Name: Dalam-Creau
Location: Farthen
Provides: Its main export is Void Glass, a unique material that allows for the creation of surfaces that can be used to display information and images. They also create a variety of unique clothing and weapons. Their weapons manufacturing facilities are comparable to that of Bask Tech.
Allies: Bask Tech, Umbarro, and Golden.
Opposition:
Name: Ammon Advancements
Location: Duskbanter
Provides: They run the world banks, they own MonAir, and the Hedron fields. They buy up a lot of property and create Androids. They do create specialized weapons but do not rely upon that as a main means of income.
Allies: Vith Innovations, MonAir, and Umbarro
Opposition: Golden and Mercadyne
Name: Dargeth Guilds
Location: Darge, Sordai, Silenni, Sule'nei, Arferi houses
Arkani Enforcement - Darge - Seekers and Internal Issues of the Dargeth Empire
M&R (Mocto and Redur) - Arferi - Offensive and Defensive Development
Silenni Global - Silenni - Airships and Trade Routes
Sordai Financial - Sordai - Property and Banking
Nei'Tech - Sule'Nei - Competitive technological research
Allies:
Oppostion:
Formed from the collapse of the Ammon Advancements economic empire, the council has given most of the corporation back to the people that were once forced to live in the shadow of Ammon.
Name: Vith Innovations
Location: Godsface
Provides: They produce most of the mechanical goods, trains, technological armors and Arbiter manufacturing.
Allies: Golden
Opposition: Mercadyne
Name: Umbarro Pharma
Location: Am’Brek
Provides: Pharmaceuticals, drugs, and bio-solutions.
Allies: Dalam and Golden.
Opposition:
Name: Bask Technologies
Location: Sandis
Provides: Technological weapons, armor, equipment.
Allies: Dalam and Golden
Opposition:
Name: Golden Communications
Location: Basin City
Provides: Black powder weapons, communication devices, and utility items.
Allies: Dalam, Vith, and Back Tech
Opposition:
Name: Mercadyne
Location: Novosaul
Provides: Light crystals, airships, Hedrodyne (False Hedron), transport, Personal Hedron Vehicles, psionic items.
Allies: Umbarro
Opposition: Vith and Monair
Name: MonAir
Location: Basea
Provides: Automatons and airships using real Hedron
Allies: Ammon
Opposition: Mercadyne
Name: Balanced Engineering
Location: HQ - Reprise, additional factories elsewhere
Provides: Technology at cost for the masses, cybernetics, AI, advanced technological prototypes, Nixian Androids. Psionic items by special appointment.
Allies: Vith Innovations, Golden Communications
Opposition: MonAir
Name: Coyote Solutions
Location: Longsong
Provides: Impartial investigative work, information gathering, and defense evaluations.
Allies: Mercadyne, Umbarro
Opposition: Dalam
Dar’mon Seekers
An organization based out of the Dar’mon Union, they handle general security and form the basic police force around the plane, but are no longer under the control of Ammon Advancements since the collapse of Mechanus. The Seekers are respected and recognized by all the other corporations for their ability to prosecute and capture criminals, though any organization that large will have some levels of corruption.
Sticking as best as they can to the ideals Saint Arkani put in place when he cleaned up the Seekers, they are seen mostly as a force for good and law in the world.
With the Darge house resuming it's old mantle, the Darmon Seekers are being folded into the larger force to patrol its internal affairs.
Dar'Mon Seekers - Internal force to help Arkani Enforcement make sure they are staying withing the guidelines of what is required.
Empyrial Seekers - External force that helps with seekers in other areas and with defensive bouts.
Hallowed Seekers - Commanders and Leaders that follow specific causes and goals in the name of advancement.
Watchers
An almost legendary group that works with the Knight (Bel’Gallows) and the L’Vat of Law to help defend against the incursion of Xel’Dorik. Placed at the end of the universe, you can only become a watcher with the blessing of Bel’Draksik, the sister titan, changing your being into a planar guardian. Because of the King's rules most Watchers never return to the material plane.
Ammon Knights
An exclusive group chosen from exemplary people all around the world, granted powers beyond that of standard mortals, they work to fight threats that are bigger than most seeker squads can handle. Though they do technically align with Ammon’s interests, in their attempt at community service, Ammon tries not use them to reinforce their own control in the market. Originally made from an allegiance between Umbarro, Golden, and Ammon, they were able to set people on the path of The King, free from the influence of the Titans Xel’Tephik and Xel’Karik. Though they do still occasionally promote new members, because of limited resources, newer Knights are generally not as powerful as the previous generations of Knights.
With Ammon destroyed, the knights continue to hold the name but no longer have anyone they answer to.
Order of the Red Bandana
A watchdog group that has some extremist members, originally a philosophy created with the intent of doing 1000 good deeds, the Order has since come to represent the common person in a world with gods, corporations, and stronger planar races. Depending on where and what, the group might be calling for a powerful individual to step down or attempting acts of violence against any organization they see as getting too powerful for the people's liking. Truly dedicated members are recognizable by the red paint that goes across the middle of their face over their eyes.
The Flame of Truth
A small cult with members hidden all around the world, they worship Maeshgal, a forgotten fire god that is supposed to be locked away in the middle of the world. They see the world as a prison that is holding their god from being able to destroy Xel’Dorik and set us upon a truly free path. Common members hold regular celebrations of fire and cleansing rituals, more extreme ones who've taken to immolation of themselves or others in order to appease what they think Maeshgal wants. The common symbols are a 4 jointed 6 finger hand print made with ash, or they will carry small blue flowers, the dormant state of the yellow Mourningthorne creeper.
Sons of Zarain
A group that has taken many forms over the years, made from the seekers discarded by Saint Arkani, they have been anti-arcane, anti-caster, anti-human, and now represent a pro-material plane stance, they don’t like the rapid expansion that has brought Xelanus into the main light of the planes. Still somewhat of a mercenary group, they can be found in most major cities.
World Guardians
The caretakers of the Verdant Isles, these used to be two separate groups with conflicting ideologies about their figure head, Nicodemus and Yusev, the same druid but from two different timelines. One the Followers of Yusev, believed in killing their reincarnating leader to prevent what they say as a fulfilling of a dangerous prophecy that would bring about ruin to the natural world, while the other side believed that only by letting Nicodemus reach his full potential could they find a way to save Xelanus and the Verdant Isles. Their two viewpoints merged when Nicodemus became a deity but chose not to leave the plane and instead invests in the people of the Verdant Isles trying to help raise a strong new front to face the upcoming battles.