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  1. Eidolon Online
  2. Lore

Factions in Eidolon Online

Factions in Eidolon Online

Canonical Term: Guilds
Nature: Player-Founded, Player-Led, World-Recognized

There are no hardcoded “main factions.” All major factions emerge from player action, reputation, and persistence.

Guilds are not just social groups—they are institutions the world learns to trust, fear, mythologize, or resist.


1. Guild Creation Rules

Any group of players may found a guild if they meet one of the following in-world conditions:

  • Secure a persistent base or claimed territory

  • Achieve public recognition through deeds

  • Be formally acknowledged by an NPC authority

  • Become known through repeated, visible action

Once founded, the guild becomes a recognized world actor.

Guilds persist even if founders leave the campaign.
They may decay, splinter, or be inherited—but they are never erased casually.


2. What Guilds Control

Player guilds may organically gain influence over:

  • Trade routes

  • Dungeon access or protection

  • Sanctuaries and Rebinding sites

  • Mercenary work

  • Knowledge monopolies

  • Magical research

  • Political leverage

  • Cultural norms

Nothing is “locked” behind a guild by default—but guilds can make things easier, safer, or more dangerous through reputation alone.


3. Common Guild Archetypes

(Not presets—emergent patterns the world recognizes)

🛡️ Vanguard Guilds

  • Frontline fighters, dungeon pushers, raid specialists

  • Often mythologized as heroes or walking disasters

  • High visibility, high casualty rates

  • NPCs track their deaths closely

🧭 Wayfarer Guilds

  • Explorers, scouts, cartographers

  • First contact specialists

  • Often uncover system anomalies first

  • NPCs rely on their maps—and their warnings

🕯️ Sanctuary Guilds

  • Protect Rebinding sites or safe zones

  • Act as medics, grief-keepers, or caretakers

  • Often trusted with sensitive emotional aftermath

  • Their betrayal would devastate the world

🕸️ Whisper Guilds

  • Information brokers, spies, fixers

  • Influence without territory

  • NPCs speak their name quietly—or not at all

  • System cracks often surface here first

⚖️ Covenant Guilds

  • Law, arbitration, or ideology-driven

  • Enforce contracts, oaths, or codes

  • May clash violently over interpretations

  • NPCs may follow their rulings over kings

🜂 Ascendant Guilds

  • Mage circles, researchers, anomaly hunters

  • Push mechanics, magic, and system edges

  • Often blamed when something goes wrong

  • NPC scholars both fear and envy them


4. Guild Reputation & Memory

Guilds have collective memory in the world.

NPCs remember:

  • How often guild members die

  • Whether they abandon allies

  • If they keep promises

  • How they treat NPC lives vs efficiency

A guild can become:

  • Legendary

  • Distrusted

  • Sacred

  • Feared

  • Quietly erased from public favor

Reputation spreads even when players aren’t present.


5. Internal Guild Consequences

Guilds are not mechanically protected from themselves.

  • Internal schisms become world knowledge

  • Betrayals leave lasting scars

  • Splinter guilds inherit grudges

  • Leadership changes alter NPC expectations

A guild’s identity is as fragile as any Eidolon’s—and just as persistent.


6. No “System Guilds”

Important rule:
There are no official dev-made factions that outrank player guilds.

Any NPC organization that matters:

  • Can be rivaled

  • Can be replaced

  • Can be infiltrated

  • Can be dismantled

The world was not designed for guilds—but it learns to revolve around them.


7. Why This Works for Eidolon Online

This reinforces the core themes:

  • Identity is built, not assigned

  • Persistence comes from memory and action

  • Power emerges socially, not mechanically

  • The world reacts, it does not reset

Guilds become shared Eidolons—collective selves shaped by choice, loss, and continuity.