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01:42, 17th May 2024 (GMT+0)

FACTIONS of The Upper Reaches.

Posted by The GMFor group 0
The GM
GM, 6 posts
Mon 31 Jul 2023
at 17:37
  • msg #1

FACTIONS of The Upper Reaches


Irongate city council: Irongate is a large city, mostly Hobgoblins. Most Duergar and Tieflings in the Upper Reaches live there too.

The Hooks: A gang of mercs (Toughs) wielding axes and meat hooks.

The Circle of Flame: A secret society of antiquarians and scholars. Often engage in extortion and assassination in Irongate.

The Crows: An old gang (Toughs) with new leadership. Extortion, but also dabble in spying.

Cyphers: A group of psionics users. Mostly Duergar. Mostly make their money relaying telepathic messages.

Steelskins: Exiles from Irongate and desperate freelancers who nomadically roam the tunnels above and below the Upper Reaches.

The Sisters: Two Dark Elf sisters in Irongate.

The Smoke Hounds: A merc crew (Traders) looking for a patron.

The Builders: The powerful ancient order of architects and builders. Mostly Duergar and Kobolds. Many of their enemies have disappeared behind brick and mortar walls.

Boaters: Bullywugs who bring fish from The Black Lake. Said to know occult secrets (many things are submerged in The Black Lake).

The Graycloaks: A merc gang (Toughs). Former Irongate city guards who've turned to crime.

Rostad Gradov: An ancient Tiefling, said to be immortal. Obsessed with arcane secrets.

The Survival Organization: The diplomatic organization that oversees the disbursement of food and other vital resources.

The Path of Echoes: A mysterious cult of necromancers. They seek to gain knowledge from elementals and the ghosts of the past.

The Remaining: A group of undead who've banded together.

The Red Sashes: Originally a school of swordsmanship, expanded into criminal endeavors (Toughs).

The Silver Nails: A company of mercenaries turned to crime (Toughs) when the SunWar ended. Famous for killing a powerful undead threat.

The Climbers: Desperate survivors of the SunWar, forced to criminal opportunities (Thieves mostly) when denied all others.

The Wardens: The bronzemasked researchers specializing in artifacts from The Surface and The Lower Depths. Membership is secret.

The Growers: Myconids who do much of the farming of The Upper Reaches.

The Red Tunnel Gang: Gang of Mercs (Toughs) who have a lot of influence over their area.

The Gith: Weird alien freaks.

The Painters: mostly hobgoblin gang who daub their territories with outrageous graffiti and mess up who stand up to them.

The Academy: a gang of criminal mages (Allies) who are seriously bad news.

Goblintown: largest Goblin community.

The Nest: largest Serpentfolk community.

Tryit: Also sometimes called Dareya and Effaround. Largest Kobold community.

The Shore: Largest Bullywug community.

The Gold Healers: The best healers in Irongate. Very pricey. Sometimes need ingredients for potions.

The Seven Brothers: A merc group (Allies) of seven Hobgoblins and Tieflings, all mages and warlocks, who hint that they bear some sort of terrible curse or other secret...

Buris: A Stone Giant with a couple of dire cave bear pets.

Wererats: A community of wererats who moved into an old abandoned dwarven gatehouse. Hard to kill if you're not expecting them.

The Wanderers: A tribe that survives in the most inhospitable parts of the Lower Depths. They're allied with some magical being they don't talk to strangers about, and they're very fierce fighters. Everyone respects them. They come to the edge of the city every few months to trade for supplies, but they're very independent.

The Dicers: A barbarian tribe of ogres. They don't like strangers... They don't like much of anything, except The Game, which is what they call their whole lifestyle, which involves a complex caste system based on how much respect an individual has in their community...

The Bat-Riders: Kobolds who train and ride cave-bats near Irongate.

The Listeners: Bad-ass Martial artists (Serpentfolk, Tiefling, Hobgoblin). Stealthy. Everyone wants to be in their debt.


Center: Irongate. Danger level: 2 stars
West: The Black Lake. Danger level: 3 stars
Northwest: The Dicers, The Growers. Danger level: 3 stars
East: Wererats, Tryit, The Climbers. Danger level: 3 stars
Northeast: Buris, the Gith, The Remaining. Danger level: 4 stars
Southeast: The Seven Brothers. Danger level: 5 stars
Southwest: Serpentfolk, Goblintown, The Red Tunnel Gang. Danger level: 2 stars
South: The Painters. Danger level: 3 stars
North: The Steelskins, The Hooks, The Listeners. Danger level: 4 stars


Irongate factions:

The Circle of Flame.

The Crows.

Cyphers.

The Sisters.

The Smoke Hounds.

The Builders.

The Graycloaks.

Rostad Gradov.

The Survival Organization.

The Path of Echoes.

The Red Sashes. NE.

The Silver Nails. TN.

The Wardens. TN.

The Academy. CE.

The Gold Healers. TN.
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