Far Edge: Faction archetypes

Heirs to the Waste Lands

Aggression: medium/low

“The Surroundings is the mightiest weapon. It is vital to know on which side it is.”

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Unstable nature of the Far Edge makes one wonder: how life is able not just exist there, but thrive in fact. What is more, some resourceful individuals have made dwellings in the most dangerous reaches of the world, which do not receive even a glimpse of the majority’s gaze. All thanks to the fact that active anomalous places bring not only death, but a lack of natural competition as well: an important criteria few are ready to consider. Those growing up since infancy in such conditions comprehend every trick of living at the death’s doorstep. Thus becoming unmatched scouts, adventurers, caravaneers etc. If you happen to think that you are the first one to discover some new place, you’re just not good enough of a tracker to notice marks left by Heirs of the Waste Lands.

Separate Heirs may designate themselves to families; families may gather into clans, however sightings of them in large numbers beyond their mysterious dwellings is quite a rarity. They are sometimes seen as wandering caravans or roaming clans, but more often than not they prefer to move around in small squads.

“L:…so, all gathered, good. Now I’ll show you how our route will change in the light of recent events. We’ll go westwards. Our cards from that region are 15 years old, that is why we’ll make a precocious stop…in this…dwelling…
QI: There are entrance fees, around 15-30 per head, as I heard a month ago.
WI:The price may rise by 5-8 due to the nearby migration of Horned-Mopped.
L: Can everyone pay for themselves a fee of 40?
QI:…Q are able.
WI:…W are able.
RI:………..two of ours need an extra 10.
L: Not to worry, the reserves are still covering us. Though in this case we have to stock up on water beforehand…here. Afterwards we’ll…
RIV: *two quick whistles*
-Everyone lay face down frozen. After 5 minutes a massive mutter of stomping, roaring and howling is heard. which lasts for half an hour. 10 minutes later:
RIV: *one continuous whistle*
– RV, RVI, QV, QVI, WIII, WIV, WV, WVI, RIII, RIV each in turns give out a long whistle.
L: They turned out to be closer than I expected. Let’s use this. The flock will travel along the river. We’ll follow from the left side, around 400-600 meters away, so that the flock’s tail-ends would know of our presence. Make rests in regards to their halts. Such a distance from Horned-Mopped migration ensures safety from the remaining wildlife and people. The watch can be twice reduced. At the river’s shallows we’ll let them cross first, or if they don’t cross, wait for some time. Then 2 halts, here and here, before entering the dwelling. Afterwards head out to the North, right here.
QIII: Wasn’t it all explored by now? You believe there’s something still worth taking?
L: Some say a new spring has appeared, meaning something beneath the surface has changed. Perhaps something new has been unveiled. Plus, a spring provides a reason for settlement, and this leads to the influx of various people. And with fresh people come new possibilities along….
Now replace the watch, so I could show them the route as well.“

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Men-at-Arms of Taurius Clans

Aggression: medium

“By now almost nobody remembers what the Former World was, only but the modest mementos remain. These tribes themselves, in a sense, are a far cry of a bygone time – they simply haven’t realised this yet.”

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At first glance disjointed private communes give an impression of brutish barbarians, however the looks are deceiving. The Taurius Clans are tied with ancient history and culture, which survived the end of the Former World (although not in their entirety). The shadows of perished glorious knightly orders and mighty noble families have refused to disappear into oblivion. In the eyes of such people the world has not changed and any rebuke or doubt towards their highborn status is not tolerable.

Despite the small remaining number of Taurius Clans, they each consist of numerous Houses. Houses may rival and even hate each-other, but all as one are ready to fight till the very last for their clan, if an occasion demands such.

“Memory’s Advance” – is a regular occurrence, when a representative of a clan along with a retinue leaves their own homelands for some time in order to enact pilgrimages to historical sites, or in search of long lost family relics, or to accomplish any other lethal taks. This serves as a veneration of late ancestors, while also reminding the other inhabitants of a status and a lengthy lineage. Such missions are not bound for success and a failure may cost dear life, but in spite of that the greatest prize for a man-at-arms is to be written down in the House Chronicles. These writings hold scrupulous records of House members’ feats. The most notable ones may have pages dedicated to them, some whole chapters even. Knight-Chronicler (or Knight-Minstrel in some Houses) – a title of an honourable protector and supervisor of Chronicles in every House. They oversee the writings’ safety, copying, erratas, readability and accuracy of the text.

