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     The Pathfinder Society 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_icon.png
Leader: the Decemvirate
Headquarters: Grand Lodge, Absalom
The organization for which the entire gameline is named, the Pathfinder Society is a group dedicated first and foremost to exploring every nook and cranny of Golarion. They are based out of Absalom.
  • Adventure Archaeologist: A big part of being a Pathfinder is digging around in old ruins for everything from ancient records to priceless artifacts. Given that said ruins are often full to the brim with traps, monsters, and other dangers, it's rare to see a Pathfinder who doesn't also pack some combat skills along with their knack for history.
  • Dark Is Not Evil: Enforced. Evil characters are prohibited in the Pathfinder Society, but there's a faction called the Dark Archive, and characters such as necromancers and witches are permissible.
  • Ragtag Bunch of Misfits: It's made up almost entirely of adventuring parties, which are almost always this. You do the math.

Dark Archive

Motto: In darkness lies enlightenment.
A faction of the Pathfinder Society dedicated to cataloging, understanding, and controlling the myriad of relics collected by the Society's agents, many of which are quite dangerous. It is the newest of the Society's factions and thus seeks to prove its worth.

The Exchange

Motto: Dominance through trade.
The most economically oriented faction, it aims to build an extensive trade network that allow it to deliver nearly any good to any location. From the lowliest porter to the richest trade prince, each member can earn a share of the profits and might climb the ranks no matter his race or background. In time the Exchange hopes to rival even the ruthless and secretive Aspis Consortium, which maintains a stranglehold on some of the most attractive ports.

Grand Lodge

Motto: Loyalty to the Decemvirate above all else.
The core faction of the Pathfinder. Society Grand Lodge Pathfinders represent the key tenets of the organization above all else, seeing themselves as maintaining the purity of the Society's ideals against factionalism and personal agendas.

Liberty's Edge

Motto: In pursuit of liberty, in opposition to tyranny.
The Liberty's Edge faction hopes to see all forms of tyranny wiped from the Inner Sea region while cleansing corruption from even the good-intentioned states.

Scarab Sages

Motto: Unlock the wisdom of the past for a brighter future.
During the first great decline of Osirion a group of sages was founded to preserve its wonders for future generations. Thought the order eventually collapsed, it was revived in the modern day by those who seek to recapture the lost glory of one of the worlds oldest human nations.

Silver Crusade

Motto: Use the Pathfinder Society's resources to do good in the world.
While a crusade in name only, the Silver Crusade models itself after the staunchly virtuous silver dragons, making a valiant effort to use the Society's influence, reach, and resources to do good throughout the Inner Sea region and beyond. It was formed in direct response to factions and individuals that used the Society's resources for ethically questionable purposes or personal gain.

Sovereign Court

Motto: Nobility united for a common cause.
Through diplomacy, intrigue, deception, and the occasional act of sabotage, the Sovereign Court aims to unite Golarion's nobles to steer national policy—and one day forge a new, glorious empire.

     The Aspis Consortium 
Leader: Eight Patrons, with A. X. Adrius and Jaydis Milon Malddis IV as executives
Headquarters: Ostenso, Cheliax
The Pathfinder Society's archrivals, the Aspis Consortium seeks ancient secrets and artifacts for profit, rather than for knowledge.
  • Animal Motifs: Asps, from their symbol to their name.
  • Evil Counterpart: To the Pathfinder Society. They have their fingers in a lot of pies just like the Pathfinders but do so for their own benefit rather than to support other important groups. They recover the relics and artifacts of the past just like the Pathfinders, but do so to turn a profit rather than any altruistic reason. And where the Pathfinder Society relies on outside commissions to help fund its primary goal of exploration and discovery, the Apsis Consortium is a business first and foremost.

     The Red Mantis Assassins 
https://static.tvtropes.org/pmwiki/pub/images/red_mantis_symbol.jpg
Leader: Blood Mistress Jakalyn
Headquarters: The Crimson Citadel, Mediogalti Island
Halfway between a cult and a guild, the Red Mantis Assassins are known throughout the Inner Sea and beyond for their unrivaled killing prowess and professionalism.

