Lore: Factions

The city-states of the belt

Six generations have broken the Exodus's founding groups into six great blocs, each organised in its own way. Power comes from three things: water, trade routes, and the right to found daughter colonies.

The six blocs

Some blocs are one great city with its dependants. Others are dozens of small, weak settlements bound by kinship or law. About a dozen independent cities, some 400,000 people between them, belong to no bloc at all.

BlocHow it's organisedLargest settlementSettlementsPeople
Ceres AssemblyOne great city with tributary townsOccator Deep on Ceres, 350,000About 20 tithe towns900,000
Shackleton LeagueA league of self-governing trade portsShackleton Port on Hygiea, 250,000About 30 member ports1 million
Charter CompaniesFour rival corporate dynasties with scattered holdingsVesta Yards, 200,000About 40 holdings1.2 million
Red ClansA confederation of small clan holdsArsia Hold, 25,000Over 120 holds800,000
SeedkeepersA monastic order of vault habitatsThe Long Vault, 10,0008 vaults60,000
The ScatterNo state at allNoneHundreds of free rocks and ships600,000

Ceres Assembly

Capital
Occator Deep
People
900,000
Power
Water
Think of
Babylon, or early Rome

The Assembly is the closest thing the belt has to an empire, and the hardest to change. It grew from the Berth Authority, which ran the Exodus from Ceres and never gave up the habit of running things. Its capital, Occator Deep, is the largest city in the belt, dug into the ice beneath Occator crater.

Ceres's power is water. Its ice mantle supplies most of the old belt, and around 20 tithe towns pay for that water in labour, goods and loyalty. The Assembly claims to carry the lawful authority of Earth's governments. It still keeps the Earth calendar, flies the old flags on Conjunction Day and guards the Exodus archives, which it does not let others read.

Ceresians are orderly, proud and rationed. Quotas on water, births and living space have shaped their culture for six generations, and many are grateful for them. Many others leave.

Sub-factions

The Occator Court
The old governing families and archivists who call themselves the Heirs. They hold Earth's law sacred and treat change as betrayal.
The Waterwardens
The ice-miners' guild that actually runs the water. Officially servants of the Court; in practice they decide who drinks, which makes them kingmakers.
The Kerwan Reform
A movement, named after Ceres's largest crater, for an elected Assembly and an end to quotas. Many splinter colonies come from here.
The Tithe Towns
The client colonies. Some resent the tithe and want independence; others value Ceres's protection and fear life without it.

Shackleton League

Capital
Shackleton Port, Hygiea
People
1 million
Power
The Web and its credit
Think of
The Hanseatic League

Shackleton Port began as the lunar consortium's depot in the belt, named after Shackleton Base, whose crews stocked the Exodus with their mass drivers and then stayed behind. During the Holding the Port rebuilt the Solar Web, and around 90 AC dozens of ports signed the Web Charter: League membership gives access to the Web and its credit, in exchange for following League trade law. The League runs the belt's money, and it knows it.

Shackleton Port itself is a merchant republic run by its founding families. It is wealthy, pragmatic and officially neutral, and it lives on the memory of the crews who stayed behind on the Moon. Every child of the Port learns the Last Launch, and every trade deal carries a hint of that debt of honour.

Sub-factions

The Launch Families
The Port's old aristocracy, descended from the families the Shackleton crews sent ahead. Rich, cultured and quietly ruthless.
The Lamplighters
The relay guild that maintains the Solar Web. Technocratic and proudly neutral, they are loyal to the Web before the Port, and every faction needs them.
The Free Ports
Outlying League members tired of the Port's control. Some are tempted by the Aurelian Company's offer of a rival ledger.

Charter Companies

Largest holding
Vesta Yards
People
1.2 million
Power
Industry and debt
Think of
The East India and Hudson's Bay companies

The Companies are corporate dynasties whose charters outlived the nations that granted them. Eleven orbital fab companies built much of the Exodus on credit; the Company Wars of 95–115 AC left four. Each is a scattered network of yards, mines and company towns, and each makes things no one else can.

Company people are born, educated, employed and buried by their Company, and most are fiercely loyal to it. They are proud, highly skilled, and make most of the belt's machines. Their one indefensible institution is the Old Paper: Exodus-era berth debts, passed down through families. After six generations, some people are still bonded to pay them off.

The four Companies

The Halden Company
Heavy industry, including hulls, drives and reactors, based at the Vesta Yards. The largest and militarily strongest Company. Most colony ships are Halden-built.
The Marr Company
Keepers of what survives of chip-making. Marr fabs are the only ones producing modern chips, slowly and badly, and Marr is secretive about how. Power through computing.
The Aurelian Company
Bankers, holders of most of the Old Paper, and the force behind a rival ledger to break the League's hold on the belt's money.
The Kessane Company

Food vats, algae farms and closed-loop life support. Kessane keeps the belt fed.

Spoiler

Kessane will be the first to want rime biomass.

