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
Commoner
Common citizens of Gravenhaven, surviving day to day under the shadow of the Black Spire. Commoners hold no allegiance and have no access to faction radio channels.
- 10% discount at all vendors
- +20% work wages
- +10% all EXP (explore, quest, combat)
The Choir
Inquisitors and enforcers of the Synod of the Pale. The Choir maintains order through resonance hymns and iron discipline. Their word is law within Gravenhaven's walls.
- 15% discount (Gravenhaven, Residential, Undercanals)
- +15% work wages
Radio: Choir Resonance
The Unbound
An underground resistance movement operating from hidden sanctuaries beneath Gravenhaven. The Unbound seek to shatter the Synod's grip and free the city from the Choir's control.
- 15% discount (Witchfen, Blighted Moor, Hollow Sanctum)
- +50% exploration EXP
- +15% combat EXP
Radio: Shadow Whisper
Seer
Mystical beings who perceive beyond the veil torn by the Eternal Rending. Immune to the Choir's memory-hymns, Seers carry knowledge of the world before the Rending. Their sight is both a gift and a burden.
- 10% discount at all vendors
- +25% quest EXP
Radio: Veil Murmur
Joining a Faction
Earn your place among Gravenwald's powers
All new characters start as Commoners. Joining a faction requires three things:
- Reach level 10 — no faction will accept an untested recruit.
- 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)
- 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 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.
| Faction | Vendor Discount | Work Bonus | Explore EXP | Quest EXP | Combat EXP | Resonance |
|---|---|---|---|---|---|---|
| Commoner | 10% everywhere | +20% | +10% | +10% | +10% | None |
| The Choir | 15% (Gravenhaven, Residential, Undercanals) | +15% | — | — | — | Choir Resonance |
| The Unbound | 15% (Witchfen, Blighted Moor, Hollow Sanctum) | — | +50% | — | +15% | Shadow Whisper |
| Seer | 10% 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.
| Faction | Restricted Rooms |
|---|---|
| The Choir | Choir Hall, Choir Vestibule, Penitence Cells |
| The Unbound | Heretic's Sanctuary, Unbound Cache, Unbound Safehouse |
| Seer | Seer'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.
Shortcut: r or radio works the same as resonate.
Arrest & 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.
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.
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.
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.
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.
| Item | Price | Source | Notes |
|---|---|---|---|
| Iron Shackles | 20 cr | Choir Quartermaster | Consumed on arrest. Choir only. |
| Lockpick | 15 cr | Black Market Dealer | Consumed on breakfree attempt. |
| Choir Rod | Free | Choir Quartermaster | Non-lethal weapon (stuns, can't kill). Choir only. |
| Choir Bell | — | Loot | Contraband. Sell to Black Market for 15 cr. |
| Unbound Sigil | — | Loot | Contraband. 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.
PvP & 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.