Factions
Faction Quick Reference
At-a-glance faction table — alignment, home, allies, enemies, key rewards.
Faction Quick Reference consolidates every documented faction on The Last Camp into a single scannable table. Use it to plan a faction grind, scout an Epic 1.0 starting NPC, or check whether killing this mob is going to wreck your standing with that city. For the underlying mechanics, see Faction Grinding; for the off-canonical race-class wrinkles, see Faction for Custom Combos. Every linked faction page has the long-form lore, the canonical grind quests, and the standing implications spelled out.
How to read this table
- Alignment — the faction's broad moral pole and patron deity. Determines which other factions move in opposition when you kill its members.
- Home — the city or zone where the faction's NPCs concentrate. This is also typically where you'd hand in faction quests.
- Allies — factions that take a positive hit when you raise this one. Killing an enemy of an ally also gives you positive standing.
- Enemies — factions that take a negative hit when you raise this one. Killing the faction's members will damage standing with these.
- Key reward — the headline unlock at Amiably-or-better standing. Most factions have deeper rewards detailed on their dedicated page.
For the standing tier ladder (Scowling → Threatening → Dubious → Apprehensive → Indifferent → Amiably → Kindly → Warmly → Ally), see Factions. The minimum standing to interact with most trainers is Amiably; vendors usually accept Apprehensive or better.
Master table
| Faction | Alignment | Home | Allies | Enemies | Key reward |
|---|---|---|---|---|---|
| Ashen Order | Neutral (Quellious) | Freeport | Knights of Truth, Coalition, Militia | Bloodsabers, Dismal Rage, Indigo Brotherhood | Monk trainers + Celestial Fists epic gate |
| Bloodsabers | Evil (Bertoxxulous) | Qeynos Catacombs | Dismal Rage, Indigo Brotherhood, Dark Bargainers | Knights of Thunder, Temple of Life, Qeynos Guards | Cult robes + evil-cleric/necro Qeynos access |
| Clan Stormhammer | Good (Brell) | Kaladim | Coldain, Faydark's Champions, Felwithe Paladins | Crushbone Orcs, Butcherblock goblins | Dwarven Workboots, Wyvern Hunter armor |
| Claws of Veeshan | Neutral (dragon) | Skyshrine, Temple of Veeshan | Yelinak's court, Sleeper-aligned dragons | Kromrif, Kromzek, Coldain (uneasy) | Skyshrine vendors + high-end Velious raid path |
| Coalition of Tradesfolk | Neutral (commerce) | Freeport trade district | Knights of Truth, Ashen Order, Militia | Indigo Brotherhood, Crushbone Orcs, Befallen bandits | Cross-city vendor + tradeskill trainer access |
| Coldain | Good (Brell, ice-dwarf) | Thurgadin, Great Divide | Storm Reapers, Dain's court, Clan Stormhammer | Kromrif, Kromzek, Claws of Veeshan (uneasy) | Coldain Shawl chain (legendary back) |
| Crusaders of Greenmist | Evil (Cazic, Iksar imperial) | Cabilis, Field of Bone | Cabilis nobility, Iksar shaman orders | Sarnak Empire, Burynai bands | Iksar SK epic prerequisite + Cabilis access |
| Crushbone Orcs | Evil (Innoruuk) | Crushbone Keep, Greater Faydark | Innoruuk dark elves (passive) | Faydark's Champions, Kelethin Guards, Stormhammer | Belt turn-ins → fastest Faydark faction farm |
| Dark Bargainers | Evil neutral (commerce) | Neriak Foreign Quarter | Indigo Brotherhood, Dismal Rage, Neriak nobility | Antonican guards, Marr orders, Knights of Truth | Neriak vendor + banker access for evil chars |
| Dismal Rage | Evil (Bertoxxulous) | West Freeport, Befallen | Indigo Brotherhood, Dark Bargainers, Bloodsabers | Knights of Truth, Temple of Life, Militia | Cult robes + Freeport evil-cleric/necro trainers |
