Organizations/Factions

Nexus Admininstration

Administrator
In the realm of Zrada, power is shaped by a vast network of guilds, noble houses, religious orders, and secret factions, all of which recognize and influence the actions of every island. Those standing are determined by ability, reputation, and proven deeds, with higher circles of influence remaining closed to the untested, though the bold may attempt to rise beyond their station at great personal risk. Interactions with these factions often involve their agents; knights, scholars, priests, assassins, and informants; and every success or failure carries lasting consequences. The factions are listed below.​

The Black Fang Armada
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The Black Fang Armada is a dreaded coalition of pirate fleets that rules the lawless waters of the medieval world with blood and iron. More than simple raiders, they are an organized maritime power, their black-sailed warships marked with the sigil of a fanged maw biting into a shattered crown. Coastal villages, merchant guilds, and even lesser naval powers speak their name in hushed tones, for the Armada does not merely plunder; it conquers, leaving broken ports and burning harbors in its wake. The Armada is composed of multiple crews bound together by oath rather than blood, each led by a Fang-Captain who commands their own ship yet answers to the High Fang, the elusive warlord who unites the fleet. Loyalty within the Armada is forged through survival and shared spoils; betrayal is answered with ritual execution, often carried out publicly to instill fear. Their ships are brutal and imposing; reinforced hulls clad in iron plates, jagged prows designed to tear through enemy vessels, and decks bristling with harpoon launchers, chain-hooks, and alchemical fire. Boarding actions are their favored method of battle, turning naval engagements into savage, close-quarters slaughter.

The pirates of the Black Fang Armada are a ruthless mix of outcasts, exiles, former soldiers, sea-raiders, and cursed beings drawn to the freedom and violence of the open ocean. Many bear ritual scars or carved teeth worn as trophies, symbols of kills claimed in boarding combat. They worship no single god, but many revere ancient sea spirits or forgotten war deities, offering blood to the waves before major raids. Though brutal, the Armada operates by a strict internal code: strength is law, spoils are shared by merit, and any who falter in battle are cast overboard or left behind without hesitation. Beyond piracy, the Black Fang Armada acts as a shadow empire upon the seas, controlling smuggling routes, enforcing tolls on weaker ports, and selling their blades to warring kingdoms when the price is high enough. Some rumors claim they seek more than gold; that the High Fang hunts for a legendary relic buried beneath the ocean, one capable of granting dominion over the tides themselves. Whether myth or truth, one thing is certain: when black sails rise on the horizon and iron fangs glint in the sun, the sea itself seems to recoil, for the Black Fang Armada brings ruin wherever it sails.
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Hierarchy of the Black Fang Armada

The High Fang (Supreme Warlord of the Armada)
The High Fang is the absolute ruler of the Black Fang Armada, commanding the loyalty of every ship and crew beneath the banner. This title is not inherited—it is taken through conquest, betrayal, or overwhelming strength. The High Fang sets the Armada’s long-term goals, declares major raids or wars, and arbitrates disputes between Fang-Captains. Their identity is often shrouded in secrecy, and many believe this is deliberate, allowing fear and legend to amplify their authority.

Fang-Captains (Lords of the Black Sails)
Each Fang-Captain commands a single warship or a small flotilla and rules their crew with near-total authority. They answer only to the High Fang and are expected to bring tribute, spoils, and victories to the Armada. Fang-Captains are selected through dominance—either rising by defeating a former captain or proving themselves in devastating raids. Failure, cowardice, or prolonged weakness often results in execution or mutiny sanctioned by the Armada.

Blood Navigators (Masters of the Sea and Stars)
Blood Navigators are rare and highly valued specialists who guide Armada ships through treacherous waters, cursed seas, and unnatural storms. Many are rumored to use forbidden charts, sea magic, or blood-rituals to read the tides. Though they do not command crews, even Fang-Captains treat them with caution, as losing a Blood Navigator can doom an entire fleet.

