Factions

Four factions vie for control of Gravenwald. Choose your allegiance carefully.

The Four Factions

Each with unique perks and a role in the world

Joining a Faction

Earn your place among Gravenwald's powers

All new characters start as Commoners. Joining a faction requires three things:

  1. Reach level 10 — no faction will accept an untested recruit.
  2. Complete an initiation quest — each faction posts a trial on their local bulletin board:
    • The Choir: "The Sentinel's Vigil" (board at The Stockyard → travel to The Terminus)
    • The Unbound: "Into the Deep" (board at Catacombs → travel to Ossuary Descent)
    • Seer: "Where the Veil Tears" (board at Ruined Garden → travel to Veil Fissure)
  3. Travel to the recruitment location and use join <faction>.

Type faction as a Commoner to see hints about where each faction recruits. If a faction grows too large compared to others, recruitment temporarily closes to maintain balance.

> faction
You are a Commoner. Available factions:
The Choir - recruiters watch the yards near the northern gate
The Unbound - seek the broken-chain sigil beneath the city
Seer - gather where the veil is thinnest, in forgotten places
> join choir
You have joined The Choir.

Faction Perks

Comparison at a glance

Commoners are generalists with modest bonuses across all activities. Faction members trade that breadth for stronger bonuses in their area of focus.

FactionVendor DiscountWork BonusExplore EXPQuest EXPCombat EXPResonance
Commoner10% everywhere+20%+10%+10%+10%None
The Choir15% (Gravenhaven, Residential, Undercanals)+15%———Choir Resonance
The Unbound15% (Witchfen, Blighted Moor, Hollow Sanctum)—+50%—+15%Shadow Whisper
Seer10% everywhere——+25%—Veil Murmur

Faction Territory

Restricted zones and safe havens

Each faction controls exclusive areas that only their members can enter. Outsiders who try to pass through are turned away. These zones serve as safe havens, supply depots, and headquarters.

FactionRestricted Rooms
The ChoirChoir Hall, Choir Vestibule, Penitence Cells
The UnboundHeretic's Sanctuary, Unbound Cache, Unbound Safehouse
SeerSeer's Grotto

If you defect from a faction while inside one of their restricted rooms, you are immediately ejected.

Resonance Channels

Faction-wide communication

Each faction (except Commoners) has a private resonance channel for faction-wide communication. Messages sent through resonance reach all online faction members regardless of location.

> resonate Patrol heading to the Witchfen
[Choir Resonance] You: Patrol heading to the Witchfen

Shortcut: r or radio works the same as resonate.

Arrest &amp; Detention

The Choir's authority

Members of The Choir have unique enforcement abilities. They can arrestmembers of The Unbound, sending them to the Penitence Cells for detention.

  • You must be in the same room as the target.
  • Target must be a member of The Unbound.
  • Requires Iron Shackles (20 crowns from the Choir Quartermaster) — consumed on use.
  • 5-minute cooldown per target.
> arrest Kael
You clamp the shackles on Kael. They are sent to the Penitence Cells.

Choir members can also release a detained player, freeing them to the Market Square. Players can surrender to a Choir member in the same room to voluntarily turn themselves in.

> release Kael
You release Kael from detention. They are sent to the Market Square.

Warrants

Choir enforcement orders

Choir members can issue warrants on other players, marking them as targets. Players with active warrants see a surrender option appear when confronted. Warrants expire after 24 hours.

> warrant Kael heresy and sedition
Warrant issued for Kael: heresy and sedition.
> warrant list
Active warrants: Kael (heresy and sedition) — 23h remaining

Breaking Free

Escaping the Penitence Cells

Detained players aren't entirely helpless. The breakfree command attempts an escape from the Penitence Cells.

  • Requires a Lockpick (15 crowns from the Black Market Dealer) — consumed on each attempt.
  • Success rate depends on faction: Unbound 60%, Commoner and others 30%.
  • Seers always escape instantly without a lockpick — their veil-sight pierces the ward-seals.
  • 60-second cooldown between attempts.
  • On success, you are teleported to a random public room. Your escape is broadcast on the Choir Resonance channel.
> breakfree
The ward-seal flickers and dies. You slip free into the city.

Faction Items

Tools of allegiance and contraband

Certain items are tied to faction mechanics. Some are only available from faction vendors; others are contraband that can be fenced at the Black Market Dealer in the Undercanals.

ItemPriceSourceNotes
Iron Shackles20 crChoir QuartermasterConsumed on arrest. Choir only.
Lockpick15 crBlack Market DealerConsumed on breakfree attempt.
Choir RodFreeChoir QuartermasterNon-lethal weapon (stuns, can't kill). Choir only.
Choir Bell—LootContraband. Sell to Black Market for 15 cr.
Unbound Sigil—LootContraband. Sell to Black Market.

Defecting

Changing factions

Leaving your faction is possible but costly. Defecting costs 500 crowns and imposes a 24-hour cooldown before you can join a new faction. You return to Commoner status in the meantime.

  • If you are in a faction-restricted room, you are immediately ejected.
  • Your defection is announced on your former faction's resonance channel.
> defect
You leave The Choir. -500 crowns. 24h cooldown before joining another faction.

PvP &amp; Faction Warfare

Combat between factions

Faction allegiance shapes who you can fight:

  • No friendly fire — you cannot attack members of your own faction.
  • Only Unbound members can be arrested by the Choir.
  • Faction-restricted rooms serve as safe havens from enemy players.