Politics
From SteelStorm
Contents |
Major Political Players
There are a variety of political players on the scene, ranging from small, tightly-knit enclaves in small towns to monolithic organizations whose presence is felt throughout sectors of Legend, or even Legend as a whole.
The Guild
One of these organizations is the Technomancer's Guild, whose power base resides in the newly named town of Forefront, the original core of Legend's human empire, with significant influence in the surrounding cities that make up much of Legend's core population centers. However, their influence is much more limited in remote cities and outlying areas, usually limited to a small workshop/outpost or two. Despite the fact that they generally keep a low profile, a closer look reveals significant Guild influence behind the scenes in many different guilds and organizations, and provides many services to the communities of Legend, including advanced technology, currency, and many of the devices that prevent monsters from successfully attacking cities and outposts. The Technomances have members throughout the human-inhabited areas of Legend (and, it is rumored, the remaining Precip-controlled areas as well). Among these members are a special class, which the common folk refer to euphemistically as "starters." No one has ever proved it, but these agents of the Technomancers have been seen around during major historical events, both serendipitous technological advancements and epic political power plays - this is, perhaps, understandable, as the Guild seeks to recruit all technologically able citizens that it comes across into its fold. Despite their influence, though, there are many in the outlying areas who are strongly distrustful of them - and such a venerable organization inevitably has enemies, both old and new. While there have been skirmishes with the Order in the past, the two organizations are on generally good terms... for now.
Important members
Ztrauq X
Ztrauq X is the current leader of the Technomancer's Guild. A master inventor, he has been leading the Guild for many years, moving it steadily forwrd regardless of conflicts and internal squabbles. The founder of the mysterious Technomancer facility at Tekal, Ztrauq X is widely rumored by many to be one of the most influential people in Legend, and some believe that he has entire brigades of troops from both the Guild and the Order at his beck and call. It is also widely believed that Ztrauq X will retire as head of the Guild within the next few years, and most expect his "son," Ztrauq XI, to replace him in the role of overall administrative and military leader of the Guild.
Ztrauq XI
A direct descendant of the original Technomancer, Ztrauq is widely believed to be the person who will eventually take over control of the Technomancer's Guild. An adept manipulator of technology since a very young age, Ztrauq has already proven to be one of the most adept inventors in the Guild, as well as a warrior and adventurer in his own right, always looking to both invent and explore. Having recently completed his official guild training, he has many innovations to his name already - so much so that some people actually believe that he is merely the vessel (biological or otherwise) of the original founder of the Technomancers, who many believe to have presided over the guild, in one form or another, since the time of the Great Cataclysm. Whether this is true or not, there has been a great similarity to all of the descendants of Ztrauq, leading those same speculative individuals to wonder whether the numbering of the descendants was merely for convenience, or was actually designed to be a version number... All of that aside, though, this Ztrauq is determined to become the next leader of the Technomancers - once he can tear himself away from his current "next big invention."
The Order
Now would probably be a good time to mention the Order. Back in the "frontier" days of Legend, powerful warriors known as Protectors were the primary defense of the human population, and, assisted by the other human adventurers and warriors, were instrumental in holding back attacks on the developing towns - usually against near-impossible odds. Over the years, these legendary warriors combined their energies and formed the Order, a group of warriors (and more than a few politicians), who take care of the administration, and hold most of the official power, over Legend's human population - they serve as Legend's government and police service all in one. Even in the smaller frontier towns, the mayor and members of the town council will usually belong to the Order. The main chapter of the Order, however, is based in Forefront, in a imposing complex guarded by some of its most elite and skilled warriors (not to mention a significant amount of formidable Guild technology). Many aspiring warriors seek to join the Order because of its trappings of power, but the path to become a member is long, and many candidates never survive to see their letter of commission, falling either in battle, or daring to cross the powers which seek to control the Order in their iron grasp...
Miscellany
And, of course, one could not forget what some would describe as the opposite of these organizations. Based in a scattering of fringe towns, but encroaching slowly but steadily on the major cities, a group calling themselves the Lieges of Destruction have been responsible for a series of arsons and other disruptive acts, and the Order has sought to repress their movement. Firmly aligned against technology, this group is dedicated to flinging a monkey wrench into the workings of the burgeoning modern society. Their members generally do not go out of their way to make themselves known, but may be identified by the complete absence of technology anywhere on their property. Of course, they are not the only ones with a different take than the perspectives and technological focus put forward by the Guild and the Order - there are also bands of dedicated mages, various types of druids and clerics, as well as warriors who have sworn themselves to practice the traditional combat styles of their ancestors.
Religious Groups
The Pantheon of the Mystic Winds
One such affiliated band of followers is the Pantheon of the Mystic Winds. The Pantheon is essentially an aggregator, a conglomerate spiritual collective made up of the spirits that represent the Air element in Legend (the other three commonly recognized elements are Fire, Water, and Earth - Energy is generally seen as a technological aspect and is genereally eschewed by elementalist clerics). These spirits band together and share the power of prayer sent to them equally, working together to maintain a balance between all elemental spirits, to ensure that no one element ever reigns supreme - of all of the elemental-type followers, those of the Pantheon are the most interested in ensuring balance and peace. Followers of these types of elemental groups often believe that if one element falls out of balance with the others, disasters could occur: If Fire got out of control, vast firestorms could sweep the land; If Air got out of control, massive tornadoes and hurricanes could result; With Water, you could see massive flooding; and with Earth, horrendous quakes or massive volcanic eruptions. There are some who believe that the Great Cataclysm may have been a result of an imbalance in elemental force, although the more scientifically-minded in Legend do not believe that there is conclusive proof to back this up.
The Pantheon gains power from those who work towards its goals. Servants of the Pantheon generally have some small amount of Clerical power, usually manifested in weak Wind magic or wind-raising prayers. In general, however, the Pantheon tends not to interfere overly much in Human affairs.
The Clerics of the Pantheon are usually talanted generalist spellcasters, working primarily through Air and Wind magic, and also through related elemental forces that fall under the Pantheon's sphere of influence, such as Lightning, and to a lesser extent water or ice.
All major cities and towns with a magical or clerical district have at least 1 Temple of the Pantheon, and several frontier towns have formed around these temples, usually in areas of increased meteorological activity. The largest of these facilities is located in Seahaven, as it has the most tempestuous weather of the three largest human population centers. The Pantheon's followers are generally human, but there have been some rumors of Pantheon shrines observed in Precip strongholds, brought back by the few adventurers who have returned from those locales alive.
If you have political players you would like to suggest, you can do so on the talk page for this entry.
