
Renown
When players interact with NPCs and the world of Havokk, their actions carry throughout the realm and affect how they are perceived and welcomed in various areas or amongst certain groups. A player’s fame and influence can provide them with positive or negative modifiers to their social skill checks, and depending on the severity of their influence, this can even cause events to occur, such as being attacked without provocation or being welcomed as honored guests.
Whenever players complete quests, tasks, or other events, the Lore Master may track these victories and assign Renown to the characters. Their Renown value is what determines their social modifiers throughout a specific region. Each region has four tiers of positive and negative Renown Status. The “positive” statuses are Citizen, Noble, Hero, and Legend. The “negative” statuses are Criminal, Offender, Villain, and Overlord.
As players obtain higher levels of Renown Status throughout regions, they receive special perks in areas where they have positively influenced the region and will experience conflict in areas where they have offended or threatened the region. For example, the merchants and vendors throughout a region will be more likely to offer better rates, items, and services to player characters based on their relationships and Renowned status.
Factions are story-driven groups that players may join if they meet certain criteria throughout their Campaign format experience. These interactions can drive story involvement, content, and player builds, so ensure that you read each Faction's description carefully!

As a Lore Master, you can determine how you would like to reward Renown points and what impact they will have on your adventures based on what works best for you and your players.
Players may always earn Renown Points from the following methods by default:
An example of a task the player party can complete would be, “Clear out all of the Undead from the local cemetery.” This could be represented by facing off against a Dark Hero with a deck full of Undead characters with the Legion ability. If the Lore Master decides, a special bonus to the amount of Renown Points earned could be rewarded based on the total number of Undead defeated. If you get creative with your stories and your players, you can offer many rewarding experiences and repeatable gameplay scenarios through tasks and their rewards.
An example of a quest is a series of ongoing tasks, all connected and usually related to a significant event or character. If you were to complete a series of tasks such as, “Clear the undead from the cemetery”, “Discover who is raising the undead outside of Vorpo”, “Cleanse the crypt”, and “Defeat the Necromancer of Vorpo”, this series of tasks would be an example of linked tasks, completed sequentially, and where the final task “Defeat the Necromancer of Vorpo” completes the quest line.
An example of a storyline chapter being completed is when a major event is resolved, or a game content section of the story has been completed. These types of events are usually specifically announced by the Lore Master, or if you’re playing through official game content, when each chapter ends and begins, it is clearly outlined within each content release.


Whenever players complete quests, tasks, or other events, the Lore Master may track these victories and assign Renown to the characters. Their Renown value is what determines their social modifiers throughout a specific region. Each region has four tiers of positive and negative Renown Status. The “positive” statuses are Citizen, Noble, Hero, and Legend. The “negative” statuses are Criminal, Offender, Villain, and Overlord.
Examples of each of these structures and their benefits are provided below:
Renown Regions and Factions
A “Region” is any area defined by game content or the campaign Lore Master, and that is used in the campaign format game. Most Regions are large areas, such as islands, independent continents, counties, cities, or any specific area. Renown Points can be tracked on multiple levels if desired, such as city Renown, County Renown, State Renown, Country Renown, etc., but in these scenarios, it is recommended that the overall Renown Point requirement or reward per Renown Status is scaled for a more balanced structure. When determining the amount of Renown Points required per regional area, consider the amount of influence required for the character to influence a space of that specific size or structure.
