
Faction:
Aspharos
Origin Era:
Before Calendar
Aspharos is a group devoted to the self-proclaimed pharaoh Tha'Most, a Leonite who has gathered orphaned children, predominantly Succubi and Incubi, to establish his kingdom. The members of Aspharos revere Tha'Most as both their pharaoh and their deity. The group is also associated with the pursuit of immortality, fueled by the seemingly ancient age of Tha'Most, who appears centuries younger than his believed lifespan of thousands of years.

Faction:
Circo Dei Pazzi
Origin Era:
Anno Domini
Circo Dei Pazzi is a peculiar circus renowned for its exceptionally bizarre "freak show." Its performers include paranormal beings who have been abducted and coerced, alongside others seeking refuge. All are subject to the stringent control of the ringmaster, but a shift in the troupe's dynamic appears to be on the horizon.

Faction:
Cloud Walkers
Origin Era:
Anno Domini
The Cloud Walkers are a unique flock of Drakken who have made the skies their domain, dwelling within the clouds themselves. From their aerial homes, they descend to hunt, and they are known for their graceful navigation within the cloud layers, even sleeping amongst them.

Faction:
Court of Bahamant
Origin Era:
Creation
The Court of Bahamant is comprised of a faction of Excaliburs, magical weapons and items that came into being when the Dragon Kings relinquished their mantles during the Great Breaking, an event that fractured fate. These Excaliburs, each possessing its own sentience and perspective, share a common desire: to repair reality and restore the connections to Bahamant that were severed during the Great Breaking.

Faction:
Crown Breakers
Origin Era:
Post Arrival
The Crown Breakers emerged in the aftermath of the Great Breaking, an event that shattered fate and led many Dragon Kings to relinquish their mantles to escape the influence of Bahamant. This act resulted in the creation of the Excaliburs – magical weapons and items intrinsically linked to subsequent fractures in reality. These Excaliburs possess independent minds and diverse perspectives. While some seek to mend reality and re-establish connections to Bahamant, the Crown Breakers hold a distinct and opposing viewpoint, the specifics of which remain their defining characteristic.

Faction:
Erringer Ent.
Origin Era:
Modern
Erringer Enterprises, initially founded by Xavier Erringer, became a notable Group of Interest following Xavier's mysterious disappearance. The company fell under the control of his brother, Brian Erringer, also known within certain circles as "Gryphon." Under Brian's leadership, Erringer Enterprises transitioned into a prominent, albeit shadowy, organization specializing in advanced weapon synthesis. They are particularly known for their creation of "Excalipands" – unique, magically imbued weapons – catering exclusively to the highest bidder, regardless of affiliation or ethical considerations.

Faction:
Fallen Kingdom
Origin Era:
Modern
The Fallen Kingdom is a coven of Vampirials who chose to diverge from the majority when they embraced a path of world domination. Instead, this group has dedicated itself to the restoration of a long-forgotten city, aiming to resurrect their own "Fallen Kingdom" to prominence.

Faction:
Ice Vipers
Origin Era:
Anno Domini
The Ice Vipers were a formidable sect of Gorgons who coalesced around a powerful queen capable of petrifying targets into diamond and a king wielding the power of ice. Their combined abilities made them the most potent Gorgon sect until the mysterious disappearance of their king.

Faction:
Kekafar
Origin Era:
Modern
Kekafar is a splinter group formed by former members of Aspharos. These individuals rebelled after uncovering what they believe to be the true nature of Tha'Most. Driven by a desire for liberation, their ideology is stark: they will either achieve their freedom or witness the world's destruction in their pursuit of it.

Faction:
Manticore Herders
Origin Era:
Anno Domini
The Manticore Herders are an unusual group of Drakken who have abandoned the nomadic lifestyle typical of their kind. Instead, they have dedicated themselves to the practice of raising Manticores. Their primary activity involves harvesting manticore fur and excess horn growth, which they then sell as raw materials to other races.

Faction:
Maranboe
Origin Era:
Naltu War
The Maranboe Hive is a terrifying collective born from the Maranboe virus, a contagion where assimilation is mutual: every individual is incorporated, and in turn, incorporates the Maranboe. They are a multitude unified by a single hive mind, their origins and nature deeply entwined with the historical Sins of the Naltu. In essence, they are a sentient, interconnected horde.

