The Factions: Humanity's Fractured Survival

"We used to be one species. Now we're ten tribes fighting over the corpse of civilization. Maybe that's progress. Maybe it's just decay." -Nomad Elder testimony

When the Sundering shattered civilization, it also shattered humanity's unity. From the ruins emerged ten major factions...each with unique philosophies, resources, and survival strategies. Some seek redemption through faith. Others embrace mutation and evolution. All compete for territory, resources, and the right to define what humanity will become in the centuries ahead.

Faction Power Structure (Year 437)

TIER FACTIONS CHARACTERISTICS
Tier 1: Superpowers Church of Absolution, The Ossuarium Control vast territories, populations 10-20 million, standing armies, industrial capacity
Tier 2: Regional Powers Dwarven Forge-Guilds, The Exchange, Elven Verdant Covenant Control key resources/geography, populations 2-5 million, specialized capabilities
Tier 3: Minor Factions Nomad Collective, Vestige Bloodlines, Emergent Syndicate, Wyrd Conclave Dispersed/isolated, populations 500k-2 million, guerrilla tactics or niche dominance
Tier 4: Outliers Crucible Packs, Draconid Remembrance Specialized/neutral, populations <100k, non-expansionist

Population Distribution Note

The ten factions listed here represent the major organized powers of Year 437, with combined populations totaling approximately 35-53 million. However, the global post-Sundering population is estimated at 200-300 million survivors. The remaining 150-250 million live outside formal faction control in:

These factions are the powers that shape the world...but they do not represent all of humanity. Most survivors simply try to endure, unaligned and unaffiliated.

The Ten Major Factions

TIER 1: SUPERPOWER
Playstyle

Aggressive Martyrdom

Core Mechanic

Blood Offering (self-harm for burst damage, infinite scaling)

Support Units

6 units: Flagellants, Penitents, Relic Bearers, Aspirants, Choir, Absolution Engine

Population
15-20 million
Territory
Cathedral Prime (capital)
Philosophy
Redemption through suffering
Governance
Theocratic hierarchy
TIER 2: REGIONAL POWER
Playstyle

Fortress Defender

Core Mechanic

Rune Counters (stack for defense/damage, armor-piercing)

Support Units

6 units: Shield Wall, Artillery, Rune Sentinel, Siege Crawler, Ancestor Golem, Dreadnought

Population
3-5 million
Territory
Ironhearth (underground)
Philosophy
Craftsmanship and tradition
Governance
Guild councils
TIER 1: SUPERPOWER
Playstyle

Lifesteal Vampire

Core Mechanic

Soul Harvest (lifesteal triggers, resurrections, Decay cards)

Support Units

6 units: Bone Thralls, Grave Knight, Fleshcrafter, Bone Colossus, Lich, Death's Herald

Population
10-15 million
Territory
The Boneyards
Philosophy
Death as evolution
Governance
Immortal aristocracy
TIER 2: REGIONAL POWER
Playstyle

Hit-and-Run Assassin

Core Mechanic

Bleed Stacking (infinite scaling, mobility, regeneration)

Support Units

6 units: Thorn Stalkers, Rootweavers, Archers, Briarwood Colossus, Assassin, Ancient Treant

Population
2-4 million
Territory
The Thornwood
Philosophy
Natural supremacy
Governance
Circle of Elders
TIER 3: MINOR FACTION
Playstyle

Reality Bender

Core Mechanic

Wyrd Tokens (reality distortion, stolen faces)

Support Units

6 units: Changelings, Tricksters, Dream Weavers, Bargain Keepers, Fae Lords, Court Herald

Population
500k-1 million
Territory
The Shimmerlands
Philosophy
Chaos and bargains
Governance
Fluid, unpredictable
TIER 3: MINOR FACTION
Playstyle

Mobile Survivor

Core Mechanic

Improvisation (salvaged equipment, movement)

Support Units

3 units: Salvage Crew, Outrider Squadron, Caravan Walker

Population
1-2 million
Territory
Nomadic (no fixed base)
Philosophy
Adaptability and freedom
Governance
Clan-based
TIER 2: REGIONAL POWER
Playstyle

Economic Warfare

Core Mechanic

Credit Tokens (bribery, mercenaries, resource control)

Support Units

6 units: Enforcers, Negotiators, Mercenary Casket, Trade Caravan, Broker Network, War Profiteer

Population
2-3 million
Territory
Trade hubs (distributed)
Philosophy
Profit and neutrality
Governance
Dual board (Orthodox + Rational)
TIER 3: MINOR FACTION
Playstyle

Mutation Specialists

Core Mechanic

Biomass Tokens (5 bloodline variants, extinction clock)

Support Units

6 units: Feral Pack, Regenerators, Titan-Strain, Void-Touched, Alpha Mutant, Hive Mother

Population
1-2 million
Territory
Scattered packs
Philosophy
Primal evolution
Governance
Pack hierarchies
TIER 3: MINOR FACTION
Playstyle

Hive-Mind Collective

Core Mechanic

Metamorph Tokens (coordinated swarm, chosen evolution)

Support Units

6 units: Swarm Drones, Metamorphs, Hive Node, Collective Mind, Swarm Nexus, Overmind

Population
500k-1 million
Territory
The Hive
Philosophy
Collective consciousness
Governance
Hive-mind unified
TIER 4: OUTLIER
Playstyle

Fire Duelist Packs

Core Mechanic

Forge Tokens (volcanic honor duels, ancestral iron)

Support Units

6 units: War Pack, Flamebearers, Iron Champions, Forge Titan, Warmaster, Crucible Engine

Population
<100k
Territory
Volcanic wastelands
Philosophy
Honor through combat
Governance
Warrior societies
TIER 4: OUTLIER
Playstyle

Ancient Archivists

Core Mechanic

Memory Shards (apocalypse cycles, petrified knowledge)

Support Units

Not yet inscribed

Population
<100k
Territory
The Petrified Spires
Philosophy
History repeats eternally
Governance
Ancient council

Faction Relationships & Tensions

The ten factions are bound by complex webs of alliance, mutual hatred, and calculated neutrality. Wars have been fought over territory and ideology. Uneasy truces persist where mutual benefit demands cooperation. Some factions are drifting toward open conflict...others toward unexpected alliance. Your actions in the campaign will shape these relationships forever.

Learn More: → Full Relationship Matrix | → Casket Types by Faction | → Faction Tactics Cards

Choose Your Path

Each faction offers a unique playstyle, philosophy, and destiny. Whether you seek redemption through the Church, evolution through the Syndicate, profit through the Exchange, or any other path...the choice shapes not only your campaign but the fate of the world itself.

"In iron we seek forgiveness. Through blood, absolution."
- The Creed of the Bound