028 - Factions Intro

FACTIONS

"I mentioned I can hook you up to other witches if you want. It helps to be less of a fish out of water, and help you practice your magics. Especially for academics or hard learners, though everyone still needs pratice and hands on experience before you get the hang of it. Different factions employ different methods of staying on the downlow or avoiding humans entirely.
As witches, we aren't limited to this world. Did you get a little overwhelmed by the idea of having to avoid earth governments? Don't worry about it. The factions have you covered and have hammered out ways to avoid dealing with mortals. Most witches have abandoned Earth after they hecking nuked our ancient library. Calm. I'm calm. But yeah, most witches just don't see a whole lot of reason to stick to earth these days. There are a lot of extraplanar interests in mortals, and primordial hierarchies, so even if we wanted to go to all out war against humans it'd just draw out larger entities and... Suffice it to say, we've run the numbers and it's just better for everyone if we go our own ways. We get to explore different dimensions and planets, humans are stuck on this rock. Let them have it. So play by their rules when on their turf and you shouldn't have any issue. If you want to go crazy with magic experiments, then knock your socks off anywhere else, it's not hard."

You can pick a primary Faction. This does not prevent you from associating with the others, unless hostile.

"Quick run down on the factions I think are more relevant: "

Beyond aesthetics, your choice of primary faction grants a shown perk or relic. You can forgoe this perk to instead gain 2 Power, or you can skip choosing a Faction to be Independent for 4 Power. Your Faction's magic is half cost to you, further reduced by half if you have a matching Affinity.
You can still take the Specialization of a faction you don't belong to, but its power cost is doubled.

Summaries:

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