lasteden: (Default)
ʟᴀsᴛ ᴇᴅᴇɴ ᴍᴏᴅs ([personal profile] lasteden) wrote2016-06-14 09:39 pm

FACTION INFO.

FACTIONS.
This describes each one of the four nations that are currently residing within the White Moon. They are remnants each of a country that once stretched across vast plains. Each has their way of life, their culture, their principles. Choose wisely, for they will be your temporarily family within this realm. Defection will not be taken very kindly by your hosts.


LIGHT

LIGHT BLOOD
SPRING ICE

" THE LIGHT GUIDES US ALL. "
FORMER NAME.The Republic of Krythe
FACTION LEADER.Prime Minster Theophilus Fleming
GOVERNANCE.Meritocratic Democracy
POPULATION.Approximately 2000
LOCATION.North-west to west, bordering the Sea
The nation of Light pride themselves as the chief engineers of the White Moon. Before the Fall, they were the only nation that did not have magic; and thus they turned to science to arm themselves. It is in their land that you would find buildings and implements closest to modernity - electricity, television, the like. They have the most comprehensive schools, teaching their young ones to harness the power of their knowledge without need for magic. They have the most reliable of inventions and the most clockwork of societies; in that way they are the most resourceful in times of crisis.

Krythe did have a god, but only one. Lord Light was the manifestation of law and order for his country, and his wisdom was always consulted before decisions were made. It was the sacrifice of their patron deity that set the Moon on its course. Lord Light had watched over Krythe for three thousand years; a mere two decades is by no means enough for his people to adapt. He was their pillar of support, their source of absolute answers. Without their voice of guidance, the people of Light have to rely on their own judgment. And as every citizen knows, humanity is ultimately fallible. It remains to be seen if they will survive to see their guardian once more.

SOCIETY.
This faction is represented mostly by scientists and engineers. Each child is destined for a role to contribute to society, regardless of their specialty. As a result, great importance is placed upon education. Each citizen has a voice in decision-making, and the government regularly holds polls and referendums to determine what is the best for its people. The crime rate is exceptionally low since order and courtesy are ingrained into the national culture. The Church is merged with the government, due to their divinity's implication in lawmaking. As a result priests are expected to be the most lawful of all people, and they also function as lawyers. Courts are judged fairly, and the punishment for crimes done against another are very harsh.

However, this nation also has the most restrictive laws as well as compulsory civil service. It is not a place for those who wish to run free to their own desires. And there will always be those who question those in charge, especially since they no longer have a way to divine the absolute truth. What will happen to them now? A growing number of young people feel as if they have been abandoned by their deity, especially those who were born after the Exodus.

Architecture and fashion of this faction are closest to present-day British or European styles. Since they are also the most scientifically advanced nation, characters from modern-day canons will have a easier time meshing into their society. The people are polite and hardworking, who value honesty and bonds of trust above all else. However, since the system quickly shuts down troublemakers of all sorts, deviants and extreme behaviour are frowned upon and may be reported to the authorities.

GOALS.
The currently announced direction for Light is of further improvements to the Moon's life support systems, as well as continuing their scientific research. Presumably people working in the government projects would know more.

It is also implied knowledge that the nation houses a small atomic bomb.

FACTION BENEFITS.
Light is a faction without magic, so characters aligned with them will not receive any supernatural abilities. However, it is also a knowledge-based nation, so learning is encouraged if the pupil is hardworking enough. Electrical technology is also widely employed inside the faction, as is effective sanitation and public transport. Simple communication devices such as phones and radio will be available to characters. The Internet is also present, though it remains 1990s style due to technological limitations.

This faction will welcome characters with knowledge that they do not have access to currently. Engineers, scientists, the like. They will also take characters who are willing to learn and pick up new skills, even if they do not have any of their own. Hard work and persistence are highly valued as well.

As the Sun is a fragment of their deity's core, they have the most control over the Sanctum and the pilot direction of the ship. Only officials of the Church are allowed to interact with the Sun at the top of the Sanctum, and officials from other countries need an escort to enter the room at all. This may be of interest later on in the plot...


BLOOD

LIGHT BLOOD
SPRING ICE

" MIGHT MAKES RIGHT. "
FORMER NAME.The Empire of the Sun
FACTION LEADER.Queen Tzitzimime
GOVERNANCE.Kratocratic Empire
POPULATION.Approximately 3000
LOCATION.South, bordering the Sea
What was once a glorious empire had been reduced completely to ash during the Fall. The Empire of the Sun was known for its vibrant culture and reckless pursuit of fleeting beauty, a nation that built hanging gardens at a whim and decided a person's worth by their strength alone. If a person wanted something, they merely needed to be strong enough to attain it - be it material wealth, status, or the favour of their gods. And yet, even their gods could not save them from ruin. After the Exodus, their queen changed their nation's name from one of the Sun to one of Blood, for it was blood that gave them their strength and it was blood that needed to be avenged.

