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Factions Overview

Thesalon is not ruled by one power.

It is a world of damaged crowns, freeports, harbor leagues, temple houses, merchant factors, pilot lineages, ship crews, refugee networks, privateer claims, old laws, local councils, hidden brokers, foreign courts, and people who have learned that power is often closest when it controls the door, dock, name, route, ledger, shrine, or meal line in front of you.

This campaign begins in Marithel, where factions matter immediately.

The party begins aboard the Azure Aviary, a ship moving through Windrider Gulf waters. Their first expected major hub is Windrider Freeport, a city shaped by Blue Lantern law, refugee moorings, registries, repair yards, docks, markets, temples, salvage courts, pilot houses, and overlapping maritime powers.

Factions are not only background lore.

They are who hires the party, protects them, delays them, lies to them, records them, shelters them, hunts them, feeds them, pays them, threatens them, or asks them to do something the faction cannot do openly.

A faction can be a state, guild, court, religious house, harbor alliance, military body, aid kitchen, smuggling network, ship crew, family route, refugee council, merchant office, or loose movement of people with shared interests.

This page introduces the major public faction categories players may encounter or tie characters to.

It is player-safe. It does not reveal hidden campaign secrets.


Player Summary

Factions in this campaign are best understood through what they control.

Faction ControlExamples
LawHearings, guest rights, identity review, claims, testimony.
PassageShips, pilots, routes, harbor access, convoy protection.
RecordsNames, papers, manifests, debts, cargo, deaths, salvage claims.
SafetyGuards, watch patrols, escorts, sanctuary, safe rooms.
Food and careRefugee kitchens, clinics, temple healing, water distribution.
TradeCargo, warehouses, credit, contracts, market access.
ViolencePrivateers, corsairs, patrols, mercenaries, armed claimants.
MemoryDrowned names, war records, family lines, burial rites.
SecretsFalse papers, hidden routes, protected identities, smuggling.
LegitimacyWho is recognized as lawful, rightful, protected, or dangerous.

A faction is rarely only good or only bad.

A Blue Lantern advocate may save someone from unlawful seizure but delay another case too long.
A merchant house may feed a district and exploit its labor.
A pilot house may protect ships by keeping routes secret and also deny passage to desperate people.
A temple house may heal the wounded and still enforce painful procedure.
A smuggler may rescue refugees and sell others into debt.
A privateer may stop pirates and become one when no one is watching.

The campaign uses factions to create choices.

Who do you trust?
Who do you owe?
Who gets to define what is lawful?
Who benefits if the party acts quickly?
Who benefits if the party waits for procedure?
Who is being protected, and who is being silenced?


How Factions Work in Play

Factions make the world responsive.

When the party helps one person, a faction may notice. When they expose one lie, another faction may lose money. When they protect a witness, someone else may try to discredit them. When they accept work, the employer’s rivals may assume the party has chosen a side.

Faction play does not require the players to memorize every organization. It works through practical relationships.

Player ActionFaction Response
Accept a jobEmployer gains leverage, rivals take notice.
Protect a refugeeAdvocates, claimants, kitchens, and Watch officers may react.
Break a cargo sealMerchant factors, courts, and ship captains may demand answers.
Expose false papersRegistry offices, protected travelers, and criminals all care.
Save a shipCaptains, pilots, repair guilds, and insurers remember.
Refuse an orderA patron may punish, respect, or test the party.
Help Low LanternRefugee networks may trust the party before officials do.
Work with NightwaterOfficial factions may distrust the party; hidden contacts may open.
Challenge a privateerPrize courts, armed ships, and merchant houses may respond.
Recover salvageFamilies, temples, courts, and owners may all claim it.

Factions should make choices matter beyond the immediate scene.

Not every consequence is punishment. Some consequences are contacts, warnings, invitations, favors, rumors, safe rooms, discounts, introductions, or people who quietly decide the party is worth watching.


Major Maritheli Factions at a Glance

These are the broad public powers most relevant to early play in Marithel.

