Choose one campaign
Your faction leader enlists in one active region from /warfront. You may change before earning the faction's first Influence; after that, the choice locks for the cycle.
Compare risk, group size, time and playstyle before your leader locks the faction into one regional Charter.
A region is a weekly faction campaign layered over the normal wilderness. Your faction chooses where to compete, earns Influence there and—if it wins—puts its name on the map while unlocking that region's exclusive route to chosen runes.
Your faction leader enlists in one active region from /warfront. You may change before earning the faction's first Influence; after that, the choice locks for the cycle.
Every member can contribute through shared Daily Orders, regional events, KOTH and valid official-war combat against factions contesting the same region.
The highest faction at or above 250 Influence becomes the next controller. Control normally stays fixed all week; only an accepted official-war surrender can transfer it early.
The controller unlocks that region's activity and visible reward catalogue. Reach 5 / 20 / 40 / 80 / 160 / 320 in that activity, then choose one exact rune from each unlocked rarity; progress is not spent.
Every controller activity has a visible path to permanent runes. At 5 / 20 / 40 / 80 / 160 / 320 activity points, an officer chooses one exact Common / Uncommon / Rare / Epic / Legendary / Mythic rune. Progress belongs to the faction, stays cumulative and is never spent. Sunken Reach uses its visible 32–1,024 diamond market instead.
Your owner stays fixed until Monday, but rivals can TNT-breach the outer fortress and occupy it for Influence. Clear every infiltrator to stop the weekly pressure; normal full-loot combat still applies outside the Sanctum.
Patrol, Hunt or Gather Daily Order+20 each
Complete all three Daily Orders+20 bonus
Regional event participation+30
Regional event victory+50 more
Owner Charter completion+75
Caravan delivered or stolen+75
Regional KOTH victory+100
Valid official-war kill+12
Death to a same-campaign war enemy−6
At weekly reset: the highest eligible faction controls the region. The controller can keep it next week by winning again. There is no final assault, and Influence does not change ownership in the middle of a normal week.
Empty server? Solo Founding works: enlist, then complete Patrol + Hunt + Gather in /warfront orders. They give 80 Influence per full day; three days reach 240 and the first order on day four passes 250. Control is then assigned automatically—no claim command and no reset wait.
Four choices rank the six campaigns currently available. Regions marked In progress remain visible below, but never appear as playable recommendations.
Forge a repeatable six-stage chain of faction-bound artifacts and increasingly costly materials.
Escalating vanilla material chains; in return, repeatable ashen point rune ladder.
Use the advisor for a live recommendation. In-progress regions stay visible for future planning, but cannot be selected in game this cycle.