Ark of Fools: Factions
The inhabitants of the Ark band together in tight factions and loose
alliances, finding strength in numbers. Here is a preliminary listing
of some of them:
- Wakeners: those who want to revive the dead god as a good deity.
Some say they only need to recover the ten thousand fragments of the
true name of Armaz to do this. Hang out openly at the Temple of Armaz.
They don't tell their secrets to any except ordained members.
- Swords of Armaz: band of warriors (paladins, fighters, etc.) in the service
of the Temple of Armaz.
- Daughters of the Holy Flame: a Wakener Sisterhood based at the temple.
They provide healing for all (for donations) and preach the return of
Armaz to anyone they help.
- Dark Wakeners: those who want to revive the god as an evil deity.
And some are looking for the fragments of the true name of Daka.
They have hidden enclaves in the Underskin. Local gravity is such
that they are upside down relative to people on the outside of the Skin.
They would like to reverse Daka's inner "decay". I.e. turn Akadazia
back into a god's body rather than a wild plane. Naturally this would
destroy Akadazia and almost everything in it.
- Sleepers: those who favor the status quo
- Dusters: those who want to utterly destroy the dead god
- The Sworn: those who have sworn their allegiance to the Ancient's cause.
They run the local law enforcement. (But only in Face, for the most part.)
Joining the Sworn: rigorous initiation rites, quests, oaths. You give your
name and soul to the keeping of the Ancient. (prestige class?)
The Hounds of the Sworn: lower members of the order. They may be merely
hired swords. Have not completed the rites of the Sworn.
- Cult of the Dead God: those who want to suck out any lingering divinity
into themselves.
- Scavengers: those who make trips out into the astral and various planes
to scavenge whatever they can find.
- The Far Astral Trading Company: A Mercane has an outpost in Face. They
get everywhere, after all. He has an understanding with the Ancient.
- House Hagard: all the people affiliated with Lord Hagard (one of the
Council of Three) More on Hagard
- House Aschwold: all the people affiliated with Lady Aschwold (one of the
Council of Three) More on Aschwold
- House Silverwind: all the people affiliated with Baron Silverwind (one
of the Council of Three) More on Silverwind
- the Underchin Militia: one of two gangs in the Beard
- the Collective: one of two gangs in the Beard
- the Hunters' Guild: (aka the Assassins) impartial, expensive, and
professional. They are tolerated (barely) by the Ancient and the Council of
Three. Rumored to have their base in the Underskin. Leave a message with the
Line Boss, and they'll be in touch. Hiring someone from House Hagard is a
lot cheaper, but not nearly as secret. The major houses all train their own
assassins. Assassination is illegal, so best not get caught.
However, they also work as bounty hunters (against criminals or monsters.)
Officially, they're all legal, tax-paying, bounty hunters.
- Silver Dancers: Some are those who fled the law on multiple
planes before ending up here. Others are local thieves and bandits and
con men. Now they are mostly pirates and smugglers (bringing in things
that the Ancient or the Council of Three officially frowns on, or to
avoid paying the Ancient's tithe.) Based out of the Thieves' Ballroom.
- Philosopher's Guild: To relieve the tedium of agelessness, some citizens
of Face get together to ponder on the meaning of it all.
- Storyteller's Guild: And others collect stories (including histories and
biographies). They are based out of the library, but go all over the place
for interesting tales.
- The Rebellion: And others want to overthrow the Ancient, for various
reasons of their own. A bunch of nearly-independent cells. A lot of
squabbling, which would become serious if they ever succeed.
- Various bands and tribes in the interior: these fall along racial lines,
in many cases. Human bands tend to number about 150-200, and they are
loosely organized into tribes. Players can create their own bands/tribes
if they want to. Staff might make up a few to start with.
- Godsdoor militia: led by Elena Silverleaf. They keep order in Godsdoor
and go after any nearby threats.
- Temple of Pelor: The sun worshippers are the strongest organized
religious group in the interior demiplane (Akadazia). Most humans in
Lakeland follow Pelor. The High Temple of Pelor is located in Goosetown.
Temple NPCs.
Copyright © December 2001, Celeste Chang --- Revised ---
December 2, 2001
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