SpiralWorlds · Campaign Present: 1454 CE

Guilds, Factions & Organisations

Guilds, factions and organisations in 1454 — merchants, soldiers, scholars and secretive agents bargaining over maps, ledgers and seals in a council chamber
Power, intrigue and organised influence in SpiralWorlds, 1454.

Guilds, factions and organisations turn personal adventures into political consequences. Characters can join them, work for them, owe them, infiltrate them, betray them or become powerful enough to lead them.

In 1454, organised power moves through merchant leagues, craft guilds, royal households, political blocs, mercenary companies, criminal networks, magical societies, cults, nonhuman courts, hidden cities, underwater powers, planar institutions and organisations whose histories began long before humanity.

A state, species and faction are not the same thing. A kingdom may contain many competing factions. A species may possess several rival states or no state at all. An ancient civilisation may be dead even though its descendants remain alive, while a modern faction may claim an ancient inheritance without being the same organisation.

Guilds, Factions & Organisations in 1454

A kingdom, principality, free city or territorial state is not automatically a faction. States claim territory and jurisdiction. Factions are organised groups that act within, across, beside or against those political structures.

A merchant league may cross several realms. A court party may exist only around one ruler. A dwarven guild can preserve standards between communities that owe allegiance to different lords. An infernal ministry can cultivate clients in kingdoms whose rulers do not even know it exists.

The Ninefold Dominion’s occupation of Constantinople has altered trade, diplomacy, espionage and military planning across Europe, the Black Sea, Kemet and western Asia. The Dominion and the Ottoman state remain separate powers, so factions dealing with one cannot assume the cooperation of the other.

Magic creates institutions of its own. Learned magic may pass through schools, universities, civic teachers, court scholars, guilds, master-apprentice lineages and private circles, while witches and other practitioners maintain covens, inherited traditions and local alliances.

At the table: every useful faction should provide both access and obligation. An organisation capable of finding a buyer, supplying rare knowledge, opening a gate, hiding a fugitive or suppressing a charge should also be capable of calling in a debt.

Major Current Powers

Hobgoblin Imperial Power

Ninefold Dominion Crown-Bound

The Dominion’s central political and military establishment works to keep commanders, subject territories and strategic institutions tied to the crown while consolidating the consequences of the Constantinople conquest.

Kemet

Kemet Dynastic Court

The Catfolk rulers of Kemet coordinate defence, diplomacy, royal administration and competing internal interests across the Nile heartland and its contested approaches.

Inner Earth

Agarthan Crown

Agartha balances its own government, neighbouring subterranean powers, ancient knowledge and the dangerous question of how much contact with the surface should be permitted.

Faerie

Seelie Court

One of Faerie’s great political centres, linked to numerous houses, servants, territories and rivalries rather than functioning as a government of every fey.

Faerie

Unseelie Court

A rival court pursuing its own interests through bargains, vassals, coercion, factional politics and the unstable diplomacy of Faerie.

Hell

Infernal Ducal Houses

Rival infernal houses compete through estates, offices, contracts, patronage and mortal client networks extending far beyond Hell itself.

The Four Orc Successor Powers

Mhurak Stone-Blood’s Great Muster did not become a permanent unified orc empire. Its inheritance fragmented among four enduring political worlds whose chiefs, settlements, courts, subject peoples and clan-hosts increasingly pursue their own interests.

Eastern Fang Host

Once dominant in China’s imperial heartland, the Eastern Fang survives through rival northern houses, chiefs, communities and competing claims after Ming victory.

Ash-Standard Host

Western grasslands, river settlements and forest margins contain chiefs whose authority depends upon local bargains, family alliances, trade, raiding and visible strength.

Red Fang Reach

Oasis towns, pastures, mountain districts and clan-hosts remain politically divided. Some Red Fang chiefs served Timur, but his human coalition was never itself the Reach.

Black Anvil Realm

Mountain strongholds, foundry towns and contested urban centres remain valuable while chiefs and local dynasties compete for labour, metal, territory and military power.

Explore the Age of Severed Crowns

Browse Guilds, Factions & Organisations by Sphere

The world contains far more organised powers than can usefully be introduced as one enormous alphabetical wall. Browse first by the sphere in which an organisation exercises power; the complete established current index follows below.

Guilds, Merchants & Civic Organisations

Merchant leagues, craft guilds, carriers, banking interests, professional bodies and trading houses regulate credit, apprenticeship, market access, transport, standards, warehouses and specialist knowledge.

