Monday, December 23Playing God? Playing is for children.

Factions & Organizations

Back to The Roarin’ West Index

Government/Political Factions

  • Atlantican Air NavyCurrently under the command of General Terrier, the Fleet uses the height of airship and weapons technology to defend the airways against piracy, root out bandits and enemy forces from the sky, explore and map the lands, and perform search and rescue as needed. For their first few years, these new military ships served mostly as reconnaissance and troop delivery for boarding actions, but recently the newer ships-of-the-line have been fitted with gatling gun mounts, mortars, and are now stable enough to keep sniper-platforms as well. One experimental ship, The Matriarch, is also fitted to drop explosive barrels on fortified positions. In addition to large 50-150-crew Corvettes, and smaller 5-25 crew Cutters, the Fleet features single-pilot glider-frames, as a special forces unit called “Falconers”. They deliver explosives, and may slice through balloons and support ropes for enemy vessels.
  • Atlantican Cavalry A military force consisting of mounted horsemen, sometimes supported by infantry. Often employ a “hammer & anvil” strategy, where the heavily armored infantry act as the anvil, and the cavalry act as the fast moving hammer, attacking and retreating, and pushing lightly armored (often indigenous) forces.
  • The Eagle ExpressA fast moving aerial messenger service, used for far off settlements, and those unconnected by telegraph. Often hired at a young age, athletic young folks who can manage the gliders, but an extremely low life expectancy. Orphans preferred.
  • Coppersmith & Bligh AssociatesA private security company that is often employed for long-distance law-enforcement and investigation actions in the states. A bad reputation for merciless methods and collateral damage. Renowned for utility belts and proprietary gadgets they use in the apprehension of targets, especially a bolo-gun, which fires a grapple line used to entangle a target or provide mobility. Do not technically have legal jurisdiction, but get first pick of government issued bounties. Popular nickname: The Coppermen.
  • The Territory MarshalsA cross-territory law-enforcement agency specializing in apprehension of convicts and fugitives from justice. Much less well-equipped than the coppermen, but a much more wholesome reputation for bringing people in alive and acting with honor. Strictly speaking, they have jurisdiction only in the Territories, not in the States.
  • Military Secrets AgencyThis group does not officially exist. These agents, rooted firmly in the second umvelt, are dispatched specifically to combat and eradicate supernatural threats. Their priority is the protection of human and Atlantican expansionary interests, but they’ve also been known to capture or collect. As such, they generally hold just enough information to be extremely dangerous.
  • Sherman’s Army – A military force that was disbanded many years back, Lionel P. Sherman is known as the man who finally broke the back of the Indeos people. What is not widely known is that his army utilized all that it could gather of occult knowledge and weapons, using this information to understand and thus defeat the powerful indigenous spirits and champions. Before Sherman’s March, it was considered unconquerable. Since those days the tribal alliances and powers have been broken and forced to retreat again and again, causing conflict, but never able to stand for long against overpowering technological might. What remains of Sherman’s knowledge and the government forces aware enough to battle the unseen world, was reformed into a permanent organization, called the Military Secrets Agency.
  • The New Labor BlocThis political faction has strong ties with industry and technology. They oppose human slave labor, and wish to replace it with automatons. Their position has made them generally appealing to abolitionists, but their occasionally sinister methods have led some to speculate that their motivations are not truly humanitarian.
  • The Airshippers’ UnionA dedicated and often violently opposed labor union that is only growing in spite of industry opposition. Often painted in propaganda as terrorists, violent extremists, and even would-be pirates. It is at the very least true that they are no opposed to extreme solutions when left no others.
  • The Nova BlocA proud and traditional party, pushing for expansion, and technological advancement. Sometimes allies of the New Labor and Airshippers union, but often bowing to demands of the more wealthy and powerful, so they are seen as dubious and ineffectual allies. Yet they are large enough they must often be appeased to win voters.
  • The ContractionistsA political faction of idealistic humanitarians who want to douse the fires of expansion. They often try to raise awareness about treaties that have been broken with indigenous people, and have successfully halted landward rail and telegraph development in favor of lower-impact air-shipping. Painted by affected industries as traitorous and unpatriotic.
  • The EldermenA secret society with roots in politics. They have ties to every major family, and some suspect they are connected with the occult Mercurian Order, perhaps a public face for the secretive group. However there are many who claim membership in the Eldermen who are neither rich nor powerful. They keep their practices and meetings secret from all outsiders, and speak of the brotherhood that they share.

