New World Factions
Celesterian Trading Company
This company has a monopoly on pretty much all trade off the coast of Celesteria. They are based in the Royal Port located in Saenad. They offer smaller deliveries to anyone who will take them. They offer rewards for any pirates you bring to them, dead or alive.
Knights of the Black Flame
This group uses its shadowy hand to control the continent's politics like a marionette. They are the boogeymen of Celesteria, nobody knows who the leader is, and the members hide their identity and involvement. They carry out tasks such as planting a member high up in a nation's politics, subtly influencing decisions to align with whatever goal they may have, or possibly even assassinating any who stand in the way of their goals.
Pirate Federation
The pirate federation was founded when a union of pirates banded together to resist the government's crackdown on pirates. With more pirates working together, they can accomplish more raids and pillages easier, and even maintain a secret pirate society hidden somewhere in the islands off the coast of Saenad. This group is led by the infamous pirate Henry Hailey.
Soul Knights
The Soul Knights are a religious adventurers guild from the newly discovered continent Candeloria. They devote themselves to their god Aether, a god from the other continents. Their goal is to keep the peace between countries and protect those who are unable to protect themselves. They still have a small following in Celesteria, although not quire as large as they are in Candeloria.
Blood Hunters
The Blood Hunters are another group from the new continents, whose purpose is to root out and destroy evil monsters for money. They have undergone chemical and magical transformations to their body to perfect their tracking and hunting abilities to be the ultimate monster slayers. Because of the transformations to their bodies most consider them to be unnatural or dangerous, maybe even unholy abominations. But still, their monster hunting talent cannot be denied even by the most fearful of commoners.
Onyx Ravens
The onyx ravens are a group of organized crime that deal in all manners of illegal activity, originating from the newly discovered continent, Candeloria. They sell drugs, assassinate, traffic people, smuggle goods, launder money, and pretty much any other illegal activity you can think of. They are brutal, crossing them is like digging your own grave. Even still, they keep their end of the bargain always.
Crow Knights
The Crow Knights are the elitist kings guards there are. They are rumoured to be trained to hunt down rogue magic users in Drachus and eliminate them. It is very hard to become a Crow Knight, you must be selected as a very young child. The identities are kept secret of Crow Knights, even to other Crow Knights. They are said to be some of the most skilled fighters in the continent. Very few have ever even seen a Crow Knight.
Talons
The Talons are an adventurer guild that offer work to anybody that will take it across the continent. People pay the local guildhall to put up a quest or task they need done, and upon completion the adventurer receives the reward and the guild gets a small cut. They are based in prexegary.
Advanced Intelligence Ministry (AIM)
AIM is a multinational investigative force that has no allegiance to any country. They look into advanced crime and wrongdoings of government, as well as serious crimes done by groups that cross country borders. They may even step in to assist a government with a particularly tough case. They have all the resources and money they could possibly want, as all the countries fund them. They are extremely good at what they do.
Magic Council
The Magic Council is an organization that are the self proclaimed experts on magic. They are a respected organization across most countries. Even though they are respected, they still aren’t allowed into Aurella without an invitation from the circle. The Magic Council is governed by the High Council, a select group of the most powerful mages in Celesteria. The goal of the magic council is to find and preserve magic knowledge, offer advice on situations pertaining to magic, and explanation and knowledge to magical events.