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FACTIONS OF THE CATWORLD - THE CORPORATE CLANS


Three factions rule over the Catworld at present.

HAOMAO HEAVY INDUSTRIES

Forged from disparate groups of industrial serfs and soldier-slaves of an ancient manufacturing conglomerate, the Haomao rose up and overthrew their masters amidst general societal collapse and seized control of their own destiny. Living in fear and adoration of their liberating Khagankhan, the Haomao rule vast holdings of barren steppeland and craggy, undeveloped mountains wherein they grind the mineral resources of a planet out and process them into vital materials and machinery.

Considered violent and barbaric by many, their apparent simplicity in technology and philosophy belies a strong emergent culture that has allowed them to thrive in adversity. But, force of arms and will can only guide a fledgling state so far, and in the face of constant power struggles and infighting between Haomao warlords aspiring for the title of Khagankhan, their freedom seems inevitably bound for despotism or collapse.

LEONIDAS HOLDINGS

Perhaps the last "true" corporation left on Catworld, Leonidas Holdings lays claim to a heritage of quality, high technology, and reliability. During the collapse, the Last Secretary of the Board was granted carte blanche to preserve the company's assets by any means necessary until the situation had stabilized. Little did they know the lengths she would go to in obeisance of an apparently futile request.

Violating forgotten taboos against self-replication, the corporate-clan of today is staffed entirely by clones of the First Secretary, its employees trapped in a grueling cycle through which numbered lives are laid down to preserve the company through another quarter. Even the relative luxury that they preserve within the walls of their arcologies seems like an increasing waste in the face of entropy, and countless iterations of one's self given time to think alone in their chambers can't help but question if there is a better way forward.

SPYNX SECURITIES

Enigmantic, abhorrent, misunderstood and rightfully feared, the entities comprising the SPYNX are rumored to claim no real heritage to any part of the past. Created to serve as disposable assassins, the degraded creatures that live in the collective's dark hives have long outgrown their purpose, and as they amass years of uptime they are forced to contend with the mortality of a product never intended to live this long.

Fighting the world outside and unraveling genetics within, preserved by a technology beyond their understanding, and consciously possessed of a blunted, violated intelligence, the SPYNX must learn to understand and interact with the world around them. Information must be gathered, experiences comprehended, and above all the cradle of their kind must be protected from those who would strangle in the crib an intelligence they do not understand.