World lore · 4 min read

Factions: Khavari, Pashara, Akesh & Voided Zone

Public lore preserves the setting's disagreements and uncertain histories.


Khavari Khanates#

Steppe confederations of motion, tribute, horse wealth, and memory sharpened into politics.

TypeNameBaseRole
Horse-market cartelThe Red Felt MarketMobile fair-camps and river crossingsCommercial heart of the steppe controlling remount sales, grazing rights, and escort guarantees. Can starve armies simply by redirecting horse supply.
Shadow courier ringThe Hollow SpurRelay camps beyond mapped roadsClandestine message and smuggling system crossing the steppe faster than formal embassies. Serves khans, rebels, merchants, and foreign agents at different prices.
Blood oath societyThe Mothers of the Black TentCentral ancestral encampmentsHidden but decisive political circle of senior women preserving marriage law, hostage custom, and feud boundaries. Even conquering khans ignore them at their peril.
Mercenary tumenThe Dust LancesSeasonal war campsProfessionalized mounted force fighting for outside rulers when internal confederation politics cool. Their veterans return wealthy and dangerously independent.
Spirit orderThe Sky-Rib ShamansSacred hills, storm camps, bone circlesNetwork of ritual specialists interpreting weather, migration, and battle fortune as one continuous language. Some truly commune with the land; others are expert political dramatists.
Foreign officeThe Bent StandardEmbassy caravans that never stay stillMobile diplomatic and espionage bureau studying neighboring states to exploit their habits. Prizes grudges, supply timings, and patrol rhythms over maps.

Pashara#

Silk roads, satrapal contracts, scholarly wealth, and urban intrigue.

TypeNameBaseRole
Merchant house leagueThe Sapphire MeasureSamirath, Ispareth, caravan depotsTrade dynasties specializing in credit instruments, convoy insurance, and regulated luxuries. Often fund both sides of a border war so long as roads survive.
Scholar-sorcerer collegeThe Peacock ArchiveLibrary gardens and tiled observatoriesBrilliant and vain order binding astrology, jurisprudence, and ritual mathematics into state service. Their rivalries are as dangerous as any battlefield.
Knife guildThe Sand VeilBathhouses, theaters, perfume courtsRefined assassination tradition treating murder as curation of political excess. Prefers public elegance and private deniability.
Satrapal noble blocThe Forty GardensCountry estates tied to irrigation and tax rightsRegional noble houses whose legitimacy rests on keeping water, orchards, and caravans functioning. Conservative in public; ruthlessly innovative in private finance.
Underground fraternityThe Copper DoorWorkshops and cellar shrines beneath artisan quartersLabor-mutual network hiding runaways, funding strikes, and stealing back sacred techniques from monopolists. Polite elites dismiss them until a whole district stops working.
Counterintelligence bureauThe Ink FalconRegistry offices and censor hallsAnti-spy office fighting intrigue with ledgers, sealcraft, and patient records comparison. Can ruin a conspiracy with one mismatched signature.

Akesh#

Solar dominion of radiant courts, desert routes, temple power, and stern legitimacy.

TypeNameBaseRole
Temple orderThe Dawn CrucibleVeyr al-Nur and provincial sun courtsMilitant religious-administrative order arbitrating doctrine, taxation, and moral legitimacy. Their best members are incorruptible; their worst weaponize holiness for factional gain.
Merchant caravan guildThe Lantern ScaleOasis chains and glass-road stationsCaravan masters moving luxury goods and army grain alike across punishing terrain. Their route captains know which oasis can be trusted and which can be bought.
Shadow societyThe Shade Beneath NoonCooling vaults, cisterns, undertemplesHidden fraternity sheltering the politically unwanted and trading in secrets the daylight state refuses to acknowledge. Some cells are noble; others are predatory.
Assassin fraternityThe Ember NeedlesPilgrim inns and mausoleum precinctsPrecision killers specializing in poison, heat, and ritual timing. Frame many murders as divine judgment.
Noble military house blocThe Sun-Lion StandardsFortress estates on frontier marchesBorder commanders combining aristocratic prestige with crusading self-image. Often clash with temple bureaucrats over who truly defends the realm.
Mage-craft societyThe Prism AthanorGlassworks, alchemical courts, light laboratoriesAlchemists and sun-mages turning light, heat, and mineral lore into prestige industries and dangerous weapons. Their experiments sometimes leave parts of the desert permanently strange.

Voided Zone & Shattered Isles#

Ruined imperial woundscape of pirate colonies, salvage states, cult enclaves, and impossible geography.

TypeNameBaseRole
Salvage brotherhoodThe Iron GrapnelRuined harbors on the safer island edgesBrutal but indispensable fraternity recovering stone, bronze, charts, and sealed mechanisms from imperial ruins. They swear never to open certain classes of vault, which means someone always eventually does.
Pirate-colonist councilThe Ash-Port AssemblyHalf-fallen colonial districts built atop older ruinsCivic shell created by descendants of failed colonists who survived by becoming pirates, dockbuilders, and smugglers. Proof that settlement and piracy in the isles are now inseparable.
Forbidden cultThe Choir of the Last EchoCollapsed basilicas, flooded senate vaultsCult convinced the Voiding was interrupted apotheosis rather than punishment. Its rites attract scholars and madmen in equal measure.
Spy exchangeThe Broken SemaphoreOld watchtowers with relit signal mirrorsNeutral market for island intelligence, sea-lane warnings, and relic rumors. Assassinations here are rare only because everyone needs it to keep existing.
Mercenary diversThe Pearl KnivesBlack-water anchoragesSalvage-and-assassination company trained for ship cutting, underwater theft, and midnight harbor work. Expensive because almost nobody else can do what they do.
Ruin-law societyThe Custodians of the Ninth SealArchivist enclaves inside intact imperial substructuresSevere order insisting some island complexes must remain sealed no matter the profit involved. Many mock them until they see what came out of the last broken vault.
About this entry

Public in-game encyclopedia. Website edition: 10 October 2026.

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