| Faydark's Champions | Good (Tunare) | Kelethin, Greater Faydark | Felwithe Paladins, Stormhammer, Steamfont | Crushbone Orcs, Mistmoore vampires, Indigo Brotherhood | Kelethin armor + ranger/druid trainer access |
| Freeport Militia | Neutral (city watch) | Freeport gates | Knights of Truth, Coalition, Ashen Order | Indigo Brotherhood, Bloodsabers, Befallen bandits | Gate bounty turn-ins + Freeport access for hostile races |
| Heretics of Paineel | Evil (Cazic, Erudite exile) | Paineel | Bloodsabers, Hole undead, Dismal Rage (passive) | Erudin task force, Erudin Quellious, Temple of Life | Paineel access + Hole-tier task chains |
| Indigo Brotherhood | Evil (thieves' guild) | West Freeport | Dark Bargainers, Dismal Rage, Neriak Thieves | Militia, Knights of Truth, Coalition | Rogue trainers + fence/lockpick stock |
| Knights of Thunder | Good (Karana) | Qeynos, North Karana | Temple of Life, Qeynos Guards, Surefall rangers | Bloodsabers, Befallen undead, Blackburrow gnolls | Qeynos paladin armor + spell quests |
| Knights of Truth | Good (Mithaniel Marr) | North Freeport, Temple of Marr | Temple of Life, Militia, Coalition, Ashen Order | Dismal Rage, Bloodsabers, Indigo Brotherhood | Freeport paladin armor + spell quests |
| Kromrif | Evil (Rallos Zek) | Kael Drakkel, Eastern Wastes | Sleeper's Tomb dragons, Rallos minor factions | Coldain, Claws of Veeshan, Velious good factions | Giant raid loot + Kael armor (rarely worth grinding positive) |
| Ring of Scale | Neutral / hostile (Veeshan) | Skyfire Mountains, Veeshan's Peak | Veeshan wyverns, Claws of Veeshan (passive) | Crusaders of Greenmist, Sarnak Empire, Iksar factions | VP loot table (highest Kunark raid loot) |
| Sarnak Empire | Evil (sarnak military) | Lake of Ill Omen, Chardok | Burynai bands, Sarnak Fortress, Chardok hierarchy | Crusaders of Greenmist, Iksar of Cabilis | Chardok Royal questline + raid loot |
| Temple of Life | Good (Rodcet Nife) | Qeynos | Knights of Thunder, Qeynos Guards, Surefall rangers | Bloodsabers, Befallen undead, Cazic worshippers | Qeynos cleric armor + healing-line spell quests |
Quick-grind reference
The fastest faction-positive quest for the most-asked-for grinds. Use these as anchor turn-ins; once you're past Apprehensive, pivot to the deeper quest chain on the faction's own page.
- +Faydark's Champions: Crushbone Belt turn-ins (legionnaire / oracle / centurion belts → Kelethin or Felwithe).
- +Knights of Truth: bone chip turn-ins to Sir Lucan and the North Freeport guards; Dismal Rage cult orb turn-ins.
- +Knights of Thunder + +Temple of Life + +Coalition + +Qeynos Guards (the four-stack): Bloodsaber dark orb turn-ins to South Qeynos guard officers — cleanest single-loop in the game.
- +Coldain: Tower of Frozen Shadow + Eastern Wastes giant kills + the Coldain Shawl chain itself (each shawl step grants standing).
- +Clan Stormhammer: same Crushbone belt loop pays Stormhammer in parallel; Butcherblock goblin and orc kills.
- +Crusaders of Greenmist: Sarnak kills in Lake of Ill Omen (double-pay for the Iksar-Sarnak war).
- +Sarnak Empire: Burynai kills in Burning Woods; Iksar patrol kills.
- +Ashen Order: Monk-only training quests + general Bertoxxulous-cult kills around Freeport.
- +Heretics of Paineel: Hole-trash kills + the Paineel-internal task chain (Heretic NPC contacts only).
- +Indigo Brotherhood: contract task chain in West Freeport (rogue-tier hand-ins).
- +Dark Bargainers: Neriak Foreign Quarter merchant turn-ins; Innoruuk-aligned mob kills.
- +Coalition of Tradesfolk: bandit and orc kills along the Antonican trade routes; Bloodsaber orb turn-ins (the four-stack again).
