Game of Thrones Dragonfire Factions and Alliances Guide
Success in Game of Thrones: Dragonfire is built on cooperation. While dragons and armies help you conquer territory, Factions and Alliances provide the organization, support, and coordination needed to dominate an entire campaign.
Whether you’re a new player searching for allies or a veteran looking to lead a powerful group, understanding these systems is essential for long-term success.
Game of Thrones Dragonfire Factions and Alliances Guide
Every player belongs to a Faction during a campaign.
A Faction is a large-scale team consisting of hundreds of players working toward the same objectives throughout a Reign. Faction members cooperate to capture important locations, complete campaign objectives, and compete against rival factions for control of Westeros.
Throughout a campaign, your faction will focus on:
- Capturing Seats of Power
- Expanding territorial influence
- Completing Stage Objectives
- Finishing Campaign Goals
- Earning seasonal rewards
Because faction performance affects campaign progression, active participation can significantly improve your rewards by the end of a Reign.
Choosing a Faction
At the conclusion of each Reign, players may select their preferred faction for the next campaign.
However, faction placement is not always guaranteed.
To maintain balanced populations and fair competition, the game may adjust player assignments when necessary. This prevents one faction from becoming overwhelmingly stronger than the others.
Players who select the Mercenary option will be assigned randomly to one of the available factions and receive a bonus amount of Gold for their flexibility.
Why Factions Matter
Faction success directly impacts:
- Campaign progression
- Territory control
- Event participation
- Stage rewards
- End-of-Reign rewards
Even highly developed players will struggle without a strong faction supporting them.
Understanding Alliances
While Factions are large groups of players, Alliances are smaller organized communities within those factions.
Think of an Alliance as your permanent team.
Alliance members coordinate daily activities, share territory, reinforce one another, and organize attacks against enemy strongholds and objectives.
Joining an Alliance provides access to features unavailable to solo players.
Benefits include:
- Alliance chat
- Shared strategic planning
- Reinforcement support
- Tile protection
- Access to special structures
- Coordinated warfare
Most competitive players join an Alliance as soon as possible.
Alliance Benefits
Alliances gain control of several important map structures.
These include:
Docks
Docks provide strategic movement opportunities and help alliances maintain control over key waterways.
Tunnels
Tunnels allow alliances to create valuable travel routes and strengthen map mobility.
Towns
Towns act as important territorial assets and contribute to alliance influence across the map.
Only alliance members can claim and manage these structures.
Persistent Across Reigns
One of the most important differences between Factions and Alliances is permanence.
Factions can change between campaigns.
Alliances remain intact.
This means:
- Your membership carries forward
- Alliance history is preserved
- Leadership structure remains
- Community relationships continue
Many players spend multiple Reigns with the same Alliance even while changing factions between campaigns.
Alliance Restrictions
There are two important requirements:
- Players must belong to the same World.
- Players must belong to the same Faction.
Because of these restrictions, faction assignments can influence which alliances are available during a campaign.
When a new Reign begins, Alliance Leaders decide which faction the alliance will support.
Creating an Alliance
Players can spend Gold to establish their own Alliance.
During creation, you can customize:
- Alliance name
- Description
- Banner
- Preferred language
- Recruitment settings
You can choose between:
Open Recruitment
Anyone who meets the requirements can join immediately.
Invite-Only Recruitment
Players must submit an application and wait for approval from leadership.
Invite-only alliances are generally preferred by competitive groups that want greater control over recruitment.
How to Join an Alliance
The Alliance Finder provides recommendations based on your current World and Faction.
When browsing alliances, you will encounter:
Open Alliances
Instantly join without approval.
Closed Alliances
Submit an application and wait for leadership approval.
Sending a message to leadership can sometimes improve your chances of acceptance, particularly for highly competitive alliances.
Alliance Chat
After joining, you gain access to Alliance Chat.
This is the primary communication hub for:
- War planning
- Recruitment
- Reinforcement requests
- Event coordination
- Diplomacy
Active communication often separates successful alliances from unsuccessful ones.
Leaving an Alliance
Players can leave an alliance at any time.
Simply locate your Stronghold within the Alliance Member list and select the leave option.
Before leaving, consider whether your current campaign objectives or alliance commitments may be affected.
Alliance Ranks Explained
Alliance members are assigned different positions depending on their responsibilities.
Noble
Noble is the default rank.
Permissions include:
- Alliance membership
- Alliance chat access
- Participation in alliance activities
Nobles cannot manage other members.
Councilor
Councilors assist with recruitment and membership management.
Permissions include:
- Inviting players
- Removing members
- Supporting alliance administration
Councilors help maintain daily alliance operations.
Warden
Wardens function as senior officers.
They receive nearly all leadership permissions, including:
- Managing members
- Organizing alliance operations
- Assigning lower ranks
- Administrative control
The primary restriction is that Wardens cannot assign other Wardens.
Leader
Leaders possess complete control over the alliance.
Responsibilities include:
- Recruitment oversight
- Rank assignments
- Strategic direction
- Alliance management
- Faction selection between Reigns
The Leader serves as the highest authority within the alliance.
Alliance Map Pins
Leadership roles gain access to strategic map markers.
Councilors, Wardens, and Leaders can collectively create up to 10 Alliance Pins.
These markers help direct members toward:
- Rally targets
- Defensive positions
- Resource objectives
- Important campaign locations
Pins can include:
- Custom descriptions
- Icons
- Arrival schedules
- Tactical instructions
Proper pin usage dramatically improves alliance coordination.
Inviting New Members
Recruitment can occur directly through player profiles.
When invited:
- The player receives an alliance invitation.
- The notification appears in their Allegiance panel.
- They can accept or decline the invitation.
Many competitive alliances contact promising players directly before sending formal invitations.
Alliance Leadership and Usurpation
Dragonfire includes a protection system against inactive leaders.
If an Alliance Leader remains inactive for 72 hours, members may begin a usurpation process.
How Usurpation Works
After a mutiny starts:
- The inactive leader has 24 hours to return.
- Failure to return removes them from leadership.
Leadership claims then proceed in order.
First Priority: Wardens
Wardens receive the first opportunity to assume leadership.
Second Priority: Councilors
If no Warden claims leadership, Councilors receive access.
Final Priority: All Members
If neither Wardens nor Councilors claim leadership, all alliance members become eligible.
This system ensures active alliances never become trapped under inactive leadership.