  • Hanseatic League — a great commercial and defensive network of merchants and towns across the Baltic and North Sea world.
  • Dwarven Craft Guilds — distributed guild traditions helping dispersed dwarven communities preserve craft standards, apprenticeship, credit and mutual support.
  • Merchant houses and port networks — commercial institutions whose reach may cross multiple political borders.
Rembrandt's Syndics of the Drapers' Guild, showing officers of a historic guild around a council table
Rembrandt, The Syndics of the Drapers’ Guild (1662), a later historical image of guild officers at work. Wikimedia Commons.
Courts, Houses & Political Blocs

Royal households, noble affinities, succession parties, advisory councils and political blocs compete inside larger states without necessarily claiming independent sovereignty.

  • Ninefold Dominion Crown-Bound
  • Kemet Dynastic Court
  • Agarthan Crown and Council
  • Four Orc Successor Powers
  • Surviving Giant Successor Kingdoms
  • Regional noble and court factions throughout the Empire

A ruler’s court may contain several factions whose members formally serve the same monarch while pursuing incompatible futures.

Military Orders, Hosts & Mercenary Powers

Warrior orders, permanent corps, clan-hosts, mercenary companies, military households and specialist formations turn organised force into political leverage.

Some answer directly to a ruler. Others defend a city, family, people or sacred place. Mercenary companies may work across borders, while ideological military orders can become political powers in their own right.

The Hell Knights are specifically rooted in the Teutonic States rather than functioning as a general military organisation of the Empire.

Criminal, Covert & Intelligence Networks

Smugglers, raiders, thieves, assassins, spies, corrupt patronage networks and information brokers survive by exploiting jurisdictions that do not cooperate with one another.

Similar methods do not imply shared membership. A pirate coalition, clandestine court, spy service and thieves’ network may all operate secretly while having completely different structures and goals.

Exploration, Voyaging & Frontier Networks

Navigators, expeditionary companies, armed explorers, river carriers and long-distance trading networks connect settlements separated by wilderness, hostile territory, ocean or supernatural barriers.

  • Voyageur river networks
  • Pacific voyaging houses
  • Star-path navigator traditions
  • Foreign expedition companies
  • Hollow Earth expeditions
Magical, Scholarly & Custodial Institutions

Magical knowledge is not maintained by one universal wizard organisation. It survives through universities, civic schools, court scholars, guilds, private circles, master-apprentice traditions, libraries and specialist custodians.

  • Scholomance
  • Atlantean library and custodial institutions
  • Dwarven craft and technical guilds
  • Court scholars and magical specialists
  • Private learned circles
Cults, Covens & Sacred Organisations

Religious and supernatural organisations range from small local covens to institutions serving powers whose histories stretch far beyond the current human age.

Most prehistoric cults rise and fall with their cultures. A god, outsider or other power may nevertheless acquire completely different worshippers in later ages without those cults being one continuous organisation.

Nonhuman Peoples & Successor Polities

Intelligent nonhuman peoples are no more politically uniform than humanity. One species may contain kingdoms, free settlements, guilds, clans, cults, nomadic confederations, rival courts and communities that acknowledge none of them.

  • Eastern Fang Host
  • Ash-Standard Host
  • Red Fang Reach
  • Black Anvil Realm
  • Surviving Giant Successor Kingdoms
  • Enlightened Xulgath Tyrant-Cities
  • Independent Dwarven Holds & Road-Warden Networks

Shared ancestry does not require political unity. Successor states can remain divided for far longer than the ancient empire from which their claims originated.

Marine Powers

The oceans, continental shelves, reefs and inland waters possess their own routes, borders, settlements and histories. Surface rulers control only a fraction of the world’s inhabited waters.

  • Wardens of the Kelp Halls — Locathah community and sea-route guardians.
  • Sea-Elf Reef Kingdoms
  • Aboleth Drowned Cities
  • Deep One Shoal-Cults
  • Merfolk Veil-Cities
  • Ponaturi Brine-Dark War-Halls
  • Four Seas Dragon Kings
Hollow Earth & Subterranean Powers

Hollow Earth is both a world with its own political histories and one of the great survival refuges of planetary deep time. Contact with the surface has varied enormously from one age to another.

  • Agarthan Crown
  • Agarthan Council of Advisors
  • Great Library of Agartha
  • Iron Citadel Command
  • Illithid Elder-Brain Cities
  • Enlightened Xulgath Tyrant-Cities
  • Derro Hidden Warrens

A prehistoric creature surviving within Hollow Earth does not mean it remains part of an ordinary 1454 surface ecosystem.

