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March 8, 2023

WORLDBUILDING WEDNESDAY - FACTIONS

It's lore time! Every Wednesday (fingers crossed), I'll share important updates to Erenel's Fictional Universe that I hope inspires your world building or enhances games played in the Erenel Campaign Setting.

I strongly encourage world builders to share what they've been working on in our #worldbuilding Discord channel!

This week, we're looking at three factions players can join in Living Erenel; the Sunderwolf, Unbound and Vice!

What's Living Erenel?

A 5E/MMO experience set in Erenel’s Fictional Universe. Join the living world and play games hosted by me! Add yourself to the Living Erenel Headcount by visiting the Gamingbrew Discord. 

THE SUNDERWOLF

Sunderwolf Article 

One of the youngest Northland clans, the Sunderwolf, chose to leave the Warlord's Alliance when the Oakhammer and their leader Ragnar Stormbearer went to war against the Krovian Empire. Uncompromising their ideal of serving nature while growing as a people, the Sunderwolf seek a balance between preserving the wilds and allowing compromising civilization to thrive.  

Why be a Sunderwolf? Choose a Primal Deity to follow before diving into the Campaign Adventure Into the Wolf's Den EP 1 

Adventure hint: A small clan of those loyal to the now slain Warlord Ragnar Stormbearer have taken residence in a small Northlands village. An easy target for a raid. 

THE UNBOUND

Unbound Article 

As Curators guide the Unbound to a bright future and Archivists protect and spread recovered knowledge, Wayfarers serve a critical role beyond the library's walls. These well-trained scholars set off on expeditions, delving into lost tombs and the far outreaches of the world. To be a Wayfarer is incredibly dangerous and often fatal. Delving into the darkness and traveling to the world's far corners is filled with unquestionable peril. 

Why be an Unbound? Help maneuver the continent's political landscape after diving into the Campaign Adventure Tower of Enigmatic Eldrick EP 1 

Adventure hint: In the Titanic Expanse of Ulkadia, a hidden vault is believed to contain the unspeakable. 

THE VICE

Vice Article 

In the Crimson Shores lies the Free City of Pandaros, a wild and chaotic harbor where the spoils of raids and dungeon delves are sold without oversight or interference. The mighty sorcerer, Tempest King, watches over the city, uncaring as long as he receives his tithe. Pledging loyalty to the Tempest King are the pirate lords of the Vice. Each Vice pirate lord commands their own ships, crew and claim various islands in the region. 

Why be a Vice?Take up the pirate's life and prepare for naval warfare after diving into the Campaign Adventure A Pirate's Life EP 1 

Adventure hint: An unfortunate lesser Vice Lord has met their demise at the hands of a Krovian Warship.

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The Sunderwolf, Unbound and Vice are 3 of 8 faction choices in Living Erenel. Articles for the remaining 5 continue tomorrow for the following factions:

Absolution. A religious faction many consider overzealous, the Absolution believes Fallen Stars are gifts from the Heavens. Using these "gifts," the Absolution medically insert fragments of the fallen star into their body as an act of loyalty so they may become "stars" and fight back the all-consuming void.  

Anvils. Militant followers of Kalator, the Anvils protect things of beauty and are the first to fight against those who would subject artistic expression and craftsmanship. At the behest of their deity, the Anvil travel deeper than almost any Dwarf to face the Swarm head-on, outfitted in battle armor forged by Kalator himself.   

Creed. In Erenel, spellcasters "tether" into the bond, accessing raw magic left over by the creator, Al'Madoon, to cast spells. While tethered, magic users manipulate the very fabric of the bond for their desired outcome. Unfortunately, tethering into the bond has a real and immediate price, leaving a mystical residue on the spellcaster's life essence. This residue leads to a condition known as Tetherbane, and as the condition worsens, spellcasters begin to lose control. The magic they once skillfully wielded becomes chaotic and uncontrollable. A simple light spell could result in a random burst of magic, devastating a city block. To protect Erenel from the dangers of Tetherbane, the Creed acts as independent law enforcement for Tetherers and magical entities.

Dreamwalkers. Lucid Dreamers gifted at traversing into the Trance Plane of Dreams, Dreamwalkers feel at home drifting alongside Al'Madoon's subconscious. But with such gifts comes responsibility. As the mortals of Erenel dream and their consciousness slips from their mortal bodies, Dreamwalkers scour the Trance protecting Dream Pearls from falling into the hands of dastardly fey or the hags that seek to spread the nightmare.

Hereafter. Led by the Benefactor, the Hereafter Thieves Guild thrives in the darkest places of Nephistrad, seeking to overthrow the Von Lishken lineage and topple the political elite. While not opposed to the Sanguis way of life, the Hereafter searches for a way to end the pains of eternal hunger – or turn it into profit.

Living Erenel Faction Rules  

https://www.worldanvil.com/w/erenel/a/faction