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Factions Index

Factions Index

Master registry of all named factions in Tarim-Shaiel. Each row represents a linkable entity. Column values are the canonical strings for use in frontmatter `factions:` fields across location and event files.

Status key

`canon` — established lore | `draft` — in development | `color` — world texture, not active in play zone | `proposed` — speculative, needs approval | `tbd` — placeholder, needs definition

Present-Day Factions (~1200 CE Campaign Present)

nametyperegionvisible_controlhidden_controlrivalscontrolsnarrative_weightstatus
Orc Confederation (Samarkand)confederationCentral Asian Hubsyes — nominal warlordhuman-imperial-remnants, orc-steppe-confederationssamarkand, bukhara, balkh, mervhighcanon
Human Imperial RemnantsnetworkCentral Asian Hubs, Tarim Basinno — administrative facadeorc-confederation-samarkandmerchant-networks, city-administrationmediumcanon
Eastern Gateway CouncilcouncilEastern Gatewayyes — formal governanceelven-highland-enclavesdunhuang, jade-gatehighcanon
Elven Highland EnclavesenclaveElven Highlands, Eastern Gatewayno — invisible brokereastern-gateway-council, eastern-imperial-dominion, jade-coast-realmsgreat-wall, mystical-infrastructurevery-highcanon
Dwarven Mountain ConfederationsconfederationMountain Passesyes — absoluteorc-confederation-samarkand, merchant-guildsmountain-passes, anvil-sunder-switchbacks, stone-ledger-gatemediumcanon
Dwarven Tarim AuthorityinfrastructureTarim Basinno — open secrethuman-tarim-councilskarez-water-systems, kashkar, khotan, yarkand, turfanmedium-highcanon
Human Tarim CouncilscouncilTarim Basinyes — administrative facedwarven-tarim-authoritykashkar, khotan, yarkand, turfanmediumcanon
Orc Steppe ConfederationsconfederationThe Steppeyes — tribal/confederalorc-confederation-samarkandsteppe-routes, nomadic-territoriesmediumcanon
The Free Citiescity-statesall regions (urban nodes)yes — civic governancepeoples-of-the-nine-roadsfree-city-markets, neutral-groundmediumcanon
Peoples of the Nine Roadsdiaspora-compactall regionsno — ubiquitous connective tissuegoblin-free-citiesprivate-networks, mediation-channelsmediumcanon
The Gnome Guildstechnical-societiesall regions (urban)no — practical influencedwarven-mountain-confederationscaravanserai-networks, engineering-infrastructuremediumcanon
Merchant Guilds (Multiethnic)guildall regionsno — neutral arbiterscaravan-routes, trade-infrastructurehighcanon
Lich Cadrecadreunknown / hiddenno — covertthe-wizardlich-legion, necromantic-sitesvery-highcanon

Orders, Remnants & Ideological Factions

Factions defined by purpose or survival rather than territory.

nametyperegionvisible_controlhidden_controlrivalscontrolsnarrative_weightstatus
The Chain-Breakers Orderideological orderall regions (dispersed)no — subversive presencehuman-imperial-remnants, the-wizardliberation-memory, chain-breaking riteshighcanon
The Scholar's Remnantscattered survivorsall regions (hidden)no — hunted / undergroundthe-wizard, lich-cadrefragments of suppressed cosmological knowledgehighcanon

Eastern & Far-Region Powers

Powers at the eastern terminus of the Silk Road — present at the campaign's edges, not yet in play.

nametyperegionvisible_controlhidden_controlrivalscontrolsnarrative_weightstatus
The Eastern Imperial DominionempireEastern Gateway (beyond)yes — absolutejade-coast-realms, elven-highland-enclaveseastern-silk-road, jade-gate-approachhighdraft
The Jade Coast Realmsdynastic statesSouthern Eastern Gateway (maritime)yes — cultural / maritimeeastern-imperial-dominionsouthern-maritime-routes, scholarly-institutionsmedium-highdraft
Elven Position in the East: The Elven Highland Enclaves hold `hidden_control` entries in both eastern powers above. This is intentional. They don't rule either — they whisper in the right ears, arrange the right silences, and have done so long enough that neither the Dominion nor the Realms remembers a time without Elven presence at their courts. Their mediation of the Eastern Imperial Dominion / Jade Coast Realms tension is not altruism: a full-scale eastern war would send shockwaves through the mythic ecosystem that their cosmological knowledge tells them cannot be absorbed. They are simultaneously the most honest brokers on the continent and the most self-interested ones. The heroes returning will be the first beings in a long time with the celestial standing to look an Elven elder in the eye and ask whose interests they are actually serving.

