Root
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ROOT: Factions Unveiled
By Wily Vagabond
Meet and learn about the many factions and denizens that inhabit the world of ROOT!
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Marquise de Cat: Dawn of the Marquisate
The Marquise de Cat drives the attempt to control the Woodland. She commands the Marquisate: militaristic industrial complex. Depending on whom one asks, this rise and the Marquisate's presence within the Woodland are an opportunity and a threat. Whether seen as the imperialist force of foreign invaders or a stabilizing influence that brings industrialization and progress.

The Marquise de Cat originates from an empire far, far away, about which few details have been precisely fixed. She entered the Woodland during a moment of weakness in the land's political balance-specifically, during or after the fall of the Eyrie Dynasties. The Eyrie had been the dominant rulers but then tore themselves apart in a ruinous civil war, which left many of the clearings without leadership or protection. And therein lay her opportunity.

Thus, with the help of a properly prepared and organized army, the Marquise de Cat invaded and occupied major parts of the Woodland. Its soldiers, engineers, and bureaucrats started to lay claim to a lot of the clearings, utilizing industrial expertise to secure resources and regiment previously unruly land

While the Marquise's stated goal is to industrialize the Woodland, the motives for her doing so are not as straightforward. Some claim that her interest in the extraction of the resources of the Woodland is only to raise herself and her position within her far-off empire, entrenching her influence and wealth back home. Others believe her intentions are nobler-that she truly aims to uplift the lives of the denizens of the Woodland by affording them the developments of industry​.


Whatever the motivations underlying such a regime, the Marquise's rule is about productivity, efficiency, and control. The Marquisate is like a well-oiled mechanism, draining resources from building workshops, lumber mills, and other industrial installations. Very often, this very industrial focus puts the Marquise at odds with the more traditional, rustic citizens of the Woodland, who have long lived in harmony with the forest rather than exploit it.

The Woodland is a vast, mostly wild place of dense forests, dotted clearings, and hazardous pathways. Large parts of the Woodland were in a state of semi-anarchy before the arrival of the Marquis, following the fall of the Eyrie. The different inhabitants looked after their own affairs or otherwise lived in solitude from others; although several clearings did thrive on trade and local governance, many were actually open to bandits, wild beasts, and to the forest that seemed to encroach on them from every side ​.

Into this environment of uncertainty, the Marquise de Cat brought a regime of order and control. She led her armies into the clearings, taking them by force in some but by persuasion and diplomatic overtures in others. The Marquisate began to build the infrastructure necessary to control the paths for the long run. Infrastructure involved workshops for making goods, lumber mills for reaping the abundant timber of the Woodland, and garrisons to keep security over key paths​.

The course of action was plain: to exploit the resources of the Woodland completely and to keep the people subjugated. And so, with her army firmly in place, she taxed all clearings that were under her control and made sure that any kind of wealth or resource went to her. Those dwellers who resisted mostly got crushed, and the ones who cooperated were given partial autonomy, though still under the close watch of the Marquis's bureaucrats and soldiers​.


Where the Marquise de Cat's regime did succeed in imposing stability upon sections of the Woodland, it did so at great cost. The attempts at industrialization of the Marquisate were not widely appealing. Those clearings which did lie under the Marquise's control often saw their forests chopped down, their rivers diverted, and their natural resources exploited for the benefit of the distant empire from whence the Marquise hailed. Whereas for some people, inhabitants of these locations profited from these developments-economic opportunities associated with industrialization-some saw it as a kind of oppression, an invasion into one's way of life​.

This industrial focus is in high contrast to the Woodland's previous rulers, the Eyrie Dynasties, who-while authoritarian and frequently oppressive-had allowed the Woodland to remain more or less intact as a forested region. Under the Eyrie, the focus had been on governance and order rather than extraction and exploitation. The Marquise was building for long-term resource extraction​.

While this change brought mixed emotions to the inhabitants of Woodland, the Marquisate's industrial advancement presented a chance of development and affluence for several clearings. To others who were more agrarian in lifestyle or traditional, the Marquisate meant nothing but imperialistic oppressors. The feelings of hatred against the Marquise rule gradually started consolidating into an organized resistance movement.

With the spread of influence, resistance against the Marquisate also reached wider circles. The Woodland Alliance was born from the oppression of both the Marquisate and the Eyrie Dynasties: denizens grown tired of imperial rule who wanted to free the Woodland from both foreign powers' grasp and return it to the hands of the people themselves.

Not so militaristic as the strategy of the Marquisate, in its place the Alliance would make use of sabotage, guerrilla warfare, and the support of common denizens. They would spread their revolutionary ideals through secret networks, creating uprisings in clearings when the control of the Marquisate was at its weakest. In most situations, it would be something like the Alliance hitting vital points on Marquisate's infrastructure, like a workshop being destroyed or resources disrupted on an important path.

This growing rebellion added a new dimension to the Woodland's ongoing conflict. The Woodland Alliance, while not as powerful as the Marquisate or the Eyrie Dynasties, were a real and growing threat to both. For the Marquise, dealing with the Alliance meant suppression of an insurgency and maintenance of control over the clearings that had already come under her sway​.

The Eyrie Dynasties, which ruled over the Woodland, were not about to allow the Marquise to simply take over without a fight. After their internal civil war had left them weak and depleted, the Eyries began to slowly reunite and reorganize. Regaining their strength in numbers, the Eyrie sought to reclaim the clearings that once comprised their empire.

This sets the stage for the long war between the Marquisate and Eyrie Dynasties. Each faction considered the Woodland as rightfully their place, with both willing to go in for total war to claim it. The Eyrie had enjoyed bureaucracy and centralized governance throughout its history and sought restoration to former glory. On the other hand, the forces of the Marquise, with their modern industrial methods and disciplined military, had resolved with equal determination to retain control.​
Eyrie Dynasties: The Feathered Rulers of Woodland’s Past and Future
The Eyrie Dynasties claim their origins for the Woodland date back a very long time. Basically, they are a group of birds, led by birds, that have long since claimed they are the rightful rulers of the whole Woodland. Their dominance over the rest of the Woodland denizens is founded on their belief in natural superiority. Being birds, they view themselves as literally and figuratively above the other animals in the Woodland.

The reason for the Eyrie's success in establishing their rule over the Woodland must be looked for in its militaristic organization, its bureaucratic way of governance, and a clever sense of continuity. While the Eyrie have indeed witnessed many changes at the top-management level-sometimes through coups, changes in regime, and violent power struggles-they have succeeded nevertheless in keeping up the appearance of one continued dynasty. By branding themselves as a single, unchanging ruling force, the Eyrie have cemented into popular imagination a vision of a government that has always and will always persist.

