Seekers of the Ancient
Seekers of the Ancient is an open-world fantasy RPG inspired by games like World of Warcraft.
Factions
The Obsidian Court
Description
Comprising mostly of Sedrassi (a race of succubi and incubi), the Obsidian Court has a machiavellian culture, valuing strength, power, and guile. They value strength not so much in themselves, but in their allies and servants. They adhere to the philosophy of “hire the best and keep them happy”.
They have a seductive vibe and promise to fulfill desires of others in exchange for their allegiance and as payment for services.
While not explicit in the game, trading sexual favours is part of their game.
They are pragmatic and transactional with other factions, and are ironically the most direct and honest of all of the factions. They exchange favors for rewards. If someone doesn't want to work for them, they assume the promised reward is insufficient. Everyone has a price.
They have a strict hierarchy based on the British system of archduke/archduchess, duke/duchess, baron/baroness, master/mistress.
Their hierarchy is in constant flux as its members attempt to impress the higher ranks and earn a promotion. Allegiances are frequently made and broken, but they are always true to their word, at least to the letter of it. They will do exactly as they are ordered, but if they seek to undermine their superior, they will engage in malicious compliance, and not go out of their way to ensure the success of the scheme.
Choices & Rationale
Originally planned to be a faction of demons, I felt that players would have immediate expectations, leading to meta-gaming. With the Obsidian Court, I wanted to subvert the expectations of an 'evil' faction, and give them more dimension.
I wanted to subvert players' expectations and make them one of the phyically weakest factions, and ironically, the most honest faction in the game, while giving them a seductive, charismatic, and machiavellian nature.
The Circle of the Verdant Eclipse
Description
The Circle of the Verdant Eclipse is the game's Druid faction. They manage the cycle of death and renewal for both the natural world, and the civilized world. Just as a forest may need to be burned when it becomes stagnant or grows beyond its ideal size, so are settlements culled with equal ruthlessness, through plagues, fires, floods, and earthquakes.
Simply referred to as “The Circle”, they appear to be concerned with the protection of nature and maintaining balance in all things. However, there are whispers of a much darker side: one that brings death and destruction to the world. The truth lies somewhere between: The Circle has two faces that reflect nature’s life and death duality.
The druids both revere and are inspired by the pulsar that causes a regular world-shattering event. They consider themselves to be a microcosm of the cataclysm, purging the wilderness and civilization alike when they deem it necessary through fires, plagues, earthquakes, and floods.
In addition to their culling activities, the druids prepare the world for renewal and rebirth. They seek out magic and technology that they deem would be dangerous should they be unearthed by future civilizations. They encode this information in their secret language and store it in their sacred trees before destroying the originals and anyone who possesses that knowledge, effectively erasing that knowledge from existence.
The druids of The Circle of the Verdant Eclipse are highly valued and respected as skilled and neutral arbiters.
Choices & Rationale
In most games, druids are neutral, nature-loving figures who strive to achieve balance, often in a benevolant, non-violent way.
For Seekers of the Ancient, I wanted to take them to an extreme level-- to ruthlessly pursue and achieve balance. They could cull the population of a village the same way that they would cull a herd of animals.
I gave this druid circle two faces: one which it presents to the world as typical benevolent nature-loving stewards, and another which represents its true agenda-- the harbingers and enactors of cleansing destruction.
NPCs
Brynna Ironroot
Summary
Race: Dwarf
Gendre: Female
Faction: Circle of the Verdant Eclipse (Order of the Eclipse)
Role: Adventurer Liaison
Affiliation: Order of the Verdant Grove (Outer Face of the Circle of the Verdant Eclipse)
Rank: Verdant Sprout (Unawakened Initiate)
Race: Dwarf (A female dwarf known for her sharp mind and stubborn streak)
Role
Officially, Brynna’s job is simple: observe the effects of the plague remedy on local wildlife and report back to her mentor, an Awakened druid of the Order of the Eclipse. However, her inquisitive nature pushes her beyond passive observation. She’s quietly conducting her own experiments, driven by a belief that there’s a better, more natural way to cure the plague.
Background
Born into a traditional dwarven clan known for craftsmanship and alchemy, Brynna always felt out of place—not because she lacked talent, but because her interests diverged from the expected. While her kin forged steel and stone, she was captivated by the alchemy of life itself: plants, fungi, and natural remedies. Joining the Circle of the Verdant Grove seemed like a perfect fit, offering her a chance to blend her dwarven problem-solving instincts with nature’s mysteries.
Personality Traits
Inquisitive: Brynna questions everything. She’s the kind of person who can’t leave a puzzle unsolved, even if it means stepping on toes.
Stubborn: Once she’s made up her mind, convincing her otherwise is like trying to move a mountain.
Compassionate: Her experiments aren’t just academic; she genuinely wants to help. The suffering caused by the plague weighs heavily on her heart.
Bold: She’s not afraid to challenge authority when something feels wrong, though she’s smart enough to be discreet about it (for now).
Skills
Natural Alchemy: Brynna excels in creating plant- and mushroom-based concoctions. She’s fascinated by how different compounds interact.
Basic Nature Magic: Limited to minor healing, encouraging plant growth, and identifying natural toxins.
Engineering Savvy: A knack for creating simple devices to aid in her experiments, like makeshift distillers or extraction tools.
Beliefs & Conflict
Brynna finds it deeply unsettling that the current plague remedy relies heavily on animal organs, which contradicts the druidic principles she was taught. In her mind, druids are meant to work with nature—not dissect it. This dissonance sparks her first suspicion that something is amiss within the Circle.
She starts to form hypotheses about the plague’s nature, believing it could be cured using natural fungi and plant compounds rather than invasive, grisly methods. Her experiments begin in secret, driven by both scientific curiosity and a gut feeling that the Circle’s leadership might not be as benevolent as they claim.
Potential Character Arc
Discovery: As she develops her own cure, Brynna may stumble upon the truth—that the plague is not a natural disease but possibly engineered or manipulated by the Circle’s inner faction, the Order of the Eclipse, as part of a larger plan.
Moral Dilemma: Should she expose the truth, risking her life and her place within the Circle? Or does she play along, using her growing knowledge to outsmart those in power?
Rebellion or Revelation: Depending on her choices, Brynna could become a druidic revolutionary, fighting to return the Circle to its original ideals, or a reluctant participant in a system she despises, working from within to create change.
Appearance
Age: Young adult by dwarven standards (roughly 40 years old, though she’s considered quite young in her culture).
Physical Features: Short and stocky, with wild chestnut hair often tied back with scraps of leather. Her eyes are a piercing amber, reflecting both her dwarven heritage and her sharp intellect. She wears simple druid robes, stained with plant dyes and the occasional alchemical spill, along with a tool belt full of vials and small instruments.
Sample Dialogue Lines for In-Game Interaction
(Curious Observation): "Funny how sickness spreads like wildfire, yet the cure grows quietly underfoot. Makes you wonder who's really in charge—nature or us?"
(Suspicious Reflection): "Animal organs in a druid’s remedy? That smells worse than a rotten mushroom. I’ll find a better way… mark my words."
(Determined Resolve): "I don’t need their approval to do what’s right. Nature’s taught me more than any council ever could."
(Warm Greeting): "Ah, a friendly face! Careful where you step—some of these critters are more temperamental than a drunken dwarf at a feast."
(Secretive Hint): "Not everything is as it seems. Keep your eyes open and your questions quiet—some truths grow best in the dark."