Faction Index


About Major Factions

“The Peoples of Phoibos can be grouped by common origin. Most factions have a history intertwined with one of five powers, three ancient and two new. Yet, origin is but one lens among many. Shared origin no guarantee of shared interests or beliefs. Indeed, many of Phoibos’ peoples find common ground amongst ideology, values, or threats.”

Visecious, ‘Modern Origins & Past’s Poiesis: A History of Phoibos’

Abyssal Fleets

The Abyssal Fleets contain descendants of intergalactic voyagers crashed to Phoibos. Held pariah for their ancestor’s alleged deicides, the fleets adapt magi-technologies to survive an inhospitable world.

Northern Fleet

Honorbound survivalists who do what is necessary, no matter outsider’s judgments of superstition, barbarism, or depravity.

East Fleet

International naval police & merchants, whose diplomatic maneuverings are guided by change-reading clans.

Southern Fleet

The gilded keepers of Fleet history, culture, and magi-tech science.

Ex-West Fleet

Scattered remnants of the Western Fleet, the survivors, the lost, and the vengeful.

Central Fleet

Expansionist penal labor colonies overseen by alchemist generals and filled with Fleet dissidents, pioneers, and war prisoners.

Abyssal Tyrants

The alien others lurking beyond.

Fay

The fall of the Fay Empires was a history of family dramas and crises of Fay identity. These splintered remnants seek to resurrect gods from ashes of the guilty, to reclaim and rebuild a fallen homeland, or to simply quietly pursue research towards true immortality.

Âuos

Led by its resurrected god-emperor, the fallen intergalactic empire rises from ashes to reclaim its rightful dominion over elements.

Necrotic

Founded long ago in radical schism among Âuos, the Necrotic are great research houses unified in open, meritocratic pursuit of ‘true’ immortality.

Exile

Disowning the Âuos and Necrotic in pursuit of spirituality, Exile believe, to prevent repeat catastrophe, new relationships with magic, technology, and nature must be found.

Sylvan

Whether imaginary beings made real by the World Tree’s miracle, or the actual mythical progenitors rediscovered, contact with the Sylvan precipitates a crisis in Fay self-image.

Underdeep

Weathering the cataclysm’s fallout through retreat to bunker-fortresses, the isolated peoples of the Underdeep underwent revolutions, constructed god-like AIs in their own image, and formed new genetic-worshiping caste-systems. New upheavals loom as Underdeep societies emerge and encounter Phoibos’ peoples.

Rex Sanguines

Enduring through noble lie of harmony through sacred purity of body, mind, and spirit, tense blood caste rivalries and Royal Army vs Blood Church vs Tech-Keepers power struggles tell a different story.

Deus Machina

Inputed the citizens’ collective desires, an AI super-entity predicts and returns as orders the most probable means of achieving the many’s goals & dreams.

Oni Warlords

Bandit clans whose periodic supreme daiymo is decided in Yomi’s holy death-match Royale.

Forge Lords

Craft orders chaos, productive practices sacred for role in developing noble souled citizens. Can these ancient ideals and traditions weather current social upheavals?

Acadieum

A post-scarcity, epistocratic society, where no one is deprived the spoils of pursuit of knowledge, built to realize the revolution’s ideals for ‘equality, freedom, and justice for all.’

Overgoers

Great trading caravan families, nomadic craftsman, explorers, and allied adventurers. Outcast or by choice, leaving the old in pursuit of new beginnings, new horizons, and new ventures.

Centaur

Shared myths tale of the birth of three ‘living-divine’, who, born of nature’s death, would found great theocratic empires where those sharing values might thrive. Free of wretched magics and ruinous technologies, the prosperous citizens of the Centaur hierophants enjoy omniscient tactics and laws enforced by divine knowledge and divine favor.

Imperium

Under the omniscient generalship of patron living divine Vanikar, the Imperium’s legions claimed vast territories, established economic control, and created a central, neutral forum for divine diplomacy & politics.

Gardonia

With practices and ways of life cultivating friendship, trust, and understanding, impoverished Gardonia achieves a fragile harmony among peoples of the five major factions.

Rune

Individual freedom increased through individual power. A anarchic community of honorable rivals challenging each other to become greater.

Nomos

Exceptions corrupt law. Magic is exception to natural and divine laws. For sake of law, magic must be suppressed or governed wisely by spiritual authorities.

Kinnaria

Nature is cyclical, no true ends nor beginnings. The death of Kinnaria, God/Goddess of nature, a death that birthed the Centaur living-divine, is not final. Kinnaria will rise anew.

Were

Born of the magics that twisted and transformed Phoibos’ life-forms, the Were have largely inherited the planet, here occupying what was once another’s seat of power, there repurposing coveted technologies long forgotten. Diverse in world-views, forms of government, and philosophies towards magic, in the Were perhaps resides the best hope for reimagining more perfect societies.

Black Woods

Victims, survivors, and usurpers of Necrotic experimentation, the Black Woods peoples are blessed-cursed with genetic-necromantic powers and their blight blood side effects.

Teculxin

A theocratic confederacy, alliance of temple-fortress city states, whom compete for worshipers free to travel and realign with more worthy patrons.

Ibixi Republic

A republic among six great alpine cities whose coercive powers wax and wain with winter and summer seasons. Each its own dark or noble custom for overcoming the cold’s siege.

Zodia

The twelve celestial beings’ earthly administers debate and advise the three kingdoms of Zodia, whom, long divided, have united in opposition to foreign machinations.

Badlands

Sacred lands, forbidden lands. Home and communities for those daemon-touched, born set-apart from their kin. Containment of those daemonic forces, change-bringers who would mutate Were’s natural forms.

Kveen

Wealth, pleasure, self-mastery, and right living: the four desires pursued in dark reflection by Kveen’s rulers and subjects.

Liondria

Seven Khari baronies defend Liondria’s borders, protecting its people’s democratic practices, with Akachi high ruler elected among worthy knightly candidates.

Styganor

Born blandly unique, heroic uniqueness is DIY. The Styganor tribes oppose systems subordinating individuality and cultivate conditions where anyone is free to perfect specialty.

  1. Faction Index
    1. About Major Factions
    2. Abyssal Fleets
      1. Northern Fleet
      2. East Fleet
      3. Southern Fleet
      4. Ex-West Fleet
      5. Central Fleet
      6. Abyssal Tyrants
    3. Fay
      1. Âuos
      2. Necrotic
      3. Exile
      4. Sylvan
    4. Underdeep
      1. Rex Sanguines
      2. Deus Machina
      3. Oni Warlords
      4. Forge Lords
      5. Acadieum
      6. Overgoers
    5. Centaur
      1. Imperium
      2. Gardonia
      3. Rune
      4. Nomos
      5. Kinnaria
    6. Were
      1. Black Woods
      2. Teculxin
      3. Ibixi Republic
      4. Zodia
      5. Badlands
      6. Kveen
      7. Liondria
      8. Styganor