Factions

There are 26 different Factions in Divide and Conquer, each with their own strengths and weaknesses. A Faction is a nation or other group of people united under one banner, by shared beliefs or by the power of a great ruler; this might be in order to face down the imminent threat of invasion, to win glory through mighty conquests, or for some other, more mysterious aim. Each Faction has its own unique selection of generals, units, settlements, and objectives, and fights as one to win its place, or else maintain its standing, in the world. Most of the Factions belong to either one of two moral categories; those that fight for good, and those that fight for evil. There are however two exceptions; the Clans of Enedwaith, hemmed in between the Greyflood and the White Mountains, and the Ar-Adûnâim, sailing northwards from the distant and unknown realms of the far south, can both be rightly described as morally neutral, and the path they will take is in the player's hands. That said, any Faction can, of course, take the side of good or evil depending on the will of the player. Some Factions, such as the Dwarves of Ered Luin and the Variags of Khand, may even find their moral standing shift in accordance with one of the many fascinating gameplay events that are available to different Factions. Factions are also largely divided into nine different cultures. They are as follows (as of version 4.5 - released april 2020):

GOOD

 * Dúnedain culture
 * Kingdom of Gondor
 * Principality of Dol Amroth
 * Northern Dúnedain


 * Northmen culture
 * Kingdom of Rohan
 * Kingdom of Dale
 * Anduin Vale
 * Vale of Dorwinion


 * Middlemen culture
 * Bree-land and the Shire


 * Elven culture
 * High Elves (Lindon and Imladris)
 * Woodland Realm
 * Realm of Lothlórien


 * Dwarven culture
 * Dwarves of Erebor
 * Dwarves of Khazad-dûm
 * Dwarves of Ered Luin


 * Nomadic culture
 * Variags of Khand (start as evil and Men of the East culture, can switch if they accept Blue Wizards in an event)

EVIL

 * Melkor's Shadow culture
 * Mordor
 * Dol Guldur
 * Dominion of Isengard
 * Goblins of Moria
 * Orcs of Gundabad
 * Remnants of Angmar


 * Men of the East culture
 * Easterlings of Rhûn
 * Haradrim Tribes
 * Variags of Khand (can switch to the good and Nomadic culture if they accept Blue Wizards in an event)


 * Middlemen culture
 * Dunlendings
 * Dwarven culture
 * Dwarves of Ered Luin (always maintain Dwarven culture, however can switch to be an evil Faction if they accept the gifts of Sauron in an event)

NEUTRAL

 * Middlemen culture
 * Clans of Enedwaith


 * King's Men culture
 * Ar-Adûnaim (start as a neutral horde, when controlled by AI they always land in Umbar and align with evil)

Non-Playable

 * Independent Realms (Rebels)
 * The Dark Lord of Mordor