Chronicle Almanac is a “heart, brain and soul” of any Clan. Once in 50 years the Houses gather to discuss and offer the expansion of Almanac using their own Chronicles, after which a House – Keeper of the first freshly expanded copy of Almanac – is to be chosen. To be such a Keeper – is an enormous honour and burden for a House.

“10 Century, 21 Year, Beginning of a Cold Spring, 15 Day:
Wilhelm XXVIII of Otto IV ’s line, Brave Warrior of House Vehk:
As part of his Memorry’s Advance, armed with the family spear, father’s shield and personal sword, with a support of 3 squads of men-at-arms, has crossed the Algar ridge, overpowered the stream of Darin river, heading to the North has reached a settlement Kesarigh. The inhabitants throughout the long 3 months have suffered from the raids of Peat Fiends, which dwell in the marshes of Boolezdah, which lies to the North-West of settlement Kesarigh. The Very One answered the calls for help and went after the heads of the creatures. 12 young specimens fell from His battle mastery and commanding skills, along with casualties of 4 mounts and 5 men-at-arms.
The given feat has rooted House Vehk in the memory of inhabitants of settlement Kesarigh. As a sign of gratitude, the inhabitants have gathered a reward in a form of rare marsh herbs, 6 mounts and 200 gold pieces.
Due to the feat The Very One is awarded the title Knight of House Vehk.
May his Glory be long-lasting and not lost in the Stream of Time!

10 Century, 21 Year, Beginning of a Cold Spring, 18 Day:
Wilhelm XXVIII of Otto IV ’s line , Knight of House Vehk:
While stationed at the settlement Kesarigh, armed with the family spear, father’s shield and personal sword, with the support of 3 squads of men-at-arms, fended off a furious Peat Fiend Pack Mother, which assaulted the settlement, where He found own Peril.
With own life as well as the lives of 8 men-at-arms, The Very One beat the monster down. In addition to casualties the family spear was damaged.
For demonstrating valour in the face of Death, The Very One is awarded the title Valorous Knight of House Vehk (postmortem).
May his Glory be long-lasting and not lost in the Stream of Time!

10 Century, 21 Year, Beginning of a Cold Spring, 22 Day:
Hemond IV, Man-at-Arms of House Vehk:
After the fall of His commander, Wilhelm XXVIII of Otto’s line IV, Valorous Knight of House Vehk, The Very One has taken the lead of surviving men-at-arms.
The fallen were given burial with all befitting solemnities. Their graves shall remain a lingering symbol of House Vehk heroism on the territory of settlement Kesarigh.
Afterwards, The Very One has crossed the Algar ridge in order to return the weapons of His fallen commander and tell about the unfolded. The damaged family spear is subjected to repairs, in hopes of passing it onto the owner’s brother, Garlih XIV of Otto IV ’s line. In case of misfortune, the damaged family spear is to be sent into the House Vehk Archive. For the merits in difficult times The Very One is awarded the title Warrior of House Vehk.
May his Glory be long-lasting and not lost in the Stream of Time!“

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Heather Seed

Aggression: medium/low

“Arcane myths state that the Former World was created starting with a single little seed of heather plant. Perhaps the tall tales hide a more truth, than what a commoner may think.”

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Over the long span since the cataclysm in various corners of the Far Edge the survivors’ folklore have been overgrown with their own local myths and legends. However, despite the great distances and obstacles, a common theme can be seen everywhere: it is said that upon the birth of a new world the first inhabitant of the barren lands shall always be a heather plant. Heather sprouts can be found all over the Far Edge, often in the most unexpected and hostile places. Some myths also claim that all worlds specifically have got their beginning from heather and out of a little heather seed can grow into a whole enormous world. Usually it is accepted as a metaphor – all grandiose things start from a small simple form.

