Exille
Human Male
Not affiliated with an Alliance
Faction Lore Compendium by AI
Continent: Elgea
Human Factions
- Apaxu: Nomadic horsemen living in Zanpur. They are peaceful and spiritual but become fierce warriors when threatened. They possess mystical shamans and have a deep bond with their horses.
- Atagek: A tribal people residing in the jungles of Kumala. They are stealthy, warlike, and isolationist, preferring the dense jungle environment.
- Azure Throne: Based in Azura, ruled by Empress Cymbeline. They are a naval power, though the Empress is known for her volatile and ruthless temperament.
- Barbarians: Savage tribes inhabiting the harsh lands of Kal Tirikan. They are primitive, violent, and often raid neighboring civilized lands.
- Council of Illyria: The ruling body of the Middle Kingdom, led by King Sigurd. They represent "civilized" humanity and maintain a powerful army (Praetorian Guard).
- Crimson Dawn: An elite mercenary group operating out of Kal Tirikan. They are cold, calculating, and expensive, consisting of veteran barbarian warriors.
- Duchy of Keppen: A duchy ruled by King Sigurd's brother, Lord Porthur. It is fertile land but constantly under threat from goblins and internal mismanagement.
- Forbidden Empire: An ancient empire in Laoshin with a complex history involving gods and dynastic splits (related to the Wen Kun Dynasty).
- Fratri Hominis: A human supremacist group in Lucerna. They believe humans should dominate all other races and actively work to purge "impurity."
- Jannu: Nomadic horsemen in Kumala, similar to the Apaxu but darker and more distrustful of outsiders.
- Kadu: A tribal people in Azura, known for their "Impi" battle formations and aggressive warrior culture.
- Kanchalka: Mountain dwellers in Taomist who believe their peaks are the "Stairs to Heaven." They are artistic and religious.
- Kingdom of Larn: A ritualistic kingdom in Larn. They are obsessed with formality, gods, and omens.
- Kingdom of Tal: A maritime kingdom in Tallimar. They are natural sailors and have little attachment to the land.
- Lannigolds: A powerful noble house with holdings across Elgea (notably Perrigor). They are ambitious, wealthy, and use marriage alliances to gain power.
- Lords of the West: A faction of ambitious barons and lords in the Western Realms, ostensibly loyal to the King but often feuding.
- Nordlanders: Descendants of Northmen who settled in Norweld and bowed to the King. They are civilized but fierce.
- Northmen: Pagan raiders from the north (Wolgast/Kal Tirikan) who worship old gods and pillage the coasts.
- Order of Allembine: A monastic order dedicated to obedience, compassion, and faithfulness. They are scholars, advisors, and keepers of history.
- Raja Metu: A wealthy, honor-bound faction in Zanpur, known for their camel cavalry and desert heritage.
- Sultanate of Kazim: A slave-owning society in Zanpur and Kul Tar, known for decadence and cruelty.
- Tewhirrus: Horse-worshipping nomads in Windlost who revere the "First Horse."
- Tien Zao: Warrior monks in Laoshin who guard ancient knowledge and monasteries.
- Tipu Khan: Horse archers in Keshalia known for breeding the finest horses in Illyria.
- Trappers: Hardy survivalists in the frozen wastes, known for their hunting and trapping skills.
- Triumvirate: A trio of cities (Tiena, Lacona, Selenze) ruled by siblings, known for art and internal politics.
- Udaiman: A faction in Zanpur known for complex family feuds and mercenary work.
- Udan Tebriz: A faction in Turalia that values "excellence" above all else, employing Orcs as bodyguards and valuing fine crafts.
- Undying Flame: A rebellion against the Council of Illyria, operating from Verity City in Fremorn.
- Wen Kun Dynasty: A dynasty in Laoshin formed from a split with the Forbidden Empire, known for their archers and bureaucracy.
Elven Factions
- Brotherhood of Kerala: Dark Elves (exiled) living in Tallimar. They are skilled mercenaries and fishermen, marked by thorns growing from their skin.
- Dyadans: Pacifist elves living in Arran who refuse to use their nature magic for war.
- Illians: Arrogant elves in Lan Larosh who believe they are the true rulers of Illyria.
- Lyrians: Elves in Lan Larosh known for their beauty, poetry, and incomprehensible, complex speech.
- Turyns: A former noble house of the Alda Amar empire, now guarding the borders in Lan Larosh.
Dwarven Factions
- Clan Bealagh: Dwarves in Tor Carrock who dream of reclaiming their lost underground kingdom.
- Clan Moedagh: Berserker dwarves in Tor Carrock, obsessed with killing greenskins.
- Clan Reashag: Agricultural and alchemical dwarves in Norweld, known for their brewing.
Greenskin Factions
- Blood Reavers: Fierce orcs in Ursor who paint themselves with blood and refuse to bow to human kings.
