It is Ambrodas, 21st of the Month of Cinder, in the year 95
New Horizons:
Factions
Power Blocs
Power Blocs are a partial alignment of interests of one or more countries on the geo-political stage. They form the greatest powers with the most influence to change the shape of the world.
Although these blocs are not necessarily integrated, they are united against the positions of other great powers and seek to counter their influence and expansion.
These factions are The Union, The Covenant, The League and The Dominion.
Minor Powers
Minor Powers exist in the world looking out for their own interests and acting outside of the will of others, especially the Great Powers.
These factions are not as potent enough to compete against the Power Blocs of Great Powers, or weak enough to be ignored. They will in some way play a major part where they exist, and in Nahas too.
Sub-Factions
Sub-factions correspond to a group or organisation of significant influence or power who are embedded within another faction.
These factions do not always represent the desires of the Major or Minor factions that they are part of, and may even work contrary to the desires of it.
"Strange ships on the horizon!"
- A scout's report
Power Blocs
Kingdom of Gallia
Kingdom of Asturias
The Union
The Asturian-Gallic Alliance, informally known as The Union, was established by the Treaty of Sauville after prolonged negotiations. It was finally secured through a political marriage of the niece of King Rodrigo and the brother of King Louis X.
Terms of the treaty include mutual assistance during war, the reduction of trade barriers of food and resources considered important to war efforts and perhaps most interesting of all the cessation of war against the Great Houses from Asturias. In turn, The Kingdom of Gallia is to make ‘donations’ of silver to the Asturian Crown with the purpose of it being used to develop neglected land.
The Imperium
Empire of Sasanshahr
The Covenant
Initially kept a secret by Dumanon and Sasanshahr, the Covenant made between the two great powers has been built upon ever since the Western crisis shook the Persos Empire to the core. What started as Dumanon merchants filling in trading gaps for Sasanshahr has evolved into a Dumanon stability project, aiming to prevent the spiral down of Sasanshahr and maintain a firm ally against the expansionist mentality of Asturias.
Both countries have agreed to defend each other in the event of war being declared on one of them by either Asturias or Gallia. The agreement also permits Dumanon merchants to establish their warehouses within the trading districts of Sasanshahr and goes as far as to grant more privileges to these merchants in return for Dumanon’s support for the trading districts of Sasanshahr and goes as far as to grant more privileges to these merchants in return for Dumanon’s support for the Shahanshah’s anti-corruption campaign.
The Ancient Dwarves
Amu-Tep
The Stargazers
The League
Despite it being relatively the most obscure among the trio of Power Blocs, the League is the oldest having been developed over time through successive treaties and agreements from the three peoples that compose the alliance.
Initially pioneered by the Ancient Dwarves as means to expand and open trading relations, the general peaceable disposition of the Amura and Turak led to deepening ties between the three as the Dwarves facilitated interactions and trade. In the face of the expanding Great Houses and their use of the Custodes, the Ancient Kingdoms pushed for closer ties to their partners to secure their independence.
The negotiation did not go as planned, and what came out of these talks was a general agreement of mutual assistance that did not require aid by armed response. The League, as it became formally known, presents as the most neutral party among the three Power Blocs.
The Great Houses
The Dominion
The Dominion of The Great Houses could be described as the only true great power of the New World. Its reach stretches far across Awenasa and almost all life has been touched by its influence in some fashion.
Although severely weakened by disease brought about by humanity's arrival, the Dominion perseveres against these troubles and further territorial encroachment of Asturias and Dumanon. - These new enemies have encouraged cooperation in the Great Houses through their common heritage and loss to mould resistance to further expansion from across the seas.
The Dominion still struggles in part to adapt to the changing world around them, each House has different aims and objectives where it concerns humanity. Some, like House Kitzra have leveraged relations with Gallia to improve the Elven ability to fight back against Asturias and Dumanon.
"When'd they start making Elves with rounded ears?"
- Dwarves, almost every time they first meet a human.
Minor Powers
The Komanali
The far-ranging clans of the Komanali people are a fearsome populace, well-in-tuned with the earth and nature as it spans the new world. Elven in blood but deeply resentful of the more developed Dominion of Elves, they have stubbornly stuck to a nomadic tribal culture of hunter-gatherers.
The arrival of humanity brought them valuable trade with Dumanon, in particular introducing horses and mountback combat to the tribes. Now they ride the plains as terrifying horseback archers and spearmen, capable of powerful offensive strikes and often working in tandem with the humans who gave them that gift.
Defenders of nature and old clan culture, they will not be forgotten or lost; even though the more developed cultures of the world may seek to overwhelm and overtake them. Their kinship with the world around them is a unique advantage; how will they fare in the years to come?
The Custodes
The premier group of mercenaries of the New World. The Custodes were once a highly respected cadre of Kingsguard for Ancient Dwarven monarchs. They were all exiled from the under-kingdoms out of fear that they were corrupted and harbouring agents of ill intent.
The Custodes have since become an infamous mercenary company as they have been willing to take almost any job for the right pay. Nothing has damaged their reputation as poorly as aiding Asturias in its conquests of Elven cities.
