Skip to content
Mar de Oro
  • Start Here
  • How Mar de Oro Plays
  • About
  • ResourcesCommunity Review
GM Guide · Mar de Oro
Restricted · For the GMHome
HubAdventuresCampaignToolsSession PrepResources
  1. Home
  2. GM Guide
  3. Factions in Motion
Chapter IIIGM Only

Factions in Motion

Every faction acts whether the characters watch or not.

Factions are the engine of the campaign. They have objectives, secrets, assets, red lines, and default responses. Between sessions, review their autonomous goals, available assets, and events already in motion. Their credible off-screen actions can trigger clocks whether or not the characters are watching. Advance, hold, reverse, or redirect a clock according to its established triggers and fictional cause, not simply because a session ended or a faction was ignored.

The major factions

Valdegracia

The Dominant Empire
Objective
Maintain control of Canula Prime and suppress evidence of source chamber instability.
Secret pressure
The senior administrator has been warned by a Church contact that the chamber may be classified as a miracle site, removing it from company jurisdiction.
Assets
Garrison, customs authority, company factor network, one heavy frigate on station.
Red line
Public acknowledgment that the chamber caused civilian deaths. Valdegracia cannot survive that headline in the home legislature.
Default response
Contain, deny, relocate witnesses. If containment fails, assign blame to pirates, locals, or Albion.

Albion

The Disruptor
Objective
Destabilize Valdegracian control of Canula Prime without being traceable.
Secret pressure
The Albion contact running the disruption operation has gone beyond orders. The Admiralty does not know how far.
Assets
Fast frigates, intelligence network, two turned officials inside the Valdegracian administration.
Red line
Open war with Valdegracia. Disruption operations must remain deniable.
Default response
Plant evidence, buy witnesses, commission a pirate attack on a Valdegracian convoy.

Duchy of Heller

The Quiet Accumulator
Objective
Acquire source chamber data and at least one working sample of unstable Éterlumin without alerting any other power.
Secret pressure
Duchy of Heller's source inside the Canula research station is running out of time. The contact is about to be rotated out.
Assets
Aurora Ventus command frigate, black sloop network, two research agents with genuine scientific credentials.
Red line
Duchy of Heller assets cannot be captured by Valdegracia. The Duke's personal authorization would be found on them.
Default response
Observe, record, wait. Move only when the window is about to close.

Solarian Church

The Institutional Watcher
Objective
Determine whether the Canula Prime chamber is a natural phenomenon, a miracle, or a prohibited working.
Secret pressure
A senior Inquisitor believes it is a prohibited working. If correct, the Church must act against every faction currently exploiting it, including Church-adjacent companies.
Assets
Solaris escorts, legal authority over miracle declarations, intelligence network through confessors and hospital contacts.
Red line
Allowing a prohibited working to continue once formally classified. The institutional cost of that failure exceeds any political benefit.
Default response
Investigate quietly. Delay formal classification as long as the investigation remains active.

Faction turn

At session end or between sessions, review what each active faction can credibly do from its current position, including actions the characters left unattended. Factions do not wait politely: show their moves as events already underway. Apply clock changes only when established triggers occur; being ignored or reaching session end never requires a segment.

Running faction turns between sessions

Ask three questions after each session ends. First: which faction gained the most from what the players did? Second: which faction was most ignored, and what goals, assets, and opportunities remain available to it? Third: what would each faction do next if the characters were not a factor at all? Resolve credible off-screen actions and events against established clock triggers. Advance, hold, reverse, or redirect as the fiction warrants, including changes caused by player responses. Bring the consequences to the table in the next session as events already in motion.

World in motion

The world does not pause while the players rest. Time matters when it enables a credible faction action or an established event, not as an automatic clock minimum. Review every active faction, but do not require a tick for every faction. Preserve player-earned setbacks to its plans; show urgent pressure through the actions and consequences that remain possible.

The GM's View of the SettingSecrets of Éterlumin

For the Game Master's eyes

Tales of Mar de Oro · Game Master's Guide · Johnny Crown · 7202 Post Sundering

Restricted · For the Game Master

Mar de Oro Game Master Area

This is the Game Master side of Tales of Mar de Oro: campaign chapters, session preparation tools, and running guidance for the Golden Sea. It is open to anyone, but it is written for the person behind the screen.

Campaign spoiler warning: the material past this point includes faction secrets, hidden truths, and the sequence of events behind the campaign. Reading it as a player will hollow out surprises the setting depends on.

Spoiler-free GM resources you can open without entering: Mar de Oro GM Tables and new Game Master onboarding.

Return to player material

7202 Post Sundering · Johnny Crown