Okay, so. RP wise. My character has been questioning a lot of things and that's great. Long story short all cities have their flaws and they're clearly designed to not be better than the others (at least in theory this makes sense, as there shouldn't be a city that is "right" while the others are "wrong"). And This works excellent for most people I'm not complaining about the foundational structure of this.
[ Wow this got long, sorry. But hopefully you find these thoughts insightful. ]
However in Faeie's development it did lead to a couple of questions that cannot be assessed IC as much as OOC.
For one we have the lack of support for rogue characters, which is honestly disheartening. Because I'm trying to commit to my character and indeed learn about all the cities and value all of the lore that is put forth and I get punished for it, because if I don't pick one side I have to go rogue, and that is an indirect punishment. Rogues don't get guilds, let alone a CLASS. They can't even learn a class if they didn't already have one and even if they quit a guild as tri-trans [whatever] it's more than likely that most of their useful abilities require power, or indeed, requires a big RP component that can be taken away (not serving Supernals or Demon Lords can make them take their respective powers away from you). Even if you join a city like Gaudi for the power source, most good abilities require power from a SPECIFIC Nexus.
On the other hand the game as a whole has combat. Combat is a big part of it in fact and hell, some people play it MOSTLY for the combat. So this creates a bit of an issue. First of all a rogue has nothing- or at least way, way less to fight for than someone who is in a city. So already half the gameplay is locked away for you. Let's say this might not be such a big issue since Faeie is mostly RP anyway and could do something weird like... Participate in big events and the such healing whoever is losing, for instance. That sounds awful but whatever someone else could RP a mercenary or something. Sure I guess whatever.
Most importantly though it's difficult to RP someone who wants peace, when war is such a key aspect of the game. It's like jumping on a shooter game and asking "Why can't we just get along?" it's ridiculous. The game is built for war there's no escaping it. So from a player's perspective I find the RP and combat components to be in conflict with each other. If you built the cities so that none of them is right or wrong, then it stops being about which one I'd choose to ally with, that decision is easy because I like most of the cities, but the question becomes: Who do you want as enemies. Because you'll always be locked away from other cities by virtue of joining another.
So if we CAN'T get along, because it's part of the basic premise for people to fight, then I as a player feel more compelled to go rogue but it feels extremely punishing and all because I tried to put more thought into it.
Possible solutions? A neutral city would be pretty amazing honestly. I mean, my first reflex is that too many people might move there at first but Achaea has Cyrene and there's still plenty of people in the Good and Evil cities (and all the rest). Larger playerbase I know but still. This is the first big issue I find with Lusternia, everything else is super minor and hasn't gotten in the way of me enjoying this world and its people greatly. I know this is a huge idea I can't exactly just ask for, but I'm throwing it out there.
Imagine: A city focused on trade, scholars and artists, a neutral ground between all cities regardless of current affiliations and with combat academies that train mercenaries. It can also be home to criminals, gangs and even pirates. SPACE AETHER PIRATES. Overall be weaker in lore because it doesn't need one, that's what the other cities are for. The Alexandria of Lusternia.
I'd love to hear other's thoughts on this.