This continuity is, in actuality, largely a fiction. There have been thousands of rulers spanning the hundreds of years comprising the reign of the Eyrie Dynasties, and most of them have come into power through violent revolution. However, this fiction of cohesion has been preserved so skillfully that the Eyrie have been able, at least in the minds of the Woodland's denizens, to hold on to power. The inhabitants have learned to regard the Eyrie as legitimate masters, even when the latter are in the midst of struggle and strife​.

At the peak of their power, the Eyrie Dynasties governed most of the Woodland. They built and took care of the pathways between the various clearings, maintained law and order, and they defended the denizens from bandits and wild beasts. Under their rule, Woodland was pretty stable, although most of the time highly authoritarian, with clear partiality to birds rather than other species​.

The Eyrie were particularly adept at organizing labor and bureaucracy in general. Their soldiers patrolled the Woodland, their engineers and laborers working to extend and sustain the infrastructure that held the Woodland together. They also taxed the clearings under their control, using the wealth they gathered to further entrench themselves. As long as they maintained order, their rule was nonetheless anything but benevolent: they were known to oppress non-bird species, granting birds favored status in matters of governance and social hierarchy.


The rule of the Eyrie Dynasties, though tyrannical, meant a degree of stability in the Woodland
mainly because it did give a degree of protection against anything from the outside. Their reign is always plagued with coups and regime changes as different factions within the Eyrie fought for dominance. These happen quite often, the leadership of the Dynasties has more often been unstable, with at times various rulers and councils in power at other times.

The Great Civil War marked the real turning point for the Eyrie Dynasties. This war was an internal conflict that tore apart the Eyrie because there were rival factions within the Dynasties that fought for the control of the ruling throne. This war is one of the most violent and destructive conflicts to have happened in the history of Woodland, which indeed has left the Eyrie Dynasties weakened and fragmented​.

During the civil war, various bird houses and noble families fought for dominance, each with their own vision of what the future of the Dynasties should resemble. The fighting proved so destructive that it caused the fall of the Eyrie's centralized power. Many of the clearings had to either govern themselves or descend into chaos. Where once the soldiers of the Eyrie had united the Woodland, patrolling its expanse, without their protection, many denizens fell to the bandits, beasts, and chaos of the forest.

This caused a power vacuum in the Woodland, which various factions-the Marquise de Cat and the Woodland Alliance-had the opportunity to rise. The Marquise de Cat took this opportunity to invade and conquer the Woodland, while on the other hand, the Woodland Alliance began organizing a rebellion in the hope of leveraging the chaos to liberate the denizens from the empire's rule.

Once the undisputed rulers of the Woodland, the Eyrie had grown fractured and weakened. Most figured the Dynasties were done, that they would fade into irrelevance as new powers rose to take their place​.

But whereas the Grand Civil War had laid them low, it can be argued that the Eyrie Dynasties are recovering now. In due time, a hardy segment of the birds, a resilient faction, in fact, has reunited and reorganized themselves and rebuilt. With new leadership, the Eyries once again have marshaled their troops and set a course to reclaim their ancient stronghold​.

This is a much more purposeful resurgence. Gone are the internal squabbles of old as the Eyrie Dynasties have galvanized under a singular goal: to retake the clearings that were once theirs. The Woodland is rightfully their domain and considered their duty to restore order and stability to the land. They work toward this aim by declaring total war on the Marquisate and viewing the Marquise de Cat as an illegitimate usurper​.


Yet where the Eyrie excel is in their military. Their soldiers are disciplined, well-trained, and fanatically loyal to their leaders. They march under the banner of reclaiming their lost glory, and they feel that they alone can bring the Woodland back into order as it rightfully deserves. This conviction does not flow from ambition alone but also from a deeply set cultural belief: the Eyrie are the natural rulers of the Woodland.

Probably the Woodland's central conflict pits the Eyrie Dynasties against the Marquisate. Both claim the Woodland as theirs by right, and both will wage total war to get it.

In the case of the Eyrie, it is a question of recovering their ancestral domain and restoring their empire to its old glory and splendor. For, in their consideration, the Marquise de Cat and her Marquisate are invaders, foreign conquerors that have no business and right to rule over the Woodland. The legitimate rulers are themselves, the Eyries, and for them, only they can protect the denizens against the chaos of war and the dangers of the forest​.

The Marquise, on the other hand, considers the Eyrie to be a rusting remnant of a long-ago era, an empire grand in times past and now decaying. She sees her own rulership as the future of the Woodland-a future of industry and progress, of stability. This is something the Marquisate has done for the Woodland: it industrialized it, built workshops, and extracted resources on a scale the Eyrie never could​.

This is ideological conflict-but also very explicitly struggle-between traditionalist Eyrie and industrialist Marquisate. Thus, both these factions think they are fighting for the future of the Woodland while both are willing to make whatever sacrifices are necessary for victory​.
The Woodland Alliance: Revolution from the Ground Up
The Woodland Alliance emerged from the ruin after the collapse of the Eyrie Dynasties and the invasion of the Marquisate. While those greater powers were contending for mastery of the Woodland, the common residents-foxes, rabbits, mice, and other small folk-found themselves caught in the crossfire, their homes and ways of life ruined by the fantasies of soldiers and generals. Over time, many of these denizens grew tired of being oppressed by one ruler after another: first under the bird-dominated Eyrie Dynasties, which taxed them heavily and treated non-bird species as second-class citizens; then under the Marquisate, which brought new forms of exploitation, emphasizing resource extraction and industrialization.

The Alliance was born of the collective anger of the denizens who'd grown tired of their clearings being pillaged and ruled by distant, uncaring empires. The industrialization of the countryside by the Marquise de Cat threatened the simple way of life through widespread deforestation, blocking paths, and using the people for labor. For so long, the Eyrie Dynasties had treated the clearings as something beneath them-the denizens were subjects to rule, not to protect. Many began to ask the question: why must they be forced to choose between one oppressive ruler and another? Why could they-the ordinary folk of the Woodland not govern themselves? From that came the Woodland Alliance.

The Alliance isn't just a faction; it's a grassroots rebellion built on the idea that the Woodland belongs to the denizens, not to those vying for control at every given turn. They strive to free the Woodland from such large forces and, in turn, propagate a vision of self-government whereby the people can rule themselves.

The only thing that differentiates the Woodland Alliance from the rest of the factions within the Woodland is that it does not have a single ruler, nor does it have an established hierarchy; it has a network-a coalition of resistance cells working in conjunction to fight back against their oppressors. These cells are often small, frequently operating in secret, well-hidden deep within the clearings. Their structure lets them avoid the heavy bureaucracy and infighting that afflicts the Eyrie Dynasties, or the strict military hierarchy of the Marquisate. This makes the decentralized Alliance very difficult to eradicate.


