Nobility Schemes - Political Factions

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This page discusses the power dynamics and potential conflicts inside the former kingdom of Arangoth. This page will familiarize you with what types of characters are needed and which factions they may be from. The conflicts may result in potential schemes and scenarios between factions within the former kingdom and beyond.

The former kingdom of Arangoth consists of a confederacy of six grand duchies. They are Transdariania (the southern-most part with Drache), Arania (bordering Elvendeep), Leptatarna (North, contains the former Royal Capital), Ruthmarna (the middle part, with the gold mines) and Minkbrantha (formerly Outer Arangoth, which borders Zul Kiras. Each grand duchy has its own power structures within it, which may be run by nobles and populated by all manner of folks that may turn the tide of the conflict.

Types of characters involved in potential schemes in the region. This list is not final and almost anyone can be creatively included.:

Nobles, Merchants: Dukes are called Sithires, Counts are called Arangires and Barons are called Floxods. Nobles will have the most direct influence over the course of events. Wealthy merchants are almost as powerful as the nobles. Despite nobles being powerful plot figures, they have to have potential secrets that may threaten their power and political influence.

Assassins: May potentially be hired to kill some NPC nobles/merchants and, if the player wants to, maybe even PC nobles as well.

Courtiers, Advisors, Diplomats: Not nobles but people who spend a lot of time around them, who can influence their decision making. They can affect the actions of major NPCs or PCs.

Priests, Holy Knights: Warriors of Menxvan and perhaps other faiths are generally neutral but that's never stopped people from seeking their support.

Knights, Warriors: First and last on the battlefield when it comes to it, leading troops to victory or death.

Faction List

This list reflects a majority of the county seats in Arangoth. It is not absolute by any means, and can be expanded on to suit player needs or desires. There are plenty of other noble families that would be considered vassals of some of the nobles mentioned here. It should also be noted that this does not include religious figures, ambassadors, diplomats or merchants, all of which are certainly open to players for character backgrounds.


A Transdarianian will generally make your characters easier to play, since the channel focuses on Drache, the southern capital, to some degree, though this is by no means mandatory.


  • Leader: Barons, Vassals, Landowners beholden to Dolurn ul-Dorn Rumunire
  • Political Alignment: Pro-southern independence
  • Economy: Important agricultural producer and powerful commercial economy.
  • Best Forces: The military power of its Margraves, which includes that of nobility in the region, as well as its growing naval power.

Transdarian nobles are turbulent but generally loyal to Drache, the city being their major market and protector. The area’s grain, meat and alcohol production is critical to war efforts as is the large number of healthy rural conscripts that can brought to bear to reinforce its nobles and knights.


  • Leader: Sithire (Duke) Dolurn ul-Dorn Rumunire
  • Political Alignment: Capital of Transdariania, Pro Independence
  • Economy: Major trade center, sea port
  • Best Forces: Transdarianian Navy, Royal University mages, elite adventurers

Drache is the South’s center of operations – the fall of Drache would deal a massive blow to the duchy's power and influence. It was once the capital of Arangoth during the reign of King Blkdragon and Queen AngelSin, and is now the capital of the duchy of Transdariania. As the main channel setting, Drache boasts a large number of elite adventuring heroes and Royal University trained mages. It also has a respectable navy. Drache has access to various foreign influences and assets due to its status as a major South Sea trading hub.


  • Leader: Templar Patriarch
  • Political Alignment: Neutral; healers and first responders
  • Economy: Internal
  • Best Forces: Templar holy warriors

Millabratel is the center of the Templar order. Though the Templars are pro-unity, they will be reluctant to join or support political factions unless given a very good reason to do so. They are a powerful and well-trained ally. Before they join a side, they will provide emergency healing services and aide to civilians caught in the battlegrounds.

Asprominke (Ravendusk)

  • Leader: Arangire Broxobain ul-Artaxiad Severn, Margrave of the East
  • Political Alignment: Anti-Royalist, Pro Independence
  • Economy: Forestry, military, reagents
  • Best Forces: Margrave soldiers, former Border Watch, Mazewood rangers

The eastern territory on the borders of the Elgar has contended with and repelled the tainted forces of evil associated with it for generations. The locals tend to be hardy rangers with strong survival talents. They are the most closely associated with the Mazewood elves, who have been known to join their ranks for access to more civilized conveniences and monetary gain. Margrave Severn, along with the other Severn's, are descendants of and members of the Watchful Eye that settled portions of the Elgar in the past, as such they share similar anti-Royalist ideals common within the Order.

