Kingdom of
Camelot
The rightful king has risen. All that remains is to make the realm believe it.
A quarter century after Uther’s failure, his heir has finally emerged. Arthur Pendragon pulled the sword from the stone, claimed the throne, and set about building something his father never could: a kingdom worthy of the name. The Round Table is his answer to the pettiness and betrayal of the old order — a brotherhood of knights bound by honor rather than blood.
Camelot is young, idealistic, and powerful in ways its enemies are only beginning to understand. The Pendragon banner draws the faithful like light draws moths. But the realm does not forgive weakness, and the knights of Camelot are learning that virtue alone does not hold a kingdom together.
“The old king had nearly achieved his goal, nearly brought the entire realm to heel. Uther failed, and fell, and died. Arthur will not make the same mistakes.”
Notable Figures
The Once and Future King
Raised in secret by the Robbetts family until Merlyn revealed his true heritage. Red-haired, earnest, and already formidable — but raised to believe in honor, not court politics. He sees the best in people. His enemies count on this.
The White Enchantress
Beautiful and deeply serious, the queen burns with an intelligence that makes her seem older than she is. She extends grace to everyone — but behind her kind eyes, she watches everything.
Guinevere’s Savior
Arthur’s closest confidant and the finest blade in the realm. Tall, elegant, and almost supernaturally capable — he is everything Camelot aspires to be, and carries the weight of that expectation badly.
Knight of Virtue
A rising star and shining paragon among Arthur’s knights. His skill is matched only by the depth of his convictions. He is quiet, not shy — the difference matters to those who know him.
Foster Brother & Steward
Once a knight of exceptional strength, Kay now runs Camelot’s affairs from behind a writing desk, his lame leg a permanent reminder of the battle of Saltford. Bitter about what he lost. Utterly devoted to Arthur anyway.
Camelot is built around Faith and Combat, and the synergy between them. The Pendragon court rewards loyalty — the more unique knights you field, the stronger Arthur becomes. Winning faith struggles converts directly to influence stolen from your rivals, and the Round Table’s glory keywords let your knights grow stronger with every victory. Camelot rewards patient construction: assemble your court, then overwhelm with numbers and virtue alike.
The Eleven
Eleven kings. One word: No.
In the hard northern lands, eleven of the most powerful kings and lords have answered Lot of Lothane’s call — not out of love, but out of shared necessity. None of them will bow to a boy king crowned by a thrice-cursed sorcerer. The North has survived worse than Arthur Pendragon, and they intend to keep it that way.
The Eleven are not united by warmth or friendship. They are united by refusal. Their fortress politics are brutal and their strategies are colder than the iron crown Lot wears atop his keep at Cragmont. Behind every alliance sits a calculation. Behind every calculation sits Morgause.
“Lot paced wordlessly along the wall of Cragmont, the northern cold biting at him. The carved kings of Lothian stared out from the stone in silent judgment. He readjusted the iron crown on his head.”
Notable Figures
First Among Them
King of Lothian, architect of the northern alliance. A grim and calculating man who keeps his counsel in a council chamber carved from stone, surrounded by the likenesses of every king who came before him. He knows Arthur is coming. He is preparing accordingly.
Arthur’s Half Sister
Lot’s wife and the true power behind much of what he does — though Lot would never say so. A woman of iron composure, deep magic, and dangerous patience. Her voice is smooth. Her suggestions have a way of becoming decisions.
King of Rheged
Once powerfully built, now aged and scarred, Urien commands one of the largest armies in the North. His pride has grown with his years. Managing him requires skill — but his men are essential to the alliance.
Fearsome in Battle
A Pretani raider with a fearsome reputation and a contempt for Arthur that borders on personal. He fights with abandon and expects those around him to do the same.
Doomed Lover
An informant and survivor whose story has sharp edges. The Eleven use her as she uses them — mutual interest dressed up as loyalty.
The Eleven lead with Combat and punish through attrition. Their Ravage and Ruthless keywords strip resources from opponents — cards from hand, units from the field — before the enemy can respond. Controlling first player gives them the initiative they need to dictate the pace of every round. They choke the board by denying opponents the pieces they need, while their location control locks down key strategic positions. The North does not rush. It grinds.
Le Fay’s
Circle
She is older than Arthur. She is Uther’s daughter. She has not forgotten either of those facts.
Morgana le Fay has sworn undying love and fealty to her half-brother Arthur. The court of Camelot receives this oath with polite wariness, which she finds entirely useful. Let them watch. What they see is exactly what she wants them to see — and what she wants them to see is a woman reconciled to her brother’s reign, not a woman with a better claim to it.
She is older than Arthur. She is Uther’s daughter by blood just as he is, and she spent her years in exile not grieving the throne but planning for it. The title Arthur gave her on her return — Mistress of Tidings — is a leash he believes he holds. He is wrong. Le Fay’s Circle is a network of courtiers, spies, lovers, and sorcerers spread through every hall of power in Westernesse, and it has one purpose: to place Morgana where she has always belonged.
