The Four Banners
Choose your race.
“Deliberately asymmetric, with large gaps by design.”
All four share the same kinds of power — only the way you obtain it differs. Class auras for Humans, direct purchase for Orcs, land defilement for Chaos, recycling and tempo for the Undead. Read each banner’s creed before you swear to it.
Race 01 — The Aurelian Concord
Humans
A knightly empire of endless reserves.
Discipline over heroics. The Concord out-produces every rival and answers death with mass resurrection — slower to move, impossible to exhaust. Hold the line, and the line holds the world.
- Resource
- Faith & Morale
- Doctrine
- Formations · Righteous Flame · Mass resurrection
- Titan
- The Seraph — mass resurrection
- At start
- No special powers. Pure balance.
Leadership. An elected High Crown, re-elected each moon by the rival houses Valmont, Sereste, and Dünmark.
Economy. Out-produces everyone but pays a logistics tax on every move — balanced by costly logistics.
Faith. Decays in about two hours unless preserved in the Chapel → Church → Monastery chain. The paladin boosts Strength, the priest Intelligence.
Roster. Eight classes — a full faction: Paladin, Knight, Priest, Mage, Landsknecht, Crossbowman, Craftsman, Mercenary-Assassin.
Race 02 — The Silence of Sereward
Undead
Nothing is wasted. Not even the dead.
A necrocracy that fights on tempo and cold arithmetic. Every fallen body becomes a wall, a soldier, a second currency of bone. They begin the weakest race alive — and end it the hardest to kill.
- Resource
- Bones — a durable currency
- Doctrine
- Attrition & tempo · Instant resurrection
- Titan
- The Bone Wyrm — breaks any fortification
- At start
- Lowest base stats in the game.
Leadership. A necrocracy — hereditary, politicized, and slow-moving.
Economy. Battlefields are quarries; the fallen become walls. Bones serve as almost a second currency.
Combat. Attrition and tempo, instant resurrection rites. The shieldless Bone Warden grows stronger as the dead fall around it.
Roster. Three classes with deeper specializations: Tomb Warden, Banshee, Bonecutter. “No king can save you with the Undead on your border.”
Race 03 — The Painted Hordes
Orcs
The strongest people the moment the gates open.
Raw momentum, no safety nets. The Hordes build from plunder and fight on the war-cry, their dead crowding thick at their shoulders. The ancestors are the buff — spend the Call, and strike before anyone is ready.
- Resource
- Ancestral Call
- Doctrine
- Pack combat · War-cries · Bought power
- Titan
- The Kaiju — death doubles might 30s
- At start
- Strongest at start (~+3 Strength)
Leadership. Strength — the chieftain is overthrown and power is taken by force.
Economy. Plunder-based; the Hordes build from loot and scrap.
Combat. Pack combat on momentum; no classic trinity. War cries grant the horde damage, speed, or fear resistance.
Roster. Two dynamic classes: the Thrower (axe or spear) and the Craftsman — now the Tyrant and the Spirit Summoner.
Race 04 — Cult of the Bleeding Rift
Chaos
Demons are born where the rift bleeds.
The desperate frontier that bargained with corruption. Chaos does not build — it defiles. Every spell needs a Warp Stone or it turns on the caster. High risk, no buffers, no second chances. Feed the wound and harvest what grows.
- Resource
- Warp Stones
- Doctrine
- Mutation · Defilement · No buffers
- Titan
- Corruption for a whole siege day
- At start
- High risk. Cannot upgrade outposts.
Leadership. The gods’ favor — a cultist can ascend or fall in a single day.
Economy. Doesn’t build but defiles territory. Cannot upgrade outposts — a deliberate zero-sum lever.
Combat. Mutation; high risk, high reward. The strongest slows, hypnosis, and a 9-second sleep against healers; no mass taunt.
Roster. Two corruption classes: the Defiler (Rotbringer, Brood) and the Pact-Caller (Ritualist, Hellforger).
Endgame Units
Titans and the Wonder.
A faction’s longest build unlocks a two-hour god mode — raised collectively, sped up by donated Stamina, and answered by every enemy on the map.
01 — The Wonder
A crowning 7-day build.
Grants 30-minute outpost invulnerability — and unlocks the Titan.
02 — The Titan
A two-hour god for Pages.
PvE players farm Ancient Pages in the Rifts: 10,000 summon the Titan, about a million a monster. It marches with the king and crushes fortifications.
03 — The Trade-off
The king goes blind.
While the Titan lives, the king loses the top-down view and fights on the ground. Eye in the sky or super-unit — never both.
Dying Titans spend their last breath: the Seraph mass-resurrects its race · the Bone Wyrm topples all fortifications · the Kaiju doubles the orcs’ stats for 30 seconds · the Titan of Chaos infects the field for an entire siege day.
Swear to a banner before the season opens.
Enlist now and the muster call finds you first — announcement, beta invites, and the Season One battle report.
Join the War