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Post by Insano-Man on Sept 21, 2018 11:29:30 GMT -5
THE BIG CHEESE It bears repeating whenever the topic comes up; Set's big. There's a lot of room for a lot of people. There's a lot of turf to fight over and a lot more to take. As much as the wild-and-whacky wilderness isn't all that keen on being sized up as territory, there's always someone with a flag to plant. It's not all that hard to see why. As difficult as it is to keep a big thing going on Set, it's got resources everywhere. It's adding more people and places to itself daily. All that paranormal activity that makes things close to impossible - that's just another opportunity. Get a strong research effort going and you could end up with the secrets of the gods.
The following is a list of factions of note, regardless of size. Some are big, globe-spanning military alliances with a chip on their shoulder and a few thousand holes full of railguns. Others are just little bundles of backwater towns playing politics with crabs. One way or another, if they matter to someone, you can find them here.
This is an open topic. If you'd like to invent a new faction, feel free to post it here! Since Set is a big place with a lot of weird people, just about anything's possible. Go nuts!
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Post by Insano-Man on Sept 21, 2018 12:05:48 GMT -5
THE PIONEER NETWORK † Type: Nation State Size: Massive Territories: Set, Low Orbit, High Orbit Population: +10,000,000,000 (Estimated) Industry: Extreme Technology: Extreme Strength: Extreme Lifetime: 0 OSC - 800-870 OSC (Estimated)
A long time ago, on a Set far, far away, the Pioneer Network was the only faction that really mattered. It was the biggest alliance of Looney bunkers on the planet, back when the Space Loonies were just Loonies in space. It was a species-spanning union that kept peace and order across the planet like nothing else today. It lasted around eight or nine centuries before the Splinter Wars and the Third Invaders arrived. After that, it split up into the Loonies, the Space Loonies, and the scattered-about common folk. No one expects anything like the Pioneer Network to rise again. A decent amount of folks don't want another, either.
As much as people like to think it was all sunshine and roses with the Network, it wasn't quite that. The truth was that, as effective as it was, the Pioneer Network was still founded and organized by Loonies. It was spread out, disconnected, and more a support agency than a genuine nation-state. It was more unified than the modern-day Loonies and Space Loonies, but it wasn't everywhere. It acted mostly through representatives, assets in orbit, and - in emergencies - strike forces or rescue teams. Most places went about their own business until things got rough.
At its height, the Pioneer Network had an effective population of more than ten billion people, across all species on Set at the time. It had a combined industrial capacity that could churn out dreadnoughts at about a dozen a week. It had the technology of the Loonies, built up and added onto by just about everyone else. Terrestrial and orbital, there wasn't a single thing on or off the planet that could top it for military strength - up until the Third Invaders arrived.
Remnants of the old Pioneer Network are everywhere on Set. Up in orbit, there are thousands of derelicts from the Splinter Wars. Down on the planet, crashed spaceships, burnt-out vehicles, and old ruins remind everyone of what once was. Plenty of towns and Looney bunkers subsist off of old Pioneer Network rubble. Spacers live almost exclusively by salvaging Network wrecks in orbit. Functioning technological artifacts from the Network's days are prized possessions - if the Loonies or Space Loonies don't come looking for them.
There aren't many hard details on the Network leftover from its end. Armageddon has a way of punching holes in history. Crucial facts on founding members, structure, and day-to-day government operations are all hearsay at best. Even the Network's name is nothing more than one, big placeholder - which is assuming it even had a name in the first place. One of the only major details leftover is where it all started; Madness Command Post, the oldest Looney bunker on the planet - and the oldest empty husk that's ever been lost to time.