The Alliance is not some unified, monolithic group of people. Made up of a large number of the different denizens from across the Woodland, many join for a large number of reasons. Some are motivated by ire from the oppressive taxes and harsh treatment from the Eyrie. Others have joined after seeing their homes and forests ravaged by the industrial efforts from the Marquisate. Others are idealists, looking toward a brighter future for the Woodland wherein all denizens, no matter species, can live in peace and prosperity.

It is, in its core, an alliance for freedom and self-determination. The Woodland Alliance does not believe the Woodland needs some sort of foreign ruler, neither the Eyrie nor the Marquisate. They do believe that the denizens themselves are capable of ruling their clearings, that they can cooperate, they can organize, without needing an empire or a crown. To many citizens this rings very true, as for so long they have been treated more like subjects.

Whereas the Eyrie Dynasties and the Marquisate rely on massive standing armies, organized military forces, and orderly chains of command, the Woodland Alliance is a great deal more subversive and guerrilla-like. A smaller faction less militarily equipped, their base of support comes largely from the common denizens and uses tactics of subversion and sabotage against the enemies of their backyard. It is not an army that openly charges into combat but instead strikes from behind the scenes, trying to upset their foes' operations at all costs.

Sabotage and disruption serve as the Alliance's most important tactic: to the infrastructure of the Eyrie and the Marquisate. This would include everything from destroying workshops and lumber mills that are essential for the Marquisate's industrial enterprise to disrupting supply lines that keep the Eyrie Dynasties' war machine running. By striking at these vital points of power, the Alliance can weaken its foes rather than engaging in open warfare.

The Woodland Alliance is equally good at the propagation of revolutionary ideas. Agents travel between the clearings, spreading word in secret about the resistance and calling on denizens to rise against their masters. These agents often use propaganda to inspire others with stories of victories won by the Alliance or the sufferings caused by the Marquisate's exploitation or the Eyrie's tyranny. The ultimate aim here is to win the hearts and minds of the denizens in the effort to persuade them that something better is indeed possible.


Next, they resort to forced combat by way of guerrilla warfare. They do not openly fight their battles but instead ambush small contingents of soldiers, lay traps along the pathways, and retreat deep into the heavy forests where their familiarity with the land is to their advantage. Fast and agile, they strike hard and quick before melting into the woodwork. This kind of warfare makes them formidable opponents on their terms against larger forces and those better equipped.

Perhaps the most critical advantage the Woodland Alliance enjoys is that of the common denizens' support. In that they appear to fight on behalf of the people's freedom, many denizens willingly provide food, shelter, and information to the Alliance. This grassroots support enables the Alliance to maintain secrecy in its operations and move about the Woodland with a degree of safety. Without such backing by the denizens, the Alliance would likely find it impossible to maintain its operations.

The Woodland Alliance is probably best described as a liberatory movement, though without its own dark sides, which range from idealists striving for a better future to the pragmatic, or even brutal, elements of victory. The leaders of the Alliance rule with an iron fist-acts of sabotage that may harm innocent denizens, creating martyrs to inspire rebellion, at times forcing the hand of the clearings to take sides.

This willingness to sacrifice for the cause has created tension within the Alliance itself. There are those members who believe the ends ultimately justify the means-that if overthrowing their oppressors requires that they do terrible things, then so be it. Others believe this is a very dangerous path to tread and that the Alliance, by employing extreme methods, is merely going to become as tyrannical as the powers they are fighting against.

Yet, for many locals, it is the ideals of the Alliance that prove to be their driving force. A dream of an Imperial-free Woodland with self-governing clearings indeed is a worthy ideal. This dream brings recruits in an unceasing stream, or so it keeps the movement alive despite all the unfavorable chances they take.
Vagabonds: Rogues, Outcasts, and Wanderers
The Vagabonds are social outsiders, particularly outcasts of any single clearing and community, or so it seems in the Woodland. They survive on the fringes of society, alone in their own world, whether this was done by choice or forced on them by some quirk of life. Some vagabonds were once respected members of their communities but have been exiled for one reason or another. Some decided the life of a vagabond was the best option, seeking freedom from the rules and structure of the clearings. Whatever the reason they became vagabonds, they are now travelers-clearing to clearing, taking on odd jobs and dangerous missions.

The people of the Woodland often look upon vagabonds with suspicion or disdain. Because they are not bound by the traditional structures, they are often seen as outsiders, criminals, and rebels. While substantial portions of a vagabond's resourceful skillfulness make them very useful to those that need to have work completed that others might shy away from. Anything from sabotage, recon, or thievery, often times the vagabond finds their self doing jobs that nobody else would dare touch​.

Vagabonds are the embodiment of a life both free and hard. Unlike denizens, living in the clearings and subject to the laws and taxes of whatever ruling factions, Vagabonds operate outside of these societally imposed norms. They are beholden to no single leader or faction and are free to make choices in their own selfinterest. This provides them a degree of self-determination that few others in the Woodland enjoy​.


But this comes with a price: the vagabond is always an outsider, never welcome, and always on the move. They have to always be on their guard, for many factions in the Woodland mistrust and even hunt them. Free to choose their path, yet isolated and helpless, they are denied protection and stability, which come with being part of a community.

This duality of freedom and exile defines the vagabond's existence: free to follow one's own rules, yet always scratching by, living off one's wits, skills, and the goodwill or fear of others to survive​.

The position that vagabonds hold within the continued struggles of Woodland is tenuous and precarious. Never strictly under the employ of any of the major factions, they have frequently been courted for their various skills and abilities. Freedom of movement to roam as they will across the clearings and into denser forest has won them a variety of acquisitions, acting as spies, mercenaries, or saboteurs to whatever will pay their price​.

Probably the most powerful element of the vagabonds is that they are able to hold onto their independence in a world dominated by powerful factions such as the Marquisate, the Eyrie Dynasties, and the Woodland Alliance. The vagabonds can offer a different point of view-that is, they are not motivated by loyalty to either a ruler or an ideology but rather by personal goals and survival. That independence enables them to act like wild cards in the larger conflict, switching sides when it suits them or playing the factions off each other for advantage​.

In this way, vagabonds are treated as power brokers. Without armies and resources to match many of the other larger factions, they can influence events-through gathering information, carrying out dangerous missions, or even allying with one side over another-means they have a surprising amount of say over the course of the Woodland's wars​.


