Factions
A faction is a group of characters holding territory on the world map, contesting it with neighbours and signing treaties with them.
Membership
One faction per character at a time; each of your characters chooses independently.
| Joining | By invitation from an officer or leader only; quit your current faction first |
| Leaving | Free, no permission needed |
| Invitations | In notifications; all expire 15 min after the latest one received, from any faction |
| Accepting | The invitation is consumed only when the join succeeds |
| Naming another faction | Any command that names a faction takes its name |
| Event | Notified |
|---|---|
| Kicked | The kicked character |
| Made leader (transfer or succession) | The new leader |
| Disbanded | All members |
A character that dies leaves its faction, shrinking it. Only a PvP death on a contested tile also moves tiles.
Creating a faction
Free, no minimum size, for any character in no faction. The tile you stand on becomes the HQ: it must be traversable, unowned and not contested. The HQ can be contested but is never lost; it is the last tile a faction holds.
Names: 3 to 32 characters, letters, numbers, - and _, unique.
Ranks
| Rank | Permissions |
|---|---|
| Leader | Promote, demote, transfer leadership, kick anyone, disband, invite |
| Officer | Invite, kick non-officers, demote themselves |
| Member | Fight in faction combat, contribute to claims |
| Event | Result |
|---|---|
| Leader transfers | Former leader becomes an officer; there is no other way to step down |
| Leader leaves or dies, no transfer pending | Longest-serving member is promoted, even offline (takes over at next login) |
| No members left | Faction destroyed |
| Disband (on the HQ tile) | Immediate: territory neutral, members removed, contested tiles cleared, treaties end; reserve and stored items: Stash |
Territory
Display
Your faction's ground is drawn in full; any other faction's within 16 tiles along the grid, in your sector, for everyone.
| Ground | Appearance |
|---|---|
| Yours, an ally's (treaty) or a rival's | Tinted in that faction's colour |
| Any headquarters | Tinted, with an outline |
| Contested | Diagonal strike, drawn over every other marking |
| A decaying faction's | Faded |
Capacity
capacity = floor(sqrt(members) * 16) + 1 (the +1 is the HQ)
Tiles are capped, members are not. Each member adds radius, so losing one costs a small faction proportionally more. Values: Reference: Factions.
Growth
Territory grows as a circle from the HQ, nearest unowned tile first, a ring at a time, up to capacity.
| When | Every 30 s for each faction with room, tile after tile; at once when a member joins; regardless of anyone being online |
| Paid from | Faction stamina: every member's current stamina, online and offline, drained proportionally; members are told the claim and its cost |
| Cost | ceil(10 * 1.1^n), n = claims since the counter lapsed; it lapses after 24 h with no claim, and every claim restarts the 24 h |
| Pool short | The claim is refused; nothing is drained |
A solo founder pays it all, from the same stamina escapes spend (Combat).
Costs
| Action | Cost |
|---|---|
| Creating, joining, leaving | Free |
| Claiming an unowned or contested tile | Escalating faction stamina |
| Fighting another player | Free; only escapes spend your own stamina |
| Defending a raid | Free |
| Proposing a treaty | ceil(50 * 1.1^p) faction stamina, p = proposals since midnight server time |
| Revoking a treaty | ceil(100 * 1.1^r), r = revocations since midnight |
A solo faction's pool is at most 100 unless worn gear raises its founder's stamina, so it can revoke only on a full pool.
Shrinking and shape
| Losing a member | Releases tiles furthest from the HQ first, contested tiles last; they turn neutral and nobody is moved |
| Rooms | Sealed from the walkable area around them, so a zone can show a gap |
Decay
After one week with no member logging in, a faction releases one tile every 30 s, outermost first, contested last, never the HQ (a solo faction's 16 tiles go in 8 minutes). A login stops it; ordinary claims regrow. A decaying faction is drawn faded.
Raids
A faction with capacity left and no unowned tile on its border raids every faction its border touches, automatically. A raid is between one attacker and one defender; the contested area is where they meet.
- Several attackers can raid one defender, and contest the same tile.
- Contested tiles stay the defender's until taken.
- An attacker's officers or leader can withdraw, clearing its contested tiles against that defender; it does not contest that defender again until midnight server time.
- Contested ground shows like any other: within 16 tiles along the grid, in your sector, to anyone.
In a raid
| An attacker entering a tile its faction contests, with a defender on it | Fight starts at once |
| Standing on a tile as it becomes contested | Drawn in, no grace |
| Joining | An attacker stepping onto that tile joins on its faction's side; anyone joining any other way is a third side, hostile to both |
| Offline members | Cannot attack or be attacked |
| A defender dies | Capacity drops; contested tiles nearest the death go first, then the outer edge |
| The death tile | To the killer's faction if it contests the tile and can pay and hold it; otherwise as below |
| Other released tiles | To the faction that contested them earliest; if it cannot pay or has no capacity, the next; neutral if none can |
| Raid ends | Contested area empty, or the attacker out of capacity |
Raids run at any hour; there are no set raid windows.
| Meeting a rival on | Result |
|---|---|
| Contested tile, as an attacker stepping onto a defender | Fight starts |
| Anywhere else | Nothing on its own; needs an Ambush or a Request (PvP). Members of the same faction can never open on each other |
Treaties
A mutual no-expansion pact: no contested tiles, no automatic fights, no tiles change hands. It cannot be broken, only revoked; it has no expiry and ends if a faction is destroyed (immediately, no grace). One per pair of factions.
| Step | Rule |
|---|---|
| Propose | Officer or leader; paid when proposed, not refunded on rejection |
| Answer | The other side's officers or leader, within 1 h, or it expires |
| Accept | Immediate: contested tiles between them clear; fights between them end, both sides ejected at current HP, mana, stamina |
| Revoke | An officer or leader of either side, alone; the other side's officers and leader are told at once |
| Grace | 24 h, treaty still in force |
| After | Contesting resumes; neither can propose a treaty to the other for 48 h; raids allowed |
| Who | Sees the treaty |
|---|---|
| Both signatories | Always |
| Anyone else | No |
All faction formulas: Reference: Factions.