FactionPublic Identity
Blue Lantern FreeportsHarbors and legal traditions built around guest law, hearings, false-name review, and protected procedure.
League of Nine HarborsMaritime league concerned with trade, harbor stability, shipping law, and inter-port coordination.
Windrider ConcordRegional network tied to Windrider Gulf, freeport cooperation, pilotage, repair, and local maritime balance.
Stormgate AdmiraltyNaval and strategic maritime authority associated with major passage security and old sea obligations.
Drowned Reef CantonsReef communities, pilots, divers, salvagers, and local councils shaped by wreck law and dangerous waters.
Sirenward CompactMaritime pact concerned with deep-water dangers, warding traditions, and protection from perilous sea phenomena.
Saltglass PrincipalitiesWealthy maritime principalities tied to contracts, glass, salt, prestige, debt, and merchant power.
Tidebound Corsair StatesSea powers where corsair law, privateering, raiding codes, and naval strength shape politics.
Farwake NavigatorsLong-route pilots, chart keepers, and passage specialists connecting Marithel to wider Thesalon.
Wider World PowersForeign courts, temples, survivor councils, monster courts, trade houses, and continental factions reaching into Marithel.

These factions overlap with local services in Windrider Freeport, but they are broader than one city.

A character can be tied to one faction directly, serve a minor branch, owe a related office, or simply be affected by its policies.


Blue Lantern Freeports

The Blue Lantern Freeports are not one single government. They are a network of harbors and legal customs centered on the idea that people under claim should be heard before being surrendered, seized, returned, or erased.

Their most famous principle is simple:

Before someone is taken, they must be heard.

Blue Lantern law matters for refugees, false-name travelers, witnesses, debt-bound passengers, defectors, former prisoners, protected children, shipwreck survivors, and anyone whose identity or safety depends on procedure happening before force.

What They Control

ControlMeaning
Guest-law hearingsReview claims before surrender or seizure.
False-name procedureDecide whether hidden identity is protection or fraud.
Sanctuary delayCreate time before outside powers can act.
Protected testimonyPreserve witness statements and legal proof.
Advocate networksProvide legal help, interpreters, runners, and petition support.
Public legitimacySignal that a harbor honors process over immediate force.

Why Players Might Care

Player NeedBlue Lantern Use
Protect a vulnerable personSeek hearing, delay, advocate, or safe room.
Use a false nameAsk whether concealment can become protected.
Challenge a claimantDemand proof before surrender.
Preserve testimonyGet words recorded before danger arrives.
Find missing identityReconstruct names, family, status, or papers.
Investigate corruptionDiscover who abuses the law’s delays or protections.

Blue Lantern Freeports are powerful because they slow violence.

They are fragile because delay only helps if someone uses the time well.


League of Nine Harbors

The League of Nine Harbors is a major maritime league concerned with trade, harbor coordination, shipping stability, market rules, tariffs, emergency cooperation, and disputes between powerful ports.

It is not a single crown. It is a league of harbor interests.

Its members may disagree fiercely, but they share an interest in keeping ships moving, markets functioning, routes predictable, and harbors respected.

Public Priorities

PriorityMeaning
Trade stabilityKeep goods, ships, and contracts moving.
Harbor recognitionMake sure major ports honor each other’s basic procedures.
Tariff negotiationCoordinate fees, taxes, and port access.
Emergency responseAssist during fire, storm, blockade, disease, or route collapse.
Merchant arbitrationSettle disputes before they become private violence.
Anti-piracy pressureProtect trade routes from open predation.
Repair accessMaintain shipyard and drydock reliability.
Public reputationKeep foreign merchants confident.

Why Players Might Care

Player NeedLeague Use
Merchant workGuard cargo, investigate fraud, escort negotiators, recover goods.
Harbor disputeNavigate competing fees, claims, or access issues.
Cargo mysteryTrace ownership through league records.
Political pressureDiscover why a harbor decision is not local at all.
Work contractsTake legal jobs with trade consequences.
Refugee tensionSee trade stability conflict with humanitarian need.

The League is useful, wealthy, and often self-interested.

Its members may fund relief because stable ports require moral legitimacy. They may also oppose measures that slow trade, even when delay protects the vulnerable.


Windrider Concord

The Windrider Concord is the regional framework that helps keep Windrider Gulf functioning.

It is associated with Gulf harbors, freeport procedures, pilot coordination, repair obligations, rescue expectations, route warnings, dock dispute mediation, and local maritime balance.

If the League of Nine Harbors thinks in broad trade terms, the Windrider Concord thinks in practical regional terms.

Which route is open?
Which pilot house is warning of fog?
Which harbor has repair space?
Which refugee boats need escort?
Which privateer is overreaching?
Which lighthouse has failed to report?
Which ship is overdue?

