The Teller’s Guild
Tellers are not quite bards, rather they are travelers who make it a point to take note of their journeys, many small towns out of the way in farming fiefdoms and the like would rely utterly on Tellers for news of the world. Tellers served a dual function of being public servants who spread important news, and storytellers to delight the populace. Tellers know many stories, tales of old and histories both and will pay handsomely for one they’ve never heard. There are also plenty of stories and rumors about Tellers themselves, often they will act as humble guides or mentors for great heroes. Regardless of the truth of such stories, Tellers are always welcome everywhere they go.

The Geohawk Mercenaries
Nomadic soldiers-for-hire. Geohawks are lone adventurers who travel around the world performing tasks. Dragon-slaying, Demon-hunting, Caravan guarding. Geohawks have a reputation for being somewhat unsavory but they can always be relied upon to kill what needs killing. A single Geohawk Mercenary is considered the equivalent of an entire adventuring party, and they are often seen wandering dungeons and exploring dangerous territories alone, as opposed to in the more common adventuring groups. Geohawk Mercenaries often have an air of mystery about them, and they are usually given a great deal of respect wherever they go. Their symbol is a silver coin sewn into the back of their gloves.

The Whistlerum trading Clan
A prosperous shipping company led by Reed Whistlerum. They have large powerful ships and carry goods all over the world. They have peaceful relations with every nation save the Giants (they’re working on that.) And in general they can be relied upon for goods and services. The Whistlerum clan is also full of young entrepreneurs investing in small businesses all over the world.

The Pirate Armada
A loose coalition of sky pirates. The Pirate Armada was once a terrifying force that raided Maquin and Whistlerum trading vessels, as well as menacing the various Cloud Kingdoms. The Armada was originally formed due to the escalation of the Maquin’s Naval power requiring Pirate crews to become more organized if they wanted to continue plying their trade. Now they are mostly a casual covenant of privateers and rogues who travel about seeking fortune and plunder.

The Wandenhof Clan
A non-politically aligned organization founded by the Minotaur hero Vargus Ironheart with the goal of protecting the unprotected and keeping the peace at the edges of civilization. It is open to any well-intentioned person, no matter their race, affiliation, or past history. They are only required to sever all ties to any specific organization or country and to truly want to serve the greater good. They are a sworn brotherhood of guardians who tend towards the edges of civilization protecting the helpless.

The Brotherhood of Dusk
Based in the Cloud Kingdom of Redstone City, the Brotherhood of Dusk is a secret society of Adventurers who deal in secrets and artifacts. Led by an enigmatic swordsman, They are incredibly exclusive and don’t often invite new members. They act something like a society of gentleman adventurers, priding themselves in their civility and culture.

Clan Fleetwind
One of the oldest Thieves Guilds in history. Clan Fleetwind is actually less of an organized guild than it is a family of rogues. They are largely expected to be dishonest, thieves, pickpockets, con-men, trespassers, and all-around tricksters, and only about half of it is undeserved. Many Clan members are wandering nomads or travelling performer troupes.

The Sunshadow Guild
An enigmatic collection of Assassins. Their leader carries the title Zivilyn. Long thought to be extinct there are whispers that they are simply biding their time…


A Subtle Dawn Skyserpent Skyserpent