FACTION 02 — CLANS
VAMPIRES
Aggression converts to acceleration. The more pressure pays off, the richer the clan becomes.
RESOURCE — BLOOD
Earn +100 Command per damage dealt (cap: +300/turn). Kill-triggered economy.
Vampires earn bonus Command when they deal damage. They get richer the more aggression pays off. Kill-based triggers let units evolve by killing enemies. They reward players who push hard and convert pressure into acceleration.
HISTORY
The bloodlines exist in some form before memory. Whether they were already distinct from humanity is not agreed upon even within the clans. What is agreed: between 35,000 and 45,000 years ago, something changed. The mechanism is not recorded. The bloodlines themselves do not fully agree on what happened. They have been disagreeing ever since — over territory, over method, over which of them remembers it correctly.
UNIT ROSTER
Tier 1 — Lesser
Tier 2 — Soldier
Tier 3 — Elite
Tier 4 — Champion
Tier 5 — Commander
CLANS
Each clan grants your Commander a unique ability drawn from a specific mythological tradition.
ROOT
Jiangshi
Chinese
Clan of the Jade Coffin
Crest: A sealed coffin wrapped in jade chains
COMMANDER ABILITY — DEATHLESS VIGIL
Once per match, the Commander enters a dormant state — immune to all damage for ~3 seconds but unable to act. On emergence, all friendly units within 3 hexes restore 20% of their max HP.
“They have waited a thousand years. They can wait one more round.”
Clan of the Hungry Moon
Crest: A full moon with a jagged bite taken from it
COMMANDER ABILITY — ENDLESS HUNGER
Passive. When the Commander kills a unit, they permanently gain +100 ATK and +50 DMG/member. Stacks up to 3 times.
“The kill only sharpens the appetite.”
Clan of the Stopped Clock
Crest: A clock face with no hands
COMMANDER ABILITY — TEMPORAL DRAIN
Passive. When the Commander hits a unit, that unit suffers -150 ATK for 4 seconds. The debuff is reapplied on each hit and expires naturally — it does not stack.
“Motion is the enemy. Stillness is the weapon.”
ROOT
Adze
West African — Ewe
Clan of the Amber Flame
Crest: A firefly mid-flight, wings spread
COMMANDER ABILITY — BIOLUMINESCENT LURE
Passive. Every ~8 seconds, the nearest enemy unit within 3 hexes is pulled 1 hex toward the Commander.
“Come closer. Just a little closer.”
Clan of the Hollow Crown
Crest: A crown with a void at its center
COMMANDER ABILITY — USURPER'S VOICE
Once per match, fully possess one enemy Tier 1 or Tier 2 unit for one complete turn. That unit moves and attacks under your full control, then returns to its controller. Cannot target Commanders.
“You never know if the king you serve is still the king you knew.”
Clan of the Still Water
Crest: A still pool reflecting nothing
COMMANDER ABILITY — STUDIED WEAKNESS
If the Commander did not attack last round, their next attack ignores Armor entirely and deals +200 bonus damage.
“Every pause was preparation.”
ROOT
Vetala
Hindu/Indian
Clan of the Burning Ghat
Crest: A funeral pyre in full flame
COMMANDER ABILITY — FUNERAL RITE
When any friendly unit dies within 3 hexes of the Commander, immediately generate +200 Blood (Command). Does not count toward Blood cap that turn.
“Every death feeds the flame.”
Clan of the Thousand Names
Crest: A scroll covered in tiny names
COMMANDER ABILITY — SPOKEN NAME
Once per match, one enemy unit permanently loses 100 Defense. Cannot target Commanders.
“To know a thing's true name is to own a piece of it.”
Clan of the Broken Wheel
Crest: A dharma wheel cracked through its center
COMMANDER ABILITY — DENIED PASSAGE
When the Commander kills a unit, that unit awards no kill points. Commander kills always score normally.
“You do not get to count this death. It belongs to me.”
ROOT
Strigoi
Eastern European — Romanian/Slavic
Clan of the Iron Throne
Crest: A throne wreathed in thorns
COMMANDER ABILITY — LORD'S DECREE
Once per round, spend 200 Command to grant one friendly unit an immediate free attack without becoming Exhausted.
“When the lord commands, the court obeys.”
Clan of the Silver Mirror
Crest: A hand mirror showing only darkness
COMMANDER ABILITY — UNDYING VANITY
+100 Defense per round survived without taking damage. Resets on any damage. Maximum +300.
“The longer they are untouched, the more invincible they believe themselves to be.”
Clan of the Bloodwright
Crest: A chalice overflowing with blood forming into a rose
COMMANDER ABILITY — DELIBERATE DESIGN
Once per match, immediately promote one friendly unit to the next tier. No Command Options slot spent. No upgrade draft. Unit keeps original trigger type.
“This one shows promise. I will make something of them.”
FACTION TIMELINE
The bloodlines exist in some form. Whether they were already distinct from humanity is not agreed upon even within the clans.
Ancient human bloodlines are transformed. The mechanism is not recorded. The bloodlines themselves do not fully agree on what happened.
Vampires are tolerated within the equilibrium as apex predators. Atlantis and Lemuria maintain this arrangement through managed distance rather than treaty.
First blood compact formed between two rival clans. Terms unknown. Broken within a generation.(vague)
Vampire hunting parties begin systematic predation on Werewolf-adjacent human settlements. The Calling accelerates in response. Neither side acknowledges the connection.
Jiangshi lineages seal themselves away entirely. When they emerge centuries later, the other clans refuse to acknowledge what has changed.(vague)
A Vampire Clan Lord publicly refuses to recognize Lemurian territorial waters. A skirmish follows. The details are disputed by all parties.
Strigoi clans consolidate eastern territories. Vetala clans resist, citing prior claim. The argument has not resolved.(ongoing)
Wizard-Vampire cold war: neither side commits forces openly. Both sides lose people in ways no one claims responsibility for.