Player-friendly NPC
As player-friendly NPCs, you help us to portrait the world and its laws, secrets and problems in a particularly immersive and exciting way. You are quest givers, play makers and plot content at the same time! You camp together in ingame camps, where you not only play your faction and its culture throughout, but also welcome players, teach them world content and distribute tasks – the very small problems and those that ultimately decide the main plot!
We believe that the characters of a faction themselves are absolutely also plot content – the players should come to you out of curiosity and thirst for knowledge and stay because of your characters, their problems and idiosyncrasies and very personal stories. To this end, we will work together with and for you to develop an extensive character sheet, in which your backgrounds, secrets, expertise and connections with other NPCs can be found.
As player-friendly NPCs, you will not always be regularly on the battlefield (although you will certainly fight, depending on the faction), but will mostly offer role-playing, emotional scenes, puzzles and secrets to the players. This also includes leading your plots, animating and maintaining plot locations and playing/performing scenes at certain times.
Life as a player-friendly NPC is emotional! We deliberately want to trigger a rollercoaster of emotions for you and the players – here we cry, laugh, mourn, angrily curse the gods or forge dark intrigues. However, letting yourself fall into your roles to such an extent only works if we are all particularly good and friendly to each other in real life. So play out your dramas, quarrels, secrets and intrigues ingame, but always catch each other afterwards when you’re outgame again, celebrate and stick together! That’s especially important to us!

Attention, don’t forget! You are an NPC! This means that you are controlled by us and that you appear at events on set dates and proceed and play according to our instructions. NPCs can never solve their own problems, let alone the main plot, and they only evolve when we think the story can move on to the next phase. This is the only way we can control what happens at events and give the players – and you! – the best possible experience. That’s why you play where the drama, action and plot take place, right in the middle of the action and part of a living story. Plot team keeps an overview and decides when and how the plot and the development of the NPC characters progresses – and sometimes also when and how an NPC has to die. This ensures that the story always remains dramatic and exciting! And it’s extra fun to give the players the rollercoaster ride of their lives together!
NEW - NPC factions for the Sarkan campaign
From ConQuest 2025, we will be entering a new continent on the planet Mythodea: Sarkan. Here, humans, elves, orcs, dwarves and many other creatures live in factions, cultures, religious communities and realms and await contact with the Mitrasperan players with curiosity, fear, determination or even hope. The mood of this new continent is meant to be distinctly dark, harsh and real, magic is a carefully used and heavily debated commodity here, and the population relies on their faith in the land and in a pantheon of diverse gods.
As a player-friendly NPC, you can play as one of the new factions and be right at the heart of the action as we explore the new continent of Sarkan. You help us to make the unknown world tangible and real by embodying it in the truest sense of the word!
You want to play one of the new factions? Apply now for one of the factions by filling out the application form! We will contact applicants approximately every two months with confirmations or rejections.
Important: The following factions are not all the factions waiting for us on Sarkan, but only the first “wave”. In the coming years, many more cultures, factions, beings and realms will be added that can also be played.
The Vibalians
Gardeners of the Bone Reach
Magic: ⭐⭐⭐
Fighting: ⭐
Effort: ⭐⭐
Drama: ⭐⭐⭐
The Vibalians are inhabitants of various small towns and settlements in the Bone Reach, a vast, barren, inhospitable area in the north of Sarkan. They have set themselves the task of replanting this area, which has been embittered by wars and other supernatural events, and actively intervene in nature to achieve this. They prefer to act as healers, gardeners, herbalists, farmers and cooks. Nature and life are very important to them, and they live out their beliefs through fertility and life rituals.
Colors: green and beige/natural white/ecru with flower embroidery
Style: basket, reed, macramé, bamboo; simple, self-made clothing, robes, dresses, aprons, shirts and pants depending on profession; headscarves, straw hats, classic medieval style
Possible roles: Gardeners, herbalists, alchemists, healers (mundane and magical), cooks, clerical and magical roles (Earth Taster, Water Caller, priest etc)
Played themes: Connectedness with land and nature, healing and herbalism, rituals and spirituality, faith and religion, song and dance, pacifism, mundane life in an inhospitable region, family and community
Inspiration: early Middle Ages, pagan customs and rituals, nature cults, Wild West, Oregon Trail, Wickerman, Nausicaä, Midsommar (movie)
The Tuvrani
Guardians of the spore forests
Magic: ⭐⭐⭐⭐
Fighting: ⭐⭐
Effort: ⭐⭐⭐⭐
Drama: ⭐⭐
The Tuvrani are human-like, fungoid beings who live scattered throughout the Bone Reach. Their paths are determined by gigantic wandering mushroom and spore forests, which are sacred to them. Specialized through symbiotic adaptations to nomadic life in this highly hostile, poisonous/spore-infested environment, they often act as guides for strangers and outsiders. Their camp, customs and appearance are as strange as they are whimsical – and often irresistible.
