Travelers of Ki'Mara

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Minor Factions (Guilds)

"It's guilds that keep the Colonies going, any fool knows that. Politicians might move Sovereigns around, but we do the hard work that makes life in this hellish frontier not only possible, but every now and then, enjoyable."

                                                                                                                -Eliza Vaughn, Colonial Hetaera

The Hetaerae Guild

Though it is undeniable that Parliament is dominated by male voices, in the old days gender roles were even more skewed; women spent their entire lives beholden to their fathers, brothers, and eventually husbands, with no hope of emancipation or divorce. In that age, the few women who enjoyed freedom were those chosen by the Hetaerae. The Hetaerae were a highly-educated group of courtesans who would choose their own clients from a list of requests- these clients would often be heads of state (In those days called Senators) whom they would accompany to prestigious gatherings called Symposia. A Hetaera would study poetry, philosophy, and art, so that she could engage in scintillating conversation during a Symposium, while providing support and comfort to her client, a service that would only occasionally involve making love. When not working, they enjoyed nearly limitless personal freedom, granted by the same politicians that relied on them to preserve the social order of the upper caste. As women have taken on more and more positions of leadership, men of culture and sensitivity have been recruited and trained as Hetaerae as well. Today, the Hetaerae maintain their position of prestige- to have a Hetaera on your arm is a symbol of status.


At check in, you receive a list of potential clients. PCs may add their names to the list, but which clients you choose, if any, is always up to you. Other Hetaerae will have access to these general requests, in which case all contracts are first come, first served- a policy which does not apply to most requests, which are sent to specific Hetaerae for their company alone.

The Collectors

The Collectors are an exclusive faction within the leadership of Amara's official church (of the New Gods) which seeks a unique purpose; to ensure the survival of knowledge and culture in all forms. Amaran religious culture is not particularly dogmatic or even pious; the "State Religion" is practiced almost as a matter of course, and the primary duty of the priesthood is not to proselytize but to preserve. The Collectors maintain a combined museum-library called the Archive, so massive and thorough that it is unequaled in the known world, and it is constantly being expanded to accommodate new relics, works of art, or books. Their interest in Ki'Mara is truly great, for the vast expanse of the untamed wilderness contains innumerable fragments of the once-great human empire that was forced to sail across the ocean to escape their enemies. The Collectors seek to weave these objects together into a tapestry that tells the story of the rise and fall of humanity in the first epoch. To this effect, they have established a large presence in the colonies of Ki'Mara, and are even sending the bravest among them out past the edges of Amaran control to retrieve objects of untold value and significance. The Collectors have no political affiliation beyond whichever leaders will allow them to do their sacred work.


At check in, you receive a page of Ki'Maran lore that changes every event. This lore may provide insight into current affairs, or it might just add depth to the world around you that you can choose to share or keep hidden according to your beliefs.

The Plague Doctors

During one of the first Amaran expeditions sent up the Tengu-Anga river deep into the Ki’Maran continent about ninety years ago, a virulent plague of unknown origin swept through the convoy like a wildfire. The ships were moored, and the physicians aboard them struggled to find a cure. In the end, they turned to a nearby Ecferus tribe, bringing the sick captain of their flagship before the elders and begging for assistance. The tribe knew the sickness, and showed the doctors which plant could cure it through the inhalation of the vapor it produced naturally. The doctors returned to the expedition wearing masks stuffed full of the herb to prevent themselves from falling ill as they inoculated the passengers one by one. Those doctors formed a pact based on the philosophy that only by combining the shamanic herbalism of the natives with their own knowledge of “civilized” Amaran medicine would any future expeditions survive. The guild they formed now wields the official support of Parliament and the Caravan Union, granting them some authority when dealing with medical affairs. All Races and Paths are accepted without prejudice, though most of their members are Masterminds and Shamans.


At check in, you receive a page detailing the latest advances in medicine in both Amara and Ki'Mara. The news may prove immediately useful, or it may simply add depth to the science of medicine in our world.

The Dogs of War

The story of how the Dogs of War began is no different from that of their predecessors in any other age. A need for steel or bullets at a price arises and someone takes the call; eventually they turn that service into an industry. More than anywhere in the known world, the Ki’Maran frontier has need of hired swords and guns; even legionnaires in their off duty time are known to take a dog contract, to bridge the long gap between their salaries. This work tends to keep the Caravans safer, so Parliament turns a blind eye to much of their less savory activity; though as with the Caravan Union, this manner of support lasts only as long as the Dogs do not prove disruptive to the ever-expanding machinery of the empire. There are rumors that even Parliament contracts the Dogs to do the necessary work they cannot send soldiers in uniform to accomplish; but those are just rumors, of course, and the Dogs are bound by oath not to reveal the identity of their contractors. Membership fluctuates in the Dogs- most people who take their jobs are considered freelancers, not bound by any contract or membership; but there is always room to grow for ambitious fighters in their ranks who wish to become the next leaders of the guild.


At check in, you receive a page of potential mercenary contracts. Some contracts may allow for multiple applicants, but all slots are first come, first serve. A contact's identity and meeting time will be specified in the job description.