The Empire of the Sun boasts a pantheon of gods and goddesses. The use of magic entails making an offering to the respective god and them permitting the human to borrow a fraction of their power. So one would pray to the god of rain for weather blessings, the god of drawers for retrieving lost objects, the like. However, the more powerful the favour sought, the steeper the price. The caster must offer up their life force... or that of a blood sacrifice, if they so wish. Gods also play with humans like pawns, so a shaman must play a double game when they call upon the power of their chosen deity.

The powers of their shamans and queen depended on the amount of lives they take - and as the population shrinks, their magic only wanes. With the Exodus, the diminishing population of humans on the Moon meant that wars were no longer a sustainable way to sat the nation's bloodthirst. The nation fears losing contact with the gods who have lived with them so long, as the price of summoning becomes too steep to pay. The Queen appears to be the only person still able to speak with their Sun Mother. Many believe that the day will come when even she will abandon them, for they would have become too weak.

SOCIETY.
"Live fast, die young" sums up the Blood faction neatly. As a nation whose power structure hinges entirely on a person's proficiency in battle, the lives of its people are extremely turbulent. Death lurks at every corner, whether that of a jealous neighbour, or from within one's own family. A child of the nation learns how to fend for themselves at an early age, specializing in the rites of a particular god with which they master later in life. Any individual is allowed to challenge another to trial by combat, and the winner is often decided when the loser dies.

This may sound like an extremely hazardous way of living, but the threat of not knowing another's strength actually instils a measure of order in society. Life still goes on as usual, people go to work and school, earn their keep, have a family life. The unique point of this society is that anyone is free to challenge an injustice with which they deem serious enough. As a result tyrants have been overthrown by their people just as often as backstabbers have taken power. It's each man for himself in this realm.

The people are very lively, open with their emotions and blunt in their speech. If they want something, they will make it known. Strength speaks more than anything else, so someone who is rich but weak will find themselves preyed on by the strong. Conversely, if a person is capable, they will be admired by their fellows. Sparring and tests of intelligence are popular as pastimes and to learn from one another. If a person has broken a promise, the victim is more than welcome to exact vengeance, and the perpetrator's bad name will rapidly spread throughout the community. An angered mob is not an easy threat to outrun.

Due to the nation's heavy reliance on magic, they have also developed the strongest culture of them all. The clothing and art of the Blood faction are most similar to that of ancient Egypt or the Aztec civilizations. Using their magic, they are able to create vibrant works of art and architecture to their very specifications, as well as weave enchanting melodies that surpass any mortal artist. As long as you're strong enough to afford it, you can have anything you could possibly desire. There are also sects of gods that are dedicated to charity, though they are small and do not enjoy a wide following.

GOALS.
The Queen has made it known that restoring her nation's magical strength is their first and foremost task. As an alternative to killing people, they have branched off into rearing animals as sacrifices. As a result they are the best at animal ranching on the Moon, and intend to research more efficient rituals to extract life from those that they do kill. This has created an opportunity for partnership with the other two nations. Because of this, merchants who sell livestock tend to be from the Blood nation.

However, people living inside Blood territory will tell you of dissent within the temples. Animals are just not enough to sate the sacrifices. There are also rumours of experimentations on humans who have ceded their lives to certain deities, but it's just a rumour... for now.

FACTION BENEFITS.
The Blood faction possesses the strongest magic, so characters aligned with this faction will be able to harness pacts with the gods to shape reality as they desire... as long as they can pay the price. The Queen values strength above all else, so particularly strong characters may draw her favour if they can prove themselves to her. The nation also places emphasis on revelry and enjoying life as it is, so party-types may find this to their liking. There is a lot less law enforcement, so one can shank another if they feel it justified enough to do so.

It is also well-known that the Empire suffered the most losses during the Fall. They have not been very happy with it, and given their bloodthirsty nature, the other countries expect them to make a move at some point. The current Queen seems to however pursue a more diplomatic foreign policy.

For some reason, human females are naturally better at using blood magic than human males. It's a mystery why.


SPRING

LIGHT BLOOD
SPRING ICE

" HARMONY WITH NATURE WILL BRING PEACE. "
FORMER NAME.The Jade Kingdom
FACTION LEADER.Empress Li-Xian Yang
GOVERNANCE.Dynastic Kingdom
POPULATION.Approximately 5000
LOCATION.All of East
The faction of Spring is the largest of all. Even in their original world, their territory stretched across vast plains, and their fertile soil allowed them to bring forth the bounties of the lands without fail. Being a nation focused on agriculture and forestry, they never did have the use of technology or sophisticated weaponry. And their way of protecting themselves was the most implicit of all - as the breadbasket of the old world, invading them would mean starving one's people. Their culture flourished quietly, with people becoming philosophers and artists - never to the extent of the Empire, but still beautiful with a simple sort of aesthetic.