The following on the right is an example structure you can use for your Campaigns:
Renown Status | City | County | Capitol | Continent |
Citizen | 25 | 60 | 100 | 200 |
Noble | 50 | 110 | 200 | 375 |
Hero | 100 | 230 | 375 | 750 |
Legend | 250 | 450 | 750 | 1500 |

Region - Positive Influence Renown Statuses | |||
Status & Required Points | Description | Social Effect | Bonus Effect |
(None) (0 to 24) | You are not known in this region. You have not yet acquired a Renown status in this region. | (None) | (None) |
Citizen (25 to 49) | You are considered a citizen of the region or friendly to it. You are commonly found in the region are accepted throughout. No specific actions taken against player characters by any specific group outside of previously established enemy factions. |
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Noble (50 to 99) | You are known throughout the region by residents and governmental officials, noble houses, and social hierarchies. Player characters will be welcomed or acknowledged by common inhabitants of the region they are not enemies to. Some NPCs may recognize player characters by name or appearance. Enemy factions will periodically send agents to interfere with the player characters. Hostile factions will threaten or directly attack players based on their alignment. |
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Hero (100 to 199) | An essential piece of the region’s societal balance and involved in all the inner workings of the region, these characters are now a part of the established history of the region. Most NPCs in the region know the player character by name, description, and appearance. Enemy factions will prioritize player characters as targets and actively plot against them. Local governments and guilds will work with the player characters or hire them directly. |
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Legend (200+) | Some vendors and merchants will refuse to assist, based on faction. Friendly merchants and vendors will sometimes offer free or discounted services. Guilds and government agencies in the region treat player characters as distinguished guests. In hostile faction territories or when confronting hostile factions within the region, low-level enemies will not attack without a leader present (Your Hero being feared by reputation). In friendly regions, player characters can convince NPCs to join them as temporary party members, some NPCs will seek out player characters and offer them gifts and request their assistance. Most friendly citizens of the region tell stories or song about the player character’s exploits and deeds. |
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Region - Negative Influence Renown Statuses | |||
Status & Required Points | Description | Social Effect | Bonus Effect |
(None) (0 to -24) | You are not known in this region. You have not yet acquired a Renown status in this region. | (None) | (None) |
Criminal (-25 to -49) | You are considered a criminal of the region or a threat to it. You have a negative history with the region’s guard or law enforcement. You are likely wanted for crimes committed and will be pursued by local guards and law enforcement. |
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Offender (-50 to -99) | You are actively pursued by guards and law enforcement and actively participate in illegal or unsavory behavior. Player characters have a strongly negative reputation amongst the regions. Your enemy factions will periodically send agents to interfere with the player characters. Hostile factions will threaten or directly attack players based on their alignment. |
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Villain (-100 to -199) | You are the central opposition of the region and are well known as a dark lord. Villain characters are now a part of the established history of the region. Most NPCs in the region know the player character by name, description, and appearance. Enemy factions will prioritize player characters as targets and actively plot against them. Local governments and guilds will make active efforts to stop you. |
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Overlord (-200+) | Most NPC characters will only assist you out of fear or obligation, based on faction. In the regions you control you may procure most resources without issue from your followers. Opposing Guilds and government agencies in the region treat Overlord characters as the primary enemy of the entire region. In hostile faction territories or when confronting hostile factions within the region, low-level enemies will not attack You without a leader present or being forced (Your Hero being feared by reputation). Your cruelty is epic and tales of your horror and dark reign scar the annuls of Havokk’s history. |
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Players can lose Renown Points in regions based on the actions they perform and the causes they support. For example, Renown can be lost in regions where the player characters avoid or abandon the region in times of need or turmoil. Sometimes, Renown Points can be lost as control of regions changes and various factions alter the controlled areas in a region.
Depending on the circumstances, the Lore Master may determine that completing or not completing a Task, Quest, or Storyline Chapter can reward a variety of items: experience, currency, or even cards, but when rewarding Renown Points, depending on whether the action is considered “Positive” or “Negative” determines a positive or negative amount of Renown Points are awarded. The Lore Master determines the specific amounts of Renown Points awarded per specific event, based on the examples above or at their discretion.
When characters achieve a Renowned Status tier, the effects are applied at the beginning of the next day. Similarly, if characters move from a higher tier to a lower tier, the effects are applied at the beginning of the next day as well.


The various factions of Havokk each have their own agendas, goals, and quests that align with their interests, each of which can be explored by players and the Lore Master's design. For some factions, you face them as opposition, and the quests and interactions you experience through your Campaign provide an ongoing threat to the safety of the party and game world. For others, these become trusted allies and provide players with opportunities to explore the game's content and adventure in new or unique ways tied to those factions. Depending on the Renown level players have earned with each of these factions, they will receive various bonuses, discounts, and abilities to aid them in their adventures.
Players are considered members of these factions once they fulfill the required criteria mentioned in each faction's description and when they have acquired the renown required per the first tier of each faction. If a player has not acquired enough renown for the first tier of the faction's ranks, they do not receive any bonuses or perks associated with the faction, even if they meet the other requirements mentioned.
For each of the game's main story-based factions listed below, there are the recommended traits associated with each Renown tier. Click on an expanding section to learn more about each faction.
Embodying the endless fury of Lylath’s hatred towards darkness, death, and the presence of the Void, Archons of the Light are the elite warriors of the Matron deity. Bestowed with the ability to harness, absorb, and shape light in weapons and armor, Archons of the Light are Lylath's brutal enforcers and defenders of the Light against the Void. When Lylath finds followers ready to pledge not only their beliefs, but the very body they are bound to, these followers' sacrifice allows Lylath to control them from that point onward in exchange for the power of the Archons. Some see this sacrifice as an ascension, but some resent Lylath and the Archons for stealing those dear to them away for Lylath’s endless crusade against the darkness.
The Archons themselves are from all walks of life and can have abilities from their former lives and selves. If an Archon was previously an assassin, for example, Lylath would retain their skills and memories related to that role but strip away the personal components. This makes everyone an Archon, a completely obedient and effective soldier against the forces of darkness.
