Factions are a dynamic part of Tradelands's lore and gameplay. Players must choose a faction every time they enter the game, though their selection is non-binding, and players can select a different faction upon rejoining. Many factions have a lore-significant counterpart, including player-run governments and navy hierarchy. Other factions may be run by Tradelands developers and moderators, who act on their own mysterious motives. Each faction, playable or otherwise, has a significant impact on the Tradelands community.
These factions can play a role in ongoing Tradelands lore, and can be joined by any player on the official Tradelands Discord server.
The oldest faction on the Grand Isles, Whitecrest has a long and storied history. Ruled by a King, the faction was long regarded as hegemon of the region, but as of late, they have declined some in power. They are currently allied with Nassau. Their territories include their home port, Whitecrest, as well as Fenwick.
Nova Balreska has fought throughout its existence with countless invasions, coups, and overthrows. However, like tempered steel, the faction is strong from its experiences. In recent times, warring parties have unified under Nova Balreska to create a powerful navy. Although the faction was formerly ruled by an Admiral Junta, it has currently returned to democracy, electing a Chancellor to serve them. Their territories include their home port, Nova Balreska, as well as the islands of Perth and Fort Verner.
Nassau is a fledgling navy with big ambitions to gain power on the Grand Isles. With no lack of determination, Nassau has thrust themselves into recent conflict to maintain and reclaim their territories. The faction is ruled by a democratically elected Governor. They are currently allied with Whitecrest. Their territories include their home island, Nassau, as well as the fort to the east, Saint Christopher.
Arrrr! Blackwind is a faction composed of many crews, each seeking their fame and fortune by plundering the navies of the Grand Isles. Throughout history, they have brought great misfortune to the region and its inhabitants. Recognizable crews with enough members gain a seat at the Captain's Table, a hub where Captains discuss their trophies of war and ambitions. They are de-facto ruled by a combat-elected Pirate King, who makes faction-wide decisions, but crews individually are free to act and do on their own accord, choosing to side with anyone they like (or no one at all). They call Blackwind Cove home, using it as a base of operations for their pillaging.
These factions have been discontinued in the ongoing Tradelands lore. Each were formerly playable.
The former viking chiefdom of Hallengard was dissolved when the warriors of the faction sailed out for new opportunity, leaving the faction behind. With Hallengard's navy disbanded, all that remain are viking remnant on the Isle of Fort Verner, which was reclaimed by Nova Balreska following the chiefdom's disband.
Hallengard is still playable in-game, but has no presence in faction roleplay.
The Verner Expedition was a group of expeditionaries displaced when their native Balresk was attacked by an unknown power. After landing on Fort Verner, they were attacked by the Verdantine Sovereignty. They won, and displaced the Verdantines to become Nova Balreska.
Non-Player Character (NPC) Factions
These factions are developer-controlled, and unlikely to be playable in Tradelands any time soon.
A mysterious superpower to the far east. Fond of junk-rigged sails.
A superpower to the west of the Grand Isles, and known for their ironclad technology.
A midweight power to the direct north of the Grand Isles. They are known to intervene when the balance of power is disrupted.