Faction Alignment
OVERVIEW
Characters are likely to have become involved with, or against, at least one of the world’s factions prior to their adventuring career. This part of character generation allows the Player to decide which Faction or Factions their Character has been involved with, and how deeply.
Each character gets a number of 6-sided dice to build relationships with in-game factions in any way they like, based on the Campaign Type they’ve chosen.
- At the start of each session, each Player rolls their dice for each Faction they’re aligned with.
- Any rolls of 5 or 6 indicate that the Ally or their influence will appear and provide a benefit during the session. Multiples indicate a stronger presence.
- Any rolls of 1 will indicate that association with the Ally will prove to be a hinderance during the session.
Temporal Powers
Maltharian Autarchy
The Autarch and his council of Oligarchs rule the Autarchy from Malthar, the center of culture and progress for all the known world, and its most powerful political body. Massive spiraled conduits of copper and brass, coiled snake-like along the Autarch’s Spire, generate and transmit magical power throughout the surrounding region, such that even the poorest need not go without spellwoven power. The Autarch’s plans to expand beyond the city of Malthar have proceeded, but more slowly than at first projected. The Council assures the delays are from a surfeit of caution, but the more skeptical suspect other reasons. This opinion is not spoken in public, however, or loudly even in private, as the Autarchy takes a dim view of its detractors.
As Allies
Although the Autarch rarely gets involved in the affairs of others, members of the Council of Oligarchs often have external interests, and may be willing to assist others so long as interests align. It should be noted that the Council is a highly political body, and as such indulges in all of the usual backbiting and treachery one might expect from an entrenched ruling council.
A powerful ally, the Autarchy is known to provide support in all categories - resources, wealth, influence, refuge, knowledge, and military might - but the price of their assistance can be high. The Autarchy maintains an unshakeable grip on its citizens, and any opposition to their rule - whether external or internal - is eliminated with swiftness and extreme prejudice.
As Enemies
Although most states are at at worst a kind of uneasy peace - and most give tribute of some form or another to Malthar - the Autarchy has two primary groups of opponents.
- One group are the Spiritual orders, which are outlawed in the Autarchy. Surviving as underground conspirators, they plot separately against the Autarch to restore the presence of the Gods from the Autarch’s Ban. Knowledge, refuge, and contraband resources are the Orders’ main means of support.
- The other group are home-grown resistance fighters, opposed to the Autarch’s rule and the Oligarchs’ myriad conflicts of interest. Their reach is not long and they’re constantly hunted by the Autarchy’s forces and spies, but they have remained impossible to entirely stamp out. Refuge, martial resources, and guerilla units are the resistance’s main means of support.
| Status | Faction | Influence | Knowledge | Military | Refuge | Resources |
|---|---|---|---|---|---|---|
| Allied | Oligarchs | x | x | x | ||
| Autarch | x | x | x | |||
| Enemies | Immortals | x | x | x | ||
| Resistance | x | x | x |
Aregian Emperor
The current dynastic leader of the Ur, seated in Areg. Emperor is a strong term, considering the Aregian principality pays tribute to Malthar, but as part of a deal sealed centuries ago, the title stands. Within Areg, political power emanates from the cardinal points of the circular city - even in the North, where the vagrants of the Shambles rebuilt what the Daloric Warlord once tore down, though those powers are not always allies of the Emperor.
As Allies
As Enemies
| Status | Faction | Influence | Knowledge | Military | Refuge | Resources |
|---|---|---|---|---|---|---|
| Allied | Emperor | x | x | |||
| Clans | x | x | x | |||
| Enemies | Vagrants | x | x | x | ||
| Lost Colony | x | x |
Thurgaran Grand Duke
The leader of the icy caverns of Thurgar sits upon their frigid throne, directing their network of spies, sorcerers, and merchants in inscrutable, and sometimes opposing, weaves, in order to maintain the balance of the guilds.
Gochin Chieftain
There are no national leaders representing the gochin, but each tribe has a chieftain which is well-respected.
Kâlindurian Thane
The Kâlindurian Thane is the leader of the Kâlindur-kal-nûldaur (Kâlindur in exile). Though there is no government seat and many clans maintain a self-imposed nomadic lifestyle, when the Thane calls, they will come.
Dolgothran Conspiracy
Connections to the conspiracy. If a non-dolgothros possesses this Connection as a positive, it’s always incredibly dangerous - and generally very lucrative - for them.
Drakkhozhn Emperor
The T’khozhn, or master of the people. Demands fealty in the homeland and the colonies as well. The Emperor’s Will is Law… unless you know better. And then, you’d better be sure.
Alanthii Regent
Solindriel master of the tree-city of Alanthii / Highbranch, focused (if not obsessed) on the ever-deeper integration of natural law with civilized way.
Bet’daur Civic Council
The Kâlindival have very little political influence, and yet they are often everywhere and unseen. Bet’daur, the center of Kâlindivallian organization, provides public ambassadorships and private guidance for its citizens both at home and abroad.
Lysudran Imperatrix
Leader of the Lysudran hive at Echo-Of-Aluthon, and mistress of the hive thought and the Deepest Dream. While her people are always under suspicion, her reach is long, and her merchants sell goods only Echo-Of-Aluthon can provide.
Prince of the Court of Snow (Tywysog o Eira)
Zephriel of the Court of Snow, devoted to the ideal of coexistence with the mortal realm - though whether by manipulation or cooperation changes by the era. Mostly benevolent and fair-seeming, though not above subterfuge, misdirection, or betrayal in the best Fey traditions.
Princess of the Court of Soot (Tywysoges Huddygl)
Zephriel devoted to the idea of separating the Courts completely from the mortal realm. Theoretically moral high ground though their methods seem destructive, and their sales pitch is just a little concerning.
Spiritual Orders
Order of the Sage
Devoted to Valdur, the Sage; Keeper of Secrets.
Lifegiver’s Reach
Devoted to Elwan, Giver of Life
Justicar’s Chosen
Devoted to Ardus, the Justicar, Protector of Truth
Circle of Seasons
Devoted to Rilan, the Mother of Nature
Liber Rigosi
Devoted to Rigos, the Magistrix, Source of All
The Genteel
Devoted to Vran, Father of Lies
Children of Mercy
Devoted to Toras, the Harbinger, Giver of Death
Blood and Ash
Devoted to Dalor, the Warlord, bringer of the End.
Societies
The Navigators
A loose association of sailors, explorers, mercenaries, adventurers, and other individuals of questionable virtue. Though their political motivations are unclear, they have the uncanny knack of being present when unusual events are taking place. Whether this means they are predictors or cause of those events has not been determined.
The Unquiet
A loose affiliation of resistance cells, spread thinly across the whole of Dalkiar, and with agents in both Vadria and Khozhn’ol. Their stated goal is to unseat the Autarch, topple the Council, and free Malthar’s client states while returning to a limited monarchy, though their support systems are few and their successes to date, fewer.