“Above all else, Morgana had to be calculating and careful. She could not allow them to see her truly. She would have to act as she had always acted. She would have to be cold and distant, to stand aloof from the pain in her heart.”
Notable Figures
The Sea Born
Uther’s eldest child and, by her own reckoning, his rightful heir. Arthur’s crowning was not a triumph she celebrated — it was an obstacle she began working around immediately. She returned to Camelot not out of reconciliation but out of strategy, accepted the title of Mistress of Tidings as cover, and is now precisely where she needs to be. Three husbands have come and gone. The throne has not.
Morgana’s Lover
A knight of the Round Table whose loyalty to Arthur and devotion to Morgana pull in opposite directions. He is not unaware of the contradiction. He simply hopes it will never be tested.
Syr Bertilak
A figure of old enchantment, associated with tests and bargains. His appearance in a hall is rarely coincidental.
Mysterious Crone
An elder witch with knowledge that predates the Circle itself. Morgana defers to her on very little — but certain things, she does not touch without Feimurgan’s word.
Morgana’s Confidant
An attendant, spy, and the person most likely to know where Morgana actually is at any given moment. Her discretion is her most valuable attribute.
Le Fay’s Circle dominates through Guile — offensive hand disruption, secret deployments, and a web of subtle keyword effects. Cunning and Subtle units make combat unpredictable and punishing for opponents who don’t account for what they can’t see. Secrets allow unexpected plays that the opponent has no chance to counter. The Circle doesn’t win through direct confrontation; it wins by ensuring its enemies have nothing left to fight with when the moment arrives.
Keepers of
the Old Way
Before Arthur. Before Uther. Before the name of king was ever spoken in this land.
The Keepers predate every faction on this list. Their roots reach into the age before Camelot, before the Pendragon line, before the church that now calls their practices heresy. Druids, mages, and wanderers of the deep woods, they are the custodians of Westernesse’s oldest power — and they are not inclined to surrender it to a new dynasty.
Merlyn is their most visible figure, though he walks between worlds. Nimue is his student, already dangerous in ways she is only beginning to understand. The Lady of the Lake moves through their ranks like something that doesn’t quite need to walk. What the Keepers want, ultimately, is what they have always wanted: for the old places to remain inviolate and for the storms that men make to pass them by.
“He knows things, Nimue. Many, many things. He is not like any other man you have ever met. He has seen this world change, and he can tell you everything you need to know. He knows the future, and he can see the past.”
Notable Figures
Demonspawn
Ancient, inscrutable, and far more dangerous than the rumpled old wizard he sometimes appears to be. He crowned Arthur and he shaped the kingdom — but his loyalties run deeper than any king. His grey eyes hold centuries.
Gifted Pupil
A young woman of surprising talent who stumbled into destiny and has been trying to catch up with it ever since. She floats in dark forest pools and dreams about storms she hasn’t learned to command yet.
Nyneve
Her true nature is a question the Keepers don’t answer directly. She is present at crossroads. Things given to her water tend to stay given.
Wise but Fierce
A Druid elder who has outlived three kings and intends to outlive more. His faith runs deep. His patience runs deeper. When pushed, however, he is not above reminding people that wisdom and ferocity are not mutually exclusive.
The Keepers are a Faith-heavy control faction, built around protecting what they have rather than crushing opponents directly. Location control is central — the old sacred places give them footholds that are difficult to dislodge. Bounce effects return threats to hand before they can land. Saves protect key units when the attacks come. Scout keywords let them plan ahead, while Mastery and Subtle ensure their moves are rarely telegraphed. Patient and persistent, they endure what others cannot.
The Summer
Court
The fae have watched the world of men for centuries. They have decided to stop watching.
The Summer Court ruled the Misty Isle long before men named any of the kingdoms of Westernesse. Titania and Auberon hold court in Shae, a palace of impossible beauty where the sun never seems to set and the tournaments never stop. Their world is abundance, grace, and power worn lightly — which is to say, worn as a threat.
When the balance of mortal power begins to shift in ways that interest them, the fae of Summer move. They do not struggle — they arrive. What they want from Westernesse is not entirely clear. What is clear is that the mortals who underestimate them rarely get a second opportunity to correct the mistake.
“Could you ever ask anything that I would deny you, Syr?” The golden queen smiled at her former ward. A small golden trinket appeared in her hand. Auberon’s eyes tightened briefly, but he made no move to stop the exchange.”
Notable Figures
Queen of Summer
Golden, capricious, and accustomed to devotion. She moves through her court like weather — warm until suddenly she isn’t. Her gifts tend to come with conditions she neglects to mention in advance.
King of Faeries
Where Titania is warmth, Auberon is focus. He hunts not for food but for the thrill — the challenge of outwitting something that doesn’t want to be caught. He extends this philosophy to politics.
Raised by Faeries
A foundling knight who grew up in the Summer Court before returning to the mortal world. He carries something of both in him, and is never entirely comfortable in either.