Public Priorities

PriorityMeaning
Gulf safetyKeep local waters navigable and watched.
Pilot coordinationShare or restrict route warnings.
Freeport supportMaintain legal, repair, and harbor cooperation.
Rescue normsEncourage ships to aid those in distress.
Repair schedulingManage scarce drydock and shipyard resources.
Local dispute mediationKeep small conflicts from becoming route crises.
Signal reliabilityProtect bells, lights, flags, buoys, and markers.
Refugee movementManage humanitarian and political pressure in Gulf waters.

Why Players Might Care

Player NeedConcord Use
Route helpFind pilots, warnings, or safer passage.
Ship repairGet access to yards, materials, or certification.
Local authorityLearn who can mediate a Gulf dispute.
Rescue caseInvestigate a ship that failed to answer distress.
False signalDiscover who maintains or corrupted a route marker.
Regional jobTake work that matters to Windrider Gulf as a whole.

The Windrider Concord is practical, local, and full of compromises.

It may be one of the first larger networks the party hears about after arriving near Windrider Freeport.


Stormgate Admiralty

The Stormgate Admiralty is a maritime authority associated with strategic passage, naval readiness, old obligations, route defense, and the security of dangerous or important waters.

Publicly, it is respected, feared, debated, and watched.

Some see it as necessary order in a dangerous sea.
Some see it as overreaching naval power.
Some see it as guardian of old maritime responsibilities.
Some see it as an institution that hides too much behind duty.

Public Priorities

PriorityMeaning
Strategic passage securityProtect major sea routes and contested passages.
Naval readinessMaintain ships, officers, patrols, and emergency response.
Route defensePrevent piracy, hostile fleets, illegal privateering, or sabotage.
Old maritime obligationsPreserve inherited duties tied to sea safety and passage.
Intelligence gatheringTrack vessels, routes, claims, and threats.
EnforcementAct where harbor law is too weak or too local.
Crisis commandTake charge during large maritime emergencies.
Political deterrenceMake other powers hesitate before threatening passage.

Why Players Might Care

Player NeedAdmiralty Use
Military contactFind naval work, escort, warning, or interrogation.
Route crisisLearn why certain waters are watched heavily.
Privateer conflictChallenge or verify armed maritime authority.
Ship inspectionFace serious scrutiny of cargo, crew, or papers.
Old obligationEncounter duties no freeport can casually ignore.
Moral tensionDecide whether security justifies secrecy and force.

The Admiralty should feel weighty.

It is not the same as a dockside patrol. When it moves, people notice.


Drowned Reef Cantons

The Drowned Reef Cantons are reef communities, local councils, pilot families, diver crews, salvage networks, shrine keepers, and hard-water settlements shaped by the dangerous reef systems of Marithel.

They are not simply “salvagers.”

They are communities that live where charts fail, wrecks accumulate, and outsiders often arrive only when they want something recovered.

Public Priorities

PriorityMeaning
Reef autonomyProtect local control over dangerous waters.
Salvage customBalance recovery, ownership, grave law, and survival.
Pilot knowledgeMaintain local routes and hidden channels.
Wreck memoryPreserve names, bells, bodies, and stories of the lost.
Community defenseKeep wreckers, pirates, and exploitative merchants out.
Sacred boundariesRespect waters treated as graves or holy sites.
Diver safetyProtect those who risk entering wrecks and reefs.
Hidden anchoragesGuard local shelters from outsiders.

Why Players Might Care

Player NeedCanton Use
Salvage leadHire divers or negotiate wreck access.
Reef passageFind pilots through dangerous waters.
Wreck mysteryLearn what local memory says happened.
Grave disputeBalance family, court, temple, and salvage claims.
Hidden routeSeek passage known only to local communities.
Reputation repairEarn trust after outsiders caused harm.

The Cantons may distrust clean-handed officials and smooth-speaking merchants.

They respect people who understand that a wreck may be both livelihood and grave.


Sirenward Compact

The Sirenward Compact is a maritime pact concerned with deep-water danger, warding traditions, route protection, strange sea phenomena, and safeguarding ships from threats that ordinary law cannot fully describe.

Player-facing knowledge does not need to define every threat the Compact studies or guards against. Most people know the Compact as cautious, ritual-heavy, secretive, and serious about certain waters being more dangerous than charts suggest.

