FACTION 04 — HOUSES
ATLANTEANS
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.
UNIT ROSTER
Tier 1 — Lesser
Tier 2 — Soldier
Tier 3 — Elite
Tier 4 — Champion
Tier 5 — Commander
HOUSES
Each house grants your Commander a unique ability drawn from a specific mythological tradition.
ROOT
Atlantis
Greek/Platonic
House of the Sunken Agora
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
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
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
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
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
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 Still Mountain
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
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 Obsidian Lake
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
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
Atlantis rises from the Atlantic. The exact moment is not recorded. Atlantis does not consider this unusual.
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.
The Schism. Lemuria sinks. Atlantis's account of cause and responsibility differs from Lemuria's in every particular.
Atlantis begins its first documented coastal flooding. Outer islands abandoned. The inner city holds.
Atlantean inner city has contracted to half its original footprint. The engineers say it is manageable. The water does not agree.