Relics of the Fall - Roles Guide
Here is a general guide for the different roles and factions in the game. Some roles are more focused on certain elements, such as building/resource management, moving combat units on the map, negotiations and roleplay. These differences are given in more detail on this page in case it helps you with which roles you have a preference for.
The Wilder Societies
Team Size: 3
There are six different wilder societies - the nomadic groups that use negotiation, guerrilla tactics and their mobile lifestyle to survive out in the Indus Wilds. Broadly speaking, Wilder roles will have some roleplay, and will require a lot of communication within their own team.
Wilder societies do not have leaders as such, but the Elders are highly respected individuals, and are expected to provide guidance for the group. Elder roles focus a lot on building and resource management, and will engage in a lot of communication within their own team and with other teams, including negotiations with enemies.
The greatest weapons of the Wilders are the relic mechs, and only a trusted few are charged with the responsibility of piloting them, as well as commanding the small ranger patrols that assist them in their objectives. Rangers are primarily focused on moving and combat on the map, however they also need to liaise with other members of their team (especially the Witch), communicate with other players at the map, and sometimes engage in mid-combat negotiations with their enemies.
The Engine Witches are a secretive society that manage the Wilders' ancient technologies. They seek out tech and other useful materials to perform research and access upgrades for their society's units and buildings, and act as key advisors and mechanics to the Relic Mechs. Engine Witches will be representing their team at the agent map playing espionage cards, as well as communicating with other Witches and their team's Ranger.
There are three Omen-Seers, the wandering mystics who act as interpreters and prophets of the spiritual beliefs of the Wilder Societies. Whilst they will spend a lot of time with each other, and have many common goals, each Omen-Seer is independent, and will also be interacting a lot with the Wilder groups they are connected to. The Omen-Seer role is mostly focused on role-play, with some negotiation and communication.
The Steel Empire
Team Size: 4
A brutal, expansionist military power, the Steel Empire is a force to be reckoned with. However, its base of power in the north of the Indus Wilds is as widely-stretched as it is strong, and its internal politics can be cruel and fickle. In general, this faction has a focus on map control, resource generation and aggression. Expect to be treated as hostile by other teams, and also bear in mind that this team is best suited for those who are comfortable that its team dynamics might be competitive as well as cooperative.
The Prefect is the absolute ruler over the Empire's prefecture in the Indus Wilds, and as such they have the challenging responsibility of maintaining and expanding the territory. However, they will be expected to follow orders from and pay tribute to the Steel Tsar back in the capital. The Prefect is focused on managing the team and the Empire's buildings and resources, and they may also need to engage in major negotiations with other factions.
The Lictor is the assistant and bodyguard to the prefect, however they are also expected to keenly observe the Prefect and report back on any sign of disloyalty to the Empire. The Lictor also is in charge of the key responsibilities of the prefecture's research and espionage efforts. In terms of gameplay, the Lictor's role is mainly balanced between playing espionage cards at the agent map, collecting research cards to unlock upgrades, and communicating with their own and other teams.
The two Legates lead the Empire's legions out on the roads and ruins of the wastes, defending and expanding Imperial territory. Legates are also de facto political figureheads, often reflecting the distinct culture of their legion, and commanding a lot of respect within their Imperial prefecture. Legates will be primarily focused on moving and combat on the map, however they also need to liaise with other members of their team, communicate with other players at the map, and sometimes engage in mid-combat negotiations with their enemies.
The Silk City Plutarchs
There are three Plutarchs, each one a representative of one of the many autonomous cities that make up the nation of the Silk City States. The Silk City States aren't quite as militaristic and violent as the Steel Empire, however they can be equally as cruel and expansionist in their own way, preferring to focus on aggressive diplomacy and elaborate deals and plans - though they aren't afraid to use their substantial military forces when required. The three Plutarchs have many common goals but are also in direct competition to secure the most wealth and power for their individual cities. The Plutarch role is primarily focused on engaging in challenging negotiations with other teams, but will also spend some time on their own economic subgame, and will have the opportunity for some espionage, building and map unit action as well.
A small team of players will be helping to run the game and manage certain parts of the experience. The Control Team are effectively a team of GMs ensuring that the rules are applied properly, and allowing players to interact with parts of the game that aren't established by existing mechanics. This role is best suited to people who have attended a megagame before or who are familiar with this sort of responsibility - however, everyone is welcome if it's an experience you'd like to try!
Wilder Faction Guide
Each of the Wilder Societies, whilst they have many similarities, still have their differences. This section has the summaries of each group in case you or your team have any preferences for the type of Wilder Society you would like to play as.
Often peacemakers, The Ancestors are one of the earliest groups of Wilders. They take pride in welcoming newcomers to the Wilds, although some feel they are setting themselves up as leaders among the societies.
A secretive group, The Crows do not share their ways with outsiders. This has lent them a certain mystique but also stands in the way of developing close ties.
The newest society, the Fallen Sun have yet to adapt to the Wilders’ way of life. They have a reputation of being bandits and thieves, a reputation they seem to enjoy.
Formerly the Ash Legion of the Steel Empire, they still cling to their warrior past. Rising Ash came to the wilds in disgrace but have integrated themselves well in the years since.
Deep Rock claim to pre-date The Ancestors’ arrival in the Indus Wilds and live in the deepest parts of the mountains. They have a disdain for the lowlands but work well with other societies, when they choose to.
New Moon is mostly comprised of former citizens of the Silk Cities who came to seek their fortune in the Wilds. In the generations since their founding they have become less materially motivated but still maintain ties to the Silk Cities.
Imperial Legion Guide
For the two Imperial Legate players, there are some distinct cultural differences between the two legions. This section has the summaries of the two Legions in case Legion players have any preferences for which they would like to play as.
The first legion, their star rose with the Imperial House of Aquila... and then fell with them. They pride themselves on discipline and honour, which makes their current lack of favour rankle all the more.
The newest legion, the Heretics were formed to expand imperial borders in the south west, which has now concluded successfully. They are wild, unruly and zealous in the persecution of their orders.