Fey Courts & Hidden Realms
  • Seelie Court
  • Unseelie Court
  • Dark Host
  • House of Ashes
  • Fomorian Court
  • Atlantean Great Library Custodians
  • Hidden-realm guardians and gatekeepers

Hidden realms are not automatically unified states. The faction controlling access to a realm may be different from the ruler, council or people claiming sovereignty within it.

Planar & Outsider Organisations

Outsiders existed before the current human age and remain political actors throughout Earth’s geological history. Their Earth chronology records visits, settlements, interventions and wars rather than the beginning of their species.

  • Infernal Ducal Houses
  • Infernal Denomination of Mortal Relations
  • Animal-Lord Covenant Networks
  • Jotunheim Giant Courts
  • Muspellheim Fire-Giant Holds
  • Djinni Aerie Courts
  • Pearl Marid Courts
  • Azer Free Forgeholds
  • Brass Dominion
Extraterrestrial & Cosmic Powers

Earth’s importance to extraterrestrial powers changes through time. Some ages receive comparatively little attention; others become periods of colonisation, extraction, research, warfare or strategic competition.

  • Mi-Go Colonial Strongholds
  • Elder Thing Colony-Cities
  • Yithian Temporal Enclaves
  • Fraal Earthbound Survey Cells
  • Great Old One cult networks

An alien species can lose its surface empire while surviving in Antarctica, beneath the oceans, below ground, elsewhere in the Solar System or far beyond Earth.

Current Guilds, Factions & Organisations Index

This index gathers the established organisations and political institutions currently represented in the SpiralWorlds faction master. It is organised by theatre so a GM can find usable powers without mistaking every historical predecessor, candidate idea or unresolved working name for a 1454 faction.