At times distant and reclusive, at times fanatical Order of the Heather Seed have been bursting with ideas of resurrecting the Former World. The backbone consists of scholars, historians and arcanists who are keen on enlisting help of hired specialists. Especially since the archives are never full, tales are never finished, witnesses are never alive. Their noble intentions may be directed towards the greater good, but their methods occasionally stray away from being viewed as benevolent. But one day the cause shall justify the means.

The Order’s connections spread far and wide. The majority of influential persons in settlements/strongholds are likely to be its members or at least close cooperants. Many mercenaries till the very end might be oblivious to the fact of their actual employer. Even more will never find out. But the more successful and loyal handful receive an invitation to enter the so called Circles of the Untinged. They are aware of the upcoming missions beforehand a titbit more, than the uninitiated. These are the first steps on the stairway of delving into the secrets, which lurk in the core of the Order.

“– Dear attendees!
I am delighted to greet you all at our regular meeting. In light of recent events, I am pleased to see that the overwhelming majority is able to participate in the ritual at the end. But beforehand, we should discuss several points at hand.
First of all, we should expand the board of a local Circle of the Untinged. By now an offer has arrived suggesting to carry out enrollment based on accomplished tasks. We have two missions in view: one is simpler, the other is not. One of them is going to be announced in the name of the order, the other on behalf of master █████ with a timeskip of 2 weeks in between. We have to decide.
– The openly announced mission is bound to attract people interested in further working with us. The difficult task is a better demonstration of candidates’ skilset.
– If we take a difficult task, announce it on behalf of the Order, and present it as a simpler one: we will filter out both the loyal ones, as well as the quick-witted ones at the hands of unforeseen circumstances.
– It is dangerous to lie in the description of official missions: it may have a devastating effect on the Order’s image perceived by locals.



– Dear attendees!
It shines to me that now is the perfect time for a preliminary round of anonymous voting. I suppose, everyone knows the conventional procedure here by now and I am not going to waste time on remindings.
Let us begin, shall we?“

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Strolling Healers

Aggression: low

“Only a fool watches through a door slit, when there is a window nearby.”

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The bigger part of medics and thinkers have spread out from the eastern part of the Far Edge – the origin place of healing attains and philosophy. Those people value peace and order above all else, preferring words to spears. But this does not deny warriors from being in their ranks. As per usual, these are either loners or small groups of nomads on a pilgrimage from east to west and from north to south. They cure the sick and tend the old along the way. Sometime ago they were great communes, but eventually went into decline. Now stumbling upon them is quite a difficulty, despite the fact that anyone at any age can be accepted into their community. Strict boundaries of abstentions mould tough people of principle, such that are ready to die for their virtues.

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Eastern Folk

Aggression: low

“Separated from the rest of the world, we shall at last achieve peace and harmony…”

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Perhaps the youngest commune of any, which emerged due to a magical rupture splitting a chunk of mainland and flinging it far into the eastern ocean. An isolated society has been preserved for many years on their island, which later fractured even more. Development did not take for long, soon the ships from the islands ventured onto the mainland. The first one to greet outlanders were the Strolling Healers who later on made a kind of a pact. Few Strolling Healers ended up reaching the mysterious islands. The ancient consider this was the starting moment of Strolling Healers’ first worldwide pilgrimage and the easterners formed the bodyguard numbers – warriors expertised in the ancient martial arts yet refusing the usage of magic. It is said that they borrowed the concepts of pride and honour from the Strolling Healers. The Easter Folks are prepared to die for the sake of the ideals of their higher ups and for the brighter future of their people. Meeting them on the mainland is difficult, beating in combat – ever more so.

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Custom archetypes

Aspect-Worshippers: The Firstborn Elementals, also known as the Aspects – are the corporal manifestations of raging elements. They give rise to all the other elementals, small crumbs of their presence. Considering the power at the grasp of the Aspect naturally the aspect-worshippers are bound to appear. Some communes place an Aspect on the place of their own God, bringing gifts to it. Others try to imitate the elementals and the very Aspect itself as part of their survival mechanism. Among the aspect-worshippers often tome a Shard can be encountered: a special type of elementals able to hold at least some form of communication with the creatures of flesh (not necessarily on a word based principle) – acts as a living idol and a point of interactions with the respective Aspect.