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 |