Current does not mean universally visible. Some organisations are public governments or guilds; others are hidden courts, cults, submerged cities, Hollow Earth institutions, planar powers or extraterrestrial colonies. Their presence in this index means they are extant and institutionally meaningful in 1454, not that ordinary people know they exist.
Europe 53
  • Hanseatic LeagueMerchant league · Baltic and North Sea
  • Order of the Golden FleeceChivalric order · Burgundy
  • Isabella’s Diplomatic HouseholdCourt household · Burgundy
  • Frederick’s Imperial HouseholdCourt household · Imperial court
  • Mentelin’s Free Cities Press NetworkPrinting / civic network · Strasbourg / Decapolis
  • Neville AffinityNoble affinity · Northern England
  • Percy AffinityNoble affinity · Northern England
  • Venetian Council of TenState-security council · Venice
  • Hell KnightsMilitary order · Teutonic States
  • Vehmic CourtSecret tribunal · Empire
  • ScholomanceOccult academy · Carpathian sphere
  • Witches of the Howling MoonCoven · Carpathians
  • Daughters of the FlameMagical sisterhood · Central Europe
  • Merry MenResistance network · Sherwood / Nottinghamshire
  • Court of MiraclesCriminal counter-society · Paris
  • Moriarty’s Criminal WebCriminal intelligence network · Britain
  • House Borgia Client SystemDynastic client network · Italy
  • Van Helsing CircleHunter / counter-faction · Transregional European network
  • House of DraculaImmortal household · Carpathians
  • Knights of the Round TableChivalric order / court fellowship · Camelot / Britain; surviving Arthurian chapters
  • Hellfire ClubElite occult / libertine society · Britain; aristocratic houses and private meeting places
  • Dwarven Craft GuildsCraft-guild network · Dispersed dwarven holds, mines, enclaves and urban quarters
  • Black Moon CovenOccult coven · Central Europe; concealed coven sites
  • Brotherhood of the NightUndead / occult brotherhood · Central and Eastern European safehouses
  • Cresswell House NetworkUrban vice and intelligence network · London
  • Euboean Maritime GuildMaritime guild · Euboea and Aegean sea routes
  • Folville GangKinship outlaw company · Leicestershire and the English Midlands
  • O’Malley ClanMaritime clan / seafaring lordship · Umhaill / Clew Bay, western Ireland
  • House of AvizRoyal dynasty · Portugal
  • House of HabsburgDynastic house · Austria and Imperial territories
  • House of WittelsbachDynastic house · Bavaria and Rhenish territories
  • House of WettinDynastic house · Saxony and Thuringian lands
  • House of BourbonDynastic house · Bourbonnais and French noble networks
  • House of MediciBanking-political dynasty · Florence
  • Sforza HouseDucal military dynasty · Milan
  • Grimaldi DynastyDynastic house · Monaco and Ligurian networks
  • Fugger Trading HouseMerchant-banking house · Augsburg
  • House of AtreusMythic royal dynasty · Mycenae and descendant claims
  • Delphic OracleProphetic temple institution · Delphi
  • Coven of ShadowsOccult coven · Berkeley / isolated moors
  • Dragon Guard of PenllynElite knightly guard · Penllyn
  • Baba Yaga’s Three RidersCyclical heraldic office · Routes preceding Baba Yaga’s returns
  • High-Elf Village Councils & Envoy RoadsDistributed civic network · High-elf woodland villages and neighbouring courts
  • Tower-Elf Arcane SchoolsSelf-sufficient magical school network · Centuries-old elven towers and isolated schools of wizardry
  • Keepers of SongsElven itinerant judicial-memory tradition · Elven settlements and roads
  • Green SentinelsElven supernatural-defense order · Elven courts, roads and threatened territories
  • Order of the Silver HeartTransnational chivalric order · Mobile; appears where great supernatural evil threatens
  • Stone-ChainsDwarven mutual-aid compact network · Independent dwarven holds, mining towns, foundry districts, fortified villages, travelling families and urban craft quarters
  • Independent Dwarven Holds & Road-Warden NetworksDistributed dwarven polity family · Mountain holds, mines, fortified villages, urban craft quarters and road-warden communities
  • Halfling Caravan & Fugitive NetworksDiaspora mutual-aid and caravan network · Caravan routes from Sinai and the Levant through Anatolia, the Balkans, Italy, the Empire and western Europe
  • Daoine Cairn CourtsMist-elf hidden court network · Enchanted cairns beneath defended hills
  • Court of the Dökkálfar KingNorthern hidden-elven royal court · Northern Midgard hidden settlements and elf roads; exact royal seat unresolved
  • Giants of Nideck HouseholdLocal mountain-giant territorial household · Nideck and the wooded Vosges heights west of Strasbourg
Asia 23
  • Ming CourtImperial court · Ming China
  • Ashikaga Shogunal HouseholdWarrior government · Kyoto / Japan
  • Provincial Warrior Houses of JapanNoble military houses · Japan
  • Shinto Shrine NetworksSacred institutions · Japan
  • Fūma ClanCovert clan · Japan
  • Ninefold Dominion Crown-BoundElite state corps · Ninefold Dominion / Constantinople
