Factions & Organizations
Major Groups and Alliances in the Campaign
Player-Affiliated Factions
Magnetron Artificer Guild
- Type: Craftsman Guild
- Alignment: Neutral (potentially compromised)
- Base: Sphinx Island
- Specialization: Magnetic technology, mechanical artifice
- Members: Gluthoric (member), Master Ferros (missing elder)
- Services: Share schematics, lodging, specialist contacts for members
- Current Status: Under investigation for World Government infiltration
Night Prowlers
- Type: Thieves’ Guild
- Alignment: Chaotic Neutral
- Base: New Ohara Market Quarter
- Specialization: Thievery, underworld operations
- Members: Luna (affiliated)
- Services: Fencing stolen goods, information network, safe houses
- Current Status: Active
Seafoam Scrappers
- Type: Pirate Crew
- Alignment: Chaotic Good/Neutral
- Base: South Blue
- Specialization: Sailing, raiding, rescue operations
- Members: Flynn (affiliated), Ragged Crew (rescuers)
- Services: Information about South Blue, potential crew connections
- Current Status: Active
Sun Mother Faith
- Type: Religious Organization
- Alignment: Lawful Good
- Base: Emerald Dunes Temple
- Specialization: Desert survival, healing, spiritual guidance
- Members: Sylen Vaelmont (priest)
- Services: Shelter of the Faithful (food, housing), healing, blessings
- Current Status: Active
Faction Comparison
| Faction | Type | Alignment | PC Member | Primary Activity |
|---|---|---|---|---|
| Magnetron Guild | Craftsman | Neutral | Gluthoric | Technology & Crafting |
| Night Prowlers | Thieves | Chaotic N | Luna | Thievery & Intelligence |
| Seafoam Scrappers | Pirates | Chaotic G/N | Flynn | Sailing & Raiding |
| Sun Mother | Religious | Lawful G | Sylen | Healing & Shelter |
Faction Relationships
Allied/Friendly
None established yet between player factions
Neutral
- Most factions have no direct relationship
- Magnetron Guild and Sun Mother Faith may trade (technology for blessings)
Hostile
- Night Prowlers vs. Law Enforcement (implied)
- Seafoam Scrappers vs. Marines (Flynn has bounty)
Complicated
- Magnetron Guild: Potentially infiltrated by World Government, internal conspiracy
Non-Playable Factions
World Government
- Status: Antagonistic presence
- Activities: Infiltrating Magnetron Guild, hunting pirates
- Known Agents: Unknown (Project Lodestone conspiracy)
Marines
- Status: Law enforcement, bounty hunters
- Activities: Pursuing wanted pirates (Flynn), destroyed Llewyn’s Squad
- Threat Level: High for Flynn, moderate for others
Faction Benefits
Magnetron Artificer Guild
Member Benefits (Gluthoric):
- Access to shared schematics and blueprints
- Lodging at guild halls
- Specialist contacts and artisan network
- Guild insignia grants respect among craftsmen
- Reduced costs on mastercraft materials
Night Prowlers
Member Benefits (Luna):
- Underground information network
- Fencing services for stolen goods
- Safe houses in urban areas
- Training and skill exchange
- Protection from rival thieves
Seafoam Scrappers
Member Benefits (Flynn):
- Crew connections and sailor contacts
- Knowledge of South Blue routes
- Potential ship access
- Protection from other pirates (sometimes)
- Shared raid information
Sun Mother Faith
Member Benefits (Sylen):
- Shelter of the Faithful (food and housing)
- Healing supplies and medical support
- Spiritual guidance and counseling
- Access to temple resources
- Respect in desert communities
Faction Quests & Hooks
Magnetron Artificer Guild
- Main Quest: Investigate Project Lodestone conspiracy
- Hooks: Find Master Ferros, expose World Government infiltration
- Rewards: Advanced schematics, guild promotion, rare materials
Night Prowlers
- Potential Quests: High-value thefts, rival gang conflicts
- Hooks: Prove worth to organization, recruitment missions
- Rewards: Underworld contacts, rare stolen goods, safe passage
Seafoam Scrappers
- Potential Quests: Rescue missions, pirate conflicts
- Hooks: Repay life debt to Ragged Crew, crew recruitment
- Rewards: Ship access, sailing knowledge, South Blue influence
Sun Mother Faith
- Potential Quests: Desert pilgrimages, healing missions
- Hooks: Aid drought-stricken islands, spread the faith
- Rewards: Divine blessings, healing supplies, temple support
Joining Factions
Requirements
- Magnetron Guild: Crafting proficiency, mastercraft ability, sponsorship
- Night Prowlers: Thief skills, prove worth with successful heist
- Seafoam Scrappers: Sailing ability, pirate code acceptance, crew vote
- Sun Mother Faith: Religious devotion, healing ability, temple training
Current Party Status
- 4 of 6 characters have faction affiliations
- 2 characters (Llewyn, Nora) have no current faction
- Potential for party to form their own crew/faction
Faction Conflicts
Internal Issues
- Magnetron Guild: World Government infiltration, missing elders
- Night Prowlers: Potential rival gangs, law enforcement pressure
- Seafoam Scrappers: Marine pursuit, inter-crew politics
- Sun Mother Faith: Resource scarcity in desert regions
External Threats
- World Government: Targeting multiple factions
- Marines: Hunting pirates and criminals
- Rival Organizations: Competition for resources and influence
Future Factions
Potential Additions
- Party’s Own Crew: Characters may form independent faction
- Marine Faction: If any characters have Marine connections
- Revolutionary Army: Potential ally against World Government
- Bounty Hunter Guild: Potential antagonists
- Other Pirate Crews: Allies or rivals
Related Pages
Last Updated: 2025-11-03