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White Tower & the Resistance [FRACTURED WORLD AU]
Please find slightly more expanded details in the writeups below. However, be aware that these 2 factions were especially intended to grow under player input. If anything seems missing or sparse, we welcome your suggestions!
- We’re looking for one more PC leader for the half of the faction looking to conquer and depose, preferably players who are OOCly happy to win OR lose and facilitate IC conflict.
- As mod support, Kavinsky will be the ‘Hand of the King’ for one leader.
- Plot for your character to seize/tamper with the original Porter, you may affect the ending of the plot!
LOCATION
North Florida, USA
GOVERNMENT
A High Chancellor and surrounding Council of advisors, all of them ImPorts, and ImPorts are generally first class citizens, having immense influence and clout; natives are considered far below even the lowest-ranking ImPort.
ETHOS
White Tower promotes the idea ImPorts should wield great responsibility due to their superior power. Individually, some do this malevolently, while others believe they are being ruthlessly practical, but almost every individual is willing to break a few eggs to make an omelet.
HISTORY
Self-identified as the ‘original’ ImPort faction that overthrew the corrupt native government, the White Tower controls the White City and is the prevailing giant in most areas of ImPort activity. However, its membership is on the brink of splitting into two.
However, its membership is on the brink of splitting into two.
CULTURE
In reality, the two opposing ‘halves’ are not so ideologically different, and are more torn along subjective loyalties. Ultimately, the culture of White Tower is about working hard and playing hard, and earning every reward you achieve.
Day-to-day, the White Tower residents spend their time in a mix of extravagant, propagandist celebrity and brutal warrior cultures-- such as the Capitol (from the Hunger Games). Hedonistic, gorgeous, gaudy-themed soirees, stylized coliseum-styled races and duels, and rigorous contests of innovation itself characterize this society. White Tower residents are expected to find a way to contribute, and demonstrate they deserve the power they have. This is somewhat flexible; thriving is seen as a valid form of contribution.
Some ImPorts are almost entirely disengaged from the political side. Such individuals still have thousands of natives who worship them and an easy invitation to all the hottest amenities in town, including clubs, gallery openings, even (brief) space voyages.
STRENGTHS
Compared to other factions, the White Tower has more resources, including technology, weapons, and money. The Tower also has more NPC followership than other factions, including natives still either complicit/docile or effectively enslaved and oppressed.
It also has greater proximity to the Porter, which allows its long-term residents to sustain a 5% "boost" in ImPort abilities, as well as granting the faction the capacity to actively monitor the Porter itself.
WEAKNESSES
Internal discord is the White Tower's greatest problem, as different ImPorts vie for the throne. Also other factions often want to destroy the White Tower, but that's just a day ending in y.
CONNECTIONS
- People with similar goals but differing ideas of how to achieve them. Some branches of the Resistance want to destroy the Porter (and save the native population at the cost of dooming all ImPorts). Others hope to replace the current powers. Even within the Resistance itself there is a great deal of in-fighting.
- Individuals who are willing to be capture/be captured by members of other factions, commit assassinations, sabotage, and other IC conflict-- OOC consent is key.
LOCATION
Multiple! This is not a regular faction-state. Small pockets of rebellion crop up all over the world, living within other ImPort cities.
GOVERNMENT
As this faction falls into cell groups, they are largely decentralized for their tactical survival, with a core group of Council leaders, and numerous autonomous splinter groups.
ETHOS
All Resistance members intend to bring down the current ImPort autocracy, but there are multiple ideologies within that shared vision. The most notorious "extremists" plan to destroy the Porter, permanently wiping out all ImPorts; others simply plan to depose the White Tower (and other groups) and institute a "fairer" government, in which they would simply act as enforcers for natives-- never mind corruption is likely.
HISTORY
Ever since the White Tower overthrew the government a decade ago, individual ImPorts doubted the moral justification of their kind ruling the world. These are the inceptors of the Resistance, who eventually came together at different times and under various circumstances. Some are double-agents--triple agents, even, while others defected from the factions.
CULTURE
Because of the decentralized nature of the Resistance, cultures are highly variable and usually adapt to the prevailing trends of the ImPort city the agent is hiding within . To further its agenda, however, the Resistance frequently uses of espionage or violent guerilla tactics.
STRENGTHS
Secrecy and security; it is virtually impossible to totally wipe out the Resistance.
WEAKNESSES
Individual differences and conflicts, challenges of cooperation within the limits of their decentralized structure.
CONNECTIONS
The Resistance is always recruiting, and oocly we're looking for:
