Factions and Organizations
Many different groups have coalesced amongst the scattered isles of Adfaiel, each with their own take on how to push forward through this age of decay and rebirth.
Arcane Guild
Headquartered in Emilath, the Arcane guild represent the few still capable of wielding arcane energies. In the hopes of bringing about a new age of magic, they toil endlessly. Researching old artifacts, exploring ancient battlefields and ruins. Members are also required to regularly spend time helping others across the isles, whether through the spread of rediscovered knowledge or solving problems that only the arcane can fix. Though they appear rather altruistic, many fear they will bring back whatever power caused this world's desolation in the first place.
Bandit tribes
An unfortunate reality is that mortals are opportunistic beings. The bandit tribes prove that fact time and time again. Always roaming, they scout for lightly guarded caravans or unprotected villages to raid, pillage, and destroy.
Defenders of Adfaiel
A secretive group of tribals who avoid the trappings of civilization as we know it, the Defenders of Adfaiel are found anywhere life has taken root once more. They are known to the world and its denizens, but only through hearsay from the occasional trader.
The Defiler’s Court
"This land is our sin made real." This is an all too common thought, but the Defiler's Court takes it a different level. No one is quite certain how they appear in a region, nor from where they come. However, you can be sure fire and decay will follow in their wake. By their ideology, mortals were cursed to live in this barren wastes. Whether done by mortal hands or by the randomness that is life, any attempt to revive the land is heresy. A lush region can be turned to ashes and desolation in mere days. Any who dare to try to subvert our penance meet with the same fate.
The Order of the Enlightened
Few are as cherished and feared as the Order of the Enlightened. Without a centralized governing body, their presence is felt in every city. The Psions they train often spread into the world to study the Rifts, but also can be seen at the side of any ruler or major politician as advisors. Rarely do the Enlightened take roles of leadership, and even more rarely do they accept outsiders into their order.
Explorer’s Guild
What started as a mercenary group, the Explorer's Guild quickly filled a niche market that no one else was brave enough to fill. Whether on contract work for another major faction or to gather relics for sale, these adventurers happily dive headfirst into the ancient ruins and cavernous depths that mark the wastelands. Due to their long standing connections, they play the less exciting role of mediator between antagonistic organizations.
The pay is fantastic. It almost makes up for the high mortality rate.
Magehunters
With chapter houses in almost every settlement on the isles, the Magehunters represent a parallel ideal to the Arcane Guild. Borne from the words of an unearthed scripture which told the tale of the devastation of civilization, these zealous few hope to prevent such a large-scale catastrophe from ever occurring again. Their core beliefs are straight forward. Leave none unsheltered, let none starve, and allow none to harness this world's energy for ill. They hold an uneasy peace with Arcane Guild members at the moment, but rest assured they are prepared for an inevitable conflict.
Mercenary Companies
When trouble is afoot, you can be sure someone will try to make a chip off it. These companies open shop every day and disappear almost as quickly. There are few notable mercenary companies that have managed to keep the doors open and prove themselves, and they are never lacking for work.
Shamanistic tribes
Much like the Defenders, the tribals tend to avoid contact with larger settlements. They have hidden themselves away for various reasons, each tribe usually consisting of a single race. One thing has been noted by the Explorer's Guild for generations. Often times, the tribal leaders seem to look straight through a person... as if talking to someone else, unseen.
The Underground
Any good barkeep will tell the stories of the Underground. A single black market that spans for miles, somehow connected to every major settlement in Adfaiel. Bring enough chips, and anything can be obtained. Good luck finding it.
Rumors and Conjecture
Between the so-called wandering corpses, the temples built of blackrock that appear and disappear in an instant, wilders who wish to conquer everything through mind control... most everything that comes out of the mouths of drunks and old maids is bunk.