Shadows of Dakaron

The World of Dakaron – a unique fantasy setting that has everything from a creeping desert, a living forest, powerful beings struggling for control behind the scenes, and a variety of races and cultures trying to survive it all.

Feral Cadre

Faction Type: Criminal, Purpose Driven

Description: Shortly after the Eternal Day, a group of therianthropes fled Grankkan for the mainland. They were escaping an increased hostile presence, hunters and Y’Scun that were tracking them down and killing them. This was due to the Rashon Isthmus being destroyed, freeing the Y’Scun monks to start eradicating evil from the rest of the island nation. The werecreatures fled to the mainland, followed by a few hunters like Arens, and found that they were better able to hide among the scattered and divided peoples of the Land. They ended up creating an organization for evil shapechangers under the mantle of Karaan the Beast.

Alignment: CE

Beliefs: The werecreatures of the Feral Cadre believe in the survival of the fittest. Only the most powerful deserve to live and prosper. This power does not just need to be physical strength; it can be finesse, intelligence, magic, or even wealth and societal renown.

Goals: Nominally, to provide a safe place where all shapechangers can be free to be themselves, but in reality, it’s for the evil shapechangers to be able to indulge in their bestial lusts. They will advance the group’s influence and wealth for only this purpose. In addition to evil shapechangers, many evil shifters also join the guild, seeking to refine and bask in their animal side.

Guild Structure: The mighty makes the rules. Currently, a weretiger named Acid Clatic rules the guild.

Guild Control: Feral Cadre claims dominion over shapechanger activities, and they will not hesitate to take out any rivals. Despite the power inherent in their abilities, the guild itself is very weak in power due to the disorganization and chaotic nature of the creatures, and any control they hold is minimal.

Guild Activities: 

Guild Security: Feral Cadre doesn’t care what you do, as long as you leave them alone. Leave, stay, try to ascend the ranks, sit on your rump…just do not betray another member to one of the hunters.

Guild Base: Feral Cadre is based out of Falmut, in a castle on the edge of the Sultan and Sultana’s realm.

Guild Area of Influence: There are many sects located all across the northwest, with Fornrew, Falmut, Erthasa, Egremont, and Grear the primary focus. They also have some well-placed members in Karam and Corte. Strangely enough, they have not gained any foothold in the Swamps of Stitei or the Imperial Land.

Allies: Karaan the BeastFists of Heramarthe Circle of Iron, the RavagersSeventh Council, the Argil Masquerade

Opponents/Rivals: Brotherhood of the Dog, Arens, Drusila, Verdant Strands, Imperial Order, Sect of Night

Distinctive characteristics: 

Typical Quests: