Dragon

Land of Karchan

Factions


Factions are groups that player characters (PCs) are able to join. They not only give PCs a richer and more fulfilling background and role playing experience, but also provide interaction and plot opportunities. There are three subdivisions of Factions in Karchan: Guilds, Communities, and Families.

Guilds

Guilds are occupational factions that have to do with how the character makes their living. Guilds usually group themselves depending on their area of expertise.

One example of Guilds are those made up of people that perform one or more related crafts or trades. For example: Red, black and white Smiths would all be members of one guild, and miners, jewelers and gem cutters in a third.

Another example of a guild type would be people who don't directly manufacture things, but sell or trade items, or provide a service. Importers, exporters, Innkeepers, and Barmen might all be in the same guild. Magical, herbal and physical healers would be in another. Finally, architects, carpenters and masons might be in a third.

Guilds could be a collection of faithful whose business it is to serve their god and a community. Priests, religious warriors, and laymen are typically in a guild led by the High Priest or God of their religious affiliation.

Last, guilds may be divided by those who are seeking a common scholarly pursuit. Cartographers, Adventurers, and Ships' Navigators might all belong to one guild, whereas Chemists, Alchemists, and Pharmacists might belong to another.

Players may found a guild if they are able to collect and maintain a population interested in joining that guild. Guilds are allowed to have the same purpose or expertise, and will be considered competing or rival guilds unless otherwise noted. Player characters may belong to one guild at a time.

Note: You do not have to join a guild in order to engage in an occupation, follow a god, provide a service, or follow a pursuit. A character may have multiple occupations or interests and join a guild for one or none. Guilds (and all factions) are here to facilitate RP between players and give Player Characters a foundation for being familiar with other characters and establishing friendships, rivalries, etc. among their cohorts.

Communities

Communities are groups of people that have a culture, government, or geography in common. Communities are a collection of people that are interested or invested in one particular area of Karchan, including cities, towns, or provinces. A player character might join a community if they own a shop or home there, or aspire to own a shop or home there. Player characters might be part of a community if they were born there or raised there and still have a vested interest in what goes on there. Communities are the best way for player characters to become immersed in a chosen cultural, political, or geography-based plot line.

Communities are typically named for the place that they involve located around the Land of Karchan, such as Dunholm, Khneo, or The Deep. Some communities take on wider, wilder areas that could involve no towns, or multiple towns, like Calenwood Forest, Haavi, and Rajan.

Players are not allowed to make their own communities, though if one doesn't exist in a named geographic location and you would like it to, please contact a Deputy. Communities are led and maintained by player characters who have reached political power in an area, or by Deputies. Player Characters may only belong to one Community at a time.

Families

Families Are close-knit groups of individuals that may or may not be related by blood or marriage but none the less share common interests, goals, and/or bonds. Examples of family factions are the Carnelian Family or the Mongke Tumen nomadic desert encampment.

Players may make their own families, and player characters may belong to one family at a time.

One character may belong to a guild, a community, and a family at the same time.


Related Pages

Communities
Families
Guilds

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Last modified on November 29, 2024, 18:32:59