Faction Leader: Lylath (The Matron) Faction Headquarters: Havokk
Faction Requirements:
Players are awarded Renown with this Faction when they do any of the following after joining:
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Renown Status | Description | Social Effect | Bonus Effect |
Legionnaire (25 to 49) | Entry-level warrior in the regiment of the light. Dedicated to the cause, recognized as serving the Matron. |
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Protector (50 to 99) | Established member of the Archons. Status and infamy come with your presence amongst the faction members. Fear and resentment experienced by followers of the Void. |
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Radiant (100 to 199) | A true hero of the faction, you are an elite archon. Your name is known and feared amongst lesser beings of the Void, and your reputation is known amongst the champions of Darkness as one to fear. You are an embodiment of what Archons strive to achieve. |
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Lightbringer (200+) | A leader within the faction, the Matron herself trusts you with specific tasks and direction to carry out her will. Faction members are often found praising you for your devotion to the light, as you are an example to them and what they could hope to achieve. You are a sworn enemy of the Void, feared and revered as one of the most elite Archon warriors. You are considered an active threat to the Void. |
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Though generally associated with the dark because of their active agents, the Assassin’s Guild is technically a neutral organization per their ancient oath of ambiguity in the face of gold and death. The Assassin’s Guild was formed and operated on the founding principle that where all things may live, all things must die. Being compensated for a natural process is simply more efficient and productive.
The Assassin’s Guild is a mysterious organization operating from the murkiest shadows of Havokk. Each assassin worthy of the title and opportunity to join the guild undergoes training that makes even the deadliest killer into a nightmarish entity. Their specialized focus and dedication to their craft make assassins difficult to battle against in general, but if caught off guard by an assassin or if they get the drop on your character, you will likely not live to tell the tale.
Jala Skaithe, the Shadowed Hand, is the current guildmaster of the Assassin’s Guild. Little is certain about Jala Skaithe, current Guildmaster of the Assassins, save that her word is law within the Silent Sanctum. Known among guild members only as the Shadowed Hand, Jala is a figure of deliberate mystery. Even those who have stood in her presence question her true appearance, for she is rarely seen without a lacquered black mask shaped like a featureless face. To outsiders, her existence is little more than a rumor, spoken of in fearful tones as a myth used to warn children from wandering too far into the fog.
Faction Leader: Jala Skaithe Faction Headquarters: Gloomfen
Faction Requirements:
Players are awarded Renown with this Faction when they do any of the following after joining:
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Renown Status | Description | Social Effect | Bonus Effect |
Initiate (25 to 49) | Entry-level assassin of the guild. Often utilized as a lookout or assistant to a more tenured member of the guild. |
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Enforcer (50 to 99) | Active member of the guild, able to take contracts and initiate them with clients. Skilled in the trade, but holds no authoritative rank or presence within the guild. |
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Slayer (100 to 199) | You are known amongst your guildmates as a preferred agent of the guild. Guards and defenders of the realm have learned to fear you by reputation alone. The guild considers you an asset and actively assigns and offers marks to you. |
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Executioner (200+) | You are the embodiment of what the guild seeks to accomplish: swift death carried out effortlessly, as though death itself was sent to dispatch the mark. When you are confronting your marks, there is no escape; your opponents are considered dead as soon as your name has been called to claim them. |
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Most of the wealth controlled or exchanged on Havokk is through the Brokers of the One Tree, an organization of Squirk Elders and involved members from each of Havokk’s peaceful groups. Their organization is based out of the “One Tree,” an ancestral home to all the Squirk kind and a colossal ancient tree said to have been magically enhanced by the Elder Dragonkind to make it huge and powerful, as well as big enough for all the Squirks to call their home.
These Brokers are neutral both out of principle and financial security – by swearing no specific allegiance to any one nation or group, they work with all peaceful parties equally and ensure that all other parties they work with do the same. Players who associate themselves with the Brokers of the One Tree will find access to financial security anywhere they go on Havokk, whereas the Squirks have been trading posts, waystations, and shops all over the world to sell goods and services. Only those associated with the Chancellors of the Void do not associate with the Brokers, and even then, they will often still be amicable towards the Squirks in numbers, knowing that the Squirks' security and metallurgical inventions made them formidable opponents.
