Aetheral

Factions

Mar 16th, 2017
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  1. Factions
  2.  
  3. The Twelve Kings.
  4.  
  5. Mighty warriors, sages, scientists and more, who held the Old Kin at bay long, long ago. Their power is disputed not too often, but whenever such a thing happens, someone is made to pay dearly for it. Most live content, under their rule, yet the Kings themselves, aren't the best of allies, or friends, between one another.
  6.  
  7. The Wealthy.
  8.  
  9. He is sometimes labelled a patron of wealth, fertility and health. Most common folk, would certainly aspire to be like him. Few see the burdens associated, with his great duty, as well as that of holding every aristocrat in King's Rest in place. After all, his power lies in his possessions, for he has little strength of his own.
  10.  
  11. The Conqueror.
  12.  
  13. Once known as The Victor, a title that for him alone out of the Twelve Kings, was accurate, in both victory and defeat. Most wonder, how he can keep his conscience still clear and sanity intact, after so much war. He however claims, that he is no assassin, for his terrible sword is made to slay monsters, but not men.
  14.  
  15. The Sage.
  16.  
  17. Disappointing product, of a destructive and apocalyptic legacy. Her dwelling in a deep, perplexing maze, the truth of which remains hidden by the forest, seen as the microcosm, to the macrocosm of the Mystic's life, an endless quest of discovery and truth-seeking, or perhaps, an attempt at understanding the world.
  18.  
  19. The Faithful.
  20.  
  21. Needless to say, she herself submits to the Garden's philosophies. In another age, it is said that the Faithful was a closest ally to the Old Kin, yet gave so much to save the world, than when they looked to destroy it, she could no longer rally herself with them, and forsook their cause.
  22.  
  23. The Hunter.
  24.  
  25. Once, known as the Raider, he tried hard to follow the legacy of his once teacher, yet realizing he would never become as mighty as the Raiders of old, decided to at least, have a death as glorious as theirs, journeying out to sea, to meet untold horrors. Most, believe him to be dead.
  26.  
  27. The Guardian.
  28.  
  29. A woman of unknown origins, or race, she has never left her face be seen. Those that wish to visit the Archives, need to be granted her silent permission. Among the many hidden secrets, the observant visitor, can hear a soft, and distant weeping sound, in certain locations throughout the realm of ancient records.
  30.  
  31. The Warden.
  32.  
  33. Cold, and unforgiving, the Warden leads his troops, every night into assault, against the beasts of the Asylum Fortress. Their fight, is an unfair one, and it often forces them to resort to less honorable means, or even worse, just as their master teaches them, is what they must do.
  34.  
  35. They know no mercy, nor any limit, to what they will do to purge the monstrous infestation, practicing many of the Branding sorceries, just as their master does, and teaches them to.
  36.  
  37. The Seeker.
  38.  
  39. The existence of a member of the Twelve Kings, named the Seeker, is out to question. Some say she has ascended too far into the Ladders to be observed, by mere mortals. Others say, that she found a certain something, and then used subtle ways to forever disguise any manner others would have to finding it, or herself.
  40.  
  41. The Chosen.
  42.  
  43. When the Chosen was an idle tyrant, with only the moon holding vigil over him, a witch, followed by a baby dragon, entered his court, and demanded that he do something with his power. Thus the Chosen founded the Dragon Legion and made her leader, for the woman had reminded him of someone he once held very dear.
  44.  
  45. The Architect.
  46.  
  47. Some say the Architect, was the one that created the Clock Men, and in rebellion they locked her away. The Clock Men say, she merely looked into their matter, but found something that for the good of not just them, but everyone else, should best remain hidden.
  48.  
  49. The Beast.
  50.  
  51. Outward barbarism, conceals a noble soul. Whereas he may never become a most revered, and accepted king, like the others, his old brethren, would applaud how he maintained a pure heart, above all else, for it is the heart that was once most valued, among both beasts and men.
  52.  
  53. The Wanderer.
  54.  
  55. She who wanders off, would be most apt. A little known fact, is that she was displeased, with the other Kings, and struck both her name, and the location of her realm, from any records, on her own volition and characteristic reckless bravery, vowing to never make a compromise as dreadful as she once had.
  56.  
  57. The Knightly Orders.
  58.  
