Difference between revisions of "Factions"

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(→‎Existing factions (starting Power): Added Starting Powers of several factions)
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[[Power Value|How to raise my Power Value]].
[[Power Value|How to raise my Power Value]].


==Existing factions (starting Power)==
==Existing Factions (Starting Power)==
 
*House Halidor (The MC)
* House Halidor (The MC)
*The Republic (22,000)
* The republic (22,000)
*Fort Hamilton (22,000)
* The Kymanto Syndicate
*The Kymanto Syndicate (350)
* House Cyker
*House Cyker (900)
* House Teresto
*Whitehaven Academy (1,500)
* House Bellemme
*House Teresto
* Catholic Church
*House Bellemme
* The Caliphate
*The Church of The Two Moons (10,200)
* Preacher's Hall
*Catholic Church (179)
* The cult of the Elder
*The Aesir Tribe  (150)
* The order of the red tide
*The Caliphate (400)
* The Scandinavian tribes
*Preacher's Hall (42)
* Russians
*The Cult of The Elder
* Nippon-koku
*The Order Of The Red Tie
* The Carozza family (mobsters)
*Russians
* Bandits
*Nippon-koku
* Rebels
*The Carozza Family
* Warlord 1 (planned)
*Bandits
* Warlord 2 (planned)
*Rebels
* Warlord 3 (planned)
*Warlord 1 (planned)
*Warlord 2 (planned)
*Warlord 3 (planned)


===Sub-factions===
===Sub-factions===
Certain minor factions might have a small effect on political events while not being integrated (read: fully affectable) in the faction system.
Certain minor factions might have a small effect on political events while not being integrated (read: fully affectable) in the faction system.
* Dockyard Punks
* Dockyard Punks
* Red Tigers
* Red Tigers

Revision as of 11:59, 10 March 2024

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 how Ikaanos evolves during the Political Event Phase (Conclude Day). The MC can interact with a faction through commerse, donations or battles.

Faction variables[edit | edit source]

  • Soldiers/Fighters: The number of active, spendable 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) standing toward the faction.

Governing variables ("Head of state" only)[edit | edit source]

  • Corruption: XXX
  • Control: XXX
  • Prosperity: XXX

See Political Events for more information...

The MC's Faction[edit | edit source]

How to raise my Power Value.

Existing Factions (Starting Power)[edit | edit source]

  • House Halidor (The MC)
  • The Republic (22,000)
  • Fort Hamilton (22,000)
  • The Kymanto Syndicate (350)
  • House Cyker (900)
  • Whitehaven Academy (1,500)
  • House Teresto
  • House Bellemme
  • The Church of The Two Moons (10,200)
  • Catholic Church (179)
  • The Aesir Tribe (150)
  • The Caliphate (400)
  • Preacher's Hall (42)
  • The Cult of The Elder
  • The Order Of The Red Tie
  • Russians
  • Nippon-koku
  • The Carozza Family
  • Bandits
  • Rebels
  • Warlord 1 (planned)
  • Warlord 2 (planned)
  • Warlord 3 (planned)

Sub-factions[edit | edit source]

Certain minor factions might have a small effect on political events while not being integrated (read: fully affectable) in the faction system.

  • Dockyard Punks
  • Red Tigers