Faction Leaders: The Trustees (Council of Squirk Elders) Faction Headquarters: The One Tree
Faction Requirements:
Players are awarded Renown with this Faction when they do any of the following after joining:
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Renown Status | Description | Social Effect | Bonus Effect |
Affiliate (25 to 49) | The organization sees you as a reliable source to trade with and provide services to. Your continued support of the Brokers of the One Tree opens up additional opportunities and promotions. |
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Sponsor (50 to 99) | Your continued reliability in the business and free market trade industry has shown the Brokers of the One Tree that you can be trusted to speak on their behalf. You are treated as a special client in most of their establishments. |
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Representative (100 to 199) | You actively work with the Brokers and their interests. Wherever they do business on Havokk, your name is known and has been added to their registry of trusted members. You receive special discounts and privileges for your continued efforts to support the Brokers. |
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Partner (200+) | The Brokers of the One Tree have invited you to join their organization officially as a partner. This entitles you to profit sharing, discounts on services, and special offers or privileges anywhere the Brokers of the One Tree do business. |
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The true embodiment of evil upon Havokk, this organization consists of the worst inhabitants that Havokk has to offer. The founders of this dark cult: Zhakul, the Avatar of Pain, and the source of darkness upon Havokk. Aribus, dark deity of the Void and desecrator of life. Rhogar Oathbreaker, fallen paladin and knight of darkness. Xanathia, the Night Matron, cruelest witch and menace upon Havokk. Combined, they embody the worst that any species could offer, and their unified attacks upon Havokk relentlessly destroy any that get in their path. The Chancellors of the Void combined goals aligned with the Void's true purpose of wiping out all life. The Chancellors of the Void are spreading their destruction, pain, and violence across Havokk at an alarming rate and are widely regarded as the primary opposition of the realm.
As an organization, its criminal enterprise plagues Havokk, causing crime waves and fear in most cities, provinces, and towns. The constant attacks on the realm are a dark reminder of the wrath once inflicted by Dark Emperor Raxxus, and cause many to isolate themselves from the outside world. The inner structure of the Chancellors is more of a cult than anything else, where the figureheads of the faction rule through fear and unrivaled authority, enforced through violence and pain, even against their own ranks.
Faction Leaders: Aribus, Zhakul Faction Headquarters: The Void and Drok Scurat's Jaws
Faction Requirements:
Players are awarded Renown with this Faction when they do any of the following after joining:
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Renown Status | Description | Social Effect | Bonus Effect |
Thrall (25 to 49) | The Void's dark masters have noticed your bloodlust and desire to inflict harm. Your ambition aligns with their own, and for this, you are spared so that you might inflict more pain upon the living realm. |
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Blight (50 to 99) | You are actively viewed as a threat to the living upon Havokk. The Void's masters relish in the misery you inflict on others, and with each life you take, they grow prouder to include you in their ranks towards the annihilation of the living. |
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Tyrant (100 to 199) | Havokk fears your name and reputation. You do not leave survivors, and the bodies left in your wake are so numerous that Aribus and Zhakul themselves have honored you with powerful Void abilities. You are a champion of their dark purpose, a crusader of darkness. A leader amongst the broken and damned. |
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Abyssal (200+) | The Void is your home now, fulfilling its purpose, your only ambition. Lesser beings of darkness look to you as inspiration for their own dark deeds. You are a scion of darkness, and your connection to the Void is so strong that even Havokk's strongest heroes fear confrontation with you. A true being of darkness, an avatar of despair and pain. |
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The Coalition of Unified Havokk was the first true union of Havokk’s peaceful parties and continues to be so today. Including members of all species of Havokk, and having fortifications, hospitals, and humanitarian centers all over, they defend Havokk against threats to the innocent lives of the realm. The Coalition has maintained a foundation of nobility and benevolence as its founding principles. They continue to do the right thing now by defending those in need wherever possible and doing everything in their power to maintain peace throughout Havokk. The Coalition is equivalent to an organization such as the United Nations and has a similar goal and logic in mind – maintaining peace and partnership among all species and nations. The Coalition is accessible from any part of Havokk and has outposts or stations available throughout the realm.
Faction Leader: King Damien, the Coalition Council Faction Headquarters: Inegand
Faction Requirements:
Players are awarded Renown with this Faction when they do any of the following after joining:
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Status & Required Points | Description | Social Effect | Bonus Effect |
Consul (25 to 49) | Your contributions to a brighter future on Havokk have been noticed, and the Coalition admires your convictions. Whereas you have offered your time and ability to their humanitarian efforts, they, too, offer to assist you on your quest for the greater good. |
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Sentry (50 to 99) | You have gained rank amongst those who command the Coalition's forces. You are requested and deployed to projects and defensive positions that the Coalition has enacted. You are a respected member of Havokk's law enforcement and military forces. |
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Centurion (100 to 199) | You are a beacon of hope for a brighter future upon Havokk. Your deeds are known across the realm as being for the greater good of all. Others feel safer in your presence and trust that, even if they have not met you personally, you can be trusted to assist them when in need. Your opinion and station are respected amongst the Coalition's high ranking members. |
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Duke/Duchess (200+) | Reporting directly to the Council and King Damien themselves, you are a pivotal piece of the bright future that the Coalition hopes to achieve. You are included in the plans and operations set in motion, and are even awarded special privileges and resources so that you can continue your humanitarian efforts. |
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Named spitefully, to mock Lylath and her moniker of "the Matron," Xanathia leads this coven of witches, warlocks, and necromancers. Having amassed a following of dark-aligned beings after several devastating massacres and her unwavering dedication to empower herself through the teachings of the Void, Xanathia was driven to madness by the teachings of the same Void tome that drove others to madness and evil before her.
