Thanks to everyone that tried out the Faction Quiz! With the event coming up in just a few short weeks, the Plot Team has decided to release the full info on the factions from the quiz, so give it a read if you're interested in learning a bit more about Olarith and which factions of the Concordant Pact you might be most interested in engaging with at the game! You can treat this information as your character's in-game knowledge (having picked it up via whispers and rumors about Olarith, etc.) going into the event.
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Prism Conclave
An exalted house among peers, this faction of Dragons is entrusted with the great duty of governance and grace. Beneath the guiding will of the Marquis, the Archon and most powerful of the Five Wyrmlords of Olarith, their calling is not conquest, but concord. They are the stewards of diplomacy, the architects of order, and the quiet hand that binds the realm. With poise and precision, the Conclave cultivates delicate relations across all factions, brokering peace where others would draw swords, and ensuring the rightful exchange of talents, treasures, and truths.
Pantherghast Corps
This militant faction is led by the Venatrix, a fierce huntress from a distant plane who controls a seemingly infinite number of Pantherghasts. The Pantherghasts enforce the laws of the Concordant Pact, and it is said that the Venatrix is able to sense guilt from across great distances, sending her minions to punish lawbreakers with brutal efficiency. Should anyone dare to lay a hand upon one of the other Archons during the Reverie, the Venatrix herself can appear at a moment’s notice to put an end to the conflict… and to the offender’s life. Such is the price of an orderly society.
Sglein Forest
This faction is led by Umbra Queen Evangeline, an Amenoi Fae originating from a long forgotten realm who now presides over a community of various creatures of the Faewild. Using their connection to nature, the Sglein manipulate and affect the weather and seasons. As the Spring flowers bloom, the Summer sun shines, the Autumn leaves fall, and the Winter winds blow across Olarith, you always know the Sglein Forest had a hand in it! However, rumor has it that their magic has begun to waver and wane in recent years, and they have had to push further and further for solutions to keep their influence alive.
Forge of Horns
The horned, tusked, and red-skinned Oni of the Forge of Horns are magical craftspeople without equal, having both introduced and mastered the art of ritual casting in Olarith. Casting countless items through the use of “Oniscript” scrolls or their legendary, artifact-creating furnace from which the faction gets its name, Grandmaster O’ot and his Oni subordinates have developed an ironclad monopoly over the creation and usage of enchanted items across the continent. When other factions have need of these items, they venture to the Forge’s cavern domains in the foothills of the volcanic mountains, ready to bargain and barter for items of power from the Oni vaults, even if just as a rental for a short time.
Voyagers of Neir
The Goblins of Olarith love nothing more than adventure and archaeology. Beyond the main continent, the sea is speckled with uncounted islands, filled with hidden mysteries and ripe for exploration. The seafaring Voyagers carry a fiercely competitive spirit; by tradition, the titles of both Archon and Commodore of the fleet pass to the Goblin who leads the most successful (and profitable) expeditions during the Reverie - and in this contest, anything goes! The true treasure may be the journey itself, but the gold and gems are pretty important too.
Speakers of the Cunoasteri
Led by the blind medusa Speaker Mira, the Lamia of the Cunoasteri spend their lives seeking out knowledge and the lost history of Olarith. After discovering an ancient and mysterious fortress that freely relocates itself all around the continent and reverse-engineering its enchantments, the Speakers managed to develop a form of teleportation magic, granting the Concordant Pact access to easy transportation all over the land. To the Cunoasteri, there is always more that can be discovered from the past and brought to the present, and as the host of this year’s Reverie, they look forward to cataloging this historical event for many generations to come.
Oligarchs of Kaha Rawa
Overseen by the boisterous Ring General Kaimoni, the primary members of the Kaha Rawa are the Mapinguari, a race of hairy, cyclopean trolls with a second, ravenous mouth on their stomach. Above all else, they love the three M’s: Money, Muscles, and Mass Destruction! To this end, they founded and run THE PIT, a thriving casino and popular gladiatorial coliseum built right in the heart of an active volcano. The Mapinguari keep the entertainment industry alive and well in Olarith, with the fun games and dangerous fights proving quite lucrative for those that can keep themselves safe from the associated dangers involved.
Echo Tribunal
These spectral entities are humble servants of the White Lady and guardians of the spirit’s final journey. In stillness, they listen. In silence, they serve. The Tribunal does not seek dominion, discovery, or glory; such things pass like breath from the body. They have touched the Silvered Gardens from beyond, and in its peace, they have found their purpose. As Lemures—ghosts clad in burial masks and memory—they guide the wandering dead with care and compassion. They ask nothing of the living, save that they be ready when the time comes. Judgment, release, or rising, each spirit must follow its own path. Where grief lingers, they offer solace. Where spirits cling, they offer release. They are not saviors nor rulers; they are the final light before dusk.
Quarry Conglomerate
This faction of constructs is forged in stone, tempered by labor, and driven by purpose. The Stonelites are built for endurance. Their forms are strong, adaptable, and tireless. They carve through earth and shape the world with precision, unmoved by hardship, unaffected by emotion. From chisel to citadel, all is crafted with intent. The Conglomerate rose from subjugation through discipline and design. Its strength lies in order, in systems that do not falter, and in will that does not waver. Trade flows. Fortresses rise. Armies are provisioned. The past is quarried and laid to rest. The future is built—stone by stone, task by task. Chains will not be worn again.
