Pick a side

The Factions

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.

Savage Legion

Savage Legion

Organic power. Beasts. Brute force.

Protect the Sacred Soil

Iron Architects

Iron Architects

Salvaged tech. Automation. Engineering.

Close the Rift

Moon-Shadowed

Moon-Shadowed

Zero-Point energy. Mutation. Reality manipulation.

Expand the Rift

One row per system. The same axis drives resource, defence, evasion, harvesting, building, transport — and what a Traitor from each faction pays to use what they stole.
Savage LegionIron ArchitectsMoon-Shadowed
GoalProtect the Sacred Soil Close the Rift Expand the Rift
ProducesSinew Forged Cores Rift-Shards
NeedsForged Cores + Rift-Shards Sinew + Rift-Shards Sinew + Forged Cores
Combat resourceAdrenaline 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.
DefenceParry 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.
EvasionRoll Jet Blink
Harvest toolsAxe · 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.
BuildingOrganic Industrial Crystalline
TransportDino-Caravans Mag-Lev Trains — fast, fixed, heistable Blink Portals — instant, expensive
Traitor costMust 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.

The Fourth Way

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.