Factions / Order and Scourge

Every faction is a different answer to survival.

Yspanor divides power by allegiance and role. The Order tries to hold human territory together. The Scourge turns collapse into method. Reach factions dominate the board; Insurgent factions undermine it.

Playable Powers

Houses, corpses, doctrine, and restraint.

Reach / Order

House Gladius

Crusade, faith, discipline, purification.

Founded by Tyrianne Glade, House Gladius wins through military pressure, recruitment, conversion by presence, sacred force, and the dangerous certainty of zeal.

Reach / Scourge

The Undead

Attrition, corpses, plague, recursion.

The Undead turn death into economy. Corpses feed magic, supply, influence, and the slow inevitability of a board filling with bodies.

Order

House Varham

Science, medicine, astronomy, Iksir.

From Ahl-Ashara, House Varham studies the Light with blue clarity and orange prescience, searching for survival through understanding.

Order

House Sephirys

Black Light, restraint, death as cycle.

Founded by Morgan Sephyr, House Sephirys resists fanaticism through grief, balance, cold wisdom, and the mysteries of the Marais de Morasatar.

Design Rule

Asymmetry must be felt before it is explained.

Each faction needs a clear pressure pattern: Gladius converts through military certainty, The Undead turn bodies into economy, Varham survives through observation, and Sephirys resists fanaticism through balance.

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