Bralk Lakrath (High City)

  • Leader: Arangire Bolkcarn ul-Saelith Neflirod, Margrave of the North
  • Political Alignment: Pro Independence
  • Economy: Military, trade
  • Best Forces: Margrave soldiers, former Border Watch, seige engineers

The territory surrounding Bralk Lakrath, the northern most city in Transdariania, serves as a nexus of major overland trade routes that lead from the south, through Ruthmarna, to the north, as well as eastern Arangoth. As such, it benefits from being a highly defensible position, with well fortified structures that serve as the gates to the north.

Vilkibranth (Sacred Path)

  • Leader: Arangire Sadrith ul-Mezen Orlis, Margrave of the West
  • Political Alignment: Neutral
  • Economy: Military, religious, agriculture
  • Best Forces: Margrave soldiers, templars, healers

Ths territory is adjacent to Millabratel, the second largest city in Transdariania, and connects Drache, Arania, and the Sresar Vale. It's name is due to the path of pilgrimage used by Menxvanic believers on their journey towards Millabratel, and has long served as guardians of its roads and served the safety of fellow religious followers. Closely associated with Millabratel, and by proxy, the Templars of Menxvan, their political leanings are more neutral and aimed at the defense of the land and its people rather than non-religious idealogies.

Gakentatsolta Tokarna (Goat Island)

  • Leader: Arangire Uzzo Salksilek, Margrave of the South
  • Political Alignment: Pro-Transdariania
  • Economy: Military, agriculture, trade
  • Best Forces: Margrave soldiers, naval forces, aerial forces

The island territory of Gakentatsolta Tokarna (better known as Goat Island) is removed from the mainland of Transdariania, essentially serving as a province of its own due to its non-reliance on Drache as an oceanic commercial hub, and maintains its own private navy for defense of its region of the South Sea. Coupled with Margrave Salksilek's multiple baronies on the continent, both just North of Drache as well as in the Province of Mhernettla, its military might stands as the most imposing and potentially far reaching in the local region. Salksilek is, ultimately, loyal to Transdariania, and has acted in both in its defense, as well as successful efforts to expand its influence and annex territories under its jurisidiction, such as Mistgrove and Mhernettla along with the Eastern Margrave. His efforts in the Arangothian Civil War would suggest an Anti-Royalist stance, as he took part in the heaviest military action against the Crownlands during it. He's potentially best known in most recent memory as having launched a bloodless military coup in Drache where he seized Castle Black and took Sithire Isabelle Auxerre into custody after her vampiric nature was revealed and declared martial law, albeit it briefly as he peacefully transferred power to the Lord Protector and the decision of the Council of Noble Estates to instate Sithire Rumunire as the next seat.

Mistgrove (Mazewood)

  • Leader: Council of Mazewood Elders
  • Political Alignment: Pro Transdariania
  • Economy: Forestry, reagents, hunting
  • Best Forces: Mazewood rangers, hunters, scouts

Elgar-dwelling elves, the bulk of whom feel indebted to Transdariania after Mazewood was assaulted and nearly destroyed, but was reclaimed in a military campaign by Transdariania who has assisted in its reconstruction before instating the region as a Protectorate State of the duchy. But some can be bought as elite trackers, marksmen and outdoor assassins for those they're indebted to or convinced would be in their best interests. The Eastern and Southern Margrave of Transdariania have earned quite a bit of clout with them due their military involvement in helping them retake the newly minted elven province and ancestral homeland.


  • Leader: Governor Alathsazen ul-Masac Sorrowmire
  • Political Alignment: Pro Independence
  • Economy: Forestry, agriculture, cash crops
  • Best Forces: Noble retainers, naval forces, templars

The former home port of the Korthai, Mhernettla fell to ruin by forces of darkness and was liberated by mixed forces of adventurers, the former Lord Protector of Transdariania (The Eastern Margrave's son), and Southern Margrave Salksilek's efforts. With the fall of the Duchy of Elgaria, a handful of its surviving noble houses can be found here, which was ultimately taken under Transdariania as a Protectorate State after much internal political pressure applied by Margrave Salksilek. The noble houses are mostly agriculturally and commercial minded, using the port to rebuild and solidify their standing in the region, which is accompanied by a templar stronghold and a outpost for Transdarianian naval forces in the region. Like most places in the Elgar, other strange forces can be found at play here as well.