Subcontinent Factions

World texture — geographically distant from the primary play zone, but present as trade endpoints, rumor sources, and cultural context. Status `color` means no individual files until the subcontinent becomes active in play.

nametyperegionvisible_controlrivalscontrolsnarrative_weightstatus
The Lotus Thronesroyal courtsSubcontinent interioryes — dynasticeternal-courtsriver-kingdoms, interior-routesmediumcolor
The Eternal Courtstemple councilsSubcontinent (all zones)no — institutional permanencelotus-thronestemple-cities, religious-sitesmediumcolor
Houses of the Monsoonmaritime merchant housesSubcontinent coasts, Indian Ocean routesyes — nauticallotus-thrones, eastern-imperial-dominionmonsoon-routes, coastal-portsmediumcolor
Clans of the Roof of the Worldpastoral clansNorthern Subcontinent / Pamir approachesyes — territorialdwarven-mountain-confederations, orc-steppe-confederationshigh-passes, plateau-routeslowcolor

Historical Factions (No Longer Active)

nametyperegioneradissolved_bylegacystatus
The Human Empireempireall regionsEra 0 (~200 CE)heroes-liberation, military-defeathuman-imperial-remnantscanon
⚠️ The Human Empire needs a dedicated file. What we know: aggressive expansionist state, tributary economy, military dependent on Orc slave-legions via binding magic, bureaucratic administration, controlled all major Silk Road hubs. Fantasy name TBD. Crucially — who ran it? A ruling dynasty? A priestly caste? A military aristocracy? The binding magic implies someone with cosmological knowledge. Does the Wizard predate the Empire or rise within it? These questions gate the individual file. See `_TEMPLATE_faction.md` for structure; this is a high-priority build.

Pre-Imperial & Prehistoric Constructs

Speculative — these entries represent territory that exists but has not been defined. No individual files until canon decisions are made. Status `speculative` is below `proposed` on the certainty scale.

What the cosmological architecture implies must have existed:

nametypeeraimplied_bynarrative_weightstatus
The Elder Civilization(s)unknown — builders or predecessorsPre-Era 0 (before ~200 CE)Someone built the Warrens infrastructure; the Great Wall predates the Empire; Binding Magic came from somewherevery-highspeculative
Pre-Imperial Peoplescultural predecessorPre-Era 0The Human Empire had to grow from something; what were the predecessor polities before it consolidated?mediumspeculative
The Elder Godsdivine — nature unknownPre-Era 0 or cosmologicalReferenced in brainstorm; relationship to Warrens, Held Breath, and Celestial Court unknown; may not be "gods" in any familiar sensevery-highspeculative
Design note: The prehistory layer connects directly to the cosmological architecture. The Held Breath entities are older than the Empire. Binding Magic implies someone understood Warren-channel mechanics before the Empire weaponized it. The Great Wall implies someone built cosmological infrastructure at scale. Whether the "Elder Civilization" and "Elder Gods" are the same thing, related things, or separate threads is an open question — and probably one of the campaign's deepest mysteries.

Divine & Cosmic Powers (as Factions)

These entities operate at a scale above political factions but have agendas, exert pressure, and can be rivals — which makes them factions in the structural sense even if players will never negotiate with them directly. Each is a force the heroes must reckon with, not just a backdrop.

nametypeagendaopposesallied_withknown_bynarrative_weightstatus
The Celestial Courtdivine institutionMaintain the charge system; ensure heroes complete what they are sent to do; regulate Celestial Peak accessthe-wizard (disrupts the system), lich-cadrethe-heroes (theoretically)elven-highland-enclaves (partially), the-heroes (fragmentary memory)very-highdraft
The Held Breathpre-cosmic forceNone — not conscious; simply is; the pressure of dormant liminal consciousnesseseverything, if disturbedelven-highland-enclaves (with dread), chain-breakers-order (oral tradition fragments)very-highproposed
The Warren Intelligencesquasi-sentient infrastructureUnclear — possibly self-preservation; possibly something older; possibly they serve the Held Breath without knowing itnecromantic-energy (inverts their flow)elven-highland-enclaves (partial understanding)elven-highland-enclaves, scholars-remnant (fragments)highspeculative
The Ancestor Spiritscultural-divinePreserve Orc memory; guide descendants; maintain connection to liberation epic; some may carry fragments of the original charge eventthe-wizard (suppresses memory), lich-cadreorc-steppe-confederations, orc-confederation-samarkand, chain-breakers-orderorcs (veneration practice), chain-breakers-orderhighdraft
The Elder Godsdivine — nature entirely unknownUnknown; may predate the Mythic Ecosystem; may be the Held Breath's original architects; may be the reason the Elves withdrewunknownunknownelven-highland-enclaves (they know something), elder-civilization (lost knowledge)very-highspeculative
Design decision required: What IS the Celestial Court? The heroes were sent on their charge by something. They were rewarded with Hero Heaven by something. They were expelled by something (or someone exploited a mechanism). Is the Celestial Court a governing body of divine beings? The Mythic Ecosystem expressing itself as will? An impersonal bureaucratic structure (the Svarga-as-accounting framing from SILK_ROAD_MYTH_ANALYSIS)? This decision shapes whether the heroes have a divine patron, a cosmic employer, or simply a system they were once part of and are now locked out of.
Design decision required: Warren Intelligences — sentient or not? If the Warrens have agendas, the campaign's third act deepens enormously. If they don't, they remain infrastructure. The R/H/K reframing (tools express Warren allegiance) implies something is on the other end of that relationship. This doesn't need to be resolved now, but should be flagged before mid-campaign design.

