Faction Overview: Difference between revisions

From Velthuryn
No edit summary
Line 1: Line 1:
== Faction Overview ==
== Faction Overview ==
Across '''Velthuryn''', factions arise not merely from politics or faith, but from how people respond to resonance, memory, and the wounds of the world itself. Some seek control through law, light, or containment, building institutions that prize stability, clarity, and procedure above all else. Others embrace endurance, harmony, or lived experience, believing that resonance must be listened to, felt, or interpreted rather than suppressed. There are factions born of oath and ancestry, of trade and flowing routes, of storms, rivers, roots, and forgotten spirits, whose authority comes from tradition and shared survival rather than written law. In the shadows move cults, syndicates, and revolutionaries who profit from griefglass, erase identities, or attempt to unseal what others have buried, convinced that concealment has only deepened the danger. Together, these factions form a living web of cooperation, rivalry, and open conflict, ensuring that no action in Velthuryn occurs in isolation and that every choice echoes outward through power, belief, and memory.


=== High-Level Ideological Axes ===
=== High-Level Ideological Axes ===

Revision as of 14:13, 9 January 2026

Faction Overview

Across Velthuryn, factions arise not merely from politics or faith, but from how people respond to resonance, memory, and the wounds of the world itself. Some seek control through law, light, or containment, building institutions that prize stability, clarity, and procedure above all else. Others embrace endurance, harmony, or lived experience, believing that resonance must be listened to, felt, or interpreted rather than suppressed. There are factions born of oath and ancestry, of trade and flowing routes, of storms, rivers, roots, and forgotten spirits, whose authority comes from tradition and shared survival rather than written law. In the shadows move cults, syndicates, and revolutionaries who profit from griefglass, erase identities, or attempt to unseal what others have buried, convinced that concealment has only deepened the danger. Together, these factions form a living web of cooperation, rivalry, and open conflict, ensuring that no action in Velthuryn occurs in isolation and that every choice echoes outward through power, belief, and memory.

High-Level Ideological Axes

Axis Positions
Resonance Suppress - Endure - Interpret - Provoke - Release
Authority Institutional - Procedural - Cultural - Personal
Memory/History Preserve - Regulate - Experience - Erase

Core Relationship Matrix for Primary Factions

Faction ↓ vs → Vigilant Concord Measured Silence Griefbound Unsealers Sunvault Luminous Archive
Vigilant Concord - Tense Enemy Enemy Ally Tense
Concord of Measured Silence Tense - Rival Rival Tense Neutral
Griefbound Communion Enemy Rival - Tense Enemy Rival
Unsealers Enemy Rival Tense - Enemy Enemy
Sunvault Covenant Ally Tense Enemy Enemy - Tense
Luminous Archive Tense Neutral Rival Enemy Tense -

Relationship Key

  • Ally – Cooperative, aligned goals
  • Tense – Ideological friction, limited cooperation
  • Rival – Active opposition, competing agendas
  • Enemy – Open hostility, likely violence
  • Neutral – Minimal interaction or awareness

List of All Factions

FactionFaction TypeFaction Size
The Bone-Root WayReligiousLarge but decentralized
The Choir of GlassReligiousSmall, secretive cells
The Codex WardensPoliticalMedium; concentrated in institutions
The Concord of Measured SilenceReligiousSmall but influential; scattered enclaves and monasteries
The Dreamtide ChorusReligiousDiffuse; culturally embedded rather than centralized
The EchohuntersMercenarySmall, elite
The Emberbound ClansSocialLarge, decentralized
The Flame of AccordReligiousMedium to large; structured orders
The Glass Market SyndicatesCriminalLarge, fragmented
The Griefbound CommunionReligiousMedium; cult-like cells connected by ritual
The Luminous ArchiveReligiousLarge; institutional, cross-state
The MycelialsSocialLarge within Myrrun; diffuse elsewhere
The Pale AccordReligiousVery small; clandestine
The River-CovenantPoliticalMedium; mobile membership
The Spirits BetweenReligiousWidespread, informal
The Stone Verdict AssemblyPoliticalMedium; institutional rather than populous
The Stormcall CirclesReligiousSmall but culturally powerful
The Sunvault CovenantReligiousLarge within Aurex; limited elsewhere
The UnsealersCriminalSmall, covert, highly motivated
The Vigilant ConcordPoliticalLarge within Aurex; minimal presence elsewhere