Lady of the Fountain
A mage and noblewoman connected to one of the oldest places of power in the realm. Her title is her inheritance and her defense, both.
Ruler of Gorre
A king in his own right who keeps one eye on Auberon and one on the mortal realms. His prowess on the battlefield is unquestioned. His loyalties are slightly more conditional.
Summer plays fast and loud. A robust income engine feeds a rush of units onto the field, with strong draw keeping the hand full round after round. Compel locks down key defenders before they can act, while Prowess readies attacking units for follow-up swings. Mastery and Honor keywords build advantage on top of advantage. Summer doesn’t wait for the game to develop — it sets the pace and expects everyone else to keep up.
The Winter
Court
Cold endures long after fire has died. Mab has always known this.
Where Summer is radiance and appetite, Winter is patience. Queen Mab has been building toward something for three hundred years. The web is complete. The threads extend in every direction. She does not rush because she has already won — she simply hasn’t told anyone yet.
The Winter Court moves through secrecy, sacrifice, and the slow accumulation of leverage. Her council chamber sits barely above freezing. Her advisors — Halewyn, Lamia, Robin Goodfellow — each serve their roles with full knowledge that the queen knows everything they are doing and has accounted for it. This is not paranoia. This is how Mab maintains order.
“Her eyes were shining with a hard, cold light, blue tinged with frost as crystal began to form at the edges of the room. Her body seemed to grow taller and taller, rising up until she towered over him.”
Notable Figures
Queen of Winter
Ancient, brilliant, and deeply dangerous. She has watched civilizations rise and fall with the same composed expression she wears at council. She does not get angry — but when she does, the room freezes. Sometimes literally.
Royal Consort
A charming, warm-blooded lord who should know better than to play games with Mab and keeps doing it anyway. He is useful and he knows it. He hopes this is sufficient protection.
Royal Consort
The third piece of Mab’s inner council. Her patience rivals the queen’s. Her purposes are her own. Everyone at court has learned to watch her as carefully as they watch Mab.
Royal Consort
The Puck. Erratic, grinning, and considerably more dangerous than he appears. He serves Mab with an enthusiasm that is either genuine devotion or the most elaborate performance anyone in the court has ever seen.
The Grave Daughter
A banshee of the old tradition. When she appears at a struggle, something permanent tends to follow.
Winter is a Sorcery control faction built around sacrifice, burning, and long-term patience. Sorcery struggles blank opponent cards, neutralizing key abilities before they matter. Sacrifice mechanics create advantages from setbacks — trading pieces to trigger powerful effects. Stand effects keep units available in unexpected ways. Location control and secrets provide the strategic infrastructure the queen prefers to operate from. They also actively disrupt first player — because no one should be moving before Mab is ready.
The Saracen
Envoy
An exiled king. A new shore. A city built from nothing — and everything still to prove.
Astlabor of Gilead did not choose exile. His enemies in the Sunlit Lands chose it for him. What he carried to Westernesse was his people, his purpose, and the stubborn conviction that a king without a throne is still a king. They built Sarras from the sand up — first a camp, then a market, then a city, then something that could not easily be ignored.
The Envoy is defined by its outsider status and by what that outsider status drives. They are faster, more aggressive, and more ruthless than factions who have always had a home. They have something to prove and they prove it with action. Morien de Galis, Astlabor’s bastard champion, speaks for all of them: you find your father or you find yourself standing in his place.
“As the envoy settled in and their neighbors gradually came to some measure of peace with the new refugees, trade grew and so did the city. In fits and starts, they built the first buildings, first walls of what would become Sarras.”
Notable Figures
Exiled King
A king who lost a kingdom and chose to build a new one rather than grieve the old. He is deliberate, pragmatic, and loyal to those who have followed him across the sea. He has not forgotten who his enemies are.
Lost Son
A bastard who followed his father’s shadow across an ocean and found him in a tavern in Sarras. What he discovered — about Algovale, about himself — has made him something harder and more purposeful than the wanderer who came looking.
Full of Wanderlust
A knight of Westernesse who left behind a family and spent decades looking for something worth fighting for. He found it in Astlabor’s cause — and then found his son standing in his path, asking for answers he deserved long ago.
Skilled in War
A warrior and guardsman who came with the exile and stayed for the cause. His loyalty to Astlabor is uncomplicated and genuine, which makes him rare in this company.
Fortuitous Arrival
A knight who arrived in Sarras under circumstances that no one has fully explained. He fights with evident skill and asks very little in return for it. The Envoy has learned not to question good fortune when it shows up armed.
The Saracen Envoy is the most balanced faction in the game — comfortable across all four struggle types. Haste keywords allow units to enter play quickly and unexpectedly, often during the Confrontation phase itself. Unopposed wins accelerate their path to influence, and a revenge-flavored theme rewards them for taking hits and hitting back harder. Scout effects let them read the board before committing. Ruthless and Cunning keywords make their victories painful for whoever is on the receiving end.