    The Firebrands 
Leader: none (decentralized)
Headquarters: none (decentralized)
The successfull revolutions of Vidrian and Ravounel also gave birth to the Firebrands, a loose organisation of daredevils, thrill-seekers, freedom fighters and rebels, which includes various groups across the Inner Sea Region.
  • Adventurer Archaeologist: Firebrand-members in regions with dangerous ruins such as Orision or the Mwangi Expanse often channel their thrill-seeking ways into exploring these ruins.
  • La Résistance: The Firebrands main goal is the promotion of freedom, which lead to the inclusion of various resistance and opposition groups, ranging from the Desnan Dreamtenders of Nidal to the Red Roosters, a group of philosophers who oppose Rahadoum state-inforced atheism.
  • Ragtag Bunch of Misfits: Due to its rather broad goal of Freedom from oppression, the Firebrands have attracted a wide variety of members, ranging from "logical" members like religious resistance movements in Nidal, River Kingdom pirates, Rahadoumi philosophers or Osirian Adventurer Archaeologists to more exotic members such as Numerian Androids, Isgeri goblins, a fleshwarped Chelish noblewoman or a group of leshys fighting for the rights of Andoran loggers. Even the few genuine followers of Aranzi left in Geb are vying for their attention.
  • Slave Liberation: A core tenant of the Firebrands is its opposition to slavery, with many anti-slavery groups such as the Sundered Seal of Quadira having been incorporated into the firebrands. They also work closely with other anti-slavery factions, such as the Andoran Eagle Knights or the Halfling Bellflower Network.

     The Knights of Lastwall 
https://static.tvtropes.org/pmwiki/pub/images/600px_knights_of_lastwall_symbol.jpg
Leader: disputed
Headquarters: Gravelands (originally), Decentralized (temporary camps)
Formerly known as the Knights of Ozem, operating out of Lastwall. When Tar-Barphon escaped his imprisonment and destroyed the nation of Lastwall, the few surving knights evacuated the last civiliians. Renaming themselves as "Knights of Lastwall", they now try to organize a crusade to reclaim their old homeland and defeat the whispering tyrant once and for all.
  • Badass Army: The Knights of Lastwall are considered one of the most skilled organizations in the Inner Sea region, consisting of many highly trained warriors who all prepare to fight the undead and evil of the Whispering Tyrant. In the few times they were invaded by other nations, the Knights of Ozem pushed the invading forces back and forced an end to the hostilities, and they have managed to consistently hold out against the orcs of Belkzen for many years.
  • Church Militant: The Knights started out as an order devoted to Iomedae and count many churches of good-aligned deities among their supporters. After the fall of Lastwall, some knights have started to worship lesser-known divinities, such as Ragathiel, Vildeis or even Arazni.
  • Friendly Neighborhood Vampire: The Crimson Oath preserved the morality of victims of vampirism, leading to some vampires within the Reclaimers who seek to cure their affliction.
  • Mysterious Backer: No one besides the highest ranking Reclaimers knows the source of the Crimson Oath, which has led to some tensions between the two factions. Many theorize it may be connected to Ragathiel or Vildeis.
  • My Greatest Failure: There are a few points in their history that the Knights of Lastwall view as their low points.
    • The first was Arazni's death at the hands of the Whispering Tyrant. Most knights view it as a source of shame that she died due to their inability to protect and fight beside her.
    • The second was when their invasion of Geb (the nation) failed miserably, allowing Geb (the man) to send his agents to steal Arazni's corpse to revive as a lich. It is the largest blow to their pride and seen by many as the biggest mistake they ever made, and resent Geb immensely for it. Due to this, they also see the now lich Arazni as a Fallen Hero and want to slay her for being a shell of herself. Following the events of the Tyrants Grasp AP, Arazni's become more accepted for her role in trying to stop the Whispering Tyrant, but remains a low point for the order.
    • The third and most recent was Tar-Barphon wiping Lastwall out. This was the moment that changed them from the Knights of Ozem to the Knights of Lastwall, and they have done their best to undo the damage done to Lastwall, with many in their ranks venturing into the Gravelands to try and stop the undead.
  • Odd Friendship: Among the first factions to respond to the Knights' call for aid was the Magaambya. Many knights were surprised, but readily accepted the school's magical and humanitarian aid.
  • Sliding Scale of Idealism Versus Cynicism: The knights themselves consist of two factions: The Shining Sentinels, Knights In Shining Armor focused on protection as well as recruitment efforts, and the Crimson Reclaimers, Combat Pragmatists who wage a guerilla war against Thar-Baphon's undead minions. note 
  • Sword Beam: In 2e, champions belonging to the knights of Lastwall can learn the Sun Blade-devotion spell. The Knight Reclaimant's Invoke the Crimson Oath functions similarly.
  • We ARE Struggling Together: Subverted. Normally, there would be some tensions between the two groups, especially over the exact nature of the Crimson Oath and the perceived cowardice of Watcher-Lord Ulthun II. The fact that none of these conflicts are openly fought over speaks for the desperation of the Knights' position.

