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Exille

Human Male
Not affiliated with an Alliance
Human Male Character Portrait

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

  • Source of Life

  • Amassing the Horde

  • Thieves’ Cant

  • Teneril’s Ward

  • Teneril’s Torment

  • Sight of the Moon

  • Exploiting Idealism

  • Dwarven Fortification

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