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- The Heartlands
- Theme: Steampunk, spaghetti westerns
- Pros: Long range power, powerful heavy units
- Cons: Fragile, need unit synergy
- Background: The Heartlands are a lawless frontier nation, from a world where steam power rules supreme and life is harsh. Rangers patrol the deserts hunting outlaws, whilst steam-spewing trains of iron cross the wastelands. Steam horses, walking machines and turgid zeppelins are kept together with spit, string and prayers. Some have made a name for themselves. Most have died, nameless and forgotten.
- Patron God: Hadrah, Goddess of Earth. Headstrong and loyal, Hadrah is a dependable ally at best and a stubborn brute at worst. Hadrah has entered the Game to prove herself stronger than the other air-headed Godesses.
- Todenwald
- Theme: Gothic horror, b-movies, zombies!
- Pros: Numerous cheap units, strong magic users
- Cons: Fragile, poorer quality than other factions
- Background: Ruled by the Questing Cabal of insane doctors, Todenwald is a land that has turned the dead to its own advantage. The mad doctors of Todenwald have refined the arts of fleshgrafting and bringing the dead to life, either as semi-thinking servants or undead horrors, to dominate the land. However, the true rulers are the Wolf Barons and Vampires, who manipulate the scientists to their own whims.
- Patron God: Tanatos, God of Death. Tanatos is brutally honest and strong, but indiscriminate and cold, as befits his nature. Tanatos enters out of boredom, having grown tired of the whispers of the dead and attracted to company and competition.
- The Fairest of Them All
- Theme: Fairy tales, Pan’s labyrinth, monsters and urban myths
- Pros: Extreme debuffs, stealthy and speedy
- Cons: Poor quality units and buildings
- Background: The Fairest hail from a world where superstition is real and demons lurk on every crossroad. Ruled by a capricious Queen and a violent, decadent King, the Fairest only bear the titles of “Elves” because they’re too cruel to be anything else. They are incorporeal, fickle and do not fight on fair terms, preferring to strike from the shadows and flit between their places of power. When angered, however, they can break through into the material realm with horrifying consequences.
- Patron God: Baachus of the Revel. A self-professed god of wine, Baachus hides a capricious and violent nature under a mask of gaiety and drunkenness. Baachus views the Game as a chance for fun and socializing with other gods.
- The Hives
- Theme: War of the Worlds, science fiction
- Pros: Incredibly strong late game, powerful base defences
- Cons: Weak early game, slow mobility
- Background: The Hives are a nomadic race of aliens who travel from place to place, bartering, trading and acquiring new knowledge and technology as they move. A tight-knit community, the Hives live in large, mobile communities that move on stilt-like legs, which are capable of defending themselves in even the worst circumstances. The members of the Hives are not numerous, but they are strong and willing to fight.
- Patron God: Ygmar the Outsider. Not a god in a true sense, Ygmar is an Elder Thing, one of the primordial creatures that lived before Creation. Its motives within the Game are unknown apart from brutal, crushing victory.
- Quetzapec
- Theme: Mayan/Aztec architecture, Tron, ancient astronauts.
- Pros: Powerful air units and rapid strikes
- Cons: Highly specialized units requiring unit synergy
- Background: A lost nation from a far-flung realm, Quetzapec is a nation that has been uplifted past its own understanding. Granted powerful technology and weapons disguised as gifts from the “gods,” and with their function s shrouded in ritual, the people of Quetzapec can be compared to children playing with their father’s handgun. Their zeal for their gods is matched only by their fury in combat.
- Patron God: Loki. The Norse trickster god has clung to life beyond Ragnarok, and has influenced the culture of Quetzapec into its current form. He enters the Game in vanity, intending to show the “new Gods” his cunning and quick wit.
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