Faction Overview
| Ideology | Honor through fire. Strength through trial. Lineage through steel. |
|---|---|
| Territory | Nomadic (volcanic badlands, ashveil deserts, burning peaks) |
| Population | ~15,000 goblinoids (Void-mutated survivors of Ashveil Caldera eruption, Year 0) |
| Religion | The First Forge, volcanic fire deity, shamanic worship |
| Playstyle | Forge token economy, honor duels, volcanic terrain control, ancestral equipment |
| Complete Deck | View Full Crucible Deck (v2.0 Equipment System) |
Origins: Year 0 - The Ashveil Exodus
Before the Sundering, the Forge-Clans lived near active volcanoes in the Ashveil Mountains (former Great Plains, USA)...a metallurgy culture that forged legendary weapons in volcanic heat and worshipped "The First Forge" as their deity. When Dr. Nikolas Theslar activated his Engine, Void energy destabilized tectonic plates worldwide. Dormant volcanoes erupted simultaneously across the world. On Day 2 of Year 0, the Ashveil volcanic range...dormant for 10,000 years...exploded with catastrophic force.
The Ashveil Catastrophe (Year 0, Day 2)
Population before eruption: 80,000 Forge-Clan members
Immediate casualties: 65,000 dead (buried under ash and lava)
Survivors: 15,000 (sheltered in underground forges and lava tubes)
Void corruption exposure: 100% of survivors exposed to volcanic Void energy
The survivors emerged thirty days later to find their homeland transformed into a volcanic wasteland...the Ashveil Caldera, a 50-mile crater of perpetual volcanic activity. But they had changed too. Prolonged exposure to Void-corrupted volcanic gases had mutated them into goblinoids...shorter, leaner, heat-resistant humanoids adapted to survive in the hellscape they now called home.
Goblinoid Mutations (Ashveil Adaptation)
- Height: 4-5 feet tall (down from human 5-6 feet average)
- Build: Wiry, lean muscle, adapted for climbing volcanic terrain
- Skin: Ash-gray to charcoal-black, thick and heat-resistant (can touch 200°C surfaces safely)
- Eyes: Reflective yellow or orange (cat-like tapetum for seeing in ash storms)
- Teeth: Sharpened canines (dietary adaptation to charred meat)
- Metabolism: Elevated body temperature (38°C baseline), heat-seeking behavior
- Lifespan: Reduced to 40-50 years (accelerated aging from Void exposure)
- Reproduction: Increased fertility (3-5 children per female) to offset population loss
The Forge-Clans renamed themselves "The Crucible Packs"...forged in fire, tempered by loss, mutated by the Void, survivors of the First Forge's greatest trial. They are no longer fully human, but they embrace their transformation as divine blessing. "The First Forge burned away our weakness. We are stronger now."
Current Population (Year 437)
Total population: ~15,000 goblinoids (recovered to pre-catastrophe survivors, high birth rate offset by short lifespans)
Territory: Ashveil Caldera (50-mile volcanic wasteland, uninhabitable to other factions)
Major settlements: The Ember Warrens (underground city carved into caldera walls), The Forge Peaks (8 volcanic fortress-camps)
Isolation: Self-sufficient, rarely leave Ashveil except for raids or honor duels
The First Forge (Deity)
The First Forge is not a god of mercy...it is a god of testing, trials, and survival. Crucible believe this primordial deity was born from the first volcanic eruption before humanity existed, embodying fire, transformation, and strength. The First Forge speaks through volcanoes...each eruption is a divine message, each lava flow a path to follow.
Core Tenets
- "Fire Tests All", Trials by fire reveal true worth
- "Strength Endures", Only the strong survive; weakness is death
- "Honor Binds", Oaths sworn before the Forge are sacred
- "Ash Remembers", Ancestors live in ash; honor their memory
- "Forge Your Fate", Destiny is forged, not given
The Forge Trial (Coming of Age)
At age 16, every Crucible youth must pass the fire trial: stand in lava for 10 seconds without fleeing. Success means becoming a full Pack member and earning a "Forge Name." Failure means death...seen as the First Forge's rejection. There is no alternative. Refusal equals exile. This brutal tradition has maintained Crucible strength for four centuries.
Pack Structure & Leadership
Forge-Matron (Spiritual Leader)
The eldest female smith leads each Pack as high priestess...interpreting the First Forge's will through volcanic omens, blessing ancestral weapons, and guiding Pack traditions. The current supreme Forge-Matron is Kerra "The Unburnt" (age 58), who stood in lava for 3 minutes during her trial without a single burn...proof of divine favor.
Ashen-King (War Leader)
The strongest male warrior commands in battle...proven through honor duels. Any warrior with 10+ duel victories can challenge the current Ashen-King. Winner takes title. The current supreme Ashen-King is Torrak "The Lineage" (age 42), undefeated in 47 duels, descended from original Forge-Clan kings through 12 generations.
Emberforges (Master Smiths)
Craft Ancestral Weapons...legendary gear that persists across missions, passed down through generations. Each weapon is blessed by Forge-Matrons and named after ancestors or deeds. Some weapons are 300+ years old.
Pack-Kin (Warriors)
Hunters, scouts, soldiers who have passed the Forge Trial. They pilot Crucible Caskets, participate in honor duels, and uphold the honor code. Cowardice is unforgivable...flee battle and earn permanent "Coward's Mark," facing exile or death.
Core Mechanic: Forge Tokens & Honor Duels
Crucible Caskets generate Forge Tokens by standing in lava or fire...representing the First Forge's blessing. These tokens fuel powerful abilities, create volcanic terrain, and forge permanent Ancestral Weapons that persist across missions.
- Living Forge: Gain 2 Forge tokens per turn when standing near fire (+4 if standing in lava). Fire sustains us. (Balance Update Oct 19: Doubled from 1/2 to 2/4 tokens)
- Honor Duel: Challenge 1 enemy to binding 1v1 combat. Kill them to gain 3 Forge tokens + recover 3 cards. If they refuse, they gain "Coward's Mark" (+4 damage permanently). (Balance Update Oct 19: Increased from +2 to +4 damage)
- Volcanic Terrain: Spend 2 Forge tokens to create earthquake...deal 2d6 damage to all enemies in area, knock them down, and create 1 Lava Terrain hex. (Balance Update Oct 19: Increased from 2 damage to 2d6 damage)
- Blood Rage (Passive): Gain +2 damage per 5 HP lost (stacks). Getting wounded makes you stronger. (Balance Update Oct 19: Increased from +1 to +2 damage per 5 HP lost)
- Base HP: 32 HP (higher than standard 30 HP). (Balance Update Oct 19: +2 HP to compensate for Blood Rage self-harm playstyle)
- Ancestral Iron: Spend 5 Forge tokens at mission end to forge 1 Ancestral Weapon (+1 damage OR +1 Defense OR +1 movement permanently, persists across missions). Max 3 total.
- Pack Fury: Gain +1 damage per enemy within 6 hexes (max +3). Outnumbered, never outfought.
- Last Stand: When deck reaches 5 cards or fewer, gain +3 damage and +2 Defense but cannot retreat. Die where you stand.
Crucible pilots don't flee...they challenge enemies to duels, stand in volcanic fire to generate power, and forge weapons that outlive them. Victory comes through honor, strength, and refusing to surrender.
10 Faction Cards (Players Choose 6)
Living Forge
Effect: Passive: At start of your turn, if standing within 1 hex of fire, gain 1 Forge token. Gain 2 Forge tokens if standing directly in lava. Fire sustains us.
"The volcano provides. We do not fear the flame."
Honor Duel
Effect: Challenge 1 visible enemy to Honor Duel. For 1 round, only you and target can attack each other. If you kill target, gain 3 Forge tokens and recover 3 cards. If target refuses duel, they gain "Coward's Mark" (all Crucible attacks against them deal +2 damage permanently).
"Face me. Or be branded craven."
Volcanic Tremor
Effect: Create earthquake. All enemies in area take 2 damage and are knocked down (skip movement next turn). Create 1 Lava Terrain hex at center (lasts 3 turns). Summon the volcano's wrath.
"The earth answers our call."
Ancestral Iron
Effect: Passive: At end of each mission, spend 5 Forge tokens to forge 1 Ancestral Weapon (choose: +1 damage permanently to all attacks, OR +1 Defense permanently, OR +1 movement permanently). Ancestral Weapons persist across missions. Max 3 total. Legacy of fire.
"What we forge endures. Our steel outlives us."
Pack Fury
Effect: Until end of round, gain +1 damage to all attacks for each enemy within 6 hexes (max +3 damage). Outnumbered, never outfought.
"The cornered beast is deadliest."
Magma Veins
Effect: Teleport to any Lava Terrain hex within 8 hexes. Draw 2 cards. Generate 1 Heat. Ride the underground rivers.
"We walk the forge-paths. Fire is our road."
Forge Blessing
Effect: Play when you take damage. Reduce damage by 3 (minimum 1). If standing in lava, reduce by 5 instead. The forge shields us.
"Fire hardens steel. Pain hardens us."
Coward's Brand
Effect: Deal 3 damage. If target has "Coward's Mark" (from refusing Honor Duel), deal 6 damage instead and they cannot use defense cards this turn. Punish dishonor.
"Cowards die twice. First in spirit, then in flesh."
Emberforged Strike
Effect: Deal 5 damage. Spend 2 Forge tokens to deal 7 damage and set target on fire (2 damage at start of their next turn). Molten fury.
"Our steel burns with the forge's rage."
Last Stand
Effect: Play when your deck reaches 5 cards or fewer. Until end of round, gain +3 damage to all attacks and +2 Defense. Cannot retreat (movement locked to 0). Die where you stand. Once per mission.
"Here I stand. Here I fall. But never do I run."
Notable Figures
Forge-Matron Kerra "The Unburnt"
Age: 58 | Casket: "The Eternal Forge"
Supreme Matron of the Ashveil Pack. At age 16, she stood in lava for 3 minutes during her Forge Trial...the trial only requires 10 seconds. She emerged without a single burn. This miraculous display earned her the name "The Unburnt" and proved the First Forge's divine favor. She became Forge-Matron at age 30, youngest ever. Scarred from countless ritual fire trials, gray-white hair braided with ash, she is mother-figure to 2,000 Pack members. Lost her entire family in duels (husband + 2 sons, Year 425) and refuses to remarry, dedicating her life to the Pack.
Unique Abilities: Immune to fire damage, standing in lava heals instead of harming. Can summon 3 ancestral spirits (ultimate ability).
Ashen-King Torrak "The Lineage"
Age: 42 | Casket: "The Duelist's Pride"
War Leader of the Ironpeak Pack. Descended from original Forge-Clan kings through 12 generations...noble bloodline earning him the name "The Lineage." Trained from age 5 in dueling, he won his first duel at age 15 (killed adult rival). Became Ashen-King at age 28 by challenging and defeating the previous king. Holds an undefeated record: 47 duels, 47 victories. Covered in duel scars (one per victory), dual-wields volcanic blades 6 generations old. Arrogant, glory-seeking, obsessed with honor. His personal goal: challenge the strongest warrior in the world to prove Crucible superiority.
Unique Abilities: Gains +2 damage when challenged to Honor Duel. Can force enemies to accept duels (no refusal allowed). Ultimate: double damage but take double damage for 3 turns.
