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 Post subject: The Gnomish Embassy [Blog]
PostPosted: Dec 07, 2018 11:44 am 
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This week has been Faction Week over at the Embassy. The idea is to create new factions that are, in the blog, kept barebones and generic to encourage GM's to use them how they will. Below are some examples of my created factions fitting into the World of Blackmoor.

- Sacred Fire is a recently formed order dedicated to God of Protection, Justice, and Good - like Henrin. Protecting the downtrodden and rich alike from the depredations of Demons. Based in the City of Blackmoor proper. They continue to work with repentant Warlocks (possibly supplied by the Cabal) who use their infernal knowledge to guide the order's efforts to stamp out fiendish corruption in the North.

- This is an order charged with keeping the peace between desert natives and newly arrived colonists. Good for a Hak campaign where the Peshwah and the Thonians need to have a third party to make sure they get along as best as possible. They also deal in recovering and safe-keeping artifacts from the desert. Could be a good faction to point characters to adventures like City of the Gods, and other areas where dangerous artifacts may lurk.

- Smuggler group originally based on fishermen and crabbers. Operates in almost any port in the region. Know for smuggling their goods in crabbers pots and fish bellies.

- Mercantile Cartel/Guild that is Headquartered out of Bramwald and includes an office within the Regent of the Mines' territory. This guild tries to get involved or invest moneymaking operations throughout the North. Livestock here, mines there, magical items if they crop up. The Cartel likes multiple pieces from multiple pies. They could be patrons to the PC's or enemies depending on what the branch manager is up to.

- Adventure and Exploration company. Eager to map out hidden portions of the world. Most likely making local charts of Dismal and Great Barrier Swamp. Would not mind hiring adventures as they chart out Egg of Coot's land for 'educational purposes' only. Generally, more ally or flavor text than a rival to the PC's, unless they also happen to be cartographers and explorers.

- A sellsword company led by women (but not a female only organization). They are eager to gain the respect of their fellow colleagues within the free companies. Depending on the era they are either on the front lines (such as defending Duchy of Ten from the Afridi) or they are running guerilla campaigns against an army within the swamp. Makes for good 'friendly rival', patron, or flavor text for a GM wanting to add a random fact.

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Last edited by boddynock on Dec 28, 2018 11:34 am, edited 2 times in total.

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 Post subject: Re: [Gnomish Embassy] Faction Week!
PostPosted: Dec 07, 2018 7:47 pm 
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Thank you!!! 8)

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 Post subject: Re: [Gnomish Embassy] Faction Week!
PostPosted: Dec 08, 2018 7:58 am 
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Very cool. Nice notes on adapting this to Blackmoor. I always like using factions and adding political elements to my campaigns.

-Havard

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 Post subject: Re: [Gnomish Embassy] Faction Week!
PostPosted: Dec 08, 2018 1:21 pm 
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- A Mage Order that is willing to work with organizations such as the Cabal in managing Mages. They stand in opposition towards the Mage's Guild (whom they view as too broad and obstinate) and caters specifically to Enchanters and Illusionists. Their leader is a Gnome Illusionist named Purple Basia.

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 Post subject: [Gnomish Embassy] Microlite: Dragonborn
PostPosted: Dec 21, 2018 11:57 pm 
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 Post subject: Re: [Gnomish Embassy] Faction Week!
PostPosted: Dec 24, 2018 12:05 pm 
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When the furthest pole of Blackmoor, the home of the King of Cheer is attacked by the Egg of Coot's forces, the King can always call upon his loyal Reindeerfolk to guard his realm. Includes character stats for 5e, Microlite5e, and 1974 Style.

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 Post subject: Re: [Gnomish Embassy] Faction Week!
PostPosted: Dec 25, 2018 10:23 am 
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 Post subject: Re: [Gnomish Embassy] Faction Week!
PostPosted: Dec 26, 2018 11:09 am 
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 Post subject: Re: [Gnomish Embassy] Faction Week!
PostPosted: Dec 26, 2018 3:42 pm 
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 Post subject: Re: The Gnomish Embassy [Blog]
PostPosted: Dec 26, 2018 4:49 pm 
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A good point Havard, and I shall be sure next time when I post a link to also add a description of how to adapt item to Blackmoor specifically or elaborate if there already is a Blackmoorian connection in the thread post.

As for Sharkfolk in the North. We would see two groups of Sharkfolk. The race would be typically viewed as Uncommon in the North but not rare. You'd find a few along the wharves of Jackport, Maus, and Archilis. They generally prefer the open waters of the North Sea to the interior Black Sea. The Black Sea leads to a lot of fights with Skandaharian and Coot forces. The Grayback Clan of Archilis represents larger breeds of Sharkfolk (who note a common ancestor with Great Whites - large-bodied predators who have the mass for cooler oceans). Very heavy meat and fish based diet.

Sharkfolk in the west are known as Brownbacks or Mudfins. These Sharkfolk are smaller build with common ancestry to brackish dwelling Bull sharks. 'Small' is a relative term. They typically stand a foot taller than most Men and are known for a pugnacious attitude that has lead many brawls along the Misauga. It's considered bad form by Tenians to stick a hand towards a Brownback to point or hold up a hand. Brownbacks take it as a challenge and often their first action is to bite the limb off.

Sharkfolk have no nation of their own. They can be found as sellswords and pirates. They lack the population to make-up full pirate crews, but any vessel has a chance to have a Sharkfolk mending nets and casting sails. Tortles dislike Sharkfolk. Tortle elders note in myth and song that in the distant past their great coral cities were overthrown by a distant cousin to Sharkfolk, the Sahuagin. Despite the fact that Sharkfolk do not get along with their cousins and the two groups also fight, Tortles see a lot of similarities between the two folk. Sharkfolk dislike Skandaharians, as the blonde northerners will use Sharkfolk as food and oil and not as prisoners. In turn, Sharkfolk Captains will not take Skandaharians prisoners. They can go ahead and walk in the plank as far as a Sharkfolk Captain is concerned.

The Coot is said to take Sharkfolk prisoner and warp them into Greenfins. Corrupted Sharkfolk who, often covered in sores. Their muscles are increased tenfold, but whatever the Egg uses to pervert them is leaks in an oily pool that smells terrible. That reason aligns Sharkfolk with the enemies of the Egg.

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