Factions
The Order of the Overlords was established by the Overlords from the North in order to maintain control over each Druid-Circle of Ka'a'. But over time (after the creation of the DoS) differences within the Circles grew and, after a brief conflict, the Circles split into six Factions, with the Order watching over each.
Structure
The six Factions are as follows:
Black-Sun (Abra)
The Black-Sun Faction is the Faction of earth-magic, spells and nature. It's members focus mainly on the natural side of the world, although magic plays a big part in its functioning. The Black-Sun has always been a banner of peace, and has always been a middle-ground for members of other Factions to discuss matters peacefully without bloodshed. Black-Sun's closest allies are Blood and Mannah. Black-Sun's preferred spell is the Invisibility-Charm.
Blood (The Frontier)
The Blood-Faction is the Faction of law, light and healing. Allies of this Faction lay down the law and enforce it. Many knights, soldiers and Sheriffs are of the Blood-Faction. Blood-Faction's allies are Black-Sun and Mannah, while its enemies are Necromancer and Frost. Although the Blood-Faction started as the Faction of protection, defense, healing, and other passive things, it has over time adopted more of a militaristic side, and has separated itself from magic entirely. It doesn't go right for the kill as the more aggressive Factions might, but it will prepare itself for the inevitable conflict. It won't let opposing Factions into its territory, and should enemies declare war on it, the Blood-Faction will take this as license to be as fierce and cruel as possible in order to protect itself. Blood prefers to not use magic, instead relying on technology such as guns and blades.
Mannah (The Mountains)
The Mannah-Faction, the Faction of nature and magic, understands that the world obeys the law of the jungle; everything is either predator or prey. People of the Mannah-Faction do what they can to accelerate and protect nature: jungles expand, artifacts crumble, and creatures regenerate themselves. For this Faction, even the plants become lethal weapons. At its best, this Faction is instinctual and adaptive. At its worst, its is savage, unthinking and predatory. Mannah seeks to use magic and nature to fulfill its objectives, which is preservation of the whole world. Its allies are Blood and Black-Sun, although it prefers to not side with Blood on any matter. The preferred spell of Mannah is the Luminescence-Charm.
Necromancer (The Fallout)
The Necromancer-Faction, the Faction of death and black-magic, focuses on winning at all costs. It can be simple, or very abstract. Though it can be an aggressive Faction, it focuses on manipulating the other Factions at any cost. When this Faction gets aggressive, it does so by clearing the path for its creatures. Necromancer is the polar opposite of Mannah; Mannah loves to create and encourages cooperation. It believes in continuously lifting things up to enhance the overall glory and bring unity and peace for all. Necromancer also cares about glory but instead of creating or enhancing, it selfishly takes. And it seeks unity only within itself, outsiders are to be killed or exploited. Any life that Necromancer gains has to come from somewhere; Necromancer will do absolutely whatever it has to in order to gain the upper-hand. That doesn't mean it is without limits, but it is willing to sacrifice part of itself in order to do what it does more efficiently. It can call up fearsome demons with devastating effects, but it'll have to offer up something unusual in compensation. It could kill things for cheaper, but that means it will also have to offer something of its own in sacrifice. For a Faction so evil in nature, it places a very high regard for the rule of equivalent exchange. In the Necromancer-Faction, things fester and rot. Death, disease, selfishness, power at any cost: these are the twisted values of the Necromancer. Black magic is powerful and easy to wield, but it comes with a high price. Its spells and abilities can warp the mind, poison the land, and turn creatures into nothing. Dark minions, Undead creatures, and unspeakable horrors are native to this Faction, and they're as self-serving and treacherous as the dark-wizards who command them. Necromancer is not completely evil, though it is often portrayed to be. Its allies are Frost and Zion. The preferred spell of Necromancer is the Necromancy-Potion.
Zion (The Hellscapes and The Lavalands)
The Zion-Faction comes from the Hellscapes and the fiery heart of the world itself, the Lavalands. Zion-magic is filled with fire, frenzy, and storms of rock and lava. People of the Zion-Faction have no patience for talk or subtlety. They act quickly and recklessly. Zion likes to just rush right into things and be as aggressive as possible. It rules over the elements of earth and fire, along with anything else that may become mountain-related. Zion is based around impulse, fury and destroying things. In the old days, Zion was actually a peaceful Faction with more emphasis on control and it was slow to really develop its own identity. With the separation of the Order, Zion surged into becoming a more aggressive Faction, emphasizing cheap power with brittle toughness. Its allies are Necromancer and Frost. Its preferred spell is the Hell-Clan, used to summon demons.
Frost (The Tripoles)
The Frost-Faction is the most aggressive Faction of Ka'a'. Sworn enemies of the Blood, this Faction utilizes magic, manipulation and deception to get what it wants. The Frost will hurt another Faction quickly and mercilessly, if needed, even if it means having to hurt itself and its allies in order to hurt its enemies more. Frost is all about impulse and passion. Act first, think later. Its preferred spell is the Potion-of-Zancor.
All the Factions are maintained under the Order:
The Order
Once composed of all six Factions, the Order now acts independently as its own organization whilst making sure that none of the other Factions end up destroying each other since, whether good or evil, all Factions are necessary for the survival of Ka'a'. The strength of the Order lies in trickery and manipulation. Members of the Order work behind the scenes, scheming and stealing, controlling their environments to make sure other Factions never get the upper hand on each other. Despite its trickery, the Order is a force of good and only seeks to preserve Ka'a' and its inhabitants. Its preferred spell is the Infinite-Hex (used to summon Infinite-Sheldon or his minions).Public Agenda
The Order was formed for the betterment of Ka'a' by the Overlords, who sought to bring about positive change in the land.
"Marzbek jund nayar, et dimir rak'dos temur eyn duul" ("For freedom of country, love of nation and peace of people")
Type
Political, Faction / Party
Alternative Names
The Clans
Demonym
Clasman/Clansmen
Location
Neighboring Nations
Manufactured Items
Related Items
Organization Vehicles
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