Hostile factions represent the major threats to Orbis. They structure dangerous areas, dictate the pace of player progression, and enrich the dynamism of the world.
Trorks: Brutal raiders of Zone 1

A combination of orcs and trolls, the Trorks are one of the first dangers in the game.
Features
- Fortified villages
- Aggressive tribal culture
- Frequent attacks against the Kweebecs and the player
Scaraks: bioluminescent insectoid civilization

A hostile faction that is among the most visually original.
Special Features
- Bodies dotted with cyan bioluminescent areas
- Communication via light signals and gestures
- Lack of hive mind
- Very strict social organization
Atmosphere
An alien-adjacent aesthetic designed to offer a new type of confrontation.
3. Goblins: Explosive Saboteurs

Capabilities
| Action | Effect |
|---|---|
| Bomb throwing | Destroys the local terrain, slows down the player’s progress. |
An unpredictable faction, dangerous especially in confined environments.
4. Other minor hostile groups
Several sub-factions or organized creatures contribute to the dangers of Orbis.
| Band | Description |
|---|---|
| Cultists | Humanoids practicing dark rituals. |
| Corrupted Beasts | Aggressive variants linked to polluted areas. |