Public Priorities

PriorityMeaning
Deep-water watchMonitor dangerous waters and unusual sea reports.
Warding traditionsMaintain rites, signals, taboos, and protections.
Ship warningWarn vessels away from certain routes or behaviors.
Survivor testimonyCollect accounts from sailors, wreck survivors, and pilots.
Route restrictionRecommend or enforce avoidance of perilous zones.
Shrine and signal workUse religious, magical, and practical markers together.
Silence disciplineSome knowledge is restricted to prevent panic or misuse.
Rescue cautionNot every distress signal should be trusted without care.

Why Players Might Care

Player NeedCompact Use
Strange signalAsk whether a light, song, bell, or fog has precedent.
Dangerous routeLearn why sailors avoid certain waters.
Survivor accountGive or seek testimony about something unusual.
Warding aidRequest ritual or practical protection before travel.
Missing shipDiscover whether a disappearance fits known patterns.
Moral disputeDecide whether secrecy protects people or keeps them ignorant.

The Compact should feel like a group that knows enough to be frightened and not enough to be comfortable.


Saltglass Principalities

The Saltglass Principalities are wealthy maritime principalities associated with salt, glass, contracts, status, debt, trade prestige, fine goods, mercantile law, and polished political pressure.

They are not a single unified empire. They are a cluster of principalities and ruling houses with shared culture, rivalries, and economic influence.

Saltglass power often arrives through contracts rather than soldiers.

A polite offer.
A perfect ledger.
A debt note.
A marriage clause.
A warehouse lock.
A cargo lien.
A repair advance.
A court filing.
A patronage gift that becomes obligation.

Public Priorities

PriorityMeaning
Trade wealthControl valuable goods, contracts, and market flow.
StatusPrestige, family name, public reputation, and appearance matter.
Debt leverageLoans, advances, passage debts, and cargo bonds create power.
Contract lawWritten agreements are tools of control and protection.
Fine craftSalt, glass, luxury goods, records, and refined ship goods.
Marriage and inheritanceFamily alliances shape business and politics.
Port influenceFund, pressure, or manipulate harbors through money.
Discreet enforcementUse guards, lawyers, brokers, and debts before open violence.

Why Players Might Care

Player NeedSaltglass Use
Loan or patronGain support at a cost.
Cargo workGuard, trace, appraise, or recover valuable goods.
Contract disputeBreak, enforce, or expose a predatory agreement.
Debt pressureHelp someone trapped by legal obligation.
Social accessEnter elite circles, salons, countinghouses, or private auctions.
Hidden motiveDiscover why a polite house wants something badly.

Saltglass factions are excellent patrons and excellent creditors.

Both can be dangerous.


Tidebound Corsair States

The Tidebound Corsair States are maritime powers where corsair service, raiding law, hostage custom, naval strength, tribute, protection, and sea codes are part of political life.

To outsiders, they may look like pirates with banners.

To themselves, they may be lawful sea powers with disciplined traditions, obligations, courts, and codes older than some freeports.

Both views can contain truth.

Public Priorities

PriorityMeaning
Corsair lawDefine who may raid, capture, ransom, escort, or claim.
Sea strengthMaintain armed fleets and skilled crews.
Tribute and protectionSome routes pay for safety under corsair recognition.
Hostage customCaptives may be bargaining pieces under strict rules.
Prize divisionCaptured goods follow internal codes.
Honor and reputationA corsair’s name affects whether enemies negotiate.
Harbor patronageCorsair states protect and pressure allied ports.
Legal ambiguityThey may be lawful at home and criminal elsewhere.

Why Players Might Care

Player NeedCorsair Use
Armed escortHire dangerous but effective protection.
Ransom caseNegotiate hostage release or expose abuse.
Privateer disputeDetermine whether a raid was lawful, excessive, or piracy.
Deserter storyProtect or pursue someone who left corsair service.
Route tollChallenge whether payment is protection or extortion.
Cultural conflictLearn that an enemy’s code may be real even when harsh.

Corsair states create strong moral tension because their rules may be sincere and still unacceptable to those they harm.


Farwake Navigators

The Farwake Navigators are long-route specialists, chart keepers, passage experts, weather readers, and maritime guides who connect Marithel to distant continents and deep routes.

They are associated with difficult voyages, rare route knowledge, far harbors, old sea roads, multilingual crews, and the ability to move people and goods beyond familiar waters.

Public Priorities

PriorityMeaning
Long-distance passageGuide ships across extended routes.
Chart preservationMaintain, compare, and protect route knowledge.
Weather readingUnderstand large-scale patterns and dangerous seasons.
Foreign harbor knowledgeKnow customs, languages, fees, and dangers beyond Marithel.
Route secrecySome routes are valuable because not everyone knows them.
Passenger reliabilitySafe long travel requires trust.
Message carryingLong-route ships carry letters, testimony, contracts, and news.
Navigation trainingTeach rare skills to apprentices and trusted crews.

