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There are currently two factions and six subfactions (based on race) in Archeage:
- Nuia, comprised of the Dreamwalker Exiles (Elves), the Queen's Crown (Nuians) and Andelph (Dwarves)
- Haranya, comrpised of the West Ishvaran (Harani), the Wandering Winds (Firran), and the Repentant Shadows (Warborn).
There are three primary nations, and additional ones can be made with the process of creating a Player Nation. These are the:
- Nuia Alliance, containing only the Elven, Nuian and Dwarven people.
- Haranya Alliance, containing only the Firran, Haranyan and Warborn people.
- Pirate, can contain all of the races listed above.
- Player Nation, can contain all of the race listed above.
(In short, a faction is your identity based on your home continent, being Nuia or Haranya. A nation is your identity based on if you are loyal to your original home continent, if you go rogue and become a pirate, or if you are in a playermade nation.)
The East & West factions/nations cannot interact with each other, aside from combat, and without learning the others language, it will come out as gibberish when attempting to communicate, except in Mail.
They can also not form parties or raids, however Pirates that were formally part of the east or west can join their former factions Raid/Party, but pirates can only join Pirate Guilds. Nations can do the same as Pirates, but performing diplomatic relations can forge temporary friendliness to the Nuia or Haranya Alliance.
The guild that claims the most land on Auroria can claim itself king of Auroria and make their own nation inviting guilds from both continents to join it. Note that upon becoming pirate, PUBLIC language tutors cannot be used, you will need to furnish your own, which could be an issue talking to pirates of a different factions, especially in a guild.
Quote: The system allows to establish independent faction relations with all existing factions (NPC and other player made as well). And also allows you to combine the players who were previously hostile factions (Hiranian and Nuian). During the truce between faction players, they can come to each other's territory, and the guards will not attack them, and you can easily interact with the NPC merchants.
Right now, for a player nations it's only possible to set relationships towards the NPC nations, in the future it will be possible to establish relations with other independent nation as well.
Players wishing to change faction can do this by using a special window in the interface, called the "Nation Window" and by clicking on "Immigrate". However, the final decision on accepting the player to join a faction remains for the Sovereign of the Nation to decide. However, the system does not allow dual citizenship, and also you can't change the faction by being a pirate.
A guild leader, who has founded his own nation, can collect tax from the players (citizens) for their membership in the nation. The King of the Nation will decide on the taxing rate. In future updates various benefits will be added to the memberships of the faction.-This is a quote-
Player made nations can invite anyone from any other nations.
For the NPC nations a player-made nation can sign a 7 day truce for 200G each, otherwise they are considered an enemy. The Player-made nation territory becomes a safe area for the guild that owns it.