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An Introduction to Factions & Alliances

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An Introduction to Factions & Alliances

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“I hear you treat your soldiers like kin. Warm meals, steady pay, words of praise. An odd indulgence. Armies don’t fail when courage breaks. They fail when the barracks run dry, and there’s no one left to bleed.” – Rodrick Blackthorne

 

Factions and Alliances are the backbone of your success in Game of Thrones: Dragonfire. Let us dive into what Factions are, how to join an Alliance, and the benefits that come with sticking by those most loyal to your cause.

 

Factions

At the start of your first Reign, you’ll join a Faction made up of fellow players who fight beside you. You’ll work together to capture Seats of Power and complete key Campaign Goals and Stage Objectives.

You can select the Faction you prefer to be part of at the end of each Reign, though this is not guaranteed. This is to keep populations across your world equal, so every dragonrider has the chance to have exciting battles with enemies and allies alike. Selecting the Mercenary option will randomly place you in one of the provided factions, and gift you a select amount of gold.

Some Reigns may even feature new Faction Leader characters to follow! Team up with regional allies to capture Seats of Power and complete large-scale tasks for top rewards!

Curious about Campaigns and Reigns? Read through our Guide to Campaigns!

Alliances

Once a Campaign has begun, you can join forces with players in your Faction to gain powerful advantages and build lasting bonds! Join or create an alliance to celebrate victories and achieve more together than you could alone!

Not only are you able to defend each other’s tiles and strongholds, but only players part of Alliances can hold docks, tunnels, and towns. These strategic sites unlock powerful control of the map and allow other players in your alliance to share those tiles for adjacency or to station armies on them.

Alliances are persistent across Reigns, allowing dragonriders to carry a team identity and legacy forward. Factions will always fluctuate, but your Alliance will remain secure.

Note: Alliances are limited to players in the same World and Faction. When a new Reign begins, your Alliance Leader chooses which Faction you’ll fight for next.

Create or Join an Alliance

Spend Gold to create your own Alliance and shape its identity. Choose a name, description, banner, and the primary language your group will communicate in. Decide if your Alliance is open to all players or invite-only, then watch as new members join your ranks!

If you want to join an Alliance, use the Alliance Finder to see suggestions based on your World and Faction.

  • Open Alliances – Join instantly.
  • Invite-Only Alliances (Closed) – Apply and wait for approval. You can also message the leader to strengthen your case.

Once accepted, you’ll gain access to Alliance Chat, where you can coordinate, strategize, and connect with your new allies.

Positions

When you first join an alliance, you will be labeled as a noble. This title grants no additional permissions other than access to the alliance itself.

 

  • Councilors are alliance members who have been granted the ability to invite and kick alliance members as needed.
  • Wardens are alliance members who have been granted all the permissions a Leader can do, but cannot grant the Warden title. However, they may be able to grant Councilor and Noble titles as necessary.
  • Leaders are the creators of your alliance. They can grant all permissions and can kick and remove alliance members at will.

Councilors, Wardens, and Leaders can create a maximum of 10 Map Pins per Alliance to use on the Combat and World Map. Direct other members of your alliance to selected locations and customize the description, icon, and the time your alliance should arrive at a pinned location.

You can invite new nobles to an alliance through a player’s profile! Invited players must visit the Allegiance panel to receive the notification, so you may wish to notify highly sought-after Dragonriders of your invite through direct message.

Usurp

Leaders are not immune to a mutiny.

As a Warden, Councilor, or Noble, you are empowered to unseat an alliance leader who neglects their duties. If a leader has been idle for 72 hours or more, players within the alliance can begin the process to Usurp control.

The leader must return within 24 hours once a mutiny has commenced, otherwise they will be usurped and lose their position. Wardens will then have 24 hours to claim the title of leader, followed by any Councilors 24 hours after. Failing any Wardens or Councilors claim the position, all alliance members will have a claim to the title.
You can locate the ‘Usurp’ option within the Alliance Member Panel once a leader has been idle for 72 hours.

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