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paradigm

Political Turmoil & Affiliations

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The Factions 

Alterion has three distinct and powerful political factions at play: The Masons, The Hunters and the Rebellion. These three groups represent the greatest military forces on Alterion, and their relations are vital to the balance of power and maintaining the Alterion Nation. The three powers exist in a delicate balance of power, not all the details of which are known. It is  known, however,  that only the other two organizations are equivalent to the Masons.

 
While there are certainly more than three organization at the end of the day, a player/group's alliance will fall into one of these three Categories. That is to say, either your for the Government, Anti-Government, or are unwilling to take a side but money's money, amirite? 
 
Note: This is a gross over simplification of the Alterion political climate, but it makes plot less confusing and bit more palatable. Using Lord of the Rings as an example: We know the factions of Middle Earth are vast and diverse. The Elves, Dwarves, Ents, Hobbits And mans have their own kingdoms and leaders and conflict occurs between them.  We know from Shadow of MordWar that Saurons forces are varied and diverse and rife with their own political infighting.  Yet, we can ultimately sit down and say, in terms of overarching ideals and big picture politics that there is essentially only two sides here. “Vote Sauron,” and “Seriously, Don’t Vote Sauron.” 
 
Again, it’s a gross oversimplification but it communicates the broad strokes.
 
That being said, just because your organization/clan is listed under one of the three provided branches, it does not mean you are beholden to that branch or serve that branch. It’s a way of saying “if these three people were fighting in the street, THIS group winning would benefit me.” 
 

The Masons

The Masons are the dominant political party in Alterion, and make up the nations religious leaders as well as its military-- tasked with law enforcement, international security and military operations.They are present in all the major landmarks around Alterion as evidenced by their numerous Chapter Houses. The duty of the Masons is to maintain a law and order throughout Alterion and impose the will and might of the High Mason. They are therefore considered the key strategic development force in the High Mason's Cabinet and are expected to obey His orders at will. Sometimes these orders are questionable, however they are expected to carry them out regardless of opinion (Though many a Mason has purposefully misconstrued orders if it conflicts with their ideals. Amongst their duties is awarding Notoriety Hunters the bounties for completed quests. They tolerate Notoriety Hunters as a method of making their job easier but are known to go out notoriety hunting themselves. Apprehended Rebels and criminals who are brought in alive are handed over to be made an example of, the Masons are left to ensuring the exportation of these criminals to prison and/or to their execution.

The Masons tend to sacrifice the innocent if it means maintaining stability. 

Note:As with the Rebellion and the Hunters, there is no one set archetype that fits all the Masons and its allies. Some Justicar and Poor Sons are evil and turn a blind eye to slavery. Some Daius Radicals do assassinate rapists and murderers for the greater good.  Again, being allied to the Masons does not mean you are beholden to their ideals and beliefs. It merely means you consider yourself an ally, someone you might seek aid from or offer assistance at some point. 

 


The Hunters

 
The Hunters are powerful and notorious individuals and enterprises  who have formed a truce with the Masons and the Rebellion.  The Notoriety Hunters, as they are often called, are individuals  turned mercenary in the service of both the Masons and the Rebellion. Although they work for both, the Hunters themselves typically do not care about nor respect the ideology governing their frequent employers. They are are often considered by the Masons to be no different from any other rebel/pirate/criminal. On the other hand, they are known as "government dogs" and are despised by many rebel cells— but are still feared and respected for their infamous reputation and strength which they gained before, and even after they become Notoriety Hunters.
 

The Hunters seem to be a mixture of the more chaotic Rebellion and the more orderly Masons. Some favor stability or freedom at the cost of the innocent, and others cannot abide the cruel injustices of the system. 

 

Note: As with the Rebellion and the Masons, there is no one set organization that speaks for the ideology of all hunters. Some Notoriety hunters are evil and have their own criminal enterprises (piracy, assassination, etc), others are good and use their strength to protect those innocents caught in the middle of this conflict. There is no cookie cutter mold to shove you into, your characters are your own. 


The Rebellion

The thorn in the side of the Alterion Government, the Rebellion has subsisted since the existence of Riva the Masonress and despite several crippling defeats has yet to disappear. This is largely due to its chaotic and disorganized nature. There is no one singular leader for the Rebellion, or one Rebel cell that speaks for the whole. Diametrically opposed the mismatched Rebel cells can all agree on only one thing: fuck the Masons. Many Rebels believe the Crystal to be evil, but the majority seek to seize the Crystal from the Masons and use it towards their own ends. There is disparate leadership in the Rebellion, with each cell generally cowing to the strong amongst their ranks. These leaders possess such strength and influence that they live quite literally as though they are emperors, doing mostly as they please. Individually, these souls are considered to be among the most powerful warriors in the world, with devastatingly powerful and versatile abilities, immense physical strength, endurance, and durability, and/or sheer mastery of a particular skill. Powerful beings flock to Izral, whether to serve under these beings, hunt them, or eradicate them from existence, 
 
Though Rebels may range in morality from remorselessly evil to outstandingly good and their reception by civilians can vary just as widely, they all share one thing in common: they owe no loyalty to any nation, and act as they please with no regard for the Mason's rules.
 
Note: As with the Hunters and the Masons, there is no one set organization that speaks for the ideology of all Rebels. Some Rebels are monstrous terrorists blowing children up, and raiding villages in the name of freedom. Others maintain orphanages and protect cities and encampments to ensure that people can live out from under the yolk of oppression.  There is no cookie cutter mold to shove you into, your characters are your own. 
Edited by paradigm

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