Factions

"Three noble houses, calculating your worth from above. Ten official guilds, crowding the place you live. Five working gangs, conspiring under your feet. Welcome to Dhinahr, where every curtain hides a hand, and every hand hides a knife."

Noble Houses
"Three noble houses, convening with each other in one moment to keep their status aloft, conspiring against each other the next, or more often at the same time. Ever since the War of the Houses it is generally accepted that there will always be an odd number of houses, and with there currently being three that number is not liable to change any time soon."

House Relsivan
A house built upon the rules of an army from top to bottom, generally seen as the most inclusive house of the three, anyone can join as long as they perform adequate duty to aid the city and the House of Relsivan.

House Tasala
House Tasala is a somewhat scattered house, where the main focus lies in personal arcane growth. Disinterested in the passage of time or legal bindings many elves and tiefling wizards favor this house as their patron over the mages guild.

House Kalani
The highest profit at the lowest cost is the creed of House Kalani. Shrewd merchants in trade, having bonded together over common ideals, they now write the various laws of Dhinahr, carefull to keep the fragile balance between all parties as to not make a common enemy, as well as judge over those breaking them.

Official Guilds
"Ten official guilds, each with their own desire, stuck between the nobles up high and the gangs down low, trying to make ends meet and leave their home better than it was yesterday, yet the price that others have to pay for their comfort is of no concern to those that desire to expand."

Eastbound Trading Company
A relatively new company, hailing from the Golden Desert in Draconia, it started small with one woman and a wagon of Dragonglass weapons, but is now a direct competitor to House Kalani and thus keeps them on their toes, to their great frustration. Mostly concerned with making money where everyone has a share, though they have endless disputes internally once an outside source comes close they bond together to fight off their foes without retreat.

Temples
The guild of the gods, the temples found the need to bond together to preserve their influence. As they gradually managed to reclaim power they started to limit the spread of diamonds and now have a tight grasp on the trade of diamonds and diamonds mines through diviners and enforcers.

Mercenary Guild
Seen as a somewhat private club mostly intended to get drunk the Mercenary Guild fills up a niche role of providing protection for a price, or private investigators, muscle in the background or even errand runners, all for the right compensation.

Arcane Collective
The contradictor to House Tasala the Arcane Collective intends to unify people in magic, making it a tool for commoners and elite alike, going slowly to ensure no magical massacres happen overnight. As their main occupation is keeping the planar energies in balance there is seldom time for lofty ideals.

Merkasian Knights
One of the very few real beacons of pure and good intentions in a political city they find themselves troubled and manipulated to do the bidding of others with the excuse of having to help those in need, though silently held in contempt for their unrealistic ideals they are still a force to be reckoned with, once they have an ideal to pursue they will do so with ardor, and as such are usually the ones taking care of the internal affairs of Dhinahr.

Ruby Fist
Though actually little more than a bunch of thugs shaking people down, the Ruby Fist are the people that get called when House Kalani has enough evidence to arrest someone. Aside from frightening residents the Ruby Fist also works to keep external affairs under control.

Morning Break
With deep roots in their heritage of nature the people of Morning Break fight with tooth and nail to keep the gardens and nature of the city existing. Whilst having to comprimise to be able to fit in the city they took upon them the task to handle any sylvan dealings of feywild and alike.

Word of Tomorrow
A revolutionary invention, the broadpress, allowed Word of Tomorrow to quickly rise in fame, to the point where nowadays you can't walk a kilometer without encountering at least two workers selling broadsheets to the general public. With reporters finding stories everywhere, even if nobody were to believe the stories, they still would read them and have the names mentioned remembered in their minds.

Crowd's Glory
Is there a higher honour than to fight to one's heart content in the arena of battle? Crowd's Glory can't think of any. This collection of gladiators and entertainers never fail to provide a spectacle for their audience, wether in official arenas, on the streets or in the fighting ring of the underbelly of the city.

Black Flame
Either you pay your taxes, or eventually your name will come up and instead of knocking on your door for money they simply take your life. Having a monopoly on legalized assassinations the enforcers of the Black Flame uphold their duties, either in money or in blood.

Working Gangs
"Five working gangs, wanting to squeeze your wallet dry, and then some more. By day they work to build the city and bring the booze, by night they take it down from the inside after you passed out from all the fun."

Angels of the Owl
If there is information you need known about someone, or if there is information you need hidden about someone, the Angels of the Owl are the ones that keep the records of the city up to date, as far as money is concerned. With the network of the Water Shroud nobody is able to hide long from them without serious help. If the price is right they might even be able to make you disappear altogether.

Hammers of Defiance
Rulers of the underground market, were it to exist in the first place, and always willing to make the right loan, with the right collateral. If it can be bought, it can be sold, and prices are always riding high. Platinum switches hands constantly, as do magical items and materials, yet they never have any interest in anything related to the city bank or its vaults.

Water Shroud
With the port and haven under their control they are well aware of the major import and export of Dhinahr. From that they managed to get control over the alcohol distilling and distribution, and with every tavern needing to pay a fee they have always have a listening ear, which can be very lucrative for people to tap into, as they have an agreement with the Angels of the Owl.

Rubble Crawlers
The only gang that is not afraid to work in the open, as they provide all the workforce and construction itself of all new buildings, or changes of old ones. With an arsenal of blueprints in storage they know every nook and cranny of every single house in Dhinahr, and don't fail to take that advantage into consideration when moving through the night.

Spectres
Almost entirely consisting of undead, ghost, wights, ghouls and more, the Spectrers would typically find a nemesis with the temples, yet as they provide a necessary service that nobody else wants to, or is even willing to do, they are in a position of power, a position that they managed to maneuvre so that the temple is forbidden from exterminating any members directly, though the Temples have decreed that anyone found dead must be cremated instead of buried or thrown in the river, less they add to the ranks.