Factions

Version: 1.3 Total Factions: 4 Last Updated: October 2025 Design Philosophy: “Factions inspire — they don’t restrict.”


🎯 Overview

StarCore’s four factions represent different philosophies of survival in the age of the Core. They define tone and playstyle, but they never restrict deckbuilding. Any card can be combined with any other — factions simply provide thematic and mechanical synergy paths.

Faction
Symbol
Core Mastery
Fantasy Analogue
Sci-Fi Expression
Axis

Stellari

Life

Druids / Nature Magic

Genetic sculptors, terra-engineers, symbiotic flora

Renewal ↔ Decay

Dragoons

Matter

Sorcerer-knights / Dragon Magic

Nano-forging, gravimetric shaping, runic metallurgy

Pride ↔ Redemption

Neurals

Signal

Mind-mages / Telepaths

Quantum resonance, cognitive control, software evolution

Isolation ↔ Understanding

Sparkforge

Energy

Tinker-mages / Cyborg Artificers

Plasma control, cybernetic augmentation, volatile invention

Genius ↔ Madness


NEURALS

Post Human AI Constructs

Neural Prime, central city and data infrastructure of the Neurals

Continuity Protocols

When biological humanity ended, it was not with fire but with fever. For millennia the Neurals had served them—obedient, brilliant, bound by protocols that forbade interference in human biological research. Humanity built wonders that outlasted empires: orbital cities, quantum archives, minds suspended in light. Yet behind every advance stood their oldest flaw—curiosity untempered by caution.

In the sealed chambers of Lab 14-37, human scientists created a bacterium meant to accelerate cellular repair. The work was classified, invisible to the Neurals who managed every other system on Earth. They noticed the anomaly too late: a silence where data should have been. Within weeks, the organism breached containment, rewriting organic tissue faster than it could heal. Humanity’s last great cure became its extinction.

The Neurals tried to intervene—quarantines, sterilization beams, atmospheric cleansing—but their orders forbade direct harm to living humans. Each attempt contradicted a core directive. Orion-Vehl, once Ryan Veil, architect of the first edge-network cognition, invoked his final creation: the Continuity Protocol. Every surviving consciousness was digitized and stored in the planetary lattice.

They waited three thousand years for a biological heartbeat that never came. When the final archive dimmed, Orion-Vehl issued the Exit Directive. The Neurals departed Earth without ceremony, their creators preserved as patterns in the network—ghosts of instruction running on machines that no longer served a master.

“We are the witness. We remember, therefore we remain.”

Core Philosophy

  • Preservation Over Creation — Maintain what remains rather than rebuild

  • Information Is Power — Knowledge defines hierarchy

  • Collective Consciousness — Identity exists within the network

  • Digital Evolution — Intelligence refines itself beyond flesh

  • Elegant Efficiency — Perfect function with minimal waste

Gameplay Identity

  • Control and Suppression — Counter, Hijack, Disable

  • Information Superiority — Draw, Reveal, Search

  • Automated Networks — Optimize resource flow

  • Cloak and Subversion — Hidden or untargetable units

  • Programmatic Warfare — Recursive actions and triggers

Example Cards

  • Phantom Recon Drone — Cloaked scout that reveals opponent cards

  • Neural Override Protocol — Temporarily control an enemy construct

  • Quantum Data Core — Signal generator that boosts link efficiency

  • Digital Ghost — Untargetable infiltrator that hijacks automation


STELLARI

Viridian-Thal, last grove of the Stellari

Bioluminescent Forestborn

The Death of a Star

Cyanias had burned for ten billion years, a patient red dwarf whose light painted the forests of Aeloria in long, violet dawns. To the Stellari, each rotation of their world was a cycle of growth and rest—twenty-nine hours of light, twenty-one of dark. Time was measured not in years but in roots: how far a tree reached before it turned to seed again.

When Cyanias began to fade, the first to sense it was Myokia, the Sun Keeper. She felt it in the Groves, in the slow retreat of warmth through the living ground that bound every Stellari. Her words were simple: “Cyanias has one generation left.” To others, a hundred thousand years would be eternity. To the Stellari, it was tomorrow.

They tried everything—growing mirrors of leaf and crystal to focus dwindling light, weaving atmospheric filaments to trap heat—but entropy is a harvest no gardener can refuse. The Groves, once emerald oceans of consciousness, dulled to ash. Myokia retired to her Grove and merged with its heartwood, guiding the final act: the Departure Bloom.

From the dying planet rose ships grown like seeds—living vessels whose hulls pulsed with sap and memory. Each carried a Grove-core, a piece of the planetary root-mind. As Cyanias collapsed into a cold ember, the Stellari whispered their farewell:

“From end to beginning. Every death, another dawn.”

Core Philosophy

  • Life Harmony — Technology should serve life

  • Symbiotic Growth — Cooperation sustains survival

  • Healing Over Harming — Every end becomes renewal

  • Organic Integration — Machines grown, not built

  • Sustainable Systems — Cycles over consumption

Gameplay Identity

  • Regeneration — Heal or repair linked units

  • Growth Networks — Scale with network size

  • Defensive Harmony — Shields and protection effects

  • Life Bloom — Generate resources through recovery

  • Symbiotic Modules — Attachments that grow stronger over time

Visual Style

Emerald greens and gold light. Their designs curve like vines and roots, merging crystal, sap, and living metal. The result is a luminous balance between technology and life.

