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Factions ​

The world of Xindeler is traversed by factions competing for power, resources, influence and goals that are not always what they seem.

Players can interact with these factions, gain or lose reputation with them, and eventually become actors within their conflicts.


Known Factions ​

Caminos Syndicate ​

A network of smugglers, traffickers and operators that controls much of the illegal trade in the Highlands. Specialized in drugs, weapons and forbidden magic, the Syndicate has no single leader — it operates as a confederation of regional bosses who respect certain internal codes.

They are not necessarily evil. They simply operate outside the laws others established.

Active primarily in Cromatolis and The Freelands.


Vesperan Dynasty ​

A people with a unique relationship with death and rebirth. The Vespera possess fragments of an artifact called the Prism, which allows them something no other culture in the world has managed to replicate consistently.

Their location in the world and the exact nature of the Prism are part of the game's lore.


The Sisterhood ​

An order of women operating within the religious structures of Merovingia. On the surface, they are priestesses and administrators of the official cult. In practice, they are something considerably more complex and dangerous.

What they really are and whom they serve is one of the game's revelations.


Janus Council ​

The nine archmages who advise the government of Cromatolis. In theory, they are the intellectual and magical apex of the kingdom. In practice, one of the nine has loyalties the other eight do not know about.

Which of the nine is the problem? That is discovered in the game.


The Council of Owls ​

Eleven great-wyrms — ancient dragons who have outlived empires — who convene in secret to settle matters no mortal court could adjudicate. Xandrian and Isharat both answer to decisions made in rooms no human, elf or dwarf will ever enter.

What the Council actually decides, and why, belongs to the deeper history of the Great War.


The Order of the Inmost Light — the Embertenders ​

The world's only faith devoted not to a god, but to the First Light itself — the will-less, mindless membrane of light from which all creation was kindled, and from which every soul is said to be lit. Its members, called Embertenders, hold a single creed: that every soul carries a spark of that first light, and that a life's whole work is to turn inward and learn to feel it.

They are contemplatives, not crusaders. An Embertender's discipline is patience — a long, half-blind inward attention, sitting with the light one is until, after years, one begins — maybe — to feel it. Most never quite do. They count the seeking itself the devotion.


Cult of the Crownless King Lore ​

A network of secret cells devoted to a fallen figure whose throne no longer exists — and whose name is deliberately never spoken by the cult's own members.

Who the Crownless King really is, and what the cult wants from mortals, is one of the game's deeper revelations.


Children of the Cold Lore ​

A shadow-order of spies and assassins operating across the coldest reaches of the world, bound by a purpose none of them will explain to outsiders — or, seemingly, to each other's enemies.

What they're actually working toward is part of the story the game reveals as it unfolds.


The Veil-Geometers ​

A fellowship from the Age of Wonders, not an order with a throne — spatial mages who held that the Veil is not cloth but lattice, and that anyone who learned its geometry could fold space itself. Membership was never a title, only being let into the correspondence.

Their legacy outlived them: several of the world's oldest living arcanists — Hesvane, Orenmar, Oltheris, Lemvane and Tessved among them — trace their craft back to this fellowship's proofs.


The Order of the Even Hand ​

Knights of Cromatolis bound to a doctrine of requital — no debt, no wrong, goes unanswered forever. What the Order considers "even" is not always what the accused would call justice.


The Hollow Quills ​

Known in whispers as the Scourgers, an order operating in the shadow of Cromatolis's Janus Council. Two of the world's known arcanists — Kalee and Alenac — are already tied to it.

What they actually enforce, and for whom, is part of what the game reveals.


The Dunestriders ​

A hardy desert people who read the dunes the way sailors read the sea. No outsider crosses their sands without their leave — and fewer still leave with it revoked.


Other Active Factions ​

The world has dozens of factions beyond those listed above. Some operate publicly; many prefer the shadows.

Known names: El Cónclave de Asedio · La Cruz Verdadera · Las Cinco Calaveras · Liga de Asesinos · Los Nueve Anillos · Utu Shamash

The detail of each faction — its goals, internal structure and history — is part of the content developed progressively in the game.


Reputation System ​

Your relationship with each faction affects what its members offer you, how affiliated NPCs treat you, and what missions you have available. Some factions are mutually exclusive — earning the trust of one can mean becoming an enemy of another.

Licensed under GPL-3.0