Vagabonds exist in a sensitive balance between the different factions in the Woodland. Often, it is a matter of their very survival to dance on one side or the other, depending on the conflict. For this reason, a vagabond will have to be underhandedly circumspect as regards how they generate and control their standing with each of the factions.

Vagabonds will have to be careful around associations. Favor with one faction by assists, they usually make another faction take a dislike toward them in the process. Their power, however, derives from their fluidity: sliding between jobs and factions to whatever best suits the situation without remaining bound to one cause.

To many vagabonds, life is an adventure. Though dangerous, it promises wealth, influence and renown impossible to achieve through the limited choices in clearings. Vagabonds can become hired by denizens in need to undertake quests: to venture into ancient ruins, uncover lost treasures, or fight a fearsome beast in the heart of the forest​.

This is the essence of the vagabonds' adventurous spirit: whereas their counterparts in clearings remain restricted by rules and restrictions of their societies, these people live a life of their own. Free spirits, they know no home. Wherever the wind takes them, they travel and survive by all means.
Riverfolk Company: Merchants of Opportunity
It is the Riverfolk Company that traces its roots deeply intertwined with those very waterways crisscrossing the Woodland. An organization emerging out of natural geography, the abundant rivers and lakes were the perfect resources to turn the once somewhat simple act of navigation into a lucrative enterprise.

At first, few groups of residents used the rivers for simple transportation and trade. These original merchants were mainly otters, beavers, and other river-dwelling creatures that realized this was an opportunity for a formal trading system. Once merchant services became available to transport goods and individuals across, business increased. These groups merged from meager means into what is called the Riverfolk Company​.


In a nutshell, the Riverfolk Company is a mercantile organization dealing in trade, commerce, and effectively managing the riverways. Other than the other factions-the Eyrie Dynasties or the Marquisate, for example-which rely so much on military might and territorial control, the Riverfolk Company makes use of economic power as an instrument of negotiation. They are aware that control of the routes of trade can be as formidable as the control of land.

Various critical services have been availed by the Riverfolk Company, which has made them indispensable in the Woodland. Ferrying and Transport: Due to their ability to navigate the waterways, the Company is able to transport goods quickly and efficiently. They provide a vital link between the various clearings, allowing trade and movement to take place freely; without their services, many clearings would be isolated and unable to access resources crucial for their survival.

Trading Hub: The Riverfolk Company purchases and sells everything, from food and materials to weapons and information. The company's brokers often buy low from one faction and sell high to another. Because they take no sides, they can deal across faction lines, expanding their reach and influence even further.

Mercenary Services: The Riverfolk Company also hires out their members as mercenaries. This not only provides additional income, but also positions them to be players in the larger conflicts of the Woodland. Anytime any of the factions need supplementary forces for skirmishes, they always seek the Riverfolk for help. In that regard, such a service may tip the scales one way or another in crucial moments of the ongoing wars.

Control of Waterways: Given its monopolistic control over the rivers, it can place levies and taxes against those people who would seek to use these vital channels. Such monetary control enables them to exact tribute from factions who would seek to preserve their supply chains. By constricting access to the rivers, the Riverfolk manage dexterously to manipulate trade and resource distribution throughout Woodland​.


The Riverfolk Company is immensely proud of their neutrality. While it may be embroiled in the battles of the Woodland, it does not join any camp. That allows them to sometimes act as a moderator and an intermediary, to foster communication and trade between the various foes. It is this ability to remain neutral-while reaping financial rewards from those tensions-which makes them so very different from many of the other factions that are driven by ideology or territorial ambition.

Of course, this neutrality does not come without its own share of complexities. The Riverfolk Company must manage a great balancing act so as not to antagonize any of the factions while having maximum profit in mind at the same time. Many times, this sets up intricate diplomacy where the Company weighs the risks and benefits that each relationship would bring. Being merchant-like, they are always out seeking an opportunity for profit, which sometimes lands them in the crosshairs of a much larger conflict.

While it doesn't wield the sledgehammer-like force of the Eyrie Dynasties or the Marquisate, one wouldn't turn a blind eye to them in the Woodland. So it is with trade routes-control endows them with a certain kind of power: the power of being in a position to regulate the flow of resources and information throughout the region at will. Economic leverage that could serve to destabilize or stabilize factions, according to their interests​,.

The Riverfolk Company is often in a position of advantage with its allegiance within the factional tussle to assume control of the Woodland. Due to the best deals or promises for greater returns, they easily become a swing vote, favoring one over another. Such flexibility allows the Riverfolk to maintain their relevance and survival amidst a political climate that is continuously in shift.

The Riverfolk Company is organized along corporate-like lines, wherein the council of large and greater merchants and leaders determines what should be done regarding trade and operations. It is filled with influential members in all respective species, as diverse as the Company itself, which allows for a degree of collaboration and collective decision-making that greatly helps the Company adapt quickly to market or political climate changes.

To many in the Riverfolk Company, life is about the rivers and the ebb and flow of trade across them. They travel from clearing to clearing, forging relationships and gathering intelligence that makes them as much scouts and informants as traders. This puts them in a position of near-constant motion, keeping their finger on the pulse of the Woodland and allowing them to rapidly react and adapt to emerging trends or conflicts​.

Knowledgeable of their waterways, they travel with ease through this too often hazardous land. This is not all they can do; they are good at surviving in the wild, finding food and shelter on their long journeys​.
Lizard Cult: Devotees of the Great Dragon
The Lizard Cult is a faction of the Great Dragon's worshipers, a mysterious and grand god to whom it is believed to dispense decisions upon the fate of each creature living in the Woodland. It is very far away from the roots of the Cult from the borders of this woodland; it grew somewhere very far away, where at first teachings of the Great Dragon were established. With time, the missionaries of this cult entered the Woodland, brought their teachings with them, and began to preach about the Great Dragon among the denizens.

The doctrine of the Cult stresses order, discipline, and spiritual wisdom, all of which are provided by the Great Dragon to a number of truly faithful. Devotion within the Lizard Cult promises spiritual guidance to direct the personal lives of the followers of the Great Dragon. The nature of the Great Dragon remains essentially an enigmatic mystery, incomprehensible to persons outside it; to the followers of the Cult, however, it is a source of strength and clarity in a chaotic world .

The Lizard Cult launched an expansion into the Woodland, as soon as the latter had become a theatre of rivalry and conflict between the Eyrie Dynasties, the Marquisate and the Woodland Alliance. The missionaries of the Cult fanned out through the Woodland, with their mixture of religious zeal and political calculation, preaching the word to denizens who too often knew war and oppression.

