ENDLESS Legend 2 minor factions
ENDLESS Legend 2 minor factions are independent villages on Saiadha, not a ninth playable major. Steam tells you to crush them for loot or cultivate them until they join, handing over distinctive units and heroes. The usual verbs are bribe, parley, or raze, then assimilate a perk as a protectorate that costs Influence. 1.0 adds the community-designed Mangrove of Harmony on top of the older village census. Ten names with unit, assimilation, and pop fields sit in the table below.
Bribe, parley, raze, then assimilate
Villages are map objects with their own units, notables, and a perk you only keep if you assimilate. Steam frames the choice as pillage versus cohabitation. Aspects want the second option because coral pacification is their diplomatic engine; Necrophage often want the first because they convert fights into more bodies. Last Lords sit in between: they raise Lord's Estates on pacified villages and pull minor pops into an estate economy that still spends Dust, not Food.
Assimilation is an Influence bill, not a free flag. Wikipedia's gameplay section describes camps claiming regions before a city is founded; the same Influence pool funds protectorates. If you spend that pool on a second city instead of a village, you get districts and adjacency. If you spend it on Ametrine or Blackhammers, you get an empire-wide modifier that scales with extra villages of that type. The table's +2% per extra village lines are why grabbing a second Ametrine hamlet is a real plan, not flavour.
Parley and quests are how you keep a village friendly through monsoon. Community beginner notes say wary villages turn hostile during the rain season, which matches Steam's line that empires must adapt to periodic monsoons. If you planned a bribe for turn 40 and monsoon hits on turn 38, the village may not wait. Tidefall then opens landbridges into villages you could not walk to in Clear Skies. Scout the future coast, do not assume a village stays isolated just because water currently rings it.

Mangrove of Harmony and the ten-row census
Mangrove of Harmony is the one 1.0 minor Amplitude and Steam news both name as a community contest winner. It ships beside Sandshapers and the two Rogue Factions. The village look is starfish-like, the unit is Rootstalk, and it comes with a unique hero. Treat it as a 1.0 content drop, not a leftover demo village. If a guide written during Early Access omits it, that guide is incomplete for the live build.
The other nine rows are Ametrine, Blackhammers, The Consortium, Daughters of Bor, Foundlings, Gorog, Green Scions, Hoy and Ladhran, and Hydracorns. Ametrine pays Industry and Artisan science. Blackhammers pay unit damage and fortification. Consortium pays Dust. Daughters of Bor pay defense. Foundlings pay unit health. Gorog pays hero XP at a Food penalty. Green Scions pay Food. Hoy and Ladhran field a flying ranged rider. Hydracorns are cavalry with a once-per-empire building in community notes.
Use the table to pick a perk before you walk a hero into the village square. Aspects should read assimilation text the way Kin read wall gauges. If you need Industry, Ametrine is the concrete number. If you need Dust, Consortium is the concrete number. If you are Last Lords, Dust on city plus estates on the same village is a stacked plan. For the playable eight, go back to factions. For the Influence that actually buys the protectorate, see resources.

Notables, units, and village troops
Several rows name a Notable: Chiolite for Ametrine, Rogyovu Slem for Blackhammers, Pheyr Talias for The Consortium, Nidar for Gorog. Those are recruitable or quest-facing characters in the community tables, not playable-faction starting heroes. Starting heroes for majors live on the heroes page. Do not confuse Nidar with Uwe Rach or Polemephon.
Village units (Crusher, Warsmith, Courier, Huntress, Occultist, Ranger, Knifewing, Rider, Charger, Rootstalk) join your roster after assimilation or can fight you if you raze. Steam does not ship per-unit HP or damage for those lines. Plan from the assimilation and pop columns instead of a damage formula.
Population bonuses sit beside assimilation because some perks are on the pop, not the empire modifier. Foundling science on Foundling pop only exists if you actually keep those pops. Gorog's Food penalty is the cost of their XP shrine. Read both columns before you click assimilate. The beginner's guide walks the first village decision in campaign order rather than as a census.
Which village to buy first
If the capital is short on Industry, walk to Ametrine before you found a second city. If Dust is the bottleneck — Last Lords, or anyone rushing a Merchant house — Consortium is the first bribe. Kin who expect a landbridge war can take Blackhammers for unit damage and fortification instead of another farm. Aspects who plan four populations for Cultural Exchange should keep Foundlings and Green Scions alive rather than razing them for a one-time loot pile.
Gorog's hero XP is tempting on a commander-heavy run, but the Food penalty hurts everyone except Last Lords. Daughters of Bor are the defense pick when you already have enough Dust and Industry. Hoy and Ladhran and Hydracorns are army-composition picks: a flying rider or a cavalry warmaster, not an empire yield. Mangrove of Harmony is a 1.0-only village; if the map spawned it near the capital, treat it as a unique hero plus Rootstalk, not as a generic Food village.
Re-open this list after Tidefall. An offshore Ametrine hamlet can become a one-turn walk, and a village you ignored because water blocked it may now sit on your new isthmus. Influence spent on a protectorate is Influence not spent on a camp, so make the pick against the cities plan rather than against a flavour preference.
| Name | Unit | Assimilation | Leader | Note |
|---|---|---|---|---|
| Ametrine | Crusher | +5% Industry on Cities (+2% per extra village) | Chiolite | +2 Science on Artisans |
| Blackhammers | Warsmith | +3 Damage on Unit (+1 per village) | Rogyovu Slem | +50 Fortification |
| The Consortium | Courier | +5% Dust on City (+2% per village) | Pheyr Talias | +4 Dust on Scribes |
| Daughters of Bor | Huntress | +3 Defense on Unit (+1 per village) | +1 Industry on Artisans and militia defense | |
| Foundlings | Occultist | +15 Health on Unit (+4 per village) | +1 Science on Foundling pop | |
| Gorog | Ranger (Juggernaut) | +10% Hero XP (+3% per village) | Nidar | -2 Food on Citizens; shrine reduces minor-unit industry cost |
| Green Scions | Knifewing | +5% Food on Cities | Food-leaning population | |
| Hoy and Ladhran | Rider | Flying ranged rider | Listed on the Hooded Horse units table | |
| Hydracorns | Charger | Cavalry Warmaster | Building limited once per empire in community notes | |
| Mangrove of Harmony | Rootstalk | Community-designed 1.0 minor; starfish-like villages and a unique hero | Community contest winner | Ships with 1.0 alongside Sandshapers and the two rogues |
Sources