Factions
Weatherworking Guilds
Power Base: Major settlements with storm observation infrastructure
Goals: Preserve and advance psychic knowledge, maintain control over storm prediction
Methods: Political influence, withholding services, training monopolies
Conflict: Internal schisms over sharing knowledge vs. maintaining elite status
Water Management Castes
Power Base: Control of aquifers, purification facilities, and distribution networks
Goals: Ensure equitable water distribution (or consolidate power, depending on settlement)
Methods: Rationing, pricing, dispute arbitration, occasional sabotage of rivals
Conflict: "Water is life" philosophy vs. "water is currency" pragmatism
Caravan Guilds
Power Base: Trade routes connecting settlements
Goals: Maintain free movement of goods, profit from scarcity, prevent inter-settlement conflict
Methods: Negotiation, protection services, information brokerage, occasional smuggling
Conflict: Loyalty to settlements vs. loyalty to guild; honest trade vs. exploitation
Deepkin Warmth Circles
Power Base: Night-side cave settlements, geothermal vent control
Goals: Preserve Deepkin culture, secure geothermal resources, maintain autonomy from twilight belt
Methods: Collective decision-making, resonance-based communication, occasional isolation
Conflict: Integration with twilight belt vs. cultural preservation
Wind-Kin Alliances
Power Base: Beastwalker communities, bonded creature populations
Goals: Protect native fauna, maintain bonding traditions, prevent exploitation
Methods: Guerrilla tactics, sabotage of ecologically damaging operations, diplomatic advocacy
Conflict: Harmony with nature vs. human survival needs
The Archivists
Power Base: Earth knowledge repositories, data crystal collections
Goals: Preserve human history, decode ancient technologies, understand Duskara's mysteries
Methods: Research, exploration, jealous guarding of information
Conflict: Knowledge as public good vs. knowledge as power
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