Sresar Vale

  • Leadership: Sithire Palandra ul-Fendruth Nege, Council of Elders
  • Political Alignment: Pro Independence
  • Economy: Agriculture, viticulture, timber
  • Best Forces: Druid circles, various clans and their militias

Nobility does not exist in Sresar Vale, and given their historic interactions with the fuedal system of nobility, that is unlikely to change any time in the future. The Sithire is the only noble rank allowed, who serves as a political figurehead, who is backed by a Council of Elders consisting of individuals from the most prominent clans and circles. It’s a rustic, mystical area, inhabitated by druidic circles, who can be persuaded to lend their powers to its defense. The area has a multitude of different clans based on familial connections, each of whom operate their own militias in defense of their territories, and can also be set to task in defending the Vale against outsiders if necessary. Quite a number of these clans have acrued economic wealth and are far from the backwoods bumpkins some depict them as. Their ancestors settled the hardened frontiers when savage monsters and magical beasts roamed it freely, and their descendants are equally hardened because of it.


  • Leader: Sithire Sacasia ul-Domeryl Sallethek
  • De-facto Leader: Grandmaster of the Watchful Eye
  • Political Alignment: Pro Independence, Anti-Royalist
  • Economy: Trade with Elvendeep, timber, limited metallurgy
  • Best Forces: Knights with high level magic equipment, elven mercenaries

The Watchful Eye was formerly a knightly order known as the Beady Eye, now a secret society of outcasts known for killing the king to take the throne over fifty years ago. Arania did not have a governor since then and Arlok, a survivor of the conflict against the order, mostly certainly didn’t want them around. The Watchful Eye has slowly been clawing back Arania, their ancestral province, and still harbors a grudge against Tagrana and the Royalist factions that support the former Crown. They can field knights with ancestral arms and have access to former elven separatists who were against Elvendeep being a province under Arlok’s rule, who they've remained close with after the civil war. The Watchful Eye has garnered quite a bit of influence and political power within the power structure of the duchy post civil war, though they by no means control it fully, yet. Sallethek's position as Sithire has certainly helped this process.


  • Leader: Sithire Arduin ul-Marcion Tagran Aldenbar
  • Political Alignment: Multiple Factions
  • Economy: Forestry, trade
  • Best Forces: Soldiers of nobility, former royal knights, former court wizards

Leptatarna is the original Crownlands and from where the Kingdom of Arangoth expanded outward, it now consists of Northern and Eastern Arangoth. A tenative alliance of sorts remains with the Khalar to their north, while the Assi on their Eastern border remain an ever present source in need of damage control. Sithire Aldenbar is the son of the former Sithire of Transdariania, Marcion, who served as a middle man for former king Arlok's reign and administration there.


  • Leader: Sithire Arduin ul-Marcion Tagran Aldenbar
  • Political Alignment: Pro Independence
  • Economy: Forestry, trade
  • Best Forces: Soldiers of nobility, former royal knights, former court wizards

Restored after being a ruin for fifty years, Tagrana became the capital of Arangoth. If Tagrana falls, a stand could be made at Hornath ul-Marfed but it would deal a crippling blow to their operations. Tagrana has access to some of the finest knights of inner Arangoth as well as some Khalar tribesmen. Tagrana is the capital of Leptatarna, which is the name of the main northern fifth of Arangoth.

Hornath ul-Marfed

  • Leader: Arangire Donarith ul-Ayan Salluthek
  • Political Alignment: Pro-Royalist
  • Economy: Commerce, manufacturing
  • Best Forces: City sentinels, siege engineers

The biggest city in the North, a center of commerce and a giant military fortress in one, containing some of the oldest buildings in all of Arangoth. Hornath ul-Marfed is the North’s most important and only second most powerful stronghold. It has many siege engines defending its cyclopean towers and a force of guards ready to defend it. Through trade and the farms around it, Hornath produces most things a Northern war effort needs.


  • Leader: Arangire Karys Renaven
  • Political Alignment: Undecided
  • Economy: Trade with the north, some agriculture
  • Best Forces: Border watch, Khalar mercenaries

The county seat of the Sitharloth County, located on the eastern side of Song Deep. It is the lynchpin of the border defenses protecting the frontier with Kahlahra, as well as a trading hub for goods moving overland between Arangoth and the nations of northern Veth. Arlohorna has access to Khalar cavalry mercenaries.


