The factions of Object 6
9 NOVEMBER -
VAULT_13
Hello everyone! It’s been a week since v1.3 was out, and after analyzing the feedback you’ve provided, our team has started working on the next patch. You can expect more details regarding the fixes and changes being introduced in v1.4 next week.
Meanwhile, we are continuing our INSOMNIA: The Ark lore series with a new installment that delves deeper into the background of some of the factions that you get to meet while you journey through the rusty corridors of Object 6...
The Ordinate
The Ordinate is a common name for Nomah Autonomy’s armed forces and the largest state institution of Object 6. It has considerable political weight, despite the strengthening position of the Committee in the Autonomy Council. The Ordinate, in many respects, has inherited the traditions and the structure of United Hierarchy’s military and includes two divisions — Dar-Khala and Tyrang, each with its own traditions and insignia.
In addition, the Ordinate includes a subdivision called Scander's Vultures — a special operations branch that is responsible for the most difficult and demanding assignments.
The Committee
An executive authority responsible for ideological propaganda and state security. The political opposition between the Committee and the Ordinate is hardly a secret by they year 412. Shortly before the game’s plot unfolds, the Committee develops into the most influential institution of the Nomah Autonomy. After the terrorist attack on Limb, the Autonomy Council assigns interdepartmental control to the Committee and allows it to create its own militarized detachments.
Ghetters
The inhabitants of the Near Range are commonly referred to as ghetters. There are several social layers in the Near Range society. Reservation dwellers are the most successful among them, as they have the civil rights granted by the Autonomy and a registration — the right to live in slightly better conditions that their neighbours in the Near Range.
Militia
The Militia is a volunteer organization tasked with keeping peace in a number of Near Range reservations. It was established via a meeting between the commandants of several of the largest reservations. The initiative was supported by Urb’s authorities as this has proven to ease tensions among locals.
Serving in the Militia is voluntary and pays minimum wage. These citizen soldiers mostly resolve minor conflicts and help the military garrisons maintain order. The Militia’s HQ is located in reservation D-106 and the organization has been ruled by Zelerk for many years.
Mercenaries
Mercenaries are independent fighters that work on a contract basis and are often associated with the criminal world. The folks you’ll meet in-game come from a variety of backgrounds, mostly ghetters, but their ranks also include deserters from Urb and Junkyard residents.
The Pyramid is the most professional hired detachment in the Near Range. The organization is very selective of its candidates. Its soldiers are trained by former Ordinate officers and utilize high-quality equipment, so the Pyramid commands a hefty price their services. Despite a formal ban on mercenary activities, the organization flourishes as Urb authorities often use its services in situations when having the official army involved would be undesirable.
The House of Bea Kera
A religious cult from reservation D-106. The House of Bea Kera (meaning "The Forgotten Path" in the "vague" dialect) rapidly became one of the largest groups in the sector, challenging the most influential criminal syndicate - the Sons of Morakh.
The religious doctrine of Bea Kera was created by a man named Opherod and is based on the postulate that somnia is a disease that has been sent upon the Nomah race as punishment for their sins. According to the concept of Bea Kera, Somnia is a powerful tool of transformation and a way to achieve unity with the Source.
The Sons of Morakh
The Sons of Morakh are one of the oldest criminal clans in the Junkyard with history dating back to the Exodus. Considering the fact that Prime-General Azar included far fewer people in the evacuation lists than the station could contain, Morakh led his unit to storm one of the entrances of Object 6. His men managed to break through the cordon, rescuing dozens of thousands of people in the process. Morakh soon realized his efforts were in vain - most illegal immigrants died from starvation or killed each other in vicious fights over resources. Those that survived suffered an appalling fate: their descendants became savages and deformants.
In the first few years after the Exodus Morakh proved himself to be a confident leader. He managed to rally the desperate citizen soldiers and organize a military community. The clan turned an abandoned warehouse into its headquarters near Urb, on the premises of the later-established reservation D-106.
Deformants
Deformants are a vast class of creatures inhabiting Object 6. They are essentially mutants that have descended from humans, namely the illegal immigrants who once settled in the remote sectors of the station. Most researchers agree that the mutations were caused by somnic morphogenesis, which had caused hereditary changes in their genetic code with each generation.
The attitude toward the deformants that find their way into the Near Range is quite predictable: the lifespan of various "twitchers", "scratchers", "non-humans", as they are commonly called, is very short. The Autonomy’s Code of Order promises to destroy these creatures by any available means.
Until next time!