The cult was founded to support Xanathia’s operations to fulfill Aribus’ bidding. The coven practices a wide array of dark magics and evil rituals, and causes disarray for Havokk and Aribus’ enemies. The cult gathers the dead from each Chancellor of the Void attack and, through necromancy and the Void, raises these victims as endless legions for Aribus’ bidding. Those who join the Cult of the Night Matron are expected to fulfill Aribus’ grand design, to extinguish all life from the universe. Working for or with the coven can reward you with powerful dark magic at the cost of oneself. Those who do not see his secular vision and do not submit themselves wholly to the dark master are captured and used as experiments for Xanathia’s bidding.
Faction Leaders: Xanathia Faction Headquarters: The Umbral Necropolis (a network of tunnels beneath Havokk's surface)
Faction Requirements:
Players are awarded Renown with this Faction when they do any of the following after joining:
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Renown Status | Description | Social Effect | Bonus Effect |
Occultist (25 to 49) | As a new member of the order, you've shown that you have prowess and power, which can benefit the coven. Xanathia acknowledges your ability to control and manipulate dark or Void magic, and with your power, can further her own ambitions. |
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Hex (50 to 99) | A capable spellcaster and practitioner of Void magic, your ability to poison, decrepify, and curse your opponents has shown remarkable potency. You are known for your viciousness and how you take out this disdain for the living through your dark magic. |
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Maleficium (100 to 199) | The Void flows through you now, just as the power in your veins fills your spells with dread, death, and destruction. Xanathia considers you an asset to both her cult and the Void, accepting you amongst her inner circle. You are no stranger to dark rituals and practices, and they only embolden your already impressive desire to inflict harm. |
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Void Magus (200+) | Reality bends and breaks to your will, as your ability and control over Void magic strikes fear into even dark hearts. Heroes from across the realm fear you, knowing that you may strike from the shadows or openly without remorse or restraint. Your dedication to the Void and Xanathia's ambitions has awarded you with a place amongst the coven's inner circle. |
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The Defenders of the Sovereign Leaf were founded in part by Master Kuzuryu and an order of ancient Dragonkind monks, who, when Kuzuryu felt he was ready, passed over control of the order’s temple to his pupil and hero, Axel. As a leader, Axel trains his monks vigorously and is determined to protect the temple and Havokk from threats of the Void. Offering their services both in the ways of teaching life’s enlightening path and defending the innocent lives of Havokk from dark forces and warring nations. The Defenders get their name from the “Dream Flake,” a mystical herb that empowers Dragonkind and can inebriate or even incapacitate other species.
The Defenders of the Sovereign Leaf are devoutly neutral to warring politics and the ongoing battle of Light vs Dark. Each monk swears an oath of neutrality and to protect life itself, which is what truly matters. They will deploy themselves or take on requests from anyone in need of someone to defend them, whether the threat be mortal, Dark, Chaotic, or otherwise.
Faction Leader: Axel Faction Headquarters: Temple of the Sovereign Leaf
Faction Requirements:
Players are awarded Renown with this Faction when they do any of the following after joining:
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Renown Status | Description | Social Effect | Bonus Effect |
Monk (25 to 49) | A newly trained and accepted member of the Defenders, you have become more self-aware, and that of Havokk at large. You see the paths laid out before you and choose the path of development. |
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Enlightened (50 to 99) | Your journey of self-discovery and growth has shown you a better path, not only for yourself but for those you've sworn to protect. Havokk's Heroes need not be deities, but only those who have chosen to do the right thing as you have. |
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Elder (100 to 199) | The teachings of the Defenders and their Masters have led you to unlock an inner strength you always had but never knew how to access. You are respected by those you defend, and feared by those you battle. You have awoken your inner power and continue to rise as a Defender. |
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Master (200+) | As a master of the Defenders, your experience and fortitude are unrivaled in the face of opposition. You are a bastion of hope and vigilance in the face of adversity, and those who encounter you know that they must not do so lightly. You will defend Havokk to your last breath, not that anyone would be able to take that from you. |
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An ancient order of mages, sorcerers, scholars, and magical beings, the High Mages of Dhulahan were created to help maintain balance and order amongst the Nelven populus and magical community of Havokk. The order was founded upon the principles of Dhula, the sister being and progenitor of the Nelven race alongside her brother, Agnememnon. Dhula was a powerful mage and was said to be able to perform amazing feats with little to no effort because of her connection to Havokk.
