Factions in Meradyne

Every region has its guilds, factions, associations and clubs. But not all of them have places suited to adventurers who specialize in extreme questing and the occasional violent outburst. Below are the groups that *would* have a door open for you. Note that a few of these require you to have a companion with the background *Notary* to ensure they can trust your claims of what you did or didn't do. If you do *not* have a Notary companion, you will need to seek one out in town before you fullfill your quest goal in order to ratify your feat, for a small fee.

***The Alchemist's Conclave of Innovative Design:*** This group based out of Cielgaard will send you on a great deal of fetch-quests, looking for specific herbs, unusual potions, deadly venoms, and warded glassware. In addition, they might occasionally employ you to blaze new trails, clear out ingredient-rich caves, or establish new supply lines. Rewards for helping the guild include conventional payment (GP) and healing potions. Rewards for moving up in the guild include access to better supplies, a signet ring, and other high-level rewards that can influence players' stats and features directly.

***Baileeya's Greeters*** (requires a notary)***:*** Baileeya the Greeterly was the first person to construct a shrine for the living. As history shifted and she became elementalized, her name is now associated with shrines in general. This group of kindly do-gooders have devoted themselves to keeping up the shrines to the lesser gods and small spirits, repairing damage, refreshing offerings and chasing off would-be ransackers, be they person or beast. While resources are meager, the Greeters to try to send along lightly enchanted baubles to their members, and are always willing to pass along what small blessings the lesser spirits are capable of giving (Alert, Healer or Observant Feats), and high-level members have even been known to receive powerful boons from vast groups of appreciative spirits.

***Carvers' Guild*** (requires a notary)***:*** Lemonade is one of the most gifted carvers in the land, that much is certain. *How* she gets such perfect detail is still very much up for debate. But the point is, if you want to learn how to carve as well as Lemonade does, get in line! This packed-to-the-gills guild is full of would-be masters and suck-ups. The only way to really prove oneself is to do the work, which includes turning in projects, doing studies in other areas in Meradyne, and delivering rare wood to base camp in Zletograd. Rewards for members include regular project assignments which pay in cold, hard gold, the occasional enchanted equipment, and perhaps even tutelage by the great Lemonade herself.

***Hexiun Arcaneum Corps*** (partially requires a notary)***:*** This eilte troop of magicians and arcanists is very selective, but if you make the cut, you'll be among the best magicians in the realm. Since war hasn't broken out in Meradyne in awhile, the Arcaneum is often sent to investigate potential threats of a magical nature, and seeking out new candidates to induct into the battalion. Member can expect to be on the lookout for potent magic wielders, and either destroying them should they be dangerous, or attempt to enroll them in the corps and send them to Hexiun if they should be teachable assets. Those who rise through the ranks of the Hexiun Arcaneum Corps will be awarded with greater military authority, magic-enhancing items, and certain secret military techniques (Eldritch Adept, Metamagic Adept, Spell Sniper, War Caster Feats).

***Hexiun Divinity Battalion:*** Abjurers, exorcists, inquisitors and banishers are all in high demand for the Hexiun Divinity Battalion. These powerful individuals of faith are called upon to respond to extraplanar incursions, possessions, demonic and devilish activity, and undead uprisings. Equipped with the finest diviners in the land, the Divinity Battalion needs no notary; they know when the job is done. Those who rise through the ranks will find themselves in possession of faith-based casting aids, boons from their chosen god, and perhaps even special endowments (Healer, Sentinel, War Caster Feats).

***Hexiun Infantry:*** The standard footsoldier of the Meradynian military, you will be sent out to gather intel and destroy threats, generally of a non-magical nature, bringing back proof that you killed the creature in question. As the more martial-aligned rise through the ranks, they can expect to be refined in battle hardened warriors. Improved armor and weapons are assured, as is a broadening of techniques and fighting styles (Cruel, Fighting Initiate, Martial Adept, Weapon Master Feats).

