Minor Powers
Not everyone on Glass is fighting for dominance. Some are just looking to survive. Some have grand ideals. Some simply don’t have the means to conquer … yet.
Unlike the major factions, minor powers are defined by a disinterest in the conquest of Glass. They may be suitable as allies, obstacles, or wildcards in a campaign.
Gods of Glass
- Gods of Glass (Island of Glass Lv14):
- Agitated beyond reconciliation. Every sacred rite has been neglected in the chaos. There is no clear heir to the throne who can resolve it. A billion knives lash out from the forests & mountains at the Empire of Glass.
- Agenda: Acausal inhuman evolutionary selectors.
- YOU HAVE ALL FAILED. WE WILL KILL UNTIL YOU LEARN AGAIN TO STOP US.
- Principal benefactors: Themselves. They are going to kill you.
Salamander Clans
- Leader: Each clan has its own leader.
- Capital: Each clan has a separate mine as its heart.
There are ~2,000 salamander families on Glass split across five mine hubs. Each is descended from the slaves brought from wars centuries ago. Each is straining under the demands of the war. Each has been preparing for this day for centuries.
The salamanders have no hope in conquest. They face down a 30:1 disadvantage in manpower alone. But they can be brokers. In war, steel is better than gold.
Theomni & the Templevault
An independent land-locked city-state in the middle of the island, surrounded by the Golden Birchwood and overlooked by the Oropolis. Holds its status as independent by virtue of Kain’s implied protection & by virtue of the wealth it’s digging out of the Templevaults the city sits upon. Ultimate mega-dungeon dig-site for those who’d rather be dungeon-crawling instead of faction-crawling.
- ROLE: Megadungeon-crawl site for future dungeon crawl system. Doubles as a strategic asset if conquered.
The Mountain Imps
Imps are coal goblin-demon-things. “Gemfuckers,” if you were crude about it & had just lost your village to them. They’ve seized most of the Imperial mines & are choking off Glass from its critical mineral resources at the time they’re needed most — possibly a good thing, since if Glass could leverage its full natural resources, it’d be a smoking crater by the end of the war.
- ROLE: Interlopers that occupy various strategic assets & provide friction for conquest. Comic relief-style “goblin” psychopaths — someone you can kill and not feel bad about killing, but who are also incompetent or comical in ways that lighten tension.