There are a number of factions on Calydon. The player begins without a faction in Tin Can Central. Players can choose to join the other factions upon making contact and after meeting prerequisites. Joining a faction will confer a passive benefit that is related to the amount of relative influence the faction controls on Calydon. Most factions will allow a character to switch faction allegiances to join their faction from another faction, but with exception to the Reapers, most factions will not allow a character to rejoin a faction they previously left.
Factions, unlike organizations, lay claim to geographic areas on Calydon. The more territory a given faction controls, the greater bonus its members will gain from faction membership.
Relationships between factions are mutable. Factions can either be Allied, Neutral, or Enemies with other factions.
Passive Faction Bonuses:
For all factions, members will receive a small passive bonus based on the number of shared faction members online within a certain (large) proximity. This bonus might be an Exp bonus, or loot find bonus.
Points of Influence:
Influence of a faction is based on the number of NPCs characters that are members of that faction, and based on its control of key locations on Calydon. The home base location of a faction is worth the most influence, and is easiest to maintain control over. In fact, if a rival faction controls the base of another faction, control of that base will always deteriorate back to the control of the autochthonous faction without intervention of outside forces.
Base locations:
Chestonites based out of Anchorsteam (1200).
Collapse Recovery Archivists based out of Modoc (1200).
Fallacy Fairies based out of Maranatha (800), Pfenniger Forest West (200) and East (200).
Hemato Poets based out of Wakwak (1200).
Humanists based out of Sebastopol North (300), East (300), South (300), and West (300).
Lagos Nomads based out of Thermopoli (1200).
Mountain Warriors based out of the Treacherous Peaks: Frostberg (400), Badstar (400), and Aurora (400).
Radchildren are based out of the GRIEF (1200)
Reapers are based out of the Reaper Camp (1200)
Neutral locations:
Blackwater (600)
Blackwater Lake (200)
Coldwest (300)
Dustbowl (100)
Eastwick Encampment (600)
Eastwick Plains (300)
Goodwinn Oilfields (400)
Iron Foothills (200)
Naval Fleet Graveyard (300)
South Reaches East (200)
South Reaches West (200)
Southwater Sea (100)
The Laphrion (100)
Thurrok (150)
Tin Can Central (700)
The Slumberyard (100)
Western Barrens (200)
Gaining and losing Influence
While Influence is effected by control of the geographical territories described above, Influence can also be earned (or lost) by the members of the faction. A faction member completing a quest in the fashion in alignment of the vision of their faction will grant temporary Influence points to the faction which decay over time. Conversely, if a member of a faction acts in opposition to the tenants of the faction, they will incur a temporary loss of Influence points for the faction, which will recover over time.
Faction Alliances and Politics:
Factions may declare other factions as either allies, neutral, or enemies.
If your faction lists another faction as your ally, that faction gains 40% of your Influence as bonus Influence, and you gain 30% of their base Influence as bonus influence. In a bilateral alliance, faction will both gain bonus influence from the other faction equal to 50% of their partner's influence.
As your faction lists another faction as an enemy, you cause the faction listed as your enemy to lose influence equal to 40% of your influence, but your own faction loses influence equal to 30% of their influence. In a bilateral enmity, instead each faction's influence loss is equal to 50% of the opposing faction's influence.