Factions
The powers that be, those who oppose them, and those who couldn't care less
Alathans
Primarily Political Factions
- Northern Empire -
- S.D.F. - Society for the Development of a Framework for Mutual Empowerment and Synergistic Co-Development. A group of politicians, bureaucrats, and diplomats dedicated to establishing the working relationship between the Alathaya and the Remnant and now the Melali as well. Has offices in Ir Alatha, Tidoshan, Narathet, Samara, Mactabalis, Caducepolis, and Ir Renisa.
Primarily Religious Factions
- The Temple Conglomerate - The group of priests, prophets, and other pious Alathaya who run the temples to the Aygeemya in Ir Alatha and Narathet. They are the official decision makers for most religious matters within much of the Alathan world.
- Barencil - A group of zealous fanatics obsessed with the coming of a messiah figure who hasten its coming by "cleansing" those who are seen as preventing its return. They also "cleanse" their dorsal crest to remove any pigment and are thus sometimes referred to as "undyed ones" or "Barencil" in the native tongue. They reject the authority of the Temple Conglomerate as far too lenient.
- Shenos Khit - An ascetic group of monks who practice extreme poverty, withdrawl from society, and the stretching of physical limitations. They have loose official ties to the Temple Conglomerate.
- Order of the Fading Star - A highly mystical religious body believing that mortals are stars fallen from the heavens. They participate in a religious rite based arranging themselves in the order of the constellations and the activation of various traditional magical artifacts, usually light based. They wear shimmery silvery-white cloaks. They see the Temple Conglomerate as irrelavent and too concerned with physical matters, although they hold no hard feelings towards them.
- Meeari Tribunal - An ancient order that provides trials for extremely significant issues of Alathaya. They run a traveling court-like proceeding following elaborate traditions and rituals. They do not declare a verdict but rather allow the gods to judge by whether or not the Alathay is struck dead by some sort of divine judgment. They have official ties to the Temple Conglomerate, but are not governed by them.
- Cult of Tehsh, Voo, Wee, Zihth, Khohg, or Shah - Various cults exist across the Alathay archipelago that worship a specific Aygeema. Depending on the specific cult, it may be seen as more or less in line with the Temple Conglomerate (who took nearly all of their practices of Aygeemya veneration from these cults).
- Cult of The Tannet Pearl - A strict sect that holds a bluish pearl in their possession (which they claim is the Tannet Pearl mentioned in the Kushi Telioth, most holy of scrolls, may it ever guide us) as the embodiment of the ideal. Regarded as quite crazy by most people, they have an elaborate system of rites and rituals to revere the pearl as a portal to the divine presence of the cosmos. They see the Temple Conglomerate as in the pockets of political bodies, overly academic, and thus see its authority as non-binding. Most notable for being a large part of the forces working with Lord Eenkho
Miscellaneous factions
- The Society for Adventuring in Dungeons or S.A.D. - A group of dayoklanya (adventurers) who dedicate themselves to exploring ubiquitous dungeons, tombs, caves, and ruins. They may be found in many larger taverns telling stories. They always fight the same set of monsters and recover a powerful artifact. This is built into their charter.
- Jaadin - A ritual brotherhood and occasional criminal organization, the Jaadin see themselves as "beyond the law" of the Council of Dafsomet and Northern Empire.
- Nehsh Lama'Dorei - Literally "The Uprising", it is a mostly peasant
revolt that is gaining in popularity among more outlying islands and
seeks to "end the oppression of the people". To show their
independence from external control, their dorsal crests are bleached to
clear, which sometimes causes members to be confused with Barencil.
- Leh'oonsa - The Leh'oonsa are the largest group of raiders and pirates along the outer fringes of settled lands. They are not especially organized, but do have a loose alliance with each other. Many members are wanted for crimes against the Protectorate or Empire.
- League of Free Trade - Sometimes mistakenly referred to as the
Merchant's Guild, the League is a loosely affiliated group of wealthy
merchants and their investors. They have a decent sway in the Council of Dafsomet and have little association with the Northern Empire.
- Shell-Clad - Based off an ancient poem of people rising from the sea free from any obligations, shell-clad is a term used to refer to those who refuse the rule of large governing bodies, such as the Council of Dafsomet or the Terathi Collective. They often adorn their tattered garments with shells to signify this. They may be hermets, mystics, or zealous rebels intent on anarchy, but they are always wandering and must never settle in one place for long.
Remnant Factions
- The Elders - The primary governing body of the Remnant, the elders are a somewhat despotic, tightly controlling group of Remnant subservient only to the God King himself.
