Represents: Traders, guilds, shopkeepers, economic elite
Description: The Merchant’s Circle controls the flow of coin in Mosstone. With the Brightluck family's recent arrival and heavy investment in trade, the Circle has grown more political, supporting Eliza to preserve a stable, business-friendly climate. They fear Harvin’s populist leanings might lead to regulation or disruption.
Key Leaders:
Torrin Velstrom – Merchant Guildmaster (power broker)
Corwin Lathar – Merchant Guild Scribe (policy enforcer)
Ziva Brightpenny – Wandering Wares owner (influential trader)
The Harbor Bloc
Represents: Fishermen, dockworkers, sailors, and tavern owners
Description: The Harbor Bloc forms the backbone of Mosstone’s coastal economy. They're practical, hardworking, and deeply concerned with port conditions, fishing rights, and pirate threats. Some resent Brightluck interference and may consider Harvin if he promises autonomy and harbor improvements.
Key Leaders:
Joren Krail – Harbor Master
Kael Roderick – Fishermen's Guild President
Nora Longstride – Owner of The Anchor’s End
Lorrick Vance – Dock Foreman
The Anvil Union
Represents: Blacksmiths, artisans, gemcutters, apprentices
Description: Traditionalists who value hard work, apprenticeships, and craftsmanship. Eliza has supported their trades through city grants and forge-friendly policies, but some younger artisans feel stifled by old guild rules and might welcome a shake-up.
Key Leaders:
Torun Ironbrow – Blacksmith
Eren Cross – Apprentice
Dorin Brightstone – Gemcutter
The Grovebound
Represents: Druids, nature priests, herbalists, elven sympathizers
Description: Fierce protectors of the land and spiritual stewards of Mosstone’s natural balance. They detest the Brightluck expansion into nearby groves and hold Eliza accountable. Harvin’s campaign—if he frames it as “restoring balance” or “defending sacred ground”—could win their loyalty.
Key Leaders:
Cala Moonglow – High Druidess
Elandra Mossbright – Druid of the Shrine of Silvanus
Old Fenwick – Herbalist
Maren Wynth – Herbalist & Alchemist
The Hearthlight Assembly
Represents: Artists, performers, bards, brewers, event planners
Description: This colorful faction fuels Mosstone’s cultural life. While Eliza has funded amphitheater upgrades, Harvin promises a weeklong festival and greater arts funding. Their vote depends on who throws the better party—or backs it up with coin.
Key Leaders:
Tolan Greenmark – Brewery owner
Bellhorn Adda – Tavern poet and horn-player
Grindle Pip – Puppeteer
The Watchful Order
Represents: Militia, town guards, monster-hunters, adventurer veterans
Description: Focused on Mosstone’s defense, the Watchful Order values leadership, tactical foresight, and security funding. Their loyalty depends on who shows strength without tyranny. They may appreciate Harvin’s assertive platform—if he earns their respect.
Key Leaders:
Captain Durnhart – Militia Leader
Wolfgang “Bearjaw” Dranthur – Retired Adventurer
Rook & Tallen – Monster hunters
The Commons of Farrowstead
Represents: Farmers, laborers, orphans, commoners
Description: The everyday people of Mosstone. Traditionally supportive of Eliza, but wary of Brightluck gentrification. Harvin’s populist messaging might appeal if backed by tangible aid or community action.
Key Leaders:
Mother Tessa Brightwood – Orphanarium
Ella Hargrave – Smokehouse owner
Myra Duneswept – Scout/farmer liaison
The Crimson Exchange
Represents: Black market, information brokers, smugglers
Description: Operating in the shadows, the Exchange values deregulation, bribes, and secrecy. While officially neutral, they are willing to tip the scale toward Harvin if it means better profits.
Key Leaders:
Madame Vaedra – Local leader
Darrik “Three-Fists” – Caravan strongman
Yuska Vohm – Silk & spice caravan accountant
The Keep & Crown Loyalists
Represents: Imperial/Amnian loyalists, nobles, law-bound officials
Description: Loyal to Amn’s rule and the traditional structure of power. They respect order and stability above all. Harvin’s more grassroots movement makes them suspicious, while Eliza is viewed as a steady hand favored by Athkatla and the crown.
Key Leaders:
Commander Kieran Thalor – Keep Commander
Vareth Maldrin – Amnian Overseer
Dame Elira Thorne – Noble traveler (influence from Athkatla)
The Wayward Folk
Represents: Travelers, oddballs, entertainers, caravaners, and fringe locals
Description: A loosely affiliated group of oddballs and itinerants. They follow signs, stories, and gut instinct more than policy. Win their favor through kindness, storytelling, or a dramatic moment.
Key Leaders:
Cadrin Hollowheel – Charm peddler
Reet & Fessel Timberswitch – Gnome twins & scrap dealers
Lio the Tumbler – Acrobat
Leera Vint – Message-runner
“Pale” Jorn Mavik – Blight-watcher prophet
A scrappy network of streetwise children who operate in the shadows of Mosstone. Named for their speed, dirt-smudged faces, and ability to "bite" into trouble before scurrying away unseen.
A gang of ruthless teens who control the dockside alleys, tavern backdoors, and the shadowed fringes of Mosstone's night life. Known for their brutal initiations and obsession with knives, they are feared by younger urchins and ignored at great risk by the town guard.