Setting

Major Factions (Cross-Civilization)

Organizations that operate across Scalea's borders - the legitimate Forge guild, the cross-racial Healer Network, and the syndicates of the black market.

Beyond the kingdoms and confederations of Scalea, several organizations operate across civilizational borders - some legitimate, some criminal, and some humanitarian. Their reach spans continents.

The Forge

The Forge is a powerful, legitimate guild of metalworkers, foundry masters, and engineers headquartered in Smidshold, in Tania's Crossroads region. It is a respected professional body that spans the dwarven, human, and dragonkin metallurgical traditions.

  • Status: Legitimate guild
  • Headquarters: Smidshold (Crossroads, Tania)
  • Focus: Metalworking, foundry expertise, and the forge industry

The Healer Network

A cross-racial healing organization founded in Veridia - Scalea's nearest equivalent to a humanitarian medical corps. Its core membership is drawn from the Grymaw dragonkin of Veridia, but it accepts members of every race and operates under international protection: by long-standing agreement, harming a Network healer invites the censure of all the major powers.

  • Base: Veridia
  • Character: Cross-racial healing and relief
  • Protection: International agreement shielding its healers

The Black Market

Smuggling, fencing, and contraband move along trade routes that pay no mind to borders. Two syndicates dominate this shadow economy - the Shadow Market and the Iron Crown - dealing in the goods and favors that the kingdoms would rather did not change hands.

  • Status: Criminal syndicates
  • Activity: Smuggling and black-market trade across national borders
The World · System ReferenceØMEN: After Dragons