Alliance of Falgorin Dwarves & Eldavar Elves
Born after the drowning of Tir’Vanyel, this diplomatic envoy maintains one of Tallanon’s strongest alliances.
Laws & Oaths
Oath of the Twin Crowns: “Stone endures, leaf bends—together unbroken.”
No envoy may draw steel within a Concord hall.
Disputes must be settled by paired testimony—one dwarf, one elf.
Unspoken Rules
Never mention the Sundering of Tir’Vanyel in mixed company.
Dwarves pretend not to notice elven arrogance; elves pretend not to notice dwarven stubbornness.
Members
Dwarven stone‑scribes
Elven wind‑speakers
Mixed diplomatic guard units
Relationships
Allies: Crimson Watch, Eldavar Envoys
Enemies: Umbrith Shadow‑Clans
Tense Truce: Kaldren Merchant Houses (trade disputes)
Red Rock Keep’s elite defenders
Disciplined, loyal, and armed with Frosthelm long‑cannons, they protect the Great Sandy Strait and Eldavar trade.
Laws & Oaths
Oath of the Red Stone: “My life for the Keep, my blood for the Strait.”
No Watcher may accept gifts from merchants.
All duels must be sanctioned by the Captain.
Unspoken Rules
Never speak of the “Night of Falling Stars” (a failed defense).
Watchers cover for each other’s mistakes—externally united, internally brutal.
Members
Pike‑line veterans
Strait‑cannon crews
Red‑mantle scouts
Relationships
Allies: Stone‑Leaf Concord
Enemies: Black Serpent Pirate Fleet
Rivalry: Laketown River Wardens
Penville’s arcane golem‑sentinels
Towering quartz constructs enforcing magical law under the Sacred Council of Seven.
Laws & Oaths
Bound by the Seven Sigils—cannot harm a Council member.
May only act when a sigil‑command is invoked.
Unspoken Rules
The Council pretends the Guard is infallible. It is not.
Golems “remember” more than the Council admits.
Members
Quartz golems
Sigil‑wrights
Arcane engineers
Relationships
Allies: Moonlit Keepers
Enemies: Fire Lord Cult
Uneasy Neutrality: Kaldren Merchant Houses (fear of magical enforcement)
Dwarven oath‑bound soldiers
Patrol the forges and lower tunnels, containing ancient threats beneath the Dragon’s Teeth.
Laws & Oaths
Oath of the Deep: “We seal what should not wake.”
No Iron Guard may abandon a tunnelmate.
Forbidden to speak of “the Deep Hammering.”
Unspoken Rules
The deeper the scar, the higher the respect.
Never ask what lies beneath the Ninth Gate.
Members
Tunnel‑shield bearers
Rune‑hammer elites
Deep‑lantern scouts
Relationships
Allies: Stone‑Leaf Concord
Enemies: Drowned Court
Cold Neutrality: Eldavar Envoys
Riverfolk devotees of Lunara
Fisher‑priests and shrine‑keepers who protect the moonlit waters and heal pilgrims.
Laws & Oaths
Oath of the Silver Current: “Flow gently, harm none.”
No Keeper may spill blood on the river.
All disputes judged by moonlight.
Unspoken Rules
Never refuse a traveler water.
Never speak Lunara’s name during a storm.
Members
River‑priests
Lily‑wardens
Moon‑singers
Relationships
Allies: Crystal Guard
Enemies: Fire Lord Cult
Tense Peace: Laketown Merchant Houses
Elven diplomats & peace‑brokers
Maintain fragile alliances, especially with Red Rock Keep and Frosthelm.
Laws & Oaths
Oath of the White Bough: “Words before blades.”
No envoy may lie outright—only omit.
All treaties must be witnessed by a living tree.
Unspoken Rules
Humans are “children,” dwarves are “cousins,” everyone else is “temporary.”
Never show fear of the sea.
