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v1.0 · checked 2026-09-18
Minor and rogue factions
Two different things share this page
A minor faction is a small people living in a village inside a region. You either fight them for what they hold or cultivate them until they join you, and once they join they bring their own units and, in some cases, a hero. A rogue faction is something else entirely: a full faction built as a splinter of an existing major faction, with its own quest, story and playstyle. Rogue factions are new in 1.0. They are on this page rather than their own because at the check date the studio had published their positioning but not their mechanics.
The 15 minor factions
Community, demo-era reports
The studio's own demo notes say the demo lets you encounter all 15 unique minor factions, which fixes the count officially. The individual bonuses below come from a community listing made from the demo, and every one of them should be read as Community and demo-era rather than as a documented 1.0 value.
| Minor faction | Reported bonus |
|---|---|
| Ametrine | Not listed |
| Blackhammers | Not listed |
| Consortium | Not listed |
| Daughters of Bor | +2 Defense |
| Foundlings | +10 Health |
| Gorog | +1 Resilience and +1 Determination |
| Green Scions | +10% Food |
| Hoy & Ladhran | +5 Approval |
| Hydracorns | +5% Critical |
| Noquensii | +5% Influence |
| Ochling | +10% Battle Spoils |
| Oneiroi | +5 Health Regeneration |
| Sollusk | +1 Intuition and +1 Might |
| Unseeing Seers | +5% Science |
| Xavius | +200 Military District Fortification |
Three rows read Not listed because the source itself did not give a bonus for them. They are left empty rather than filled in.
What the same source said about them as people
The community listing also transcribed each village's own lore text, which is worth one line each because it explains why the bonuses differ: the Ametrine are ossified creatures of mineral and rock who once stalked the ancient deserts; the Blackhammers are fiercely independent armourers; the Consortium are couriers who cross Saiadha's oceans and are said to have an understanding with its sea beasts; the Daughters of Bor are the last remnants of the Ironskins; the Foundlings turned to necromancy after the Withering; the Gorog are strong warriors weakened by infighting; the Green Scions tend walled botanical gardens; Hoy and Ladhran soar over coastal waters seeking lost treasures; the Hydracorns were displaced by rising seas and want to return to the Rimespring; the Noquensii sing the world's history and are read as bad omens; the Ochlings are aggressive Dust-addicts; the Oneiroi are hibernating subterranean demons; the Sollusk are a fallen imperial people reduced to banditry; the Unseeing Seers are ancient blind dust-mages; and the Xavius are mischievous sprites who ape larger races by standing on each other in patchwork armour. That lore is community transcription of in-game text, not a first-party publication.
Cruel or kind: what each route gives you
| Route | What you get | What it costs |
|---|---|---|
| Cultivate and assimilate | Their distinctive units and heroes join your empire, and their settlement keeps producing for you | Turns spent, and in some factions a specific structure is required |
| Crush them | Their resources are yours to pillage, and the raids on your territory stop | You give up the units, the hero and any assimilation bonus permanently |
Two factions have a third option worth knowing. The Aspects do not need to fight for this at all: when their coral spreads to a minor faction village, the village joins the Chorus willingly, and once part of the empire it provides greater benefits than it would for another faction. The Last Lords put a special structure on the village instead — the Lord's Estate, which taxes the village and lets you conscript its population, or the Soul Repository, which drains it to create a Primordial Last Lord. Both are documented on /factions/last-lords/.
One warning that applies across all of it: minor factions spawn units inside your territory and will attack you. The community's consistent advice is to resolve them early rather than tolerate them, whichever route you pick.
New in 1.0
| Addition | Type | What is known |
|---|---|---|
| Mangrove of Harmony | Minor faction | Starfish-like, co-created with the Amplitude community. Comes with its own hero and questline, new villages, recruitable units, a new population type and two hero skills. This is the faction the studio ran a public co-creation contest for in late 2025 — the contest specified a peaceful archetype because the existing roster skewed aggressive. |
| Order of Zelevas | Rogue faction | A conquest-focused variant of the Kin of Sheredyn, with its own faction quest, story and gameplay. |
| The Severed Claw | Rogue faction | A variant of the Necrophage that can only replace its losses by enslaving other factions. The studio is explicit that this is how it replenishes. |
That is the full extent of what the studio has published about the two rogue factions: they exist, what they are variants of, and their intended identity. Their unit rosters, traits and thresholds are not published, so this site does not print any.
Sources read for this page
Every source this page was written from, checked 2026-09-18.
- Amplitude official blog — ENDLESS Legend 2 releases into 1.0 on September 17
- Reddit — EL2 factions so far
- Steam official news — Demo Available Now
- Official Aspects Faction Spotlight (YouTube, transcript)
- Amplitude official blog — Demo is LIVE NOW
- Reddit — I found all 15 minor factions in the demo
- Amplitude official blog — Community Minor Faction Creation
- Amplitude official blog — Last Lords Spotlight
- PlayStation Store listing
- Xbox Store listing