Red Clans

Largest hold
Arsia Hold
People
800,000
Power
Living off bare rock
Think of
The Scottish clans

The Red Clans descend from Arsia Station's evacuees and the miners who supplied Mars. Arsia's people were evacuated last, and the clans have never forgiven the authorities who decided that. Arsia's evacuees never bought berths, so the clans have never owed the Old Paper, and they despise those who hold it.

The clans live in more than 120 small holds: tough, frugal and expert at living off bare rock. They keep Mars time, counting their days in sols, and wear red to mourn. They govern themselves through the Moot, which gathers once every Martian year, about 23 Earth months, to settle feuds and make the few decisions all clans share.

Sub-factions

The Arsia Lines
The old clans descended from the station's staff. Prestigious and traditional, they keep the Martian calendar and the station's records.
The Rockborn
Descendants of the miners, and the most numerous. Practical people who trade with anyone and settle anywhere.
The Debtless
Militant clans who raid Company shipping and burn Old Paper wherever they find it. Their rallying cry is "We are not reaction mass." Heroes to some clans, an embarrassment to others.
The Far Holds
The furthest-out clans, already living in the outer belt before the frontier opened. They know it best, and were the first to report the rot.

Seedkeepers

Largest vault
The Long Vault
People
60,000
Power
Moral authority
Think of
Medieval monastic orders

The Seedkeepers began as the staff of Earth's seed and gene banks, who carried the vaults into the belt during the Exodus. Over six generations they became an order: part science, part quiet faith, with vows, ranks and rituals. On Conjunction Day they hold the Reading of Species, naming Earth's lost animals one by one.

They are trusted by almost everyone and owned by no one. Their vaults are neutral ground, where treaties are signed and enemies meet, much as monasteries once were. Their power is moral, not military, and they guard it carefully.

Sub-factions

The Conservators
Keep Earth life sealed and pure in the vaults until there is a world to plant it on.
The Sowers
Believe Earth life must be spread now, in gardens on every rock. Frontier-minded.
The Readers

Geneticists and archivists: the order's scientists.

Spoiler

The Readers are the first to study the rime seriously, and the ones who find Earth genes inside it.

The Scatter

Capital
None
People
600,000
Power
Custom and reach
Think of
The pirate havens of the Caribbean

The Scatter is everyone outside the blocs: free rocks, wanderers, salvagers and pirates. It has no government, but it does have custom. Its oldest law is the air right: anyone who asks for air is given it, enemy or not. Breaking it is the one crime the whole Scatter will punish.

Sub-factions

Gravers
Salvagers who work the homeworld debris field for Earth relics, soil, ruins and archives. Rich, reviled and deeply superstitious.
Wreckers
Strip derelict ships and stations, and sometimes create the derelicts themselves.
Longhaulers
Ship-dwelling clans who live aboard and carry cargo where no one else will go. They know the frontier's routes better than anyone.
Free rocks
Tiny settlements that belong to no one and like it that way.

Independent cities

About a dozen city-states belong to no bloc, some 400,000 people between them. The richest is Psyche Free City, built into a metal-rich asteroid and wealthy from iron and nickel. It sells to every side and lets none of them in.

Fault lines

Water
Ceres against everyone else. Frontier ice threatens the balance, and the Waterwardens know it.
Money
The Aurelian Company's rival ledger against the League's Web, with the Free Ports deciding which way to lean.
Debt
The Old Paper sets the Companies against the Red Clans, the lottery-born and anyone else still bonded.
Legitimacy
Ceres's claim to be Earth's heir, which the Red Clans reject outright and the Kerwan Reform wants to reinvent.
Blame
Who was left behind and who decided it, still raw after six generations.
The frontier
The Hygiea Settlement's charters are vague, overlapping and contested. Every bloc reads them differently.

Daughter colonies

In Reaction Mass you lead a splinter faction of a few hundred people who leave one of the big colonies on a single colony ship to found a settlement on the frontier. You are not a great power: you are a small group with a grievance, a ship and a charter, and you don't fully agree with each other.

The colony ship is an Exodus-era hull, refitted. It carries the people, the fabricators and the seed stock, and it becomes the first habitat once it reaches a claim.

Splinter colonies leave for many reasons, and each takes different people, skills and quarrels with it.

LeavingWhy they leaveWhat they bringWhat divides them
Ceres AssemblyRation and birth quotas they will no longer acceptAdministrators, records and a strong sense of lawWhether to build a fairer Ceres or abandon rules altogether
Shackleton LeagueA falling-out over who controls the Solar WebEngineers and relay know-howWhether to stay in the Web or build their own network
A Charter CompanyDebt-bonded families breaking their bondsIndustrial skills and machinery they arguably stoleWhether to repay the Company eventually or defy it for good
Red ClansExile after a clan feudHardiness and skill at living off bare rockWhether to make peace with the old clan or settle the score
SeedkeepersA sect that wants to plant Earth life on the frontierSeed and gene stock, and biologistsWhether Earth life should be spread or kept safe in vaults