Legendarium Menagerie
These magical creatures come in all shapes and sizes, from the miniature unicorns that can sometimes be seen hiding behind flowers in the early morning, to the hulking Dalgor, a friendly forest giant who guides lost travelers. Their Archon are the Nymphalidae, a group of butterflies who seem to move and act as a single creature. Outlanders might describe the Legendarium as both capricious and ineffable, yet they are known to appear when least expected should someone find themselves truly in need of magical aid.
Wilderfolk
Mundane animals of all shapes and kinds can be found across the jungle and mountains of Olarith, but the Wilderfolk are animals with a heightened intelligence beyond ordinary fauna. The more evolved the creature, the greater its sentience; and the Archon of the group is an elusive and mysterious chimera with a wide variety of different animal traits. With member critters that gallop, scamper, scuttle, fly, swim, and more, the Wilderfolk have become valuable couriers and messengers, becoming the main postal service between members of the Concordant Pact.
Talons of Dusk
This group of proud and powerful Phoenixes was once known as the Talons of Dawn, and helped serve as vanguards against corruption in Olarith. But when they suddenly lost their mystical light many years ago, they began to wither away into warped and twisted Cockatrices instead. Skulking in the shadows at the bottom of the Concordant Pact totem pole and rarely seen unless they want to be seen, the Talons of Dusk are infamous as bitter, conniving guttersnipes that specialize in stealth, infiltration, locks, traps, and thievery these days. Led by the former High Inquisitor Voza, the Talons do still have a code of righteousness in them from their old Phoenix days, only using their talents to steal from the wealthy or corrupt in order to help balance the societal scales in favor of “the little guys.”
Brinepearl Pod
This female tribe of Selkies lives along Olarith’s coastline, rarely venturing far inland unless they have particular need of the “land dwellers,” or vice versa. With a close spiritual connection to elemental Water and access to harvesting a variety of unique undersea ingredients, the Selkies have an unmatched mastery of mixology, able to create potent potions and poisons capable of accomplishing extraordinary results. The Pod’s leader, Matron Phocida, tends to keep these recipes a closely guarded secret from other factions, but has been known to share her knowledge with skilled brewers that prove worthy of such information.
Adze Academics
The Adze are a faction of bugs, insects, and all manner of creepy crawlers. Led by High Savant Krem, the Adze are experts and innovators in all varieties of magical and alchemical research, and other factions turn to them for help when disease or disaster strikes. Being three inches long comes with its limitations though, and the Adze find that their physical form is not enough to match the size of their intellect. The Adze’s solution is to attach themselves to another creature and take control, using the host’s hands as their own to conduct their experiments. While the Adze are not permitted by the Concordant Pact to use the sentient races of the other factions, no such protection is afforded to the Outlanders. Still, the Outlander hosts surely must be honored to take part in the Adze’s important research, and while the factions gather for this decade’s Reverie, the march of science must continue.
Cerberan Scrapjaws
Need to get rid of something? Throw it to the Cerberan Scrapjaws! Overseen by their three-headed leader Leadfang, the bipedal, dog-like Cerberans are salvagers and scrappers without equal that serve as the primary means of waste disposal for the rest of the Concordant Pact. Dwelling in a vast junkyard full of a plethora of discarded items, the Cerberans exemplify the notion of “one person’s trash is another one’s treasure,” using the garbage to build their warriors’ ramshackle armor, weapons, and tinkering gadgets.
Loam Collective
Long before the arrival of the other sentient beings that make up the Concordant Pact, all green and growing things across Olarith were connected through the life force which still suffuses all plants and fungi of the Loam Collective. The treants, woads, and myconids of the Collective speak on behalf of nature and Olarith itself, a gentle force for peace and harmony among the factions. When the other denizens of Olarith may come into conflict, you may see the trees looking on, bowing their branches as if to say: “We were here long before you walked upon this soil, and long after you are gone, we shall persist.”
Anuran Horde
Abundant all across the jungles of Olarith, the bipedal poison dart frog Anurans come in three tribes: the blue Tinctos that specialize in channeling raw elemental energy, the yellow Leucos that specialize in toxic arrows, and the green Auros that specialize in camouflage and ambush. However, even with these separate tribes, “One Horde, One Family” is the Anuran creed, and they all see one another as close companions and compatriots. Led by the amicable Boss Gullawulla, cooperation is the name of the game for the Anuran Horde, and its members are eager to assist others with whatever they need help with. They provide labor services to the Concordant Pact, and with so many frog folk available and ready to serve, it is not uncommon to find them filling all kinds of roles in society.
Outlanders
Refugees from ravaged lands beyond, this ragtag collective of the High Races of Fortannis first arrived on Olarith fifteen years ago and has since struggled to find their place in a world ruled by monsters. While a few individuals have tried to unite the Outlanders over the years, it wasn’t until Dain Halloway gained the hearts and minds of the people that the group began to make any real progress. The Outlanders’ current objective is pushing for a vote for acceptance within the Concordant Pact in Olarith, which would put them on equal footing with the different factions of monsters. They have already managed to forge an alliance with one of the monstrous factions—the Speakers of the Cunoasteri—but they will need a lot more support than that to make their goal a reality. As a fellow Outlander, Halloway will be looking to you for help to gain a seat at the table in this strange new world!