
Factions
Bilgewater Pirates
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God: Sonazar
Buildings: library, tavern, place of worship, docks
Mount: Ravenger
Leader Mount: Gigantopithecus (Ape)
Perks:
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Treasure = Faith:
Collecting treasure (currency, relics, subclass-contracts, weapons and armor of higher tiers, compendiums) and putting it into Sonazar’s Vault increases weekly Faith income. The Vault will be open every Saturday.
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Shiny Things:
Bilgewater Pirates will know about Loot-Goblins 15 mins before anyone else and where they entered Terrafall. All NPC-traders will visit Bilgewater Pirates first before anyone else.
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Double Raids:
Bilgewater Pirates can do Raid-Assaults instead of Execution-Assaults (2 Raid-Assaults per week).
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Bilgewater Lore - For Treasure!
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Bilgewater is the ramshackle haven for pirates, rogues, scoundrels, outlaws and sailors of Terrafall. With its cantered, rotting docks, weather beaten buildings, and odd assortment of livestock running free, it appears to be a lawless place. While incredibly dangerous, Bilgewater is also full of opportunities, as long Sonazar is pleased and the Captain well fed. The Pirates of Bilgewater don't respect anything and they just take what they want. Treasure is all that counts for them. Bilgewater is probably the biggest society of pirates ever seen on Terrafall and a fearsome force to deal with. But they are not a mindless bunch of buccaneers. Bilgewater is indeed well organized, just a bit more ruthless than other big societies. The Pirates of Bilgewater know how to fight dirty, but they also know how make excellent deals with outsiders. But one thing is for sure, red and black flags on the horizon are never promising a good day.
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Who takes what they want, when they want, because they can? Damn right. The Pirates of Bilgewater. Raiding, killing and drinking, that's pretty much what they do all day and night. Once again, the captain is ready to gather the countless numbers of pirates, who all worship Sonazar the true ruler of the deep sea. His greed has no limits and piling up treasures is the only way to worship him. For gold and treasure!
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"There are all different kinds of treasures, but they all belong to me!" - Sonazar
Sonazar's Vault
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Collecting treasure (currency, Relics, Subclass-Contracts, weapons and armor of higher tiers, Compendiums) and putting it into Sonazar’s Vault increases weekly Faith income. The Vault will be open every Saturday.
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See list below.
Desert Nomads
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God: Avir
Buildings: library of Avir (special, place of worship, questboard)
Mount: Thorny Dragons
Leader Mount: Thylacoleo
Perks:
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Knowledge = Faith:
Every point of Knowledge increases the weekly income of Faith by 1.
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Divine Library:
No original Compendium can be removed by force from the Library of Avir through Raid-Assaults.
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Wisdom Over Heroism:
Every point of Honor (positive or negative) as a condition for relics or subclasses can be surrogated by the same amount of Knowledge.

Desert Lore - For Knowledge!
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The people of the desert, learned how to live in one of the harshest environments possible, with efficiency and knowledge. Desert Nomads are commonly polite and calm people, who try to avoid any waste of resources. The obsession with knowledge is part of their survival instinct. Living in the desert means working as a team is more than crucial. That's why it may look like the Nomads are just a big close family. The desert does not provide everything that is needed to survive, so they learned how to get what they want, mostly through hospitality, diplomacy, trade and knowledge being their most valuable commodity. This does not mean that they would not know how to fight though. Growing up in the desert, means fighting for your life every single day. Indeed, the desert brought up some of the most fierceful and efficient fighters in history.
The Nomads worship Avir, the Seeker of Knowledge, the Guide in the Desert. The Library of Avir is the religious center of their culture. A sacred place filled with uncountable numbers of books, a place of studies and worship. Only the most trustworthy of outsiders (close friends, relatives, engaged ones) have seen the inside of this imposing piece of architecture. Getting access to the Library of Avir means the greatest honor an outsider can receive. Collecting knowledge and filling the Library of Avir with new content is the most meaningful act of worshiping, while supporting and protecting those who do so is the second.
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"A page contains knowledge, the cover is for protection, and the glue holds it all together. Every part of a book is important." - Avir
Highland Kingdom
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God: Mithria
Buildings: library, tavern, place of worship
Mount: Megaloceros (Stag)
Leader Mount: Dire Bear
Perks:
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Restriction = Faith:
Every active godly law increases the weekly income of Faith. Breaking godly laws will result in punishments. More laws can be toggled on with higher population (1 law per 5 citizens, start with 1 law).
For Example: “The use of Vultures is forbidden - 5 Faith per week”. Leaders can choose the laws they want to be active for the coming week.
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Contract Knowledge:
Citizens of the Highland Kingdom can step back from Subclass-Contracts (contract will be added to their inventory). If a character decides to do so, then said character cannot sign up for that contract ever again. Hostages of other factions can be forced to step back from Subclass-Contracts. This must be arranged with the admin team.
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True Trials:
Trial by combat against hostages of the Highland Kingdom, won’t be a permadeath situation for the representative of the Kingdom. The hostage cannot refuse the trial or either choose a representative.

Highland Lore - For Justice!
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The Highland Kingdom is a highly chivalrous feudal kingdom that lies in the highlands of Terrafall. Having a culture and society that revolves around the ideals of nobility, social birthright, and the upholding of a strictly enforced code of justice. The knights of the kingdom are trained to fight from childhood, and are considered superior to ordinary warriors. Their skills are further enhanced through constant training, battles and tournaments. It is not only the knights who are famed, however, for the kingdom also boasts the finest human sailors in Terrafall. With their great sails billowing in the wind, their mighty fleets are a majestic sight on the high seas. The citizens of the kingdom are very devout and well guided by Mithria. Her word fulfills their hearts with glory and clarity every day, and they all would give up their lives for the principles of justice.
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Citizens of the Highland Kingdom strongly believe in the form of justice that Mithria brings to Terrafall. Following her rules and guidance results in their great power and faith. The knights of the kingdom are well known for their strong will and unbendable discipline, nearly immune to any kind of fear, standing side by side like a wall. For glory and justice!
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"My word is law and my sword is justice!" - Mithria
Laws
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Every active godly law increases the weekly income of Faith, breaking godly laws will result in punishments.
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For Example: “Relics cannot be used - 5 Faith per week”. Leaders can choose the laws they want to be active for the coming week, every Saturday.
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See list below.
Mountain Tribes
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God: Hyr
Buildings: library, tavern, place of worship, Arena of Ancestors
Mount: Direwolf
Leader Mount: Mammoth
Perks:
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Honor = Faith:
Every point of Honor increases the weekly income of Faith by 1.
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Experience of Heroes:
50% of the Knowledge that is needed to unlock certain divine blessings can be surrogated by the same amount of Honor.
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Arena of Ancestors:
Fighters of the Mountain Tribes can challenge other fighters in the Arena of Ancestors (no Soul Disruption). The Mountain Tribes gets 1 Honor if the challenger wins. If the challenger loses, then the faction of the challenged fighter will receive 3 Faith from the Mountain Tribes. The challenged fighter can ask for revanche once per day in case of a lost arena fight. The Mountain Tribes will lose the 1 Honor if the revanche is lost. If a challenger declines a revanche, then 2 Honor will be lost instead and the challenger can never challenge the same fighter again. These Arena fights must be arranged with admin team.

Mountain Lore - For Honor!
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The Mountain Tribes are a proud folk of great warriors and hard workers, living in the harsh cold of the snowy mountains of Terrafall. They see themselves more like a giant family. Since Hyr reshaped the lands, they swore to protect Terrafall against anything and anyone at all costs. Every part of it is important and worthy to be protected, no matter who or what. Defending the weak and helping the ones in need is their prior duty. Honor, Strength, Respect, and Traditions are what they value the most. They might be stubborn sometimes, but they are never unforgiving. An enemy from yesterday might be an ally tomorrow, depending on whoever needs their help the most.
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The proud people of the Mountain Tribes see themselves as the protectors of Terrafall. Protecting the weak is the most honorable thing in their opinion and honor means everything to them. Their culture is rich on the traditions about their ancestors and the cold of the mountains have made them hard as rocks. They know Hyr is always watching them, watching all of Terrafall from the highest peaks of his mountains. For pride and honor!
"We never bow, they said. Honor means everything to us, they said. Protecting the weak is our duty, they said. Those are truly my children!" - Hyr
Swamp Ferals
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God: Iolith
Buildings: library, tavern, place of worship, altar of sacrifices
Mount: Kaprosuchus
Leader Mount: Baryonyx
Perks:
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Flesh = Faith:
Every human taxidermy (except swamp faction) that is sacrificed on the altar increases Faith by 10 (not income). Every living reward mount that is sacrificed on the altar increases Faith by 10 (not income).
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No Avatar:
Iolith itself will be released instead of an Avatar getting summoned. Iolith being a deity, is way stronger than any Avatar, but impossible to control. Iolith does not even hold back to devour her own worshipers (evacuation after release is highly recommended).
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Living Sacrifice:
Swamp Ferals can sacrifice their hostages to Iolith (50 Faith).

Swamp Lore - For Terror!
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The Swamp Ferals are a hunter-gatherer society (though also practice at least some agriculture) and are ruled by the Shaman King. The Ferals engage in ritualistic warfare in which prisoners are sacrificed to Iolith. Umbaru culture is very different to those that lie eastward. They believe in concepts such as honor and heroism, but what may constitute these traits does not necessarily align with the beliefs of other cultures. Except Iolith itself, there is not much that the Ferals fear. The dangerous life in the swamps made them very familiar with all kinds poison and vermin. People from other cultures may think that the Swamp Ferals are just mindless savages, but the society of the Swamp Ferals is very complex and mysterious. Outsiders might be welcome, but they should have good reason and be well prepared, cause a lonely visitor might be seen as a living gift for Iolith.
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Perhaps the great swamps in the west might be the deadliest of spots in whole of Terrafall. But not for countless numbers of venomous animals and plants are which makes this dark and damp area so deadly. The Ferals of the Swamp are truly the biggest threat there. Do not take them for mindless wildlings, with their night-like skins, wild hairstyles and white tribal body markings. Underestimating a Feral of the Swamp means ending up as a sacrifice for their gluttonous deity. For fear and terror!
"Enemies? Just another term for meal." - Iolith

Thieves Guild
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Gods: Lax, Fortuna, and Demethior
Buildings: Temple of Demethior
Mount: Black Horses
Perks:
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Coin over Faith:
Doesn’t need any Faith but grants gifts for coin.
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Shadow Souls:
Souls of thieves can not be cursed or receive soul disruptions.
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A Deal with Death:
An ancient contract between Lax and Demethior protects the thieves outside of heists. Letting them disguise as his monks. This results in deadly punishment for everyone who attempts to harm, imprison, rob or even just insult one of his worshipers or assault his monastery. In exchange, the thieves have to hold funerals and ceremonies for the dead if asked for. Misbehavior in his name results in deadly punishments too.
Thief Lore - For Purpose!
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The Thieves are a community of very skilled people, coming from very different parts of human society. Some may have been born into wealth while some may have been born into poverty. But now, they are all the same, seeking for the same thing. Thieves don't steal cause they need to, they steal to demonstrate their skills, their dexterity, their sharp minds and their awareness. Of course this kind of demonstration goes with great risks. That is why Lax made a deal with Demethior. In exchange to share his thieves as worshipers, they get protection from death itself. Since then thieves have been monks, acting in the name of Demethior and living on his Island. This means whenever they are not on a heist or missions in the name of Lax, they are maintaining the monastery, setting up funerals, or whatever is needed.
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Being a thief means to be an artist. The Thieves of the Guild don’t steal cause they need to, they steal to prove their own skills and sharp minds before Lax, the father of all thieves. It is the challenge that drives them. Securely hiding under the cloak of Demethior, the god of death itself. During the day they worship him as monks, holding funerals, helping the dead to find their way to peace, and maintaining the monastery. But when night falls, they quickly team up and gather their tools and gadgets just to go on another exciting heist. For art and purpose!
"Sadly, not everyone understands the art of thievery, but fortunately we know how to
deal with it." - Lax