The people of Spring enjoyed the company and protection of a wide host of nature spirits. A pact was made thousands of years ago between the human King and the spirit King (the Jade Dragon), establishing a partnership that made bountiful crops possible throughout the years. But in the end, no amount of weather manipulation could save their earth from crumbling into the void. Their Empress, then the Crown Prince, vanished during the Fall, making her an unreliable ruler in the eyes of the more traditional people. She struggles to hold power in a court still dominated by the previous generation. For the most unshakeable of nations, a storm is slowly but surely brewing on the horizon.

SOCIETY.
As opposed to the Blood faction, the Spring faction is incredibly laid-back. Nature spirits such as river fairies and plant pixies abound within the land, most of them kind in nature. Farmers make up a large part of the population, working closely with the spirits to ensure good growth and harvest. People live in small villages and use lights of oil lamps to see at night. It is common to rise with the sun and go to bed shortly after dusk. Arts such as ink painting and embroidery are common with the people. Singing and dancing are much less common, due to the acts disturbing spirits.

The people are adherent to traditions and superstitions regarding their spirit companions, especially the older generation. They are also very environmentally considerate, picking up their trash and recycling/composting them if possible. The society places emphasis on the importance of family and loyalty to one's roots. Courts are often held locally and punishment delivered according to local perspective, which means it can vary widely between communities.

The architecture and fashion of the Spring nation are similar to that of feudal China and Japan. However, there is a slight but noticeable dgree of misogyny within the community's power structure. This is also one of the reasons why the Empress is not respected too well.

GOALS.
The Spring nation is compelled to continue their practice of providing food for the Moon. However the Empress currently is trying to wrestle control of the court back from the previous advisors, which means that the political unity of the faction is not very high.

The nature spirits have also reported a decline in their power, so it is also an issue that the government has said it will address.

FACTION BENEFITS.
The Spring faction is based off cooperation between humankind and nature, so this may be a match for more gentle-minded or relaxed characters. Each foreigner will be given the opportunity to settle down and farm some land, so housing is not too much of an issue. One can also get to know some spirits and take them on as pets/partners. Magic mirrors are also common, for network usage.

Due to the pseudo-power vacuum, this faction will also be the easiest to get a foot in for the political scene.


ICE

LIGHT BLOOD
SPRING ICE

" WE ARE THE WARDENS OF THE MOON. "
FORMER NAME.Isaz
FACTION LEADER.The Wintersmith
GOVERNANCE.Democratic Tribe
POPULATION.281
LOCATION.Far North
One would be inclined to call the survival of Isaz a miracle. The nation is not so much a full nation as an autonomous village, one nestled in the far north. This faction is unique in that it is led not by a human, but by an almost fantastical figure. Due to a series of inexplicable events and the foresight of its leader, they was able to devise a means to escape the Fall. The other three nations were invited onto the Moon by the grace of the Wintersmith, and he will never let them forget that. He is the only one still alive of the original people who spearheaded the Exodus, after all.

The people of Ice live in year-long winter. Their pride is in their tenacity and their partnership with the dragons of Eden - so much that caring and living with these creatures have become part and parcel of their life. They are the force that conducts outside maintenance, and the pioneers who venture out into the unknown. However, due to their small number, they are spread out across the Moon, stationed where their responsibilities lie. The familial halls of the Ice families lie mostly empty, and they are linked only by their dedication to their partners and to their leader.

SOCIETY.
The best word to describe the people of Ice would be 'tenacious'. Perseverance and dutifulness are paramount in their culture. They are also fiercely independent, and will refuse assistance unless absolutely necessary. One thing to note is that they are very secretive about their own culture, and will not divulge details to any outsider, citing honour as the reason.

Their clothes and sense of architecture can be drawn parallel to Nordic or Scandivanian cultures, with touches of Russian.

GOALS.
Survival and care of the space dragons. As dragons are currently the only way for humans to survive exposure to space, they are extremely valuable in maintenance and observation of the outside.

Their faction leader is the only one still alive to have heard the prophecy of the 'promised land' in person. He has vested interests in the direction of the ship and its fate.

FACTION BENEFITS.
Dragons, of course. If a character is chosen by the Wintersmith, they will be able to bond with a dragon and tame it for their own riding.

Due to the small size of the Ice faction, the number of characters belonging to this faction will be capped. The Wintersmith has very high expectations, so if the character is not motivated to work hard, they may be kicked out. Conversely, if they put in lots of effort into engagement, they will be exposed to the overall plot from a unique perspective.


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