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Post by Insano-Man on Sept 21, 2018 12:06:23 GMT -5
THE LOONIESType: Military Alliance Size: Tiny (Average)Territories: Set, Underground Population: Low (Average)Industry: High (Average)Technology: High (Average)Strength: Low (Average)Lifetime: -22 OSC - Present Day (Estimated)Some time way back in the past, a bunch of weirdos decided to get together in a big hole and shoot anyone who got too close. They had a pretty good idea of how silly it sounded, so they started calling themselves "Loonies". The name's hung on since. They haven't changed much, either. The Loonies are a quasi-alliance of bunkers and other military bases scattered across Set. Most are occupied by bands of pseudo-militarized survivalists with a very pointed no-trespassing policy. No one's exactly sure why or how they exist, but they've been a part of Set for as long as anyone can remember. People like to think of the Loonies as a grand, cohesive faction, but that's only half true. Loonies prefer to mingle with other Loonies, but that's it. The reality is that most Looney facilities are operating by themselves, with no support, and no contact with the outside world. Most don't know anything about any other facilities. In a way, most are a military parody of the towns and villages all across Set, living hand-to-mouth with their own two hands. Some are even convoys of nomad tanks and trucks, wandering between towns and other bunkers for supplies. Some are on sea-going ships working out of supermassive oil rigs, some are flying flocks of baseless aircraft. About the only thing most share is their hate for the Space Loonies, which has been going strong for about three centuries. A deeper look at the Loonies, their culture, and their history can be found in their article directory.
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Post by Insano-Man on Sept 21, 2018 12:07:42 GMT -5
THE SPACE LOONIESType: Military Alliance Size: Small (Average)Territories: Low Orbit, High Orbit, Scuttler Slice Population: Low (Average)Industry: High (Average)Technology: Extreme (Average)Strength: Moderate (Average)Lifetime: 800-870 OSC - Present Day (Estimated)It's in the name. The Space Loonies are just about everything the Loonies are, but in space, and with aliens. Back when the Pioneer Network split up, the Space Loonies were the outcasts that decided they didn't have it in them for an alien genocide. They took their funny-fingered friends up to orbit and joined up with the other Loonies and aliens that were already there. For the most part, they didn't change much. Plenty still look something like the old Pioneer Network. Some even claim some level of allegiance to it. Just as with their planet-dwelling cousins, the Space Loonies aren't a big, unified alliance. They're all willing to help eachother out, but most are broken up into fleets and flotillas prowling orbit for salvage. They live lives not a whole lot different from other spacers, harvesting wrecks and asteroids for everything they need. For the most part, they keep to themselves. They fraternize only with their own kind and turn a wary eye to any other spacers who come knocking. Just like their terrestrial relatives, the Space Loonies aren't happy with sharing a name. It's a feud that's done no one any good for around three hundred years. A deeper look at the Space Loonies, their culture, and their history can be found in their article directory.
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Post by Insano-Man on Sept 21, 2018 12:08:37 GMT -5
THE CULT OF MEATType: Organized Religion Size: Small (Average)Territories: Set Population: Moderate (Average)Industry: Low (Average)Technology: Awful (Average)Strength: Moderate (Average)Lifetime: 60-100 OSC - Present Day (Estimated)There is a crimson taint on this world that has yet to be expunged. Deep in the beating heart of the meatscapes, infecting villages all over, the Cult of Meat reigns unbroken. Once a humble death cult in days long past, now one of the largest religions on the planet, the Cult commands power like no other. Their sanguine touch is felt everywhere in the meat, working invisibly in the shadows of countless towns. Their only goal is to spread that viscous divinity across the entire planet, to be subsumed into the meat en masse. The Cult preaches of its unified oath and its carmine unity, but there is little that is whole about its faith. Countless sects live isolated across the entire planet, mutating and perverting their ways of worship to serve their needs. Centralized scripture is rare, unreliable, and largely incoherent. Only the meat is truth. Naturally, the Cult is at war with the Loonies, the Space Loonies, and any town that fears its bloody taint. Despite the unending loathing it commands, the Cult remains one of the premier suppliers of food and protection across Set. Resisting its influence can often be as damning as swearing fealty to it. A deeper look at the Cult of Meat, their culture, and their religious lore can be found in their article directory. Credit for the Body of Bounty image goes to Silverwing, for conceptual feedback and the final product itself.
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Post by Insano-Man on Sept 21, 2018 12:09:18 GMT -5
THE FIRST INVADERS † Type: Unknown Size: Unknown Territories: Zorah's Eye Population: Unknown Industry: Unknown Technology: Extreme Strength: Unknown Lifetime: -22 OSC - 0 OSC (Estimated)
Deep in the mud of Pioneer Network prehistory is a war no one knows about. It went by the vague title of the "First Invasion", perpetrated by the yet-more-vague "First Invaders". Defending Set were the Loonies of Madness Command Post, who didn't seem to care to write much of the encounter down. Over about two decades, the invasion petered out and died off. The First Invaders went with it. Solid information ends there. Few people know there was ever an invasion that early in history. Loonies, Space Loonies, doesn't matter - it's a void subject for most.
