Blood ties, sworn oaths & war banners
Factions
The holds, groups, alliances, and rival powers already shaping the story.
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Allies
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Friendly
The Parents
The worried parents of Kar, Xan, and Ilo, whose plea began the children’s rescue.
Open factionThe Orc Holds
Also known as Belkzen’s Halls
Belkzen’s independent holds, gathered under the Flood Truce while Ardax argues for deeper alliance and collective defence.
Open factionOrcs
The many orc peoples of Belkzen whose history, identity, and future stand at the centre of the campaign.
Open factionKnights of Lastwall
Veteran enemies of the orcs now seeking cooperation against the greater threat of the Whispering Tyrant.
Open factionThe Pathfinder Society
Field agents dedicated to exploring and recording world history while forging connections across borders.
Open factionArchive section
Other
The Warmongers
Urgir’s most traditional political bloc, favouring decisive physical solutions over hesitant diplomacy.
Open factionThe Reverent
Representatives of Urgir’s many faiths, united by the desire to strengthen the orc people.
Open factionThe Provident
A bloc representing common hunters and raiders while defending the balance of power among the holds.
Open factionThe Jobbers
An emerging merchant-class bloc favouring business growth and accused of dismissing tradition.
Open factionOprak
A militaristic hobgoblin nation seeking alliances so its neighbours will not test its strength.
Open factionThe Blackjackets
A prestigious, disciplined Druman mercenary company seeking recruits and knowledge of orc battle tactics.
Open factionGolden Wheel Trading Company
A small mercantile conglomerate looking toward Belkzen’s opening markets.
Open factionProphets of Kalistrade
Druman merchant-mystics interested in Belkzen’s markets, though few risk travelling there.
Open factionThe Aspis Consortium
A cutthroat commercial organisation always seeking fresh recruits willing to bend the rules.
Open factionEsoteric Order of the Palatine Eye
Ustalavic occult scholars who are rarely granted safe passage into Belkzen.
Open factionKellid Followings
Northern communities that stand to gain from safer trade routes through Belkzen.
Open factionArchive section
Orc Holds
Empty Hand Hold
Belkzen’s most powerful hold, ruling Urgir and driving the campaign to unite against the Whispering Tyrant.
Open factionDeath’s Head Hold
The hold surrounding and guarding Urgir, closely allied with Ardax’s Empty Hand Hold.
Open factionBurning Sun Hold
A Sarenrae-worshipping hold that challenges some crueler traditions while remaining ready for battle.
Open factionGutspear Hold
A displaced, itinerant hold represented at Torrentmoot by the formidable Grothlyn Zor.
Open factionUnbroken Horn Hold
The powerful rulers of Wyvernsting, renowned for blacksmiths, trained megafauna, and aggressive trade.
Open factionStorm-Screamers of Rull
Nomadic weather-masters who welcome the floods and guard the aurochs migration, now divided over Dergram’s prophecy.
Open factionCleft Head Hold
A pragmatic, guarded hold controlling Splitskull Keep near the Ustalav border.
Open factionBloodied Gauntlet Hold
A formerly Gorum-devoted hold searching for spiritual direction and renewed purpose after the god’s death.
Open factionWingripper Hold
A hold known for training and riding wyverns.
Open factionDeath Tower Hold
A hold devoted to unsettling religious rites and shadowed by rumours of the Carcass Man.
Open factionOne Eye Hold
Darklands-descended residents of Blisterwell locked in a long rivalry with the Haskodar Hold.
Open factionHaskodar Hold
A newer Blisterwell hold competing with the One Eye Hold for control of the town.
Open factionIce Tooth Hold
A northern hold focused on hunting, megafauna, and trade rather than Urgir’s politics.
Open factionDrowning Sand Hold
Expert navigators who ferry travellers across the Dirt Sea’s treacherous quicksand.
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