Ironmates (Enforcers and Officers)
Ironmates serve as lieutenants aboard Fang ships, overseeing discipline, combat formations, and the division of spoils. They enforce the Armada’s code with brutality and are often chosen for their cruelty, loyalty, or sheer physical dominance. An Ironmate is one step away from captaincy and is expected to challenge for higher rank when strong enough.

Chainmasters (Keepers of Spoils and Prisoners)
Chainmasters manage captured wealth, slaves, and prisoners, ensuring tribute reaches the High Fang and that none attempt escape. They oversee ransoms, executions, and forced labor below deck. Many Chainmasters are feared more than captains, as they decide who lives long enough to be sold and who feeds the sharks.

Fang Raiders (Veteran Reavers)
The Fang Raiders are seasoned pirates who have proven themselves in boarding actions and open combat. They form the backbone of every raid, leading charges across enemy decks and breaking resistance with ruthless efficiency. Raiders earn higher shares of plunder and are eligible for promotion into Ironmate ranks.

Deck Reavers (Common Crew)
Deck Reavers make up the bulk of the Armada’s forces—sailors, fighters, and laborers bound by fear, greed, or desperation. Advancement is earned through bloodshed and survival; those who hesitate or falter are quickly culled. Life among the Deck Reavers is harsh, but the promise of plunder keeps many loyal.

Keelbound (Thralls, Pressed Crew, and the Condemned)
At the lowest rung are the Keelbound—prisoners, slaves, or forcibly recruited sailors who serve as expendable labor. They man the most dangerous tasks and are often used as shields during boarding actions. Survival alone does not earn promotion; only exceptional violence or utility can elevate a Keelbound into a Deck Reaver.​
 

YatoruSenpai

Administrator

The Blade of Night

The Blade of Night is a secretive and feared organization devoted wholly to Aiko, Goddess of the Night, whom they revere as the embodiment of silence, inevitability, and merciful darkness. To the Blade, night is not evil—it is necessary. Under moonless skies and veiled stars, they act as Aiko’s chosen instruments, believing that unchecked light breeds arrogance, tyranny, and chaos. Their assassinations are not wanton slaughter but divine corrections, removing threats before they can plunge the world into open catastrophe. Every kill is ritualized, every mission sanctified, and every blade consecrated beneath prayers whispered in the dark.
Beyond assassination, the Blade of Night excels in espionage and subjugation, infiltrating courts, guilds, temples, and even armies. Through blackmail, fear, and precise violence, they bend nations without ever ruling openly. Those who resist are made examples of; those who submit often never realize who truly holds their leash. Operatives are trained to erase themselves from history—no banners, no glory, no songs—only outcomes. To serve the Blade is to surrender one’s former name and life, becoming a shadow guided solely by Aiko’s will, until death or disappearance claims them as it has so many before.
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Hierarchy of the Blade of Night

1. Eclipse Sovereign
The supreme leader and direct voice of Aiko. Rarely seen, their commands are treated as divine law. To question the Eclipse Sovereign is heresy.
2. Nightbound Council
A small circle of elder operatives and seers who interpret Aiko’s will, plan large-scale subjugations, and decide which kingdoms live in peace—or fall into darkness.
3. Umbral Exarchs
Masters of regions and continents. Each oversees networks of spies, assassins, and informants, ensuring the Blade’s influence remains absolute yet unseen.
4. Duskblades
Elite assassins entrusted with high-value targets: kings, archmages, generals, and divine heretics. Their blades are said to strike before their presence is ever felt.
5. Veil Stalkers
Espionage specialists who gather intelligence, manipulate factions, and destabilize enemies from within. Many never kill—information alone is their weapon.
6. Shadow Adepts
Fully initiated members trained in stealth, poison, interrogation, and ritual combat. They serve as field operatives and executioners.
7. Night Initiates
Recruits undergoing brutal indoctrination and training. Their identities are stripped away, replaced only by a number and the promise of the blade.
8. Gloombound
Disposable agents and informants embedded in cities and organizations. Some serve willingly; others never know they serve at all.​