- The Theori - A caste of priests dedicated to the Aygeemya, they are the only members of Remnant society not directly responsible to the Elders or even technically the God King himself.
- The Delve - A group of Remnant within the bounds of the Theori in charge of hunting heretics and enforcing orthodoxy. They have their connection to the mystic world severed by the other Theori that they might be more resistant to, and not able to be corrupted by, those they go after.
- The Channelers - The collection of "magic users" in Remnant society, channelers function somewhat as a guild in their composition, and directly do the will of the Elders. Many use their abilities to sustain the general populace via resource management, production, or diversion. Channelers often form small militias as well to protect the people.
- The Gathered - The Gathered are the Remnant population at large and account for roughly 75-80% of the total population. They serve in any number of roles as directed by The Elders for the greater good of the community and the Remnant race.
- Ouk'moen or Outcasts - Outcasts are Remnant who have choose to reject the place in life given them by The Elders, as is their right. But doing so is seen by most as a choice of self over the species, an those who do are considered somewhat of a liability and are thus exiled from the cities. They are thus outside the law in many cases as most Remnant settlements are rather insular. While all outcasts are exiled, only some are part of the group calling itself the Remnant Exiles
- The Remnant Exiles - Since other races have opened their cities to the Ouk'Moen, many have left the small villages and isolated living of the Remnant Wastelands and made their homes among the Alathans and Melali. A loose network of these outcasts has been established, growing and maintaining connections and offering advocacy. The Remnant Exiles have a large sway in the Remnant Quarter area of Ir Alatha and are a moderately small but powerful voting block within the Council of Dafsomet. They also control the only Remnant outcast city in Remnant lands, Mactabalis.
- Zoarchs - Branded a heresy after a war nearly split the Remnant race, there are few now among those who call themselves Zoarchs. They practice a form of magic aimed at controlling and altering life cycles, often creating new species in the process. They often manipulate their own genetics to give themselves enhanced abilities and many Zoarchs are unrecognizable as Remnant. Zoarchs are believed to be responsible for the creation of Alathans, Melali, Homonculi, and The Plague, although the first two were prior to the label of heresy. A modification of Zoarch teachings and abilities created by Lord Eenkho is the Nechrarch, based on control through corruption and destruction of opposition. Nechrachs are found amongst all races but are often solitary.
Melali Factions
- Manianii - Occupying the center of Moa'loli, the Manianii are
probably the largest tribal group, due to a set of ancient alliances
among their peoples. They live in longhouses made of woven plant
fibers and subsist mostly by growing and harvesting resources around
their settled villages. Their largest city, and in fact the largest
amongst any Melali, is Samara. The greatchief of the Manianii,
Uncheuay, makes his home here.
- Loapu - The Loapu are probably the most feared name amongst the Melali tribes due to their raids on other villages and warlike nature. They are a nomadic people, usually dwelling in large collapsible yurts and draw most of their resources from gathering and raids. Thier traditional homelands are in the northlands and the north-central peninsula is entirely Loapu.
- Poroani - The Poroani live in north-central Moa'loli, with a few smaller tribal offshoots extending into Manianii lands. They are matriarchal, settled agriculturists, noted for their careful cultivations of beautiful gardens. They make their homes from clay and earth and built into the ground in rounded adobe structures.
- Kalakaii - The only tribe to obtain most of their food offshore, the Kalakaii are master sailors and shipwrights. Harvesting sugar kelp and other aquatic species provides most of the resources for this tribe, who often live in plank houses that house large amounts of people.
- Pualolo - Living in domed wigwams of woven palm fronds, the Pualolo spend the rainy season in one place on the south western peninsula and the dry season in another. They are primarily "hunters" and gatherers, with the rainy season in larger communities in more coastal areas and the dry in the jungle brush in smaller "lodge camps" of roughly 25 villagers. The Pualolo are much more likely to train in beastmastery than other tribes.
- Na'alisoo - The Na'alisoo make their dwellings in traditional
chickee stilt house rising from the water. Their lands in the far
south east are more tropical than much of the rest of the continent and
they have the least contact with the Loapu raiders. Their use of
aquatic resources is second only to the Kalakaii.
- Druids - Druids live in monastic groups in the wilderness where they commune with the plants around them and protect sacred places such as ancient groves, copses, and elemental eyes and portals. They are capable of summoning all manner of plants to their aid, shielding themselves, inflicting lethal damage, and quite often manipulating enemies to where ever is easiest for the druid to deal with them. Druids carry a sickle as a symbol of their devotion.