Site undergoing content updates - please bear with us
Operating in: Saltmarsh
Leader: Eda Oweland
Enemies: Loyalists
Headed by Eda Oweland of the Saltmarsh council, The Traditionalists are a group of villagers, dockworkers and fisherman who seek to preserve the traditional small town fishing lifestyle.
They collectively seek to halt the progress of Saltmarsh into a more industrialised or mercantile town, similar to the way Seaton grew and changed. They do this through petitioning the council to hald or curtail business growth or by supporting only the fishing and other traditional crafts of Saltmarsh to the exclusion of anything new.
If this lot were modern, we'd call then Nimbys and Philibusters.
Operating in: Saltmarsh, Seaton
Leader: Governor Alfrey
Enemies: The Sea Princes, Traditionalists
The loyalists are a group loyal to the King and to the ideals of progress, business and industrialisation with a view to making a modern Keoland work for it's people. Seaton is firmly within the grip of the Loyalists but Saltmarsh resists the influence for those looking to modernise the town there.
The Loyalist's primary concern is security. They want to keep Keoland's enemies at bay and see industrialisation and strong economic growth a tool to raise better armies and build greater defences. They see the Sea Princes in particular as a threat, as their shipping raids and uneasy alliances with smaller port towns far from the nation's capital are a constant drain on resources and an inhibitor to true growth of the country.
Operating in: Saltmarsh, Seaton, Ashen Mountains, Saltland Quarry
Leader: Mannistrad Copperlocks
Enemies: Traditionalists
Clan Copperlocks, currently led by Mannistrad of the Saltmarsh Council, owns and operates a purely Dwarven mining and prospecting company with permits to operate throughout Keoland. The company is all about business, and under Mannistrad's leadership, the company seems willing to bargain with any and all that will enrich Clan Copperlocks.
Disliked by most local populaces where they operate for their rowdy and often rude staff, the Copperlocks Mining company is tolerated as it runs and effective and often mutually beneficial operation. The company has built a reputation for sticking to it's word once contracts are signed.....but they also have a reputation for hard and stubborn negotiation of those contracts.
The company currently owns and operates Saltland Quarry, around halfway between Saltmarsh and Seaton. The permists to run the quarry were providen by Governor Alfrey of Seaton, who appreciates Mannistrad Copperlocks' head for business.
Operating in: Mannan
Leader: Queen Lauveliss Seholi
Enemies: Koalinth, Lizardfolk tribes, Sea Princes, Keoland Navy
The Royal House of Seholi are the ruling family of the Sea Elf Kingdom of Mannan, located on the sea bed in the Javan Bay. The current Queen (Lauveliss) is a solo rules, with her Husband (King Aeroll Seholi) having died of poor health some years ago.
The bloodline of the Royal family is known for it's inherently magical properties. This gives the family the right to rule although they are only one part of a multi-part government structure for the Sea Elf kingdom.
There are two princes and a princess for the family:
Prince Thasseus Seholi - Adventurous and kind. Duty bound to enter the priesthood (against his will).
Prince Delvin Seholi - Arrogant, Xenophobic and militaristic. Sees securing the borders to be of prime concern.
Princess Naini-Eda Seholi - Mystically gifted and shy. Easily startled but has a reputation for being more astute than she seems.
The royal family are looked after by Grandmaster Hevhiss Anang, head of the Mannan army, and Captain Mariv Thell, who is responsible for the Royal guard.
The Sea Elf people broadly are behind the Royal Family but people in the military and those living on the edges of the kingdom have lost faith since the King's death as the Kingdom's many enemies have taken territory year on year without any strong retaliation ordered by the Queen.
Queen Seholi had a secret friendship with the head of Saltmarsh's council. Between the two of them, they set up secretive limitations on fishing and trade routes in order to keep humans away from Mannan and to prevent ships from being taken by Sea Elf rebels.
Operating in: Dreadwood
Leader: Grand Druid Terekk Deepwood
Enemies: ???
The Dreadwood Druids operate wholly within the Dreadwood and seek to keep the balance of nature within the woods. They are neutral at best to local kingdoms, goblin tribes and orcish nomads but outright hostile to anyone caught exploiting the woods resources without giving something back to the woodland.
The primary holy grove lies in the deepest part of the Dreadwood and is kept hidden from even their own novice adherents. Other holy groves and places of worship are scattered throughout the woods. Often, the Druids have adherents travel into the world beyond as part of their training before returning to the woods with artifacts of primordial power.