Factions
Factions are the 14 playable nations of Imperium Sine Fine — each a distinct culture, philosophy, and starting position within one of the game's 8 playable races. Where a race defines what a people fundamentally are, a faction defines what they've chosen to become: five races field two rival factions apiece, each taking their shared heritage in a genuinely different direction.
Human
Capital: Aurelia. Well-organised, marble-and-law, and utterly convinced of its own rightness — the Imperium doesn't ask permission to expand, it simply expands, and expects the rest of the world to eventually see the wisdom in that.
Capital: Alsoria. Born from a broken oath of fealty and obsessed with fealty ever since — a young kingdom still proving, to itself as much as anyone, that breaking from its parent crown was worth the cost.
Capital: Crusara. A crusading military order forged in the fires of a war against the risen dead, and never quite able to set that purpose down since.
Elf
Capital: Caladorn. An ancient High Elf civilisation grown genuinely stagnant with age — a sleeping giant, beautiful and dreaming, that the wrong provocation could wake in force.
Capital: Elar'ion. Wood elves woven so deeply into their forest that the two are barely distinguishable — patient rather than stagnant, a coiled bow rather than a dreaming one.
Dwarf
Capital: Grimforge. A unified dwarven kingdom made rich by mithril veins, run with total organisational precision from a single crown — slow to anger, and complete once roused.
Capital: Ironhold. A loose confederation of fiercely independent holds that only agree on having a common enemy — fragmented by design, and considerably more coherent in a fight than that fragmentation suggests.
Ende
Capital: Guardian. Unliving Ende who simply wish to be left in peace, having made their quiet accommodation with what they are — defensive, not conquering.
Capital: Darkhold. Missionary Ende who see all life as an unfinished problem, and their armies as the solution — the most extreme and apocalyptic expression of the unliving in the game.
Krant
Capital: Carapace. A calculating hive mind that treats conflict as a resource cost to be weighed, not a matter of glory — patient, coordinated, and only dangerous once the maths favours it.
Capital: Hive. A hungrier, less deliberate hive than its cousin — the Cliriq doesn't calculate so much as surge, expanding and consuming because the collective simply doesn't know how to stop.
Goblin
Capital: Grubthak. A chaotic alliance of goblin tribes held together by the Golcanda clan's willingness to hit anyone who stops cooperating — improvised, undisciplined, and effective anyway through sheer weight of numbers.
Greenskin
Capital: Gruglash. Orcs, goblins, and ogres united under the cruel wolf-god Korthos the Great Hunter — a horde that lives to hunt and offers its spoils upward, holding together only as well as its current war chief can command respect.
Skulk
Capital: Umbral. A reclusive people who learned, at great cost, that being found meant dying — every art of stealth and concealment they possess was forged in direct response to generations of persecution.
