Known World
Factions, Mercenaries and Outlaws
The Renewal game system is based upon the concept that the majority of characters are organised into one of a number of social/military groupings or Factions. This provides the primary structure in the game world. As a consequence, much of the game revolves around the relationships between the Factions themselves, as well as with outside events. Within each there are likely to be a number of smaller groups that have allied themselves to an individual Faction. Characters are encouraged to be a member of a group because of the advantages that it provides such as support, and identity within the campaign world.. Any such group must have a minimum of three players, one of which is the Group Leader. All members must be within the same Faction.
The inevitable hierarchy of this type of structure results in levels of Rank, from the Faction's leader at the top of the heap, to the newest recruit at the bottom. This Rank is called Noble Rank and it is an expression of the characters social standing within their Faction. It does not confer any extra abilities. However, it is important that Rank should not always be thought of in purely military terms - but sometimes more as a means of defining social status. This can take many forms, from the strict hierarchies of knights, to the tribal respect for elders amongst many nomadic peoples. As characters serve their Faction over a period of time it is very likely that their Noble Rank will increase, and with it their standing amongst their peers.
Being a Noble within a Faction will give the character an increased income, which is represented by the money your character is given when they attend an event. A Noble character will receive one silver per Noble Rank extra at an event.
Factions
Factions are essentially geographical in origin. Thus they will draw the vast majority of their members from a specific area of the known world. Each Faction has its own distinct 'personality', to which each member is expected (to a greater or lesser degree) to conform. This personality is not only dependent on the Faction's history, but also on its future goals.
The development of a Faction is largely dependent upon the aims of its leader and their command team. They may include such diverse targets as the development of strategic, military or commercial alliances with other Factions; the acquisition and mastery of magical knowledge and power or more esoteric, religious or altruistic ends. However, the power of a Faction is undoubtedly rooted in its membership. Therefore, any Faction leader who wishes to remain at the head of a powerful Faction, is likely to bear the wishes of their subordinates in mind when making even comparatively mundane decisions.
Loyalty to a Faction is an important component of membership and most will deal with those showing signs of disloyalty in the most abrupt manner. On the other hand, loyal service to a Faction will undoubtedly reap its rewards for even the most junior Faction member. This may be particularly important to those who are careless enough to get themselves captured by hostile forces.
Some of the Factions may have an identity you are familiar with, whilst others have a unique command structure. There is every opportunity for you to become involved in helping run your Faction's day-to-day activities during the event. If you have a particular In Character area of interest, contact your Faction Leader at the beginning of the event, as they are always on the lookout for good people to help them.
Characters who do not join a Faction are known as Mercenaries. However, it must be emphasised that Mercenaries as a collective are not a Faction and therefore do not gain any of the benefits of Faction status. However, Mercenaries do have a degree of freedom that the more rigid command structure of a Faction does not always allow.
The following Factions are currently recognised:
Fir Cruthen
A warlike people, hailing from the lands of Caledonia, Cymrja, Erin and Mann. They are renowned for their hospitality, songs and honour as much for their skill at arms. An ancient culture, with little time for deceit, treachery and those who practice such. They can make fearsome enemies or loyal allies, showing little fear of death, believing as they do in reincarnation. Their beliefs are old and of the earth, with practices that others may find unnerving or just plain bizarre. They have an ancient practice of sacrificing their Kings each year and think nothing of laying down their lives in sacrifice to their people. They are known to abhor the undead, regarding them as blasphemous corruptions of the natural cycle to be exterminated. In times of war they will paint themselves with blue or black woad, to appear more savage and barbaric to their foes. Warriors that will fight till their last drop of blood, Bards who will spin tales of silver, yet with tongues free of lies, Druids who are cunning yet wise, primal and arcane... these are the Fir Cruthen.
Algaia
The Algaia live in the lands of Lyonesse, Les Ilse des Pommes, and the south and west of Estragales. These lands were once home to the 'Gryphons' but with the loss of Estragales to the Kaladin trolls of the Greenskin Empire, the Gryphons were no more. When Banadar Elsin returned from his mission to kill one of the wielders of Blood Magic that was aiding the Culjag, he found the survivors of the battle there were without a homeland or a leader. That summer Elsin led a group of survivors to re-establish contact with Lyonesse. Duringthis time an aspect of the goddess appeared and told those gathered that those who had been the Gryphons were now her chosen people and charged them to restore the balance which had been damaged by the great use of magic and loss of life. She then asked Elsin to lead her people. Thus under King Elsin they claimed their place as the Algaia, the children, or people, of the Goddess.
Lions
Though once a truly 'green and pleasant land' Albion has been much devastated by civil war, the ravages of the Nything's return, disease and pestilence. Though having lost fully two thirds of its population, and much of the once fertile land to decay, that which has survived has been made all the stronger. Religious reinstatement and devotion are gaining ground, as are the efforts of those who strike alliances and trade with other Factions. This is no longer a land or people who are content to rest on their laurels and have no place within their borders for the weak or fearful. 'Live hard, fight hard' has become the call and luxuries are eagerly gained and jealously guarded. However, old habits die hard and there is little effort spared with a welcome or feast. A sense of honour, justice and duty is always maintained, as are appearances. Though remaining feudal in structure, a person's actions are now, more than ever, defining social status. There is much to be done both within Albion and without and much to be gained.
