Grand Strategy/OSR Factions

Working on faction ideas for a game idea, no idea what I'll eventually do with these but I'm thinking it's the same setting as the devil stuff I posted earlier. 

The Holy Eightfold: Mostly human, leaning towards human supremacist, hybrid theocracy and electoral empire made up of eight founding regions and various conquered territories. The Holy Eight Kingdoms once warred exclusively with each other, until each kingdom's god manifested in the flesh in miles-tall bodies, which strode across the battlefield and proclaimed, in booming voices that carried across the continent, that they had signed a divine truce between themselves. Now they stand united and seek to conquer the world with armies of bloody-veined animated marble statues sculpted by the god of laws and oaths, druids and werebeast knights who bind wild spirits within their own flesh under the tutelage of the god of dominion over nature, and fanatic flagellants who ignite their own blood and bile to pay homage to the god of pain. Though united on the surface, followers of the individual gods, particularly the four most prominent (the lords of stone, bone, wood, and pain) still scheme against each other, each seeking to make their own patron most prominent.

The Trade Baronies: Also primarily human, and blessed with great wealth, numbers, and military and magical strength- which has just barely been enough to withstand the Eightfold. They constantly iterate on the methods of war practiced by their forebears in order to keep up with the divinely favored crusaders of the empire: striking deals with any patron willing to offer them power, spending any form of wealth they can get their hands on in strange intraplanar markets in exchange for the summoning contracts of creatures of elemental fury, merging the martial and the magical in the form of armored landsknecht wizards and elementally attuned rolling, sailing, scuttling, and even flying siege engines. Some are militantly atheistic, others serve gods of gold and wealth, some warlocks devote their souls wholly to their patrons, but a growing cult worships a new manifestation of the God Of Pain, embodied in the aspect of capitalism and inequality.

The Sinew Elves: Darwinistic nature worshippers who practice mass human sacrifice to grow vast forests of predatory vegetation, neon-bright poisonous predators, and fungal symbionts that allow biomanipulated warbeasts to grow to massive sizes. While they may move in perfect unison when gathered against a common enemy, each Elflord has their own private design for the ultimate manifestation of the "river of teeth", their animistic deification of the evolutionary process.

The Stonespeakers: Once, the dwarves counted themselves as simple flesh and blood denizens of the world, of the same anthropoid lineage as humans, elves, and halflings. But when the largest dwarven mountain kingdom was flattened by a massive meteor that blazed with blue fire, everything changed. The Mountain King emerged from the crater as a being more of crystal and stone than of flesh, and proclaimed to all the dwarves of the world that their destiny was at hand, that they were the true heirs of the world, the chosen of strange alien gods of singing gemstones and eternally-burning plasma and cold abyssal rock. Raucous mead halls gave way to seemingly endless psychically-linked campaigns of labor and conquest and strange glowing monoliths rise in legions on any land conquered by the sons of stone. But not all dwarves have let themselves be subsumed by the Stone Song. Some now worship a whispering subterranean trickster entity, a creature of fungus and lichen that warns them that the Crystalline Fathers see them as pawns at best and vermin at worst. And there are still some Free Dwarf refugees who either struggle to maintain the old ways or seek new ones among other cultures.

Goblinkind: No one is quite sure where they came from, or whether they arose from evolution, mass summoning, or heretical magical creation. There are many stories, few flattering or sympathetic. The orcs and goblins are a people spurned by humans, elves, dwarves, the gods, and magic itself. The orcs hear these tales of scorn, shrug, and carry on with their lives. Without patron gods or magical gifts, they draw on the power of their minds and bodies, making technological discoveries at breakneck speeds as they tear apart the world that would condemn them to reforge it into something stronger, harder, faster, and bigger. What others call blasphemy, they call beauty. The only things stronger and fiercer than their ingenious alloys and war machines are their bonds of community and their unquenchable desire to survive.

The Bonecrimson Republic: Not all of those forcibly brought under the sway of the Quadrinity became faithful seekers of salvation. Remnants of conquered nations, rebels, heretics, outcasts, and others harder to describe chafed against the rule of the Elector-Cardinals. Exiled to the harshest lands, hedged in on all sides by zealous inquisitors, northern barbarians, and Barony solicitors offering indenture at best and slavery at worst, they sought to elevate themselves to forms that could survive their harsh environment, maximize their resources, build paradise from wilderness...and ravage their enemies. Vampiric in more ways than one, they use diabolical arts to suborn the magic and technology of their enemies, combining it with their own command of blood and shadow.

The Saurian Empires: From the far south, the heirs of dragons begin to stir. The northerners who tell tales of cold, alien reptilian monsters would risk sensory overload if faced with the reality of a Saurian city- a raucous riot of color, art, music, magic, and bloodsports. Fiercely individualistic and egalitarian, each member of the scaled folk's knightly caste (determined solely by merit rather than birth) seeks to make herself as distinctive and legendary a figure as possible, wielding elaborate, ornate customized personal weapons, cultivating esoteric fighting styles, and grafting magical augmentations onto their bodies in imitation of the legendary dragons. The Saurians come in many shapes and sizes, and some aren't actually Saurians at all- to them, species means nothing next to the individual, and they welcome anyone who craves the thrills of beauty, fame, and glory.

Also wondering whether to add pirates as a major faction (to make 8) or a minor one.

Minor factions:

The Northerners: Raiders and slavers who mostly follow a deterministic religion in which fate is immutable and absolute. Some of them have been converted to the Eightfold and now make up outer provinces of the empire.

Other minor factions include:

The Manehivians: Oceangoing nomads from the far south who have long alternated between trading with the Saurians and resisting encroachment from their empire. They worship a pantheon of animistic spirits and see no difference between nature and technology. They are renowned for their wondrous inventions, the most famous of which are ships that can sail beneath the sea. 

The Sunlands: An equatorial region south of the two major human powers and north of the Saurian empire, protected in the north by the haunted Demon Sea and in the south by mountain, desert, and dense jungle. Sunlander civilization centers around city-states. Some of these depend on rivers or coasts, but others manage to thrive in environments such as high desert or deep rainforest. The Sunlands are a cosmopolitan crossroads of trade, with no one species predominating. Almost all of the City-States share a fondness for gladiatorial combat, and the "Sunland Circuit" of arenas is said to the be one of the greatest challenges a warrior could face in the entire world.

The Fae: Once numerous, now mostly confined to a few wellsprings of warped magic and to the western islands. They allege a connection to the elves, which the latter strongly deny. Their position in the Axiom is unclear, as they can be both Lawful and Chaotic. While this trait, as well as their fondness for arcane contracts and ledgerdemain are similar to Devils, the Fae seem to be creatures of narrative itself who exist to play out particular roles rather than any practical goal. 

The Devils: The Axiom sorts the gods and creatures of the Outer Sky as either Lawful, such as the angels, or Chaotic, such as demons. Neutrality, and true sapience, is often considered the domain of mortals. But sometimes an angel falls, or a demon ascends, or something even stranger happens. Devils are singular figures, each one unique, and as a rule self-interested above all else. Almost all of them dedicate their immortal lives to the pursuit of grand plans, schemes, and endeavors, which often bring them into contact with mortals, with whom they form a wide variety of pacts and contracts.


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