  • Ninefold Banner Lord HousesMilitary noble houses · Ninefold Dominion
  • Ninefold Provincial MarshalsProvincial command institution · Ninefold Dominion
  • Ninefold Merchant HousesMerchant houses · Ninefold Dominion
  • Varkeshite Priest-CommandersState cult / command faction · Ninefold Dominion
  • The Unfinished CommandOrc restoration movement · Four orc successor powers
  • First-Scar SeersSacred political office · First-Scar Mountains
  • Forge-Keeper FamiliesCraft / household network · Orc successor territories
  • Timur’s Mixed CoalitionMilitary-political coalition · Central / Southwest Asia
  • Majapahit Maritime NetworksCourt / maritime networks · Maritime Southeast Asia
  • Iga Ninja ClanShinobi clan / covert-service confederacy · Iga, Japan
  • Order of AssassinsSecret military / intelligence order · Former mountain-fortress network in Persia and the Levant; successor cells
  • Trojan Royal HouseMythic royal dynasty · Troy and diaspora lineages
  • Jann Road ConfederationsMobile genie clan confederation · Oases, caravan roads, fortified households and ancient gates
  • Eastern Fang HostEastern successor power of Mhurak’s divided inheritance · Eastern Eurasian successor territories
  • Ash-Standard HostSuccessor power of Mhurak’s divided inheritance · Central/western steppe successor territories
  • Red Fang ReachSouth-western/central successor power of Mhurak’s divided inheritance · Central Asian, Iranian and connected successor territories
  • Black Anvil RealmSuccessor power of Mhurak’s divided inheritance · Western/south-western successor territories
Africa 9
  • Mali CourtRoyal court · Western Sahel
  • Tuareg Caravan PowersClan / caravan networks · Sahara / western Sahel
  • Swahili Merchant CouncilsUrban merchant councils · East African coast
  • Catfolk Merchant Houses of KemetMerchant houses · Kemet
  • Kemet Temple NetworksTemple / priesthood networks · Kemet
  • Houses of ThothScholarly / temple houses · Kemet
  • Carrion CovensUndead hunger-cult network · Desert ruins, necropolises and cannibal cult enclaves
  • Desert Kings of HungerRenegade undead necropolis courts · Desert necropolises and ruin-thrones
  • Kemet Dynastic CourtCatfolk state court · Kemet — Nile cities, temple estates, farming communities and military centres
North America 3
  • Mississippian River AlliancesRegional alliance networks · Eastern interior river systems
  • North American Gnome Gunsmith CompactCraft / technology network · Colonial and inland workshops
  • Company Adventurers to the New Found LandCommercial exploration company · Bristol / North Atlantic
Caribbean & Atlantic 6
  • Brethren of the CoastMaritime coalition · Tortuga / Port Royal
  • Port Royal Harbour CouncilHarbour civic bloc · Port Royal
  • Maroon ConfederaciesFree communities / resistance networks · Caribbean forests, hills and marshes
  • Indigenous Island CouncilsPolitical councils · Caribbean islands
  • Norse Atlantic Sea-Road NetworkMaritime kinship / trade network · Greenland, Vinland and North Atlantic
  • Sea-Elf Reef KingdomsAquatic elven kingdom network · Continental reefs and deep-ocean communities
South America 5
  • Inca Cuzco CourtRoyal / imperial court · Cuzco / Andes
  • Chimú Court NetworksCourt / regional polity · North coast Andes
  • Maya Successor Court NetworksDynastic / market networks · Mesoamerica interface
  • Mexica Triple AllianceTribute alliance / imperial coalition · Tenochtitlan / Mesoamerica
  • Fraal Earthbound Survey CellsExtraterrestrial survivor network · Hidden enclaves near extraterrestrial ruins and remote settlements
Oceania, Australia & Pacific 4
  • Aotearoa Iwi CouncilsKinship political institutions · Aotearoa
  • Hapū AlliancesLocal kinship alliances · Aotearoa
  • Country Custodianship NetworksCustodial law networks · Terra Australis
  • Yithian Temporal EnclavesDeep-time scholarly enclave network · Pnakotus and other temporal research enclaves
Arctic, Greenland & Hyperborea 2
  • Riksråd of NorwayCouncil of the Realm · Norway
  • Nordic Navigators LeagueExploration guild · Scandinavia
Antarctica & Hollow Earth 5
  • Agarthan CrownRoyal household · Agartha
  • Agarthan Council of AdvisorsCouncil · Agartha
  • Great Library of AgarthaScholarly institution · Agartha
  • Iron Citadel CommandMilitary command · Agartha
  • Hell Knight Antarctic CommandMilitary expeditionary arm · Antarctic approaches / Teutonic States
Hidden Magical Realms 2
  • Atlantean Great Library CustodiansScholarly institution · Atlantis
  • Fomorian CourtFey sovereign court · Tir Andomhain / Affwys
Nonhuman, Planar & Cosmic Powers 53
  • Pelion CompactTitan political compact · Pelion / Arborea
  • Yellow Sign Cult NetworksGreat Old One cult · Dispersed
  • Tsathogguan Temple KeepersCult / custodial remnants · Ancient temples
  • Seelie CourtFey sovereign court · Faerie
  • Unseelie CourtFey sovereign court · Faerie
  • Dark HostFey enforcement order · Faerie
  • House of AshesFey extremist house · Faerie
  • Animal-Lord Covenant NetworksEcological covenant networks · Beastlands and linked habitats
