BreakingWorlds/Factions

CLSWiki | BreakingWorlds | RecentChanges | Preferences | Main Website

The Noble Houses

Once a dynamic and active force in the Kingdom, the nobility has gradually devolved into a terribly complicated feudal system held together by obligations of vassalage, blood ties, marriage alliances, and the odd bit of outright bribery and extortion. Nonetheless the noble houses collectively own most of the land in Arginet and as such are the wealthiest and best-established of the three great factions. They also have a lot of support from the more traditional branches of the priesthood.

Their power is gained by inheritance, with the title passing to the firstborn child on the incumbent’s death. Younger children may be granted lesser titles by will, but are more often sent to make a living in the army or the priesthood.

The nobility contain a high proportion of fay. It was once believed that this was due to their shared descent from King Estienne, but these days it is known to be the result of resonances from their estates and their deeply ingrained traditions and spiritual observances.

They are the faction worst hit by the Breaking, as previously rich lands have become unproductive or uninhabitable, and tenants have demanded extensive (and expensive) protection from monsters and other horrors. They have a lot to lose and face plenty of threats.

Noble characters are likely to be minor nobles or heirs, or younger siblings who have the status and connections without the responsibilities. Other characters can be hired by the noble houses as mercenaries, mediums, assassins, or miscellaneous troubleshooters or functionaries. They might get involved in conflicts within or between houses, ordered to defend or reclaim threatened estates, or sent to support the houses’ interests against the Armies and the reformists.

Five things about the Noble Houses

What the nobles will never do

The Royal Armies

For most of its recent history Arginet was at peace, broken only by a few minor overseas campaigns and the occasional case of bandits, and as a result its standing armies were rather distant from the political spotlight. The Breaking has changed all that. Now that skirmishes with interplanar beasts are a common occurrence, generals are as likely as dukes to hold the attention of the crown, and both military spending and recruitment are at all-time highs.

The Royal Armies are among the most meritocratic institutions in Arginet. Having the money or connections to start out with a commission always helps, but it is entirely possible to rise through the ranks right from the bottom, and this has become easier as soldiers now see a lot more combat than they used to.

The Armies have a reputation for being more concerned with the material than the spirit world, but they have some support from the priesthood, and (significantly) their ranks contain plenty of witches trained in combat alongside the more conventional line troops. They’ve also been very quick in learning how to deal with manifested spirits, and are fairly pragmatic about battle casualties returning to life.

More than most people, they face harder and more dangerous times thanks to the Breaking, but they also face many opportunities. They are more vital to the Kingdom’s survival than they have ever been before, and have the resources and organisation to hold together against threats.

Army characters are likely to be low-ranking officers or soldiers investigating the rifts, either under orders or in a personal capacity. Other characters can enlist as auxiliaries or spies if they don’t join full-time. They may be sent on risky or undercover missions, solicited for information and scouting, or employed to supply or support the armies in other roles.

Five things about the Armies

What the Armies will never do

The Reform Coalition

Neither as wealthy nor as well-armed as either of the other factions, but energetic and numerous, the Reform Coalition is a loose alliance of people whose goal is to replace the power of the noble houses and the crown with a new government where people of every class can make their voices heard. Within this broad umbrella are adherents of countless political strands, from constitutional monarchists through republicans to committed anarchists, each convinced that their own ideology is the best for Arginet’s future.

There are many ways of gaining power in the Coalition, but generally they depend on the favour of others. Donating resources, printing propaganda, and stealing from the rich are all options for building a strong reputation with other Reformists - but the Coalition is a fractious organisation if it can be called one at all, and there are no guarantees that any given revolutionary committee will be on speaking terms with any other.

Reformists are generally held to be less superstitious and more practical than most, and favour straightforward dealings with the spirit world. However, they are more likely than any other group to follow unorthodox religious beliefs, and a remarkably high proportion of them are Seekers of the Utmost.

The Coalition has been gaining strength over the last few decades but has never had the power to seriously challenge the established order. With the chaos of the Breaking, many adherents believe that its time has come embrace change and to reforge Arginet as a new nation. They are the faction most willing to exploit the phenomena of the Breaking for their own ends.

Reformist characters can have a range of backgrounds and ideologies. They might work individually or in small clubs or cells. Other characters can support the Coalition unofficially. They might be sent to investigate potential threats or windfalls, spy on or sabotage other factions’ operations, or stir up revolutionary sentiment among the populace.

Five things about the Reformists

What Reformists will never do


CLSWiki | BreakingWorlds | RecentChanges | Preferences | Main Website
This page is read-only | View other revisions
Last edited January 13, 2016 4:40 pm by Nyeti (diff)
Search: