Factions of Orbis

Orbis is not just beasts and monsters. It is home to ancient civilizations, each with their own culture, technology, and conflicts.

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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.
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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.

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.