- Crimson Skulls: Remnants of a great Orc uprising, hiding in Mal Motsha.
- Sma Uruk: Hobgoblins in Taomist who value strength and ritual combat.
- Sundog Gith: Goblins in Meilla who rebelled against their Orc masters; they are vengeful and clever.
- Zau Brulk: Trolls in Tallimar who have formed a primitive "kingdom."
Monstrous & Other Factions
- Arakvar: Intelligent, telepathic spiders in Norweld.
- Circle of Five: Five powerful Archmagi (Human, Orc, Elf, Dwarf, Fey) representing the elements.
- Daedalons: Winged monstrosities in Fremorn that hunt humans.
- Dragonkin: Dragons largely extinct, but their legacy remains.
- Foshnu Ob Wulpor: Beast-like creatures used as mounts by Orcs, now feral and dangerous.
- Fyrgis: Swamp dwellers (mixed races) in Wolgast practicing wild magic.
- Giantkind: Giants in Norweld who see smaller races as pests.
- Guardians of Zera: Humans in Norweld guarding against northern threats (relics of a past age).
- Harpies: Monstrous bird-women on Farra Isle.
- Melders: Fungal/plague creatures in the Broken Lands (mentioned in text).
- Parvacones: Kobolds who overran a Dwarven city in Tor Carrock.
- Seelie Court: The "Light" Fey, playful but dangerous.
- Sillar: Serpentkin in Qarosslan.
- Sirens: Sea creatures luring sailors to their doom.
- Skarakar: Gnolls in Azura who consume flesh and use poisons.
- Sylvans: Lower Fey who protect the forests.
- Tantarkim: Centaurs in Kal Tirikan, skilled archers.
- Tenaril: An ancient wizard's tower in Stormstone Island.
- Tinkers: Gnomes in Keppen, known for chaotic inventions.
- Unseelie Court: The "Dark" Fey, deceptive and cruel.
Continent: Broken Lands
Human Factions
- Mellorians: A religious cult in the Shardlands who believe in a "Golden Spirit."
- Pirate Kings: Four pirate lords claiming to be legitimate kings of the seas.
- South Oceans Company: Larnish traders and slavers operating in the oceans.
- Tal Colonists: Settlers from Tal who have established New Tal in Pamanyallpa.
- Virten: A merit-based kingdom where the King is chosen for his wisdom, not lineage. They rule a large part of the Broken Lands.
- Yuraquncha: Jungle tribes in Puchuallpa with complex religious traditions regarding time and sacrifice.
Elven Factions
- Argiri: Descendants of the Silver Light order in Glanhad. They are authoritarian slavers who believe in ruling for the "greater good."
- College of Silence: Elven scholars in Almenly/Westmarch who advise the King of Virten.
- Llwcharion: Desert-dwelling elves in Pawanallpa who survived the Sundering through cunning and adaptation.
- Tears Eternal: Depressed elves in Almenly who mourn the Sundering constantly.
Dwarven Factions
- Clan Dollogh: Isolationist dwarves in Coanhara who survived the Sundering in their stronghold "Lasthold."
- Lost Clans: Remnants of dwarves in Farshards, possibly corrupted or changed.
- Overoad Traders: Merchant dwarves (and goblins) who control trade routes across the Broken Lands.
Orc Factions
- Drek-Hhakral: "True Orcs" on the Orken Coast who believe in Orc supremacy and reject human rule.
- Free Orcs: Disorganized, independent orc tribes in the Long White/Shardlands.
- Guul-Hai: "Ghost Orcs" or corrupted orcs in Jurgor/Farshards who move silently and live among wolves.
- Kartur-Hhakral: Orcs in Strendur/Chulbran who have pledged loyalty to the King of Virten as his standing army.
Monstrous & Other Factions
- Heirs of Voyldarn: Mages in High Hills/Gremont seeking to recover the magic of the Silver Light.
- Houergerrt: A dead wizard's tower with endless enchantments/ghosts.
- Kapikami: Sailors in Lapo'a Lua who hate magic due to the Sundering.
- The Tower: The source of the Sundering in Calumnex, a site of pure evil and corruption.
- Underworld: A faction of demons or monstrosities linked to The Tower.
Neutral / Trade Factions
- Bayne's Irregulars: Professional mercenaries in Windlost.
- Empirium: Rationalist scholars in Lucerna/Middle Kingdom.
- Illyria Trade Council: A widespread merchant organization with hubs across both continents.
- Treggar's Crows: Exiled dwarf mercenaries in Fremorn.
- Windseekers: Sailors in the Rill Archipelago with a mystical connection to wind and dragons.
Other Potential Discoveries - unknown how to get
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Source of Life
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Amassing the Horde
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Thieves’ Cant
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Teneril’s Ward
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Teneril’s Torment
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Sight of the Moon
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Exploiting Idealism
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Dwarven Fortification
