FACTION 06 — ORDERS
WIZARDS
Fragile early, devastating late — reward patient accumulation and preparation.
RESOURCE — ARCANE FOCUS
Baseline 700/turn. Unspent carries over. Hard bank cap: 1,200.
Wizards bank unspent Command across turns up to a ceiling of 1,200. Patient players who don't overspend can build toward a single overwhelming turn. They field units of only two members — fragile early but devastating late.
HISTORY
Wizards emerge ~18,000–21,000 years ago. They accumulate knowledge fast. Sorcerers regard this as suspicious. Every Order treats magic as precise science with knowable rules.
UNIT ROSTER
Tier 1 — Lesser
Tier 2 — Soldier
Tier 3 — Elite
Tier 4 — Champion
Tier 5 — Commander
ORDERS
Each order grants your Commander a unique ability drawn from a specific mythological tradition.
ROOT
Hermetic
European — Renaissance/Alchemical
Order of the Sealed Vessel
Crest: An alchemical flask sealed with wax, glowing from within
COMMANDER ABILITY — TRANSMUTATION
Once per match, permanently convert one friendly unit's Weapons Upgrade into a different Weapons Upgrade of your choice.
Order of the Geometric Fire
Crest: A triangle inscribed inside a circle, one vertex touching flame
COMMANDER ABILITY — CALCULATED BURN
Once per round, after a friendly unit attacks, that unit may immediately attack a second target for half damage.
Order of the Celestial Mechanism
Crest: An orrery — concentric rings with a dim star at the center
COMMANDER ABILITY — ORBITAL LOCK
Once per match, declare one enemy unit. That unit cannot move for 2 full rounds. Cannot target Commanders.
ROOT
Onmyōdō
Japanese
Order of the Paper Ward
Crest: An ofuda talisman pinned to a gate
COMMANDER ABILITY — BARRIER SEAL
Once per round, place a ward on any hex within 3 hexes. The first enemy unit that enters that hex this match becomes Exhausted immediately.
Order of the Yin Compass
Crest: A luopan compass with a cracked needle
COMMANDER ABILITY — FAVORABLE READING
Once per match, look at the next 3 Command Options your opponent will be offered and choose one to remove.
Order of the Five Phases
Crest: A pentagon with each side a different elemental color
COMMANDER ABILITY — ELEMENTAL CYCLE
Each round this Commander survives, cycle to the next phase — each phase grants +100 to a different stat for all friendly units.
ROOT
Ilm al-Nujum
Islamic Golden Age — Arabic/Persian
Order of the Burning Glass
Crest: A lens focusing a beam of light to a single point
COMMANDER ABILITY — FOCAL POINT
Once per round, double the ATK of one friendly unit's next attack.
Order of the Named Stars
Crest: Three stars connected by lines, forming a triangle
COMMANDER ABILITY — STELLAR DESIGNATION
Once per match, name one enemy unit. That unit takes +100 damage from all sources for the rest of the match.
Order of the Astrolabe
Crest: An astrolabe with its shadow cursor pointing at nothing
COMMANDER ABILITY — PREDICTED POSITION
Once per round, declare one hex. If any enemy unit moves into or through that hex this round, they become Exhausted immediately.
ROOT
Ifa
West African — Yoruba
Order of the Open Palm
Crest: An open hand with a divining chain draped across it
COMMANDER ABILITY — CAST THE CHAIN
Once per match, swap the positions of any two friendly units anywhere on the field. Neither becomes Exhausted.
Order of the 256 Paths
Crest: A branching path that splits 8 times before disappearing
COMMANDER ABILITY — ODU READING
Once per match, after seeing both players' Command Options, swap one of your own with one from a reserve pool.
Order of the Adjusted Fate
Crest: A crossroads with one path lit and three dark
COMMANDER ABILITY — REWRITE
Once per match, negate the effect of any single Commander ability used by the opponent this round, after it has been declared but before it takes effect.
FACTION TIMELINE
Force structures exist. No one is studying them yet.
Wizards emerge. Later than Sorcerers, later than Golems. They accumulate knowledge fast. Sorcerers regard this as suspicious.
Wizard Orders begin systematic study of Lemurian resonance. Lemurians notice. The study continues.
Sorcerer-Wizard open hostility breaks out in contested highland territory. Both sides claim victory.