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GreedFall: The Dying World - Digital ArtbookNewsGreedFall: The Dying World | Faction Recap
Community

GreedFall: The Dying World | Faction Recap

GreedFall: The Dying World - Digital Artbook · published 4 Mar 2026, 16:31 UTC

All newsPlayers around this dateRead on Steam

Greetings Carants!  

As the grand day approaches at last – yes, the release date! - we thought it might be fun to have a little faction recap. These factions will be seen throughout your adventures, be it through the allies who join you or through people you’ll meet and either help or oppose.  

We’ve provided links to the full blogs, so read and enjoy them at your own pace!  

THE NAUTS

The Nauts are not born; they are sea-born or sea-given. Once given to their ranks, individuals are stripped of their pasts. In their place: a life of discipline, of precision, of purpose. A new identity, and a code that binds tighter than chains.  

Uxantis, their home, is an island surrounded by dangerous currents and isolated from the mainland. Accessible only to Nauts, guests can only go there if a Naut vouches for them. It houses a library renowned for its logbooks, maps and travelogues, but above all the Great Shipyard - a sacred place where all the secrets of Nauts shipbuilding lie, and where outsiders are strictly forbidden to enter. 

Historically, it is where the sailors organize themselves into the guild we now know. Governed by former sailors who have retired and by the Master of the Shipyard - they dispense justice and ensure the supply of building materials and food. 

You can read more about the Nauts here. 

THE CONGREGATION OF MERCHANTS

The Congregation of Merchants is a league of multiple relatively autonomous city-states. Their power has long been based on trade, the nation ruled by a merchant class via the Council of the Congregation. Remaining neutral despite the various conflicts breaking out over the rest of the continent, they continue selling goods and weapons to all who would buy.    

The first nation taken to Teer Fradee by the Nauts over a century ago, they attempted to conquer the island to no avail: when trying to exploit the land, the natives retaliated and drove them out of the land. 

You can read more about the Congregation of Merchants here.  

THE COIN GUARD

A neutral faction, The Coin Guard is a guild of mercenaries mostly hailing from the Free Cities. Operating independently, and originally functioning as a mercenary company, they grew in importance over time while cultivating a reputation for honour and military excellence. 

Formed after the War of Independence of the Free Cities, many who were involved with the war were left with no skills but those of combat and weaponry. However, accustomed to a degree of hierarchy and wishing to avoid competition between former brothers-in-arms, they decided to create a guild – it's this very guild that pays their wages, trains them, and assigns them to regiments.    

You can read more about the Coin Guard here.  

THÉLÈME

A theocracy ruled by priest-mages of the clergy, holding both political and spiritual authority, Thélème is a deeply religious nation. The inhabitants worship their one God, the Enlightened, whose word was spread to them by Saint Matheus, the legendary founder of the nation who taught them how to manipulate light magic.   

Their foreign policy is centred around converting other nations and spreading their religious beliefs: by doing this, they gain both spiritual followers and allies, for no follower of the Enlightened would dare raise a hand against Thélème.    

You can read more about Thélème here.  

THE DEUTAN EMPIRE

Converted to the faith of Saint Matheus by Thélème, becoming the very first to do so, the Deutan Empire has long since been an ally to the staunchly religious nation. Recent happenings have changed this, however; a conflict is brewing at the heart of this Empire, their religious doctrine the very core of the issue.    

The Empire is in the midst of a religious civil war in which Thélème is heavily involved. Though the nation has followed their religion for centuries, a faction calling for reform has emerged advocating for equality for men before the light, whether they wield magic or not. This call for equality is not only supported by the people, but also by a large portion of the non-magic-wielding nobility who are seeking to regain their lost power against the Thélème clergy in the political sphere.   

You can read more about the Deutan Empire here.  

THE BRIDGE ALLIANCE

A group of nations under one banner, the Bridge Alliance is formed by three: Thynea, Thraxis, and Morsinia. Created 200 years ago to resist Thélème’s ever-growing religious imperialism, a nation with whom they’d warred for centuries, they hoped it would create a more effective resistance against their would-be conquerors. Their capital became Al Saad, home to the Alliance Council, and their most prestigious universities.    

Being home to so many scholars allows a far greater grasp of science and technology compared to the rest of the continent. Thynea in particular is a shining example of a country where they abound. Seeking to further their knowledge, they were the first nation to settle on Teer Fradee since the Congregation's failed attempt. A city, Hikmet, was constructed and ruled over by Governer Burhan. From there, they spread out over the island as their exploration began.   

You can read more about the Bridge Alliance here.  

THAT'S ALL FOR NOW

Which faction are you excited to meet or re-encounter? You don't have much longer to wait until you can unveil their plans for yourself - though you'll have to discover what those are for yourselves.

We'll see you soon for the GreedFall: The Dying World's full release, Carants!

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