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This section will be used to describe the major factions and organizations in the Esoterica paradigm.

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Bodies Politic

Wherin lie details of political factions, alliances, treaties and other such organizations.

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The Great Chambers of Sanctuary

Extract from the Chamber Charter:

"...to ensure the continued survival of Sanctuary and its ideals and to ensure that those who would threaten us never succeed in their undertakings..."

The administration of the City of Sanctuary is managed by an array of Chambers with charter-specified bailiwicks and area of interest.

Though the original intent of the Chamber chartering system was one of administrata and to see to the inevitable necessities of running and defending a large permanent settlement, in practice the Chambers have grown in power and influence over many centuries. In the modern era the Council of Chambers, seated by the lead representative of each Chamber, has effectively evolved into a ruling Oligarchy which furthermore has become increasingly meddlesome and prone to preemptively "addressing" things that they perceive as potential threats.

Further, beyond the political ramifications of the Chamber much of the culture that makes Sanctuary what it has grown to be stems from the complex web of Chamber membership and partisanship.


  • Chamber Prime: To govern and coordinate all other chambers, more recently has taken a role in governing the Free City of Sanctuary
  • Chamber Philosophick: To Investigate workings of the multiverse
  • Chamber Arcane: To investigate the workings of the arcane
  • Chamber Arcanick: To investigate and develop magical devices for the betterment of Sanctuary and its allies. Principle expert on Ship helms and formerly part of the Chamber Arcane
  • Chamber Ascendant: To investigate the nature of beings that inhabit the great sphere, the meaning of life, the divine and ascendancy.
  • Chamber Geographick: To map the Great Sphere and unearth the knowledge of ancient civilizations

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Other Political Organisations


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Nation-States

The following nation-states have sufficient influence to be taken seriously by 'Tweeners:

  • Xauphinelle: though greatly reduced in power from their hey day and self-involved in a long isolationist phase, the naval forces of Xauphinelle are still formidable enough to give most folks pause.
  • Fiore: the so-called Iron Kingdom is primarily tied up in constant self-defense against the dangers of the Maw, but the combined military strength of this fealty oriented society is impressive. Extremely honor-bound and bellicose the Fiorean crown, and even individual nobles, have been known to mount punitive expeditions when Fiorean ships are molested in the 'Tween and thus pirates often think twice before going after a Fiorean vessel.
  • Imperium of Irth: there is no question that these guys are bad news and that their intent is not peaceful. Sinister-looking all metal Irthian ships are always encountered in groups of at least three and are always armed; additionally their on-board complements of Marines are more than a match for most would-be opponents. Anyone with any amount of sense keeps a close and wary eye upon these dangerous humans.

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Religious Organisations & Cults

  • Church of the Holy Unification: A mostly tolerant, monotheistic religious organisation that does not recognise the existence of the polytheistic faiths of the realms, but sees all living things as a manifestation of the One True God. Members are often called Unificationists.

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