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Factions

The organizations that move Terrun: governments and ruling houses, knightly and monastic orders, orders of wizards and secret societies, guilds, gangs, and the clans and tribes that act as bodies. A nation's government is described here; its land and people are described under Geography and Peoples, and the gods its orders serve under Religion.

Folder Holds
Proturas the council factions, military and law of the Proturan Republic
Sancturi Imperium the organs of the Sancturi theocracy: government, clergy, military, great houses and parties
Riven Kingdoms the dynasties and courts of the Rivenlands, and the dwarven king-in-exile of Dru'Bazan
Governments polities beyond Proturas, the Imperium and the Rivenlands
Military Orders demon-hunting, hollow-hunting and mercenary bodies
Religious Orders knightly, monastic and priestly orders sworn to a god
Arcane Orders orders of wizards and secret societies, from the Council of Wizards to the White Fire
Guilds and Companies merchant alliances, banks, guild halls and companies
Criminal assassins, pirates, syndicates and gangs
Clans and Tribes dwarven clans, orc tribes and elven tribes treated as organizations