Named Individuals as Factions

Single actors with faction-level narrative weight — treated as their own entity.

nametypeallegiancelocationnarrative_weightstatus
The Wizardantagonistself / lich-cadreunknown / hiddenvery-highcanon
The Fallen Teammatehero (deceased)heroescelestial-peak / gaesvery-hightbd — name needed

Steppe Clan Sub-Factions

The `orc-steppe-confederations` entry above is a political umbrella. The steppe is composed of at least 8 named clan confederations in varying states of competition, alliance, and decline. These are listed here as sub-factions pending fantasy naming; none have individual files yet.

historical analogterritorycurrent statusrelationship to rising clannarrative_weightstatus
Borjigid-analogCentral SteppeRising — consolidating poweris the rising clanhightbd — name needed
Tayichuid-analogCentral SteppeDeclining — old aristocracy being displacedRivals; traditional enemies of the rising clanmediumtbd
Kerrait-analogCentral Steppe (south)Stable — trade-adjacent, religiously mixedCautious allies; likely absorbedmediumtbd
Naiman-analogWestern SteppeStable — educated, literate, resistantIndependent; possibly where Bladespeakers originatedmediumtbd
Tatar-analogEastern SteppeAggressive — raiding-orientedHostile to most; periodic mercenary usemediumtbd
Ongirrad-analogEastern Steppe (border)Stable — alliance-through-kinshipDiplomatic; provide brides and bonds to rising clanlow-mediumtbd
Merkit-analogNorthern Steppe / Forest fringeDeclining — resentful, scatteredEnemies of the rising clan; mercenary/bandit potentiallowtbd
Uriangqai-analogFar North (forest/tundra)Remote — near-mythicalUnknown; rarely encounteredlowtbd

Fantasy names for all eight clans to be assigned in a dedicated naming session using the FANTASY_NAMING_GUIDE.

Notes

Priority 1 — Very-High weight, canon/draft

`elven-highland-enclaves`, `lich-cadre`, `the-wizard`, `chain-breakers-order`, `scholars-remnant`, `celestial-court`

Priority 2 — High weight, canon

`orc-confederation-samarkand`, `eastern-gateway-council`, `merchant-guilds`, `eastern-imperial-dominion`

Priority 3 — Medium weight, canon

`dwarven-mountain-confederations`, `dwarven-tarim-authority`, `human-tarim-councils`, `human-imperial-remnants`, `orc-steppe-confederations`, `goblin-free-cities`, `peoples-of-the-nine-roads`, `gnome-guilds`, `jade-coast-realms`

Priority 4 — Historical (needs name + detail)

`human-empire`

Speculative (no files until design decisions made)

`elder-civilization`, `pre-empire-peoples`, `elder-gods`, `warren-intelligences`, `held-breath`, `ancestor-spirits`

Color only (no files until subcontinent enters play)

`lotus-thrones`, `eternal-courts`, `houses-of-the-monsoon`, `clans-of-the-roof`

On the Chain-Breakers Order

Founded in the aftermath of the liberation by those who experienced the heroes' deeds but could not follow to the Celestial Peak. Multi-species but Orc-anchored. Theologically committed to the view that the liberation was incomplete — that the heroes will return to finish what was started — which makes them either prophets or seditionists depending on who is in the room. The Wizard's Scholar's Purge (~1175 CE) targeted them specifically, which tells you everything about how dangerous their institutional memory is. They hold fragments of the truth about the Gaes, the unfinished charge, and the Wizard's original intervention — not because they are scholars, but because they were there, and their oral tradition has kept the memory alive across 40 generations.

The Human EmpireGM
Lore · GM Only
World lore document.