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F A C T I O N S
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Clan Hell's Horses:
Invaders who ruled the planet for the last few years. Few in number, they rely on locals to begrudgingly enforce all their new laws and social requirements. Brutal punishments like beatings or worse await transgressions which would've been minor under previous rule.
No money, caste mobility, or personal property allowed. The Clan treats this distant world as a resource extraction colony and don't care to understand the local cultures. They're terrible at serving the locals' needs. In fact, it's doctrine that locals must serve The Clan's needs at all costs. Experts are exported off-world, forcibly relocated, to serve distant Clan goals. Locals who stay are assigned jobs by The Clan authorities.
Arrogant after their victory and conquest of this planet, they eventually lowered their guard, no longer expecting resistance. They can't act quickly enough to stop the growing rebel cells. They are very powerful, but slow to muster in large numbers. Individual Clan military consultants and warriors are often dispatched to command larger groups of local troops to keep peace and enforce laws.
The Military:
Local defense and law enforcement is mostly administered by The Military. These are locals who fought bravely against The Clan during the invasion, several years ago. They were brutally defeated, but fought honorably, and so were taken over and now work for The Clan (after years of purges and re-education). Often, units of Military forces are lead by a Clan official.
The Military has faced the Clan's ferocity firsthand, and genuinely believe The Resistance can't possibly win. They believe revolution will only bring down The Clan's wrath. Out of a sincere love for their people, their duty, and the homeworld, they fight against rebellion with all their hearts, so to stop any revolution early and to protect civilians from Clan reprisals. Even if certain Military individuals may be sympathetic to the cause, or despise what The Clan has done to their beautiful world, their fear, professionalism, and duty prevents them from turning against their new masters.
Pirates and Vultures:
The chaos of invasion and the various government collapses around the globe invited many outsiders to set up shop on Iatis. These heavily armed foreigners scour old battlefields and abandoned cities like vultures looking for loot. They regularly stop by smaller, undefended settlements to trade with or rob them.
Once the battlefields are finally retaken by nature and the cities are resettled, they'll have no more business here, and will leave. Like locusts moving from feeding ground to feeding ground. As such, they have zero plans to make long term friends while they're here, beyond avoiding or bribing authorities, and have developed into Max Max-like apocalypse cults.
They may be stealing your planet's stuff, but they'll gladly trade it back to you, for a profit. As long as you look too tough to rob.
The Resistance:
There are millions of people still on Iatis, and many of them are chaffing under the rule of The Clan. There are several resistance movements happening all at once, some more "legitimate" than others. Each cell is told they enjoy the full support and approval of their previous governments in exile, as well as any House Black-Ops who are helping them. However, not all Black-Ops can communicate with each other, and often they come from different branches of different far-away governments with different goals.
Certainly almost every resistance movement believes they're the "real" one taking the most risks and getting the most work done. Mistrust, purity tests, cults of personalities, extremist ideals, and more can be found in other resistance cells scattered across the various regions and continents of this whole Earth-sized planet. Not all of them respect each other, sometimes believing them to be "doing it wrong" and jeopardizing the entire revolution.
Out of a need to protect The Revolution, they might be unhelpful to each other, requiring skilled diplomacy to work together.
Inner Sphere Black-Ops:
Several top secret agencies from all across the Great Houses have smuggled themselves planet-side over the years. They independently train local resistance fighters and prepare for planetary revolution. They don't really desire to help the planet long-term, however, as the Great Houses of the Inner Sphere sees this particular planet's struggles as little more than a proxy war, with total victory being impractical. Their real goal, at this point, is likely to be a large thorn in the side of The Clan while using as few of their own resources as possible.
Their methods are usually questionable, and sometimes counterproductive, all in efforts to cripple Clan activities regardless of local costs. In the end, they're outsiders. They don't care about Iatis or its people at all, this is simply another mission for them.
(This post was last modified: 01-30-2023, 10:26 PM by LordCommandHook.)
