Faction Perspective: Core
Gal’Sec
As I said with the Heirs of Taaj, I have to watch myself when writing as GalSec to not make them too one-dimensional. I want characters to consider joining them/working for them. I want them to occasionally be “in the right”. Yes, they’re violent, shock-truncheon wielding, jack-booted autocrats. But they keep the other factions in line, and stop the scum of the universe from preying on the innocent.
Interfaction Politics – GalSec Perspective:
The Ministry: These anal-retentive pencil-pushers have no business dictating law enforcement policy. They live by the letter of the law, rather than the spirit. Their insistence on protocol protects more criminals than it catches, sinking us in pointless bureaucratic red-tape for years.
Brekengraf: Most factions commit crimes against property, against people and against society. These lunatics are the only ones who gleefully commit crimes against nature. We’ve seen their so-called “New Soldiers”. They need to be shut down, hard, before they go too far.
Iron Assembly: If there’s one faction has the hardware, man-power and will to escalate conflict, it’s the Assembly. Definitely got ties to terrorist cells and space-pirate gangs, too. Seems like every week we need to bust up another “gathering” and arrest their ringleaders.
Dai’Rho: They hide a lot of shady stuff behind the wall of religion. Hard to tangle with the Rho, the citizens love them too much. Their wandering monks are a law unto themselves. Worse still, the temples provide sanctuary to tons of dirty criminals, where we can’t get them. “Sacred ground”, my ass.
Heirs of Taaj: The other factions commit crimes. These guys are actually criminals. Bastards think they’re invincible, but they can be foiled. Taking out a hive-gang, space-pirates or slavers? Part of the job. Taking out the ones orchestrating the whole thing? Best feeling ever.