  • Infernal Ducal HousesInfernal noble houses · Hell / mortal world
  • Infernal Denomination of Mortal RelationsInfernal ministry network · Hell / mortal courts
  • Malphas’s Siege-Artificer NetworkInfernal technical network · Avernus / mortal arsenals
  • Thornbound of AmdusiusInfernal ecological proxy · Malbolge / corrupted wilds
  • ArgonautsMythic expeditionary fellowship · Iolcus / Mediterranean legacy routes
  • Council of SagesScholarly-magical council · Distributed Mediterranean and hidden scholarly seats
  • Guardians of the Ancient GroveDruidic custodianship order · Ancient groves and protected wild sanctuaries
  • Wild HuntFey / otherworld host · Annwn, Faerie and recurring mortal crossings
  • Wardens of the Kelp HallsAquatic tribal wardens · Coastal kelp halls and locathah settlements
  • Firbolg Solstice EnclaveInter-clan assembly · Annual autumn-solstice enclave
  • Serpentfolk Restoration CultsDeep-time restoration network · Hidden temples, ruins and infiltrated courts
  • Veiled Medusan Cell NetworksCriminal infiltration network · Large cities and criminal underworlds
  • Deep One Shoal-CultsAquatic cult-city network · Submerged cities, shoals and compromised coastal settlements
  • Aboleth Drowned CitiesAncient aquatic slave-city network · Deep seas, underground waters and drowned cities
  • Illithid Elder-Brain CitiesSubterranean psychic city-states · Deep-earth cities
  • Elder Thing Colony-CitiesDeep-time scientific colony network · Remote colonies, polar installations and buried cities
  • Great Dismal DelveDao planar empire · Sevenfold Mazework, Great Dismal Delve
  • Azer Free ForgeholdsElemental forgehold network · Bronze and brass fortresses
  • Cervapral Orders of LibertyPlanar anti-tyranny order · Mobile orders across planar and mortal worlds
  • Elder Treant GrovesDeep-time arboreal elder network · Ancient forests and elder groves
  • Swan Maiden SisterhoodsFey guardian sisterhood · Wild lakes, forests and fey crossings
  • Pillywiggin CavalryFey emergency cavalry · Pillywiggin cities and colonies
  • Azathoth Blind CultsEldritch devotional cults · Isolated sanctuaries and hidden contemplative cells
  • Thriae Hive KingdomsHive-polity network · Organized thriae hives
  • Ophiduan ImperatorisCaste-theocratic city network · Hidden jungle, forest and mountain cities
  • Mi-Go Colonial StrongholdsExtraterrestrial colonial network · Remote mountain strongholds, caves, laboratories and off-world routes
  • Ratfolk Warren GuildsHidden urban guild-network · Sewers, warrens, slums, ruins and trading caravans
  • Derro Hidden WarrensSubterranean settlement network · Hidden settlements beneath mines, ruins and cavern systems
  • Elven Gatekeeper FellowshipPlanar-path fellowship · Elven roads, forgotten gates and transplanar routes
  • Alfheim Bright CourtsOtherworld elven court network · Alfheim — Fey World / Otherworld
  • Gnome Guild-Town & Workshop NetworksDistributed gnomish craft network · Guild towns, workshops, travelling groups and dispersed enclaves
  • Surviving Giant Successor KingdomsMaterial Titan-descended giant successor-polity family · Mountain systems, caverns, isolated heights, volcanic regions and surviving Titan infrastructure
  • Jotunheim Giant CourtsPlanar giant court network · Jotunheim in Ysgard
  • Muspellheim Fire-Giant HoldsPrimordial fire-giant hold network · Muspellheim and connected volcanic war-roads
  • Enlightened Xulgath Tyrant-CitiesReoccupied subterranean tyrant-cities · Deep subterranean xulgath ruins and monolithic city complexes
  • Svartalfaheim Under-CourtsDeep-Fey territorial under-court network · Svartalfaheim — Deep Fey Under-Realm
  • Djinni Aerie CourtsElemental air court network · Djinni Aeries — palace clusters, wind-borne cities, harbours and embassy spires
  • Thunderhead CourtsElemental storm courts · Storm Frontiers of the Elemental Plane of Air
  • Pearl Marid CourtsElemental water dynastic court network · Pearl Courts of the Elemental Plane of Water
  • Merfolk Veil-CitiesHidden aquatic city network · Veiled Gardens, memory reefs and illusion-protected cities of the Worldsea
  • Ponaturi Brine-Dark War-HallsAquatic war-hall and tribute network · Brine Dark trenches and tribute routes
  • Brass DominionEfreeti contract empire · City of Brass and surrounding brass dominions on the Elemental Plane of Fire
  • Council of Animal KingsPlanar animal ruling council · Peaceable Kingdoms of Arcadia
  • Anakim Ark-Custodian BloodlinesHereditary remnant custodian bloodlines · Scattered Anakim families; route traditions leading to the hidden ark-wreck
  • Faerie Linnorm FealtyCoerced faerie-dragon fealty network · Faerie linnorm realms and Unseelie-border territories
Cross-Regional Networks 1
  • Khilasa Caravan NetworkItinerant elven caravan and news network · Mobile rover caravans and waverider ships
Asian & Oceanic Cross-Regional Powers 1
  • Four Seas Dragon KingsEast Asian sea-dragon sovereign courts · The Four Seas and their dragon palaces