Colors: brown, grey, purple and (glow in the dark) green
Style: wide, veiling garments, self-made, natural; felt, muslin, leather, nets, wooden beads; strong focus on (mold/slime) mushroom motifs, fused to both clothing and body; mystical, primitive people, nomadic
Possible roles: clerical and magical roles (ritual leader, shaman, oracle etc), hunters, scouts, alchemists/herbalists/poison makers, shepherds, fire guardians, guides
Played themes: Connectedness with land and nature, rituals and spirituality, primitive people, non-human species and their peculiarities, their own language and communication and the problems that result from this
Inspiration: Fremen (Dune), Na’vi (Avatar), The Last Of Us, Nausicaä, nomadic and primitive peoples
Attention: High effort in costume and make-up (glow in the dark, prosthetics); learning the Tuvrani language, usually appear in small groups, alien-like play as part of a group consciousness (there will be workshops 🙂 )
The Inquisition
Persecutors of the Boundless
Magic: ⭐⭐⭐⭐
Fighting: ⭐⭐⭐
Effort: ⭐⭐⭐
Drama: ⭐⭐⭐⭐
The Inquisition is an order that was once founded after the Great Mage Wars to control the use of magic and prevent abuse – and was often rigorous in its approach. Centuries later, their influence in Sarkan has waned considerably, but the events at the Delevitum, as they call Mitraspera, have renewed interest in their leadership. Their task forces usually consist of four people: a fighter, a chronicler and a magic caster with their apprentice.
Colors: grey, purple, black with golden accents and applications
Style: Archmage, clerical, sect/order; influential and determined, sometimes brutal and unyielding, inquisitive, keeper of knowledge and the past; iron weapons, maces, crosiers, morning stars, flails, swords, mage staff, sometimes heavily armored, sometimes elaborately and pompously decorated robes; visible traces of intensive magic use (blind eye, scars, etc.)
Possible roles: Inquisitor (mage), novice (apprentice mage), scribe/chronicler, warrior/fighter, scholar, seeker of knowledge, academic, clerical roles (priest, prayer leader etc), civil servant
Played themes: Persecution and punishment of the Boundless, enlightenment and administration, magical bureaucracy, knowledge seeking and research, special task force, knowledge keeper, power and corruption, good vs evil, moral gray areas, understanding magic
Inspiration: The Chantry/Templar Order from Dragon Age, Order of the Flaming Rose from The Witcher, paladins, learned magic casters, archmages from classic fantasy settings
Attention: The Inquisition will never appear in large numbers at events – Greifenbronn will be the army behind them most of the time – the roles to be filled are correspondingly limited. And: The conflict play in this faction (especially in contact with players) will probably be particularly intense, so please bear that in mind!
The Kingdom of Greifenbronn
Realm of the righteous
Magic: ⭐
Fighting: ⭐⭐⭐⭐
Effort: ⭐⭐⭐
Drama: ⭐⭐⭐⭐
Greifenbronn is a great kingdom known for its proud dukes, knights and soldiers of the Griffin Order – but in recent history also for the far-reaching intrigues and political scheming of the noble houses. As the closest allies and unconditional supporters of the Inquisition, Greifenbronn has dedicated itself to the eternal fight against boundless magic and the dark creatures of Sarkan. Griffins, on which selected warriors once rode into battle, are considered sacred to them, even though the realm has not seen any of these sublime creatures for a long time.
