Kaiser Loyalist (NPC-led)
The Graf was given a mandate by the Kaiser to colonize this land and is, as such, the leader of the colony. That said, this is not a dictatorship, and he largely drives the plot forward based on your votes rather than the GM's whims.
Graf Alex Heisenberg (NPC)
He is a renowned warrior who is the veteran of many battles as an axe-wielding maniac. He can tear through men by the score until he is stopped by one blow too many. Only to be brought back by Father Harald or Mother Matilda to do it all over again. This is his skill, and for a culture built on war, it is one that is highly valued.
Of course, he is scarred both physically and mentally from such battles. He has horrible insomnia and nightmares that keep him constantly exhausted when he doesn't tap his deep well of berserker rage to function in battle. This has left them with questionable competence in day-to-day affairs, so he has left much of it to the Graf's Moot (players that vote).
1. Quick Learner (Warrior) - +10 Tokens/Turn
2. Axe-wielding Berserker II (Warrior Specialization) - +6 to tearing through monsters and humans alike on the battlefield as an axe-wielding madman.
Jarl Floki (NPC)
A talented weaponsmith with the brute power to match in combat. He may not be as dangerous as the average adventurer in this land but his skills are valued by the Graf and anyone who has ever used his weapons.
- Axe Warrior (Warrior Specialization) - +3 to Axe Weapon Combat
- Weaponsmith (Blacksmith Specialization) - +3 to Weapon Creation Rolls
- Quick Learner (Blacksmith) - +10 Tokens/Turn
Players
- Erich Faust, Alchemist-Transmutationist (Kaiser Loyalists) - Just Some Guy
- Sofia Rossa, Mage-Engineer (Kaiser Loyalists) - Lukepop
- Lamprecht Fruhjahrsmudigkeit (Kaiser Loyalists) - Ralakesh
Cult of Odin (NPC-led)
Odin is the "good" god of nature, nature-oriented magic (i.e., controlling the elements, speaking with beasts), and patriarch of the Pantheon. Please think of the Druid archetype as his priest type.
Father Harald (NPC)
A priest with well-reasoned arguments favoring the natural order, with the only exception being bringing back the Graf's warriors before their Final Day when Odin has ordained they are to die for good. He provides a natural balance to Mother Matilda and her unnatural creations. Still, in a culture that values prowess in battle, the fact Matilda is the stronger in combat with her unnatural allies is several points in her favor.
Harald is an intelligent, reasonable man when sober, but he still has flaws—too much alcohol for one. He drinks like a warrior of old with little regard for his health (healing magic) or social mores. People know he is not an incompetent drunkard, but his slurred speech after hours certainly gives the impression of one.
1. Quick Learner (Elementalist) - +10 Tokens/Turn
2. Elementalist - A talented controller of the elements through magic.
3. Healing Magic - Standard divine healing magic including bringing back the dead.
4. The Good Book - A master of Odin's lore and using it to influence people.
Players
- Nicodemus Fain - Rockeye
Cult of Orcus
Orcus is the dark god of undeath and black magic—Odin's natural foe, as Orcus perverts the natural order. This faction does not operate in secret, as its services are viewed as fighting fire with fire rather than comic book villainy.
Mother Matilda (NPC)
Matilda is not a people person. A solitary hunter, she is known for venturing into the world's wilderness with just her creations for company, only to return with valuable treasure and blood on her hands. No one asks whose blood it is because they do not want to know. Women like her built the Empire at the Kaiser's behest, but they are distrusted because they are extremely dangerous and kill people in truly horrible ways. In some cases, ways that make even the resurrection magic of Odin's cult impossible to revive a person with. That last bit is truly terrifying in a culture used to revive storied warriors who die before their Final Day.
Power is ultimately her greatest desire, and she has spent many hours on unnatural enhancements to her mind and senses to grasp her foul magic better. Magic, does the colony need to stop monsters? Certainly. But does that make her a friend? No.
This outsider status has kept her distant from her fellow passengers aboard the three ships the Graf procured. That said, no one questions her ability to kill the Graf's enemies.
1. Quick Learner (Necromancy) - +10 Tokens/Turn
2. Quick Learner (Black Magic) - +10 Tokens/Turn
3. Necromancer I - The animation and creation of the undead. The arts of body and spirit manipulation.
4. Black Magic I - Magic that perverts the natural order, such as accelerating decay or bringing back the dead.
Players
- Amidis Volkar, Vampire Noble - KingCrimson1081
- Octavius Tarvich - OldShadow
Hunter Faction
The hunters seek out beasts and monsters to collect valuable magical objects and organs from. They also feed back their intelligence on the world at large in the Stolen Lands to the settlement and its Graf, even if they keep the choicest tidbits in terms of riches for themselves. Ruled democratically, it has no official leader.
Just the Oath Stone that provides the expected benefits of any faction artifact. Oaths to be loyal to the Hunters are sworn on such stones and are magically binding contracts.
Players
- Thod son of Thod - Happerry