Factions & Organizations

Major Groups and Alliances in the Campaign

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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

FactionTypeAlignmentPC MemberPrimary Activity
Magnetron GuildCraftsmanNeutralGluthoricTechnology & Crafting
Night ProwlersThievesChaotic NLunaThievery & Intelligence
Seafoam ScrappersPiratesChaotic G/NFlynnSailing & Raiding
Sun MotherReligiousLawful GSylenHealing & 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


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Last Updated: 2025-11-03