The main catalyst for the order being founded instead of just the Nelven High Council continuing to rule over their species was that Nelven hold a strong connection to magic, and over the ages, more and more Nelven were straying from their ancestral homes and roots to lead simpler lives in other areas of Havokk. What was once a school dedicated to the growth and development of magical culture was elevated to a national organization dedicated to the preservation of their culture and affinity towards Havokk’s mystical energies. In the current setting, the order actively works to study and investigate the Ytaxian phenomenon, and they study the effects of Chaotic energy on Havokk. Their leader, Kinedas Liadon, is a powerful mage and has been the leader of the order for several centuries.
Faction Leader: Kinedas Liadon and the Nelven High Council Faction Headquarters: Temple of Dhula
Faction Requirements:
Players are awarded Renown with this Faction when they do any of the following after joining:
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Renown Status | Description | Social Effect | Bonus Effect |
Apprentice (25 to 49) | Your desire for knowledge and understanding of Havokk's mystical energies has led you to an order that seeks to do just that. As an apprentice of the High Mages of Dhulahan, you are awarded access to an ancient library of knowledge and an entire world of wonder. |
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Enchanter (50 to 99) | Now an accomplished spellcaster and mage, you find that your control over magical energy has opened up many possibilities to do good within the realm. You seek out those in need both for the greater good and to further your study of the mystical arts. |
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Wizard (100 to 199) | A true mage, your focus on understanding spellcraft has made you a formidable opponent and trusted ally. You are considered not just an adept of these forces, but a true practitioner of magic that even the Nelven ancients would praise. |
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Archmage (200+) | The High Mages consider you an equal, and your commitment to learning, the preservation of spellcraft, and practice earns you their trust and support. You are not just an individual who uses spellcraft; you are one whose spellcraft is known. Lesser mages come to you seeking wisdom and guidance on their own journey to understanding these powerful forces. |
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Mako, the “The Greatest White Shark,” is a fearsome Sharkmen who has taken over a small cluster of isles known as Thresher Reef. Calling their conquered archipelago their base of operations, Mako and his hordes of pirates are known for regularly causing havoc and dismay on all those around them. Generally, associating with Mako’s Pirate Hordes means that you are accustomed to a life of swashbuckling, crime, danger, or life at sea. Mako, a Sharkmen fiercer than any before him, claimed Thresher Reef because of its historical connection to Sharkmen lineage, and is supposedly the ancestral home of their species. Those who acknowledge Mako as the “Pirate King” and respect Sharkmen culture are usually able to leave the island intact.
A requirement of being a member of Mako’s Pirate Hordes is that you contribute portions of your “booty (currency, treasure, etc.)” to Mako in exchange for his “protection” as well as for “the good of the pack” as Mako claims, treating his pirate hordes the same as a hungry nest of Sharks. Mako also requires fealty and acting on his whims and desires when called upon. However, for those who comply, the rewards are often enough to keep them loyal.
Faction Leader: Mako Faction Headquarters: Thresher Reef
Faction Requirements:
Players are awarded Renown with this Faction when they do any of the following after joining:
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Status & Required Points | Description | Social Effect | Bonus Effect |
Scallywag (25 to 49) | You have shown your mettle to the pirates of Mako, and that you are ready for a life at sea, raiding and razing with the best of them. You still have to scrub the deck, though. |
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Swashbuckler (50 to 99) | Life at sea suits you, and you find that the open air and sea breeze invigorate your soul. Daring sword fights, wild adventures, and treasure hunting fill your life with purpose. |
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Buccaneer (100 to 199) | A true pirate and scourge of the open seas, your infamy as a rapscallion and renegade of open waters is known far and wide. Your reputation as a sailor and your ability as a combatant are spoken of in pirate shanties and legend alike. |
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Marauder (200+) | One of the elites amongst the pirate hordes, you are second only to Mako himself. The Marauders are his tried and true pirates, having experienced the fiercest storms, deadliest opponents, and acquired the greatest loot that Havokk has to offer. You are often requested aboard Mako's private vessel for voyages and missions with the Pirate King. |
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As one of the largest sovereign nations of Havokk, Phyreno was an island nation inhabited by a race of sophisticated scholars, artisans, and crafters. As a nation created on the principles of embracing creativity and encouraging collaboration amongst peers, this peaceful nation has long been a shining example of what the world should aspire to be. Phyreno was eventually taken into a siege that wiped out much of the culture and grace of the nation. Eventually, the nation was able to recover and rebuild, but it has been cautious of outsiders ever since. It wasn’t until many years later that an eventual truce with the Coalition of Unified Havokk was able to convince Phyreno to join them in protecting all of Havokk.
