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Factions: Aesyr

Game ID: GID0120824
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From publisher blurb:

Behold the Factions of Aesyr!

Zurik Relic Seekers. Locating trulg artifacts is easy: one must only dig down a troll ruin until a buried lair presents itself (or, one could re-explore the already-accessible troll lairs). Retrieving the artifacts, on the other hand, is the hard part. Secured behind still-potent trulgtech defensive measures, invaluable trulg relics are deemed impossible to retrieve. Retrieving a valuable trulg relic, such as a trulgmyth fragment, is the surest way to get the attention of the relic-seekers.

Bogwalker's Guild. The Bogwalkers look for members with the specific skills they need. Survival, medicine, hunting, fishing, metallurgy, biology and gondoliering are all highly sought after. Indeed, to strengthen the guild, Bogwalkers will try to minimize the number of such experts who aren’t members (one way or the other…) The aforementioned skills aren’t vital however - anyone with sufficient poise can learn to stilt walk, and any sufficiently strong person might make a peat cutter. This latter group also serve as fighters when the need arises.

Anuwile ka Xukzun. The Anuwile is actively-but-discreetly seeking individuals sympathetic to the plight of the organization. Sympathizers who display potential are initially recruited as novices. Novices are kept in the dark about the existence of the Anuwile. These novices are then assigned to clandestine missions to test their loyalty and abilities. Novices turn into full-fledged members of the Anuwile once they complete a Rakun-vali’ye, a ritualistic test designed to challenge their devotion: locate and terminate an listed enemy of the Anuwile.

Trulgtech Archivists. Sherrug is picky when it comes to hiring archivists for her cause. She deems that a strong sense of organization and attention to detail are the two most important qualities that archivists must have. First, the prospects must pass the written tests. After that, they must create a sample documentation of a trulgtech device. For formality, an interview is conducted by Sherrug to gauge compatibility and to impart working limits. Knowledge about trulgtech is only partially required: an unknowing-but-attentive observer would be more particular and specific about the inquired object rather than the indoctrinated practitioner.

Throllbainde Art Collective. The art collective is in dire need of sponsors to support its artists. At the moment, the collective restricts membership due to financial limitations. In addition, due to the threat of raiders, the defenseless collective needs able-bodied guards to escort their art convoy. Interested individuals might be able to join the tight-knit collective this way; as long as art is the priority, Jarumina would always offer her favors.

Thunderspear Inc. Employment with the Corporation is hard and unglamorous, but the work is reliable and it comes with food and clothes (whale meat and whale skin, naturally). The pay is merely ‘tolerable’. There are really only two skill sets that Thunderspear Inc. looks for in recruits. The first is seamanship - the wide array of skills and aptitudes that are needed on a whaleboat. Not just sailors and harpooners, but cooks, carpenters, quartermasters, ropers and more. The other type of recruit has a more esoteric skill set - making trolltech go boom. This can just as easily come from luck as it does from aptitude, though those who rely on luck tend not to live as long.

Thralt Stoneshifters. The Stoneshifters Union always has honest work for those who are capable, diligent, and willing to learn. However, they are wary of scabs, plants, and lending Union knowledge and resources to those who would take advantage of it without offering solidarity back. Anyone can apply to join the Guild, but the approval process can be slow and bureaucratic, which is a frequent frustration to employers wishing to hire new miners for a dig. The most reliable way to be accepted is to be vouched for by an established member in good standing, which circumvents a significant amount of red tape, both formal and informal. The particularly intrepid and ambitious may also be able to build rapport with the Stoneshifters by taking on one of the rare jobs they’ll offer to outside contractors–usually check-ins on operations suspected of abuse or skirting the Union’s regulations, which the Union sometimes delegates to third parties if they think sending their own representatives will raise suspicions.

The Glass Legion. The Legion don’t care who you are or where you come from, but their list of desirable qualities is very short: loyalty, ruthlessness and physical prowess. The bulk of their troops fight as infantry: warriors must not only exhibit skill with spear, sword, shield and sling, but they must be fit enough to march and move while wearing armor. Less common roles include outriders mounted on giant desert hares, longbow equipped archers, and a small medical corps. Recruits start at the bottom, and officers are always promoted from within.

The Besiegers. The Besiegers need both thinkers and doers. For the academically minded, it is possible to secure funding for any scientific project so long as it has a justifiable military application. You can even join the faction long-distance by submitting a research proposal in writing, but to get paid you’d still need to join up with one of their corps (that’s where the paymasters are). For non-thinkers, there’s usually an opening in the well-treated (but not particularly well paid) labor corps: common soldiery each armed with a crossbow and a ‘zock’, a combination shovel-ax that is equally useful for digging trenches, cracking skulls, and felling trees.

Those Left Behind. Those Left Behind are for outsiders and surface dwellers to join their number. They seek knowledge and understanding of the world of Solas and their place in it, so are keen to hear the varied perspectives of others. All they ask is that anyone looking to join bring a peaceful communion to the group. For a quick, spirited entry to the group, an offer of trulgtech, a unique story, or rare knowledge can work wonders.

Megafauna Maintainence Inc. To join Megafauna Maintenance Inc. is to pledge yourself to the centirail. As a member, its upkeep and development is of the utmost importance. The faction lets people of all kinds into the group, though often you’ll need to prove that you’re capable of construction or planning or animal wrangling. Prospective members need to be inducted in view of the many groups who seek to control the centirail, so that they know you’re under the protection of MM Inc. and not to be messed with. Joining the faction gives you free access to the centirail network, as well as free rental of the group’s tame, rideable beavers and armadillos.

Salmon Riders. The Salmon Riders are quite an insular group. They’re not very interested in outsiders joining their number, but that doesn’t mean it’s impossible. Catch your own giant salmon, and you’re in. That’s easier said than done, though… Oh, and if you’re heading over to the Kraken’s Teeth, the Riders will lend you a salmon or two if you promise them some of the spoils. Not that they actually expect you to make it back.

Who will you choose?

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