Minor Factions: Difference between revisions

From ENDLESS Legend 2 Official Wiki
Some neutral faction entries and their leaders were rotated around, so I made a quick fix.
Misplaced one of the leader names, quick fix.
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| Hydracorns || Saiadha's rising waters displaced the Hydracorns from their native lands long ago, yet they still yearn to one day return to the Rimespring, deep beneath the waves. An aggressive equus species, legend has it they are imbued with dangerous hypnotic powers. || Pack || Atea || Hydracorn Elder || A powerful fighter, Atea is determined to keep her place at the head of the pack, and lead the Rimespring pilgrimage to find the Hydracorns' ancestral home.
| Hydracorns || Saiadha's rising waters displaced the Hydracorns from their native lands long ago, yet they still yearn to one day return to the Rimespring, deep beneath the waves. An aggressive equus species, legend has it they are imbued with dangerous hypnotic powers. || Pack || Atea || Hydracorn Elder || A powerful fighter, Atea is determined to keep her place at the head of the pack, and lead the Rimespring pilgrimage to find the Hydracorns' ancestral home.
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| Noquensii || The Noquensii's origin is lost to the sands of time, but none can dispute that their beautiful ballads speak to the history of the world. Closely associated with the tragedies of which they often sing, these peaceful creatures are regarded as bad omens by many. || Band || Scharf || Omangi Sizielu || Noquensii Elder || With the strongest voice and the finest harp, Omangi is the natural leader of the Noquensii, but it is her familiarity with more Saiadhan songs than any other bard that give Omangi her true authority.
| Noquensii || The Noquensii's origin is lost to the sands of time, but none can dispute that their beautiful ballads speak to the history of the world. Closely associated with the tragedies of which they often sing, these peaceful creatures are regarded as bad omens by many. || Band || Omangi Sizielu || Noquensii Elder || With the strongest voice and the finest harp, Omangi is the natural leader of the Noquensii, but it is her familiarity with more Saiadhan songs than any other bard that give Omangi her true authority.
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| Ochlings || The bane of careless travelers, tribes of aggressive, Dust-loving Ochlings can be found on every isle of Saiadha, but their evil reputation masks a sad truth: in reality, they are but pitiful addicts. || Gang || Ochling Elder || Leader of the Ochlings, Scharf is a legend among his own kind. Although he remembers little of his own clever feats, he knows the laws of Dust-calling.
| Ochlings || The bane of careless travelers, tribes of aggressive, Dust-loving Ochlings can be found on every isle of Saiadha, but their evil reputation masks a sad truth: in reality, they are but pitiful addicts. || Gang || Scharf || Ochling Elder || Leader of the Ochlings, Scharf is a legend among his own kind. Although he remembers little of his own clever feats, he knows the laws of Dust-calling.
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| Oneiroi || A subterranean, often-hibernating race of demons, the Oneiroi make vicious enemies—provided they are seen before they attack. Legend has it their dreamscapes are suffused with a dark presence... || Scavengers || Hepron || Oneiroi Elder || Acting leader of the Oneiroi, Hepron is a commander toughened by long stints above ground and builds power while the true Oneiroi King sleeps.
| Oneiroi || A subterranean, often-hibernating race of demons, the Oneiroi make vicious enemies—provided they are seen before they attack. Legend has it their dreamscapes are suffused with a dark presence... || Scavengers || Hepron || Oneiroi Elder || Acting leader of the Oneiroi, Hepron is a commander toughened by long stints above ground and builds power while the true Oneiroi King sleeps.

Revision as of 23:20, 29 September 2025

Minor Factions are made up of one or more villages in a territory. They will not expand but will only align with an empire if given sufficient motivation. As time passes Minor Faction villages can create roaming armies that may attack.

Minor Faction villages may be pacified, which will make them no longer spawn armies and existing armies will never attack the empire that pacified them but the empire that pacified them also cannot attack them. Armies adjacent to a village have three ways to pacify it, which do not cost any movement points:

  • They can bribe the village with Dust. This will pacify the village. The first village in the region will cost 150 Dust to pacify while the second one will cost 250.
  • They can parley to receive a quest. If completed it will pacify all villages in the territory.
  • They can attack the village. If the army wins the battle the village will be destroyed and can be rebuilt into a pacified village.

Empires that have a city in the same territory as a pacified Minor Factions village can assimilate the Minor Faction into a Protectorate by spending Influence. Assimilating a Minor Faction into a Protectorate unlocks a unique unit, councilor trait and notable, gives cities one Minor Faction population for each pacified village in the same territory, and grants a permanent bonus that scales with each village from that Minor Faction that is pacified. Every empire can initially support one Protectorate and the number can be increased up to 4 by various technologies.

