Field guideFactionsRegional Warfronts
6 live · 3 in progress

Regional Warfronts

Pick one region, build Influence as a faction, win weekly control and unlock a different activity with a visible exact-choice rune ladder—without replacing normal claims.

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Regional Warfronts

A Warfront is a weekly faction campaign. It gives your group a reason to leave its permanent base, compete in the open world and unlock an activity that only one controller can use.

Regions
6 live · 3 in progress
Your faction chooses
1 per cycle
Choice locks
After first Influence
Winning floor
250 Influence
Resolution
Monday 00:00 Madrid
01

Why Warfronts exist

A normal faction base gives you somewhere to build and protect, but it can also encourage everyone to stay hidden. Warfronts create a visible weekly objective for two reasons: public prestige—your faction is named as a regional controller where the server can see it—and permanent progression through exact chosen runes. Six finished campaigns currently offer different ways to travel, organise, fight, farm, escort or engineer together; three more regions are visibly in progress.

02

Starting from zero on an empty server

You do not need rivals or extra faction members to begin. Create a faction, choose one neutral region and use /warfront orders inside it. Patrol, Hunt and Gather count as the three different Founding categories. Each completed order awards 20 Influence and finishing all three adds another 20, for 80 per day. Three complete days reach 240; the first completed order on day four passes 250 and the server assigns the neutral region automatically. No /claim command and no Monday wait are required during Founding.

  1. 01

    Create or join a faction.

  2. 02

    The leader opens /warfront, picks one neutral region and clicks Enlist.

  3. 03

    Use /warfront orders and complete Patrol, Hunt and Gather inside that region.

  4. 04

    When Founding reaches 250 Influence, 3 categories and 1 contributor, control is assigned immediately.

  5. 05

    Build the outer regional stronghold and keep enemy infiltrators out; occupation changes Monday's Influence race.

  6. 06

    Open the controlled region's NPC or dossier and start its Charter activity.

  7. 07

    Earn activity points, choose an exact rune in /warfront runes and collect it from /warfront treasury.

The activity is the route; the rune is the prize

Taking control gives your faction public notoriety, a stronghold to defend and exclusive access to that region's weekly progression. It does not award passive money or wilderness claims.

03

The 60-second loop

Your leader chooses one region, every member helps its score, the highest eligible faction wins weekly control and that controller uses the region's Charter.

  1. 01

    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.

  2. 02

    Earn valid Influence: Every member can contribute through shared Daily Orders, regional events, KOTH and valid official-war combat against factions contesting the same region.

  3. 03

    Lead at weekly reset: 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.

  4. 04

    Use the regional Charter: 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.

04

What your faction wins

Control unlocks that region's exclusive weekly activity. Completing it builds faction-wide progress toward exact Common–Mythic rune choices at 5 / 20 / 40 / 80 / 160 / 320; an officer chooses the rune and Treasury stores it. Sunken Reach offers the same exact-choice goal through its diamond market. The reward is active play, never passive money or a random item.

05

The hard limits

A faction may enlist in or control only one region per cycle. The choice locks after its first Influence, control normally changes only at weekly resolution, and winning a Warfront never grants every wilderness chunk inside the coloured sector.

Warfront is not Factions land

Your normal faction home, claims and power remain separate. A regional fortress is a public strategic objective, not a replacement or reveal of your private base.

Regional WarfrontsWarfronts in 60s

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