Its presence was small at first, but the Cult began to grow in leaps and bounds as the denizens from these poor or abandoned clearings listened to the Great Dragon's message. By winning the loyalty of many denizens through spiritual guidance, protection, and food when needed, the Cult gained their favor. The Cult had been particularly attractive to those who felt marginalized or excluded since it was capable of bringing stability into unsure times.

The Lizard Cult's appeal is across species lines. While lizards remain the most visible members, denizens from all walks of life-mouse, fox, rabbit-have joined the Cult. These followers find comfort in the promise of order and security that the Cult provides and often commit to its teachings with great depth. As the Cult continues to spread across the Woodland, it continues to attract those seeking something more than what the traditional ruling powers offer​.


The missionaries of the Cult form its cutting edge of growth, and it is in their hands that both the religious and political tasks of the mission come together. Trained in the doctrine of the Great Dragon and in the art of talking to and convincing people, missionaries travel from one clearing to another, spreading the dogma of the Cult and researching the political condition of each community.

The Cult is quite effective in targeting the most vulnerable clearings, missions of neglect, or those that are struggling due to the constant war, famine, and other catastrophes. It is here that the message of stability, protection, and spiritual guidance of the Cult really catches on. In return for loyalty to the Cult, missionaries offer help where it is needed, giving food, medicine, and protection.

This cult attempts to influence the local government not by a direct application of force, but rather through more subtle means. They appeal to the various leaders of clearings by proclaiming a spiritual legitimacy for the leaders and guidance from the Great Dragon: "The leaders of the Lizard Cult present themselves as indispensable advisors to the leaders, who, in their eyes, must be manifestly indispensable for world affairs." In such a way, over time, the Cult will find its niche within the political structure at large and will often hold leadership positions, at least exert some real influence over important decisions being made with this community​.

The Lizard Cult is organized in a hierarchal setup that must keep order and discipline among the ranks. First in rank are the priests, who are closest to the Great Dragon. The priests interpret the will of the Great Dragon and run the cult in spiritual and political matters. They command great respect and authority both from within the cult and among those communities under their control​.

Below the priests are the missionaries, eyes and ears of the Cult, extending its reach and organizing any new converts. Often, it would be they who lead the day-to-day activity of the clearings that have fallen under the sway of the Cult. They make sure the teaching of the Great Dragon are followed, and that the community is loyal to the Cult.

The Cult is very disciplined in structure, each one knowing its place. This stern hierarchy enables the Cult to keep control of its ranks and remain stable, even while expanding into new territories. Those who prove to be exceptionally dedicated rise through the ranks of the Cult, but power is carefully controlled to avoid internal dissension​.

Such is not all, for the Lizard Cult exerts influence beyond that of their spiritual mantle. On such clearings as where the Cult invades, it also is a great political power. The priests often form the leadership of the Cult, combining spiritual authority with political government. The temples of the Great Dragon serve on such clearings as focal points of both worship and administration in which decisions concerning trade, security, and local laws are made with the guidance of the Cult's leaders​.


Various activities initiated by the inhabitants in a fallen clearing are instructed or molded by the Great Dragon's teachings. The daily rituals, the religious ceremonies, and community events reassure the Cult's authority. These clearings are also highly resistant to outside influences because of the great unity and feelings of loyalty that the Cult instills among the followers. The Marquisate and Eyrie Dynasties, along with other factions, have it far from easy when trying to take back the clearings now loyal to the Lizard Cult​.

The Cult in that respect is powerful because it is neutral to the larger conflicts of the Woodland. While the Marquisate and Eyrie Dynasties are battling over land, and the Woodland Alliance is fighting against the Marquisate to protect its denizens, the Lizardmen Cult works subtly, weaving its influence throughout and never confronting any opponent openly. This strategic neutrality allows the Cult to grow its power without seeing the serious opposition received by the more militarized factions​.

Neutrality for the Lizard Cult is not an attitude or behavior but a well-thought-out calculated strategy. The Cult does not participate in open war with the intent of, on its own behalf, working at gaining influence behind others' backs without being targeted directly by other factions. While the Marquisate and Eyrie Dynasties tried their best to control land with military actions, the silent Cult began undermining their efforts through converting the local populace​.

This neutrality thus accorded to the Cult enables the latter to manipulate happenings to its advantage. In a truer sense, therefore, the Cult may offer to provide spiritual orientation and backing to given struggling factions for their loyalty while remaining at liberty to shift allegiance or withdraw support when no longer in service of their aims. The latter is a flexible approach that makes the Cult a master of subtle power, influencing the balance of power in the Woodland without facing confrontation.

The Lizardmen employ spiritual authority in concert with political control once their foothold in a clearing is established. Temples form the focus of life in such clearings, whose denizens are compelled to take part in near-regular religious ceremonies and prove their fealty to the Great Dragon.
Underground Duchy: Empire from Below
Underground Duchy has resided deep beneath the surface of Woodland, strung across large tunnel systems and underground caverns. Primarily populated by moles, Duchy has spent centuries creating an underground empire in comparative isolation. For an extended amount of time throughout history, these moles remained in a place not seen, content with the subterranean domain, reaching out on occasion to the other people above for trade or resources.

The Duchy's genesis is firmly rooted in the general belief that the Woodland above rightly belongs to them. The nobility mole have dreamt, generation after generation, of influences reaching out onto the surface, but those dreams were usually curtailed by petty squabbles and the lack of real military might. As the Eyrie Dynasties imploded and the escalating struggle between the Marquisate and the Woodland Alliance turned to chaos, however, the moles spotted their opportunity to rise​.

The Underground Duchy, under the leadership of their noble ruling class, began mobilization in anticipation of expanding beyond their underground strongholds to take control of the Woodland. This would not be just a territorial conquest but the enforcement of their rightful place within the hierarchy of the Woodland's powers. To the moles, the Woodland has been mismanaged by the surface factions, and within its under-ground civilization lies the key to order and stability​

The Underground Duchy is a rather organized society, with a very structured hierarchy centered on the nobility. On top of it all is the Duke himself, the political and military head of the Duchy. The Duke is surrounded by a council of mole nobles, each in control of part of the Duchy's forces and resources. Nobles are the ruling elite, and their word is law in their domains.


Nobles are obsessed with honor, lineage, and tradition. The titles are passed down generation after generation, with the main goal of maintaining the family's honor above everything else. Intrigue and political maneuvering happens most of the time within the noble houses inside the Duchy in order to extend their influence inside the court, but most of the time unite to try and expand the influence of the Duchy above ground.