Deep-Time Legacies

SpiralWorlds has one continuous planetary history. The Devonian, Permian, Jurassic, Cretaceous and later ages are radically different ecological worlds, but they are not disconnected campaign settings.

Intelligent native life has arisen repeatedly. Civilisations can flourish, fragment, migrate, collapse, retreat into refuges or disappear from the surface. Different intelligent species do not follow one inevitable path toward cities, writing, empires or advanced technology, and biological or cultural development does not move in a single direction.

Species survival does not mean political continuity. A prehistoric empire may be completely dead while descendants of its people remain alive. A later organisation may inherit its relics, territory or ideals without becoming the ancient institution reborn.
First Valusia → surviving Serpentfolk → later claimant realms and restoration cults

First Valusia belongs to prehistoric history. Later Serpentfolk may invoke its authority, but the original government is not automatically restored by their survival.

Ancient giant powers → fragmentation → surviving successor kingdoms

Later giant realms can inherit roads, fortresses, dynastic claims and ancient enemies without recreating one universal giant state.

Ancient Xulgath civilisation → collapse → abandoned cities → later Tyrant-Cities

Reoccupation of ancestral ruins creates new institutions rather than proving uninterrupted government from deep antiquity.

Elder Thing terrestrial power → defeat → Antarctic, marine and deep survivors

Loss of northern surface possessions did not destroy the entire civilisation. Surviving Antarctic, marine and subterranean centres continue a different history.

Great Fall Rebel Coalition → defeat and exile → later infernal institutions

The wartime coalition ceased to exist. Individual Fallen and the political consequences of the rebellion continued into later organisations in Hell.

Continents Change

Deep-time politics follows Earth’s changing geography. Continental drift, shallow seas, opening oceans, mountain building, changing coastlines and land connections affect migration, trade, war and isolation.

An ancient coastal city can now lie beneath a desert or mountain range. A people divided between modern continents may have originated when those lands touched. A political border that once followed a sea may be completely meaningless millions of years later.

What Survives?

Ordinary surface settlements rarely remain intact across enormous geological spans. Deep-time remains are more likely to survive through burial, caves, mines, sealed vaults, deep subterranean complexes, seabeds, Hollow Earth, unusual materials, deliberate engineering or magical preservation.

Technology survives just as unevenly. Knowledge may vanish while a machine remains; successor cultures may inherit only fragments; a lost technique may later be rediscovered or independently reinvented.

Extinction and Refuge

Earth’s mass extinctions do not have one secret cause. Some are primarily natural, while others may be intensified, exploited or partly caused by war, magical disaster, extraterrestrial intervention or failed technology.

Anything represented in the World Bestiary remains extant somewhere at the beginning of the 1454 campaign, but that does not imply ordinary surface distribution. A species may survive in Hollow Earth, the deep ocean, a hidden region, another world or another plane after disappearing from familiar surface ecosystems.

International Ages

Deep-time civilisation alternates between comparatively isolated periods and ages of broad contact. At certain times, trade, diplomacy, warfare, migration and multi-species alliances connect distant peoples. Those systems can later collapse almost completely.

Some eras therefore contain cosmopolitan ports and multi-species confederations, while other societies remain highly insular. Neither pattern is universal.

Allies, Rivals & Enemies

Factions become useful when their goals collide. An alliance may be temporary, transactional, dynastic or ancient. Two organisations can cooperate against one enemy while remaining rivals over territory, trade, ideology or succession.

Political Rivalry

Courts and political blocs compete over succession, taxation, law, appointments, territory and access to rulers.

Resource Conflict

Mines, reefs, sea lanes, magical sites, portals, roads and defensible routes can remain valuable long after the states that first fought over them disappear.

Ancient Claims

A faction may claim a ruin or territory through a treaty or inheritance older than the civilisation currently occupying it.

Ideology

Rival organisations may seek futures that cannot coexist even when they currently share neither territory nor membership.

Historical Memory

Long-lived peoples can preserve grudges, debts and alliances after the governments that originally created them have disappeared.

Counter-Factions

Powerful organisations may produce enemies whose primary purpose is to expose, contain, undermine or replace them.

Using Factions in Play

A useful faction needs enough structure to make independent decisions. It should be able to reward loyalty, respond to interference, suffer setbacks and change its methods when a plan fails.

