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Tetramia / world guide

Factions

Explore each faction's history, strengths and bonuses. All modifiers below retain the original game values.

Grimloken

Grimloken faction artwork
Faction description
In the older districts of Grimloken cities, a person’s clan is still called their shift. The name comes from the foundries, where families once lived and worked under contracts their grandchildren were expected to inherit. The first clans formed around workshop crews. They shared food, hid injured workers, and quietly altered the machinery that kept their employers in power. When the fighting finally started, loading rigs became boarding frames and furnace plating became armour. The rebellion won them their cities. Keeping those cities supplied taught them how to fight beyond their own world. That history survives in the way they choose their leaders. A captain is expected to know what a damaged engine sounds like and to eat after the crew has been fed. Weapons are repaired, handed down, and argued over. An old suit of armour can carry three generations of alterations, with the names of its previous owners scratched beneath the plates. Other factions tend to meet Grimloken raiding fleets before they meet Grimloken families. Their reputation for brutality is deserved often enough, but it leaves out the neighbourhood kitchens, the crowded workshops, and the veterans who spend their retirement teaching apprentices. Most Grimloken would say those are precisely the things worth fighting for. Their greatest argument is over what victory should buy them. Some clans want secure borders and a chance to build. Others have grown wealthy from conquest and have little interest in peace.

Faction modifiers

General bonuses per character level. Standard bonuses shared by all factions are not shown.

Research (RP) bonus
0%
Attack bonus
1%
Evade chance increase
0.05%
Resource bonus
0%
Money bonus
0%
Building defense (HP)
1%
Building attack bonus
1%
Capture time bonus
0.01 hours
Movement speed bonus
1%
Population growth bonus
0%
Ship building speed bonus
0%

Trealemohaz

Trealemohaz faction artwork
Faction description
Visitors remember the waterfalls first. Water runs between the terraces, beneath the bridges, and through channels cut into the foundations of the towers. At night, the city lights seem to follow it. The Trealemohaz built their earliest settlements around places where thought could affect matter. Nobody understood why. Some people could sense a failing structure before it cracked; others could settle a frightened crowd or coax seedlings through a late frost. The schools that grew around these gifts eventually became the foundations of their civilization. Centuries of patient work joined those practices with engineering. Their towers contain instruments as carefully calibrated as any ship’s reactor, alongside chambers where students spend years learning to hold a single thought steady. Maintaining a city requires gardeners, technicians, waterkeepers, and trained minds working together. A neglected channel can cause as much trouble as a careless spell. Life there is beautiful, but demanding. Children are watched closely for signs of talent. Families take pride in admission to the great schools, and quietly worry about those who are refused. People without unusual gifts keep much of society running, yet rarely receive the same recognition as its celebrated mystics. Now the schools are divided over discoveries made beyond their home systems. Some believe knowledge should be shared freely. Others remember experiments whose surviving records consist mostly of names.

Faction modifiers

General bonuses per character level. Standard bonuses shared by all factions are not shown.

Research (RP) bonus
2%
Attack bonus
0%
Evade chance increase
0%
Resource bonus
0%
Money bonus
0%
Building defense (HP)
0%
Building attack bonus
0%
Capture time bonus
0 hours
Movement speed bonus
0%
Population growth bonus
0.1%
Ship building speed bonus
0%

Carbuken

Carbuken faction artwork
Faction description
A Carbuken apartment building usually has a shelter, independent water storage, and enough emergency power to keep its residents alive after the surrounding district goes dark. Buyers ask about these things before they ask about the view. Their caution began on a world where long periods of atmospheric disruption could isolate cities for months. Settlements survived by preparing carefully and trusting their own systems. When space travel brought dependable contact with other worlds, the Carbuken welcomed the trade but kept their reserves. What turned caution into isolation was a later war. Their allies promised relief fleets, and the cities planned their defence around that promise. The fleets never arrived. Several districts fell while their commanders were still being told to hold a little longer. The survivors rebuilt around a simple requirement: no city should depend on help that someone else could decide to withhold. Their dense skylines conceal overlapping defences, distributed factories, protected transit routes, and stores that outsiders rarely see. Public officials are judged by whether these systems work. Younger citizens increasingly question the restrictions. They have inherited the shelters and the suspicion, but few remember the war. Merchants want wider markets.

Faction modifiers

General bonuses per character level. Standard bonuses shared by all factions are not shown.

Research (RP) bonus
0%
Attack bonus
0%
Evade chance increase
0.5%
Resource bonus
0%
Money bonus
0%
Building defense (HP)
3%
Building attack bonus
0%
Capture time bonus
0 hours
Movement speed bonus
0%
Population growth bonus
0.1%
Ship building speed bonus
0%