Jhereg
Perceived by many as sinister and manipulative and by some societies as little above the gutter, many of the Jhereg have travelled far to find a home. They have been drawn together by the Grey Council, whose secretive ways leave many in the cold; a reflection of their homeland - the Siberian steppes. Race has no boundaries here, with Humans, Dark Elves, Beastmen and others tolerated with equal measure. Enshrouded in a veil of confusion and misinformation, the Jhereg are unafraid to enforce their own brand of justice. They are hard traders and a good negotiator is held in high esteem. A warm welcome is certain for those they call friend, whilst those they call enemy get a much colder reception. Whatever their demeanour, they all walk one path, as one nation, with one aim; wealth. With of course, one proviso... don't get caught!
Vipers
A strong nation is built, like many a Teutonian fortress, with strong foundations. Thus, centuries of civil peace provided the strength for the Vipers to fall back on after a brief period of upheaval. With a Royal line re-established, and much of the Nobility 'refreshed' by some of the major newcomers to this land, Teutonia appears settled once more. Respect for their martial skills, and honour on the field of battle, comes from both friends and foe alike. Though the advocation by some on the use of undead, as soldiers on the battlefield, has caused enmity from those who view this as an abomination. However, when not pursuing the expansion of their borders, a wide variety of feasts and festivals abound, to which all are generally welcome.
Wolves
A rough land can breed a rough people and Norsca is most definitely a 'rough' land. Winter's ice, freezing seas and a jagged coastline are well reflected in the people of the Wolves. But, like any strong building, there are warm and welcoming fires within and you'll never lack for entertainment. Everything is entered into with energy here. Be it fighting or feasting, singing or swordplay. This holds true for their religious beliefs as well. A rich pantheon of deities which both guide and instruct their lives, tend and judge their dead. Friends speak of them as strong and staunch allies, if at times hard to keep up with, careful in giving their word if only because of the weight it carries. Enemies berate them as loud rabble-rousers, putting more energy into their battle cries, taunts and mass charges than into individual skill and discipline. But let it also be said, these words are generally spoken well out of their hearing.
Nomads
The term 'nomad' refers to those who wander the land, rallying to no single flag or Lord, but adhering to a strict code known as the Lore. All Nomads keep this code as fiercely as they value their own freedom. The Lore stops any Noble or warlord from unduly taxing individual Nomads by reassuring them that the Nomads are not totally anarchic and there is recourse for grievances. It is enforced by the Nomad Council and all groups have the right to send a representative to take their place within it. Any Nomad may speak in the Council irrespective of Rank or status. Whilst Nomads have a very different organisational structure to most Factions, they do still represent a large and powerful group. Anybody who wishes to be considered a Nomad must keep the Nomad Lore and support the Nomad Council or run the risk of being called 'Outlaw'.
The Lore.
Thieve not from another Nomad unless they be Outlaw or foe. An Ambassador's life is sacrosanct as long as they take no offensive action. Call not another Nomad foe unless you and your kindred are prepared to carry the fight to the blade. If a Nomad names another foe, then neither shall rest until either one lies dead or they both break bread in peace. Bend not your knees to thrones made of stone. See that no Nomad starves, give some of your feast to the beggar. Call no man or woman Lord but have many brothers and sisters. Nomad dwellings shall consist of hide, cloth and wood and shall have no fixings that enter the land more than one cubit. Dwellings shall be moved before a moon's cycle has passed. To take another cause seek honour, sell not your sword. Once allegiance is given, execute it as if it were the honour of your ancestors. Pay due respect to the land, Nomads are guardians of the land for their children. Nature gave you life, be ready to give your life to nature. Give back to the land that which you take. Any Nomad who breaks the Lore is Outlaw and shall be pursued by the people until justice is done. Give not a Lord grievance against Nomads, lest you and your kindred take responsibility. Let the buyer of goods beware.
If a Nomad accuses another of breaking the Lore the accused may elect to be heard by the Nomad Council. If the call is found to be true, then their life is forfeit. If the accusation is judged to be without grounds, the life of the accuser and twelve of their kindred are forfeit.
Mercenaries
Anybody who is not part of a Faction is automatically termed a Mercenary. They are completely outside the land's political system and are beholden to no one. This means that a Mercenary has the freedom to befriend or offend whoever they choose. There is, therefore, a great deal of scope for player interpretation. For example, a Mercenary could be a land-less knight, a wandering merchant, the classic warrior for hire or almost anything else. However, when deciding to be a Mercenary, it is important to remember that such a character does not have any of the support or protection given by a Faction and should therefore be wary of overtly hostile or antisocial behaviour. Though Mercenary groups may have an internal hierarchy, they may only gain Noble Rank by suitably impressing a Faction's Lord General. The Lord General in question may then grant one of their Faction titles if they see fit.
Outlaws
Outlaws are those who are forsworn by all others and are hunted down without mercy. Extermination of Outlaws is considered obligatory by all Factions. When in neutral territory, or when specifically requested by a Lord General, the independent Phoenix Guard may hunt down such people and bring them to a very public justice.
There are two major ways in which an individual or group may be made Outlaw; A Faction Leader may declare them Outlaw for major transgressions, alternatively, if one Nomad is seen to have broken the Nomad Lore, then any other Nomad may declare them Outlaw.