NOWHERE LAND
Factions & Politics

Factions & Politics

Nowhere Land is not ruled by governments but by factions—loose alliances of travelers, natives, and creatures bound by common goals. Joining a faction grants access to resources, allies, and enemies.

📊 FACTION POWER: TIER & HOLD

The Tier System

Tier measures a faction's overall power. When factions clash, the difference in Tier affects quality of opposition, available resources, and consequences.

TierScaleExamples
0DesperateRefugees, isolated Travelers, small gangs
1ModestSmall cult, merchant caravan, player Bastion
2EstablishedDomain cult, trade company, mercenary band
3RegionalThe Partizan, Sanctuary Keepers, domain lords
4MajorLedger Keepers, Portal Breakers
5TranscendentThe Count's organization, domain Willpowers

Tier in Conflict: Lower-Tier factions suffer -1 die per Tier difference on relevant checks.

Strong vs Weak Hold

Hold represents how secure a faction's control is. Even a high-Tier faction can have Weak Hold if challenged.

Strong Hold

  • ✓ Full access to Tier benefits
  • ✓ Can project power into other territories
  • ✓ Internal challenges easily suppressed

Weak Hold

  • ⚠️ -1 die to all faction actions
  • ⚠️ Cannot expand without stabilizing
  • ⚠️ Vulnerable to coups and attacks

⏱️ CLOCKS: TRACKING PROGRESS

The Clock System

Clocks track complex situations that develop over time. Each clock has 4, 6, or 8 segments. When filled, the situation resolves.

⏱️ Progress Clocks

Track projects: "Build Bastion (0/6)", "Map Domain (0/4)"

⚠️ Danger Clocks

Track threats: "Romina Discovers You (0/6)", "Count's Interest (0/8)"

🎭 Faction Clocks

Track faction situations: "Partizan Civil War (0/8)"

✓ Racing Clocks

Two clocks compete: first to fill wins

📦 ASSETS & RESOURCES

Faction Assets

Assets are specific resources a faction controls. Each has its own Tier and can be deployed, damaged, or lost.

TypeExamplesUse
CohortsGuards, spies, workersDeploy as NPCs
HoldingsBastions, markets, templesGenerate resources
ArtifactsDomain keys, weaponsUnique capabilities
ConnectionsAllied NPCs, Count's favorOpen doors, intel
SecretsBlackmail, portal locationsLeverage

⚔️ FACTION STANDING

Faction Standing

Your relationship with each faction is measured on a scale:

StandingValueEffects
Hunted-3Kill on sight. Bounty on your head.
Hostile-2Attack unless outnumbered. No services.
Unfriendly-1Suspicion. Double prices. No aid.
Neutral0Normal interactions. Standard prices.
Friendly+110% discount. Basic aid. Information sharing.
Trusted+225% discount. Safe houses. Faction missions.
Champion+3Leadership access. Unique rewards. Faction secrets.

Changing Standing

  • Complete faction mission: +1 standing
  • Major service to faction: +1 to +2 standing
  • Betray faction interests: -1 to -2 standing
  • Kill faction member: -2 standing (or worse)
  • Aid faction enemy: -1 standing

🏛️ MAJOR FACTIONS

THE PASSAGE KEEPERS

"Every portal is a door. We hold the keys."

Philosophy

Control passage between domains. Maintain portal stability. Charge tolls for safe travel. Knowledge is currency.

Territory

The Passage (headquarters). Major portal hubs throughout Nowhere Land. Waystation network.

Benefits (Trusted+)

  • • Free portal passage in Keeper-controlled areas
  • • Access to portal maps and schedules
  • • Safe houses at waystations
  • • Portal key lending (Champion)

Enemies

  • • The Untethered (portal destroyers)
  • • Smugglers who bypass tolls
  • • Those who destabilize portals

Joining Requirements

  • • Demonstrate portal knowledge (Arcane Resonance +2)
  • • Complete initiation: safely guide travelers through 3 portals
  • • Swear oath of passage (magically binding)

THE MERCHANT PRINCES

"Everything has a price. We set it."

Philosophy

Trade is civilization. Control commerce, control Nowhere Land. Profit above politics. Contracts are sacred.

Territory

The Partisan Market (primary). Trade routes between domains. Warehouses and caravanserais.

Benefits (Trusted+)

  • • 30% discount at affiliated merchants
  • • Trade caravan protection
  • • Access to rare goods black market
  • • Banking services (Champion)

Enemies

  • • Thieves and raiders
  • • Those who break contracts
  • • The Ascetics (anti-materialism)

Joining Requirements

  • • Pay membership fee (500 silver or equivalent)
  • • Complete profitable trade mission
  • • Guarantee by existing Prince

THE CHRONICLERS

"Memory is the only truth. We preserve it."

Philosophy

Record everything. History must not be lost. Truth is sacred. Knowledge belongs to all (eventually).

Territory

The Great Library (location unknown). Archives in every major domain. Traveling scribes.

Benefits (Trusted+)

  • • Access to Chronicler archives
  • • Free identification of items/creatures
  • • Historical research assistance
  • • Secret histories (Champion)

Enemies

  • • Memory erasers and forgetters
  • • Those who destroy knowledge
  • • The Count (who controls truth)

Joining Requirements

  • • Contribute unique knowledge to archives
  • • Demonstrate literacy and research skills
  • • Swear oath of truth (never falsify records)

THE UNTETHERED

"Nowhere Land is a prison. We will break it."

