FACTION 07BLOODLINES

SORCERERS

RESOURCE
Bloodline Power
COMMANDER
The First Blood
MORALE SHATTER
Bloodline Severance
ARCHETYPE
Anchor

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

RESOURCE — BLOODLINE POWER

Baseline 400/turn. Each ability used generates +200 Bloodline Power immediately. No banking.

Sorcerers escalate. Each ability a unit uses advances it toward a Surging or Burning state, granting ATK surges but risking direct self-damage. Spending Bloodline Power suppresses the Burnout — but that costs the income you just generated.

HISTORY

The bloodline inheritance is older than any written record. What distinguishes Sorcerers from Wizards is not power but origin: Wizards study and learn; Sorcerers inherit and pay.

BLOODLINES

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

ROOT

Vodou

West African/Haitian

Bloodline of the Crossroads

Midnight purpleBone white
Mèt Kafou

Crest: A crossroads with one path lit

COMMANDER ABILITY — THE PRICE OF PASSAGE

Once per match, designate one hex as a Crossroads. Any enemy unit that moves through or into that hex immediately spends +300 additional Command.

Bloodline of the Iron Contract

Deep redIron grey
Ogou Feray

Crest: A crossed sword and machete bound in red cord

COMMANDER ABILITY — BLOOD OATH

At match start, permanently sacrifice 400 HP. For the rest of the match, all friendly units within 2 hexes gain +100 ATK.

Bloodline of the Drowned

Deep sea greenPale gold
Mamiwata

Crest: A figure beneath still water, reaching upward

COMMANDER ABILITY — THE BEAUTIFUL CONSUMPTION

Once per match, fully restore one friendly unit to full HP and full member count. That unit immediately gains 2 Fracture tokens.

ROOT

Tantra

South Asian — Vamachara

Bloodline of the Left Hand

SaffronDeep black
Vamamargi

Crest: A left hand raised, palm outward, fingers spread

COMMANDER ABILITY — TRANSGRESSION

Once per round, use one ability without it counting toward the escalation track.

Bloodline of the Skull Cup

Ash whiteDeep crimson
Kapali

Crest: A skull used as a drinking vessel, ornately carved

COMMANDER ABILITY — DRINK DEEP

Each time a friendly unit is destroyed within 3 hexes of the Commander, permanently gain +100 ATK (no cap).

Bloodline of Kali's Ground

Smoke blackDeep violet
Smashan Sadhu

Crest: A cremation ground at night, a single flame at its center

COMMANDER ABILITY — GROUND OF TRANSFORMATION

While the Commander occupies a Cursed Ground hex, immune to all Defense strips and Burnout self-damage.

ROOT

Siberian Shamanism

Siberian/Turkic

Bloodline of the Lower World

Deep earth brownPale ice blue
Albys

Crest: A figure descending into a hole in the earth, hand still visible above

COMMANDER ABILITY — GONE TOO DEEP

Once per match, remove itself from the field for one round. Redeploy anywhere within 3 hexes of its previous position at full HP.

Bloodline of the Drum

Deep ochreBone white
Kam

Crest: A frame drum with symbols painted on its skin

COMMANDER ABILITY — THE TRANCE RHYTHM

Once per round, advance one friendly unit's escalation track by one state without that unit using an ability.

Bloodline of the Bear Wound

Dark fur brownDeep red
Ayami

Crest: A bear claw scar across a human chest

COMMANDER ABILITY — REASSEMBLED

The Commander survives its first death at 1 HP. Morale Shatter does not trigger on that death.

ROOT

Kindoki

Central African Kongo

Bloodline of the Nkisi

Deep redNatural clay
Nganga

Crest: A nkisi figure — wooden, studded with nails and mirrors

COMMANDER ABILITY — BOUND SPIRIT

At match start, designate one friendly unit as the Nkisi vessel. While that unit is alive, the Commander cannot be targeted by any ability or attack.

Bloodline of the White Clay

Chalk whiteDeep indigo
Bakulu

Crest: A chalk line drawn across a threshold

COMMANDER ABILITY — MARK OF THE LIVING

Once per match, mark one friendly unit. That unit cannot be destroyed for the rest of this round — it survives any damage at 1 HP minimum.

Bloodline of Inherited Fire

Deep amberDark brown
Nkumu

Crest: A flame divided into three, each feeding the next

COMMANDER ABILITY — THE ACCUMULATION

Each round, permanently gain +100 Bloodline Power generation (cumulative).

FACTION TIMELINE

~30,000–40,000 years ago

Sorcerer bloodlines known as a distinct tradition. Older than Wizards, older than Golems.

During the Long Decline

A Sorcerer defects to the Faith Theocracies. The Bloodlines do not forgive this.

Near the Game's Present

Sorcerer-Wizard open hostility breaks out in contested highland territory. Both sides claim victory.