Introduction
Below is a quick reference for the factions, followed by a more detailed description.
- There are 10 factions planned. Additional factions would spread mechanics and themes too thin.
- Race refers to the primary species that leads that faction. Some factions might be led by heroes from multiple races. Race refers to species, not skin color.
- Nearly every faction will have some potential aggressive or defensive strategy they could use, though some factions are better suited for one or the other. Likewise with complexity. Complexity refers more to the mechanical complexity than the ease of playing the faction.
Arengard
- Inspiration: Castle (HOMM3), White and Azorius (MTG), Gondor (LOTR), Humans (Warcraft 3)
- Theme: Knights and castles. Nobility and chivalry. Honor and duty. Use of sun and weather.
- Strengths: Well-rounded. Strong defensive abilities.
- Weaknesses: None.
Gath
- Inspiration: Zerg (Starcraft), Stronghold (HOMM3), Red and Rakdos (MTG), Mordor (LOTR)
- Theme: Orcs, goblins, trolls. Overwhelming, self-sacrificial onslaught.
- Strengths: Charging. Anti-healing. Good mix of physical and magical damage.
- Weaknesses: Weak ranged units. Few healing options. Low resistances to damage.
Sylvan
- Inspiration: Rampart (HOMM3), Lothlorien (LOTR), Green and Selesnya (MTG), Night Elves (Warcraft 3)
- Theme: Elves, hippogriffs, and other forest creatures. Mobility, cunning, healing, and restoration.
- Strengths: Maneuverability, healing, disables.
- Weaknesses: Squishy, lack of magic damage.