Beneath the nobility come the common moles, who perform the menial jobs of laborers, soldiers, and artisans. The common folk are very closely tied with the noble class, through which greater glories and prosperity will be bestowed upon the Duchy. This is furthered by the very firm social hierarchy that is embraced within the Duchy-discipline, duty, and service to the greater good of the mole nation​

While the Underground Duchy does not match the raw industrial power of the Marquisate or the militaristic traditions of the Eyrie Dynasties, they make up for that in strategic ingenuity and their command of underground warfare. Their ability to move across their huge tunnel networks into combat gives them a certain combat edge: suddenly attacking from all sides from unexpected locations and able to retreat if that were necessary​.

It is a very organized mole army, with the head of each regiment coming from the nobility. These armies are trained for both surface and underground combat and hence are capable of deployment into any form of warfare. The State is adept at siege warfare, specializing in the engineering skills to build fortifications and undermine enemy defenses​.

Logistically and in terms of movement, however, the tunnel networks around the Duchy give them a fair amount of an advantage in addition to their martial skill. The moles are able to travel with quickness and subterfuge via the tunnels, circling enemy fortifications to launch surprise attacks on key targets. Such tunnels also double as supply lines for the Duchy to reinstate their people and move their supplies without exposing themselves to attacks from above​.


It was not a decision taken lightly to come up out of their subterranean strongholds and claim the Woodland above by the Underground Duchy. To the moles, the surface has long been chaotic, badly managed by factions like the Eyrie Dynasties and the Marquisate. It is conflicts between these latter factions that have opened up an opportunity for the Duchy to establish itself as a major power in the Woodland​.

It is a destiny-driven emergence. The moles strongly believe that it is the will of fate that they, and they alone, are destined to rule over the Woodland, bringing order and stability to the surface. The Duchy has undertaken a campaign of expansion, establishing strongholds in strategic clearings and cultivating alliances with local denizens who are disenchanted by the current rulers​.

Its expansion is marked by calculated diplomacy and tactical war. While they are quite capable of taking clearings through the use of force, they much more often would offer diplomacy to gain control. Nobles of the Duchy are frequent masters of negotiation, offering protection and stability in exchange for loyalty. Quite often, the Duchy presents itself as an appealing alternative to the turbulent factions now dominating Woodland.

The strength of the Underground Duchy lies not only in its military and political powers but also in strategic underground expansion. Allowing the moles to build tunnel networks to infiltrate into key areas of the Woodland without detection, whereby they can lay their bases of operation and launch attacks from the corners ​ unexpected by others.

This is a very important underground development of the Duchy's long-term strategy: by establishing a network of tunnels that connect their strongholds, the moles can rapidly shift troops, supplies, and resources between clearings without exposing themselves to attack. It keeps the Duchy flexible in their operations, able to adapt easily to the changing conditions on the surface​.

But engineering knowledge also characterizes the expansion of the Duchy. The moles are considered to be the master builders in that they can construct fortifications, tunnels, and siege engines that give them an upper hand during battles. This makes the Duchy formidable as they can fortify their positions and sustain long sieges​︎.

The Underground Duchy has a very clear and ambitious long-term vision concerning the Woodland: to establish their power as dominant, rather than to control a few key clearings. Superiority of their ordered, hierarchical, disciplined society is considered by them as firmly grounded against the forms of governance employed by the surface factions​.

The nobles of the Duchy see themselves as the rightful rulers of the Woodland and are determined to reshape the political landscape in their image. They will continue to extend their influence in pursuit of this aim.
Corvid Conspiracy: Hatching Conspiracies
The Corvid Conspiracy is a faction of mystery and shadow, driven by one unyielding purpose: the downfall of extant powers and the rise of a new order in the Woodland. Whereas the Marquisate and the Eyrie Dynasties derive their strength from overt shows of military might, and the Woodland Alliance amasses its supporters in plain sight, the Corvids work in the darkness, depending on espionage, subterfuge, and sabotage to undermine their foes.

Comprised primarily of crows, magpies, and other intelligent avian species, the Corvid Conspiracy thrives on guile and misdirection. These birds view themselves as natural strategists, uniquely suited to orchestrate the collapse of oppressive regimes. Unlike the overtly idealistic Woodland Alliance, the Conspiracy is more pragmatic in its approach, often embracing morally grey methods to achieve its goals​.

The roots of the Corvid Conspiracy are dimly lit, as is fitting for a faction cloaked so in secrecy. The Conspiracy has been said to have emanated from a small group of spies and rebels that grew tired of the perpetual war and oppression that beset Woodland. While some joined out of personal ambition, others were drawn by the promise of a new order-one led by those with the wit and cunning to seize control. Over time, this loose network evolved into the well-organized and influential faction it is today.


On its very basic level, the Corvid Conspiracy is defined by self-determination and freedom, but their methods often blur the line between liberation and opportunism. The Conspiracy is united in its disdain for the existing powers that dominate the Woodland, particularly the Marquisate and the Eyrie Dynasties. To the Corvids, these factions represent a cycle of tyranny that must be broken.

What it does want is the making of a Woodland in which power is decentralized, with no one faction having complete dominion over the rest. However, unlike the Woodland Alliance, which views this future as a means of ensuring cooperation and equality for all, the Corvids are less concerned with the well-being of their denizens and more with destroying any pre-existing power structure. Their vision of the future is left deliberately ambiguous, enabling members to interpret the goals of the Conspiracy in ways compatible with their personal ambitions.

Some in the Conspiracy are freedom fighters, working toward the liberation of the Woodland from tyranny. Others view the faction as an instrument to an end, furthering their own power and influence through it. While this diversity of motives frequently sets off internal tension, the Conspiracy is also adaptable and unpredictable​.

The Corvid Conspiracy foments its plans with means both subtle and effective. Not relying on the industrial might of the Marquisate or on the militaristic traditions of the Eyrie Dynasties, the Corvids use undercover operations against their enemies. The methods the Corvids use-espionage, sabotage, misinformation, and assassination-pertain to weakening one's target from within.

Espionage: The Corvid Conspiracy mastermind in intelligence gathering has placed spies throughout the Woodland, infiltrating clearings controlled by rival factions with many different sources of information. Some show up as merchants or simply travelers, even from members of other factions. Gained intelligence is put in place to plan precise attacks and manipulate the political topography​.

Sabotage: The Corvids excel at disrupting the operations of their foes. This can take many forms, from destroying supply lines and setting traps along trade routes to sabotaging critical infrastructure like workshops and garrisons. These acts of sabotage are designed to weaken the other factions, making it easier for the Conspiracy to move in and assert control​.


Misinformation: The Corvid Conspiracy is also artful in the art of lying. They spread misinformation to make their rival factions doubt themselves, and sometimes they even play their enemies against each other. By sowing chaos and confusion, the Corvids make sure no faction can get too powerful​.

