Factions

### //Introduction to Factions

The factions of Malm are constantly at war with one another. Sometimes they will temporarily ally themselves against a greater threat, or against another faction that has grown too big and powerful, but constant turbulence is commonplace. Each fights for their own reasons and purposes. Some for honor, some for power, others for ideologies. There are four major factions, each with their own corner of Malm that they control, but they all battle for control over "The Unclaimed Land" of Lesicia that lies between all the great nations, separating them and the largest part of the Pangaea. A majority of the game takes place in Lesicia. The unclaimed is of great strategic importance to the great nations, and is filled with untold resources, but guarded by Monsterkin.

\*Factions are not race locked, however the faction leader has ultimate say on if a certain race can join, as war and political standings, or even recent roleplay events can change their standings on how xenophobic they are feeling towards another race. Factions can freely ally or war with one another on the faction leader's orders.

## //The Beast Tribe Union

The Union is identified by their GREEN uniforms and flags. Their titles contain the "☪" symbol.

The beast tribe union is a collection of clans and tribes of Beastkin from around Malm that have united in order to save planet Malm. They are comprised of many different ideologies, cultures, and races of Beastkin. Their main motivating factor is protecting nature, as they firmly believe that Humans spend most of their time polluting and destroying the planet, while the Elves only want power and control over the planet's magicks.

They are a mostly peaceful society, believing in the greater good, but will not shy away from taking up arms in defense of the planet. They can still be quite protective of their lands and do not like outsiders often. They religiously worship nature and the planet. They have large collections of shaman in their employ.

They are not as xenophobic as the other races and will welcome other races into their ranks. They are the only race known to ever ally with Monsterkin, but this is extremely rare, due to the Monsterkin's lack of organization, various conflicting beliefs, and chaotic tendencies.

They spend most of their time in trances, spirit walks, communions, hunts, or ceremonies, dedicating themselves to serving and protecting nature, and honing their craft and trade skills. Due to their mostly neutral nature, they are often seen trading between nations, and will export vast amounts of raw resources and supplies. But just because they are neutral does not mean they always believe in peace, when the planet or their home is threatened, they will swiftly band together and viciously attack any who dare harm the planet.

The Union holds dominion over a special form of geomancy, nature control, and communion with feral creatures. This force is referred to as the "Primal Force". The Union uses the Primal Force to communicate with animals and nature and call upon them in the midst of battle to protect themselves or attack an enemy. However these powers can cause a tidal shift of too much earth elemental energy and cause a disturbance in the great symmetry. If left unchecked, civilizations will become overgrown and destroyed as the earth overcompensates.

Click here to learn more about the Union.

## //The Lyllalean Dynasty

The Dynasty is identified by their RED uniforms and flags. Their titles contain the "⚘" symbol.

The Elves hail from the northern highlands of Treaq, surrounded by mountains and forests. They have a undying loyalty to their leader, the royal bloodline of high elves, and their pantheon of gods, known as "the six", who they have unshakable faith in. They believe their gods created the universe long ago, and left the essence of their power hand, that only the most adept of mages can tap into, known as Magick.

Elves spend most of their lives training their magicks, something that takes decades to master. This is something their age allows them to do, they are the most prolific mages around Malm. Even Elven knights utilize magick.

The Dynasty is a highly organized, structured and controlled society with little room for individualism, and they like it this way. It can take years to migrate to Treaq, due to the amount of extensive paperwork they have. The dynasty have been known to ustilize underhanded tactics, trickery, and subterfuge if it means victory for themselves. This has earned them a reputation around Malm as being untrustable and dastardly.

The Elves seek complete control and dominion over Malm, and they will start with Lesicia first. Their main motivating factors are that they firmly believe in magick over technology and look down on the Humans for trashing the planet with their stolen Dwarven steampunk type gear. Instead they want to use their own brand of Aethertech machines, which are powered by Magicks, and their first order of business is to ensure that all citizens under dominion will adopt this new technology they have devised.

While they are not overly xenophobic, they are openly dismissive of other races, believing the Beastkin are tree-hugging simpletons, the Humans are disgusting, and the Monsterkin are savages. Elves often do not want to work with any of them if they can help it, unless absolutely necessary.

The Dynasty has mastery of magics and the arcane. They can call upon powerful spells to protect themselves. They also have invented a form of machines called "Aethertech". Aethertech utilizes aether/mana/energy drawn directly from the planet or nearby living creatures, which is detrimental and takes it's toll.

Click here to learn more of the Dynasty.

## //The Griffin Empire

The Empire is identified by their BLUE uniforms and flags. Their titles contain a "⛨" symbol.

The empire lies in the marshlands of Asien, surrounded by titanic mushrooms and swamps. The Empire is an industrial society, tinkering with new technology, believing in progress over process. They are led by their Emperor/Empress, who is believed to be holy and ordained by their goddess: Helma. Unlike the Elves, they only worship one god, whom they believe to be the one true god over all others. They believe their actions to be guided by this being, and she blesses their crusades.

Their main motivating factors are the spread of their religion and conquering Malm, so they can force everyone under their way of life, a life of technology and progress. They often launch massive crusades on other nations for domination of their lands and resources, but are constantly driven back by Beastkin and monsterkin.

They are highly organized, battle hardened, guided by their holy Emperor and Goddess. To not follow them is heresy. They take great pride in their nation and tactics, believing in honor and loyalty and will never fight unfairly or use underhanded tactics in battle, instead utilizing valent knights, with fancy uniforms.

The Empire believes in progress forward. They have developed a new type of machine called "machina" that utilizes engines, clockwork, and cogs. These machines are quite powerful and hardy but slow. Able to give them the luxury of sturdy protection, gun powder, and powerful metal beasts that they can control, however, these advancements come with a cost. Heavy industrialization leads to polluting of the planet.

Click here to learn more of the Empire.

## //The Monsterkin Horde

The Horde is not represented by a particular color, as they are too disorganized or divided to be considered a nation. Notable or notorious monsters, named mobs, or players playing the roles of random encounters will be marked with a " **☠** " symbol in their title.

Monsters are not a faction, and are not unified. They do not call one nation home, but rather all of Malm. They have no one particular law that governs all of them, and some clans are not even civilized. Some are mostly feral, but one force drives them all to the same goal, they want their homeland back. They have lived on this planet much longer than the other younger races and will stop at nothing to see them all perish.

They do not see dominion over nations, or money, but blood. Most only worship chaos and destruction, others just wish to be left alone.

As a result, they are considered chaotic**,** and are usually not welcome in to more civilized towns and zones. Most nations go out of their way to repel and drive out monsters from their lands. They will almost never ally themselves with any nation, and even if they do, there is no promise that all the monster clans will follow suit, as they are all governed by their own clan leaders, and some clans infight with one another. Orc clans often ally with Goblin clans, but will attack Satyr clans, for example.

The Monsters have the powers of complete chaos, disorder, and sheer numbers on their side. If the horde ever bands together, they would completely outnumber the three kingdoms combined.

## //Freelancers

Freelancers are not identified by a particular color, as they are not a nation, and are just individuals. Notable Freelancers will be marked with a "★" symbol in their title.

Freelancers are not a faction or a nation. They represent those who wish to operate for themselves, choosing to work for coin, or fame.

They have the freedom to operate how they choose, and work for any nation they wish, but they must choose carefully, because if they make the wrong choice, or ally themselves with any nation in particular, they will be considered part of their war and laws.

Freelancers are often welcomed into any nation, because they have no political standing, so it hardly matters what their race is. They often work as bounty hunters, or spies for coin. There is even a bounty hunter's guild for freelancers.

Freelancers may also form their own guilds.