
Savage Legion
Organic power. Beasts. Brute force.
Protect the Sacred Soil
Pick a side
Faction is not a colour on a tabard. It decides what you produce, what you must take from someone else, how you block, how you get out of the way, what you can harvest, what you can build, how you travel — and what it costs you to steal from an enemy.

Organic power. Beasts. Brute force.
Protect the Sacred Soil

Salvaged tech. Automation. Engineering.
Close the Rift

Zero-Point energy. Mutation. Reality manipulation.
Expand the Rift
| Savage Legion | Iron Architects | Moon-Shadowed | |
|---|---|---|---|
| Goal | Protect the Sacred Soil | Close the Rift | Expand the Rift |
| Produces | Sinew | Forged Cores | Rift-Shards |
| Needs | Forged Cores + Rift-Shards | Sinew + Rift-Shards | Sinew + Forged Cores |
| Combat resource | Adrenaline Pool 100 · regen 0/s — Starts at zero. Builds on hit, decays out of combat — a momentum resource. | Energy Cells Pool 100 · regen 0/s — Starts full and never refills in the field. Bring cells, use them, return to base. | Rift-Ether Pool 150 · regen 2/s — Starts full, regenerates continuously. The most forgiving of the three. |
| Defence | Parry Timed block; reflects partial damage on perfect timing. | Shield A projected energy barrier — an ability, not an off-hand item. | Phase Brief invulnerability window; consumes Rift-Ether. |
| Evasion | Roll | Jet | Blink |
| Harvest tools | Axe · Pick · Skinning knife Three, all one-handed — the off hand stays free for a shield. | Mining drill / tree-ripper · Skinning knife Two, not three — the drill does both. It is two-handed, so no off-hand while harvesting, paid for at 0.4x weapon damage. | Axe · Pick · Skinning knife Three, all one-handed. |
| Building | Organic | Industrial | Crystalline |
| Transport | Dino-Caravans | Mag-Lev Trains — fast, fixed, heistable | Blink Portals — instant, expensive |
| Traitor cost | Must fight their way into casting what they stole — the pool starts empty. | Carries stolen magic as finite ammunition. The faction most dependent on the smuggling economy. | Simply regenerates. The reason theirs will be the common Traitor. |
Every faction produces one critical resource and needs two from enemy territory. The Sunken Keys carries all three in small quantities — logistics is the brake, not the yield rate.
Read the last row again. A stolen ability is never free and it is never charged in the currency of the faction you stole it from — it is charged in yours. What you were before you fell is the defining fact about how you fight afterwards.