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Interlude: The Factions of Kalish

  Hi Caterine.

  Just following up on your request for an overview of the different factions within our new Champions game. I can understand that you want something to show to shareholders, but it seems to me that this is like building a castle on a foundation of sand. These factions are likely to change significantly over the course of development, and since we have moved the scope to single player, and away from multiplayer, it does not make much sense to set it up as a faction system. I think we are still stuck in the mindset that we can sell more copies of this game by playing up the faction war. I think that is not the best way of selling this game. Instead, I think the idea of being able to dynamically generate these factions and interact with them in a meaningful way is much more interesting. However, I have still attached some documentation on the various factions we see in our current system, though please note that this is a snapshot, and any advertisement campaign based on this information might be considered misleading. To ensure that we don't break local and international law, I have taken the opportunity to loop in the legal team in this email chain.

  ??Attachment 1 - Factions of Kalish

  Daughters of Ishtar

  A circle of priestesses and chosen servants from the White House who speak with Ishtar’s authority. Once exclusive to the White House, this order has become the highest seat of power among the Drow after Daikia’s death. They now permit members of other houses to serve beneath them, though always under strict hierarchy and ritual obedience. Their word carries divine weight, and to defy them is to invite both political ruin and spiritual condemnation.

  From the journal of T'puuli Dalninil

  


  I have seen armies hesitate upon naming the daughters. Their authority is unquestioned, and they play the game of politics as if it was tic-tac-toe. Each daughter is usually flanked by an honor guard. This guard consists exclusively of the best fighters of from the red house, known rather unimaginatively as The Red Guard. Even those who despise the White House lower their eyes, for they know that Ishtar remembers slights far longer than mortals remember loyalty, and for those that choose to stand against the Daughters of Ishtar they will learn why the Red House wear red, and why White House wears white.

  The Axe Krak

  One of the two great dwarven kraks. The Axe Krak is known for its fearless warriors, aggressive tactics, and unwavering hatred of the drow. Where others fortify and endure, The Axe Krak charges forth. Its dwarves value bravery, direct action, and glorious battle, believing that a problem not met head-on will only grow more dangerous with time. Their culture honours personal valour and martial skill above patience or diplomacy. Not only that, but they are also responsible for the medieval style of guns that are seen in Kalish. Designed for close-range combat in tunnels, these weapons are often only effective at a ten-meter range, which is enough to kill most spellcasters.

  From the account of Morin Flatstone

  


  I have never known a dwarf of The Axe Krak to ask whether a fight was wise. They ask only where the enemy stands. I have stood side by side them on the battlefield, and I know that my brothers, though from a different Krak and from a different heritage, they do not know the fear that we of The Hammer Krak does.

  The Hammer Krak

  One of the two great dwarven kraks, The Hammer Krak is renowned for its heavy shields, master runesmiths, and unyielding defences. Where The Axe Krak surges forward, The Hammer Krak endures. Its dwarves prize tradition, silent oaths, and the slow certainty of stone laid upon stone. They are the only ones who have discovered new runes, chief among them the Dragon runes, after the discovery of the dragons. They have built many wonders, and it is not uncommon to give a building as thanks for someone's hospitality. Their thane decided to give A'kastin the great southern wall as thanks for their help with negotiations during the first empire war.

  From the notes of Helga Ironheart

  


  Aye, some folk’ll blether on an’ call my home a slumberin’ volcano. But that’s only ’cause the poor sods dinnae ken what in blazes they should be lookin’ fer in the first place. Where I tread, I dinnae see sleep. I see walls gettin’ beefed up thicker than a troll thigh. I see smiths clankin’ away at their forges, coorin’ over their forge lily. Sparks flyin’, hammers singin’, sweat pourin’. Nae elf has ever laid eyes on the pure, jaw-droppin’ splendour o’ a freshly forged axe. Nor hae they heard the sweet, blessed hush o’ a gate slidin’ shut smoother than a dram o’ the good stuff. So naw, this volcano’s no nappin’. It’s wide awake, thank ye kindly. It’s rumblin’, but no wi’ thoughts o’ burnin’ the world tae ash. Its mind’s set on makin’. Buildin’. Craftin’.

  *Sorry, I did not realise that some of the language bugs had slipped through to the writing, as such, I will try and find a proper ingame source description for our virtual stand-up next week.

  Southland

  Officially part of the Empire, yet functionally its own domain. Southland is the world’s great melting pot, where races that would never walk together elsewhere coexist out of necessity. Dwarves trade beside Drow, mercenaries drink with priests, and old grudges are set aside in favour of profit and survival. In Southland, Reval is the only god whose will carries weight, and devotion is measured in contracts honoured rather than prayers spoken. This is also home to the many merchant companies, the biggest of which is The Trading Company

  From the letters of Johannes Krell

  


  Father,

  I have made my way through the Empire as promised, and the misery that I see is greater than we could ever believe. As you might know from my previous letter, Permersland was a nation of suffering, and I told you that I believed that there would be no other place in Kalish that had greater suffering. I write now to tell you that I was wrong.

