Factions & reputation¶
Ghelmyon's powers don't agree on much. Picking a side - or staying neutral - shapes which shops sell to you, which quests open up, and which NPCs draw a blade when you walk in.
The six tiers¶
Reputation is a single integer per faction. Where you sit on it determines your status tier:
| Tier | Range | Generic flavor |
|---|---|---|
| Hostile | < -100 | Attacked on sight. Vendors refuse you. |
| Unfriendly | -100 to -20 | Suspicious. Prices marked up 20%. |
| Neutral | -20 to 50 | Default. You exist, that's all. |
| Friendly | 50 to 200 | Welcomed. Standard quest access. |
| Honored | 200 to 500 | Trusted insider. Premium services. |
| Exalted | 500 to 1000+ | Member of the family. All unlocks. |
Each faction also has a rank title per tier - at honored Town Guard you're a "Deputy"; at exalted you're a "Champion of the Watch."
Daily cap
You can gain at most 50 rep with any one faction per in-game day. Spamming the same quest hits diminishing returns fast: 100% → 50% → 25% → 10% by the 4th repeat.
Pick a side: the rivalry matrix¶
Factions react to each other. Some boost together; most fight. Earning rep with one will passively hurt your standing with their rivals.
graph LR
TG[Town Guard] -. -50% .-> TH[Thieves Guild]
TH -. -50% .-> TG
MG[Merchants] -. -25% .-> TH
TG -. allies .-> TPL[Temple]
TPL -. +25% .-> RG[Rangers]
AC[Arcane Collegium] -. -30% .-> WC[Wild Coven]
AC -. -50% .-> PO[Pale Order]
TPL -. -75% .-> PO
RS[River Seers] -. +15% .-> DC[Deep Circle]
The lawful axis: Town Guard ↔ Merchants ↔ Temple. Generally allies. Easy to stack together.
The shadow axis: Thieves Guild ↔ Velvet Curtain. Less tightly coupled but generally tolerant of each other.
The mage axis: Arcane Collegium (orthodox) vs Wild Coven (druidic) vs River Seers vs Deep Circle. Only weakly competitive, except…
The Pale Order - necromancers. Hated by everyone. Major investment to commit; serious payoff if you do.
The 11 factions¶
Lawful & social¶
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The Watch in Ghelmyon. Lawful, paid combat work, bounty reduction. Rival: Thieves Guild.
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Controls trade. Discounts at friendly+, exclusive contracts later. Soft rival: Thieves Guild.
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Faith healing + undead-hunting. Cleric / Paladin home. Rivals: Pale Order, Wild Coven.
Wild & wilderness¶
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Wardens of the Thornwood. Ranger / Hunter home. Allies with Temple.
Magical¶
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Premier arcane academy. Mage home. Rivals: Wild Coven, Pale Order.
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Diviners + nature mystics in Millhaven. Soft ally: Deep Circle.
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Earth magic + transmutation in Darkhollow. Soft ally: River Seers.
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Druids of the Thornwood. Rivals: Arcane Collegium, Pale Order.
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Hidden necromancer cabal. Hated by all. Necromancer home. Sworn enemy of Temple (−75%).
Shadow & entertainment¶
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:material-mask: Thieves Guild
Fences, smugglers, contract jobs. Rogue home. Rivals: Town Guard, Merchants.
-
Premier entertainment venue. Bard / social access. Studiously neutral.
How to gain rep - the generic shape¶
We don't list specific quests here (that's a spoiler), but every faction's rep moves on these levers:
| Lever | Effect |
|---|---|
| Complete a faction-aligned quest | +20 to +100 per (first time) |
| Repeat the same quest | Diminishing: 100% → 50% → 25% → 10% |
| Donate / pay dues | +5 to +15 per donation |
| Visible aligned behavior | Small passive gains (helping a guard mid-fight, etc.) |
| Use their services | Tiny positive bump (healing at Temple, fencing at Guild) |
| Anger a rival faction | Indirect gain via the tension matrix |
| Stay alive in their territory | Trivial passive: just being seen helps |
To lose rep:
- Commit aligned-faction crime (steal at Merchants → guild rep tanks)
- Get caught violating a creed (cast necromancy near Temple)
- Help their rival (Town Guard +X → Thieves Guild -X/2)
- Be marked as a known criminal (bounty over threshold)
What about negative-side rewards?¶
You asked, so: there aren't explicit rewards for going hostile. The data only lists unlocks on the positive side (neutral / friendly / honored / exalted). Going negative just locks you out + raises prices.
However, the rivalry mechanic is the alignment-payoff: committing to one faction yields the opposite faction's enemies. "Going negative with Town Guard" isn't a separate path - it's the passive result of going hard into Thieves Guild.
If you want to be a notorious outlaw, the route is:
- Commit Thieves Guild + Velvet Curtain hard
- The tension matrix tanks Town Guard + Merchants rep automatically
- Underworld unlocks open while lawful options close
Recommended faction path per class¶
A class's primary faction is the one whose venue you'll shift at, whose perks you'll unlock, whose NPCs you'll see most. The secondary faction tends to compose well - different verbs, no rivalry friction. The rival is the cost: climbing the primary will usually drop you with the rival.
| Class | Primary | Secondary | Notable rival |
|---|---|---|---|
| Warrior | Town Guard | Merchants | Thieves' Guild |
| Rogue | Thieves' Guild | Velvet Curtain | Town Guard, Merchants |
| Ranger | Rangers Lodge | Temple | (none strong) |
| Hunter | Rangers Lodge | Merchants | (none strong) |
| Scholar | Arcane Collegium | Temple | Wild Coven, Pale Order |
| Bard | Velvet Curtain | Merchants | (none strong; broadly neutral) |
| Herbalist | Wild Coven | Rangers Lodge | Arcane Collegium |
| Alchemist | Arcane Collegium | Merchants | Wild Coven |
| Mage | Arcane Collegium | Temple (loosely) | Wild Coven, Pale Order |
| Monk | Temple of the Dawn | (none strong) | Pale Order |
| Cleric | Temple of the Dawn | Rangers Lodge | Pale Order, Bone Chapel |
| Paladin | Temple of the Dawn | Town Guard | Pale Order, Bone Chapel |
| Necromancer | Pale Order | Bone Chapel (loosely) | Temple, Arcane Collegium |
| Tinkerer | Deep Circle | Merchants | (none strong) |
| Blacksmith | Deep Circle | Merchants | (none strong) |
| Wanderer | (broadly neutral) | any | (none - flexibility is the perk) |
The Wanderer's "no primary faction" is by design - Wanderers spread their rep across 2-3 factions at low investment instead of stacking one to Honored.
The Necromancer's path is the hardest of the thirteen: Pale Order is hated by every other lawful faction, so a committed Necromancer spends most of their game running negative-rep with the Temple + Collegium + Town Guard. The payoff is real (deepest unlocks) but the friction is real too.
See also¶
- Class onramps - each class article links its natural faction
- Grigg's three teams
- First week - the article that walks you through your first Friendly tier
- Relationship dynamics how faction-rep collisions affect per-NPC Trust
- Individual faction pages linked above