Factions
Three named factions divide the Veridion system. A fourth is not named, not registered, and not interested in the distinction.
The Three Powers¶
| Faction | Territory | Power Base | Population | Status |
|---|---|---|---|---|
| Synapse-Guild | Inner worlds | Genetic modification, food production, implants | Genetically modified elite | Vulnerable — implants are destroyed by Flicker |
| Rust Alliance | Outer rings | Heavy isotope mining, fusion fuel supply | Unmodified workers | Immune to Flicker (secret advantage) |
| Fracture Synths | Debris field | Biomechanical androids, legal personhood | Free Synthetik units | Affected — Devotion effect from Flicker signals |
The Fourth Power¶
Not a political entity. Not a corporation. Not a registered interest.
See: The Flicker (under Phenomena)
Shadow Networks¶
The Fabric — Decentralised intelligence network operating in the gaps between factions and corporations.
Relationships & Conflicts¶
- Guild vs Rust Alliance: Ideological opposites; Guild culture treats Allianz as expendable
- Guild vs Fracture Synths: Praxis Biomechanica manufactures implants for Guild and chassis for Synths — complicated interdependence
- All vs The Flicker: The phenomenon is reshaping faction stability:
- Guild: losing its implant advantage
- Alliance: discovering unexpected immunity
- Synths: experiencing the Devotion effect
- Fabric: aggregating intelligence on all three
See also: Megacorporations | The Flicker | The Azimuth Event