Assassination: The Conspiracy does not hesitate to reach out and kill important members of other factions when the situation calls for it. These assassinations often happen behind closed doors, and their true perpetrators are never found. By killing influential leaders, the Corvids weaken their enemies and open up new avenues to further their agenda​.

The Conspiracy's tactics often leave little evidence of their involvement, allowing them to operate with near impunity. While many suspect the Corvids' hand in acts of sabotage and disruption, proving their involvement is another matter entirely.

The Corvid Conspiracy is actually quite structured for a shadowy group of operatives. At the pinnacle rests the Mastermind-a strong, central figure commanding over the operations of the Conspiracy and ensuring that all various cells work toward one end or another. The Mastermind is a strategist who will seldom be seen on the field but who controls, behind the scenes, where this faction is going .

Beneath the Mastermind come the cell leaders who lead small groups of operatives and oversee the activities of the Conspiracy in particular regions. The leaders enjoy a high degree of autonomy, enabling them to tailor their approach to the peculiar demands of their respective territories. Yet, they are responsible to the Mastermind and are supposed to report on their development from time to time​.


The rank-and-file members of the Conspiracy are called agents, and they come from all walks of life. While crows and other corvids make up the bulk of the faction, denizens from other species have joined, too, either because of the promise of power or a chance to overthrow their oppressors. Each agent is schooled in the Conspiracy's methods, from intelligence gathering to the execution of acts of sabotage​.

For the members of the Corvid Conspiracy, life is all danger and intrigue. Agents exist in the shadows, their faces hidden behind a stack of false identities as they infiltrate enemy territories. They live by a tight code of secrecy, knowing a single slip could mean their death, and that of their entire cell​.

While the work of a Corvid agent is dangerous, it's not without reward. The Conspiracy rewards competence and loyalty, often entrusting its best agents with weighty responsibilities and even more substantial influence. To many, that potential to shape the Woodland-to-remake and retaliate-against their oppressors-is worth the risk.
Keepers in Iron: Guardians of Relics and Tradition
The Keepers in Iron are a faction unique to the Woodland in their mission of preserving relics from times of yore, knowledge lost, and traditions from a bygone era. They consider themselves stewards of history, tasked with the guardianship of what is left from the Woodland's legacy in these changing and turbulent times. Heavy armor and armament, befitting relics of ages past, imbue the Keepers in Iron with their particular fusion of martial discipline and profundity of homage paid to yesteryear.

Their origin is really not known, but it is believed that they come from a secret order, predating the conflicts currently happening in the Woodland. It was an organization of scholars, warriors, and spiritual leaders committed to the protection of artifacts and knowledge from ancient civilizations. As time wore on, and the chaos deepened within the Woodland, this order developed into the militant faction in modern times known as the Keepers in Iron​.

The primary mission of the Keepers is to find and retrieve relics of historical or spiritual importance, which they believe can restore balance to the Woodland. These relics could be weapons, tomes, or other items invested with symbolic or literal power. Though some denizens consider the Keepers as noble protectors, others view them as zealots obsessed with holding onto a bygone era that no longer pertains.

Central to the ideology of the Keepers is the belief in tradition and continuity. They see the present conflicts of the Woodland as a symptom of the denizens abandoning the old ways. To the Keepers, the factions that struggle for control-the Marquisate, Eyrie Dynasties, and Lord of the Hundreds-are myopic opportunists who do not comprehend the value of history.

The Iron Keepers are driven by a sense of duty: they believe their mission is not just to protect relics but to serve as a reminder of the Woodland's former glory. They view themselves as the last line of defense against the complete loss of the Woodland's cultural and spiritual heritage​.

Their motto, repeated ad nauseam in their rituals and speeches, goes: "The past is the key to the future." This reflects their conviction that the lessons of history must guide the Woodland through its current turmoil.

The most famous exploits of the Keepers in Iron are their relic hunts-expeditions into the Woodland to recover artifacts of importance. Such hunts are dangerous and very secretive, as often the Keepers have to travel across enemy lands, avoid rival factions, or battle with those who already possess the relics they seek.

The relics that are sought by the Keepers are varied. Some are ancient weapons or pieces of armor reputed to possess mystical properties, while others are items of spiritual or historical significance, like texts, carvings, and ceremonial objects. In some instances, the Keepers look for whole ruins, hoping to find in them knowledge that has gone lost.



These expeditions are led by the most seasoned members of the Keepers, and often include a heavily armed escort. While the Keepers avoid unnecessary violence, they will not hesitate to use force in defending themselves or their mission if the need arises. This makes them fearsome enemies in battle, with armor and arms that reflect a craftsmanship of times long forgotten​.

The Keepers in Iron are organized in a hierarchy, a fact that mirrors their regard for order and tradition. The hierarchy begins with the High Keeper, both the spiritual leader and the military commander of the faction. He is responsible for determining the faction's priorities on which relics to pursue and how resources are allocated.

Beneath the High Keeper come Wardens, who control the everyday activities of the Keepers and manage independent expeditions. These Wardens are often veterans who, in service over the years, have proven their devotion to the mission.

The rank-and-file membership of the Keepers are called Sentinels. These are the backbone of the faction that stands guard over relics, goes on expeditions, and defends the holdings of the Keepers. Sentinels are highly trained in combat and the lore of the Woodland's history, so every member of the Keepers is both a capable warrior and a knowledgeable steward of the past​.

The Keepers in Iron maintain a network of strongholds and hidden sanctuaries throughout the Woodland. These locations serve as repositories for the relics they recover, as well as training grounds for new recruits and safe havens for their members.

These strongholds are frequently built in far-flung or defensible locations, like mountains, caves, or even ancient ruins. They are heavily fortified, reflecting the Keepers' emphasis on protection and security. It is within such strongholds that the Keepers hold their rituals, study the artifacts they have collected, and plan their next expeditions​.

The strongholds also symbolize a mission of the Keepers. To those in the circle of respect for their cause, these are sites regarded as bastions of hope and continuity. For those who are at war, they symbolize the staunch determination and resilience of the Keepers.

The vision of the Woodland as a place where the lessons of the past guide the actions of the present is what motivates the Keepers in Iron. They believe that preserving relics and traditions will help in restoring balance to the Woodland and averting mistakes of history from happening.

Their ultimate vision involves a cultural renaissance, wherein denizens of the Woodland from all three factions take pride in their cultural heritage together. Though cognizant that such goals may not be attained until many generations have passed, the Keepers nonetheless remain steadfast to this mission.
Lord of the Hundreds: Spreading Chaos in the Woodland
The Hundreds originated among marauders, fanatics, and warriors within the Woodland. These denizens were brought together under the Warlord, who gave them hope for power, vengeance, and glory. The Hundreds are more than just another faction, they represent a cultural phenomenon born from perceived persecution and a will to rise up against factions which appear weak.

