Zone 1 The Emerald Grove Factions
🌱 The Kweebecs
Alignment: Friendly / Ally
Peaceful, plant-like people who live in tree-top villages. They age into Great Trees.
- Interaction: Offer shelter and trade seeds/wood.
- Conflict: Constantly raided by Trorks.
- Special: Do not use fire near them!
👹 The Trorks
Alignment: Hostile
Aggressive, tribal goblinoids. They are physically strong but not very intelligent.
- Classes: Hunters (Spears), Warriors (Axes), Shamans (Magic).
- Tactics: Establish camps and patrols.
- Leader: Trork Chieftain.
Zone 2 The Howling Sands Factions
🦊 The Ferans
Alignment: Neutral
Nomadic fox-people scarred by a history of slavery under the Scaraks. They are survival experts.
- Culture: Scavengers and wind-worshippers.
- Trade: Rare desert artifacts and fossils.
🐜 The Scarak Swarm
Alignment: Hostile
A hive-mind insect race that builds massive ziggurats and dominates the desert.
- Classes: Workers, Tanks, Locusts (Flying).
- Leader: The Sand Empress.
Zone 3 The Borea Factions
🔮 The Outlanders
Alignment: Hostile (Usually)
A mysterious human faction that rejected Gaia's magic for dark Void powers. They live in fortified ice camps.
- Tech: Use advanced runes and dark magic.
- Goal: To uncover forbidden secrets of Orbis.
🦌 The Fauns
Alignment: Neutral / Ally
Reclusive satyr-like beings that protect the deep forests of Borea.
Other Factions
Strange beings found in the deep places of the world.
- Slothians: Subterranean sloth-people of Zone 4. Tech-savvy but currently dormant/hiding.
- The Undead: Skeletons and Zombies found everywhere, serving the Void.
- Void Eyes: Watchers from the Void that corrupt the land.