Industrial/Corporate Factions

  • Trust-West Steel & Rail: A large steel manufacturing, coal mining, and railway corporation run by one Davis Sinclaire, also known as “the man who built the West.” until recently, considered the richest industrialist in the world. There are interests for this company all over the western frontier, and all along the east coast as well. Headquartered at the soaring Empire Building in Freedock City.
  • Union Sky: A new and powerful corporation run by two brothers, Rex and Kermit Carter. With military contracts and a booming gold-trade in El Dorado, not to mention their nearly exclusive monopoly on air-travel, they have quickly outstripped the influence and wealth of Trust-West. Rex is known to be a tough and competitive Business man, while Kermit is a true innovator and idealist.
  • Cartwell Mining Co. – Founded by George Cartwell, this company is proud to call itself another thorn in the side of Davis Sinclaire. By using Cartwell’s large fortune to buy up risky coal prospects in the territories, eating the start-up costs and ignoring the danger, thus slowly undermining Trust-West’s potential for growth. With a focus on coal-mining, they now have over 1,400 operable mines, mostly in the territories. The lack of oversight and emphasis on speed, productivity, and operating as cheaply as possible have allowed numerous accidents to occur and go mostly unreported. Likely Cartwell’s negligence is responsible for the Blackleg Mine Incident.
  • Clockworks Automata Inc. – A company founded solely on the brilliant inventions of one Jansen Mundy and his associates. His novelty clockwork animata and self-motivating horses are gaining popularity in spite of their extreme costs. Seen by many in the academic field as a sell-out, he is thought of by the public as a man of wonder. He, and his marvelous creations has quickly risen to the top of the bill at the Worlds Faire. Less widely known is his discovery of the clockwork applications of prometheum crystals, and the consequences of that discovery.
  • Barton Breakhorn Cattle Co. – Placing his future into the ever-growing cattle industry, Barton Breakhorn is a man of ambition. He enjoys the finer things in life, and is known for his excessive spending, his elaborate estates, and his pure white outfits. He often discusses in public his desire to run for President. He stands accused of numerous shady land-grabs, cattle-buys, and hostile takeovers. But treats and pays his employees well, and is likely responsible for a good deal of money moving through towns along his cattle-runs.

