Factions

  • Economic
    • Guilds?
  • Nobility
    • Great old houses
  • Religion
    • Each church
  • Military power
    • Nations
  • Mini-Factions
    • Telkior

Questions

  • Each in a category is exclusive?
  • Factions apply a template of modifiers when they are in charge of a place/resource.

Quick Notes

  • Legitimacy
  • Starting your own factions
  • Using authority over others to gain rewards, own faction points, legitimacy
  • Factions "owning" other factions?
    • The faction of Bast owns Keket's whorehouse
    • But then the Queen of Mulhorand owns the whorehouse too
    • The faction of the Mulhorandi Pantheon "owns" Bast
  • Infamy vs Fame: get better quests and rewards than your Faction rating suggests

List of Factions

Religious

Faction Legitimacy Relations
Church of the One God

50,000

The Great Church -1
The Great Church

50,000

Church of the One God -1

National

Faction Legitimacy Relations
Ascadian Empire

50,000

Tirnor -1, Dennoth -0.5, Uldenor -0.5, Obrith -0.5, Ahrimid Empire 0, Hidden Kingdom -0.25, Nation of Dragons -0.75
Obrith

20,000

Tirnor +0.5 Dennoth +0.75 Uldenor +0.5 Ahrimid Empire -0.5 Hidden Kingdom +0.25 Ascadian Empire -0.5 Nation of Dragons -0.25

Nobility

Brainstorming:

  • The Old Houses date back to the Peace of the Oath.
    • 1 - The richest family in Old Ascadia (think Medicis/Borgias)
      • Power source: wealth, artifice
      • Appearance and style: renaissance Italian meets republic roman
    • 2 - Remnants of the old royal house of Uldenor
      • Theme: dark, brooding (like all things Uldenor)
      • Claim the Kingdom of the Sword by birthright (as if that makes any sense)
      • Many wonder how they have held onto so much influence
      • Power source: shadow
    • 3 - Charming, almost fairytale clan from Dennoth
      • Pretty, witty, seductive
      • Power source: charm (maybe some fey heritage)
      • Theme: artsy, flighty, emotional, melodramatic
    • 4 - Horse lords of old Tirnor, now Obrith frontier
      • Power source: martial, some divine
      • Cavalry tradition, survival, individual accomplishment; did well against the Kurn invasion
      • Many are quite faithful to the values of Oathkeep, both churches; good diplomats to other races
    • 5 - North-south caravaneers turned trade barons.
      • Mixed race, not quite Ahrimid, not quite northern.
      • Power source: exotic trade, information, arcane magic
      • Ultimate businessmen, like much sexier Ferengi
  • There are also some factions in the South and West, as you'd expect.
  • And of course Elves and Dwarves have theirs.

Economic

The guilds! Or rather, higher-tier organizations of many allied guilds.

  • 1 - Masons, engineers, builders, toolmakers. Very Masonic. Interested in weird things, especially buried things.
  • 2 - Smiths of all things made in smitheries. They like provoking wars; good for business.
  • 3 - Scribes, book-binders, inkmakers, and the like. Get along well with wizards. They encourage literacy and knowledge.
  • 4 - Artists, performers, bards, etc. Not quite so maligned as in Earth's history, due to the influence of other races. Always demanding higher wages, for fear of strike.
  • 5 - Big Agriculture. The Monsanto of Tellandor.

Magical

  • Order of the Ring: once druids, now amoral, atheist mages based in Saillone
  • Circle of Nine: the old druids reformed under Telkior; shades of WoW, and of course Loretan
  • The White Tower: morally-aligned mages, mostly KotS, ripped right from Impiltur
  • The An-Shareth (Starweavers): once exclusive to elves and dragons; seekers of a mystical truth beyond religion
  • The Eternal Brotherhood of Immortal Philosphers: at the top, an exclusive club of immortals, who must never reveal their method for becoming so; below, thousands of aspirants, combing the mystical traditions of West, East, and South for the Secret.

Independent

  • Archaeologists: titan lore, etc
  • Wyrm faction: dragons who want to reestablish contact with the wyrms
  • The Rangers: killing monsters for a better tomorrow (elfy)
  • The Illumina
  • The Listeners
  • The Observers: astronomers, scientists, mathematical predictors of future events

Example Faction: Church of the One God

Subfactions

All major and otherwise interesting subfactions listed below. There are others not meting those criteria.

  • Ordo Valentia: A monastic order that fulfills many administrative duties in Church lands, having inherited them from the secular bureaucracy of the Old Empire. "Monks" in name, these behave like priests in all other religions, directly preaching to masses, hearing confession, and not sequestering themselves from society.
  • Brotherhood of St. Kord: A more "true" monastic order, involving deeper vows, with the peculiar tradition of intense martial training in unarmed combat.
  • Order of St. Arja: Also known as the "Knights Palatine", this order of holy warriors protects the temples and holy places of the Church, and has been known to conduct crusades.
  • Sisters of Tellandor: A monastic order for women only, the Sisters perform the usual duties of cloistered nuns, but the true purpose of the order is to secure those women born with magical talent who might otherwise use it for evil.

Ranks

All members are members of one and only one subfaction; the subfactions are 1-to-1 with the overall faction.

Rank Faction Points Title
Ordo Valentia Brothers of St. Kord Order of St. Arja Sisters of Tellandor

5

25,000

Supreme Potentate (Holiness)

n/a

n/a

n/a

4

12,500

Archbishop (Eminence)

Illumine (the Illuminated)

Tribune (Excellency)

Canoness (Holy Mother)

3

6,250

Bishop (Grace)

Questor (Honored Brother)

Praetor (Honor)

Centira (Reverend Mother)

2

3,125

Prelate (Reverence,Monsignor)

Traveler (Brother)

Knight Lord (Lord/Lady)

Septa (Mother)

1

1,562

Priest (Father/Mother)

Seeker (Brother)

Knight (Sir/Dame)

Soror (Sister)

0

0

Deacon

Wanderer

Squire

Noviciate

Other, more situational titles:

  • Cardinal (OV)
  • Abbot/Abbess (OV)
  • Prior/Prioress (OSK, ST)
  • Knight Captain, Knight Marshal, Prefect (OSA)

There are a great many specific titles in Obrith, where clergy fulfill many secular roles in addition to spiritual duties, and have largely inherited the titles of the Old Empire. Some of the official titles above (especially for OSA) reflect this legacy; others are more modern terms.

Example Faction: The Great Church

Traditionally, the Great Church wasn't so much a church at all, but an unorganized collection of temples, each with their own ways, traditions, and power structures, most typically centered around a "high priest", and an even looser network of shrines, tended by whomever. In fact, most temples and shrines still work this way, but during the Peace of the Oath, an effort was undertaken to unify the Great Church across all races and traditions, and so an overarching power structure was created by necessity.

Each individual temple has its own small faction; this faction is for the Great Church as a whole. Typically, any practicing priest will be at least a Septim in the overall faction.

Rank Faction Points Title Address Reference

4

12,500

Pontifrex (per god)

Emissary, All-Father/Mother

His/Her Holiness, Emissary of (god/goddess)

3

6,250

Patriatus

High Father/Mother

His/Her/Your Eminence

2

3,125

Sentire/Sentira

Reverend, Reverend Father/Mother

His/Her/Your Excellency

1

1,562

Septim/Septima

Father/Mother

His/Her/Your Reverence

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