  Southland taught me that belief bends when coin changes hands. No man, nor beast, no matter how virtuous, will be able to resist the pull of the all-mighty coin. While some believe that this creates friends among enemies, I have seen the opposite, much more true. Friends turning on each other for what most consider scraps. All the while, the rich merchants only grow richer off the labour of the people that they pretend to help. Stagnation and hardship are all around this place, and yet it is not what kills the people. It is the hopelessness.

  Permersland

  A land broken by constant civil war. Though officially part of the Empire, Permersland is unstable and dangerous, ruled more by shifting factions than lasting authority. Power changes hands so often that governance has become a temporary condition. The title of Baron of Permersland is the most perilous office in the Empire, replaced every fourteen days on average, as revolutions rise and fall.

  Elias Vorn, imperial clerk of the first degree

  


  I stopped recording the names of rulers after the fifth week. By then I understood that Permersland does not reject authority out of hatred, but out of habit. I know now that if Kelllwan himself descended from the Iron Heart and told Permersland to join the Empire, they would surely find a way to kill him.

  I write this to you, whoever might follow in my steps, save yourself the time, and instead of marking who the full who has been sent for public execution is, mark that a new leader has been sent to Permersland, and only write down their name if they survive a month.

  Northland

  The jewel of the Empire’s crown and its most loyal stronghold. Northland is the political, military, and ideological backbone of imperial rule. Its people see themselves as the shield against all threats to Kalish, whether demonic, divine or mortal. Duty, order, and sacrifice are woven deeply into Northland's identity, and leadership is assumed through obligation.

  From a public address by Andrea Rivalbane, Empress of the Empire

  


  People of Northland, you were not chosen because you are without fear. You were chosen because you stand even when fear is present. You are the wall upon which darkness breaks, and as long as you draw breath, the Empire endures. Hold fast, not for glory, but for those who sleep safely because you do.

  This tale has been unlawfully lifted without the author's consent. Report any appearances on Amazon.

  The Empire

  A realm that promises peace through strength and order upheld by law. The Empire believes that stability is not born naturally, but forged through discipline, taxation, and unity under a single authority. Its legions march alongside priests of Kelllwan and the Inquisition, enforcing imperial law without exception. They are the ones that are known for putting unauthorised mages in shackles and burning down towns in the effort to find worshippers of Raffael Moordet.

  From a proclamation by the Emperor, delivered before the assembled legions

  


  I do not promise you comfort, nor do I promise you ease. I promise you this. As long as the Empire stands, there will be law where there would have been chaos, and order where there would have been fear. You are not asked to believe blindly, only to stand together. United, we are stronger than any threat that would see this world burn.

  The Forgotten Academy

  An order of scholars, mages, and alchemists founded by the Empire, but split away from them during the Great Demon War. The Academy exists to preserve, expand, and control knowledge deemed too dangerous or too valuable to be left to the wider world. Whispers claim its members once experimented with time magic, and that this hubris is the reason the Academy vanished from public awareness for generations. Though it has returned, its halls remain closed, its teachings selective, and its true goals known only to its highest ranks.

  from Jamir the Young, Grandmaster of Ewen

  


  Knowledge is not lost because it is forbidden. It is lost because it is mishandled. Breaking the rules in the persuit of preserving what might be lost is not only rightous, but noble.

  The Trading Company

  The largest and most influential Merchant Company in Kalish. The Trading Company is involved in nearly all commerce across Kalish, openly or otherwise, and its reach extends far beyond markets and caravans. Loyalty within the Company is not sworn to nations or ideals, but to Reval and to profit itself. Many claim that the Trading Company would kill to see its earnings go up. However, such service is restricted and only available to customers who are premium members. The company has recently moved into A'kastin in the hopes that they can install their own company leader as king and get subsidies to help a starving population, which can then be invested to further profits.

  Memo from Head Accountant Northernwind

  


  Gold does not conquer cities. It makes them dependent. When trade flows, people call it prosperity. When it stops, they call it crisis. Remember this. We are not merchants because we sell goods. We are merchants because we decide when the world can afford to breathe.

  Gobbers of Spif and Spaf

  A chaotic goblin brotherhood named after two loud and inseparable figures who rarely agree on which of them is Spif and which is Spaf. The Gobbers thrive wherever goods can be smuggled, lost, stolen, or conveniently miscounted. This is especially easy since none of them can really count. They will sell anything of value, regardless of ownership, legality, or basic common sense. Too unpredictable even for Orlek’s Orcs, they were officially cast out after attempting to sell Orlek’s own axe to three different buyers at the same time.

  From the confession of an unnamed customs officer, shortly before resignation

  


  They bickered the entire time. That is what unsettled me most. By the time I realized the cargo was gone, so were my boots, my seal, and my lunch. They left a receipt written in charcoal that simply said I owed them five million Revals.