Criminal/Underground Factions

  • The Brethren of the StormA coalition of rogue airship crews, captained by hardened and ruthless criminals, each airship in the coalition is like a nation unto itself, with its own laws, its own hierarchy, and its own state secrets. They follow certain guidelines that keep the ships from battling each other to destruction, mostly governing rules of fair combat, claims on ships, and defense of the whole coalition against the Air Navy. There are dozens of ships, and they seem to appear at least as fast as the Air Navy takes them down.
  • Trujillo’s GangGerard Trujillo is a bandit leader currently wanted in every state, dead or alive. He has made a point of building the largest bounty he can on his name. He does this by specifically targeting the most powerful and wealthy victims. His gang is widespread, and they are known to follow his lead in their methods and rules of “thieves honor”. They avoid killing unnecessarily, and often use creative and sometimes downright bizarre schemes to get their victims to give up the cash without a fight. Such has been the hunt that nearly everyone knows his face, even in small towns, yet still, due to his perception as a Robin Hood, he remains on the loose.
  • Hawke’s ArmyAfter losing an arm after a fight with the coppermen, Anna Hawke escaped a chain-gang and has rebuilt her reputation. Referred to in newspapers as “The one-winged Hawke”, she remains one of the fasted hair-trigger draws in the Savage West. She inspires fear and loyalty, with her campaign to keep the territories from becoming states, arming and supporting local resistance to all military and political authorities. Though her forces are rarely powerful or particularly well armed, they seem to be inspired in every territory.
  • The Dalton FamilyA mafia family well established in the state of Arkana, they are said to run almost every part of it, with influence over the governor and local military forces. They are known to be particularly brutal and manipulative, but it is not widely known how they remain above the law so consistently.
  • Blackleg MinersIn an event known as the Blackleg Mine Incident, a riot began due to poor working conditions and unfair business practices in a Cartwell coal mine in Gunnison Territory. The coal under the earth was set ablaze and still burns today, making the area uninhabitable. After the military was called in, the public was told that the miners and entire town had burned up. The terrible nature of what was truly found, was kept a closely guarded secret. Half the town and most of the miners were missing, vanished down burning tunnels and impossible to follow. The rest of the town was mutilated, their skulls collected and stacked beneath the earth in a murderous shrine to the underworld. In the following months, the horror stories began, about demonic miners breaking through the ground in the middle of a town square at night, or in someone’s basement, miles and miles from any mine. Murderous cannibals covered in soot and Cartwell mining gear emerge and grab everyone they can catch, dragging them screaming back below the ground leaving only burning buildings and collapsed tunnels behind them. The truth about Plantworth Mine got out soon after, and the blackleg miners have entered the nightmares of people throughout the Savage West. It is said that before an attack, you can hear them at night, knocking away at their tunnels. And after, if all else is quiet, that the muffled screams beneath the earth last for days.
  • The Faoladh and Conroicht ClansTwo close knit groups of families from the Emerald Isle. They are often accused of being thieves and troublemakers, so remain nomadic, preferring never to settle too long in any one place. There are probably dozens of families of each clan living and traveling in the West. They are known for throwing parties, the excesses of which often put them at odds with locals. The real trouble comes when they meet up. When a Faolodh family and a Conroicht family meet, there is inescapable conflict and often violence, made worse by the little known fact that both clans have a large majority werewolf population.
  • The Samaritan’s Club – It is not known who truly began the Samaritan’s club, but it is seen as a poor man’s secret society. The legend goes that a man was robbed blind, stripped buck naked and left to die on a long and lonely road with not a drop of water not a penny to his name. Just as he was on the brink of death he heard the rattling of a wagon. The rich man within saw him dyin’, and stopped. The man got out, and hoisted the poor fella into the carriage. Inside there was food, and water and all comfortable furnishings. The rich man said, “I have sinned so terribly that this is my only redemption. Do for others as I do for you.” Then he emptied his pockets, took off his nice clothes and left them in the carriage. As the horses got moving, pulling the carriage on towards the empty estate where the dying man would make his home, he mustered the strength to look back and see the rich man walkin’ off into the desert to die, and never be seen again. Now it’s said that the saved man sold off all he could of the rich man’s estate and gave most everything away. Each time he helped, he told them “Do for others as I do for you.” Thus the Samaritan’s club began.
  • The RopecuttersOne of the more vicious organizations, the ropecutters are very much dedicated to the superiority of their white-skinned Europan heritage. The take to wearing black executioners hoods where the law doesn’t abide their vigilantism, or where anonymity would serve to intimidate their victims. They take it upon themselves to hunt down escaped slaves, and punish those who they see as getting “out of place” and “above their proper station.” They mostly operate in the southern states, but have recently starting building groups in the territories as well, where many folks escaped from slavery attempt to flee their pursuers.

