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THE LAST CAMP

Faction is EverQuest's reputation system. Every NPC belongs to one or more factions; every action (killing, quest turn-in, sometimes just being a particular race in the wrong city) shifts your standing with those factions. Your standing with a faction determines whether NPCs talk to you, trade with you, or try to kill you on sight.

On The Last Camp, faction matters more than on canonical EQ — because any race can roll any class, you will end up in cities and at trainers your race was never meant to walk into. A Halfling Necromancer needs to grind faction in Neriak to use the dark-arts trainers. A Troll Paladin has to make peace with Knights of Truth in Freeport. The faction system is the friction that makes those journeys interesting.

Standing levels

The nine canonical standing tiers, from best to worst:

Level Label Typical behavior
Ally The best possible standing Maximum quest access, sometimes unique rewards
Warmly High trust Most quests available
Kindly Friendly Standard interactions
Amiably Neutral-positive Trade, most quests
Indifferent Neutral Will talk, won't help
Apprehensive Slight hostility Limited interactions
Dubious Open hostility Won't talk, will attack at low levels
Threatening Hostile Attack on sight
Scowling Max hostility Kill-on-sight from the entire faction

The minimum standing for trainer access is typically Amiably. Most quest givers require Indifferent or better. Vendors typically require Apprehensive or better.

Major factions by alignment

Good-aligned

Neutral / merchant

Evil-aligned

Race / monster factions

Dragon and giant

  • Claws of Veeshan — dragon allegiance of Velious.
  • Kromzek — frost giants of Kael Drakkel.

The Last Camp-specific

  • Keepers of the Way — the server-original faction tied to the Keepers lore. Currently ambient (no faction grinds wired up); see lore for context.

How faction works

Every NPC carries a list of faction modifiers — kill it and your standing with each listed faction shifts. Most kills affect 2-4 factions: the NPC's primary, its city's secondary, and one or two enemy-of-enemy factions.

The basic mechanics:

  1. Kill the faction's enemies. Killing Crushbone orcs raises your Faydark's Champions standing.
  2. Complete faction-specific quests. Most faction quests give +faction as the reward, and faction quests stack — you can repeat them many times for cumulative gain.
  3. Avoid killing the faction's allies. Faction hits cascade — killing a Freeport guard hurts your Coalition of Tradesfolk standing too.

For a step-by-step workflow on grinding hostile cities up to vendor or trainer access, see Faction Grinding.

Common faction grinds

The faction repairs that come up the most on The Last Camp, especially for off-canonical race-class combinations:

  • Freeport for evil-race characters — usually solved by killing Bloodsabers and orc raiding parties in the East Commonlands.
  • Qeynos for evil-race characters — killing gnolls in Qeynos Hills and Blackburrow.
  • Neriak for good-race characters (rare but happens for off-canonical Necromancers and Shadow Knights) — see Faction for Custom Combos.
  • Cabilis for non-Iksar — killing sarnak in the Lake of Ill Omen.
  • Coldain Ring War access — the Velious dwarf shawl quest is a long faction grind that pays off with a legendary cloak.

On The Last Camp

Factions work canonically. No faction system rewrites. The only The Last Camp-specific faction is the (banked) Keepers of the Way — see the lore page for context. The any-race-class custom rule means more players are running into faction walls than canonical EQ ever expected — the Faction for Custom Combos guide covers the most common edge cases.

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