  59. A number of organizations, that are made up mostly of knights and their servants, bound to certain goals or places.
  60.  
  61. Wall Knights.
  62.  
  63. The protectors, and caretakers of walls, wherever they are or may be, these men in bulky armor, and obscuring bucket helms, stand watch over anyone who wishes to tear down the subject of their protection. Their history is shrouded in myth, and their Weaving power is quite peculiar, among all others.
  64.  
  65. Archive Knights.
  66.  
  67. Order of the Guardian, protectors of the Forsaken Archives, deployed as sentries in the areas containing dangerous knowledge, that must otherwise be preserved. Within the Archives, they are bound by an oath of silence. Outside of it, they may speak, but never concerning any matter of the Archives.
  68.  
  69. Draconic Knights.
  70.  
  71. Warriors of the Dragon Legion, capable men, trained for the endless battle with the monsters that fill the regions far from their home, all Draconic Knights are advised to bear a memento of their home, which they may never again see, once they depart it. An order of few unclear matters, except perhaps for their mysterious rite of entrance.
  72.  
  73. Aeolian Knights.
  74.  
  75. The old nobility of the Aeolian High, needed to be pacified, after the militarization of the country. Thus, the Conqueror granted their newest generation, the right to bear terrifying winged mounts, and train as knights, the leader of the numberless masses under his command. And the old nobles were content.
  76.  
  77. Woven Knights.
  78.  
  79. An order of warriors, deeply reverent of the Teachings of the Woven. They fight, no longer like men, but like drunken beasts, and seem to live their life in excess where and when they can, as they believe the world's end is at bay, and all one can do is embrace it with open arms, and above all, with no regrets.
  80.  
  81. Covenant Knights.
  82.  
  83. An order composed, not entirely of men, but in large part, of Golems, Exalts, Clock Men and even some Incarnates. Inclusive of all races, shapes, and colors, the only prerequisite is having a kind heart, that only wishes to do good, to help and protect, if the need be, even the warriors of their own order.
  84.  
  85. Hat Knights.
  86.  
  87. Much like the Wall Knights, they are seen as peculiar, and of odd fascinations. They are warriors, who refuse to wear any sort of headgear, except for the most fabulous, and extravagant of hats. One'd think they are a joke, yet the mighty Hat Knights can safely laugh in the face of dangers, others go insane just by contemplating.
  88.  
  89. And some smaller, obscure groups lying around.
  90.  
  91. The Faith of the Garden.
  92.  
  93. An already elaborated on group or faction, they hold much sway over the entirety of Golth, and not just their Red City. A matter of considerable consternation, seeing as the Faithful is an odd figure, even among the Twelve Kings, due to how few if none other of said Kings get so deeply involved, in the matters of their subjects.
  94.  
  95. The Society of Mystics.
  96.  
  97. A bizarre group, of Mystics whose names have already passed into legends. It is said, they gather somewhere hidden, and look into some of the graver matters of the world. One many only ever find them, if one is invited. Although those who possess true strength, need not fret about it. The Society always takes notice.
  98.  
  99. The Asylum Raiders.
  100.  
  101. People handpicked, and trained in the arts of slaying monsters, found in the depths of the Asylum. When they reach a certain tier within the ranks of the Raiders, the Warden himself, bestows them each, with unique armor, bearing a brand or great power, to help them fight the beasts plaguing their city, whose ranks seem to never deplete.
  102.  
  103. The Traveling Army.
  104.  
  105. Warriors from all over the world, bound together over seeking a promised land. The irony of the fact, is that no matter where they go, the land must be filled with the blood of beast, and that of their comrades, sacrificed in gruesome battle. It does seem, that their purpose is futile, yet even so, their spirits remain unbroken.
  106.  
  107. The Settlers.
  108.  
  109. A number of people, that stay with the Traveling Army, and intend to be the first to build a settlement, outside of the twelve realms of the Twelve Kings. Alas, much like their armed allies, it appears they are unable to find peace, and ultimately settle down.
  110.  
  111. Heap of the Dead.
  112.  
  113. More of a location, rumored to be far to the eastern shores of Velean, where all undead eventually congregate. The ruins of a lost land, now nothing but rubbish and dust, for those who life cursed with a taint of the soul, need little else. It is said, an ancient ruler dwells within the depths of the Heap, he too, undead like all who live here.
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