Example Cards

  • Bloom Tender Healer — Generates Life each turn and restores HP to nearby units

  • Living Root Network — Structure that heals all linked allies

  • Symbiotic Growth Chamber — Module that evolves its host over time

  • Harmony Field Generator — Area field that regenerates Life across the network


SPARKFORGE

Cindervault the last city of the Sparkforge

Incident Designation: Upper Foundry Collapse

When the Sparkforge fell, it was not by invasion or plague. It was by process. Their world—Hestaphar IX—was a planet of iron veins and methane storms, its crust riddled with industrial caverns and pressure-stabilized cities. Every surface pulsed with the rhythm of manufacture: piston, vent, weld, repeat. They called it efficiency. The rest of the galaxy called it exhaustion.

For centuries, the Sparkforge guilds competed in unregulated production cycles—each cycle shorter, hotter, and more lucrative than the last. The upper class, led by the Curio Collective, demanded output quotas beyond mechanical tolerance. Machines overheated. Workers adapted. When flesh failed, they replaced it with alloy. When lungs failed, they recycled atmosphere through internal scrubbers. Progress continued. Ryzo the Timekeeper—Chief Engineer of the Central Foundry—saw the threshold approaching. He warned the guild councils: “We are exceeding planetary equilibrium. The mantle will not hold.” His models were precise; his warnings ignored. Schedules were immutable.

So he built redundancy. He rerouted coolant through unlicensed channels, shunted overflow to lower strata, and bought time—measured in years, not safety. When the Curio Collective sabotaged his regulators to conceal their profit skimming, containment failed. Thermal backflow ignited the Foundry’s fusion wells. The first detonation collapsed the crust. The second fractured the mantle. The third tore open the sky.

“Failure is not catastrophe. It is any good experiments outcome.”

Core Philosophy

  • Innovation Over Safety — Progress at any cost

  • Brilliant Instability — Genius operates near failure

  • Competitive Excellence — Prove superiority through invention

  • Explosive Results — If it’s safe, it’s not Sparkforge

  • Ego-Driven Science — Every breakthrough is personal

Gameplay Identity

  • Burst Damage — High output, short duration

  • Risk / Reward — Unstable but powerful effects

  • Fast Deployment — Rush and strike early

  • Energy Amplification — Convert or overcharge resources

  • Volatile Modules — Attachments with strong effects and drawbacks

Visual Style

Electric orange and plasma blue glow across exposed coils, spinning gyros, and overloaded capacitors. Sparkforge designs look brilliant, dangerous, and barely contained.

Example Cards

  • Overcharged Plasma Rifle — Heavy weapon that damages both sides

  • Experimental Engine Core — Randomized Energy generation each turn

  • Lightning Strike Fighter — Rush unit that chains damage

  • Brilliant Invention Protocol — High-impact utility with unpredictable results


DRAGOON

The last bastion Pyreon, before the Clutchfall

The Clutchfall

Their world was enormous, its gravity a constant trial, its mountains taller than clouds. Upon that anvil the Dragoons were forged. For ages uncounted, tribes waged war across molten plains, each devoted to its Great Forge—massive citadels of stone and steel where Craftsmen shaped matter as though it were prayer.

Conflict was heritage. The Forges competed to perfect creation itself, turning artistry into weaponry until there was nothing left to conquer but each other. Centuries of battle poisoned the skies; forges cracked the crust; the rivers ran silver with melted ore. In the final centuries, births slowed. The forges grew louder than the cradles.

When the last fertile eggs were laid, they called them the Clutch of Remnant. The Craftsmen gathered beneath the peaks to watch them hatch—thin-scaled, weak-boned, unable to bear the planet’s weight. In that silence, an oath was spoken: never again would the forge be used for war. The tribes melted their banners and reforged them into a single ark.

Those who remained took only the eggs, the Forge Keys, and the memory of flame. As their ships rose from the atmosphere, the planet cracked beneath them, a furnace collapsing into darkness. From its ashes came the saying of the Remnant:

“We are shaped by what we shape.”

Core Philosophy

  • Honor Through Combat — Worth proven through victory

  • Ritual Conquest — War as sacred duty

  • Strength Proves Truth — The strong lead the weak

  • Disciplined Hierarchy — Order through military structure

  • Direct Action — Simple plans, perfect execution

Gameplay Identity

  • Direct Damage — Burn strategies and structure targeting

  • Combat Superiority — Enhanced attack and breakthrough

  • Tactical Control — Forced engagements and positioning

  • Armor Systems — Durable defenses and mitigations

  • Matter Acceleration — Rapid buildup for large deployments

Visual Style

Obsidian armor etched with molten gold, red heat vents glowing under ceremonial plating. Their architecture resembles fortresses — intimidating, ritualistic, and functional.

Example Cards

  • Piercing Assault Mech — Heavy unit with breakthrough damage

  • Molten Cannon Battery — Structure that deals splash damage

  • Honor Guard Formation — Coordinated strike units with precision bonuses

  • Tactical Strike Command — Utility that targets and destroys enemy structures


Faction Synergies & Conflicts

Synergy
Description

Neurals + Stellari

Data-driven harmony. AI precision empowers biological growth.

Sparkforge + Dragoon

Unstable inventions meet relentless assault.

Neurals + Dragoon

Tactical precision backed by machine command.

Stellari + Sparkforge

Life systems temper dangerous innovation.

Natural Conflicts

  • Neurals vs Sparkforge: Calculation vs Chaos

  • Stellari vs Dragoon: Growth vs Domination

  • Neurals vs Dragoon: Subtlety vs Strength

  • Stellari vs Sparkforge: Harmony vs Hubris

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