Factions
A faction is a banner of Wayfarers: a shared board and chat, a treasury, a vault, and a stake in the war for land. Leaders and officers run it; members fight, supply and earn Influence for it.
Three starter guilds take anyone from a low level at once. They have no wars, no treasury and no land: company and a board until you find a banner of your own.
Founding a faction needs a level and costs marks. Factions earn faction XP from their members' Influence and finished objectives, and level up for perks and seats.
Officers post faction orders for goods the faction needs in a region: members deliver them for Influence (and a small bounty if the officer set one). Members can also donate marks or materials to the faction's works for Influence; what is given is used up.
- The recruiting board on the Factions page lists banners looking for members.
- After you leave or are kicked, you wait a while before joining another faction.
Founding and joining
- Found a faction
- level 3, ₥1,000
- Members
- 30 (more with faction levels)
- Ranks
- Leader, Officer, Member
- Starter guilds
- from level 2
Starter guilds
| Guild | Tag | Region | About |
|---|---|---|---|
| Ferry Wardens' Lodge | FWL | Haven Reach | Captain Ysolde Varn keeps a long table and a longer roster for everyone the ferries bring. No dues, no wars: a board to talk on and company until you find a banner of your own. |
| Caravan Kin | CKN | Cinder Steppe | Sura Kettlewind lets anyone who has ridden a wagon call themselves Kin. The Kin trade gossip, routes and jackal stories, and leave the shard-fields to the real factions. |
| Lumen Circle | LUM | Glasswood | Iven Shard-Eye's study circle meets under the crystal canopy of Lumenhall. Everyone is welcome; everyone is expected to move on to a banner when they are ready. |
Faction orders
Officers post an order for goods the faction needs in a region; members deliver them there for Influence in that region (and the bounty, if any). Delivered goods go to the faction.
- What can be ordered
- resources and consumables worth at most ₥500 each, 1-200 an order
- Open at once
- 6 (3 in one region), 3 days each
- Influence
- 2 per ₥1 of the goods' value
- Bounty
- at most 50% of a unit's value
- One member
- delivers at most 50% of an order
- Delivering
- from level 2; goods taken from the vault earn nothing for 7 days
- A cap of their own
- orders and donations: the first 100 Influence a day count in full, up to 200 at half (on top of everyday play's share)
Donations to faction works
Give marks or materials to a faction work (a project) for Influence in the region of your faction's main front. What you give is used up.
- Marks
- 1 Influence per ₥5
- Materials
- 2 Influence per ₥1 of value
Faction levels and perks
Factions level from 1 to 10 with faction XP (members' Influence and finished objectives).
| Level | Faction XP | Perk | Does |
|---|---|---|---|
| 2 | 1,000 | Bronze banner | A bronze frame on the faction banner. |
| 3 | 3,000 | Fourth order | A 4th daily objective. |
| 4 | 6,000 | Another seat | Room for one more member (31). |
| 5 | 10,000 | Supply wagons | Front supply earns 10% more Influence. |
| 6 | 15,000 | Scout network | A scout reveals the exact board for 48 h instead of 24. |
| 7 | 21,000 | Silver banner | A silver frame on the banner, and one more seat (32). |
| 8 | 28,000 | War drums | Every front role earns 5% more Influence. |
| 9 | 36,000 | Long watch | Standing watch earns 10% more Influence. |
| 10 | 45,000 | Crowned | A gold banner, the title "Crowned" on the faction, and one more seat (33). |
Influence, fronts & wars
Everything you do in a region (hunting, gathering, shifts, crafting, missions) earns Influence there for your faction. Each midnight (UTC) every faction's Influence in each region shrinks, so only steady play holds a region.
Every week the Reckoning decides who holds each core region: the faction with the most Influence, if it beats the holder by a margin. Holding a region gives its members a gathering and XP bonus there.
A front is a core region your banner is fighting for. On the Front page every level has a war role: hand in the region's needed supplies, scout the rivals, stand watch in a town or a held field, or skirmish against a rival banner's fighters. Every role earns Influence and XP, never marks.
Factions get daily objectives (and one weekly) on the Front page; finishing them gives faction XP and every contributor season points.
Shard-fields are places a faction can claim with enough Influence in the region, and take from another in a siege: a day-long war where members' strikes, defences and supplies score points.
The Ashen Host is the world's own enemy banner. It presses every core region; beat it back together.
- Your first share of Influence each day counts in full, then less: a little every day beats one long grind.
- War night, the last hours before the Reckoning, counts extra.
- Standing watch at a besieged field raises its garrison: low levels matter in a siege.
Influence
- Earned
- 1 per Vigor and 1 per Focus spent in a region; story steps, contracts too
- Daily decay
- ×0.8 every UTC midnight
- The Reckoning
- Sundays 20:00 UTC
- To take a region
- 10% more than the holder (and 1,000 × danger at least)
- Holder bonus
- +10% gathering yield, +10% XP there
- War night
- the last 2 h before the Reckoning count ×1.5
- Your daily share
- the first 250 count in full, up to 500 at half
War roles
On the Front page, in a core region you stand in, idle, under a banner (a faction or a starter guild). Every role earns Influence and XP, never marks.
| Role | From level | Costs | Influence | Limits |
|---|---|---|---|---|
| Supply | 2 | the goods (used up) | 1 per ₥5 of value | only the region's 3 needs of the day; 120 goods a day |
| Scout | 2 | 5 Vigor | +10 | once per region a day, where your banner does not lead; you see every banner's exact Influence there for 24 h |
| Stand watch | 3 | 15 min: 5 Focus, 30 min: 10 Focus, 60 min: 20 Focus | 1.5 per Focus | in a town or a field your faction holds; every 3 watchers at a besieged field raise its garrison (at most +3) |
| Skirmish | 3 | 12 Vigor, 20% health | win: the Vigor + 6; loss: half the Vigor | against a rival banner on the region's board; 12 a day; no infirmary |
Faction objectives
Every UTC day a faction gets 3 objectives (one more from faction level 3) of different kinds: earn Influence on the main front, hand in supplies, win skirmishes, scout, stand watch. One weekly objective runs from Reckoning to Reckoning. The size follows the members seen in the last week.
- Done (daily)
- 100 faction XP; every contributor claims 5 season points
- Done (weekly)
- 500 faction XP; 15 season points each
- Starter guilds
- daily objectives only
Shard-fields
Places a faction can claim and fight over. Frontier regions have none.
| Place | Region | Danger | Siege cost |
|---|---|---|---|
| Gullwatch Light | Haven Reach | 1 | ₥300 |
| Caravan's Rest | Cinder Steppe | 2 | ₥600 |
| Scorchfield | Cinder Steppe | 2 | ₥600 |
| Prism Grove | Glasswood | 2 | ₥600 |
| Deepshaft | Ironmaw Hills | 3 | ₥900 |
| Wrecker's Maze | The Drowned Coil | 3 | ₥900 |
| Pearl Vault | The Drowned Coil | 3 | ₥900 |
| Silverlake | Frostmere | 3 | ₥900 |
| The Old Throne | Sunken Crown | 4 | ₥1,200 |
| Gilded Ruin | Sunken Crown | 4 | ₥1,200 |
| Starfall Crater | Ashen Waste | 5 | ₥1,500 |
Sieges
- Length
- 24 h
- Truce after a claim or a war
- 12 h
- Strikes
- Vigor; beat defenders, garrison and camp for points
- Garrison and camp
- level 1 + 2 × danger + 1.5 × fortification (+ watchtower and watch), but never weaker than your level − 3 + the fortification; points and XP are those of the field's own level