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Factions

Factions attach identity and standing to player and mob characters. Core factions describe a character’s broad identity; non-core factions are independent reputation groups. A non-core faction is not nested inside one core faction, and a character can have standing with several non-core factions at the same time.

Manage definitions under World Config → World Factions. Assign factions and standing to mobs from their templates, and change player standing with quest rewards or builder commands.

Name is the player-facing label. Code is the stable identifier used by runtime data, conditions, rewards, and builder commands.

When saved, a code is lowercased and spaces become underscores: City Watch becomes city_watch. Codes must be unique within the world. Choose them early because a faction code cannot be changed while one of the world’s live instances is running.

Conditions use the code rather than the display name:

Require the city_watch core faction
core_faction city_watch
Require at least 50 standing with the city_watch
standing city_watch 50

See Conditions for more examples.

A player normally has one core faction. Core faction selection is controlled by fields in two places:

  • In World Config → Advanced Config, Can Select Core Faction decides whether character creation offers a choice. When it is disabled, players start with the default core faction.
  • On a core faction, Is Default selects that default. Only one faction can be the world default.
  • Is Selectable controls whether a core faction appears as a character-creation choice. A default faction must also be selectable.
  • Starting Room optionally overrides the world’s starting room for characters created in that core faction.

Core factions also affect normal mob aggression. When a normal-aggression mob and another character both have different core factions, the mob treats the character as hostile. A Passive mob does not initiate combat, which is useful for cross-faction merchants and quest givers.

Assign a mob’s core faction on its mob template. Leaving a mob without a core faction does not make it automatically hostile to every faction.

Non-core factions represent organizations, allegiances, and reputations such as a guild, city watch, or cult. Standing can be positive, zero, or negative.

  • Quest Faction Standing rewards add their quantity to the player’s current standing.
  • Killing a mob with a positive non-core faction value subtracts that value from the killer’s standing with the faction.
  • A normal-aggression mob with positive standing in a non-core faction attacks a character whose standing with that faction is negative.

This lets one faction support several core identities, or lets the same player become friendly with one organization and hostile to another.

Ranks belong to non-core factions. Each rank has a Name and a Standing threshold. Order the design by threshold: the lowest-standing rank is the membership threshold, and higher thresholds are promotions.

For example:

Rank Standing
Recruit 25
Agent 100
Commander 500

In this example, membership begins at 25—not 100. If no ranks are configured, the engine supplies a fallback Recruit rank at 100 standing, so membership begins at 100.

Positive standing below the first rank is friendly reputation but not membership. Negative standing is hostile reputation. The player-facing factions command separates member, friendly, and hostile factions and shows the highest rank whose threshold the player has reached.

A core faction’s Starting Room takes precedence over the default Starting Room in Advanced Config. Non-core factions do not change character creation or starting location.

Faction-specific death destinations are configured as Processions in a zone. Each procession pairs a faction with a room in that zone. On death:

  • a procession for the player’s matching core faction is eligible;
  • a procession for a non-core faction is eligible when the player has at least 100 standing with it; and
  • the world’s configured Death Room is the fallback when no faction procession is eligible.

The non-core procession threshold is currently fixed at 100 standing. It is separate from the configurable membership threshold above, so a 25-standing Recruit in the example is a member but is not yet eligible for that faction’s procession.

Death Route in Advanced Config decides among eligible destinations:

  • Top Faction prefers the faction with the highest standing, then its nearest procession room.
  • Nearest Room chooses the nearest eligible procession room.
  • Furthest Room chooses the furthest eligible procession room.
  • Nearest in Zone first prefers eligible rooms in the zone where the player died, then chooses by proximity.

Test death routing from several parts of the map after changing processions. Route selection depends on the player’s current factions, standing, death location, and room coordinates used to measure distance.