Factions & Holy Relics

The realm is split in two. Every character alive belongs to the Aesir or the Jotun, and the two sides do not share a world — each walks its own copy of the same isles, the same bridges between them. Crossing the border is a decision, not an accident, and on the far side of it every stranger is an enemy.

What the war is fought over is the Holy Relics: six altar stones whose blessings reach every single member of the faction that holds them.

Warriors of the Aesir
Aesir Banners of stone and gold, sworn to the old order. Half the realm marches under them this week — maybe you.
Warriors of the Jotun
Jotun Banners of ice and black iron, the winter host. The other half — and next week, quite possibly, your own.

You do not choose your side

There is no faction question at character creation and no way to transfer. A new character is dropped onto whichever side is thinner at that moment, and after that the draft decides.

Once a week the entire realm is redrafted. Every character is sorted by level and dealt out between the two factions in turn, so neither side can hoard the high levels. You may wake up Aesir and go to bed Jotun. That is deliberate: the war is the point, not the tribe.

At the moment of the reshuffle:

  • You are moved to your new faction's copy of the capital city.
  • Any relic being carried at that instant goes straight back to the altar it last stood on.
  • Relics do not change hands. They belong to the faction, not to the players in it — a relic your side stole on Friday is still your side's on Monday, whoever "your side" now is.

Two worlds, one map

Both factions inhabit the same Capital Isles — the capital city and the four isles around it, Blossomere, Rimeholt, Emberfall and Saltmarrow, and the bridges that join them — in separate copies. Everyone you meet in your own world is a faction-mate. Everyone you meet in the other world is not.

The one door between them is the Faction Gate in the capital: the Warden of the Crossing stands on the approach to the temple ring and will send you over if you ask him twice. He is also the way back, and the only soul in enemy territory who will still speak to you.

Not everything is split. Dungeons, guild crypts, houses and castle-siege maps are faction-blind — you can party, guild and siege with the other side there without any of this applying.

Open war

Cross-faction combat is hardcore: no flag to raise, no consent to give, no duel to accept.

Who you are looking at Can you fight?
Same faction Never — not even a duel
The other faction, anywhere in the field Always, on sight
Anyone standing in a capital sanctuary No. The heart of both capitals is safe ground
A guildmate or party member from the other faction Still an enemy out in the world
Anyone inside a dungeon, a guild crypt, or a Castle War Faction is ignored — the usual rules apply

Guild and party ties deliberately give no protection across the border. If they did, every relic thief would simply bring an unkillable escort.

Marked as an intruder

Stand in a world that is not yours and the whole realm can see it: a skull over your nameplate and a red aura on your sprite. The locals notice too.

No NPC in enemy territory will serve an intruder. No shops, no bank, no crafting stations, no quests, no repairs — "They will not serve an enemy of Jotun." You are there to fight, not to shop. Only the Warden of the Crossing breaks the rule, so you always have a way home.

War Wound

Die on enemy soil and you get up with a War Wound: −50% to all stats for 3 minutes. It sits on your buff bar, it cannot be cleansed, and it makes an endless corpse-rush on an altar a losing strategy. Dying in your own world costs you nothing extra.

The three Holy Relics

Three of the four outer isles keep a relic on the green of their shrine hamlet — Blossomere, the spring isle, keeps none — and each faction starts with its own full set: six relics in the world.

Relic Home isle What it gives your entire faction
Relic of Vitality Rimeholt — the winter isle +15% maximum HP
Relic of Wisdom Emberfall — the autumn isle +15% experience gained
Relic of Fortune Saltmarrow — the salt flats +15% drop rate

How far a relic has to be carried is not the same for all three. Rimeholt borders the capital, so the Vitality run is one bridge. Emberfall is reached only through Rimeholt and Saltmarrow only through Blossomere, so Wisdom and Fortune each cross two isles and two bridges — at 30% speed, with no warp of any kind.

  • The blessing reaches everyone, everywhere. Every member of the owning faction carries it on every map — overworld, dungeon, capital, castle siege.
  • Duplicates stack. Take the enemy's Relic of Wisdom while holding your own and the whole faction reads +30% XP. A side that owns all six runs +30% HP, +30% XP and +30% drops at once.
  • A relic only blesses while it is on an altar. Carried, dropped or in transit, it does nothing for anybody.

The altar clock

Every relic runs the same cycle, over and over:

Protected — 24 hours. Sealed on its altar. Nothing can touch it. The blessing is live.

Vulnerable — 2 hours. Announced across the realm, with a countdown on the altar and in your HUD. The blessing stays live, but for these two hours the enemy can come for it.

When the window runs out:

  • Relic still on an altar → it re-seals for another 24 protected hours, at full health.
  • Relic anywhere else — carried, on the ground, mid-cast, lying broken — → it snaps back to the altar it last stood on, at full health, protected. Any catch or place in progress is cancelled. Missing the clock loses you the theft.

Breaking a relic

A relic is as tough as an Emperium: 30,000 HP, and it must be brought to zero before it can be taken.

  • Only the enemy faction can damage it, and only during the vulnerable window.
  • The owners can heal it while it still has HP — the same way defenders heal a castle Emperium. At 0 HP it is beyond healing.
  • A relic sitting broken at 0 HP for 5 minutes without anyone taking it stands back up at full health, and the window keeps running. Break it and leave, and you have achieved nothing.

Taking it, and getting it home

Both halves of a theft are a 10-second hold of E — the same cast bar as gathering — and any hit you take cancels it. Not pauses it: cancels it. You start again from zero.

Cast Where Who
Catch A broken relic on its altar The enemy faction only
Catch A relic lying on the ground Anyone — thieves grabbing it, owners recovering it
Place Your own faction's altar Whoever is carrying it
  • A completed theft enshrines the relic under its new owner and starts a fresh 24 hours of protection. It is the only thing that resets the clock early.
  • A completed recovery — a defender walking their own relic back home — restores its health but not its clock. If the window is still open, it is attackable again the moment it lands.

Carrying a relic

Everyone will know. Grabbing a relic announces it to both factions, puts a glow on you and a marker on the map, and then makes you very easy to catch:

  • You move at 30% speed. No buff, mount or trick beats the clamp.
  • No teleports, recalls or warps of any kind. You walk it. The Faction Gate is the one exception — it is the only road home.
  • Die and you drop it where you fell.
  • Log out and you drop it too. Disconnecting does not save a theft.
  • Sanctuary is a one-minute breather, not a hiding place. Stand in a capital's safe zone with a relic for more than a minute and it is ejected to the ground five tiles outside.
  • A relic left on the ground for 5 minutes untouched returns to its last altar.

Reset day is open season

The moment the weekly redraft lands, all six relics open at once with a full 2-hour window — both factions, all three relic isles, everything in play. It is the single biggest brawl of the week, and the fastest way for a side to swing from nothing to total dominance.

Where to next

  • Combat — how damage, dodge and spell scaling work.
  • Castle War — the other war, fought by guilds over Winterhall, Harrenfell and Astrun.
  • Controls — the keys, including the hold-E cast.
  • Browse the Compendium for every class, monster, item and place.