FACTION 04HOUSES

ATLANTEANS

RESOURCE
Tide
COMMANDER
Tide Lord/Lady
MORALE SHATTER
Tide Breaks
ARCHETYPE
Enabler-leaning

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

RESOURCE — TIDE

1,000 Command on even rounds (surge), 200 Command on odd rounds (ebb). Does not bank. No carry.

Atlanteans flood with Command on surge rounds and go nearly dry on ebb rounds. Their signature is push/pull positioning — moving enemies into bad terrain rather than simply killing them.

HISTORY

Atlantis rises from the Atlantic at a moment not recorded, because Atlantis does not consider this unusual. When Lemuria sinks ~23,000–27,000 years ago, Atlantis's account of cause and responsibility differs from Lemuria's in every particular. Atlantis is still sinking today, one outer island at a time.

HOUSES

Each house grants your Commander a unique ability drawn from a specific mythological tradition.

ROOT

Atlantis

Greek/Platonic

House of the Sunken Agora

Deep sea blueWhite marble

Crest: A colonnaded forum half-submerged, columns rising from water

COMMANDER ABILITY — FORCED DELIBERATION

Once per round, force one enemy unit to become Exhausted without acting. Cannot target Commanders.

You will think before you act. Or you will not act at all.

House of the Brass Compass

Verdigris greenBurnished gold

Crest: A compass rose with a cracked needle pointing down

COMMANDER ABILITY — PERFECT SURVEY

Once per match, reveal the exact Command value of your opponent for the next 3 rounds.

Knowledge of the enemy's resources is worth more than a Champion.

House of the Geometric Tide

CobaltSilver

Crest: A wave rendered as a perfect triangle

COMMANDER ABILITY — CALCULATED WITHDRAWAL

Once per round, move one friendly unit up to 3 hexes without spending Command and without triggering attacks of opportunity.

Retreat is not failure. Retreat is the setup.

ROOT

Mu

Theosophist/Pan-Pacific

House of the Abyssal Current

Black oceanBioluminescent teal

Crest: A current spiraling into an abyss, lit from below

COMMANDER ABILITY — RIPTIDE

Once per round, pull up to two enemy units 1 hex each toward the same target hex. Free action.

The sea does not chase you. It arranges itself so you have nowhere to go.

House of the Pale Depth

Ghost whiteDeep indigo

Crest: A featureless face looking upward from beneath still water

COMMANDER ABILITY — PRESSURE ZONE

While this Commander holds an objective hex, all enemy units within 2 hexes cost +100 Command to move.

The deeper you go, the harder it is to move at all.

House of the Living Reef

Coral redSea green

Crest: A reef formation shaped like a clenched fist

COMMANDER ABILITY — OVERGROWTH

Once per match, permanently convert one unoccupied hex within 3 hexes into difficult terrain.

They do not build walls. They grow them.

ROOT

Agartha

Central Asian/Buddhist

House of the Hidden Gate

Deep amberShadow black

Crest: A doorway carved into stone with no visible interior

COMMANDER ABILITY — EMERGENCE

Once per match, immediately redeploy one friendly unit to any unoccupied hex within 3 hexes of this Commander. Exhausted status cleared.

There is always another tunnel.

House of the Still Mountain

Slate greyDeep jade

Crest: A mountain peak submerged to its summit, tip just above water

COMMANDER ABILITY — UNMOVED

Once per round, when a friendly unit within 2 hexes would be pushed or pulled, negate the forced movement entirely.

They have been here longer than the concept of moving.

House of the Inner Compass

SaffronDeep earth brown

Crest: A lotus with cardinal directions marked on each petal

COMMANDER ABILITY — REROUTE

Once per round, when an enemy unit moves, redirect their movement by 1 hex in any direction. They still spend the Command.

You chose your path. I adjusted it slightly.

ROOT

Aztlán

Mesoamerican — Nahuatl

House of the Heron Banner

White featherDeep lake blue

Crest: A heron standing in shallow water, perfectly still

COMMANDER ABILITY — BATTLE FORMATION

Friendly units within 2 hexes of this Commander gain +100 ATK when attacking a unit that is adjacent to another friendly unit.

Strike where they are already committed.

House of the Obsidian Lake

Obsidian blackTurquoise

Crest: A perfectly still lake reflecting an inverted pyramid

COMMANDER ABILITY — MIRROR TIDE

Once per match, copy the exact movement made by one enemy unit this turn — move one friendly unit the same number of hexes in the mirrored direction. Free action.

Whatever you do, we do back to you.

House of the Feathered Shore

Jade greenGold

Crest: A shoreline made of overlapping feathers

COMMANDER ABILITY — HIGH TIDE RITUAL

On any even round (surge round), this Commander generates +200 bonus Command on top of the standard 1,000. Once per match.

When the tide is highest, so are we.

FACTION TIMELINE

Before

Atlantis rises from the Atlantic. The exact moment is not recorded. Atlantis does not consider this unusual.

~40,000–60,000 years ago

Atlantis and Lemuria exist simultaneously as the two great civilizations. Their relationship is described, by each, as one of mutual respect. This is believed by neither.

~23,000–27,000 years ago

The Schism. Lemuria sinks. Atlantis's account of cause and responsibility differs from Lemuria's in every particular.

During the Long Decline

Atlantis begins its first documented coastal flooding. Outer islands abandoned. The inner city holds.

Near the Game's Present

Atlantean inner city has contracted to half its original footprint. The engineers say it is manageable. The water does not agree.