Why Players Might Care

Player NeedNavigator Use
Travel beyond MarithelFind routes to other continents.
Foreign clueUnderstand goods, papers, language, or ship signs from elsewhere.
Missing vesselTrack where a ship may have gone.
Chart mysteryCompare conflicting maps or route memories.
Passage bargainSecure difficult travel at a steep cost.
Long-term campaign movementConnect local events to wider Thesalon.

Farwake Navigators are useful contacts because they make the world larger.

They are dangerous contacts because the people who control far routes can decide who disappears beyond the horizon.


Wider World Powers

Marithel is connected to all of Thesalon.

Foreign factions may appear through envoys, refugees, trade agents, defectors, letters, court claims, temple missions, mercenaries, scholars, spies, and people simply trying to survive.

Examples of Wider Powers

OriginPossible Faction Presence in Marithel
CaerlonReconstruction councils, veteran companies, refugee networks, burned-record offices, merchant survivors.
VorrakMonster Court claimants, defectors, subject-town networks, court-mark hunters, feared envoys.
SuthraneTemple missions, river-court observers, healer houses, pilgrimage escorts, water-law scholars.
VeyrskoldOath witnesses, shipwright holds, amber traders, ruin scholars, winter-market agents.
IlyrSeed-law advocates, medicine keepers, hidden-route envoys, living-cargo investigators, ecological witnesses.
Marithel diasporaShipborn families, foreign quarter councils, mixed crews, harbor exiles, route communities.

These powers may not control Marithel directly, but they can affect lives through claims, debts, letters, family, law, religion, and trade.

A character from any continent can have a faction tie that becomes relevant in Windrider Freeport.


Local Factions Versus Major Factions

Not every important faction is major.

In actual play, small local groups may matter more than famous powers.

Local FactionWhy It Matters
Aid kitchenFeeds people, hears rumors, preserves names.
Ship crewCreates immediate loyalty, danger, and reputation.
Dock labor crewControls cargo movement and dockside knowledge.
Repair yardDetermines whether a ship can leave.
Foreign quarter councilProtects community, translates law, provides shelter.
Shrine houseHolds rites, memory, healing, and moral authority.
Pilot familyKnows a route no chart can replace.
Salvage crewRecovers what others need proven or buried.
Nightwater broker circleProvides unofficial solutions at dangerous cost.
Missing-person wall keepersKnow who is being searched for and who searches too hard.

A small faction can be an excellent patron, ally, or enemy because its stakes are personal and immediate.


Faction Reputation

The party’s reputation with factions will likely matter.

Reputation is not a simple score every faction agrees on. Different groups may interpret the same action differently.

Party ActionFaction Reactions
Help a refugee escapeAid networks approve; claimants condemn; Watch may worry; brokers may profit.
Expose forged papersRegistry approves; protected people may fear exposure; forgers seek revenge.
Defend a ship from privateersCrew praises; privateer patrons retaliate; merchants ask legal questions.
Save cargo in a stormMerchant factors notice; refugees ask why cargo came first.
Preserve a body as evidenceCourts approve; family or temple may be furious.
Break quarantinePatient may live; harbor may suffer; healers may disagree.
Trust NightwaterHidden channels open; public offices close.
Challenge the Harbor CouncilCommon folk may cheer; officials may slow every future request.
Help Low Lantern openlyRefugee networks trust; exploiters resent; merchants watch.
Reveal a secret routeSome praise transparency; locals see betrayal.

Reputation is most useful when it creates tradeoffs.

A party trusted by everyone has no interesting pressure.

A party hated by everyone has no doors.


Faction Jobs

Factions can offer work.

Job TypeExample
EscortProtect witness, cargo, healer, petitioner, ship, or envoy.
InvestigationFind forged papers, missing person, false signal, stolen cargo, corrupt clerk.
DeliveryCarry letters, medicine, names, seals, maps, warnings, or payment.
RecoveryRetrieve salvage, records, bodies, stolen goods, or lost proof.
MediationHelp two factions talk before violence begins.
ProtectionGuard kitchen, shrine, dock crew, advocate, pilot, or shipyard.
Sabotage preventionStop someone from damaging ships, signals, hearings, or records.
Quiet extractionMove someone safely before a claimant arrives.
Public testimonySpeak about what the party saw.
Dangerous favorDo something useful that the faction cannot officially request.