Philosophy

The Count's rule must end. Destroy portals to weaken him. Free all travelers. Chaos is liberation.

Territory

No fixed base. Hidden cells throughout domains. Safe houses in unstable regions.

Benefits (Trusted+)

  • • Training in portal destruction
  • • Safe houses off the grid
  • • Anti-Count intelligence
  • • Ledger manipulation (Champion)

Enemies

  • • The Count and his agents
  • • Passage Keepers (portal preservers)
  • • Anyone who supports the status quo

Joining Requirements

  • • Demonstrate hatred of the Count
  • • Complete act of sabotage against Count's interests
  • • Be vouched for by existing cell member

THE BOUND

"The Count's order is necessary. We enforce it."

Philosophy

The Count maintains balance. The Ledger is just. Order prevents worse chaos. Service earns redemption.

Territory

Count's Domain (inner circle). Outposts in major domains. Authority wherever the Ledger reaches.

Benefits (Trusted+)

  • • Ledger debt reduction
  • • Authority in Count-aligned areas
  • • Access to Count's resources
  • • Immunity to Ledger collection (Champion)

Enemies

  • • The Untethered (rebels)
  • • Ledger defaulters
  • • Those who defy the Count

Joining Requirements

  • • Audience with a Count's agent
  • • Swear oath of service to the Count
  • • Accept permanent Ledger mark

THE GARDENERS

"Domains are living things. We tend them."

Philosophy

Domains have natural cycles. Genii must be respected. Balance between domains preserves all. Heal the wounded lands.

Territory

The Verdant Tangle (headquarters). Presence in all natural domains. Healing sites at domain wounds.

Benefits (Trusted+)

  • • Accelerated blessing gain in natural domains
  • • Healing and restoration services
  • • Genii communication assistance
  • • Domain shaping rituals (Champion)

Enemies

  • • Domain corruptors
  • • Those who kill Genii
  • • Exploiters of domain resources

Joining Requirements

  • • Demonstrate attunement to a domain (+2 blessing)
  • • Complete healing task for a wounded domain
  • • Receive blessing from a Genius

THE HOLLOW

"Death is not the end. We prove it."

Philosophy

The boundary between life and death is fluid in Nowhere Land. The dead have rights. Undeath can be a choice.

Territory

The Bone Gardens. Necropolises throughout domains. Wherever the dead linger.

Benefits (Trusted+)

  • • Speak with dead services
  • • Undead non-aggression
  • • Death's door survival (1/ever)
  • • Controlled undeath (Champion)

Enemies

  • • Those who destroy undead without cause
  • • Necromancers who enslave the dead
  • • Deniers of death's natural cycle

Joining Requirements

  • • Experience death (and return)
  • • Free an enslaved undead
  • • Accept mark of the First Grave

THE MASKS

"Identity is fluid. We embrace all faces."

Philosophy

In Nowhere Land, you can be anyone. Why limit yourself? Deception is art. Truth is what you make it.

Territory

The Mirror Labyrinth (spiritual home). Theatrical venues. Nowhere and everywhere—they're anyone.

Benefits (Trusted+)

  • • Disguise kits and training
  • • False identity creation
  • • Spy network access
  • • Face-stealing magic (Champion)

Enemies

  • • Truth-seekers and revealers
  • • Those who unmask members
  • • Rigid identity enforcers

Joining Requirements

  • • Successfully impersonate someone for 24 hours
  • • Surrender your "true" name to the faction
  • • Receive your first Mask

🔗 FACTION RELATIONSHIPS

Alliance and Enmity Matrix

FactionKeepersMerchantsChroniclersUntetheredBoundGardenersHollowMasks
Keepers+++
Merchants+++
Chroniclers+++
Untethered✗✗+
Bound+✗✗
Gardeners+++
Hollow++
Masks++

Legend: + = Allied, ○ = Neutral, ✗ = Hostile, ✗✗ = Blood enemies

📜 FACTION MISSIONS

Passage Keeper Missions

  • • Escort travelers safely through unstable portal
  • • Investigate portal malfunction and report
  • • Recover stolen portal key
  • • Map newly discovered portal network
  • • Eliminate creature threatening waystation

Merchant Prince Missions

  • • Negotiate trade agreement with hostile domain
  • • Protect caravan through dangerous territory
  • • Investigate competitor's illegal practices
  • • Acquire rare goods from exclusive source
  • • Collect outstanding debts (by any means)

Chronicler Missions

  • • Record oral history from dying NPC
  • • Recover lost manuscript from dangerous location
  • • Witness and document significant event
  • • Correct historical misinformation spreading
  • • Catalog creatures of newly discovered domain

Untethered Missions

  • • Sabotage Count's agent or operation
  • • Free travelers from Ledger enforcement
  • • Destroy or corrupt monitored portal
  • • Spread anti-Count propaganda
  • • Assassinate high-ranking Bound member

"In Nowhere Land, you are never alone. The question is whether your allies are worth the enemies they bring."

— The Diplomat's Lament

🌀 DRIFT & FACTIONS

Faction Drift Effects

Factions have collective relationships with Drift:

Low-Drift Factions

Portal Breakers, some Chroniclers: Prioritize returning to the Outside. Members resist Drift through mapping. Limited Potential use.

High-Drift Factions

Domain cults, Settler communities, The Bound: Embrace Nowhere Land. Strong Potentials, no desire to leave. May view Outsiders as threats.

Players joining high-Drift factions face pressure to increase Drift. Low-Drift factions help with cartography but distrust Potentials.

See Also