Factions are large, System-recognized organizations that encompass trillions of individuals throughout the galaxy. Each faction that is recognized by The Allbright System acts as a collective nation for its members, tied together by a shared philosophy and faction trait. Each of the 11 Human Factions is currently at war with the others, vying to become the most dominant faction before Humanity's integration is revealed to the rest of the galaxy at large. Before Humanity is unveiled, The Emperor of Mankind will choose the most dominant territorial faction to act as the blueprint for the rest of humanity, combining every human soul under a single faction and faction trait.
A System Faction is created when 1 trillion souls become governed by, or share belief in said faction's philosophy. It then becomes System-Recognized, allowing for the creation of a Unique faction Trait, decided upon by the Faction Leader. A faction leader MUST be a well-known and recognized individual of their organization. The System does not abide by "shadow" or "puppet" leaders.
Faction traits are a System ability that all integrated members of a particular faction receive after 2 years within faction-owned territory. The faction trait is seperate from an individual's 5 Active Abilities and 8 Passive Abilities. All faction traits, unlike abilities, have their cost for use measured in Merit.
A faction trait is a system-defining characteristic that heavily impacts a faction's military doctrine and galactic politics. Faction traits additionally help define how a faction's philosophy might expand its member count with similarly minded individuals, and how it might be used provide advantages for an individual of that faction compared to others.
A faction trait is created based on the shared philosophy of a faction and how its leader negotiates with The Allbright System: every faction's leader is given the same budget during trait creation. To more heavily influence a certain aspect of the faction trait, the faction leader must balance each additional positive benefit with a restriction of equal value to ensure fairness. Once a trait is created, it can only be modified for every additional trillion souls added to the faction. Factions do have the ability to remove an individual, causing the individual to lose access to the faction trait.
Souls within a non-system recognised faction can also gain a custom individual Trait upon reaching Tier 3 within The System, however the power budget allocated for their trait is lower and the trait must be unique.
All faction and individual traits are prevented from being shown through the system panel. The only way to know if an individual is a member of a particular faction is to see them visibly utilise their faction trait.
An individual must consider themseves governed by that faction, and must remain in a designated faction HQ for a period of 2 years before being allowed to join.
Currently, there are 11 Major Human Factions recognized by the System. Each faction is vying for territorial control with their neighbors to become the dominant human faction before galactic integration.
Known Major Factions and their Trait
| United Human Federation Soul Transfer |
Stellar Republic Duplication |
Celestial Dominion Regeneration |
| Unified Syndicate Teleportation |
Galactic Human Accord Quick Swap |
The Cult The cult |
| The Assembly Assimilation |
Everstar Conglomerate techies |
True Human Empire |
| Uknown faction 1 (WIP) |
Uknown faction 2 (WIP) |
Please note the above does not show a true representation of the amount of territory owned by each faction
NOTE: Information taken from Arc 1: Chapter 36 - Galactic Politics Lecture 2