Shardcrown

Guide

Factions and territory

Veyra’s shard-fields are worth fighting over, and factions are how Wayfarers fight. A faction pools its members’ work into Influence, region by region; every Sunday the Reckoning hands each region to whoever earned the most. Here is how that works, from founding a faction to holding a field through a siege.

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

GuildTagRegionAbout
Ferry Wardens' LodgeFWLHaven ReachCaptain 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 KinCKNCinder SteppeSura 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 CircleLUMGlasswoodIven 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).

LevelFaction XPPerkDoes
21,000Bronze bannerA bronze frame on the faction banner.
33,000Fourth orderA 4th daily objective.
46,000Another seatRoom for one more member (31).
510,000Supply wagonsFront supply earns 10% more Influence.
615,000Scout networkA scout reveals the exact board for 48 h instead of 24.
721,000Silver bannerA silver frame on the banner, and one more seat (32).
828,000War drumsEvery front role earns 5% more Influence.
936,000Long watchStanding watch earns 10% more Influence.
1045,000CrownedA 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.

RoleFrom levelCostsInfluenceLimits
Supply2the goods (used up)1 per ₥5 of valueonly the region's 3 needs of the day; 120 goods a day
Scout25 Vigor+10once per region a day, where your banner does not lead; you see every banner's exact Influence there for 24 h
Stand watch315 min: 5 Focus, 30 min: 10 Focus, 60 min: 20 Focus1.5 per Focusin a town or a field your faction holds; every 3 watchers at a besieged field raise its garrison (at most +3)
Skirmish312 Vigor, 20% healthwin: the Vigor + 6; loss: half the Vigoragainst 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.

PlaceRegionDangerSiege cost
Gullwatch LightHaven Reach1₥300
Caravan's RestCinder Steppe2₥600
ScorchfieldCinder Steppe2₥600
Prism GroveGlasswood2₥600
DeepshaftIronmaw Hills3₥900
Wrecker's MazeThe Drowned Coil3₥900
Pearl VaultThe Drowned Coil3₥900
SilverlakeFrostmere3₥900
The Old ThroneSunken Crown4₥1,200
Gilded RuinSunken Crown4₥1,200
Starfall CraterAshen Waste5₥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

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