
FOUNDERS 
The Founder Clans are a somewhat fractured group of tribes that make their home in the Araard Expanse, a region of Terranuo consisting of arid Badlands, huge open deserts and bordered by towering plateaus. Dotted scarcely throughout by oases fed by natural freshwater springs. There are five main Founder Clans that participate in the Araard Pact, an unsteady alliance that the Founders created to mediate peace and to protect their lands from larger threats from outside the Araard Expanse.

The Irontyres
The Irontyres are the most influential of the Founder Clans and serve as the face of the faction, often mediating and settling grievances between other clans. They also sport an impressive fighting force and are in possession of the only remaining Category 9 TARGE that still exists, which serves as both an important military asset as well as a base of operations for their leading class. The Irontyres are a scavenger centric society that worships the technology of old. Irontyre citizenry will often incorporate this old tech into their own bodies, replacing limbs or organs for mechanical counterparts as means of praise and worship. This form of worship has played an important role in maintaining the supremacy of the Irontyre clan as the average Irontyre, due to his or her enhancements, is more capable and durable than most other Founders.

The Treadheads
Primarily formed from Sturmkrieger deserters after a failed rebellion the Treadheads are a formidable competitor to the Irontyres for right to govern the Araard Expanse. Lead by a disgraced Sturmkrieger general, they continue to practice many of the values of their parent empire. The Treadheads have built a reputation for themselves since joining the Founder Clans as an industrial powerhouse, restoring many ruined TARGEs and countless vehicles. They focus on amassing power and assets with the goal of founding an empire on par with the Conglomeracy or the Sturmkriegers themselves.

The Collectors
The Collectors are a faction from deep in the deserts of Araard. Collector society has been built around the colossal husk of a long dead, gargantuan sand creature. It’s bones founding the formations of their cities and walls and played a large part in forming the beliefs that the Collectors hold. Collectors believe that premonitions and omens can be revealed to them by the bones of themselves or their kin. That by exposing their bones to the light and the dust of the desert they might divine certain truths and reveal falsehoods. Collector mentality focuses of spirituality and togetherness, which is in stark contrast to their often-terrifying appearances. This has led many to mistakenly fear or ostracize Collectors. Collectors utilize technology salvaged from ancient TARGE and other machines to construct suits and upgrades that allow them to survive with their bones exposed without and of the detriments this would normally bring.

The Insomniate
The Insomniate exist as ghosts in the deserts of Araard. Even the home-base of the Insomniate is said to never have been glimpsed by the eyes of any outside their own. They appear only in the freezing cold of night to carry out their operations. The Insomniate worship their divine appointed leader the Dreamer, whose dreams are said to guide the awakened. The Dreamer glimpses futures and dispatches agents to intercept or change outcomes unfavourable to the Founders.

The Bordablazers
A group of unpredictable lunatics held in check by an explosively violent warlord. The Bordablazers are only a part of the Araard Pact as a preventative measure, by inviting them to the table the Irontyres hope to ensure that at the very least they won’t attempt to turn the entire expanse to smouldering wreck. The main purveyor of unstable and explosive tech, the Bordablazers siphon ‘Huff’, a gas natural to Terranuo, from underground deposits that are scattered all throughout their home in the Burning Corridor, a region along the great plateaus that surround the Araard Expanse. The Bordablazers prefer vehicular warfare due to its fast paced, adrenaline pumping properties. They blaze up and down the borders of Araard and so act as an unintended deterrent to outsiders.