SkyLands Wiki

Minor Factions

“The Smaller Players”


Minor Factions - The Smaller Players Minor Factions - The Smaller Players


Overview

Beyond the major factions (Constellation Clergy, Sky-Guild, Black Sky Cartel, etc.), numerous smaller organizations, movements, and groups operate throughout the Aetherium. They lack the scale, resources, or influence of major factions, but still shape local politics, culture, and daily life.


Pilots’ Brotherhood

“Safe Skies, Fair Pay”

Description

Informal association of independent pilots—those not employed by Guild or military, running their own ships, making their own way. Think of it as pilots’ union (without formal structure).

Goals

Leadership

None formal (Captain Jorah Ironwind respected figure, never claimed leadership)

Activities

Size

~200 independent pilots (loose affiliation)

Challenges


Medicant Order

“Healing Without Judgment”

Description

Splinter group from Constellation Clergy—monks/healers who provide medical care to anyone regardless of ability to pay, Rot-corruption status, or criminal history. Controversial (helping Rot-Touched considered heresy by orthodox Clergy).

Philosophy

“All deserve healing. Judgment is not our role.”

Leadership

Abbot Helena (Drifting Sanctuary branch)

Activities

Size

~30 dedicated members + volunteers

Funding

Donations (some wealthy patrons), begging (literally)

Controversy

Orthodox Clergy disapproves (especially Rot-Touched care) but tolerates (good works undeniable)


The Silent Knives

[They Don’t Advertise]

Description

Assassins’ guild (though they’d never call it that). Professional killers operating throughout Aetherium, bound by strict code, taking contracts through secure channels.

Code

Methods

Poison, “accidents,” blade work, occasionally magic (rumored)

Leadership

Unknown (cell structure)

Size

Unknown (~20-30 active? Speculation)

Relationship to Cartel

Independent but occasionally subcontracted

Detection

Authorities know they exist (can’t stop them)


Constellation Society

“The Divine is Knowable Through Study”

Description

Scholarly organization studying constellations scientifically rather than theologically. Blend of astronomy, natural philosophy, and faith—seeking to understand divine through observation.

Goals

Leadership

Council of Fellows (elected scholars)

Notable Member

Bishop Vael (secretly sympathetic, provides data)

Activities

Size

~50 dedicated scholars

Controversy

Clergy suspicious (studying divine = arrogance?), but tolerated (haven’t crossed line… yet)


The Green Circle

“Cultivate, Preserve, Renew”

Description

Agricultural collective focused on sustainable farming, seed preservation, and fighting Rot-corruption of croplands through natural methods.

Philosophy

Work with Aether (not against), traditional knowledge valuable, diversity ensures survival

Activities

Leadership

Decentralized (elder farmers)

Size

~300 members (farmers, gardeners)

Relationship


Drifters’ Network

“Today Here, Tomorrow There”

Description

Loose affiliation of permanent travelers—people who never settle, living on ships or moving between settlements constantly. Not single group, just shared lifestyle creating mutual support network.

Types

Culture

Size

Thousands (constantly shifting)

Value

Unexpected information network (they hear everything, travel everywhere)


The Remembrance

“Those We’ve Lost”

Description

Support group for people who’ve lost loved ones to Rot. Combination of grief counseling, memorial society, and advocacy group pushing for better Rot-research funding.

Activities

Leadership

Rotating (members take turns)

Size

Hundreds (tragically common experience)

Relationship


Undersky Collective

“Those Below”

Description

Organization of people living under-island (beneath main settlement surface)—usually poor, criminal, or outcast. Mutual aid society ensuring survival in harsh conditions.

Locations

Activities

Leadership

Varies by location

Size

~1,000 across all undersky communities

Relationship


The Awakened

“The Voice Speaks Truth”

Description

Dangerous fringe group believing Voice Beneath should be embraced, corruption welcomed, and humanity should willingly transform. Different from Sister Morrigan (she accepts inevitable, they actively seek it).

Philosophy

Activities

Size

Unknown (secretive, maybe 50-100)

Status

Highly illegal (death penalty), hunted aggressively

Threat Level

Serious (actively spreading corruption)


Minor Mercantile Houses

Description

Smaller trading companies competing with Sky-Guild—independent merchants banding together for protection and collective bargaining.

Examples

Collective

Can’t match Guild resources but maintain independent market share through specialization


Joining Minor Factions

General Patterns

Accessibility: Easier than major factions - Lower requirements (less capital, less skill) - Faster acceptance (need members) - Simpler initiation (no elaborate ceremonies) - More welcoming (desperate for support)

Benefits: Limited but real - Community (belonging) - Specialization (niche expertise) - Purpose (meaningful work) - Flexibility (less rigid than major factions)

Drawbacks: Significant - Less protection (can’t match major faction resources) - Less influence (limited power) - Less stability (vulnerable to major faction pressure) - Less prestige (minor faction membership is lesser status)

Why Join: When major factions won’t accept you, or when you value independence over power


In-World Documents

Medicant Order Vow

I swear to heal all who suffer, without judgment of their corruption, faction, or ability to pay. I swear to serve humanity, not profit or dogma. I swear to go where orthodox clergy won’t, to help those they abandon. I am Medicant. Compassion is my guide. Healing is my duty.

