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Factions




Main Factions:



Syntech:

Syntech arose from the ashes of the old world, decades after The Cataclysm. They were a highly organized group that began salvaging technology, information, and highly skilled people. Outsiders were allowed to join depending on what they could offer to the group. Syntech is run similar to a corporate oligarchy. Their mysterious Chairman, Ainu, runs Syntech with an iron grip. Through time, they were able to quickly expand and provide the best lifestyle amongst those that were deemed worthy. However, the unworthy were trapped underneath their growing totalitarian grip. Regardless, news of this spread and people flocked from all over to attempt to join.

As the decades went on their influence grew along with their military prowess, allowing them to expand exponentially and become a superpower in Europe. They've expanded into Africa and the Middle East but have been met with heavy resistance in parts of Asia. "Collect, advance, expand." In the Middle-East, Syntech's glossy style sticks out around the rustic outposts dotting the sand-ridden lands. On the contrary, their headquarters in Norway's (See: Important Locations) technological advancements prove what Syntech represents.



Neo-Human Coalition: (The Resistance):

One of the most powerful rebel factions and the main opposition to Syntech. They control major areas of Asia and their influence has spread further to pockets throughout the world, including within Syntech's borders. Their main headquarters are located in Xi'an, China. (See: Important Locations) Also in China is Chengdu, their most heavily fortified city. While less organized and technologically advanced compared to Syntech, the NHC's message is more idealistic and appealing to the general public. "Band together and share to survive"

They run a system similar to a democratic parliament. They are a governing system ruled by only the most elite in their rankings, with a Chancellor at the helm. A Chancellor is voted in by the faction's members.


MALMAL: (Malaysian Militia):

A Technocratic society where a council of scientists and engineers have the power to make decisions based on their field of expertise. The heads of the council are elected by their departments. The MALMAL was created shortly after the Blackout occurred. (See: Miscellaneous) The old Indonesian government was taken over by the people led by the best and brightest minds to overtake and control their situation. The MALMAL government then began to use propaganda to scare citizens from ever leaving. The intention was to convince the people that the rest of the Earth was a scorched, uninhabitable wasteland.

The MALMAL focused on salvaging technology anywhere from the world. Eventually, they ran into Syntech. As both factions have similar mindsets, they see each other as rivals. Their government system is that of a Technocracy, using its elite team of technical experts for decision making. Distinct from the other factions, the MALMAL utilize gene splicing in their warfare. The most elite of their genetically altered soldiers are called the Knights of the Round.


D.E.I.T.Y. (Drug Enhanced Injector of the Tactical Yeomanry):

The most elite sect of Syntech's forces, D.E.I.T.Y. are highly specialized agents imbued with the God Gene. (See: God Gene) Trained in the use of injections, they a higher rank among all other forces within the Syntech military. D.E.I.T.Y are primarily used on missions with high-value targets or a high mortality projection.

Chosen at a young age for their DNA's susceptibility to the God Gene, a large majority of these potentials succumb to the inception process. This sadly leaves the D.E.I.T.Y. program with a high mortality rate. Those children whose bodies survive integrating the God Gene are then trained under the guide of D.E.I.T.Y., as they are now no longer suitable for fieldwork. They learn melee and ranged combat, and are educated in engineering, technology, and survival skills. At the end of their 11th year in the program each D.E.I.T.Y. is instructed to build their own multifunctional weapons. This is to aid them in their first high-risk live field assignment; taking place on the commencement of their 12th year. Their performance will dictate their position within the Syntech hierarchy. Excellence grants them the title of Field Agent. They are responsible for recovering technology and undertaking high-risk missions within and outside of Syntech borders. A standard performance is met with re-education and grants the title of Internal Agent, those that are responsible for internal affairs. Any performance less than the standard is in all cases, met with death in the field.

Due to the recent resurgence of old gene editing technologies, Syntech has begun the inception process at the moment of insemination. This will bypass the lengthy selection process, creating their own D.E.I.T.Y.s from birth and reducing the mortality rate significantly. The goal is to have D.E.I.T.Y. agents in the field that know only Syntech. The indoctrination process starts from birth. Syntech own outposts provide brutal training that prepares their bodies and minds for battle.


G.R.G (Gun Runnin' Gypsies):

A disparate all-female faction that gathered together after "The Cataclysm" and began traveling as a caravan. They came across a massive weapons cache where they also found information on additional military sites. With a seemingly endless supply to scavenge and scrap they became well versed in weapons engineering, soon finding themselves at the forefront of the military market. By selling old tech and modified variants, they bring in a hefty profit. G.R.G sell indiscriminately, supplying all the factions with the weapons and scrap they need. Syntech has been known to deal with the G.R.G. on rare occasions when the materials they need are not readily available from their own sources.

The G.R.G. treat themselves as one giant "family". Once you are in, you're in for life. They are looking out for themselves, and themselves alone. The needs of the G.R.G. outweighs the needs of any other faction. They are not intentionally antagonistic to other factions, however. They steal indiscriminately, using the money to fund their own personal needs.



The Flotilla:

Formed after "The Cataclysm", the Flotilla is a floating city made over the ocean that now encapsulates North America. The people have adapted to a life on the sea, and they form the last remnants of American society. As their society was formed through former members of the military from bases around the world, the Flotilla is home to a Naval Fleet. They have built, stolen and salvaged ships of all kinds.

The prize ship of their fleet has extensive aerial capabilities and sits on a derelict oil rig. Citizens of the Flotilla primarily focuses on the trading and selling of goods. Many make their money through the multiple market hubs that dot around the water-logged city.



Smaller Groups:

The Heart of Sharjah:

The militia of Sharjah operates under this pseudonym and protect the town of Sharjah. They were founded soon after "The Cataclysm" to defend their town and their traditions against the changing world. Their name comes from these traditions they seek to maintain. They mainly use weapons created before "The Cataclysm", and wear any clothing or rags they can find in the ruins of their city. Their leader is Fariq who is, in turn, looked over by Razia. The main defense of their town in the "Shield Blade of Sharjah" (See: Specialty Weapons), used by Razia. Like any inhabitant of Sharjah, they are wary of outsiders and quick to judge any way other than their own.



Lumineers:

A group of rebels and outcasts that despise the world they've come to live in, finding pleasure out of destroying anything remotely associated with "government". In the Blackout Zone (See: Important Locations), light is often representative of strength and power, so they've become obsessed with hoarding all the light they can find. This led to them being named The Lumineers. Their numbers grew as they raided small towns and villages, mostly due to their ultimatum of "Join or Die". When they capture an enemy belonging to a government, they torture him/her until the captive reveals information about their friends or family. Once they have this knowledge, they track down their next target and kill everyone in their path that doesn't join them.



Shiva Clan:

A small sect that Priestess Shiva (See: Primary Characters) has built on her own. Shiva came to the people of Cyprus and presented herself as a living goddess. Unaware of the D.E.I.T.Y., the clans people were awestruck and followed her every whim. As the clan grew it was eventually comprised of a gathering of devoted worshipers ready to die for their goddess. The clan has a small stronghold in Cyprus and is slowly growing day after day.

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