Factions & Alignment
Favor works like the classic EverQuest II ladder — from Hated through Threatening, Dubious, Indifferent, Amiable, Kindly, Warmly and Ally. Quests and deeds raise favor with one group and often lower it with their rivals (spillover). NPCs of a faction that hates you will refuse to speak; allies offer discounts and reserved quest lines.
Aesir Devout
Followers of the northern gods and their rune-priests.
Rivals: Children of the Sands
Bandit Clans
Cutthroats and outcasts who prey on the wizard's roads.
Rivals: Village of Spurlin
Children of the Sands
Keepers of the desert gods' rites in a foreign land.
Rivals: Aesir Devout
Village of Spurlin
The frontier settlement clinging to the wizard's meadow.
Rivals: Bandit Clans
Alignment
Alongside faction favor runs your personal alignment — Saintly, Good, Neutral, Evil or Vile — shifted by your choices. Some quests demand a clean conscience; others prefer you without one.