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
- Fair treatment (from clients)
- Route information sharing
- Mutual aid (rescue stranded pilots)
- Resist Guild monopoly (maintain independence)
Leadership
None formal (Captain Jorah Ironwind respected figure, never claimed leadership)
Activities
- Share navigation tips
- Warn about dangers
- Occasional collective bargaining
- Rescue missions
Size
~200 independent pilots (loose affiliation)
Challenges
- Can’t compete with Guild resources
- Individualistic (resist organization)
- Economic pressure (Guild undercuts prices)
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
- Free clinics (poor communities)
- Rot-Touched care (controversial)
- Disaster response
- Medical training
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
- Contracts only (no random killing)
- Payment upfront
- Target verification required
- No children/clergy
- Clean kills (minimal collateral)
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
- Map constellation movements
- Understand Aether physics
- Reconcile faith and evidence
- Document miracles (verify authenticity)
Leadership
Council of Fellows (elected scholars)
Notable Member
Bishop Vael (secretly sympathetic, provides data)
Activities
- Astronomical observation
- Publishing research
- Debates (faith vs. science)
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
- Seed banks (preserve crop diversity)
- Farming innovation (sustainable methods)
- Rot-resistant crop breeding
- Knowledge sharing (free)
Leadership
Decentralized (elder farmers)
Size
~300 members (farmers, gardeners)
Relationship
- Outland Clans (strong ties, share values)
- Windmere Farms (Elder Talvyn skeptical of innovation)
- Urban settlements (provide food)
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
- Merchants (constant circuit)
- Performers (traveling entertainers)
- Laborers (seasonal work)
- Refugees (no home to return to)
- Wanderers (chose this life)
Culture
- Transient solidarity
- Information exchange (know what’s happening everywhere)
- Signals/symbols (identify each other)
- Code of hospitality
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
- Memorial services
- Grief support
- Political advocacy (fund research)
- Care for orphans (Rot casualties)
Leadership
Rotating (members take turns)
Size
Hundreds (tragically common experience)
Relationship
- Support Alchemist Kael’s research
- Ambivalent about Sister Morrigan (some see hope, others horror)
- Push Clergy/authorities for action
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
- The Underbelly (Ironhold’s underside, largest)
- Similar communities (other major settlements)
Activities
- Resource sharing
- Defense (against authorities, criminals)
- Hidden economy
- Secret passages knowledge
Leadership
Varies by location
Size
~1,000 across all undersky communities
Relationship
- Cartel (business dealings, some overlap)
- Authorities (antagonistic)
- Surface poor (sympathetic, shade into each other)
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
- Constellations dead/dying
- Voice is new divine
- Transformation is evolution
- Resistance futile and wrong
Activities
- Secret recruitment
- Spread Rot intentionally (terrorist acts)
- Sabotage cure research
- Infiltration (institutions)
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
- Windrose Company: Periphery trade specialists
- Brightstar Traders: Luxury goods
- Dusthawk Couriers: Fast, expensive deliveries
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:
Specialized Services: Medicant healing, Storm-Watcher predictions, Bounty Hunter contracts
Alternative Perspectives: Void-Kin rights, Silence investigation, Rot-Cult extremism
Local Color: Diverse organizational landscape (world feels lived-in)
Quest Givers: Smaller-scale missions (more personal, less world-shaking)
Allies: Specialized assistance (when major factions won’t help)
Complications: Additional stakeholders (more factions = more politics)
Depth: Every group has story, goals, conflicts
Specific Quest Ideas:
- Medicant Mission: Join traveling clinic (help the helpless)
- Storm-Watch: Assist storm prediction (save lives)
- Void-Kin Rights: Support or oppose their movement
- Silence Investigation: Help solve mystery (23 events, no answers)
- Rot-Cult Infiltration: Stop terrorist cell (or are they freedom fighters?)
- Bounty Hunt: Track dangerous fugitive (moral complexity)
- Mercantile Competition: Help independent traders (challenge Guild)
- Refugee Aid: Assist relief organization (compassion in action)
- Historical Society: Recover cultural artifacts (preserve identity)
- Scavenger Guild: Join salvage operation (dangerous, profitable)
Related Topics
- Major faction pages (links to all 7)
- Geography (where factions operate)
- Characters (faction members)
“Not every group changes the world. But every group changes someone’s world. That matters.”