Group Archetypes
See also: Archetypes
The Brass Coast
Family | A family is a collection of related people led by a Dhomiro. They are all descended from one of the three tribes: the Erigo, the Riqueza and the Guerra. They contain all manner of different people. |
Kohan | Kohan are groups of volunteer and outcast warriors-without-family, who traditionally pledge loyalty to their tribe's Hakima. |
Parador | Brass Coast towns always have at least one parador, a communal social house of business, music, story-telling, drinking and dance. They are often formed of a number smaller Families working together. |
Hakima | Hakima are highly-organised groups of magic-users whose loyalty is to the tribe, not their family. They are taken to be wise. |
Corsair | Freeborn Corsairs are traders and privateers who deal with - and raid - bararian bshipping in the Bay of Catazar. |
Sutannir | Sutannir perform inspiring religious ceremonies for the Freeborn, and (more importantly) organise the parties that follow. They usually include numerous talented performers in their ranks as well as priests. |
Dawn
Noble House | A group of individual that have all passed the Test of Mettle, usually set by the House’s Earl. It also contains Yeofolk loyal to the house. |
Knightly Order | A knightly order is made up of Questing knights who have proved themselves worthy in their Test of Mettle and have chosen to keep on questing for ever-greater glory. They sometimes have rules governing behaviour and seek an Eternal as a patron. |
Weaver cabal | Weaver Cabals are groups of witches specialising in ritual magic .They are not Nobles but not entirely Yeofolk. They perform magics to bring good fortune to villages, fertile harvests and good weather as well as weaving magic items. |
Highguard
Chapter | Description |
Stewards of the dead | Description |
Unconquered | Unconquered units are elite Highborn warriors designed to fight battles by any means, in any conditions. They operate with a high level of autonomy, often behind enemy lines or in unknown territory. |
Cataphracts | Cataphracts units are Highguard's elite heavy warriors, who once rode horses into battle but who, in modern times, represent a resolute and unbreakable wall of steel. |
Imperial Orcs
Legion | Description |
Reavers | Description |
The League
Guild | Description |
Free Company | Description |
Troupe | Description |
Mountebank | Mountebanks are groups street magicians whose tricks may be sleight of hand or genuine magic, many of whom skirt the edges of the law playing short-cons and rigging street games. A group of mountebanks combines ritual lore with a variety of other skills, doing whatever works to complete their goals. |
Bishop | The Bishops of the League are its high priests, who provide Virtuous guidance to any who can afford it, and who compete using the size and influence of their congregations. Groups of Bishops are led by an Archbishop. |
The Marches
Household | A group of Yeomen led by one of their number, called the Steward |
Landskeeper | A landskeeper is a figure from the Marches magical tradition, who supports the territories or the nation as a whole. Landskeepers can use a variety of methods, from hearth magics and good practical advice to rituals. |
Market Town | Alderman |
Monastery | Monks minister to the spiritual welfare of the folk around their monastery, largely ignoring Household boundaries. They divide their time between study of the Imperial Faith and working the farmlands claimed by the monastery. |
Striding | Description |
Steading | Description |
Urizen
Description | |
Description |
Varushka
Warden | The Warden fellowships are heroic warriors who employ magical protection along with their armour and weapons to hunt down the terrors of the Varushkan wilderness, and to uphold Imperial Law. |
Schlacta | The Schlacta are Varushka's well-organised bands of soldiery, who provide defence to a place or an employer. |
Vale | Description |
Cabalists | Cabals are teams of ritual magic-users, who often act as individual groups, independent of their vales. Each Cabal is different from each other, but their magical might grants them considerable influence. |