FACTION 08 — SECTS
FAITH THEOCRACIES
Sacred Hierarchy — a top-down warband that grows exponentially stronger as the Commander holds position.
RESOURCE — DEVOTION
Baseline 500/turn. +100 per living friendly unit on the field at turn start. No banking.
Faith Theocracies earn Devotion from every living unit on the field. Their Commander's presence aura buffs all nearby units passively. They field the largest Lesser units in the game: 7-member groups that create massive objective presence.
HISTORY
Wherever human populations concentrate large enough, devotion becomes literal fuel. The first Theocracies form ~15,000–20,000 years ago. Crisis of Faith strips the Sacred Hierarchy aura permanently — units that relied on it are not ready to fight alone.
UNIT ROSTER
Tier 1 — Lesser
Tier 2 — Soldier
Tier 3 — Elite
Tier 4 — Champion
Tier 5 — Commander
SECTS
Each sect grants your Commander a unique ability drawn from a specific mythological tradition.
ROOT
Ancient Egyptian
New Kingdom — Divine Kingship, Ma'at
Sect of the Opened Mouth
Crest: An adze tool — the instrument of the Opening of the Mouth ceremony
COMMANDER ABILITY — RITUAL OF OPENING
Once per match, when the Commander is deployed, all friendly units on the field immediately Reset.
Sect of the Eternal Cartouche
Crest: A cartouche ring enclosing a single symbol
COMMANDER ABILITY — UNDYING NAME
The Commander cannot be targeted by abilities that reduce ATK, DFN, or ARM.
Sect of the Forty-Two Assessors
Crest: A feather on one side of a scale, a heart on the other
COMMANDER ABILITY — HEART WEIGHING
Once per match, after any enemy unit is destroyed, permanently reduce that enemy faction's Commander ATK by 100.
ROOT
Andean
Inca/Chimú — mummy lords, ceque lines
Sect of the Mallqui
Crest: A mummy bundle with a golden mask — the ancestor-lord in state
COMMANDER ABILITY — ANCESTOR IN THE FIELD
While the Commander is alive, all friendly units within 3 hexes gain +100 ATK.
Sect of the Ceque Lines
Crest: Lines radiating from a central point — the ceque pattern
COMMANDER ABILITY — SACRED SURVEY
While the Commander holds an objective hex, all friendly units anywhere on the field gain +100 DFN.
Sect of the Capacocha
Crest: A mountain peak with a small figure at its summit
COMMANDER ABILITY — THE OFFERED
Once per match, when any friendly unit is destroyed within 3 hexes, immediately gain 400 Devotion (outside income cap).
ROOT
Aztec Theocracy
Mexica — Huitzilopochtli, solar war
Sect of the Hummingbird Left
Crest: A hummingbird with obsidian beak, mid-dive
COMMANDER ABILITY — HUITZILOPOCHTLI'S PATH
While the Commander is alive, friendly units that kill an enemy unit immediately Reset.
Sect of the Flowery Death
Crest: A flower with a skull at its center
COMMANDER ABILITY — XOCHIYAOYOTL
Once per match, when the Commander is destroyed, all friendly units immediately gain +200 ATK for the rest of the match.
Sect of the Fifth Sun
Crest: A sun disc with a skull face at its center — the Tonatiuh
COMMANDER ABILITY — KEEP THE SUN MOVING
Once per round, spend 200 Devotion to prevent one friendly unit from becoming Exhausted after attacking.
ROOT
Assyrian
Neo-Assyrian — the winged bull, the name of Ashur
Sect of the Winged Bull
Crest: A lamassu in profile — bull body, human head, four wings spread
COMMANDER ABILITY — THRESHOLD WARD
While the Commander is alive, enemy units cannot pass through or into any hex within 1 hex of the Commander without spending +200 Command.
Sect of Ashur's Name
Crest: A cuneiform sign surrounded by a divine halo
COMMANDER ABILITY — IN ASHUR'S NAME
Once per round, declare one target enemy unit. All friendly attacks against that unit this round deal +100 bonus damage.
Sect of the Annals
Crest: A stone slab covered in cuneiform, one line glowing
COMMANDER ABILITY — THE RECORD
Each time a friendly unit destroys an enemy unit, the Commander permanently gains +100 DFN (no cap).
FACTION TIMELINE
Collective belief exists. It is not yet power.
Wherever human populations concentrate large enough, devotion becomes literal fuel. The first Theocracies form. The first one's name does not survive.
Faith Theocracy missionaries enter Werewolf territory. Most do not return. A few come back changed.
Kith-Theocracy border: the Theocracy builds a wall. The Kith go under it.