Minor Factions: Difference between revisions
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== General == | |||
'''Minor Factions''' are the non-imperial denizens of Saiadha, made up of one or more villages in a territory. They will not expand and do not control the territory they reside in. Minor Faction villages that have not been dealt with will spawn armies comprised of their signature unit periodically. A player that owns the territory containing a Minor Faction's villages can Assimilate them into their empire, gaining access to their signature unit, a special Notable, the Minor Faction's population, and its assimilation trait. | '''Minor Factions''' are the non-imperial denizens of Saiadha, made up of one or more villages in a territory. They will not expand and do not control the territory they reside in. Minor Faction villages that have not been dealt with will spawn armies comprised of their signature unit periodically. A player that owns the territory containing a Minor Faction's villages can Assimilate them into their empire, gaining access to their signature unit, a special Notable, the Minor Faction's population, and its assimilation trait. | ||
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If a destroyed Minor Faction village is located in a city's territories, that city can rebuild the destroyed Minor Faction village into a pacified one. | If a destroyed Minor Faction village is located in a city's territories, that city can rebuild the destroyed Minor Faction village into a pacified one. | ||
== Assimilation == | |||
Empires that have a city in the same territory as a pacified Minor Faction's village can '''assimilate''' the Minor Faction into a Protectorate by spending Influence. Assimilating a Minor Faction into a Protectorate unlocks the faction's unique unit, notable (and councilor trait), gives cities one Minor Faction population for each pacified village in the same territory, and grants a 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 by various technologies and deeds. | Empires that have a city in the same territory as a pacified Minor Faction's village can '''assimilate''' the Minor Faction into a Protectorate by spending Influence. Assimilating a Minor Faction into a Protectorate unlocks the faction's unique unit, notable (and councilor trait), gives cities one Minor Faction population for each pacified village in the same territory, and grants a 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 by various technologies and deeds. | ||
Switching between Protectorates will disable all benefits of assimilation, but it will not remove existing Minor Faction populations from your city. Re-assimilating a Minor Faction after already getting its population will not give any more. | Switching between Protectorates will disable all benefits of assimilation, but it will not remove existing Minor Faction populations from your city. Re-assimilating a Minor Faction after already getting its population will not give any more. | ||
== Faction Lore== | |||
{| class="wikitable" | {| class="wikitable" | ||
! Minor Faction !! Description !! Army Name !! Leader Name !! Leader Role !! Description | ! Minor Faction !! Description !! Army Name !! Leader Name !! Leader Role !! Description | ||
Revision as of 20:34, 1 December 2025
General
Minor Factions are the non-imperial denizens of Saiadha, made up of one or more villages in a territory. They will not expand and do not control the territory they reside in. Minor Faction villages that have not been dealt with will spawn armies comprised of their signature unit periodically. A player that owns the territory containing a Minor Faction's villages can Assimilate them into their empire, gaining access to their signature unit, a special Notable, the Minor Faction's population, and its assimilation trait.
Players have access to up to three actions with unpacified Minor Faction villages that they can perform with a selected army:
- Bribe instantly pacifies the village for a scaling Dust cost and gives the player a single unit from the Minor Faction.
- Parlay spawns a Pacification Quest and its objective for the player. Completing the quest will pacify all villages in the territory.
- Attacking the village allows the player to destroy the village, which must then be rebuilt by the territory's owner. Destroyed villages will not count for assimilation. Attacking a village instantly fails any Pacification Quests you have with that territory's Minor Faction, and additionally prevents peaceful means from being used in the future in the case of rebellion.
If a destroyed Minor Faction village is located in a city's territories, that city can rebuild the destroyed Minor Faction village into a pacified one.
Assimilation
Empires that have a city in the same territory as a pacified Minor Faction's village can assimilate the Minor Faction into a Protectorate by spending Influence. Assimilating a Minor Faction into a Protectorate unlocks the faction's unique unit, notable (and councilor trait), gives cities one Minor Faction population for each pacified village in the same territory, and grants a 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 by various technologies and deeds.
Switching between Protectorates will disable all benefits of assimilation, but it will not remove existing Minor Faction populations from your city. Re-assimilating a Minor Faction after already getting its population will not give any more.
Faction Lore
| 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. |


