Political relations usually evolve dynamically around certain events. So it is not possible to make lists of our enemies and our allies. Instead, the turn of the tides will be triggered by our own behavior and the reaction of guilds who pursue their own interests. Most of the time it can be predicted which activities provoke certain guilds.

Conflicts

Since most of the guilds represent law and order, any kind of illegal activities can cause trouble. For example, if you transport contraband through Trinsic, you may get in trouble with the Duchy of Trinsic. If you use the Empath Abbey in Yew as a reloading-point for stolen goods, the Yew guilds will most likely frown upon it. All kinds of pirate activity or slave shipment can get you in trouble with the "saviours of the seas", such as the Moonglow Navy.

Allies and Neutrals

There are guilds who support us with our enterprise, which are mostly those who want a share of the booty and who do not take the law so seriously. Allies may help us to fight back an enemie threat, as well as we usually help them if they are in trouble. You can expect the guilds in the Vesper area to act friendly towards us.