     The Hellknights 
https://static.tvtropes.org/pmwiki/pub/images/hellknight_symbol.png
Leader: varies by order
Headquarters: citadel as determined by each Hellknight order
Black-clad, unflappable paragons of pure, unflinching law, the Hellknights believe that order, structure and civilization must be maintained at any cost.
  • Black Knight: Typical Hellknights are clad from head to toe in heavy plate armor painted entirely black, and typically adorned with spikes, horns and other fearsome protrusions. Their harsh, unsympathetic personalities and brutal, merciless enforcement of the law more than match their sense of fashion.
  • Burn the Witch!: The Order of the Pyre got its name from its propensity for burning criminals alive.
  • Chained by Fashion: The Order of the Chain makes extensive use of loose chains in its uniforms.
  • Dark Is Not Evil: Well, not necessarily... they are always harsh, but their alignment can be Lawful Neutral or even Lawful Good rather than just Lawful Evil.
  • Equal-Opportunity Evil: They notably avert Cheliax' Fantastic Racism, with their upper ranks including former slaves, centaurs and tieflings.
  • Evil Colonialist: The Order of the Coil, who take cultural supremacism to such an extent that they don't just oppress the local native peoples, but also try to murder visiting explorers and scholars to keep information about the indigenous cultures they're trying to suppress from reaching the outside world.
  • Genuine Human Hide: Members of the Order of the Rack traditional wear capes made from tattered human (or otherwise humanoid) skin, as a symbol of the fate that awaits malcontents and dissidents left to their tender mercies.
  • Heel–Face Turn: Previously in pretty much any campaign in which Cheliax's government was an antagonist-or, in other words, any campaign in which Cheliax was involved-the Hellknights would be fighting alongside House Thrune. While they're not a strictly villainous organization, this does make them antagonists as well. Then in the Second Edition version of the setting, the Order of the Scourge uncovered evidence that Abrogail II had orchestrated the rebellions in Kintargo and Westcrown. While it's implied that the evidence may have been forged, both Abrogail II and the leader of the Order of the Scourge found it impossible to refute. As a result, the Hellknights are just as likely to be on the player's side.
  • Magic Knight: Signifers will sometimes cast arcane magic in full plate.
  • My Country, Right or Wrong: ZigZagged. Most of the various Hellknight Orders are based out of Cheliax, but they aren't technically affiliated with the nation as a whole. If they find that Cheliax has broken the law or is acting against their orders values, they will turn against Cheliax, or refuse to provide support.
  • Religious Bruiser: The Order of the Godclaw is focused heavily around faith in five lawful deities (Abadar, Asmodeus, Iomedae, Irori, and Torag), and use their faith as strength to deal with their foes. In particular, they focus on helping other lawful organizations fight back against chaotic threats, especially crusades. That said, it is left for interpretation if the gods truly do support their actions, with some suggesting their conviction allows them to use divine spellcasting.
  • Token Good Teammate:
    • The Order of the Torrent, who specialize in rescuing kidnapping victims and have no evil members. During the events of the Hells Rebels AP, the Order of the Torrent ends up being outlawed by House Thrune, and joins with the Silver Ravens to help liberate Kintargo in the process.
    • To Cheliax as a whole, as they are more concerned with maintaining order efficiently if harshly - if someone can convince a Hellknight that Cheliax's policies are damaging faith in the law in an area, they will turn on Cheliax.
  • Well-Intentioned Extremist: Their methods are brutal, but they genuinely believe that absolute law is the best for all of humanity.

     The Eagle Knights 
Leader: General Reginald Cormoth
Headquarters: The Golden Aerie, Almas, Andoran
Andoran's international slave liberation force.
  • Eagleland: Heavy Type 1, Fantasy Counterpart Culture edition.
  • Neutral Good: Their predominant alignment, as an organization dedicated to elimination of the institution that causes the most suffering out of moral principle.
  • Praetorian Guard: Their original purpose: The Eagle Knights started out in the old Chelish Empire as an elite cadre of Arodenite paladins from Andoran intended to serve as the returned god's personal guard. After the Death of Prophecy, some of them turned to the worship of Iomedae, which in turn lead them into conflict with House Thrune and later made them a key factor for the Success of the Andoran Revolution.