Indigenous Peoples Factions

  • Arroyo NationA widespread coalition of plains Indeus tribes. Probably the most numerous before or after the expansion into the West. They are many, of many disparate nations, and their reputation is that of traders, trappers, and craftsmen. However, because of their varied tribal origins, the disposition of any group you meet may vary. Some are happy to trade and live along side settlers who are peaceful, others have been cruelly mistreated and will protect their remaining territory and family with suspicion and violence. Many Indeus persons you will meet in the city come from Arroyo tribes who were forcibly integrated.
  • Mudfoot NationThis group of Indeus are feared across the West. They had always been adversarial with settlers, often times leading to violence at their unwillingness to back-down even against overwhelming odds. After the Sylvanian War, in which Gaulic adversaries paid them to bring in Atlantican scalps, they were pushed out of their homelands in what are now the States of Massacree and Sylvania. They have become the persistent and eager enemies of all expansion. They are known to attack on sight; soldiers, settlers, traders, missionaries, whoever they come across. They have become nomadic since their lands were taken, but have also gathered up disaffected Arroyo and other tribes along the way, so that now they are a widespread force, keeping their homes secret, and attacking erratically, making them difficult to track even for the Air Navy.
  • Kokopey TribeA very isolated and mysterious group of Indeus, they are thought only to be one small tribe, which may already be extinct, after a battle and flight from Sherman’s army. Other tribes talk about them in fear or reverence, as they are highly connected to the workings of spirits. Where they come from is not known, as whenever they are encountered, they have clearly traveled far. They are often described as having appearances and abilities unheard of in the civilized world.
  • Dustwalker TribesA tribe that stands out, these natives of El Dorado and Navarro territories speak a totally unique language even among other Indeus nations. There are currently no known interpreters. They have never shown hostility or concern to any Europan unless provoked. They are often eager to trade, and have some very unique crafts. It is known that they travel down into the Divide on hunting raids, because of the things they craft with… giant bones, claws, and teeth, leathery hide, extraordinarily long feathers. however, this has never been observed, and no one has the ability to ask them. Their culture has no apparent ties to Indeus on the other side of the Divide. When they do defend themselves, their unique weapons and formidable tactics make them a force to be reckoned with. Major conflict has not yet arisen between them and the Europan settlers.