Rumors and Pioneer Network documents paint a vague picture on who the First Invaders were. Supposedly, they originated from a vast, white desert - which aligns with Zorah's Eye on Zuhverl. Supposedly, they had technology that allowed them to bend reality and ignore physics. Some suggestions say they were humans, others that they were synthetic monsters and raging cyborgs. Who they were and how much they affected the planet are all completely unknown. How the Loonies drove them off is another mystery - if they drove them off at all.
Rumors and legend are all around. Some say they were the ones who founded Cloneston, others say they had simply ascended to become the blackworlders. Some people claim they never left or changed at all, and that the Mutemen are their representatives. Artifacts relating to them, texts detailing them - absolutely nothing has survived. On the few occasions someone goes looking, nothing turns up. On the worrying side, there's a slight trend in Loonies cracking down on archaeologists. Why is anyone's guess - and the Loonies haven't shed any light on it.
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Post by Insano-Man on Sept 21, 2018 12:09:39 GMT -5
THE MUTEMEN Type: Unknown Size: Unknown Territories: None Population: Unknown Industry: Unknown Technology: Extreme Strength: Unknown Lifetime: 800-820 OSC - Present Day (Estimated)
On Set, there isn't a single bogeyman. There's a kill-team of bogeymen with gravity cannons and active camouflage. Find something you weren't supposed to or see something a bit too strange, you'll get a visit from the Mutemen in the middle of the night. No one knows what they're trying to hide or why they're trying to hide it. In the end, it doesn't change a whole lot. It doesn't matter if you're a Looney way down at the bottom of the planet or a Space Looney leading the biggest fleet in orbit. One way or another, if the Mutemen want you to shut up, they won't have to ask twice.
Information on the Mutemen is scant, but people have seen them before. Some people have even survived visits - they just learned to keep their mouths shut. They're a mix of humans and combat drones, often times in suits of jet-black armor like bad movie villains. When they're in the mood to talk, they'll knuckle you down with cyber-muscles after popping out of thin air. When they're not, they'll crush your head from twenty kilometers away with a pinch gun. Some of them can teleport. Some of them can fly. Some of them can kill people just with harsh language alone. Not one's ever been brought down.
It's much to everyone's good fortune that the Mutemen don't have many sensitive subjects. Mutemen hits and visits are usually but once a decade, so far as anyone knows. It's only a few specific things that get them riled up, and they usually do a good job at cleaning them up if they've been found. Likewise, they're not all sociopathic supermen. Some are ready to chat it out with a few choice threats. They'll leave your chest cavity intact as long as you stay quiet. A few survivors remember being attacked by the Mutemen - with a big, blank spot in their memory somewhere else. Sometimes, all they want is what you've found - even if asking politely isn't in their rulebook.
One of the more unsettling details of the Mutemen is their relationship with the Loonies. Most sightings include them meeting with Looney patrols and exchanging intel. Loonies, on the other hand, deny any knowledge of their existence. Rumors suggest the Mutemen are a secret arm of the Loonies, meant to deal with high-profile technology. Proof is always in anecdotes. Loonies have never been found with Mutemen equipment. Most don't even know they exist. The Space Loonies are completely out of the loop; they've never been seen mingling with them and don't even think they exist. Whether this is all part of the Mutemen's mystery game or something deeper still is up to personal opinion.