Members
Silver‑tongue diplomats
Bough‑wardens
Treaty‑scribes
Relationships
Allies: Stone‑Leaf Concord
Enemies: Umbrith Shadow‑Clans
Rivalry: Kaldren Merchant Houses
Protectors of trade routes & waterways
Unofficial but respected defenders who keep the floating city safe from sabotage and guild violence.
Laws & Oaths
Oath of the Planks: “Hold the line, hold the flow.”
No Warden may take bribes (often broken).
Smugglers must be given one chance to surrender.
Unspoken Rules
Everyone has a price.
Never trust a boat with no name.
Members
Dock‑fighters
Rope‑slingers
Tide‑trackers
Relationships
Allies: Crimson Watch (uneasy)
Enemies: Black Ledger
Secret Deals: Silk Serpents
Controls tolls, tariffs, and the flow of beasts and goods across the Bridge of Beasts and Trade.
Laws & Oaths
Oath of the Ledger: “Coin is truth.”
All disputes settled by weighted scales.
No trade on Blood‑Moon nights.
Unspoken Rules
Bribes are “expedited fees.”
Never cross a Beast‑Master.
Members
Toll‑masters
Caravan brokers
Ledger‑scribes
Relationships
Allies: Beast‑Masters
Enemies: Black Serpent Fleet
Rivalry: Kaldren Merchant Houses
Ancient dynasties manipulating Southlands trade and political intrigue.
Laws & Oaths
Oath of the House Seal: “Profit above pride.”
No House may assassinate another’s heir (but accidents happen).
All contracts sealed in wax and blood.
Unspoken Rules
Never show weakness.
Never let outsiders see internal disputes.
Members
Trade princes
Silk‑accountants
Private guards
Relationships
Allies: Silk Serpents
Enemies: Crimson Watch
Cold War: Laketown Merchant Houses
Nomadic hunters of the Northern Ice Wastes—sometimes allies, sometimes rivals.
Laws & Oaths
Oath of the White Hunt: “Take only what the ice gives.”
No clan may steal another’s fire.
All disputes settled by spear‑circle.
Unspoken Rules
Outsiders are “soft.”
Never speak of the Frozen Dead.
Members
Frost‑hunters
Ice‑shamans
Mammoth‑riders
Relationships
Allies: None
Enemies: Fire Lord Cult
Occasional Trade: Stone‑Leaf Concord
Powerful, corrupt, but not inherently evil—profit above all.
Laws & Oaths
Oath of the Plankmark: “The city floats on coin.”
No House may sabotage another’s docks (rarely followed).
All debts must be paid by dusk.
Unspoken Rules
Smuggling is “alternative trade.”
Never trust a River Warden fully.
Members
Dock‑masters
Smuggler‑captains
Coin‑counters
Relationships
Allies: Black Ledger
Enemies: River Wardens
Rivalry: Kaldren Merchant Houses
Keepers of ancient ridge spirits—aloof, mystical, unpredictable.
Laws & Oaths
Oath of the Ridge: “Honor the forgotten.”
No Keeper may reveal a spirit’s true name.
All offerings must be given at dawn.
Unspoken Rules
Outsiders are not told the whole truth.
Spirits demand respect, not worship.
Members
Ridge‑seers
Spirit‑binders
Hill‑wardens
Relationships
Allies: Moonlit Keepers
Enemies: Fire Lord Cult
Neutral: Everyone else
A loose union of fishermen, sailors, and tavern‑folk—practical, superstitious, and fiercely independent.
Laws & Oaths
Oath of the Tide: “No sailor left behind.”
No Brotherhood member may cheat at dice (ignored).
All disputes settled by “dock‑duel.”
Unspoken Rules
Never sail on the Day of the Drowned.
Always buy the first round for a returning crew.
Members
Fisher‑captains
Net‑masters
Dock‑fighters
Relationships
Allies: River Wardens
Enemies: Black Serpent Fleet
Tense Neutrality: Kaldren Houses
Trainers of exotic mounts and arena beasts—morally grey, profit‑driven.
Laws & Oaths
Oath of the Fang: “Respect the beast.”