The Last Camp any-race-class faction wrinkles
Because The Last Camp's custom rules let any race roll any class, four off-canonical archetypes account for most of the faction-grinding pain on the server. Each one has a specific anchor faction worth max-priority:
- Iksar Paladin — your trainer lives in Freeport, Qeynos, or Felwithe; all three are scowling-hostile to Iksar at character creation. Anchor faction: Knights of Truth (Freeport is the shorter run from Cabilis via boats and overland) or Knights of Thunder if you can stomach the Antonica trip. Bloodsaber orb loop is your best four-stack once you can survive Qeynos.
- Halfling Necromancer — your trainer lives in Neriak, Cabilis, or Paineel; Halflings start indifferent-or-better to none of them. Anchor faction: Heretics of Paineel is the shortest geographic grind from Misty Thicket / Rivervale. Plan a long Hole-trash farm; you need Amiably to use the necro trainers without aggro.
- Ogre Wizard — your trainer lives in Erudin, Felwithe, Ak'Anon, Qeynos, Freeport, or Neriak. Ogres start friendly only to Neriak (slim margin) and Oggok (no wizard trainer). Anchor faction: Dark Bargainers + Neriak nobility — Neriak is the only canonical city Ogres can reach a wizard trainer in without weeks of grind. Felwithe and Erudin are theoretically possible but realistically not worth it for an Ogre.
- Dark Elf Druid — your trainer lives in Surefall Glade, Kelethin, or Misty Thicket; Dark Elves are scowling-hostile to all three. Anchor faction: Faydark's Champions via the Crushbone belt loop is the shortest grind to a druid trainer (Kelethin); the irony of a Dark Elf killing orcs to earn good-faction is part of the appeal. Surefall is reachable but the grind into Qeynos Hills is longer.
For the full off-combo decision tree (Troll Cleric of Marr, Gnome Shadow Knight, Erudite Beastlord, etc.), see Faction for Custom Combos.
Faction stacking — what happens when you grind one
Most kills move 2-4 factions at once. The most common compounding loops on The Last Camp:
- Bloodsaber orb four-stack (Qeynos) — one orb turn-in to a South Qeynos guard officer pays Knights of Thunder, Temple of Life, Qeynos Guards, and Coalition of Tradesfolk simultaneously. The cleanest single grind in the era.
- Crushbone belt double-stack (Faydark) — legionnaire / oracle / centurion belt turn-ins pay Faydark's Champions (Kelethin) and Clan Stormhammer (Kaladim) on the same loop. Goes negative against Crushbone Orcs, positive against most Faydwer good-aligned factions.
- Sarnak kills in Lake of Ill Omen — every Sarnak kill pays Crusaders of Greenmist (Cabilis) and the broader Iksar imperial faction set; goes negative against Sarnak Empire.
- Giant kills in Eastern Wastes / Great Divide — pays Coldain and (uneasy) Claws of Veeshan; goes negative against Kromrif / Kromzek.
The compounding cuts both ways. Killing a Freeport Militia guard "to test DPS" damages Freeport Militia, Knights of Truth, and Coalition of Tradesfolk in one swing — three of the four factions you'd actually want positive in Freeport. Don't.
Faction shortcuts by city
Which factions you actually need to grind to operate from a given city without aggro:
- Freeport — Knights of Truth, Freeport Militia, Coalition of Tradesfolk. Evil characters add Dismal Rage, Indigo Brotherhood, Ashen Order (monk).
- Qeynos — Knights of Thunder, Temple of Life, Qeynos Guards, Coalition of Tradesfolk. All four move together on the Bloodsaber orb loop.
- Kelethin / Felwithe — Faydark's Champions is the entry; Felwithe Paladins for paladin/cleric trainers.
- Kaladim — Clan Stormhammer; Crushbone belt loop is automatic.
- Cabilis — Crusaders of Greenmist for SK, Legion of Cabilis for warrior, Brood of Kotiz for shaman/necro.
- Neriak — Dark Bargainers for Foreign Quarter merchants; Indigo Brotherhood cross-pays.
- Paineel — Heretics of Paineel is the only one that matters; the Hole task chain extends it.
- Thurgadin — Coldain at Ally for the Shawl chain; Storm Reapers cross-pays.
Related
- Faction Grinding — the underlying mechanics and the workflow.
- Faction for Custom Combos — full off-canonical race-class table.
- Factions index — the long-form lore page for every faction.
- Beginning Game Strategy — early faction setup that compounds.
- Mid-Game Strategy — which grinds to commit to in the 30-55 band.