Factions: Difference between revisions
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*[[Cyker Hall|House Cyker]] (900) | *[[Cyker Hall|House Cyker]] (900) | ||
*[[The Academy|Whitehaven Academy]] (1,500) | *[[The Academy|Whitehaven Academy]] (1,500) | ||
*House Teresto (427) | *[[House Teresto]] (427) | ||
*House Bellemme ( | *[[House Bellemme]] (1,200) | ||
*[[The Cathedral|The Church of The Two Moons]] (10,200) | *[[The Cathedral|The Church of The Two Moons]] (10,200) | ||
*[[The Holy Virgin|Catholic Church]] (179) | *[[The Holy Virgin|Catholic Church]] (179) | ||
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*[[The Caliphate]] (400) | *[[The Caliphate]] (400) | ||
*[[Preacher's Hall]] (42) | *[[Preacher's Hall]] (42) | ||
*[[Religion#The cult of The Elder|The cult of The Elder]] ( | *[[Religion#The cult of The Elder|The cult of The Elder]] (8,200) | ||
*[[The Red Tide|The Order of The Red Tide]] (447) | *[[The Red Tide|The Order of The Red Tide]] (447) | ||
*Russians (127) | *Russians (127) | ||
*Raikan (47) | *Raikan (47) | ||
*The [[Carozza Hall|Carozza]] Family (347) | *The [[Carozza Hall|Carozza]] Family (347) | ||
*[[Bandits]] ( | *[[Bandits]] (2,200) | ||
*Rebels ( | *Rebels (1,200) | ||
*[[Fort Sera]] (25) | *[[Fort Sera]] (25) | ||
*Warlord 2 (planned) (277 as of now) | *Warlord 2 (planned) (277 as of now) | ||
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Certain minor factions might have a small effect on political events while not being integrated (read: fully affectable) in the faction system. | Certain minor factions might have a small effect on political events while not being integrated (read: fully affectable) in the faction system. | ||
* [[Antagonists#The Dockyard punks|Dockyard Punks]] | * [[Antagonists#The Dockyard punks|Dockyard Punks]] | ||
* [[Antagonists#The Red Tigers|Red Tiger]]<nowiki/>s | * [[Antagonists#The Red Tigers|Red Tiger]]<nowiki/>[[Antagonists#The Red Tigers|s]] |
Revision as of 15:55, 28 March 2024
A Faction in Masters of Raana is an interactable world entity with a Power Value than can be affected by various ways.
Factions play an important role in certain quests, in Investment opportunities and how Ikaanos evolves during the Political Event Phase (Conclude Day). The MC can interact with a faction through commerce, donations or battles.
Faction variables
- Soldiers/Fighters: The number of active, spendable members.
- Power value: A general value that expresses a Faction's influence over the world. If this reaches 0, the faction is permanently disabled.
- Treasury: A faction's spendable money.
- Focus: -
- Standing: Your (The MC's) standing toward the faction.
Governing variables ("Head of state" only)
- Corruption: XXX
- Control: XXX
- Prosperity: XXX
See Political Events for more information...
The MC's Faction
Existing Factions (Starting Power)
- House Halidor (The MC)
- Redhaven District (1,520)
- The Republic (22,000)
- Fort Hamilton (22,000)
- The Kymanto Syndicate (350)
- House Cyker (900)
- Whitehaven Academy (1,500)
- House Teresto (427)
- House Bellemme (1,200)
- The Church of The Two Moons (10,200)
- Catholic Church (179)
- The Aesir Tribe (150)
- The Caliphate (400)
- Preacher's Hall (42)
- The cult of The Elder (8,200)
- The Order of The Red Tide (447)
- Russians (127)
- Raikan (47)
- The Carozza Family (347)
- Bandits (2,200)
- Rebels (1,200)
- Fort Sera (25)
- Warlord 2 (planned) (277 as of now)
- Warlord 3 (planned) (96 as of now)
Sub-factions
Certain minor factions might have a small effect on political events while not being integrated (read: fully affectable) in the faction system.