No Beast‑Master may kill a creature without purpose.
All beasts must be named.
Unspoken Rules
Never bet against your own beast.
Never reveal where the arena beasts come from.
Members
Beast‑tamers
Arena handlers
Whisper‑trainers
Relationships
Allies: Stonegate Traders Guild
Enemies: Crimson Watch
Secret Deals: Black Ledger
Khann’s assassins and extortionists—masters of silence and poison.
Laws & Oaths
Oath of Silence: “No name, no trace.”
No killing children.
All contracts must be witnessed by a black candle.
Unspoken Rules
Never refuse a contract twice.
Never kill a fellow Hand—unless ordered.
Members
Blade‑shadows
Poison‑brewers
Whisper‑collectors
Relationships
Allies: Silk Serpents
Enemies: Crimson Watch
Betrayal: Black Ledger (over a stolen relic)
Smugglers, relic‑fences, and black‑market brokers of cursed items.
Laws & Oaths
Oath of the Hidden Coin: “What is stolen is earned.”
No member may reveal a client’s name.
All relics must be catalogued before sale.
Unspoken Rules
Never touch cursed items bare‑handed.
Never trust a buyer who smiles too much.
Members
Relic‑runners
Shadow‑accountants
Curse‑testers
Relationships
Allies: Laketown Merchant Houses
Enemies: River Wardens
Rivalry: Silk Serpents
Jewel thieves, courtesans, and information‑dealers who weaponize secrets.
Laws & Oaths
Oath of the Veil: “Secrets are currency.”
No Serpent may reveal a client’s shame.
All stolen jewels must be blessed by the Matron.
Unspoken Rules
Seduction is a weapon.
Never fall in love.
Members
Silk‑dancers
Whisper‑maids
Jewel‑cutters
Relationships
Allies: Kaldren Houses
Enemies: Moonlit Keepers
Truce: Veiled Hand
Volcanic zealots of the Savage Isles—molten masks, human sacrifice, and Maztek ruins.
Laws & Oaths
Oath of Flame: “Burn the weak, temper the strong.”
No cultist may extinguish a sacred fire.
All sacrifices must be willing—or made willing.
Unspoken Rules
Pain is purity.
Never show fear of heat.
Members
Molten‑mask priests
Lava‑born zealots
Ash‑speakers
Relationships
Allies: None
Enemies: Moonlit Keepers, Ice‑Tribes
Hatred: Crystal Guard
Subterranean dark elves responsible for the Sundering of Tir’Vanyel.
Laws & Oaths
Oath of the Deep Night: “Light is the enemy.”
No Umbrith may reveal clan secrets.
All prisoners must be blinded.
Unspoken Rules
Surface dwellers are prey.
Never trust another clan.
Members
Void‑weavers
Shadow‑blades
Deep‑oracles
Relationships
Allies: None
Enemies: Stone‑Leaf Concord, Eldavar Envoys
Ancient Hatred: Drowned Court
Spectral remnants of Tir’Vanyel ruled by the Drowned Lord.
Laws & Oaths
Oath of the Deep: “All must sink.”
No living creature may leave their domain alive.
All drowned souls belong to the Court.
Unspoken Rules
The living are temporary.
The sea remembers.
Members
Drowned knights
Tide‑wraiths
Coral‑bound sorcerers
Relationships
Allies: None
Enemies: Iron Guard, Eldavar Envoys
Rivalry: Umbrith Shadow‑Clans
A newly rallied pirate armada threatening Tallanon’s southern seas.
Laws & Oaths
Oath of the Serpent: “Take all, spare none.”
No pirate may steal from another’s haul.
All captains must duel for leadership.
Unspoken Rules
Mutiny is expected.
Never trust calm seas.
Members
Cutlass‑crews
Cannon‑gunners
Tide‑witches
Relationships
Allies: Black Ledger (temporary)
Enemies: Crimson Watch, Sailors’ Brotherhood
Betrayal: Laketown Merchant Houses (failed deal)