Factions
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 determine how Ikaanos evolves during the Political Event Phase of each day's conclusion (at midnight). The MC can interact with factions through commerce, donations, quests and battles.
Faction variables
- Soldiers/Fighters: The number of active combatant 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) esteem with this faction.
Governing variables ("Head of state" only)
- Corruption: Ikaanos' societal Corruption value indicates the Republic's general depravity and decadence.
- Control: The Control value indicates the general security of Ikaanos, as well as bandit/raider spawns and the willingness of merchants to make investments and develop their businesses.
- Prosperity: Ikaanos' Prosperity value shows the affluence and economic strength of its inhabitants, primarily affecting prices, and Fishing/Hunting actions.
See Political Events for more information...
The MC's Faction
Every organized group of sentients can be regarded as a faction, and there can be factions within factions. Your own household is no exception. You will start off with a very low Power Value, but will be able to raise it by increasing your number of soldiers (particularly if they are notable mercenaries), by gaining Influence and wealth, and in other ways detailed here: Power Value.
You can also join and/or contribute to other factions, though some have conditions to entry, or restrictions on who they will accept contributions from. You can do things to raise your Standing with these other factions, not always limited to making contributions to them. You may gain daily money and/or Influence from having higher Standing with other factions - plus if you reach 100 Standing with them they become a Vassal to you, and 1/3 their Power Value to your own.
Existing Factions (Starting Power)
- The Republic (22,000)
- The Church of The Two Moons (10,200)
- The cult of The Elder (8,200)
- Bandits (2,200)
- Redhaven District (1,520)
- The Academy (1,500)
- House Bellemme (1,200)
- The Rebels (1,200)
- House Cyker (900)
- The Order of The Red Tide (447)
- House Teresto (427)
- The Caliphate (400)
- The Kymanto Syndicate (350)
- The Carozza Family (347)
- Warlord 2 (planned) (277)
- Catholic Church (179)
- The Aesir Tribe (150)
- The Russians (127)
- Warlord 3 (planned) (96)
- Raikan District (47)
- Preacher's Hall (42)
- Fort Sera (25)
- House Halidor (1: you, the MC!)
Sub-factions
Certain minor factions might have a small effect on political events while not being integrated (read: fully affectable) in the faction system.
Other Political Entities
The following organized groups of humans have influence in the game world but are not currently incorporated into the interactable faction system, so do not currently have Power Values:
- The Hakusan Empire (capital: New Tokyo)
- The Republic of Prometheus Lake (capital: Lake City)
- The Kingdom of David (Capital: New Eden)
- The order of the Red Tide (a militant religion from Hakusan with 2,000 worshippers based in the Borderlands)
- Buddhism (a continuation of the ancient Earth religion, with approx. 2,000 current worshippers on Raana)
- Judaism (a continuation of the ancient Earth religion, with approx. 1,000 current worshippers on Raana)
- The cult of The Yellow Queen (an aggressive religion with 800 worshippers)
- The Group of Hope (a Borderlands-based militant religion with several hundred soldiers)
- The Golden Dawn (an ultra-orthodox offshoot of the Cult of The Elder, with 250 worshippers)
- Hermes Mysteris (a religion with 250 worshippers)
- The Children of Ser-huggah (an aggressive cult)
- The Karlshamn Raiders (an aggressive cult)