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Factions

The Tensura factions you hold standing with. Each is either physical (has settlements you can find and attack) or abstract (interacted with only through standing, events, and diplomacy).

Roster

Faction Type Character Opens diplomacy?
Dwargon Physical (dwarven villages) The dwarven kingdom — diplomacy-friendly, sensitive to violence Yes
Luminous Physical (town) The Holy Empire — hates monsters Yes
Falmuth Physical (town) Militaristic kingdom; Holy-bloc muscle Yes
Shizu Physical (town) Kind to all Yes (small set)
Leon Physical (town) A demon lord's domain; aloof Yes (small set)
Otherworlders Physical (town) Summoned-from-elsewhere; aloof Yes (small set)
Jura Alliance Physical (town) The forest nation Yes
Tempest Abstract Monster nation; community-minded Yes
Carrion Abstract Beastmen; swingable toward alliance Yes
Milim Abstract A destroyer demon lord; swingable Yes
Clayman Abstract A schemer who opposes the rising forest powers Yes (via outbound envoy)

Dispositions

A faction's starting standing depends on whether you're on the human side or the majin side (see World Reputation). Most factions start Neutral toward both. The exceptions:

  • Luminous and Falmuth (the Holy bloc) start Wary toward humans and Hostile toward majin.
  • Tempest and the Jura Alliance are slightly warmer toward majin.

Relationships

Killing a faction's marked bosses angers its allies and pleases its enemies:

  • Holy bloc: Luminous ↔ Falmuth are allied; both oppose Clayman.
  • Forest bloc: Tempest, the Jura Alliance, and Dwargon are allied; all oppose Clayman.
  • Clayman opposes nearly everyone — the Holy bloc, the forest bloc, Milim, and Carrion.
  • Leon, Otherworlders, and Shizu are aloof — they keep out of the web, and their standing moves less.

Milim and Carrion are "swingable" — their standing moves more than average, so they're quicker to turn into firm allies or enemies.