The Nation of Phyreno is not as it once was, but aspires to be. Still a nation of acceptance, arts, learning, and creativity, the now-guarded population follows their beloved King Raymond and Queen Camilla. Camilla’s brother is King Damien from the Coalition of Unified Havokk and is the son of Queen Roselyn Valeria, a prior ruler and warrior who defeated Dark Emperor Raxxus. Now, Camilla and Raymond strive to give their nation what Raxxus once took from them. Earning the respect of her people and convincing them that her brother is a benevolent king, Camilla now strives to have Phyreno rejoin Havokk and work towards a brighter future for all.
Faction Leaders: King Raymond and Queen Camilla Faction Headquarters: The Alabaster Keep, Phyreno
Faction Requirements:
Players are awarded Renown with this Faction when they do any of the following after joining:
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Status & Required Points | Description | Social Effect | Bonus Effect |
Constable (25 to 49) | Your contributions towards Phyreno have earned you a station and place amongst the people of Phyreno. You are not just a visitor to their island nation, you are a welcome guest. |
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Lord/Lady (50 to 99) | Ongoing assistance with the rebuilding and upbringing of the nation has earned you a significant title and stature. You are known throughout the islands as a respected member of their nation and community. The King and Queen invite you to social gatherings, and respect your opinions and input regarding the well-being of the nation. |
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Baron/Baroness (100 to 199) | You are considered an official resident of the nation and are an honored guest at social gatherings and performances. Your ongoing contributions to the nation are met with gifts and welcoming citizens. The King and Queen include you as an official member of their courts and proceedings regarding the nation as a whole. |
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Governor (200+) | You have earned a place in the hearts and minds of the nation. You have earned your own section of property on the isle, and with that, the royal family expects that you will treat the people as your own, caring for them and leading them through the era of prosperity and growth that you have helped usher in. You have earned great political and social status, power, and respect amongst the nation. |
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Chimeraxion is a shard of Ytaxia’s true strength, but through this strength, Chimeraxion has shown terrible power. Those who choose to accept this power and work to bring its progenitor back from its prison within the Void are known as members of the “Order of the Remnant.” The “Remnant” was intended to be a derogatory name for Chimeraxion by the Chancellors of the Void, but Chimeraxion willingly accepted this title, as it was clear to Aribus, Zhakul, and their followers that they should be grateful they faced only a piece of Ytaxia’s fury.
Chimeraxion and its followers will allow players to join or associate with the Order of the Remnant, but will not openly seek out or invite players this way. The Order of the Remnant members are almost always peaceful in city environments, and the truly “devout” can commune with Chimeraxion directly, offering an opportunity to spread wisdom, teachings, and attempt to dissuade the misinformation about Ytaxia. There are some who the Chaotic energies’ exposure has warped and changed them to the point of no longer being able to control themselves, which is part of why Havokk’s peoples don’t fully trust the order. Being an Order of the Remnant member means working to repair the relationships between species and assist in bringing Ytaxia to Havokk.
Faction Leader: Chimeraxion Faction Headquarters: Agnememnon Ruins
Faction Requirements:
Players are awarded Renown with this Faction when they do any of the following after joining:
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Status & Required Points | Description | Social Effect | Bonus Effect |
Flux (25 to 49) | As you have learned to accept chaos not just in your body, but also in your way of life, you've discovered that being accustomed to change suits you and your lifestyle perfectly. The Ytaxian energy flowing through has enriched your being and your perspective. |
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Entropic (50 to 99) | You have embraced the physical, mental, and ideological changes of chaos as a requirement to advance not just yourself, but Havokk as a whole. You embrace Ytaxia's will as your own, and spread chaos literally and figuratively wherever you go. |
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Metamorphose (100 to 199) | Your body is an extension of the will of chaos: able to change and develop into new and unforeseen forms at will. Your ability to change and adapt to your situation channels the true nature of the Ytaxian: chaos is eternal, its form shifting and ever-changing to align with a universe which does the same. |
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Incarnation (200+) | Chimeraxion has acknowledged you as an avatar of Ytaxia and the will of chaos. With your powers over chaos truly taking hold of your being, you have forfeited your prior life and now exist as one with the chaotic energies of Havokk. You are an extension of the universe's will and desire to grow and change. |
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A noble order of dukes once made a promise to an ancient being to protect the sanctity of life at all costs. They fulfill this purpose and consider this the true mission of the Templar: to raise a shield for those who cannot raise one for themselves; to shine the light of hope where darkness has spread doubt and fear. The Templar Order is the first and last line of defense because the threat is ended before there is ever a need for further support. The Templar Order despises the Void and their admiration of death, cruelty, and pain. Working with the Templar Order is a righteous path that will encourage you to do more for the common good of all.