***Luun's Vigil*** (requires a notary)***:*** This team of skywatchers glean messages and infer meanings from the stars. While some members are more gloom-and-doom sensationalists, others are giving this somewhat ridiculed field of study a fair shot, documenting the acrcanoprismatic gleam of the constellation, the month it appeared in, and the local happenings under its dominion in the sky. Those who subscribe to this guild get... odd. Should you join Luun's Vigil, you will likely be tasked to document and interpret constellations in the Meradynian skies as you travel. Rewards offered to members generally start at simple prophecies, expanding to gold, and even a few arcane skills (Mystic Conflux, Fade Away (gnome only), Ritual Caster).

***Ridealong:*** Originally a companion support group for Artificer Saboteurs, Ridealongs have blossomed into their own unique band of multi-skilled dungeon delvers. After putting up with so many years of bemoaning and jargon-vomit from their counterparts, many splintered off and decided to keep the dungeons but leave the saboteurs. This rag-tag band based in Dossial can teach you pretty much any tool of the trade, if they deem you worthy, and are willing to hand off the occasional scroll to keep you in one piece in the long darkness. Some members have picked up many tricks that a proper saboteur would (Artificer Initiate, Dungeon Delver, Poisoner Feats).

***The Sojourning Balladeers*** (requires a notary)***:*** This group of solo musicians is based out of Kabu, and concerns itself with bringing culture and depth to the Grand Duchy. While many of these ambitious troubadours stick to the major baronies, especially the cities themselves, some of the more adventurous and stalwart of them wander into the wilds, delivering their tunes to the likes of deep gnomes, yuan-ti, and the beasts they encounter. Some of these even have the chops to make the beasts *understand* their song. Members are expected to ride far and wide, presenting tales of note and key lore tidbits to the people of the realm. Those who rise through the ranks for this performing guild are often rewarded in coin endowments, enchanted instruments, and even a few advanced techniques for performance (Inspiring Leader, Prodigy, Skilled, Skill Master Feats).

***Sophisticante*** (requires a notary)***:*** This rumored group of fashionistas and trendsetters is believed to be in the background of the forefront of artistic design and modern style, operating the puppet from the shadows, as it were. If they exist, their location is unknown. Their members are unknown. These members' reward for their secretive work is unknown.

***Union of Agriculture***: The barony relies on two things: trade and agriculture. And both require equal parts intelligence and brawn. From noxious plant eradication to magical fertilizers, the farmers of the realm are always looking for go-getters to help out. After all, as much as life relies on food, alchemy relies on arcane ingredients, many of which are grown in very specific circumstances. Most contractors of the Union are paid in standard gold, but some *have* been known to take of cut of harvest profits instead, or even a sampling of magical reagents created from the supplemented crops. And who know? You might just pick up some tricks along the way. (Healer, Magic Initiate, Poisoner Feats).

***Wanderlust Research Company:*** Originally the brainchild of the buffoon wizard Senreich Seisenvald of Straussendor, this research team has nonetheless become the foremost in the realm. It addresses the problem: "wilderland experts don't go in for book-learning, and bookworms don't do well in the wilds, so deep-wilderness magical sites will just remain unresearched, huh?" This group of equal parts Ranger and Wizard team up to seek out and tackle far-flung magical discoveries. While members of the Company don't necessarily get paid, they always have the option of keeping items from their haul, though it is imperative that important discoveries are sent to the arcanotechnical vault in Hexiun. Common findings include rings, wands, staves and amulets. Those who have been in the business for awhile, though, are occasionally subject to extraplanar influence (Fey-Touched, Shadow-Touched, Telepathic, Telekinetic Feats).

***The Wrestler's Club*** (requires a notary)***:*** Originally founded as a way to solve conflict in a bloodless way, this Yargish Ha-Raanian club will have you traveling the realm, wrestling new people, animals and monsters as you grapple for notoriety within the society. That's pretty much it: *is it even possible to wrestle a roper*? I guess it's your job to find out. Rewards for moving up in the Wrestler's Club include swanky new clothes (specializing in medium armor), advanced training (Athlete, Grappler, Squat Nimbleness [dwarf only] Feats), and rumor has it the highest level members are granted special belts!