Skip to content

Factions

Four powers meet over Nandana — and three of them are the same family. See The Seeding & the Lineage.

Faction What they are Role in play Aesthetic
The Colony Humanity, off the Odyssey The player Near-future, jury-rigged
The Custodians The Progenitors' guardian machines Act 1 enemy → potential ally Sleek Progenitor tech
The Mara The makers' rebel firstborn Act 2–3 enemy Ornate, zealous, exotic
The Progenitors The absent makers Off-screen presence; the mystery Ancient, unknowable

The aesthetic split

The look of the game maps onto the factions — and onto the salvage progression:

  • Humanity starts grounded — kinetic weapons, scrap-built walkers, jumpjets, welded turrets, amphibious landers.
  • Progenitor tech is the futuristic layer — energy and elemental weapons, blades of light, teleport, active camo. The Colony earns it by salvaging the Custodians across the campaign.
  • The Mara wield their own corrupted inheritance of maker-tech — a distinct third silhouette.

One rule keeps it coherent

Nothing exotic is human-made. Every blaster, cloak field, and teleport beacon in the Colony's arsenal is recovered Progenitor technology. That single rule lets a near-future refugee army and a light-blade future share one game.

See also