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Post by Insano-Man on Sept 21, 2018 12:10:02 GMT -5
THE VIZEM'KAM NES SAMALAH'DAR †Type: Religious Organization Size: Moderate Territories: UnknownPopulation: Moderate Industry: UnknownTechnology: UnknownStrength: Moderate Lifetime: 680-740 OSC - 866 OSC (Estimated)History on Set is sparse and patchy. Total war in orbit has a way of punching holes in your memory. Even then, Set's big spree of question marks goes deeper than that. Back between 680 and 740 OSC, the redworlders hated themselves and everything about their history. Mostly just the Cult, but a bad egg like that stinks up everything. It was so bad that a big slice of the redworlders in the Cult broke off to form the Vizem'Kam nes Samalah'Dar, Qashanish for "Azure Sect of Lost Homes". They had one goal in mind; to knock out every last shred of history relating to the Cult. Not many people thought it was a terribly bad idea. Not many people wanted to remember the Cult, much less that their species brought it to Set. The plan was that, with enough scripture and history gone, the Cult would tear itself apart. No bible, no religion - or so they thought. The Vizem'Kam tore up the Pioneer Network's historical accounts. They sacked Unity Station in the Hard Purge of 866. Popular acceptance meant they made a real mess of mainstream redworlder culture. At the end of the day, when they broke up around 866, they hadn't done much of anything. The redworlders - and most of Set - had lost their history. The Cult didn't even blink. There are still a few diehard proponents of the Vizem'Kam's ideology, but the sect itself is as dead as the Pioneer Network. Hindsight has been mixed. Thanks to their brand of historical revisionism, not many people even know they existed. The few that do usually see them in the same light as the Cult. It's thanks to them that the redworlders don't have a name, a history, or even any idea of what their homeworld used to be like. Only a few people see them for their goal instead of their effects. One way or another, they just wanted the Cult gone. They just had a more inventive solution than others. Legends persist that the Vizem'Kam didn't throw away everything they purged. Rumors get around redworlder communities all over that the sect maintained vast libraries of forbidden knowledge. Some of them were supposedly housed in "library ships" hiding up in orbit, others in bunkers or crypts planetside. No one's ever found one. No one has any evidence that any exist. Even still, they've been the inspiration for redworlder and unionite adventurers since the turn of the millennium. A more detailed look at the Vizem'Kam's history can be found in the Redworlders: History article, under the Violet Uprising chapter.
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Post by Insano-Man on Feb 24, 2019 13:45:10 GMT -5
THE UNITY TRUST Type: Research Organization Size: Small Territories: Unity Station Population: ~140,355,800 Industry: High Technology: Extreme Strength: Low Lifetime: 533 OSC - Present Day
Science, peace, order - Set's forgotten most of those things. When the Pioneer Network died, the march of progress broke down into more of a blind limp. Not for the unionites. Up in orbit, on Unity Station, the quest to build a better toaster never stopped. The Native Uplifting Agreement, the Splinter Wars, the Hard Purge of 866 - they might've lost data, but they never lost their nerve. Holding it all together has been the species-wide think-tank that's never once run out of questions; the Unity Trust.
The Unity Trust is one of the premier players in orbit. It's an economic giant, a nexus of scientific endeavour, and the owners of one of the biggest space stations over the planet. It's the landlord, provider, and protector to hundreds of thousands of spacers aboard Unity Station. It's the representative of unionites everywhere - one of the only showings of race-wide unity on Set. It's one of the oldest organizations in existence, having survived every major war and catastrophe since its arrival over Set. It's always been looking up, ahead, and forward, to greater and grander achievements - and most people wonder if it's ever stopped to look at itself.
The Trust lofts a lot of high-minded scientific interest and societal research, but the truth is that not much gets beyond Unity Station. Most of it stays deep in the core, with the mythical "darkminds"; the shadowy ruling elite at the heart of Unity. Only a tiny trickle wriggles out into the rest of orbit, through lost research ships and Space Looney spies. Even the outer parts of the station don't see much fruit. Meanwhile, the Trust lords over Unity Station as a totalitarian techno-tyranny. Unionites live and die at their beck and call. All others aboard are clamped down to nothing but the basic requirements of life.
At the same time, unionite research has always had mixed reception. It was at the Trust's order that the harvester drones were studied - which ended in the Drone Wars. It was at the Trust's order that the paleworlders were brought into society's fold - after earning a reputation as baby-snatchers and vent monsters. It was at the Trust's order that the Native Uplifting Agreement went down - and not even the crabs were happy about that. Thousands of old experiments and research camps are scattered all around, in orbit and on the ground. Some are still active. Some are part of why Set's so strange.
Still, for all the mad-science schemes the unionites have gone through in the past, they're an anchor for orbit. They're a source of honest work, affordable food, and rust-free housing. They're the caretakers of the Endangered Species Survival Enclave program, the great doorstop to extinction. Unity Station has the Trust to thank for its status as a beacon of peace and order in the night sky. As much as they might not always have the right idea, it's always been right in their name; the Trust is unity defined.
