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Factions

Five groups, what each wants from you, and what standing with them costs.

Five groups matter. Two are legal, one is hunted, one is in it for the money and one is foreign. Standing is earned separately with each, and none of them forget.

Spire CapsLegal. The permitted face of magic, and watched for it. Most of the order burns blight and pulls civilians out of danger, earning its way up slowly.
Knights of VanelonaLegal, elite. Called in for anything with a name attached: Draped Brims, named Blight bosses, dangerous ruins. Three chiefs run it.
Draped BrimsHunted. Healers first, hunted second. Generations of hiding have made them harder and more radical than their founder intended.
Treasure GuildNeutral. No politics, no secret history. Ruins, bounties and whatever is worth dragging out of a dungeon.
BanditsHostile. Foreign raiders after magic and money, in that order. Organised, well-funded, and not as independent as they look.

Choosing a side

Cap and Brim are the two ends of the story, and the Trials play differently depending on which one you carry. The Treasure Guild sits outside that argument entirely, which makes it the easiest place to start if you would rather not commit yet.

Maintained by Arcane AtelierUpdated August