Minor Faction Description Army Name Leader Name Leader Role Description
Ametrine The ossified remains of the Ametrine still exist on the seabed, speaking to an age when these creatures of mineral and rock stalked the ancient deserts alone. Saiadha has seen so much in the intervening eras, but the Ametrine still wish to renew the bonds to the ancestors. Corps Chiolite Ametrine Elder Leader of the Ametrine, Chiolite is one of the oldest of its kind that hasn't yet succumbed to the 'crystallizing'—the day in every Ametrine's life when it solidifies forever and becomes a part of the natural landscape.
Blackhammers A tightly knit clan, these fiercely independent armorers are determined to forge their own path in the world. Company Rogovyu Slem Blackhammer Elder Under Slem’s guidance, the Blackhammers have built a life of relative safety in the wilderness. Yet, already, she is planning the terms of their triumphant return to the cities of the Kin.
Daughters of Bor The only surviving remnants of the Ironskins, who once served Saiadha's ancient masters, the Daughters wish to both forget yet honor their harrowing past. Warriors Goarim Daughters of Bor Elder Leader of the Daughters of Bor, an offshoot of the long gone Ironskins, Goarim has lived a long and punishing life, and knows too well the folly of forgetting the past.
Foundlings Like the Forsaken, the Foundlings are victims of the Withering, but unlike their distant brethren, the Foundlings found solace in the dark arts of necromancy. Now seeking immortality by leveraging the power of ancient relics, they are a dangerous, hungry faction. Necromancers Brother Brook Foundling Elder The shepherd who tends to the Foundling flock, Brother Brook leads his people with great reserves of determination, courage, and joy, not to mention ruthlessness.
Gorog Strong and fearless warriors, the Gorogs have long been divided into scattered tribes and weakened by infighting. Growlers Nidar Gorog Elder Though not the largest Gorog, Nidar's cunning and penchant for making allies has seen him rise to become leader of the Gorog tribes. He dreams of the day that the Hundred Tribes will be reunited.
Green Scions Rarely welcoming to outsiders, the Green Scions prefer to tend to their botanical gardens in splendid isolation, only venturing from their walled estates to explore new wilds. Cloud Clar'usta Green Scion Elder Leader of the Green Scions. A temperamental, exacting figure of indeterminate age, Clar'usta cares only for the Green Scions' gardens.
Hoy and Ladhran Often found soaring over coastal waters, the Hoy and Ladhran seek mythical treasures of the past, having discovered in one another a symbiotic alliance beneficial to both parties. Flock Plin and Berlior Hoy and Ladhran Elders A pair of Riders bonded from their youngest days to travel the skies, Plin and Berlior now lead the Hoy and Ladhran.
Hydracorns Saiadha's rising waters displaced the Hydracorns from their native lands long ago, yet they still yearn to one day return to the Rimespring, deep beneath the waves. An aggressive equus species, legend has it they are imbued with dangerous hypnotic powers. Pack Atea Hydracorn Elder A powerful fighter, Atea is determined to keep her place at the head of the pack, and lead the Rimespring pilgrimage to find the Hydracorns' ancestral home.
Noquensii The Noquensii's origin is lost to the sands of time, but none can dispute that their beautiful ballads speak to the history of the world. Closely associated with the tragedies of which they often sing, these peaceful creatures are regarded as bad omens by many. Band Omangi Sizielu Noquensii Elder With the strongest voice and the finest harp, Omangi is the natural leader of the Noquensii, but it is her familiarity with more Saiadhan songs than any other bard that give Omangi her true authority.
Ochlings The bane of careless travelers, tribes of aggressive, Dust-loving Ochlings can be found on every isle of Saiadha, but their evil reputation masks a sad truth: in reality, they are but pitiful addicts. Gang Scharf Ochling Elder Leader of the Ochlings, Scharf is a legend among his own kind. Although he remembers little of his own clever feats, he knows the laws of Dust-calling.
Oneiroi A subterranean, often-hibernating race of demons, the Oneiroi make vicious enemies—provided they are seen before they attack. Legend has it their dreamscapes are suffused with a dark presence... Scavengers Hepron Oneiroi Elder Acting leader of the Oneiroi, Hepron is a commander toughened by long stints above ground and builds power while the true Oneiroi King sleeps.
Sollusk A proud race that once hailed from a powerful empire, the Sollusk have been reduced to highway robbery and petty thievery as they try to survive Saiadha's calamitous past. Battalion Kestaörs Sollusk Elder A tough captain of an unruly company, Kestaörs clings to the faded memory of Imperial Sollusk glory.
Consortium One of the few races willing to risk voyaging over Saiadha's vast oceans, hearsay has it they enjoy an entente cordiale with the most dominant sea beasts. Not unsurprising, perhaps, given that this cartel are Saiadha's most accomplished couriers. Convoy Pheyr Talias Consortium Elder A long-serving member now retired from the road, as leader Pheyr Talias oversees the Consortium's deal-making instead.
Unseeing Seers Ancient, blind mages who learnt to wield powerful Dust magic in deep caverns long ago, Saiadha's floods decimated the Unseeing Seers and saw them retreat to higher ground—and divination. Disciples Hojron-im Unseeing Seer Elder A brilliant student who quickly rose to leadership, Hojron-im wants the Unseeing Seers to predict the apocalypse.
Xavius One of Saiadha's strangest offspring, the Xavius are mischievous sprites who ape the appearance of larger races by communing together in suits of patchwork armor. Troupe Mantemire Xavius Elder A reluctant soldier, Mantemire's leadership brings a love of chivalry to the mission of defending Xavius homes.

Lesser Factions

Small, nondescript factions used for missions, events, and tutorials.

Lesser Faction Army Name Description
Bandits Enemies These roving gangs are a menace to any Saiadhan they encounter.
Rebels Rebels Some of the local populace are now forming a <a=GameRebellion>Rebellion</a>, and want to end your rule!
Doomwraith Doomwraith These strange yet beautiful creatures spread a dreadful evil over the lands.
Stellars Enemies Several strange beings stalk Saiadha's wilderness, some benign, some deadly.
Denizens of the Fortress Mob A motley crew of fighters who've taken up residence under the tyrant's command.