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Faction — Deep dive

The Silver Hand — light drives out darkness. Love conquers hate.

A theocratic order founded by Seraphina the Blessed in Year 134 — a woman who claimed to receive visions from the sealed Titans, then proved it by channeling divine magic that worked. The order built Lightspire on the plains, took the name from their healing touch, and has been at war with the Obsidian Throne since the First Crusade in Year 923. They are the world's best healers, its most reliable refugees' shelter, and its most committed enemies of necromancy. Their internal struggles — Crusaders vs. Healers, Traditionalists vs. Reformers, the Inquisition vs. everyone — are as old as the order itself.

Faction profile

Faction ID
10007
Personality
Zealous Order
Primary goal
Religious Dominance
Attitude
Friendly
Tax rate
10%
Nation status
Established
Traits
Theocratic · Blessed · Divine / Light magic · Ancient · High pop. growth
Composite power
76 / 100

Capital · Lightspire

Capital
Lightspire
Population
~28,000
Location
Plains cathedral city
Key features
Grand Cathedral of the Titans, healing sanctuaries, pilgrim quarters, holy knight training grounds, blessed fountains

Economic & industrial profile

A tithe-based and donation-driven economy. 10% tax rate collected as religious obligation, supplemented by heavy reliance on voluntary contributions from the faithful. Service exchange: many services provided free or for nominal fees. Pilgrimage revenue is a major income source. Wealthy donors fund operations in exchange for blessings. Communal sharing of resources according to need. Vow-bound charity foundation supports the poor and disadvantaged.

Primary industries: healing services (medical care, disease treatment, curse removal, resurrection attempts); pilgrimage economy; holy magic training (clerical education, paladin academies); blessed item creation; agricultural blessing; sanctuary services for refugees, orphanages, shelters; religious education; light-based manufacturing (blessed candles, holy water, sacred oils, purification incense).

Revenue breakdown: pilgrim donations 40%, healing services 25%, blessed item sales 20%, tithes 10%, mercenary clerics and paladins 5% (controversial), agricultural surplus small.

Major exports

  • Healing potions and divine medicine (world-renowned quality)
  • Blessed weapons and armor (anti-undead, anti-evil)
  • Holy water and purification items
  • Trained clerics and paladins (hired as mercenaries / advisors)
  • Religious texts and theological works
  • Consecrated agricultural products
  • Sacred artifacts and relics
  • Curse-breaking and exorcism services
  • Divine magical instruction

Key imports

  • Rare metals for sacred weapon forging
  • Gems and crystals for holy symbols
  • Fine textiles for ceremonial garments
  • Exotic incense and perfume ingredients
  • Books and scholarly works from other cultures
  • Building materials for cathedral construction
  • Food supplements (donation-based economy has gaps)
  • Artistic supplies for religious art

Technology & magical advancement

Advancement level: 9/10 in divine magic, 6/10 overall. The Silver Hand is the world's authority on healing, curse-breaking, exorcism, holy smiting, blessing rituals, divine shields, purification magic, sacred flame, turning undead, and martyrdom-powered final-stand effects. Light and radiant magic specialisation includes illumination, radiant weapons, light barriers, blinding glory, guiding light, dawn rituals, and light constructs.

Medical excellence combines mundane surgery with divine healing, centuries of plague-response expertise, herbal medicine enhanced by blessings, mental-health care for trauma and possession, veterinary skills, and preventive public-health methods. Agricultural innovation includes blessed farming, weather prayers, mastery of crop rotation, and pest-control blessings.

Knowledge institutions: the Grand Athenaeum (religious texts and theological research); the Cathedral of Eternal Light (highest divine magic training); Hospitals of Saint Seraphina (medical research and treatment); the Academy of Holy Warriors (paladin and crusader training); the Monastery of Scribes (text preservation).

Philosophical limits: no dark magic. Limited offensive magic. Faith dependency — powers weaken with doubt. Cannot use 'unholy' techniques even if effective. Tradition and dogma resist change. No necromancy means cannot combat death magic with similar methods. Limited power over natural phenomena. Lack arcane expertise; divine magic is fundamentally different from wizardry.

Comprehensive strengths

  • Anti-undead dominance

    Devastating to necromantic forces. Mass-destroy undead with turning. Blessed weapons effective against demons, undead, dark beings. Paladin Elite — sacred warriors with divine powers. Crusader zealotry creates fanatical morale. Divine intervention occasionally turns battles. Smite powers devastate evil-aligned enemies. Martyr tactics grant final burst of divine power on righteous death.

  • Healing monopoly

    World-leading divine medicine. Resurrection techniques (limited, expensive, rare). Curse-breaking and exorcism. Mass disease treatment. Mental health care for trauma, madness, possession. Veterinary skills for animals and beasts. Best preventive medicine and public health methods. Surgical excellence combining mundane medicine with divine healing.

  • Diplomatic & moral authority

    Temples in almost every nation — universal presence. Trusted neutral arbiter for disputes. Religious legitimacy sways opinions. Humanitarian reputation creates goodwill. Strong alliances with Iron Covenant, Verdant Circle, Golden Reach, Stone Brotherhood. Refugee advocacy gains allies. Believers in other factions act as internal allies.

  • Economic stability through donations

    Pilgrim donations (40% of income). Healing services (25% — paid by wealthy, free for poor). Blessed item sales (20%). Tithes from faithful across the world (10%). Low taxation (10%) increases citizen wealth and loyalty. Self-sufficient monastery system reduces expenses. Volunteer labor from devout reduces costs.

  • Cultural cohesion

    Shared beliefs create strong unity. Widespread literacy and learning. Clear ethical framework. Hope provider — gives people reason to persevere. Cultural preservation of knowledge and history. Inclusive — accept converts from any background. Religious art and music flourish. Faith provides existential answers.

Comprehensive weaknesses

  • Offensive limitations

    Focus on defense and healing limits aggression. Honor and faith prevent dirty tactics. Only divine magic — no arcane, no dark magic. Magic variety deficit. Predictable tactics — righteous warfare = obvious strategies. Naval inexperience (plains location). Slow mobilisation — must declare just war. Honest approach exploited by cunning enemies. Internal pacifist faction sometimes opposes all violence.

  • Donation reliance

    Variable income based on faith and prosperity. Charity drains resources. Religious vows restrict profit-seeking. Free services for poor create deficits. Crusade expenses drain treasury. Corruption scandals damage revenue. Refuses to profit from vice ('sin taxes').

  • Diplomatic strain

    Zealotry perception alienates secular nations. Conversion pressure breeds resentment. Moral inflexibility prevents compromise. Past crusade history creates lasting resentment. Theocratic suspicion from secular powers. Eternal enmity with Shadow Conclave. Inquisition reputation from historical purges. