Factions¶
Factions¶
Faction guides, paths, perks, how to join
Factions
11 factions shape your identity. Earn rep through
faction-aligned actions. At honored+, choose a
specialization path with 3 tiers of perks.
Major Factions:
?factions guard Town Guard — law, combat, defense
?factions thieves Thieves Guild — stealth, theft
?factions merchants Merchants Guild — trade, craft
?factions temple Temple of the Dawn — healing, lore
?factions rangers Ranger's Lodge — wilderness, beasts
?factions velvet Velvet Curtain — entertainment
Mage Factions:
?factions collegium Arcane Collegium — evocation, abjuration
?factions seers River Seers — divination, healing
?factions circle Deep Circle — transmutation, earth
?factions coven Wild Coven — nature, storms
?factions pale Pale Order — necromancy (hidden)
Standing Tiers (rep thresholds):
hostile < -60 (locked out)
unfriendly -60 to -15
neutral -15 to 15 (default start)
friendly 15 to 40 (basic perks unlock)
honored 40 to 70 (choose specialization path)
exalted 70+ (exclusive rewards)
champion 1500+ (devotion quests: +100 rep,
legendary items, unique titles)
Commands:
/rep Show all faction standings
/faction <name> Detailed faction info + path
Tension: Some factions oppose each other. Gaining Guard
rep loses Thieves rep (-50% rate) and vice versa.
Mage Rivalry:
?factions rivalry Cross-faction effects for mages
Factions — Town Guard¶
Law enforcement, combat, defense paths
Factions — Town Guard
"The Watch keeps order in Ghelmyon."
Earn trust through lawful deeds and guard duty.
How to Gain Rep:
- Guard duty quests from the notice board
- Killing bounty targets
- Reporting crimes (talk to guards)
How to Lose Rep:
- Stealing, assault, murder
- Gaining Thieves Guild rep (-50% transfer)
Rank Titles:
Wanted → Suspect → Civilian → Ally → Deputy → Champion
Unlocks:
neutral Guard duty quests available
friendly Guards assist in nearby combat
honored Watch armory access, bounty reduction
exalted Champion of the Watch title, elite gear
Specialization Paths (choose at honored):
[Shield] — Tank and defender
T1: Iron Stance — +5 armor with shield
T2: Shield Wall — new stance (massive reduction)
T3: Unbreakable — +15% max HP, unbreakable shield
[Sword] — Enforcement and justice
T1: Lawbringer — +10% damage vs bounty targets
T2: Pursuit — targets can't flee as easily
T3: Arrest Powers — subdue NPCs non-lethally
[Eye] — Investigation and detection
T1: Keen Eye — +10 Perception for spotting crimes
T2: Inspect — reveal hidden NPC stats/secrets
T3: Criminal Network — see all bounties in town
Best Classes: Warrior, Knight
Factions — Thieves Guild¶
Stealth, theft, fencing, social manipulation
Factions — Thieves Guild
"A shadowy network of cutpurses and fences."
Prove yourself through theft and subterfuge.
How to Gain Rep:
- Successful pickpocketing and theft
- Fencing stolen goods at The Den
- Contract jobs (honored+)
Rank Titles:
Marked → Outsider → Unknown → Associate → Shadow → Guildmaster
Specialization Paths:
[Shadow] — Stealth and infiltration
T1: Shadow Step — +15 Stealth, reduced detection
T2: Vanish — escape combat instantly 1/day
T3: Ghost — witnesses never identify you
[Blade] — Combat rogue
T1: Backstab — +50% damage from stealth
T2: Poison Master — poison coatings last 2x
T3: Ambush — first attack auto-crits from sneak
[Face] — Social manipulation
T1: Silver Tongue — +10 CHA, +10 Guile
T2: Fence Network — sell stolen at 75%
T3: Blackmail — extort NPCs using secrets
Best Classes: Rogue, Bard
Factions — Merchants Guild¶
Trade, crafting, economy paths
Factions — Merchants Guild
"The guild controls trade in Ghelmyon."
Buy, sell, and deliver to earn their favor.
Rank Titles:
Blacklisted → Debtor → Customer → Partner →
Guildmaster → Grand Merchant
Specialization Paths:
[Trader] — Economy mastery
T1: Haggler — 10% discount + 10% sell bonus
T2: Appraise — exact values + hidden stats
T3: Trade Baron — exclusive rare stock
[Artisan] — Crafting mastery
T1: Efficient Crafter — 20% fewer materials
T2: Fine Quality — crafted items +1 quality
T3: Masterwork — 10% chance double-stat items
[Broker] — Social connections
T1: Networker — +25% faction rep gain
T2: Insider — learn NPC secrets via trade
T3: Kingmaker — influence NPC opinions
Best Classes: Bard, Wanderer, Herbalist
Factions — Temple of the Dawn¶
Healing, holy combat, lore paths
Factions — Temple of the Dawn
"The temple serves the faithful."
Smite the unholy and aid the clergy.
Synergy: +25% bonus to Ranger's Lodge rep
Rank Titles:
Profane → Wayward → Pilgrim → Faithful → Blessed → Anointed
Specialization Paths:
[Healer] — Restoration
T1: Blessed Hands — +15 Medical skill
T2: Lay on Hands — 50% HP heal 1/day
T3: Healing Aura — allies heal 1 HP/phase
[Crusader] — Holy warrior
T1: Holy Fervor — +20% damage vs undead
T2: Smite — holy attack + stun undead
T3: Consecrate — sanctify ground, undead hurt
[Scholar] — Knowledge and lore
T1: Lorekeeper — +10 INT, +10 Wits
T2: Divine Insight — better quest hints
T3: Ancient Tongue — read secret texts
Best Classes: Knight, Scholar, Herbalist, Mage
Factions — Ranger's Lodge¶
Wilderness, beasts, herbs, companions
Factions — Ranger's Lodge
"Wardens of the Thornwood."
Kill beasts, patrol the wilds, protect the frontier.
Synergy: +25% bonus to Temple rep
HQ: Thornwood (not Ghelmyon)
Rank Titles:
Poacher → Trespasser → Wanderer → Pathfinder →
Warden → Archranger
Specialization Paths:
[Hunter] — Beast combat
T1: Beast Sense — +10 PER, creatures on minimap
T2: Mark Prey — +20% dmg vs marked creature
T3: Master Skinner — always Fine+ pelts
[Herbalist] — Gathering and alchemy
T1: Green Thumb — +15 Herbalism, rare herbs
T2: Nature's Bounty — double forage yields
T3: Master Alchemist — +50% potion potency
[Warden] — Wilderness defense
T1: Weathered — no weather penalties, +5 CON
T2: Camouflage — +20 Stealth in wilderness
T3: Animal Companion — wolf/hawk/bear bond
Best Classes: Ranger, Herbalist, Scholar
Factions — Velvet Curtain¶
Entertainment venue, social status
Factions — Velvet Curtain
Ghelmyon's premier entertainment venue.
Generosity and charm open its doors.
Minor faction (hidden from /rep by default).
Rank Titles:
Banned → Unpleasant → Patron → Regular → VIP → Honored Guest
Unlocks:
friendly VIP access, private performances
honored Owner's suite, exclusive entertainment
Best Classes: Bard
Factions — Arcane Collegium¶
Evocation, abjuration, academic magic
Factions — Arcane Collegium (Ghelmyon)
The premier institution of magical study.
Formal, hierarchical, politically influential.
Leader: Archmagister Marcellus (Tower Observatory)
Trainer: Instructor Elara (Lecture Hall, teaches spellcasting)
Also: Rook (janitor, surprisingly knowledgeable),
Vyn (eager halfling apprentice)
Location: Collegium Tower, Temple Quarter.
From the Hall of Scrolls, enter the Collegium
Lobby. The Lecture Hall and Library branch off
from there. The Tower Observatory is above.
Schools: Evocation (damage), Abjuration (shields)
Paths:
Evoker — spell damage +15%, reduced cooldowns
Abjurer — magic resistance, spell deflection
Rivals: Wild Coven (opposing philosophies)
Best Classes: Mage, Scholar
Factions — River Seers¶
Divination, healing, mysticism
Factions — River Seers (Millhaven)
Mystics who read the future in the river.
Gentle, cryptic, deeply connected to water.
Leader: Elder Maren (teaches rank 70)
Location: Seer's Pool, Millhaven
Schools: Divination (foresight), Restoration (healing)
Paths:
Diviner — +15 Perception, prescient dodge
Healer — +25% heal power, passive HP regen
Allies: Temple (shared healing philosophy)
Best Classes: Healer, Mystic
Factions — Deep Circle¶
Transmutation, earth magic, crafting
Factions — Deep Circle (Darkhollow)
Pragmatic mages who see magic as a tool.
Work alongside miners and smiths in the deep.
Leader: Forgemaster Durna (teaches rank 60)
Location: The Crucible, Darkhollow
Schools: Transmutation (enhance), Earth Magic (control)
Paths:
Transmuter — better enchants, crafting quality
Earth Shaper — +20% HP, stun immunity, AoE
Best Classes: Smith, Miner, Mage
Factions — Wild Coven¶
Nature magic, beasts, storms
Factions — Wild Coven (Thornwood)
Ancient druids who draw power from the wild.
Fierce, protective of nature, suspicious of cities.
Leader: Thornmother Asha (teaches rank 70)
Location: Heart Grove, Thornwood
Schools: Nature (healing/entangle), Summoning (beasts)
Paths:
Beastcaller — pet bonuses, 2 companions, tame any
Stormcaller — faster travel, lightning chain
Rivals: Arcane Collegium
Allies: Ranger's Lodge
Best Classes: Ranger, Druid
Factions — Pale Order¶
Necromancy, hidden faction
Factions — Pale Order (Hidden)
Forbidden practitioners of death magic.
Discovery means exile from all other factions.
Leader: Whisper (teaches rank 90)
Location: ??? (must be discovered)
Schools: Necromancy (drain, raise dead)
Path:
Necromancer — death sense, soul siphon, raise dead
WARNING: Joining loses ALL other mage faction rep.
Temple and Guard become hostile on discovery.
Factions — Mage Rivalry¶
Cross-faction effects for mage factions
Factions — Mage Rivalry
Mage factions watch each other closely. Actions
that benefit one faction can hurt your standing
with its rivals.
Rivalries:
Arcane Collegium <-> Wild Coven
Deep Circle <-> River Seers
Pale Order <-> ALL others
Cross-Faction Effects:
Training Penalty:
Studying at a rival faction's trainer causes
your friendly+ rivals to lose rep (-5).
Pale Order involvement: -8 instead.
Casting Awareness:
Casting a faction spell in rival territory
while rival NPCs are present costs -3 rep
with the location's faction. Pale Order: -5.
8-phase cooldown between penalties.
Dual Allegiance Warning:
Reaching friendly+ with two rival factions
triggers a one-time warning. Walking both
paths reduces daily rep gains (halved cap).
Pale Order is especially dangerous — hostile
to ALL other mage factions, with larger
penalties across the board.