Avisary, the current leader of the Order, upholds their beliefs and moral values more impressively than any of those before him in the position of High Templar of the Order, so much so that he was awarded the sacred relic “Svalin Eterna” as his shield. The shield is not only an impressive tool and defensive item, but also a sigil of significance to the Templar, whose combat style and methodology are based on a shield-oriented combat style.
Faction Leaders: Avisary, and the High Templars of Justice Faction Headquarters: Grand Hall of Order
Faction Requirements:
Players are awarded Renown with this Faction when they do any of the following after joining:
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Status & Required Points | Description | Social Effect | Bonus Effect |
Ward (25 to 49) | A newly trained Templar of the Order, your desire to protect those in need outweighs your fears and steels your convictions. A weapon against the darkness, a shield of light to burn away the shadows of war. |
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Aegis (50 to 99) | The Shield is an extension of your form; your ability to wield it with deadly precision has saved the lives of many. Used as both a tool and a sigil of your purpose, you are a templar, tried and true. |
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Protector (100 to 199) | Sacrifice and pain are tools of darkness, but they are also the hallmarks of the Protector. The pain you must endure to protect the innocent, and the sacrifices you make for their future, are where you find your resolve and purpose. Your will is vigilant, as is your form and stance. A true shield against the dark. |
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Guardian (200+) | A bastion of mortal prowess and unwavering durability, you are the unstoppable opposition that darkness fears. The shield is no longer just a weapon or tool; it is a symbol of hope and justice that you carry with great honor. Your life and purpose have become more than just your own story; you are the reason that others may continue theirs. |
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An order of nomadic do-gooders, the Guiding Light is known throughout Havokk as a true sense of good. Following the principles of their founder, Uutu, this group spreads its members far and wide, encouraging compassion and conviction in treating others respectfully and equally, and embracing equality. To those who knew Uutu as a physical being upon Havokk, they knew him as an elder mortal who sacrificed himself to save a small village and who always promoted doing the right thing for everyone.
The Guiding Light, including Olivia as a prominent member, dedicates its lives to doing the right thing wherever it is needed. There is no specific rank or leadership amongst the guiding light, merely those who follow the path or do not. This leads many outsiders to assume that they are more of a religious organization due to the lack of defined structure or organized rankings, though the Guiding Light itself doesn’t specifically identify itself as a “religious” organization despite following the founding principles of Uutu. The Guiding Light only requires that its followers uphold a specific lifestyle and swear an oath to uphold their principles.
Faction Leaders: Uutu Faction Headquarters: There is no formal headquarters for this faction.
Faction Requirements:
Players are awarded Renown with this Faction when they do any of the following after joining:
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Status & Required Points | Description | Social Effect | Bonus Effect |
Guide (25 to 49) | Your innate sense of good and desire to help others have led you to the teachings of Uutu and Guiding Light. Seeking out a path of enlightenment and benevolence, you find that sometimes you must be the light of change you wish to see. |
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Beacon (50 to 99) | You are a prominent healer and medic, assisting those in need and sparing many from a grisly fate within the Void. You have shown others that doing good requires only the bravery and tenacity to do so. You light the path that Uutu sought for all to follow. |
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Illuminated (100 to 199) | You are the light that casts away the shadows of doubt and fear upon the battlefield, and where it is needed. Your presence inspires others, and the healing force you bring revitalizes bodies, minds, and souls; your light shining brightly as both a shield and a weapon against the darkness of the Void. |
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Radiant (200+) | The light of Uutu and Havokk shines brighter through you. You are the embodiment of good and an icon of the realm. Your deeds in the face of adversity drive others to seek out the good in themselves. Your healing abilities don't just restore those around you; they give new reasons to persist, emboldening the forces of the light to stand forever vigilant against the darkness of the Void. |
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Using the Cards
Included in this section are the rules and descriptions associated with card-related elements and using the game cards themselves. Characters, Events, Items, Skills, Spellcraft are covered in more detail, and the rules corresponding to them.
Expanding your Realm
Included in this section are the resources related to non-card game elements, such as the Player leveling system, Alignments & Factions, Movement, and other related items.
Lore Master Rules
Included in this section are the resources available to Lore Masters, expectations for their rule, and recommendations on running Campaign Format adventures.