The Factions of Wildoria
A citizen carries standing with fifteen different bodies at once, and they are not all the same kind of thing. Wildoria's factions come in three layers, and the difference between them is simply how you came to belong.
The three layers
| Layer | How you belong | Count |
|---|---|---|
| The Powers | Inherited. Your race decides it. | 7 |
| The Great Guilds | Chosen. Join and leave at will. | 4 |
| The Old Camps | Older than both, and still recorded. | 4 |
Inherited: the powers
Six race states plus the neutral capital. Your race writes you into one ledger, and that ledger is what the watch reads on the road and what the bench reads at sentencing. You do not pick it and you cannot leave it.
Chosen: the guilds
The Trade Concord, the Free Caravan, the Shadow Pact and the Wildoria Council take members from every race and every border. These are the affiliations a citizen actually decides.
Inherited by history: the old camps
Long before any of the current states drew a border, the world split over a question rather than over ground.
The split was not caused by war, but by a divergence in values.
That argument never produced a state, and today no race is assigned to either camp: the powers are what hold ground. But the two names are still carried, and a citizen still accumulates standing with them, because the question they split over was never actually settled. Alongside them the Code keeps two more of these old labels, Others and Village Folk, for everyone the original argument did not describe.
If you want to know who will arrest you, look at the power. If you want to know who will trade with you, look at the guilds. The camps tell you what somebody believes, which matters most in the places where neither of the other two reach.
Reputation and Relations
Wildoria tracks reputation on two layers:
- Primary faction (fixed): Your race is tied to a main faction and that bond never changes.
- External factions (optional): Towns, guilds, or groups can be joined or left, and your personal reputation can rise or fall.
There is also a global relation value between factions (from -100 to 100). This global relation acts as a cap on how far your personal reputation can move. For example:
- If your main faction is -100 with a target faction, your personal reputation with that target can only reach +50.
- If your main faction is +100 with a target faction, your personal reputation can only drop to -50.
These global relations are stored in the database and can change over time as the world evolves. NPCs have default faction memberships and can belong to multiple factions, so your reputation can influence dialogue, shops, and quest availability.
Reputation Flow (Visual)
In-Game Example
Faction Philosophies
Savages
"Power. Instinct. Endurance."
Led by Fatma Kaya, the Savages prioritize raw physical strength and durability. They inhabit the wilder parts of the city and believe that a true Wildorian can weather any storm.
Fasters
"Speed. Precision. Progress."
The Fasters value agility above all else. They believe that if you are fast enough, you can solve any problem-or escape any danger. They are the innovators and scouts of Wildoria.