Table of Contents

Playing a member of the Union

The Union offers clans stability, security and the chance to be a part of forging a new civilisation. They tend to focus on diplomacy rather than conflict, preferring not to get their hands bloody in extensive martial campaigns. When there is no choice, however, they will use the full force of their troops, technologies and magics to crush the threat, leaving little behind.

Colony Goals

The Union have the following goals as a whole:

  1. Spreading civilization and knowledge throughout the Broken World
  2. Expanding the Union through absorbing new clans, beliefs and even races.
  3. Understanding more about the world and getting to the peak of technological and magical prowess.

Allegiance Requirements/Bonuses

When you pick a faction you must also pick one of the organisations of that faction. The members of an organisation are responsible for making sure that part of the faction runs effectively. Your organisation will give you imperatives, which it will expect you to look into. The organisation also has resources at its disposal which as a member you will have access to. However if you disappoint your organisation enough these privileges will be revoked.

Organisations have requirements to join them; these include relevant skills which would make you a valued member, as well as ideologies and beliefs. If you do have a concept which doesn’t meet all the requirements please discuss it with the GM’s, as we may be willing to make an exception.

As someone grows up the Union, it is expected that they will find a role in one of the branches of the Union, and do their part for the community. Upon reaching adulthood, a member of the Union starts employment in their chosen career, though they will still spend much of their time with their home clan, using their new expertise to help defend it.

The Legion of Unity

Requirements

Traits

The College of Horizons

Requirements

Traits

The Guild

Requirements

Traits