Factions
The powers of the sky, and how they see you.
The Crown
The royal navy, fortress garrisons, and customs officers of the King's Reach. High standing lowers dock repair costs; low standing brings Excise patrols.
The Guild
The trade syndicate that controls shipping contracts, ports, and your starting ship loan.
The Charter
Crown law governing magic and trade. Charter ports inspect ships with high Heat and penalize unlicensed spellcasters.
The Excise
Crown customs police. Excise patrol ships inspect vessels for contraband and unlicensed mages.
The Clans
Highland sky-clans, wind-riders, and beast-hunters of the Rime Crags. High standing lowers crew recruitment fees and opens clan Roosts.
The Compact
The collegium of mages, archivists, and spell-wrights in the Shattered Spires. High standing lowers spellbook and mage-training fees.
The Free Captains
Independent privateers, smugglers, and outlaw skippers of the Drift. High standing opens black-market fences and safe anchorages.
The Undertow
A shadowy network of wreckers, void-dredgers, and deep-current brokers operating beneath the law. High standing grants safe passage and rare salvage deals.
Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord