Ten factions · three alliances · one eternal war
Power moves in tens.Only one war is forever.
The Iron Covenant binds itself by oath; the Silver Hand by scripture; the Obsidian Throne by the law it intends to break. Eight others choose where they stand. Two of them have always stood on opposite sides.
The Eternal War continues · since Year 891
Ten factions · current continental balance
Quick reference
| Faction | Capital | Tax | Power |
|---|---|---|---|
| Iron Covenant | Ironhold | 18% | 88/100 |
| Merchant Lords | Goldport | 12% | 84/100 |
| Arcane Assembly | Floating Spires | 20% | 86/100 |
| Verdant Circle | Deeproot | 8% | 72/100 |
| Storm Riders | Skyreach | 15% | 65/100 |
| Obsidian Throne | Dreadspire | 25% | 82/100 |
| Silver Hand | Lightspire | 10% | 76/100 |
| Shadow Conclave | Shadowfen | 5% | 68/100 |
| Golden Reach | Aurelius | 16% | 92/100 |
| Stone Brotherhood | Irondeep | 14% | 78/100 |
Faction profiles
Sorted by composite power score (the Vault's own ranking). Higher is not necessarily better for a player — it just means the faction has more levers globally.
Golden Reach
Aurelius · Diplomatic Court
An ancient diplomatic court that wins through soft power and cultural influence. Highest composite power score on the continent — and most people don't realise it until it's too late.
Aurelius hosts the most expensive embassies and the longest-running treaties in the world. The Reach maintains positive relations with virtually everyone (its sole eternal enemy is the Obsidian Throne), mediates conflicts that would otherwise tip into total war, and runs a banking system old enough that some of its bonds have been valid for 1,200 years. Their professional army is good but small; their real weapon is the room.
- Primary goal
- Alliance Victory
- Tax rate
- 16%
- Power score
- 92 / 100
- Traits
- Diplomatic · Ancient · Cultural · Soft power
Strengths
- Premier diplomatic power on the continent
- Ancient wealth, deep banking system
- Cultural preservation; classical arts and law
- Friendly with most factions; eternal foe of the Throne
Weaknesses
- Reputation for being slow and cautious
- Other factions catching up to soft-power tactics
- Vulnerable to direct military force
- Mediator role binds them to every alliance
Ideal for: Social / diplomat builds, bards, anyone who wants to talk their way through the game.
Avoid if: Players who hate cutscenes, alliances, or anything resembling court politics.
Iron Covenant
Ironhold · Honorbound Warrior
A martial federation of warrior clans bound by an honor code rather than blood or gold. Best weapons and armor in the world; rigid culture; finest infantry the continent has seen.
Ironhold sits in a mountain pass strategic enough to be both fortress and industrial centre. Clan Steelheart (human refugees), the Emberforge Dwarves (escaped from a collapsed underground city), and the Wandering Shields (a mercenary company that refused corrupt warlords) swore the First Covenant in Year 487 after surviving a three-day orc siege together. The federation has held ever since on the same principle: oaths bind tighter than blood, reputation tighter than walls.
- Primary goal
- Territorial Expansion
- Tax rate
- 18%
- Power score
- 88 / 100
- Traits
- Feudal · Master craftsmen · Limited defensive magic · High pop. growth
Strengths
- World-class steel and armor production
- Elite heavy infantry, brilliant commanders
- Defensive mastery, fortification doctrine
- Honor code creates fanatical unit cohesion
Weaknesses
- Landlocked, no navy, no aerial answer
- Food-dependent on imports
- Rigid honor code limits diplomatic flexibility
- Magically backward compared to Assembly or Silver Hand
Ideal for: Honorable warriors, melee specialists, tank/heavy-armor builds, crafting (smithing) focus.
Avoid if: Stealth/assassin playstyles, mage primaries, morally grey choices.
Arcane Assembly
Floating Spires · Arcane Council
A magical research council headquartered in cities that literally float. Knowledge is currency; neutrality is policy; understanding the Sealing is the long game.
The Floating Spires hold the largest catalogued library of pre-Sealing texts in the world (most surviving documents are attributed to the Titan of Knowledge — disputed). The Assembly's official line is neutrality: they sell magical services to whoever pays. In practice they shelter advanced cultivators, monopolise scrying and divination, and are the only faction openly investigating the True Silence as a research subject.
- Primary goal
- Arcane Supremacy
- Tax rate
- 20%
- Power score
- 86 / 100
- Traits
- Magic · Ancient · Research-focused · Neutral by policy
Strengths
- World's strongest mage corps; arcane monopoly
- Scrying / divination / information gathering
- Ancient lore and pre-Sealing texts
- Neutral status grants access everywhere
Weaknesses
- Few battle mages — small standing force
- Aloof reputation breeds resentment
- Decisions made by committee, slow to act
- Hostile to Obsidian Throne; opposes void research
Ideal for: Pure mage builds, scholars, anyone who wants to investigate the Silence directly.
Avoid if: Players who want bold, fast-paced political alignment.
Merchant Lords
Goldport · Trade Cohort
Plutocratic coalition of trading families and guild masters. Power is bought, not inherited; votes scale to economic contribution; everyone owes someone money.
Goldport is the busiest port in the known world — hundreds of piers, climate-controlled warehouses, a Grand Exchange that runs futures contracts and derivatives. The Council seats are proportional to tax paid. Their fleet, banking network, and 200+ trade routes mean the Merchant Lords don't need to make most goods themselves — they control who does, and who can sell to whom.
- Primary goal
- Trade Network
- Tax rate
- 12%
- Power score
- 84 / 100
- Traits
- Trade-focused · Collective · Low tax · Master craftsmen
Strengths
- Largest merchant fleet, dominant trade routes
- Banking and credit infrastructure
- Market intelligence rivals dedicated spy networks
- Diplomatic web — friendly with nearly everyone
Weaknesses
- Weak standing army (hires mercenaries)
- Vulnerable to blockade and supply disruption
- Internal council politics can paralyse decisions
- Wealth makes them a target for every faction
Ideal for: Mercantile playstyles, social/intrigue builds, anyone happy to win through gold.
Avoid if: Players who want a clear single-faction identity or strict honor codes.
Obsidian Throne
Dreadspire · Necrotic Dominion
Necromantic dominion that believes the Titans are still alive and waiting. Slaves the living, raises the dead, and harvests Mortheus's essence from his battlefields.
Dreadspire is a literal obsidian fortress whose walls catalogue the dead inside. The Throne harvests essence from Titan battlefields and binds it into undead armies that never tire, never need rest, never desert. Most factions have at least one alliance with another faction; the Throne has none. They are eternal enemies with the Silver Hand, the Verdant Circle, and the Iron Covenant. They are the only faction researching how to undo the True Silence — by force.
- Primary goal
- Slavery / Domination
- Tax rate
- 25%
- Power score
- 82 / 100
- Traits
- Undead · Cursed · Self-sufficient · Cosmic ambition
Strengths
- Endless undead armies; logistics-free military
- Powerful necromantic and dark magic
- Undead spies never report errors and never die of old age
- Self-sufficient — limited trade dependency
Weaknesses
- Universally opposed diplomatically
- Eternal war on multiple fronts
- Hostile to Arcane Assembly (no neutral lore exchange)
- Targeted by the Light Coalition
Ideal for: Necromancy / dark-magic playthroughs, villain runs, anti-Titan ideologues.
Avoid if: Anyone who wants broad alliances or honourable reputation.
Stone Brotherhood
Irondeep · Honorbound Warrior
The dwarves who happened to be above ground when Valdris sealed the gates. The last surface-dwelling Stone Brotherhood remains, preserving the culture, hammering the doors, waiting for the Foundation Stone to answer.
Irondeep is a mountain hold that hosts an absurd density of master smiths per square kilometre. The Brotherhood's stated goal is cultural assimilation — formally, a campaign to integrate dwarven traditions into other societies; informally, an open assignment to anyone who might be able to crack the sealed gates and recover the lost cities. They are bound to the Iron Covenant through the Pact of Steel and Stone — the strongest single alliance in the modern world.
- Primary goal
- Cultural Assimilation
- Tax rate
- 14%
- Power score
- 78 / 100
- Traits
- Dwarven surface clans · Underground · Honorbound · Master craftsmen
Strengths
- Master craftsmen, rune magic, fortification
- Pact of Steel and Stone (Iron Covenant alliance)
- Reliable trustworthy diplomatic reputation
- Underground tunnel networks for movement
Weaknesses
- Limited population — no internal growth
- Magically conservative
- Hostile to Obsidian Throne (necromancers desecrate dead dwarves)
- Strategic obsession: the sealed gates consume their politics
Ideal for: Dwarven roleplays, smithing/runesmithing builds, anti-Throne campaigners.
Avoid if: Players uninterested in long-term faction storylines.
Silver Hand
Lightspire · Zealous Order
Zealous holy order that treats the True Silence as scripture. Paladins, healers, missionaries. The moral centre of the Light Coalition — and the spearhead of the eternal war against the Throne.
Lightspire is a temple-city carved from white stone, illuminated by perpetual essence-fire that the Hand insists is divine and the Arcane Assembly insists is just a well-shaped Light manifestation. Either way, the Hand's paladins are real, their healing arts are real, and their hatred of the Obsidian Throne is real. Their alliance with the Iron Covenant (the Pact of Steel and Stone is technically Iron + Stone; the Light Coalition is Hand + Covenant + Verdant) is the backbone of every anti-necromancy campaign.
- Primary goal
- Religious Dominance
- Tax rate
- 10%
- Power score
- 76 / 100
- Traits
- Theocratic · Holy · Healing · Popular support
Strengths
- Divine / Light magic; paladin corps
- Population support — pilgrims, donations, intel
- Healing services unmatched outside the Republic
- Allied with Iron Covenant and Verdant Circle
Weaknesses
- Hostile to Shadow Conclave (no morally grey work)
- Tension with Arcane Assembly over doctrine
- Zealous reputation — alienates pragmatists
- Bound by Eternal War — cannot back down
Ideal for: Paladin builds, healers, righteous quest paths.
Avoid if: Morally grey or villain runs; stealth playstyles.
Verdant Circle
Deeproot · Hermit Realm
Druidic survivalists who treat the world as wounded and themselves as its closest thing to a healer. Hermit realm by choice; guerrilla force by necessity.
Deeproot is hidden inside a living forest that responds to Circle commands — vines move, paths shift, intruders get lost. The Circle considers death-magic and corruption a violation of the natural cycle and treats the Obsidian Throne and Void Corruption as eternal enemies. They have the lowest tax rate in the world because most of their economy is subsistence and herb trade.
- Primary goal
- Survivalism
- Tax rate
- 8%
- Power score
- 72 / 100
- Traits
- Nature · Druidic · Guerrilla · Isolationist
Strengths
- Druidic magic; nature and beast control
- Hardest guerrilla force on the continent
- Animals as scouts, herbs as wealth
- Allied with the Silver Hand against undeath
Weaknesses
- Subsistence economy, little raw wealth
- Losing ground to industrialisation
- Isolated; few external allies
- Limited engagement with diplomatic affairs
Ideal for: Druid / ranger builds, beast-bonders, survivalists, anti-corruption playthroughs.
Avoid if: Industrialists, urban-min/max players, those who want technological progression.
Shadow Conclave
Shadowfen · Thief Syndicate
Thief syndicate, smuggler ring, spy network. They have the world's best information, the lowest tax rate, and effectively no diplomatic standing.
Shadowfen is officially a marsh town. Unofficially it is the meeting house of the largest criminal enterprise on the continent — a council of guildmasters who own everything from waterfront thievery to forged-passport printing to high-end assassination. The Shadow Wars (Year 4,890-4,905) against the Merchant Lords established the boundaries that still hold: legitimate trade and illicit trade do not compete for the same goods.