Despite having aided humans, the Custodes are well known to serve the highest bidder and to take on members of other races. And were eager enough to fight against Asturias when the pay was right.
The Banen’Rhûn
A semi-isolationist group hailing from the mountains of Rhûn. For many who do not know them, they are spoken of in myth and rumour for the evils they have committed. They had plundered or pillaged numerous Elven and some Dwarven settlements, guarded or not, to extract materials, foods and other resources from these communities to feed their growing populace at home.
If not for the arrival of Humanity, the Banen’Rhûn may have become the greatest threat to The Dominion, but their comparative lack of reach and manpower limits their activities.
Their culture puts them on a collision course with all whom they encounter; while they have seen success against the natives of the New World, should they adapt their approach in the face of Humanity?
The Daurans
The region of Daura has long been part of Sasanshahr, and prospered within the Enlightened Empire. Through corruption this relationship soured, and the Sasan Vizier turned into a tyrant.
A violent rebellion led by the three major clans of the region ended the Vizier's reign, but now has left the region in a precarious position with its former overlord, the Sasanshahr.
Organising themselves into an elective monarchy, the clans have different ambitions for their future. Though response from the Enlightened Empire is awaited, as their path forward is now precarious.
The Remnant
The Setsen Dynasty stood for thousands of years and almost in a flash, the Dynasty was replaced by the Azuchi Clan. Those that rejected this change, rose up against their new rulers.
The resulting war did not favour them, and they suffered greatly before being forced to flee. - Across the great ocean they traveled and in Awenasa they landed to start again, to renew and plot their eventual return to Shenzhou to retake what was once theirs.
The Azuchi Clan
Newly ascendant rulers of Shenzhou, the clan has had a long path to rise from their low station to now occupy a position of great power and prestige. Using their martial prowess they established themselves as professional and honour-bound warriors, but it was their softer touch that gave them the keys to the kingdom.
The clan is matriarchal in structure, owning to the ancestral reverence of The Three Maidens who have come to shape a great deal of their society.
Azul & Port Calavera
The glittering waters of the Azul Archipelago have recently turned red; and in the aftermath of a pirate over-taking, rebellion and freedom are the words on every sailor's tongue. As natives from the islands finally have the means to see a world beyond their volcano, and hunter ships prowl the New World coastline, more and more folk from the infamous Port Calavera and the Archipelago are met upon the soil of Awenasa.
The blood-thirsty and money-minded pirates loom and skulk on the waters, beholden to codes, hard lives and greed. The nature-attuned Lokyoan's look at new landscapes through wide eyes, yet are still healing scars from recent Asturian oppression. Both seek a greater place, enabled by each other.
"Suddenly, the world seems a lot bigger."
- A Banen'Rhun upon hearing of the distant continents, homeplace of Humanity.
Sub-Factions
The Cult of the Bull
The Cult of the Bull could be described as one of the main driving forces behind the explosive rate of Asturian ascendance into the sphere of Great Powers. Fueled by the belief that their King's bloodline is blessed by the God Lysander, and the King himself is the Son of Dion. The Cult has pushed for greater adherence to the King's will and for more sacrifice to be given to see Asturias reach its greatest potential.
The Cult butts head with other elements of Asturias, especially the less inclined towards the King. Undoubtedly through their ranks is the swiftest way to gain favour and status in the Kingdom.
The Gallic Knightly Orders
The Knightly Orders of Gallia serve a vital role in King Louis X's army, maintaining a professional fighting force with various degrees of speciality without being reliant on the whims of the nobility
There are currently three which occupy the main arms of the Knightly Orders, they are: The Order of Corinna, The Order of The Blazing Sun and The Order of the Dragon
The Kaza'daukar
An organisation committed to the betterment of Sasanshahr and, in turn, the world. Their mission is to suppress or exterminate the threat of demons, check the power of Aetheric Users or contend with the disasters produced by evil deities and their cultists.
Formally part of the Empire of Sasanshahr's Royal Court, this arm of the Shahanshah operates to protect the Empire domestically and has extended its operations beyond those borders to curb threats before they beyond 'too great'.
The Ra'sem
A large-scale criminal organisation with its front being honest trade whose origin began in the ports and warehouses of Sasanshahr. The Ra'sem are blamed by the Shahanshah's inner circle for the plague of decadence that has crippled the Empire.
The internal conflict between the desires of the Shahanshah and the leader of the Ra'sem, Gochihr, could if improperly managed lead to disasterous results and further weakening in the face of threats from the Kingdom of Asturias and the Daurans.
The Inquirers
A well-known organisation among the Great Houses, with little reach outside of them. The Inquirers were established by House Daramos in the aftermath of House Soletera to monitor and contain the dangers of unfettered Aether experimentation.
This has consequently put them on a path to lock horns with House Tzukyn, the house that prides itself on furthering knowledge and experimentation. - Though the Inquirers understand that their position can cause unforeseen fallout and overstep in the eyes of the other Houses. This leads to an abundance of caution and a focus on diplomacy in their investigations.
Author: Hokan
Contributions by: Hugh-Gi-Oh and Oakbug
Page Created by: Hokan