Occult/Religious Factions

  • The Holy Solannic ChurchA powerful religious order with vast wealth and the weight of longstanding tradition. Their influence in Atlantica is mostly limited to the larger cities, but they have missions and priests throughout the west, where they are not as influential. They swear fealty above all to Solannis, his angelic Powers, and his representative on Earth: the Lightfather. Priests and Priestesses of the Solannic order are known for their strictness and severity.
  • The ZachariansAn outcaste order of Solannic faith that believes in a particular savior named Zachariah who lived and died a thousand years prior. They consider him an avatar of Solannis, and follow his teachings. This often put them at odds with the Solannic church which considers them heretics. This faith was carried over by the original Europan colonizers, many of whom fled their old lives to escape religious persecution and violent oppression. The wide popularity of Zacharianism in Atlantica prevents the Holy Solannic Church from gaining true footholds. As yet, no major religious violence has broken out in Atlantica over this issue.
  • The Children of GalgileadConsidered one of the more unusual sects of Zacharianism. They allegedly follow the teachings of an entity that is not thought to exist in Solannic or Zacharian lore: a male Angel, named Galgilead. Led west by their prophet, a man named Oliver Pine, they have settled in a large and isolated colony right on the edge of the Divide. There they brook no visitors or intrusions, defending their border militantly. Those who settle in the vicinity have been known to vanish, leaving only the word “Galgilead” carved upon the door of an empty home, or wagon, without sign of violence or struggle.
  • The DamonitesAnother unusual but far less alarming Zacharian sect. These have upheld their beliefs in the Zacharian Principles to an extreme degree, allowing their lives to turn around them entirely. They do not indulge in wasteful activities, are strictly sober, reject technology, politics, and advancement; teaching and learning only the Principles. They are known to be xenophobic, but non-violent, keeping to themselves in a number of isolated settlements throughout the States and Territories. They rarely cause anyone trouble, so are tolerated mostly without complaint.
  • The Mercurian OrderAn ancient and powerful group of occultists and alchemists, populated by powerful names, wealthy families, and influential figures throughout history. It is sometimes referred to as The Cult of Kings. Whether only the wealthy and powerful are allowed to join, or membership leads one to wealth and power is not widely known. Many doubt the order’s existence, but signs and symbols can be seen in portraits dating back to before the time of Zachariah. Their level of influence over government and international affairs is suspected to be high, but is as mysterious as their actual beliefs or motives.
  • The Scarab SocietyA relatively new group, having only arisen in the last hundred years. Like the Zacharians, they fled to the New World and have established a powerful foothold in the absence of the older dominion. They are known for their gaudy ceremonial implements, using gold and precious stones, and taking aesthetic notes from the ancient Karnassian pharaohs and priests. Their level of occult power already rivals the Mercurian Order, and there is zero crossover between them, as they may often be found vying for resources and influence in the shadows. Unlike the Order, there is known to be a powerful singular leader, with the title passed from one to the next since the founding of the society. He is called: The Sa’Nekses.
  • The Midnight ParadeBuilt from a spiritual form practiced among slaves and former slaves, called Ombisu, which generally involves ancestor worship, shamanism, herbalism, and medicinal arts. The Midnight Parade, however, is a loose organization of practitioners who have set out to free the enslaved using a combination of these practices and playing up the “evil” reputation Ombisu is assigned by Solannic tradition. Using poisons, alleged curses, and all manner of psychological attacks and death-imagery (not to mention burning down an estate or two), they have managed to free many.
  • The Rambler’s GuildAn organization founded by one Arthur Droughon, a former soldier in Sherman’s Army, and before that a promising young member of The Mercurian Order, who turned his back on the violence and powermongering and founded a group whose sole purpose was to protect both the settlers and the unseen world, to keep the peace and maintain the veil between them. He wrote a spellbook called the Tex Arcanum, which is copied and passed from rambler to rambler. Because of their dedication, they are considered effective negotiators, whose discretion is trusted implicitly by most spirits, cryptids, practitioners, and other kenwilders. They will often bind themselves to spirits or totems to maintain that relationship and enhance their abilities. In the human world, they are considered something of a disorganized mercenary company who specialize in solving strange problems. Most folk are happy not to ask questions.
  • The Foxglove SisterhoodA mysterious and sinister order of hexmagic practitioners made up entirely of women. Little is known about them, but much is suspected. Their roots go far, far back into history. They do not shy away from death-magic, poisons, and curses, and use their reputations and powers not for political gain, but for influence over individuals with power. If they have tenets or long term goals, they are not known to many.

Academic/Scientific Factions

  • The Bartholomew Tanner LibraryIt is something of a misnomer to categorize the Tanner Library as an academic institution. For while they feature themselves as a museum, Bart Tanner is a former snake-oil salesman who struck it big after nearly dying to a wendigo attack. Since then he has spent his fortune trying to expose the paranormal world with all the grace and dignity of a circus freakshow barker. To this end he fills his numerous franchise museums with fakes and replicas, which would almost be beneficial to those who wish to remain in the realm of myth, but for his predilection for hiring roving “Librarians” to hunt down and retrieve the real thing wherever possible. His fortune seems to be without limits, and his personal collection is all too real. He has been claiming for years he will soon show it to the world and prove his claims.
  • Minerva College Society
  • The Anabasis
  • The Erudite Order

Back to The Roarin’ West Index

The content of this page is the intellectual property and copyright material of Charles McLean Redding. Any resemblance to real events, locations, or people are entirely coincidental, and probably a serious cause for concern. No content may be copied and/or distributed without Charles McLean Redding’s express consent and authorization.