THE DWARVEN EMPIRE: Nearly all dwarves are members of this faction, ruled over by the warrior king Hrun Stoneson. they place a strong emphasis on loyalty to both family and crown.
THE CLANMEET: A lose faction comprised of Mira, Trolls and Elves, who otherwise are ungoverned. Once every 2 years the elders of each race gather to discuss affairs and their roles in them.
THE MEN OF VARDUS: A group of men in the southern regions of the isle, who claim to be descended from the first mage, Vardus, and thus claim sovereignty over the other men of the isle.
THE 101 BLADES: An informal group of sorts, composed of a variety of bladed weaponmasters and their hopefuls from all races and walks of life. They are most like a Dueling Club, constantly competing to determine ranking-there are almost always only 101 (barring the occasional deaths), and the only way to join is best the person above you, or force them to submit to you. It is a den of constantly shifting intrigues and power plays, nobles and mercenaries and commoners competing for nothing more than the title of 'The Best of the Best'. The 101 blades has ironically, at times in their own history, dueled against competing clubs of similar natures to determine whose stronger of they. At this time, they are in a bloody feud with the Hungering Tigers, which complicates the dueling nature of the order-often, members are forced to band together to fight them, only to have to fight each other later that day..
Still, for such a contentious group, there are strong friendships that balance out the bitter rivalries. Even husbands and wives occupy the 101st ranks together. There is a certain honesty in knowing that one day you might have to kill the man or woman who sits beside you...but until that day, they are your greatest ally. Many of them are like Ryxa, wanderers with no sense of direction. But the 101 is home to anyone who can prove they belong there, barring any racial or societal creed-a surety that is not often granted in this world.
The Rules/One cannot refuse an offer to duel from a fellow member. The only rules are as such.
1. One day can elapse from the challenge to the duel itself.
2. The Challenger sets the 'rules' of the duel, the one being challenged sets the time and place.
3. If either side does not meet at the place and time, they are considered to forfeit.
4. You may only challenge something within 10 ranks your greater. You may challenge anyone lesser than you.
5. Losing a duel, if not your life, will reduce you in rank to the one who defeated you, if they were lower. If they are higher, you will be moved to the least position, and everyone will move forward a single rank. Losing a match at the lowest rank, and you are removed from the order-forever.
6. A person may only be challenged once a week, at which points their position is secured and they may freely decline additional duels,until five days have passed.
7. There are no restrictions to the duel itself, aside from the stipulations of the challenger-which are really considered only 'suggestions'. Anything goes. Including, but not limited to poison, ambush, or bringing an army alongside you.
THE SUN ORDER: a religious faction that seek battle against evil no matter what form it take(Should also be noted that some drows and other 'evil' races make up their ranks, leading to some saying that they can't do their job, regardless of times where a Sun drow save they from a 'goody' mira that made deals with devils.)
THE CLOVER: A group of healers who give aid to any who seeks it. Currently in turmoil due to the death of their leader.
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