Faction Relations
| Faction | Status | Notes |
|---|---|---|
| Church of Absolution | DISTRUSTFUL | Church sees Crucible fire-worship as heresy (pagan volcano deity). Mutual distrust. |
| Elven Verdant Covenant | HOSTILE | Crucible burn forests for forges. Environmental destruction. Cold war status. |
| Dwarven Forge-Guilds | FRIENDLY | Mutual respect for smithing craft. Honor among metalworkers. |
| The Exchange | FRIENDLY | Exchange respects Crucible honor system. Reliable contracts. |
| The Ossuarium | NEUTRAL | Crucible distrust undead but tolerate them. Pragmatic trade (ash for Soulstones). |
| The Wyrd Conclave | DISTRUSTFUL | Fae trickery offends Crucible honor. Dishonest bargains. |
| Nomad Collective | ALLIED | Fellow nomads. Mutual survival pact, shared territories. |
| Vestige Bloodlines | NEUTRAL | Crucible pity Vestige but respect their fighting spirit. Unwilling curse vs chosen honor. |
| Emergent Syndicate | DISTRUSTFUL | Crucible view Syndicate evolution as "unnatural." Prefer traditional strength. |
Recommended Builds
Forge-Matron Kerra (Tank Leader)
- Faction Cards: Living Forge, Ancestral Iron, Forge Blessing, Last Stand, Volcanic Tremor, Trial by Fire
- Frame: Warden (5 SP per turn)
- Strategy: Generate Forge tokens via Living Forge (stand in lava). Spend tokens on Forge Blessing (damage reduction). Forge Ancestral Weapons (permanent Defense upgrades). Last Stand when low HP. Survive everything, become unkillable.
- Strengths: Extreme survivability, permanent scaling, self-sufficient, lava immunity
- Weaknesses: Slow damage ramp, Forge-hungry, setup time, low mobility
Ashen-King Torrak (Duelist Aggressor)
- Faction Cards: Honor Duel, Coward's Brand, Pack Fury, Emberforged Strike, Duelist's Stance, Volcanic Rage
- Frame: Warden (5 SP per turn)
- Strategy: Challenge enemies with Honor Duel (1v1 combat). Mark cowards with Coward's Brand (+2 damage permanently). Pack Fury when outnumbered (+3 damage). Emberforged Strike for burst. Kill everything in duels.
- Strengths: Extreme single-target damage, punishment mechanic, outnumbered bonus, high-risk/high-reward
- Weaknesses: Fragile (increased damage taken), weak vs groups, no defensive tools, duel-dependent
Emberforge Smith (Forge Token Economy)
- Faction Cards: Living Forge, Volcanic Tremor, Magma Veins, Forge Call, Ancestral Iron, Eruption
- Frame: Warden (5 SP per turn)
- Strategy: Maximum Forge token generation (Living Forge in lava, Forge Call acceleration). Spend tokens on Volcanic Tremor (create lava, knockdown enemies). Magma Veins for teleportation. Ancestral Iron for permanent upgrades. Eruption finisher (5 damage area).
- Strengths: Highest Forge generation, terrain control, teleportation, permanent scaling
- Weaknesses: Setup time, Forge-hungry, moderate damage, Heat management
Strategy Notes
Strengths: Permanent scaling (Ancestral Iron persists across missions), honor duel control (force 1v1s), volcanic terrain creation (Lava benefits Crucible), outnumbered bonuses (Pack Fury), desperate strength (Last Stand), Forge token economy (infinite generation in lava).
Weaknesses: Terrain-dependent (weak without lava), slow start (need tokens), setup time (Ancestral Weapons take missions), low mobility (stand in lava = static), duel-dependent (Honor Duel can be refused).
Early Game (Turns 1-3): Position in lava ASAP for Living Forge (+2 tokens per turn). Use basic attacks, don't spend tokens yet. Create lava with Volcanic Tremor if none exists. Bank 4-6 tokens before spending.
Mid Game (Turns 4-6): Challenge strongest enemy with Honor Duel (remove threat via 1v1). Use Pack Fury when 2-3 enemies nearby (+2-3 damage). Forge Blessing reactively to negate big hits. Magma Veins for teleportation if needed.
Late Game (Turns 7+): Last Stand when deck drops to 5 cards (+3 damage/+2 Defense). Maintain 8-10 token bank for flexibility. At mission end, spend 5 tokens on Ancestral Iron (permanent +1 stat). By mission 5-6, should have 2-3 Ancestral Weapons (+2-3 permanent stats).