  Orleks Orks

  Warrior tribes bound by blood, strength, and devotion to Orlek. These orks follow powerful chieftains and chosen generals, believing that authority is earned only through dominance. Their society is harsh and unforgiving, shaped by constant struggle and violence. Weakness is despised, mercy is rare, and survival is proof of worth. Among Orlek’s Orks, law is simple and absolute. The strongest voice decides the truth.

  A saying among orks

  


  Breathe while you can, and bleed to you can no more.

  Brotherhood of Blood

  A secretive and fanatical order devoted to the worship of Raffael Moordet and the powers of the demonic spheres. The Brotherhood believes that true strength is born through sacrifice, pain, and irreversible commitment. They are said to control all other factions, manipulating them from the dark. This is seen as a conspiracy, and those deepest in these theories believe that the rumours were started by the Brotherhood of Blood, all in an effort to undermine any credible evidence that would point to the Brotherhood of Blood existing.

  Even so, there is one month of the year when the old castle in the northern mountain range is closed to all, even though the place is abandoned. This has led many to believe that Kaer Maga1 is the home of the Brotherhood of Blood.

  Anonymous

  


  They never lied to me. That is the cruelest part. They told me the cost, they showed me the knife, and they asked if I was willing. When I said yes, they smiled like priests welcoming a convert. Only later did I understand what price I had truly paid.

  1) Small off-character note here. While I know that this also has become the acronym of a political movement, the name for the castle was given 8 years before the foundation of said movement. I firmly believe that as many things as possible should be kept intact.

  Dragons of Esselaia

  A peaceful yet resolute movement devoted to Esselaia and the dragons that follow her. Its members believe that dragons are not fierce beasts, but guardians of ancient vows made between the world and a force beyond the gods. It is said that each dragon’s colour is seen as a reflection of a virtue. The Dragons of Esselaia often act as mediators between mortals and the raw powers of nature, stepping forward when balance is threatened and withdrawing when harmony is restored.

  Words from the First Esselaia Prayer

  


  We do not ask the dragons to fight for us. We ask them to remind us what we are meant to protect. We ask them to show us the way of wisdom. We ask them to show us the way of peace.

  Elves of Mek

  A proud and ancient people divided between the High Elves of Mount Azken Kanpe and the Wood Elves of Mek’s vast forests. Though their cultures differ, both value knowledge, tradition, and a deep reverence for the natural world. The Elves of Mek believe strength is found in balance rather than conquest, and they measure power through wisdom, patience, and mastery of their environment. Ruled by a council, the elves use a randomised lottery to find who the leaders should be, as that would be fairest and is simply easier to manage with so few people.

  From the reflections of Elder M?neskin

  


  We have watched empires rise and fall like storms beyond the treeline. The impatient call this inaction. We call it memory. When we finally move, it is because the forest itself has decided that silence is no longer enough.

  The Escaped Demons

  Remnants of the Great Demon War who avoided destruction, binding, or banishment. Some are demons in truth, others are mortals forever altered by prolonged exposure to the demonic sphere. They exist in hiding, scattered and fractured, driven by a deep calling none of them can truly place. Their ultimate goal is the same, though rarely spoken aloud. To reopen the path to the Demon Realm and finish what they came here to do.

  A'kastin

  A land shaped by catastrophe, rebirth, and repeated conquest. A’kastin has been a kingdom, a ruin, a battlefield, and a crossroads more times than its people can count. Its soil remembers demon blood, imperial banners, broken crowns, and forbidden rituals. Though officially reclaimed by the Empire, A’kastin remains unstable, drawing adventurers, zealots, opportunists, and refugees alike. Power here is never permanent, and survival often depends more on adaptability than allegiance. This will be your starting zone. We hope that you can make your way out of the area no worse for wear.

  Their new symbol is meant to symbolise the Chaos and Life tree that stands in the midst, as well as Mikael One-hand, who is said to have discovered the area. All crowned by the symbol of The Trading Company. The Multi-headed hydra of prosperity.

  RUMP men

  Often shortened to RUMP, the Repair Unit of Medical Professionals is a disciplined collective of smiths, surgeons, battlefield medics, and anatomical specialists. While many dismiss them as a healing guild, this label fails to capture their true purpose. RUMP does not merely mend wounds. They restore function, prolong usefulness, and return broken bodies to service. RUMP operates wherever conflict is inevitable. On battlefields, in ruined cities, and along dangerous trade routes, their members work under fire and without judgment. They ask no questions about how an injury was sustained, only how much can be saved. This makes them the most valued mercenary band in Kalish.

  From a recruitment broadside distributed in border towns

  


  Are you good with your hands?

  Do you know how to apply pressure in just the right places?

  Can you keep going when others are spent, broken, or lying face down in the dirt?

  Then come, join RUMP.

  We trust one another to hold firm, take the rear when needed, and never let a comrade fall apart unattended.

  We have a map (The rules are written on the map in Danish, but I do not expect you to translate those.)

  What is worth noting is that this system was made to solve an essential problem: What can players spend money on?

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