Immediate Goal

What is the organisation trying to change, protect, acquire or suppress right now?

Reach

Can it act reliably on one street, across a city, through several ports, or across worlds?

Resources

Money, soldiers, ships, workshops, informants, magic, law, relics, territory or legitimacy.

Leadership

Who can make promises for the organisation, and who actually controls its agents?

Long-Term Plan

What sequence of actions does the faction believe will eventually secure victory?

Desired End State

What would materially change in the world if the faction achieved everything it wanted?

Faction Turn Between Sessions

  1. Choose the pressure. Identify the faction’s most urgent threat, opportunity or objective.
  2. Take one concrete action. Recruit, investigate, negotiate, move money, steal, fortify, threaten, travel or attack.
  3. Show evidence. Let the world reveal the action through rumours, prices, guards, missing people, letters, shortages, damage or new alliances.
  4. Apply character interference. Help and obstruction should change the faction’s position rather than disappearing between adventures.
  5. Escalate or adapt. A blocked faction changes method, compromises, recruits new help, fractures internally or selects another target.

Building a Faction for Play

This video is useful supplementary GM advice on creating factions and guilds with clear goals, structure and identity. It does not replace the SpiralWorlds faction framework or Standing rules on this page.

Standing with an Organisation

Standing measures access, trust and danger. It does not replace an edition’s social checks or reputation rules. It tells the GM what the organisation is prepared to risk for the characters before a roll is made.

Standing What the Faction Assumes Typical Access Typical Pressure
Enemy You are an active threat. None except through deception, capture or negotiation. Hunters, warrants, sabotage, bounties or retaliation.
Hostile You have harmed its interests or allies. Only what fear, bribery or necessity can obtain. Obstruction, surveillance, inflated prices and closed doors.
Unknown You have no meaningful record with the organisation. Public-facing services and ordinary contacts. Proof of identity, payment, sponsorship or caution.
Known Your name and past conduct are recognised. Introductions, routine work and limited information. Small favours, tests of reliability and social obligations.
Favoured You have produced useful results. Better contracts, specialist help and privileged information. Reciprocal favours and assignments protecting faction interests.
Trusted Your loyalty or usefulness has survived serious risk. Restricted sites, senior contacts, emergency aid and sensitive missions. Secrecy, difficult obligations and consequences for refusal.
Inner Circle You are part of the organisation’s future. Strategy, leadership, hidden assets and succession decisions. Responsibility for failures, rivals and the faction’s enemies.

Standing should change only when a faction can reasonably learn what the characters have done. Witnesses, letters, surviving enemies, intercepted messages, public rewards and trusted intermediaries matter more than invisible bookkeeping.

Faction Adventure Seeds

The Stolen Seal

A guild’s authentic seal disappears. Three merchants already possess contracts bearing impressions that should not exist.

The Closed Gate

A faction that once granted safe passage suddenly refuses entry. Somebody inside has changed the organisation’s judgement of the characters.

The Rival Charter

Two organisations claim the same mine, bridge, harbour, hunting ground or magical privilege. Both possess apparently valid authority.

The Missing Treasurer

A trusted officer disappears with no money missing. The real danger is the ledger they carried and the names written inside it.

The Useful Defector

A frightened insider offers maps, passwords and names in return for protection. Their former faction wants them captured alive.

The Price of Neutrality

Two enemies order a supposedly neutral organisation to stop serving the other. Refusing either demand may start a war.

The Ancient Claim

Excavation exposes a boundary stone older than the kingdom standing above it. A hidden faction arrives with proof that its claim never formally expired.

The Faction Fractures

A leader dies, disappears or is disgraced. Rival successors demand that old allies recognise different chains of command.

Find a Guild, Faction or Organisation

Search SpiralWorlds for a guild, faction, secret society, court, cult, mercenary company, criminal network or named organisation.

Continue Through SpiralWorlds

Sources, Chronology & Licensing

SpiralWorlds uses 1454 CE as the active campaign present. Historical organisations, places and institutions may diverge from conventional history where established campaign canon changes events.

Ancient empires, dead coalitions and predecessor organisations are treated as historical powers unless genuine institutional continuity or a later re-foundation is established. Shared ancestry, symbols, territorial claims or ideology do not by themselves prove that two organisations are the same faction.

This hub contains campaign-setting and game-master guidance rather than edition-specific numerical mechanics. Individual linked pages may contain material governed by their own source and licensing notices.

Scroll to Top