Colors: green-orange, white/ecru as a base
Style: knightly, imposing, paladin-esque, simple tunics to complex armor with plate parts to full plate, in the higher ranks expansive helmets, swords and polearms; Mi-Partie, classic medieval clothing of common people to courtly garb, historically appropriate pomp and jewelry, based on the German Middle Ages (from the 11th century)
Possible roles: Soldiers, paladins, knights, courtly roles (court ladies, jesters, nobles, counts, dukes, barons, treasurers, masters of ceremonies etc), classic medieval roles
Played themes: Intrigue and scheming, politics and diplomacy, patriotism, chivalry, nobility vs rural population, good vs evil, moral gray areas, power and corruption; military opinion leader, right hand and extended arm of the Inquisition; quest for the “Holy Grail”, restoring the empire to its former greatness, fanatically clinging to old ideals
Inspiration: The Witcher (focus on normal people in a world equally plagued by political corruption and monsters), Dragon Age, the German Middle Ages and the Teutonic Order between the 11th and 15th centuries, Siegfried saga, Nibelungen, Elden Ring
Dragonhunters
The wandering monster hunters
Magic: ⭐
Fighting: ⭐⭐⭐
Effort: ⭐⭐⭐
Drama: ⭐⭐⭐
Loud, boastful, always good-humored stray groups dedicated to hunting monsters. Showing off and partying is just as important to them as hunting, and they are enthusiastic about extravagant armor, trophies and battle cries. For a fee, they offer their services as monster hunters to the rich, to villages or private individuals. Always on the lookout for traces of the last dragons.
Colours: Natural colors (brown, black, grey, bone white)
Style: Leather, fur, amulets made from trophies (bones, furs, claws, teeth etc), elaborately braided or felted hair, tattoos or temporary painting with ashes, blood etc; loud, funny, exuberant, sociable, impressive and exotic weapons
Possible roles: Hunter, tracker, mercenary/warrior/fighter, furrier/tailor, alchemist, harvester, herbalist, knowledge keeper, spiritual roles (ritual leader, prayer leader)
Played themes: Monster hunting (analyzing tracks, gathering knowledge, research, preparation and hunting), faith and religion, rough and sociable, risk and daredevilry, living at the limit, moral grey areas (when is a monster a monster?), stories and legends, family and community, campfire
Inspiration: The Witcher (if witchers were good-humored and sociable ;), Monster Hunter, Horizon Zero Dawn, Dragon Heart, hunter, ranger and barbarian classes from classic fantasy settings like DnD or World of Warcraft
Nocturnals
The cursed shadow walkers
Magic: ⭐⭐⭐
Fighting: ⭐
Effort: ⭐⭐⭐
Drama: ⭐⭐⭐⭐⭐
They all share the same curse: a hunger for emotions that can never be fully satisfied and which, if ignored for too long, will turn them to stone. Sensitive to sunlight, they are doomed to walk in the shadows. Mysterious noble clans rule the eternally dark realm of Nocterra, while other Nocturnals seek their victims untamed in the Sarkanian wilderness. Addicted to the life around them, they have made an art of creating exhilarating emotions – be it at debauched feasts in noble houses or through ludicrous performances in the traveling Midnight Circus. However, the fact that not everyone survives the incomparable intoxication of the Nocturnals makes them both feared and desired.
Colors: red, black, grey
Style: Gothic-romantic, mysterious, dark, seductive, tragic, long robes with lace, midnight circus, dark carnival, enigmatic nobles in castles, pale skin, striking contact lenses, slight cracks in the skin, gray petrification, think “vampires in the Middle Ages” – no steampunk, no Victorian silhouette for the ladies
Possible roles: Noble family clans, jugglers, shady merchants, gravediggers, blood mages, servant characters, fortune tellers, showmen
Played themes: Good vs evil (when is a monster a monster?), moral gray areas, curses and blood magic, midnight circus and roaring festivals, roller coaster of emotions, fortune telling and juggling, nobility’s game, addiction and intoxication
Inspiration: Vampires of all kinds (Anne Rice, Dracula, Dance of the Vampires, World of Darkness, but also Skyrim and Witcher), midnight circus/fair, dark moon fair, Rakdos cult (Magic the Gathering, Ravnica)
Warning: The Nocturnals are considered evil or at least dangerous and suspicious by many factions, which will lead to a lot of conflict! Lots of exposed, emotional play.
The Crimson Sails Company
The ambitious merchants – played since 2021, updated 2025)
Magic: ⭐⭐
Fighting: ⭐⭐
Effort: ⭐⭐⭐
Drama: ⭐⭐⭐
The Crimson Sails Company is an influential trading company that trades with most Sarkanian factions and empires, by land and even more so by sea. They crisscross the monster-ridden seas with their heavily equipped, sometimes magical sailing ships and possess secret knowledge that allows them not only to cross the magical mists, but also to travel between worlds.
