Factions & Alignment

Who loves you, who wants you dead

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.