FACTION 02CLANS

VAMPIRES

RESOURCE
Blood
COMMANDER
Clan Lord/Lady
MORALE SHATTER
Blood Panic
ARCHETYPE
Anchor-leaning

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.

CLANS

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

ROOT

Jiangshi

Chinese

Clan of the Jade Coffin

Deep jade greenGold

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

Pale silverBlood crimson

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

Tarnished brassDeep burgundy

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

Amber goldDeep black

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

Dark violetTarnished silver

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

Deep tealObsidian

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

Ash greyDeep saffron

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

Ink blackBone white

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

Deep rust redCharcoal

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

Deep crimsonBlack iron

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

SilverDeep midnight blue

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

Deep wine redAged ivory

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

Before

The bloodlines exist in some form. Whether they were already distinct from humanity is not agreed upon even within the clans.

~35,000–45,000 years ago

Ancient human bloodlines are transformed. The mechanism is not recorded. The bloodlines themselves do not fully agree on what happened.

During the Accord

Vampires are tolerated within the equilibrium as apex predators. Atlantis and Lemuria maintain this arrangement through managed distance rather than treaty.

During the Long Decline

First blood compact formed between two rival clans. Terms unknown. Broken within a generation.(vague)

During the Long Decline

Vampire hunting parties begin systematic predation on Werewolf-adjacent human settlements. The Calling accelerates in response. Neither side acknowledges the connection.

During the Long Decline

Jiangshi lineages seal themselves away entirely. When they emerge centuries later, the other clans refuse to acknowledge what has changed.(vague)

Near the Game's Present

A Vampire Clan Lord publicly refuses to recognize Lemurian territorial waters. A skirmish follows. The details are disputed by all parties.

Near the Game's Present

Strigoi clans consolidate eastern territories. Vetala clans resist, citing prior claim. The argument has not resolved.(ongoing)

Near the Game's Present

Wizard-Vampire cold war: neither side commits forces openly. Both sides lose people in ways no one claims responsibility for.