A faction job should always raise the question:

Why are they asking the party instead of doing it themselves?

The answer may be lack of trust, lack of time, need for outsiders, deniability, genuine desperation, or a trap.


Faction Conflict Table

ConflictWhat It Creates
Blue Lantern Freeports vs foreign claimantsRefugees, defectors, protected names, and hearings under pressure.
League of Nine Harbors vs refugee aid networksTrade stability versus humanitarian urgency.
Windrider Concord vs privateersLocal passage safety versus armed legal claims.
Stormgate Admiralty vs freeport autonomySecurity authority versus local legal independence.
Drowned Reef Cantons vs merchant housesLocal salvage custom versus profit and ownership.
Sirenward Compact vs open tradeSecrecy and caution versus demand for routes.
Saltglass Principalities vs debtorsContract law versus exploitation.
Tidebound Corsair States vs merchant leaguesCorsair recognition versus trade security.
Farwake Navigators vs map sellersRoute secrecy versus commercial access.
Nightwater brokers vs registry officesUnofficial survival versus legal identity control.
Temple houses vs salvage courtsBurial and sacred duty versus evidence and property.
Pilot houses vs captainsLocal caution versus schedule, profit, and pride.

Factions are most interesting when both sides have something real to argue and something self-serving to hide.


Faction-Tied Character Questions

If your character is tied to a faction, answer at least five.

  1. Which faction are you connected to?
  2. What does the faction publicly claim to value?
  3. What does it actually protect first when pressured?
  4. What do you do for it?
  5. What does it give you?
  6. What do you owe it?
  7. Is your tie public, private, secret, former, or misunderstood?
  8. What order would you refuse?
  9. What rival faction might care that you are aboard the Azure Aviary?
  10. What does your faction want from Windrider Freeport?
  11. What would make you leave the faction?
  12. What would make you defend it?
  13. Who in the faction do you trust?
  14. Who in it do you fear?
  15. What rumor about the faction do you hope is false?
  16. What rumor do you suspect is true?

Player-Safe Faction Rumors

These rumors may be true, false, exaggerated, or misunderstood.

  1. A Blue Lantern advocate is refusing to hand over a petitioner even after three harbors recognized the claim.
  2. A League merchant factor is buying repair timber faster than shipyards can use it.
  3. The Windrider Concord quietly warned pilots to report ships arriving under fresh paint.
  4. An Admiralty officer asked questions at a freeport registry and left without filing their own name.
  5. A Drowned Reef Canton diver recovered a bell that no salvage court wants to hear rung.
  6. The Sirenward Compact closed a route because of a song, not a storm.
  7. A Saltglass prince paid a refugee debt in public and bought a warehouse in private.
  8. A Tidebound corsair captain released hostages because their own code said the seizure was unlawful.
  9. A Farwake Navigator tore a chart in half rather than let a harbor council copy it.
  10. A Nightwater broker is selling safe rooms under Blue Lantern colors.
  11. A temple house and salvage court are arguing over whether a recovered crate is property, evidence, or remains.
  12. A foreign quarter council has more accurate missing-person records than the registry.
  13. A pilot house apprentice vanished after saying one Gulf route is being watched from below.
  14. A repair guild inspector was bribed, refused, and then found floating beside clean timber.
  15. A merchant factor says no one starves in a stable market, which is easy to say from a countinghouse.
  16. A refugee kitchen accepted money from a privateer and served every meal anyway.
  17. A former corsair now advises Blue Lantern advocates on hostage claims.
  18. A Suthrani temple envoy is studying Windrider water lines and asking who drinks last.
  19. An Ilyrian seed-law advocate has accused three respectable traders of selling captives as cargo.
  20. Every faction in Marithel knows how to say “safe passage.” Fewer agree who deserves it.

Using Factions in Play

Factions should create choices, not homework.

Players do not need to know every faction name at once. They will learn through people.

An advocate asks for help.
A dockworker warns the party.
A merchant offers coin.
A pilot refuses a route.
A temple house demands a body be named.
A broker offers a solution too quickly.
A watch officer delays the wrong person.
A foreign envoy recognizes a hidden mark.
A ship captain asks whether the party wants legal protection or speed.

That is faction play.

Factions are the hands by which the world reaches the party.

Sometimes those hands offer help.

Sometimes they hold knives.

Often, they hold papers.