Colours: red, brown, beige, natural white
Style: mostly well-dressed sailors and merchants, less pirate and more trading company; cloaks and frock coats, smart shirts and pants, hats and feathers, belts and sashes, boots and swords; sea charts, gold coins, spices and trade tokens
Possible roles: Merchant (with different specialties: Spices, gems, alchemical ingredients, knowledge, etc), cartographers, sea monster experts, diplomats, and various more shady roles
Played themes: Trade in everything (goods, information, favors, etc), politics and diplomacy, intrigue and scheming, moral gray areas, magic and spirituality, early stage capitalism, seafaring and travel
Inspiration: East India Trading Company, traveling merchants, Marco Polo, Black Sails
Attention: In the Crimson Sails Company, English is the main spoken language, as this is an explicitly international faction.
The Kingdom of Atteron
The tireless knights – played since 2019
Magic: ⭐⭐⭐
Fighting: ⭐⭐⭐⭐
Effort: ⭐⭐⭐
Drama: ⭐⭐⭐⭐
Atteron are the tireless, war-weary knights of the Isles of Eron. Highly superstitious and haunted by fairies and their curses, they live in a green, rainy land. They have known no peace for centuries and this is reflected in their proudly worn, often tattered clothes. They prefer to act rather than speak and stand side by side in battles with those who need their help. Every child, every man and every woman knows how to fight. They revere their knightly ideals and strive to remain true to their knightly oath. Where they stand, they will not budge! Tournaments, minne and noble festivals are often used to forget the tragedy of everyday life for a moment.
Colours: bordeaux red, blue-grey, natural beige
Style: chain mail, tabards, crusaders, gambesons, swords, axes, daggers; courtly clothing, courtly window dresses, decorative stitch (cross stitch on the hems is a must!), 8th-10th century English Middle Ages, Arthurian legends
Possible roles: Knights, squires, men-at-arms, archers, witches, druids, various court roles (treasurers, court-ladies, princes, earls etc), classic mundane roles (servants, maidservants, cooks, hunters, horse breeders, blacksmiths etc)
Played themes: constant war (and all associated themes such as grief, PTSD, weariness of life and war), honor, knightly virtues, community and family, camaraderie, fairy magic and curses, witches and druids, unrequited love, tragic heroes
Inspiration: medieval Britain, Arthurian legend, Robin Hood – King of Thieves, Kingdom of Heaven, Dragonheart
The Freischar
Hunters of the Undead – played since 2016
Magic: ⭐
Fighting: ⭐⭐⭐
Effort: ⭐⭐
Drama: ⭐⭐⭐
The Freischar have dedicated themselves to the fight against the Undead Flesh, penetrating deeper into the enemy’s dangerous, undead-cursed territories and ranks than anyone else. With special knowledge and expertise, and an unusual resilience to the undead forces, they take on the enemy in small task forces and with guerrilla tactics. The Freischar is made up of convicted criminals of all kinds who prefer the highly dangerous hunt for the Undead to the dungeon or the gallows – but it’s also made up of all those who love the risk and have nothing left to lose. They follow their enemy to the new continent of Sarkan and may even find allies there who, like them, are on the hunt for particularly dangerous monsters …
Colours: brown, black, natural/beige
Style: leather coat and tricorn/hat, neckerchiefs, torn and ratty clothes, typical medieval clothing as a base, vests and shirts, clearly visible Undead trophies such as banners and banderoles, rough and coarse; swords, daggers, crossbows
Possible roles: Warriors, fighters, rogues, archers/hunters, blacksmiths, alchemists (bomb makers, potion brewers, poison makers), skirmishers, guerrilla fighters, messengers, scribes, knowledge keepers, explorers
Played themes: Good vs evil, moral gray areas, redemption arcs, magic and curses, nemesis of thr Undead, corruption, when is a monster a monster, shady people doing good, dealing with impending death, family and community (despite all the thuggery)
Inspiration: Pact of the Wolves, gangs and street gangs, guerrilla squads, Black Sails
The Elemental Tribes of Mitraspera
The elemental tribes were a fundamental part of Mitraspera’s history for a long time. Their story came to an end at Beyond the Seals 2025, which is why it is no longer possible to apply for these factions.











