     House Thrune 
Leader: Queen Abrogail Thrune II
Headquarters: Egorian, Cheliax
The ruling noble house of Cheliax. They have quite a few contacts in Hell.

     The Whispering Way 
https://static.tvtropes.org/pmwiki/pub/images/whispering_way.png

A Cult dedicated to the lich Tar-Baphon and the concept of undeath in general. They have their claws all around the Inner Sea, but they're at their most powerful in Geb.


     The Bloatmages 
A secret society of magic-users who believe that, by bloating their body with excess blood, they gain more arcane power.
  • Bloody Murder: Tend to cast these spells with supreme proficiency.
  • Gonk: They tend to look pretty unappealing. Unsurprising, given the natural consequences of their spellcasting methods.

     The Technic League 
Leader: Ozmyn Zaidow (formerly)
Headquarters: Starfall, Numeria (formerly)
A shadowy cabal of technologically adept magic-users who control Numeria and its many alien artifacts. The recent death of their Leader has shattered the organisation, with many survivors ending up as advisors to Numeria's various warlords.
  • Fallen Hero: Downplayed, in that they were not originally founded as a morally righteous group, but instead they had a more "noble" goal of helping the last survivor of the ship that landed in Numeria find a way home. However, they betrayed their founder and kill them, taking control of the region in the process, and becoming a shell of their once more humane goals.
  • Magitek: The vast majority of Technomancers work for them, so this was inevitable.
  • Nebulous Evil Organisation: The Technic League is focused heavily around their goal of controlling Numeria and the remains of the crashed starship that defines the territory. They will do anything to achieve their goal, and control the political landscape of the region in the aim of said goal.

     The Umbral Court 
The ruling body of Nidal, who have used their mastery of shadow magic and powerful Kyton allies to keep an iron grip on their nation for millenia.

     The Prophets of Kalistrade 
https://static.tvtropes.org/pmwiki/pub/images/prophecies_of_kalistrade.png

A philosophy that blends notions of economic savvy and spiritual purity, the Kalistocrats work to ensure the trade dominance of their home nation, Druma.


  • Church of Happyology: Downplayed; the Kalistocrats are a mix of Kellid animism and secular pyramid scheme to get as much money as possible, but their founder was an honest Kellish shaman who wanted to create a place for modern animism while preserving wealth, and the Kalistocrats are entirely honest about the more monetary aspects and fees of moving up in the hierarchy. However, they still disdain outsiders, viciously attack those who disrupt their businesses or try to ban them, and have a revealed religion aspect only known to the leaders that they wish to create personal afterlives that aren't under Pharasma's jurisdiction.
  • Equal-Opportunity Evil: If you have money and are interested in living an austere life to get more, the Kalistocrats will be happy to accept your membership fees, and does not care about your past or identity beyond what numbers you bring in.
  • Evil Debt Collector: The Kalistocrats do not believe in charity, but generous loans. To not pay them back is to show that you did not deserve their largesse, and thus, it's outright morally obligated to rake you over the coals until they extract the majority of the value they lost on you.
  • Light Is Not Good: Kalistocrats are generally found in gold and white robes and live austere lives beyond the minimum needed to show off their wealth, but they're amoral, greedy businessmen who, in 2E before the Remaster, could not be Good-aligned due to how utterly disaffected their faith is from kindness without expectation of reward.
  • High-Class Gloves: The prophets themselves wear white gloves, in order to limit their contact with the external world.
  • Screw the Rules, I Have Money!: Their absolute trust in the power of finance and trade means that they can use money to do just about anything, including cast spells.
  • Straight Edge Evil: Kalistocrats are entirely serious about the spiritual purity aspects, and they live clean lives devoid of mind-altering substances.
  • Victim-Blaming: To a Kalistocrat, if you don't have money, especially if you're a Kalistocrat yourself? It's probably your fault.

     The Storm Kindlers 
A fanatical anti-civilization Cult that works to keep the Eye of Abendego going (not that it needs help), believing it to be retribution from Gozreh.
  • Evil Luddite: Actively trying to make the Eye a worse storm out of hate of civilization.

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