F A C T I O N S
╚═════☩══✦══☩═════╝
Clan Hell's Horses:
Invaders who ruled the planet for the last few years. Few in number, they rely on locals to begrudgingly enforce all their new laws and social requirements. Brutal punishments like beatings or worse await transgressions which would've been minor under previous rule.
No money, caste mobility, or personal property allowed. The Clan treats this distant world as a resource extraction colony and don't care to understand the local cultures. They're terrible at serving the locals' needs. In fact, it's doctrine that locals must serve The Clan's needs at all costs. Experts are exported off-world, forcibly relocated, to serve distant Clan goals. Locals who stay are assigned jobs by The Clan authorities.
Arrogant after their victory and conquest of this planet, they eventually lowered their guard, no longer expecting resistance. They can't act quickly enough to stop the growing rebel cells. They are very powerful, but slow to muster in large numbers. Individual Clan military consultants and warriors are often dispatched to command larger groups of local troops to keep peace and enforce laws.
The Military:
Local defense and law enforcement is mostly administered by The Military. These are locals who fought bravely against The Clan during the invasion, several years ago. They were brutally defeated, but fought honorably, and so were taken over and now work for The Clan (after years of purges and re-education). Often, units of Military forces are lead by a Clan official.
The Military has faced the Clan's ferocity firsthand, and genuinely believe The Resistance can't possibly win. They believe revolution will only bring down The Clan's wrath. Out of a sincere love for their people, their duty, and the homeworld, they fight against rebellion with all their hearts, so to stop any revolution early and to protect civilians from Clan reprisals. Even if certain Military individuals may be sympathetic to the cause, or despise what The Clan has done to their beautiful world, their fear, professionalism, and duty prevents them from turning against their new masters.
Pirates and Vultures:
The chaos of invasion and the various government collapses around the globe invited many outsiders to set up shop on Iatis. These heavily armed foreigners scour old battlefields and abandoned cities like vultures looking for loot. They regularly stop by smaller, undefended settlements to trade with or rob them.
Once the battlefields are finally retaken by nature and the cities are resettled, they'll have no more business here, and will leave. Like locusts moving from feeding ground to feeding ground. As such, they have zero plans to make long term friends while they're here, beyond avoiding or bribing authorities, and have developed into Max Max-like apocalypse cults.
They may be stealing your planet's stuff, but they'll gladly trade it back to you, for a profit. As long as you look too tough to rob.
The Resistance:
There are millions of people still on Iatis, and many of them are chaffing under the rule of The Clan. There are several resistance movements happening all at once, some more "legitimate" than others. Each cell is told they enjoy the full support and approval of their previous governments in exile, as well as any House Black-Ops who are helping them. However, not all Black-Ops can communicate with each other, and often they come from different branches of different far-away governments with different goals.
Certainly almost every resistance movement believes they're the "real" one taking the most risks and getting the most work done. Mistrust, purity tests, cults of personalities, extremist ideals, and more can be found in other resistance cells scattered across the various regions and continents of this whole Earth-sized planet. Not all of them respect each other, sometimes believing them to be "doing it wrong" and jeopardizing the entire revolution.
Out of a need to protect The Revolution, they might be unhelpful to each other, requiring skilled diplomacy to work together.
Inner Sphere Black-Ops:
Several top secret agencies from all across the Great Houses have smuggled themselves planet-side over the years. They independently train local resistance fighters and prepare for planetary revolution. They don't really desire to help the planet long-term, however, as the Great Houses of the Inner Sphere sees this particular planet's struggles as little more than a proxy war, with total victory being impractical. Their real goal, at this point, is likely to be a large thorn in the side of The Clan while using as few of their own resources as possible.
Their methods are usually questionable, and sometimes counterproductive, all in efforts to cripple Clan activities regardless of local costs. In the end, they're outsiders. They don't care about Iatis or its people at all, this is simply another mission for them.