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Post by Insano-Man on Mar 25, 2019 21:26:32 GMT -5
THE HARVESTER DRONESType: Machine Plague Size: Moderate (Average)Territories: Scuttler Slice Population: High (Average)Industry: High (Average)Technology: Moderate (Average)Strength: High (Average)Lifetime: 600-630 OSC - Present Crabs are bad. The meat is worse. Put the two together, swap the squishy stuff for random ductwork, and you've got one of the greatest cosmic horrors ever to grace Set; the harvester drones. They're the scourge of spacers, a plague on the Space Loonies, and the biggest mistake the Unity Trust ever made. No one knows where they came from, how they got here, or where they're trying to go. All that's for certain is that they're here, they're hungry, and they don't care where they're getting their next meal from. The harvesters are a mixed-up collective of artificial intelligences cloned from the same master template. Every single one is a can of noise made out of a buffet of random parts tacked onto a central AI core. Every single one is out for all the scrap, salvage, and ore it can find - even if that means ripping it from the cold, dead hands of every spacer in orbit. They're piled together in fleets of big, ugly junkers and stolen garbage haulers, all just as mismatched as the little drones scuttling around them. They prowl the Scuttler Slice for drifting derelicts, eating anyone and everything that gets in their way. All they want is to make more of themselves. If it wasn't for their numbers, Set's spacers would've vetoed that idea a long time ago. Thanks to Set's size, the harvesters aren't the galaxy-annihilating force they could be. Most work as isolated fleets, eating alone in their own corner of the Slice. They're something of a wrong-headed parody of the Space Loonies, coming together only when it's convenient or critical. When they've eaten too much, they pack their bags, load their ships down with fuel and drones, and leave. Why? No one knows. All anyone can say for sure is that Set's been shaking them off like fleas with every jump. What's happening to the wider universe out there, with all those hungry harvesters left behind - that's a question no one's ever wanted to answer. The first harvester in recorded history was a little monster by the name of Stickfingers, dated to 600-630 OSC. Not too much later, the Unity Trust decided it was a brilliant idea to start experimenting on one of his in-laws. A long string of lab breakouts and drone uprisings later, the Drone Wars of 660-770 kicked off. The Pioneer Network kicked them up into orbit, but they've hung around ever since. They've seen the Splinter Wars, the Big Split, and the Garbage Crisis. They've stirred up no shortage of trouble in all those years. They've been trying to leave all this time, but everyone in orbit agrees; they are not leaving fast enough.
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Post by ChildServices on Apr 28, 2019 1:31:02 GMT -5
THE LEFKIPYLAE LEAGUE †Type: Regional Alliance Size: Moderate Territories: Almost all Greek-speaking polities in Southern Zuhverl Population: High Industry: Average Technology: Moderate Strength: Moderate Lifetime: 1266 OSC - 1270 OSC In early April of 1265 OSC, a massive Cult invasion under the command of Archodeimos the Undying, Hierophant of the World Eater smashed against the region of Southern Zuhverl with all the ferocity that the Cult was capable of at the time. Archodeimos arrived with an army of 20,000 men and monsters, and for almost two years he seemed completely unstoppable as his armies blitzed across the continent, smashing the armies of the people known then as the Southern Zuhverlese to pieces. The war that would ensue would be known to the inhabitants of South Zuhverl as "The Great War" The native response didn't become truly unified until 1266. Delegations from all of the major and minor polities arrived in Lefkipylae, and a few delegations from the region's more friendly Looney bunkers were also present. Diplomats and generals went into talks, and eventually an agreement was made. Those present would pool the military resources of their respective poleis into a formal alliance, with the aim of defeating the invading Cultists. There were some other conditions however, imposed by the League's Looney allies in exchange for their support; the League would disband upon the war's conclusion, and all of the signatory cities would formally recognise Looney Intex Credit for domestic trade. Technologically the League Army was a very uneven mixture. The elements of their military that were actually from Lefkipylae were the most advanced by far, at least by surface folk standards. They had two companies in powered armour, two air wings totalling sixteen transport gunships, as well as having light infantry supported by technicals and horse-cavalry that were some of the best and most regularly equipped in the League. Still, their force only made up for less than a twentieth of the League's peak troop strength at ~16,000 men, and they preferred to take up a dedicated task-force role where their superiority in technology and equipment would shine, rather than behaving as general line units. It was up to the other members to fight the attrition battles. The armies from the other member states were a mish-mash of horsemen and light infantry with varying