FACTION 01INSTITUTES

GOLEMS & MAD SCIENTISTS

RESOURCE
Power
COMMANDER
The Great Work
MORALE SHATTER
Catastrophic Failure
ARCHETYPE
Anchor

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

RESOURCE — POWER

Generated by deployed structures near objectives. The more ground they hold and build on, the more they can afford to do.

Golems deploy structures near objective hexes to generate Power income. The more structures they hold, the more they earn each round. Purely Melee — no ranged attack, no burst — just durable constructed units that keep moving forward and grinding the enemy down.

HISTORY

Somewhere between ~20,000 and 25,000 years ago, the technique of binding vital force into constructed matter was discovered independently across multiple cultures. The Institutes have never agreed on who found it first. They have never agreed on much. But they all agree on what the constructs are for: to endure, to hold, and to outlast everything thrown at them.

INSTITUTES

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

ROOT

Golem

Jewish/Kabbalistic — Central/Eastern European

Institute of the Sealed Name

Deep ochreInk black

Crest: A clay tablet with a single word carved through its center

COMMANDER ABILITY — INSCRIPTION

Once per match, permanently inscribe one friendly unit — that unit cannot have its upgrades removed for any reason for the rest of the match.

The word holds. The word always holds.

Institute of the Waking Clay

River clay brownPale gold

Crest: A hand pressing into wet clay, leaving a permanent impression

COMMANDER ABILITY — REFORMATION

Once per match, immediately restore one destroyed friendly unit to half its starting members. They deploy on the hex the Commander currently occupies.

It was not finished. It is never finished.

Institute of the Erased Letter

Faded greyDeep red

Crest: A forehead with one letter scratched out

COMMANDER ABILITY — UNMAKE

Once per match, permanently reduce one enemy unit's ATK by 200. Cannot target Commanders.

The difference between EMET and MET is one letter. Truth and death. They know which one to remove.

ROOT

Automaton

Greek/Hellenistic — Talos, Hephaestus

Institute of the Bronze Nail

Burnished bronzeDeep sea blue

Crest: A giant bronze figure with one ankle glowing

COMMANDER ABILITY — ICHOR VEIN

While this Commander is alive, all friendly units within 3 hexes gain +100 HP per member. If Commander dies, the bonus is lost.

Everything flows from the vein. Cut the vein and it all ends.

Institute of the Forged Aegis

Hammered goldStorm grey

Crest: A shield with a forge mark at its center

COMMANDER ABILITY — DIVINE TEMPER

Once per round, reduce the damage taken by one friendly unit this turn by half. Free action.

Hephaestus did not build things to break.

Institute of the Cretan Shore

Deep terracottaWhite marble

Crest: A coastline with a bronze silhouette standing at its edge

COMMANDER ABILITY — PERIMETER

Friendly units cannot be moved off an objective hex by any push or pull effect while this Commander is within 3 hexes.

Nothing passes. Nothing has ever passed.

Institute of the Ingenious Device

Deep tealBurnished copper

Crest: An open book with gears emerging from its pages

COMMANDER ABILITY — REPROGRAMMED PURPOSE

Once per match, permanently change one friendly unit's movement cost from 200 to 100 for the rest of the match.

It was built to carry water. Now it carries war.

Institute of the Thousand Mechanisms

SaffronIron grey

Crest: A hand with each finger replaced by a different tool

COMMANDER ABILITY — ADAPTIVE CONFIGURATION

Once per round, grant one friendly unit +100 to any single stat (ATK, DFN, or ARM) until end of turn. Choose after seeing the enemy's action.

Every problem has a configuration that solves it.

Institute of the Perpetual Motion

Deep amberSilver

Crest: A wheel that has no visible axle

COMMANDER ABILITY — SUSTAINED OPERATION

Friendly units within 2 hexes do not become Exhausted after attacking on odd rounds.

It should have stopped by now. It has not stopped.

ROOT

Frankenstein

European — Gothic/Industrial

Institute of the Stolen Lightning

Storm greyElectric blue

Crest: A lightning bolt driving downward into a prone figure

COMMANDER ABILITY — GALVANIZE

Once per round, immediately Reset one friendly Exhausted unit. They may act again this turn.

The lightning does not ask if it should. It simply strikes.

Institute of the Unfinished Work

Stitched brownPale bone

Crest: A figure half-wrapped in bandages, one arm exposed

COMMANDER ABILITY — SPARE PARTS

When any friendly unit is destroyed, immediately gain 200 Power (ignores cap that turn).

Nothing is wasted in this laboratory. Nothing.

Institute of the Wrong Question

Deep burgundyVerdigris

Crest: An open skull with gears visible inside

COMMANDER ABILITY — FORBIDDEN UPGRADE

Once per match, grant one friendly unit a second upgrade slot — it may hold two upgrades simultaneously until destroyed.

The question was not whether they could. That was never the interesting question.

FACTION TIMELINE

Before

The technique of binding vital force into constructed matter does not yet exist. Or it exists and no one has found it yet. The Golems do not record which.

~20,000–25,000 years ago

Vital-force transfer discovered independently across multiple cultures. Each Institute claims priority. None can prove it.

~20,000 years ago

First Golem constructed for military use. Prior Golems were labor, record-keeping, and ceremony.

~18,000 years ago

Institute of the Stolen Lightning breaks from its parent Institute over a methodology dispute. First Institute schism. Not the last.(vague)

During the Long Decline

Golem forces hold a contested river crossing for what records describe as "several decades without resupply." No one questions this.(vague)

During the Long Decline

A Mad Scientist defects to the Sorcerer Bloodlines. Takes something with them. The Institutes do not say what.(vague)

~15,000 years ago

First recorded Golem-Atlantean engagement. Atlanteans deploy push/pull tactics against Golem fortifications. Golems adapt. Atlanteans note this.(disputed)

Near the Game's Present

A Nahual Werewolf pack annihilates a Golem survey team in contested highland territory. Reason undocumented. Neither side files a formal account.