The Lord of the Hundreds centers on the Warlord, a charismatic, brutal, and ambitious figure. The word of the Warlord is law, his authority is absolute. They are both feared and revered by their followers, who see them as a savior and a conqueror destined to bring the Woodland to it's knees.

The Warlord's leadership style is defined by their relentless drive for conquest. They do not content themselves with holding power in one clearing or region, rather, their ambition encompasses the whole of the Woodland. To the Warlord, the current rulers of the Woodland are weaklings who have squandered their power. The Warlord seeks to tear down these regimes and replace them with their own vision of strength and order​.


The Lord of the Hundreds is a hierarchical warband, with the Warlord at the top and a network of lieutenants, warriors, and enforcers beneath them. Though the Warlord's rule is absolute, they rely on their lieutenants to manage the sprawling operations of the faction and to make sure their will is carried out across the Woodland.

Beneath the leadership tier are the rank-and-file members of the Hundreds. These individuals come from a wide variety of backgrounds but are united by their loyalty to the Warlord and their shared desire for conquest. Many are driven by anger, desperation, or a sense of purpose provided by the Warlord's fiery rhetoric. They form the backbone of the faction's military strength, willing to fight and die for their cause​.

The Hundreds were founded upon the idea of negation of the preset order of Woodland. For the Warlord and his faction, the present rulers of the Woodland Marquisate, Eyrie Dynasties, and even Woodland Alliance-are weaknesses, corruption, and complacency embodied. The Hundreds aim to break down all these factions and introduce a new order, the one shaped by strength and allegiance to the Warlord.

Central to the identity of the Hundreds are their cult-like devotion to Warlord. It is not only a political thing but also really personal. The followers of Warlord see them as the messianic figure to lead them to glory and reshape the woodland according to their vision. So, this fervent belief gives the Hundreds a unity and purpose few other factions rival​.

The Hundreds are also defined in beliefs in domination through strength, valorizing martial prowess, and viewing conquest as an act that best expresses such a quality. This leads them to wage an insistent campaign of territorial expansion: thus proving themselves superior to all of Woodland's other factions.

The Lord of the Hundreds relies on overwhelming force and relentless aggression to achieve its goals. Unlike factions such as the Corvid Conspiracy, which operates in secrecy, or the Woodland Alliance, which relies on grassroots support, the Hundreds favor direct confrontation and open displays of power.

Conquest and Expansion: The Hundreds are always in motion, seeking to spread their territory by conquering the clearings and imposing themselves on the rest. This is done through a display of brute force and intimidation. They subjugate the citizens of the Woodland and demand homage and tribute from those conquered​.

Pillaging for Resources: The Hundreds keep their war machine well oiled by raiding and pillaging. They take from the conquered clearings, using such resources to pay for campaigns. This strategy makes sure their enemies are weakened while keeping the Hundreds self-sufficient​.

Fear and Intimidation: The Warlord realizes the true power of fear and uses it as a weapon. Most of the time, the Hundreds leave destruction in their wake, and the bottom line is to be crystal clear to the Woodland's denizens: resistance is futile. This reputation for brutality helps the Hundreds maintain control of their conquered territories and prevents rebellion.


Discipline and Unity: Despite being labeled as marauders, the Hundreds are actually quite disciplined and organized. The iron fist of the Warlord holds the faction together in their purpose, and their hierarchy lets them accomplish some pretty complex military campaigns with precision​.

To the people, their very existence is cast in lines of submission for survival on the whims of the Lord of the Hundreds. Loyalty to him is paramount, and a slightest threat of disloyalty may draw brutal punishment almost without delay. Many conquered clearings have had to pay heavy tributes in food and resources to provide manpower to the war engine of Hundreds.

However, life under the Hundreds is not without its benefits. For those who pledge their loyalty to the Warlord, the faction offers protection and a sense of purpose. Many of the Warlord’s followers come from marginalized or oppressed communities, and for them, the Hundreds represent a chance to rise above their circumstances and become part of something greater​.

The Lord of the Hundreds will not stop until he has completely dominated the Woodland. The Warlord imagines a future where all subjects bend to their will and that the weak are culled to make way for a stronger, more cohesive society. This is not a vision of cooperation or equality-it is a world where power is the ultimate currency, and the Warlord's will is law​

While the Hundreds’ methods are brutal, their ambition is undeniable. They are not content to merely exist alongside the other factions; they aim to reshape the Woodland in their image, creating a new order built on strength and anarchy.
Hirelings: Mercenaries, Allies, and Opportunists
In the chaotic and conflict-ridden Woodland, not every denizen aligns themselves fully with a major faction like the Marquisate, Eyrie Dynasties, or Woodland Alliance. Some prefer a more flexible approach, offering their skills to the highest bidder or working for their own ends. These individuals or small groups are known as hirelings, mercenaries, freelancers, and adventurers who provide services in exchange for payment, protection, or favors.

Hirelings aren't a faction, so much as they are a broad category of denizens, operating on the fringes of Woodland society. Skilled warriors, spies, craftsmen, scouts, and even small bands of irregular troops-these are all types of hirelings. Their allegiance is temporary and transactional, yet hirelings often play a critical role in shaping the balance of power in the Woodland, as their skills and abilities can tip the scales in a faction's favor.



The proliferation of hirelings in the Woodland could be attributed to ongoing conflicts that have left many denizens displaced, disillusioned, or simply in need of opportunity. With the struggle for dominance between the Eyrie Dynasties and the Marquisate, rebellion stirring within the Woodland Alliance, and factions like the Corvid Conspiracy and the Lizard Cult chasing their own agendas, the Woodland has become a hotbed of constant change. Within this environment, hirelings thrive by offering services not readily available from larger factions​.

Some hirelings are born of necessity, denizens who have been forced to fend for themselves after losing their homes or communities to war. Others are driven by ambition, seeking wealth, influence, or adventure. Still others see their work as a way to remain independent, avoiding the rigid hierarchies and ideologies of the major factions​.
3 Comments
Wily Vagabond  [author] 7 Jan @ 8:03am 
For the digital version? The marauders dlc is coming out any time now this month. No release date quite yet. The newer factions, Knaves, Lilypad, and Twighlight Council is not yet planned for the digital version for all I know.

They are released however on the tabletop simulator and will be released physically by November last I heard.

I know little about the 3 new factions so I have yet to release them on this guide at the moment.
Stargazer 7 Jan @ 7:35am 
Any word on the new factions?
Rand0miz3r 26 Oct, 2024 @ 4:14am 
wow