Faction:
Nations United
Origin Era:
Modern
The Nations United is a clandestine assembly composed of the true, often unseen, leaders of the world's nations. Each member operates as a shadow government within their own country, with such extreme secrecy that their existence would likely confound even the famously enigmatic Illuminati.

Faction:
Rain Takers
Origin Era:
Anno Domini
The Rain Takers are a resilient group of Drakken who inhabit harsh wastelands frequently subjected to acid rain. This environment has led to the development of thicker, more resistant scales among their kind. However, some Rain Takers bear the scars of their environment, with damage evident on their wings.

Faction:
Subaquans
Origin Era:
Naltu War
The Subaquans encompass a diverse array of aquatic races. They are often associated with maritime disasters, such as the unexplained sinking of ships and their emergence from the depths during violent storms. Their forces are known to include the alluring and ensnaring sirens, as well as formidable sea monsters capable of destruction.

Faction:
The 12th Roundtable
Origin Era:
Modern
The 12 Roundtable represents the twelfth iteration of a collective, this one assembled around Rahen Khloe, the twelfth San or light Magi. Their purpose was to confront the destructive rampages of chaos dragons. However, this iteration of the Roundtable met a tragic end with the betrayal and death of Rahen Khloe.

Faction:
The Benefactor
Origin Era:
Post Arrival
The Benefactor is a shadowy figure whose influence, and that of their followers, permeates the affairs of numerous Groups of Interest. Their actions suggest an uncanny foresight, as if they possess knowledge of future events and maintain a vested interest in the ultimate trajectory of these organizations.

Faction:
The Colony
Origin Era:
Naltu War
The Colony refers to the interconnected network of Insectoid Hives. Each individual Hive is structured around a queen and a multitude of Insectoids, each Hive's inhabitants thematically linked to a particular element. Primarily focused on the prosperity of their own Hive, Insectoids generally disregard the outside world. While internal conflicts between Hives can occur, they are more inclined to collectively target any external entity that encroaches upon the Colony.

Faction:
The Forest
Origin Era:
Before Calendar
The Forest is the collective of supernatural beings residing within the depths of a secluded woodland. Their existence is predicated on mutual respect between the inhabitants and the fae. Content within their verdant sanctuary, the denizens of The Forest maintain a deliberate detachment from the outside world and its concerns, finding their paradise within the trees.

Faction:
The Forge
Origin Era:
Modern
The Forge is a clandestine organization that emerged by capitalizing on the technological advancements pioneered by Erringer Enterprises. Operating in the shadows, they produce mass quantities of inexpensive "Excalipands." While these weapons are of a lower quality and possess less power compared to authentic Erringer creations, The Forge's strength lies in its rapid and large-scale production capabilities, making magically imbued weaponry more widely accessible.

Faction:
The Hall of Saints
Origin Era:
Before Calendar
The Hall of Saints originated as a coalition of the heads of seven families, united by the singular goal of purifying the world of evil and corruption. Over time, the organization expanded, incorporating more families and adopting an increasingly religious ideology. The Hall of Saints now pursues the purification of the world from what they perceive as the devil and his influence. This broadened mission includes targeting those who have "accepted his gifts," such as individuals with magical abilities or the mentally handicapped, whom they believe to be tainted.

Faction:
The Offenders
Origin Era:
Modern
The Offenders are a team of supernatural beings assembled by the Nations United to act as heroes. While considered a valuable asset, they are also viewed as expendable by the governments that formed them, a situation that will likely persist until a viable replacement can be created.

Faction:
The Vampirial Legion
Origin Era:
Before Calendar
The Vampirial Legion traces its origins back to the ancient war with the Naltu. Since then, the Vampirials have largely dwelled in the shadows, experiencing life both as the hunted and the feared. However, the assimilation of a dictator into their ranks marked a turning point, galvanizing them into a unified force with the ambition to seize control of the world.

Faction:
The Wolf Council
Origin Era:
Naltu War
The Wolf Council emerged from the chaos that followed the Naltu War. Comprised of the Auk Mentar, or werewolves, the council initially aimed to restore order. Organized into twenty distinct tribes, each assumed responsibility for the affairs of a specific race, bringing a measure of stability to the fractured world. However, as time passed and their power grew, the Council's original benevolent intentions began to erode and twist.
