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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.