No edit summary |
m Edited intro to read better with new page title |
||
(3 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
__NOEDITSECTION__ | __NOEDITSECTION__ | ||
==Summary== | ==Summary== | ||
The major factions of Nodd can be divided into two categories, houses and cults. Each faction has their own purview. | |||
Houses are larger and far more powerful than | Houses are larger and far more powerful than cults, as they are backed by the [[citygods]] themselves. Each represents an [[aspects|aspect]] of Nodd. There are six houses in total, each with their own accompanying district within the City. While living or owning a business in a house's district does not require membership in said house, it favors mages who primarily practice magic of the associated aspect. | ||
While the | While the houses all compete with one another in various ways, their relationships vary between hostile and selectively friendly. Opposing houses tend to be hostile towards one another, and are engaged in a neverending effort to impede, spy on, steal from, and ultimately destroy the opposing House. Outside of that, it isn't uncommon to see Vornites enjoying the indulgent substances of Psilysium, or the pleasurable sensations a Morphorian transformation involves. | ||
Typically, a citizen may only be a member of a single | Typically, a citizen may only be a member of a single house at a time; should they leave, they are rarely welcomed back. This hardly stops some from finding ways to access multiple houses simultaneously - but this is no easy task, and comes with all potentially grievous consequences one might expect from angering powerful and vindictive mages. | ||
Cults are more varied than | Cults are more varied than the houses in strength and size, ranging from a small group of like-minded practitioners, to a large and well-organized group spanning many buildings throughout the City . Cults spring up around a variety of themes, not all of which are solidly defined or taken seriously. Larger cults are typically more organized, have access to more resources, possess a stronger theme, and compete amongst each other similarly to houses - the largest of them hope to someday be recognized as a house proper. Affiliation with a house does not stop one from joining a cult, but it may complicate one's situation with either group, depending on the reputations and relationships involved. | ||
Not every mage seeks out | Not every mage seeks out a faction - many choose to go their own way, and refrain from joining any such organization. | ||
Latest revision as of 20:22, 27 June 2024
Summary
The major factions of Nodd can be divided into two categories, houses and cults. Each faction has their own purview.
Houses are larger and far more powerful than cults, as they are backed by the citygods themselves. Each represents an aspect of Nodd. There are six houses in total, each with their own accompanying district within the City. While living or owning a business in a house's district does not require membership in said house, it favors mages who primarily practice magic of the associated aspect.
While the houses all compete with one another in various ways, their relationships vary between hostile and selectively friendly. Opposing houses tend to be hostile towards one another, and are engaged in a neverending effort to impede, spy on, steal from, and ultimately destroy the opposing House. Outside of that, it isn't uncommon to see Vornites enjoying the indulgent substances of Psilysium, or the pleasurable sensations a Morphorian transformation involves.
Typically, a citizen may only be a member of a single house at a time; should they leave, they are rarely welcomed back. This hardly stops some from finding ways to access multiple houses simultaneously - but this is no easy task, and comes with all potentially grievous consequences one might expect from angering powerful and vindictive mages.
Cults are more varied than the houses in strength and size, ranging from a small group of like-minded practitioners, to a large and well-organized group spanning many buildings throughout the City . Cults spring up around a variety of themes, not all of which are solidly defined or taken seriously. Larger cults are typically more organized, have access to more resources, possess a stronger theme, and compete amongst each other similarly to houses - the largest of them hope to someday be recognized as a house proper. Affiliation with a house does not stop one from joining a cult, but it may complicate one's situation with either group, depending on the reputations and relationships involved.
Not every mage seeks out a faction - many choose to go their own way, and refrain from joining any such organization.
List of Houses
- House Viviria, founded by The Mothertoad, represents the Life Aspect.
- House Umbrasia, founded by Illa Phasmere, represents the Death Aspect
- House Vorn, founded by Mercian Vetch, represents the Flesh Aspect
- House Psilysium, founded by Filo Rooke, represents the Mind Aspect
- House Omnillian, founded by Quin Aven, represents the Control Aspect
- House Morphoria, founded by Pnura, represents the Change Aspect
List of Notable Cults
- Cult of Byle, founded by Orpus Byle, focuses upon filth and sensations of disgust.
- Cult of Amyrnum, founded by Othetis Voyan, focuses upon exploring the idea of beauty.
- Cult of Quelsh, founded by Flisk Primsnout, focuses upon resisting the temptation of Nodd.
- Cult of Gorgharia, founded by Uggrid Kroath, focuses upon gaining power through consumption.
- Cult of the Nameless, led by The Ichor, focuses upon the sacrifice of one's identity.