Astral Factions
Contents
Major Factions
Astral Trade Union
- Conglomerate of harbormasters, ship captains, and mining companies who control nearly all of the trade between certain ports.
- Control all of the trading between nearly 100 ports, including ones leading to dozens of material planes, multiple to each elemental plane, and even a handful to various transcendental planes.
- This area is called the Astral Trade Zone (ATZ).
- Have excellent maps of all of the astral currents that run between affiliated ports, which only their licensed navigators can use.
Drahki Federation
- A race of dracokin from the world of Drahkenos, the eternal plane of dragons.
- Fly great ships made to look like dragons (called “dragonships”).
- Generally peaceful traders, although some take to piracy.
- Worship the various dragon gods and venerate great dragons from throughout the history of the planes.
Lyffan Armada
- Enormous fleet of warships run by a militaristic race of musket-wielding elekin from the material plane of Lyffu.
- Ships range from light cargo carriers to massive warships, but everything in the armada is armed.
- Report to the Lyffan Sovereignty, the plane-wide government of Lyffu.
- Believe strongly in the supremacy of law and civilization.
- Worship the Great Tribunal, the judges who preside over the court of eternal judgement in the afterlife.
Stral Empire
- Properly known as the Empire of the Eternal Dynasty
- Empire of ports ruled by a highly militaristic and decadent race of immortals, with sharp eyes, pointed ears, and no noses.
- Huge warships patrol the borders of the empire, which run near some Astral Trade Union-aligned ports.
- Also control the Forge, a massive smithing factory on the Plane of Elemental Fire.
- Served by a race of automatons called Forgelings, some of whom have escaped their masters and fled to ports aligned with one of the other factions.
Minor Factions
The Consortium
- More properly known as The Grand Consortium of Arcanists, Enchanters, Sorcerers, Summoners, Thaumaturgists, Warlocks, Wizards, and Others Practiced in Arts Elrditch and Magickal.
- The “guild of guilds” for most arcane spellcasters (although Bloodmages are strictly disallowed).
- Trade in omnium pieces, a secret coinage made from a magic-infused, quasi-metal substance that can be used to make magic items.
- Typically work with the Astral Trade Union, although many of the guilds within are known to work with other factions to further their own agendas.
Society of Wanderers
- Disparate, quasi-religious organization, with membership scattered about the planes.
- Refer to each other as “friends”.
- Are obligated to help each other out (but can also count on other “friends” to help them when needed).
- Typically travel alone or in small groups.
- Don’t usually have their own ships, so they often have to book passage (or stowe-away).
Pirates of Ataxia
- Led by (at least) 6 Pirate Lords (although some believe there are more).
- Responsible for nearly all of the piracy within this part of the astral plane.
- Come from all races and cultures.
Lost / Destroyed Factions
Arcane Lords of Axion
- Ancient order of wizards and arcanists.
- Established the first mage guilds in the astral plane about 8,000 years ago.
- Helped establish the Astral Trade Union just over 5,000 years ago.
- Founded the Axion Academy of Magicks just under 5,000 years ago.
- The order vanished without explanation nearly 3,000 years ago.
The Eye Tyrants
- Established the “Empire of Eyes” about 7,000 years ago.
- Defeated at the battle of Jade Fields by the the stral and the dwarves about 3,000 years ago, leading to a great Civil War.
- The final remnants of their armada was defeated by the Bronze Robes of the Grand Consortium following the destruction of the Ravager earlier this year.