, weapons, and illicit substances. Overt violence tends to draw unwanted attention, and the Myriad avoid it when possible, preferring to discredit, blackmail, or frame those who cross them. After all, wielding the secrets of your competitor only makes it easier to eventually force them to work for you. Should such manipulation fail, however, kidnapping or assassination can be a quick and traceless final alternative.

Relationships: As newcomers to the criminal underside of Tal’Dorei, the Myriad find their reach is still limited, though they have managed to infiltrate Stilben and Kymal. No matter how small, their presence has already created bad blood between the Myriad and the Clasp. Though the Myriad prefers to avoid conflict, the Clasp is not above spilling blood to protect their territory.

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The Remnants

Cult of the Whispered One In a time long past, an powerful archmage known as the Whispered One attempted to ascend to godhood by conducting the Ritual of Seeding from high atop the citadel of Thar Ampala in the realm of Shadow. The Whispered One surrounded himself with a cult of fanatical mages and empowered murderers to protect him during his ritual of apotheosis. Yet the cult was shattered, and the Whispered One defeated, at the hands of Yos Varda and the Army of the Just. Defeated, ruined, and their Whispered One destroyed, the cult seemingly vanished from the world. Even in apparent death, this dark mage left instructions with his most devoted, allowing for the possibility of his defeat—and the promise of rebirth. The remains of the cult dubbed themselves the Remnants and began laying Chapter 1: Campaigns in Tal'Dorei 39 tal’dorei campaign guide the groundwork for the Whispered One’s eventual return. With each passing generation, his will grows ever stronger.

Goals: Following the instructions left behind, the Remnants seek to slowly infiltrate and indoctrinate elements of society to prepare for the next stage in the Whispered One’s plot. Each separate sect of the cult is named as a part of his body, and acts independently to pursue their assigned tasks. These sub-factions are called the Eyes, the Voice, the Blood, the Hand, and the Heart. Each splinter cult is tasked with infiltrating and corrupting a respective societal core, and it’s said that when the time for their dark master’s return is nigh, they shall rejoin as one for the ritual.

Relationships: The Remnants are largely unknown, and wish to remain so. Those who are aware of their presence are either members, or have uncovered their insidious existence and seek to stamp it out wherever it may appear. Thus, there are rarely any alliances made by or with the Remnants

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Wardens of Syngorn

The elven city of Syngorn was established in the Verdant Expanse by the sorceress Yenlara, the wood elves’ first leader after the Divergence. Today, the city of Syngorn is safeguarded by the three offices of elders called “Wardens,” united by the High Warden. These four keep the city and the surrounding lands safe from intrusion.

Goals: Maintaining the prosperity and safety of Syngorn is of utmost importance, and the Wardens believe that the elven lives they have sworn to protect are worth more than any outsider’s. The three offices of the Wardens are the Verdant Lord, the Voice of Memory, and the Guildrunner. The office of the Verdant Lord commands Syngorn’s formidable military, which is maintained throughout the Verdant Expanse, ready to be called to Syngorn’s defense at a moment’s notice. The Wardens also place a great deal of focus on maintaining and elevating their culture. The arts are respected on a very high level, and it’s not uncommon for a Syngornian to rise in social status based on proven adeptness with a craft or performance art.

Relationships: As xenophobic as their society may be, the Wardens do understand the importance of alliances and trade, and have worked with the Tal’Dorei Council for over a hundred years to the betterment of both parties. The Wardens still hold a grudge against the Houses of Kraghammer based on their alliance with Drassig many centuries ago, and Kraghammer is likewise happy to ignore Syngorn’s existence on a political level.

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