LORE

THE FACTIONS

Ten factions. Ancient Earth, ~12,000–17,000 BCE. The wars between them are what mythology eventually remembered, faintly, incorrectly.

01 — INSTITUTES

Golems & Mad Scientists→

POWER

Attrition — durable constructed units that grind forward; income compounds through structure placement

Catastrophic FailureAnchor
12 institutes · 11 unit typesVIEW FACTION
02 — CLANS

Vampires→

BLOOD

Aggression converts to acceleration. The more pressure pays off, the richer the clan becomes.

Blood PanicAnchor-leaning
12 clans · 11 unit typesVIEW FACTION
03 — PACKS

Werewolves→

RAGE

True hybrid — neither the human nor the beast fully wins. Volatile Rage IS that loss of control.

Pack BreakAnchor-leaning
12 packs · 14 unit typesVIEW FACTION
04 — HOUSES

Atlanteans→

TIDE

A fallen naval empire preserved in the deep — discipline, formation, and control over raw power.

Tide BreaksEnabler-leaning
12 houses · 12 unit typesVIEW FACTION
05 — REMNANTS

Lemurians→

RESONANCE

Controlled Decay — formation-dependent income; every ability use costs something permanent; fragile frontline that hits hard before itself crumbles.

Resonance CollapseAnchor-leaning
12 remnants · 9 unit typesVIEW FACTION
06 — ORDERS

Wizards→

ARCANE FOCUS

Fragile early, devastating late — reward patient accumulation and preparation.

UnravelingEnabler-leaning
12 orders · 11 unit typesVIEW FACTION
07 — BLOODLINES

Sorcerers→

BLOODLINE POWER

Controlled Transgression — every ability use generates income and advances toward a dangerous, rewarding, painful state.

Bloodline SeveranceAnchor
12 bloodlines · 10 unit typesVIEW FACTION
08 — SECTS

Faith Theocracies→

DEVOTION

Sacred Hierarchy — a top-down warband that grows exponentially stronger as the Commander holds position.

Crisis of FaithAnchor
12 sects · 11 unit typesVIEW FACTION
09 — BROODS

Hive Mind→

SYNAPSE

Coordinated network — units support each other; isolated units lose income and buffs simultaneously.

Synapse RuptureEnabler
12 broods · 11 unit typesVIEW FACTION
10 — COLONIES

Kith→

BIOMASS

Attrition through expenditure — death is not failure, it is resource.

Queen's SilenceEnabler
12 colonies · 11 unit typesVIEW FACTION