Storm-Watcher Report

STORM PATTERN ANALYSIS - Year 287 S.

Observations: Storm frequency increasing (2% per decade, confirmed).

Prediction: Mega-storm within 20 years (78% probability).

Recommendation: Evacuation planning, shelter construction, emergency protocols.

Guild Response: “Insufficient evidence. Do not disseminate.”

Personal Note: They’re wrong. I know they’re wrong. But I’m Storm-Watcher, not Guild-Master. No one listens.

—Storm-Watcher Mira Brightwind

Void-Kin Coalition Statement

WE EXIST. WE MATTER. WE WILL NOT BE ERASED.

To the Returners: Stop trying to undo our existence.

To the Elders: Stop mourning the past. Build the future.

To everyone: We are Void-Kin. Born in Aetherium. This is our world.

We didn’t choose to be born after Shattering. But we choose to live. We choose to matter. We choose to exist.

Respect that. Or face us.

Void-Kin Coalition, Year 286 S.

Silence Investigator’s Log

CASE #23: THE WINDCREST SILENCE

Date: Year 234 S. Location: Windcrest Island Population: 400 (before), 0 (after)

Findings: - No Rot (island clean) - No violence (no blood, no struggle) - No explanation (just empty) - Buildings intact, food on tables, lives interrupted mid-moment

Theories: 1. Mass abduction (by whom? How?) 2. Voluntary departure (where? Why no note?) 3. Dimensional shift (island phased elsewhere?) 4. Unknown phenomenon (most honest answer)

Conclusion: Unsolved. Terrifying. Ongoing threat.

Recommendation: Monitor for pattern. Evacuate if signs appear.

Personal Note: I’ve investigated 12 Silence events. No answers. Only questions. And fear.

—Silence Investigator Kael Truthseeker, Year 287 S.

Rot-Cult Manifesto (Captured Document)

THE TRUTH THEY HIDE

The Rot is not death. It is evolution.

The Voice Beneath is not demon. It is teacher.

Transformation is not corruption. It is transcendence.

The orthodox lie. They fear change. They cling to dying humanity.

We embrace truth. We accept transformation. We become more.

Join us. Infect yourself. Ascend.

The Rot is gift. The Voice is guide. The transformation is destiny.

Accept it. Or die clinging to lies.

—Rot-Cult (Author unknown, document seized Year 285 S.)

Mercantile House Advertisement

WINDROSE COMPANY - PERIPHERY SPECIALISTS

Need goods from the edge of reality? We deliver.

Services: - Periphery expeditions (we know the routes) - Rare artifact acquisition (we find what others can’t) - Dangerous deliveries (we go where Guild won’t)

Rates: Competitive (cheaper than Guild)

Reliability: High (15 years, 90% success rate)

Contact: Windrose Office, Floating Market

“The Guild plays it safe. We play it smart. Choose accordingly.”

Bounty Hunter’s Code

INDEPENDENT BOUNTY HUNTERS ASSOCIATION

Code of Conduct: 1. Verify bounty legitimacy (no innocent targets) 2. Capture alive when possible (death is last resort) 3. Honor contracts (complete job or refund payment) 4. No torture (quick death if necessary) 5. Protect innocents (collateral damage is unacceptable)

Violations: Expulsion from Association (reputation destroyed)

Reality: Code is ideal. Some follow it. Others don’t.

But trying to uphold it matters. Distinguishes us from murderers.

—Association Charter, Year 189 S.


Quest Hooks

These minor factions provide:

  1. Specialized Services: Medicant healing, Storm-Watcher predictions, Bounty Hunter contracts

  2. Alternative Perspectives: Void-Kin rights, Silence investigation, Rot-Cult extremism

  3. Local Color: Diverse organizational landscape (world feels lived-in)

  4. Quest Givers: Smaller-scale missions (more personal, less world-shaking)

  5. Allies: Specialized assistance (when major factions won’t help)

  6. Complications: Additional stakeholders (more factions = more politics)

  7. Depth: Every group has story, goals, conflicts

Specific Quest Ideas:

  1. Medicant Mission: Join traveling clinic (help the helpless)
  2. Storm-Watch: Assist storm prediction (save lives)
  3. Void-Kin Rights: Support or oppose their movement
  4. Silence Investigation: Help solve mystery (23 events, no answers)
  5. Rot-Cult Infiltration: Stop terrorist cell (or are they freedom fighters?)
  6. Bounty Hunt: Track dangerous fugitive (moral complexity)
  7. Mercantile Competition: Help independent traders (challenge Guild)
  8. Refugee Aid: Assist relief organization (compassion in action)
  9. Historical Society: Recover cultural artifacts (preserve identity)
  10. Scavenger Guild: Join salvage operation (dangerous, profitable)


“Not every group changes the world. But every group changes someone’s world. That matters.”