Aiko’s Doctrine — The Gospel of Night

To the faithful of Aiko, Night is not absence, but truth revealed without distraction. Light exposes only what it wishes to be seen; darkness reveals what cannot hide. Aiko teaches that mercy is found not in forgiveness, but in ending suffering before it can spread. Death delivered in silence is considered sacred, sparing the world the agony of prolonged tyranny, corruption, or hubris. Emotion is not forbidden—but it must never rule the blade. Fear, grief, love, and rage are tools to be mastered, not indulged.
The Blade of Night believes that history is written not by kings or heroes, but by those who decide who is allowed to exist. Aiko does not demand worship through temples or song—only through results. If peace follows bloodshed, then the blood was justified. If shadows prevent war, then shadows are holy. Above all, Aiko’s doctrine teaches inevitability: every life ends, every empire falls, and the night will always return. The Blade exists to ensure that this return is controlled.​

The Commandments of Aiko

  1. Thou shalt strike unseen.
    Glory is a sin; anonymity is devotion.​
  2. Thou shalt kill only with purpose.
    Death without reason feeds chaos, not night.​
  3. Thou shalt not lie to the Nightbound.
    Secrets are sacred—but betrayal is unforgivable.​
  4. Thou shalt become lesser, so the world may endure.
    Ego blinds the blade.​
  5. Thou shalt show mercy through finality.
    Hesitation is cruelty.​
  6. Thou shalt never reveal the Blade.
    If the world knows your name, you have failed.​
  7. Thou shalt obey the Eclipse Sovereign.
    Their will carries Aiko’s shadow.​
  8. Thou shalt accept death without protest.
    The Night claims all things equally.​

Initiation Rites of the Blade of Night

The Rite of Severance
Initiates are stripped of their names, possessions, and histories. Each must carve their former name into black stone and shatter it beneath moonless skies, symbolizing the death of their past self.
The Vigil of Silence
For three nights, initiates are sealed alone in total darkness without food, sound, or magic. Hallucinations are common. Those who scream, pray to other gods, or beg for light are never released.
The Blooded Oath
Survivors swear fealty to Aiko, cutting their palm and letting blood drip onto a consecrated obsidian blade. From that moment, their life is forfeit to the Night.
The First Shadow
Each initiate is assigned a target deemed “necessary.” No aid. No witnesses. Success marks full induction. Failure results in disappearance.​

Assassination Rituals

The Moonless Prayer
Before a sanctioned kill, operatives whisper Aiko’s prayer, asking not for forgiveness—but for precision.
The Silent Cut
Targets must never see the killing blow if avoidable. Surprise is considered sacred.
The Mark of Passing
After death, a crescent-shaped cut is placed near the heart or throat, signifying the Night’s claim.
The Veil Withdrawal
No body is celebrated. No proof is left. The world must question whether the death was natural, deserved, or inevitable.​

The Schism — The Gilded Dawn

Within the Blade of Night arose a traitor faction known as The Gilded Dawn, former members who believed Aiko’s doctrine had grown too restrained. They rejected silent correction and instead embraced terror as domination, believing fear should be visible, theatrical, and absolute. Where the Blade erased itself, the Gilded Dawn left symbols, messages, and massacres designed to break entire populations at once.
They claim Aiko has grown distant and that Night must rule openly, not from the shadows. Some whisper that the Dawn is influenced—perhaps unknowingly—by the Progenitor, feeding on fear rather than balance. Their assassins wear faintly reflective armor, a blasphemy to the Blade, and allow survivors to spread tales of horror.
The Eclipse Sovereign has declared the Gilded Dawn Excommunicate and Kill-on-Sight.
Yet troublingly, the Dawn knows Blade secrets—safe houses, codes, even rituals—suggesting that someone high within the Nightbound Council once walked their path.
And in the deepest shadows, some fear the schism was not an accident—
—but Aiko’s test.​
 
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