Schisms & Renegade Packs
The Crucible Packs maintain strict unity through honor codes, but internal conflicts have emerged over what "honor" truly means. These Schisms enable mirror matches...Crucible vs Crucible, duelist vs heretic. Both sides pilot the same Caskets and worship fire, but their interpretation of honor differs profoundly.
The Iron Hoarders (Renegade Pack)
Ideology: Forge Ancestral Iron constantly...but never USE it. Weapons are sacred relics, not tools.
Schism Event: The Forge-Hoarding of Year 289 - Forge-Master Torven accumulated 47 Ancestral Weapons over decades but refused to let anyone wield them, claiming "using sacred iron desecrates the ancestors' sacrifice." When his Pack was slaughtered by raiders because they lacked proper equipment, the Crucible exiled surviving Hoarders for "hoarding divinity while brothers died unarmed."
Philosophy:
- Mainstream Crucible: "Forge Ancestral Weapons to USE them in battle. Iron serves the living."
- Iron Hoarders: "Ancestral Iron is worship itself, not warfare tools. Display sacred weapons, don't defile them with combat."
Visual Distinction: Hoarder Caskets are covered in mounted/displayed Ancestral Weapons (never equipped for use), shrine-like armor arrangements, and ceremonial weapon racks. They look like mobile museums rather than war machines.
Tactical Differences:
- Obsessive Forging: Generate Forge Tokens and Ancestral Iron constantly (flavor: building collection)
- Display Over Function: Roleplay as refusing to "waste" best equipment in battle
- Hoarding Mentality: Bank Forge Tokens rather than spending (flavor: preserving sacred power)
- Ceremonial Combat: Fight with "lesser" gear to preserve the "sacred" weapons
Why They Fight the Crucible: Hoarders view mainstream Crucible as "desecrating holy iron with profane combat." When they clash, it's theological: "You USE sacred weapons like common tools. We preserve them for eternity. Every strike you make is blasphemy."
Gameplay Note: Use standard Crucible deck, but roleplay hoarding philosophy. Hoarders forge constantly but flavor it as "never using their best gear" (mechanically identical, just RP collecting behavior).
The Eternal Flame (Rival Pack)
Ideology: Fire IS the god. Forge Tokens are blasphemy...worship raw flame directly through self-immolation.
Schism Event: The Burning Revelation of Year 311 - Forge-Matron Sarra declared Forge Tokens "false idols" and ordered her Pack to burn themselves alive in volcanic lava as "true communion with the First Forge." 200 followers immolated themselves in religious ecstasy. The Crucible banished survivors for "weaponizing faith as suicide cult," but the Eternal Flame claims "only through burning do we truly understand fire's love."
Philosophy:
- Mainstream Crucible: "Forge Tokens channel the First Forge's power. Use fire as a tool."
- The Eternal Flame: "Tokens are lies. Fire wants blood and flesh. Only immolation is true worship."
Visual Distinction: Eternal Flame Caskets are constantly on fire (self-immolation), charred/blackened armor, religious mania symbols, and molten scars. They embrace being living torches.
Tactical Differences:
- Lava Addiction: Stand in volcanic hazards constantly, even when tactically inefficient
- Volcanic Tremor Spam: Use fire abilities recklessly (embracing "purification through flame")
- Reject Materialism: Flavor Ancestral Iron as "too physical" (prefer raw fire over crafted weapons)
- Martyrdom Seeking: Embrace self-destructive tactics as "divine sacrifice"
Why They Fight the Crucible: Eternal Flame views mainstream Crucible as "commodifying sacred fire." When they clash, it's religious warfare: "You craft tokens and weapons, treating flame as resource. We BECOME fire itself. Your forges are temples of greed, not devotion."
Gameplay Note: Use standard Crucible deck, but roleplay fire-worship extremism. Eternal Flame pilots stand in hazards for "communion" (flavor only), spam fire abilities, and embrace being suicidal zealots.