FACTIONS
FACTIONS
Tidefall is driven by powerful factions that shape law, trade, faith, and conflict across the island. You will be drawn into shifting alliances, rivalries, and power struggles, where backing the wrong faction can have lasting consequences.
Highwater Kingdom
The Human Kingdom rules the Crownlands, Gildreach, the Western Flats, and the Southern Provinces, spreading cities, farms, roads, and fortresses across Tidefall. Since the Storm’s arrival, trade has faltered, borders have hardened, and much of the realm now endures rather than prospers.
Veloria
The Jewel of the Northeast, a city once defined by open seas, thriving trade and a gateway to the wider world. Trade now severed by the storm, merchant lords, cartels, and gangs rule the streets, but behind theatres, festivals, and grand façades, the real power rests with Eramos Quince.
The Goruks
The Goruk banner carries the image of the dragon skull unearthed by A’Rak Grax himself, the symbol now carried by every united Goruk warband. Where it stands, old tribal identities are set aside, and the clans act as one.
The Storm Cults
A sprawling series of disorganized and fanatical groups dedicated to the worship of the storm surrounding the island. They reject the old order and proclaim a coming reckoning, and the beginning of something violent and new. Disorganised but growing, they are a constant destabilising force across Tidefall.
Order of the Divinity
The Order of Divinity is the most widespread religion on Tidefall, organised around the worship of three ancestral Virtues: Grace, Reason, and Mercy. Through Ministers, courts, and ritual, it plays a central role in public life, governance, and social order.
The Mansor
The Mansor are an elite order of warrior monks serving the Order of Divinity. They guard ancient relics from the world and enforce virtue without mercy. They leave their isolated monastery only under dire need. Each knight bears unique ceremonial armour that is a record of their service and answer only to a Magister shrouded in secrecy.
Sarnath
Sarnath stands as a fortress city in the Southern Provinces where power is absolute. Darion Quince governs through the control and influence of his inquisitors, turning the city into a hardened bastion against threats both real and imagined. Sarnath garrisons the only standing army on the Island.
The Dothloden
An ancient dwarven peoples. After the catastrophic failure that destroyed the Elven Capital and poisoned the land to form the Screaming Wastes, the Dothloden sealed their cities, abandoned their reach, and slowly lost ground to the rising human kingdoms.
Sovran Mercers Guild
A vast league of merchant fleets, free cities, and privateers who dominate sea trade out in the wider world. Independent, wealthy, and ruthless, they control commerce through contracts, coercion, and corsair fleets. On Tidefall, the Guilds have fractured into rival Free Sovrans, minor merchant factions more concerned with profit and survival than unity, but no less dangerous for it.
Orc Tribes
The Orcs of Tidefall have shaped their culture around survival rather than conquest. Fearful of the great wyrm in the Western Flats, they move carefully, build little, and leave few traces behind. Drawing no lasting attention, they are deeply attuned to the land and its creatures.
The Theives
Once a vast underground network spanning all of Tidefall, the Thieves controlled smuggling, information, and illicit trade but that power has been shattered. In Sarnath and the Southern Provinces, Darion Quince systematically broke their hold, replacing it with his own enforcers. What remains of the Network is scattered, weakened, and hunted, but not entirely gone.
Crimson Brotherhood
The Crimson Brotherhood is a disciplined and highly organised criminal network operating across Sarnath and beyond. To most, they appear as street gangs and hired muscle, but their reach extends far deeper, into surveillance, and quiet enforcement. They act with unusual coordination and confidence, hinting at unseen authority guiding their hand.
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The Sovran Mercers Guild
A vast league of merchant fleets, free cities, and privateers who dominate sea trade out in the wider world. Independent, wealthy, and ruthless, they control commerce through contracts, coercion, and corsair fleets. On Tidefall, the Guilds have fractured into rival Free Sovrans, minor merchant factions more concerned with profit and survival than unity, but no less dangerous for it.
The Thieves
Once a vast underground network spanning all of Tidefall, the Thieves controlled smuggling, information, and illicit trade but that power has been shattered. In Sarnath and the Southern Provinces, Darion Quince systematically broke their hold, replacing it with his own enforcers. What remains of the Network is scattered, weakened, and hunted, but not entirely gone.
The Dothloden
An ancient dwarven peoples. After the catastrophic failure that destroyed the Elven Capital and poisoned the land to form the Screaming Wastes, the Dothloden sealed their cities, abandoned their reach, and slowly lost ground to the rising human kingdoms.
The Goruks
The Goruk banner carries the image of the dragon skull unearthed by A’Rak Grax himself, the symbol now carried by every united Goruk warband. Where it stands, old tribal identities are set aside, and the clans act as one.
The Highwater Kingdom
The Human Kingdom rules the Crownlands, Gildreach, the Western Flats, and the Southern Provinces, spreading cities, farms, roads, and fortresses across Tidefall. Since the Storm’s arrival, trade has faltered, borders have hardened, and much of the realm now endures rather than prospers.
The Orc Tribes
The Orcs of Tidefall have shaped their culture around survival rather than conquest. Fearful of the great wyrm in the Western Flats, they move carefully, build little, and leave few traces behind. Drawing no lasting attention, they are deeply attuned to the land and its creatures.
Veloria
The Jewel of the Northeast, a city once defined by open seas, thriving trade and a gateway to the wider world. Trade now severed by the storm, merchant lords, cartels, and gangs rule the streets, but behind theatres, festivals, and grand façades, the real power rests with Eramos Quince.
Crimson Brotherhood
The Crimson Brotherhood is a disciplined and highly organised criminal network operating across Sarnath and beyond. To most, they appear as street gangs and hired muscle, but their reach extends far deeper, into surveillance, and quiet enforcement. They act with unusual coordination and confidence, hinting at unseen authority guiding their hand.
The Storm Cults
A sprawling series of disorganized and fanatical groups dedicated to the worship of the storm surrounding the island. They reject the old order and proclaim a coming reckoning, and the beginning of something violent and new. Disorganised but growing, they are a constant destabilising force across Tidefall.
Sarnath
Sarnath stands as a fortress city in the Southern Provinces where power is absolute. Darion Quince governs through the control and influence of his inquisitors, turning the city into a hardened bastion against threats both real and imagined. Sarnath garrisons the only standing army on the Island.
The Order of Divinity
The Order of Divinity is the most widespread religion on Tidefall, organised around the worship of three ancestral Virtues: Grace, Reason, and Mercy. Through Ministers, courts, and ritual, it plays a central role in public life, governance, and social order.
