− | '''tions''' 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. | + | '''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. |
− | 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. Their territories include their home island, Nassau, and formerly the fort to the east, Saint Christopher. | + | 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. Their territories currently stand at just their home island, Nassau. |