The Soothsayer
Administrator
FACTIONS
MAJOR FACTIONS
Major Factions are the primary political and territorial powers of the setting. These include Duchies, Kingdoms, Empires, and other large-scale entities capable of holding and expanding land on the World Map.Requirements:
A Major Faction must maintain at least four (4) active writers. Activity is measured by ongoing participation and completed threads, not raw post count. Factions that fall below this threshold or fail to maintain narrative momentum may lose Major status at Staff discretion.
Territory:
Only Major Factions may formally claim and hold Provinces on the World Map under normal circumstances. Their growth is driven through Annexations, Incursions, Diplomacy, and Development.
Expectations:
Major Factions are expected to:
- Maintain consistent narrative presence
- Complete threads they begin
- Contribute to the shared setting and conflict
- Avoid overextension or hollow expansion
Structure:
Major Factions may organize themselves however they choose (noble courts, warbands, councils, etc.), but leadership and direction should remain clear enough to sustain group storytelling.
Loss of Status:
If a Major Faction becomes inactive, fragmented, or unable to maintain narrative cohesion, it may be reduced to a Minor Faction or dissolved entirely. Territory may be frozen, contested, or opened to new claims depending on the situation.
MINOR FACTIONS
Minor Factions are the backbone of the setting. These include fiefdoms, counties, baronies, religious orders, great houses, clans, mercenary companies, guilds, and any other smaller-scale organizations.They are flexible, story-driven, and highly impactful, often shaping the world in ways larger factions cannot.
Scope:
Minor Factions do not typically control Provinces on the World Map. Instead, they operate within, alongside, or between Major Factions, influencing events through:
- personal power
- alliances
- economic control
- localized authority
Capabilities:
Minor Factions may:
- Conduct Development threads freely
- Engage in Diplomacy (alliances, contracts, influence, etc.)
- Build reputation, assets, and narrative weight
- Establish holdings, influence regions, and shape local power structures
Influence on the World:
During early phases of the setting, many Major Factions may exist as staff-run NPC powers. Minor Factions play a critical role in shaping these larger forces.
Through completed threads, Minor Factions may:
- Influence the outcome of wars
- Support or undermine NPC rulers
- Shift political balance through intrigue, sabotage, or alliance
- Tip the scales in regional conflicts without directly controlling territory
Vassalage & Elevation:
In certain cases, Minor Factions may operate under or alongside Major Factions as vassals or recognized entities.
When supported through narrative:
- A Minor Faction may perform Annexations or Incursions on behalf of or with approval from a Major Faction
- They may carve out territory and grow into a Major Faction over time
- They may act as proxies, enforcers, or independent powers within a larger political structure
Guilds & Organizations:
Guilds hold a unique role among Minor Factions.
They may:
- Offer services to other players (mercenary work, trade, crafting, intelligence, etc.)
- Operate within marketplaces such as the Grand Bazaar
- Generate influence, wealth, and narrative opportunity through interaction
Philosophy:
Minor Factions are not "lesser"—they are focused.
Where Major Factions shape borders, Minor Factions shape outcomes.