levels of regular equipment. Vehicles and powered armour existed in other hands than Lefkipylae, but they were substantially more scarce and often only seen in the hands of the most elite national units, and returning mercenaries who were very successful abroad. Only the member-states of Ammostoichos and Diakousion could boast having their own aircraft, and their airforces were light even in comparison to Lefkipylae. The three largest contributors in terms of manpower were the Kingdom of Ammostoichos, Kingdom of Mavroulofos, and the Diakousion Federation. Ammostoichos and Diakousion were able to field approximately the same number of troops at the lead of the count, with Mavroulofos holding an acceptable third. Together, these three polities accounted for just under two thirds of the League Army. Mercenary support augmented their standing strength significantly, as over two-thousand mercenaries originally native to the region returned home when they heard the news of the invasion, and subsequently swore allegiance to the League on arrival. The war eventually ended in a League victory, which lead to the organisation's planned disbandment. News of their victory would spread across the surface of Set. A group of people, who were previously believed to just be warring tribals who spoke a funny language, had formed an alliance and defeated one of the largest armies the Cult had ever assembled. This increased the demand of Lefkie mercenaries. With the practice of the "Agoge" continuing, there was plenty of supply to meet it. However, this popularity drew more attention that was undesired for the governments in the League States. They were under a closer watch now than they'd ever been, by organisations that could fairly trivially destroy them. For the region, the future would be delicate. The nations that made up the Lefkipylae League are often in the present day referred to collectively as The League States.
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Post by Forge on Aug 2, 2019 16:04:00 GMT -5
THE SAKJARIN NES RANZA'PLAHI Type: Covert Organization Size: Unknown Territories: Unknown Population: Unknown Industry: Unknown Technology: Unknown Strength: Low (Estimated) Lifetime: 700-722 OSC - Present Day (Estimated)
Risen from the dwindling light of an uprising long since departed, a dogmatic order works in the shadows. With the veil of obscurity falling over the organization throughout the centuries many have forgotten their identity and cause, leaving little to remember - that is not to say they aren’t still known to a few, with some of the major players in Set believed to have dealings with them.
There are whispers of dealings with Unity Trust and the Cult of Meat, even going so far as to believe the Mutemen are a paramilitary sect within the Sakjarin that prevent the theft of technology that would destabilize the frigid balance of life and death. Several Loonie bunkers in particular are believed to actively oppose the Sakjarin, with a kill-on-sight order actively placed on its members.
The Sakjarin is a sparse topic to cover in the history books of Set, and their name is one of the few things that maintain cohesion with relevant information stored away in Pioneer data-packets and surviving Kessa scripture. What little documentation exists states the organization perished during or sometime after the Violet Uprising, with its surviving members hunted down and executed, whilst those fortunate to escape were forced into exile. Most, if not all believe the Sakjarin no longer exist.
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Post by thesoap on Jul 26, 2022 18:09:13 GMT -5
INDIGO LABS Type: Research and Development Organization Size: Tiny Territories: Chopping Blocks, Houndsbreak Sea Population: Unknown Industry: High Technology: High Strength: Low Lifetime: ~ 1200 OSC - Present Day
Indigo Labs is a small splinter faction of the Unity Trust. Dissatisfied with the flow of knowledge within Set, and the Tyranny over their fellow Unionites, several researchers on the surface of Set formally declared themselves independent, and completely cut themselves off from Unity Station, deciding that they would use knowledge in a way they saw fit. Most of these upstarts collapsed immediately, for one reason or another. A few of them were close enough to make some calls, and formed an organization known as Indigo Laboratories, which eventually was able to move past simply fighting for survival.
This is largely thanks to their strong business sense. Appealing to the most popular demographics, they create weapons and technology for various smaller factions in exchange for routine investments and tributes, and they are not particularly concerned with who they're giving that tech to. This can often leave them at odds with other factions and settlements, who much prefer their primitives not armed with laser guns.
Disconnecting themselves from the Trust was not an easy matter; Without the Trust backing, they've been set back several generations, in some cases needing to literally reinvent the wheel. But the scientists and engineers who make up Indigo Labs are undeterred, finding every discovery, while not exactly new, is just as fresh and exciting as when it was first discovered. They pursue knowledge with a drive that can best be described as passionate.
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