  • Leader: Vorfon from the Sanskaranth family
  • De-Facto Leader: The Lord Templar in Millabratel
  • Political Alignment: Neutral
  • Economy: Military
  • Best Forces: Templar knights, siege engines

Gessihorna is the largest fortified structure castle in the kingdom, large enough to contain a small town within its walls. Gessihorna's defenses are a marvel of Arangothian engineering, designed by Templars with the aid of their ancestral spirits, and modified and expanded several times since the stronghold's original founding. While the Sanskaranth family holds the title of Vorfon ul-Gessihorna, the Lord Templar has acted as the steward of the city and is its effective ruler. To have access to Gessihorna, Templars must be persuaded to join your cause.


  • Leader: Arangire Branth ul-Anskar Lurinthmalli
  • Political Alignment: Undecided; Capital of the east
  • Economy: Agricultural/timber
  • Best Forces: Lurinthmalli's personal soldiers and cavalry

Galanor is the heart of the east, its economy based mostly on raw resources harvested from its forests and farms. Because it’s not directly menaced by Assi threats, it serves as a command center for its more frontier-based cities. Controlling Galanor will likely lead to controlling the rest of the east, as that’s where the supplies go through. Lurinthmalli's interests are far more pragmatic and self serving than his loyalties to any political factions.


  • Leader: Margrave Kenthar ul-Ayrn Anquodire
  • Political Alignment: Undecided
  • Economy: Mixed
  • Best Forces: Leptatarnan army detachments, border watch

It’s named after Queen AngelSin and has become the front line in the battle against frequent Assi attacks. The city rotates its army detachments and those who survive the Assi and don’t develop emotional problems often become skilled at fighting light cavalry and quick infantry attacks as well as fending off archers. Their support is likely best won over by whoever can shore them up against the Assi or perhaps appeal to the traditional loyalty by name to Queen AngelSin of the south.


  • Leader: Sithire Korian Kadoyan
  • Political Alignment: Pro Independence
  • Economy: Mining, manufacturing
  • Best Forces: Ruthmarnan Guild-Clans

Ruthmarna is the source of most of the gold and other precious metals in the former kingdom. It’s a mountainous area in Central Arangoth, and would play a key role in any attempts at reunification of Arangoth.


  • Leader: Sithire Korian Kadoyan
  • Political Alignment: Pro Independence
  • Economy: Gold and gold products exporter, silver, iron and bronze.
  • Best Forces: Guild-clan guards, mercenary groups

Ruthmarna’s largest city run by the Sithire and undoubtedly, opportunistic gold mine owners and bankers that always try to squeeze off extra profits. The guild-clan guards are there to keep banditry down but the humans largely depend on the dwarves to regulate the area. Control of this city means control of a huge chunk of the gold supply that would be paramount to any attempts at reunification of Arangoth. Mountainous area means mountainous equipment and tactics.

Pro-Royalist Dwarves

  • Leader: Guild-clan leaders
  • Political Alignment: Pro-Royalist; Conservative
  • Economy: Metals, coal, tools, machines
  • Best Forces: Siege engineers, sappers, dwarven defenders

Many Ruthmarnan dwarves remember how they suffered under human bandit tribes in the time of troubles during the collapse of old Arangoth. They remember, too, how Perlim Larkspin, the returning Prince Arlok’s advisor, authorized a military sweep that liberated Ruthmarna. Their sense of loyalty lends their interest more towards the royalist factions.

Pro Independence Dwarves

  • Leader: Guild-clan leaders (Open)
  • Political Alignment: Pro South; pragmatic
  • Economy: Metals, coal, tools, machines
  • Best Forces: Siege engineers, sappers, dwarven hunters

Many dwarves also believe that the Crown have outlived its usefulness. Drache’s market for their tools, goods and machines has quickly growing to match and even outpace Hornath ul-Marfed and gives them international access. They also blame the machinations of the northerners for the kingdom’s collapse and think that the city elevated by a dragon and a fallen angel at least have more prestige than mere humans.

Other Mercenaries

Adventuring specialists from anywhere will join the plots and schemes of nobility as they present themselves. It's hard to think of a skill that would be turned away by either faction.