The world of Axoma — three tribes, faction reputation, Architect World Quests and permanent Wildland development. Based on the official Pawtato World docs.
Tribes of Axoma
After the Great Divide scarred Axoma, Pawtatos splintered into three great tribes — each holding a fragment of Axomamma's teachings. No blood is shed between them, but trade is careful and words guarded. Each sends pilgrims to the Temple at the desert's center, never together.
The Sproutkin
North — last forests
They tend the wounded land, nurture saplings and whisper prayers through the roots. Axomamma's return depends on restoring balance through growth — every tree planted, every seed sown a plea for her awakening.
Belief Nature and renewal can heal the goddess. Other tribes' methods are reckless.
View of others See Emberclaws as destroyers and Flowtails as distractions.
They believe Axomamma's divine flame still burns within the earth. To rekindle it they use the land's resources and master craftsmanship. Their forges never sleep; their hammers echo like heartbeats of defiance.
Belief Strength and creation will reignite the goddess's spirit.
View of others View Sproutkin's soft hands and Flowtails' shifting tides as distractions.
They see Axomamma as the pulse between earth and flame — motion, flow, and balance. Harmony can only be restored through unity of purpose, yet they hoard what they have, fearing the desert's reach.
Belief To adapt is to survive, and survival is the goddess's will.
View of others See Sproutkin as naive dreamers and Emberclaws as destroyers of equilibrium.
World Quests let Architects earn large amounts of Influence for their represented Land without using Heroes. They appear randomly and can be completed once per Architect while representing at least one Estate or Province.
Most World Quests automatically succeed for every Architect who meets the requirements.
Divine Callings
Shared common goal that must be reached within a timeframe
Requires cooperation between multiple players
Rewards scale with each participant's contribution on success
If the goal is not reached, all contributions are lost — no refunds
With enough Influence on an Estate or Province, owners can upgrade Range and Dominion. Once neutral Wildland is fully within Range, Architects can permanently develop it.
Wildland starts with simple Ruins, Caves, Camps, Burrows — offering resources, baseline quests and combat encounters. Development paths are a large part of endgame content.
Developed Wildland is accessible to any Hero, but Estates/Provinces holding Dominion receive the rewards above.
Dominion rewards
Resources harvested from Wildland via Buildings
Influence when players complete Quests and Combat Encounters on the Wildland