Factions

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See Also: T4 Modules Howto Guide/Factions

Creatures each belong to a Faction, which defines the default reaction of other NPCs - friendly, neutral, or hostile. Reaction goes from -100 (maximum hostility) to 100 (maximum friendliness), but anything below 0 is hostile, 0 is neutral, and anything above 0 is friendly. Hitting an NPC for damage reduces their personal reaction by 50, likely making them hostile after 1-3 hits.

Enemy Factions

Enemies - Hostile to almost everyone. This faction contains most of the generic monsters in the game.

Undead - Hostile to almost everyone. PC undead need to disguise themselves with the cloak of deception to avoid being attacked by otherwise friendly NPCs.

Dreadfell - Hostile to almost everyone, but not to Enemies. Undead under the control of the powerful vampire known only as The Master.

Orc Pride - The Orcs remaining in Vare'Eyal, working with the Sorcerers. A major enemy faction in the main campaign. Orc patrols roam the world map in Var'Eyal, fighting with the Sunwall and chasing the PC.

Assassin Lair - Organized criminals reporting to the Assassin Lord, encountered in Unknown Tunnels. Hostile to Sunwall, including PC Paladins and Anorithil who start in the East.

Slavers - Yaech reporting to the Blood Master, encountered in Hidden Compound.

Fearscape - Demons bent on revenge against the Sher'Tul and all of Eyal for destroying their home. Note that individual demons can spawn as part of the Enemies faction in many zones.

Vargh Republic - Nagas dwelling mostly in the sea east of Maj'Eyal.

Temple of Creation - Nagas invading the surface world under the leadership of Slasul, mostly encountered in the zone of the same name. Naga enemies tend to use Tridents or psionic talents.

Rhaloren - Renegades Shaloren led by the Grand Corruptor, largely encountered in the Rhaloren Camp and Mark of the Spellblaze. While initially hostile, A PC with enough spell talents can befriend this faction after besting the Grand Corruptor in battle.

Horrors - Hostile to almost everyone. eldritch or unearthly monsters from a variety of sources.

Cosmic Fauna - Aliens found in the void of space, mainly arcane elementals.

Ziguranth - An organization of antimagic activists operation out of the town of Zigur. They will be hostile to any character that uses spells (including runes) but friendly otherwise. Ziguranth patrols roam the world map, attacking magic users.

Friendly Factions

Allied Kingdom - The union of several small human kingdoms and the Nargol halflings into one kindgom that governs much of Maj'eyal. Their capital is Last Hope, rebuilt from an abandoned Mardop city. Allied Kingdom soldiers patrol the world map. The faction of PC humans and halflings.

Thalore - the elves that inhabit the northern forests. The faction of PC Thaloren.

Shalore - the elves that inhabit the southwest of Maj'Eyal, and the ogres that they have sheltered since the Spellhunt. The faction of PC Shaloren and Ogres.

Iron Throne - the dwarves that inhabit the eastern mountains of Maj'Eyal, largely living underground. Highly secretive and obsessed with money as a culture. The faction of PC dwarves.

Angolwen - the hidden city of magic, founded by Linaniil in Dusk 106 to preserve magical knowledge and protect innocent mages. The faction of PC archmages.

Sunwall - An alliance of humans and elves in Var'Eyal, after many losing battles with the orcs they have been pushed back to the mountains that give them their name. Operate the town of Gates of Morning. Sunwall patrols roam the world map in Var'Eyal, fighting with the orcs. In Embers of Rage, they pursue the PC.

The Way - The psychic communal mind of the Yeeks. They inhabit the Isle of Rel and have little contact with the other races. The faction of PC Yeeks.

Keepers of Reality - The faction of Paradox Mages and Temporal Wardens, operating out of Point Zero. PC Chronomancers may belong to a different faction depending on their race.

Embers of Rage

Kruk Pride - Added in Embers of Rage, this 5th Pride split from the other Prides long ago, but still wants to save their fellow orcs from human captivity. The faction of PC orcs and Yetis in Embers of Rage.

Whitehooves - Undead minotaurs, largely encountered in Krimbul Territory under the leadership of Nektosh the One-Horned. Whitehooves embraced undeath en-masse in order to escape a corrupting infection.

Free Whitehooves - A subdivision of whitehooves that remains friendly with the Kruk Pride. The faction of PC Whitehooves.

Kar'Haib Dominion - An organized group of trolls living on the southeast of Var'Eyal and its outlying islands. Unlike the feral trolls in the west, they maintain some degree of culture and civilization, and live relatively long lives. Many of them attack the other races at sea as pirates.

Atmos Tribe - The Steam Giants who live in the southwest of Var'Eyal. Centered in the Palace of Fumes south of the Kruk, also encountered in Vaporous Emporium, G.E.M., Steam Quarry. The most civilized Giants, they have an unusual metabolism that is the basis for their Steam technology, though now supplemented by external sources of heat. They have quickly adapted to use the steam weapons developed by the orcs, and also demonstrate psionic powers. While they were allies to the Kruk in the past, they start the events of Embers of Rage by attacking them to attempt to seize geothermal resources in Kruk territory.

Kaltor's Shop - Steam giants working for Kaltor, who would rather make a profit than fight even in the midst of the war to seize Kruk's territory.

Amakthel - Servants of the most powerful god of Eyal, who was left alive but separated into pieces. The final enemies of Embers of Rage.

Other

Sandworm Burrowers - While most sandworms are Enemies who attack on sight, these nigh-invincible sandworms just want to dig tunnels, and are more part of the level in Sandworm Lair than an actual faction.