Difference between revisions of "Factions"

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(→‎Existing Factions (Starting Power): All the faction's starting power, Warlord 1 is Fort Sera, judging by the fact that the leader of Warlord 1 internally is Major Valkess)
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*House Cyker (900)
*House Cyker (900)
*Whitehaven Academy (1,500)
*Whitehaven Academy (1,500)
*House Teresto
*House Teresto (427)
*House Bellemme
*House Bellemme (1200)
*The Church of The Two Moons (10,200)
*The Church of The Two Moons (10,200)
*Catholic Church (179)
*Catholic Church (179)
Line 37: Line 37:
*The Caliphate (400)
*The Caliphate (400)
*Preacher's Hall (42)
*Preacher's Hall (42)
*The Cult of The Elder
*The Cult of The Elder (8200)
*The Order Of The Red Tie
*The Order Of The Red Tie (447)
*Russians
*Russians (127)
*Nippon-koku
*Raikan (47)
*The Carozza Family
*The Carozza Family (347)
*Bandits
*Bandits (2200)
*Rebels
*Rebels (1200)
*Warlord 1 (planned)
*Fort Sera (25)
*Warlord 2 (planned)
*Warlord 2 (planned) (277 as of now)
*Warlord 3 (planned)
*Warlord 3 (planned) (96 as of now)


===Sub-factions===
===Sub-factions===

Revision as of 12:21, 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)
  • Redhaven District (1,520)
  • The Republic (22,000)
  • Fort Hamilton (22,000)
  • The Kymanto Syndicate (350)
  • House Cyker (900)
  • Whitehaven Academy (1,500)
  • House Teresto (427)
  • House Bellemme (1200)
  • 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 (8200)
  • The Order Of The Red Tie (447)
  • Russians (127)
  • Raikan (47)
  • The Carozza Family (347)
  • Bandits (2200)
  • Rebels (1200)
  • Fort Sera (25)
  • Warlord 2 (planned) (277 as of now)
  • Warlord 3 (planned) (96 as of now)

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