- Primary goal
- Trade Network (Illicit)
- Tax rate
- 5%
- Power score
- 68 / 100
- Traits
- Criminal · Hidden · Information broker
Strengths
- World's best spy network — sees everything
- Black-market dominance
- Lowest tax rate; haven for outlaws
- Operates inside every other faction's territory
Weaknesses
- No standing army — assassins, not soldiers
- Universally distrusted; few overt allies
- Hostile relationship with Silver Hand
- Complex coexistence (not alliance) with Merchant Lords
Ideal for: Rogues, assassins, info-broker builds, anyone who wants the truth before others get it.
Avoid if: Honourable warrior playthroughs; alignments with Silver Hand or Iron Covenant.
Storm Riders
Skyreach · Wild Clan
Nomadic aerial clan bonded to enormous beasts. Skyreach is their meeting hall, not a home. They explore what no one else dares to map.
Most Riders spend more time in the air than on land. Their beasts — half-wild, partly bonded — refuse to serve anyone outside the clan, which has kept them independent for centuries. The Riders make alliances slowly and break them slower. They control the only routes through the Everstorm that consistently survive.
- Primary goal
- World Exploration
- Tax rate
- 15%
- Power score
- 65 / 100
- Traits
- Nomadic · Aerial · Beast-bonded · Wild
Strengths
- Total aerial dominance
- Reconnaissance reach beyond any other faction
- Beast-bonded warriors
- Lightweight high-value trade routes (sky routes)
Weaknesses
- Small population — every loss matters
- Limited ground combat
- Diplomatic isolation through history (improving)
- Storm-dependent infrastructure
Ideal for: Beast-master builds, scouts, anyone drawn to mobility and exploration.
Avoid if: Settled, defensive, or industrial playstyles.
Key alliances
Pact of Steel and Stone
Iron Covenant + Stone Brotherhood
Strongest alliance on the continent. Mutual defence treaty since Year 1,203. Shared mining rights, shared crafting techniques, combined military forces nearly unstoppable.
Light Coalition
Silver Hand + Verdant Circle + Iron Covenant
Informal anti-undeath alliance. Coordinated against the Obsidian Throne. Joint crusades, intelligence-sharing, shared purification campaigns.
Diplomatic Web
Golden Reach + most factions
Not a formal alliance but a web of bilateral relationships the Reach uses to mediate conflicts. Careful to avoid permanent enemies (Obsidian Throne excepted).
Major rivalries
The Eternal War
Silver Hand vs. Obsidian Throne
Most intense conflict in the world. Theological and existential. Active warfare on multiple fronts. Will never end while both exist.
Nature vs. Undeath
Verdant Circle vs. Obsidian Throne
Death magic corrupts the natural cycle; the Circle fights to cleanse what the Throne raises. Fundamental incompatibility — no peace possible.
Honor vs. Dishonor
Iron Covenant vs. Obsidian Throne
Ideological more than territorial. The Covenant treats necromancy as the ultimate dishonor. Both sides too strong for total war, so border conflicts persist.
Picking one as a player
You're not required to align with any single faction. Many quest lines deliberately span several, and reputation systems track per-faction (you can build trust with three at once if you're careful). That said:
- The Obsidian Throne is hostile to almost everyone. Aligning with it closes most of the rest of the map.
- The Silver Hand and Shadow Conclave are mutually exclusive in practice — pick one, lose access to the other's quests.
- The Iron Covenant, Stone Brotherhood, and Silver Hand are bundled — joining one tends to elevate the others.
- The Golden Reach and Arcane Assembly can be played as supplemental affiliations alongside almost any other faction.
Where to read next
Geography →
See where every capital actually sits — the Imperial Heartland, Aerith'shal, the Republic Islands, the Dwarven Depths.
Races →
Most factions are race-aligned. See which races dominate which factions and why.
Timeline →
Faction founding dates, the Champion Era, the Imperial Unity Law of Year 8950.
Lore overview →
The Sealing, the Covenant, the True Silence — the world before politics.
Source: Titan-Saga-Vault — MAJOR_FACTIONS_AND_CAPITALS, TITAN_SAGA_FACTIONS, faction relationship matrix.
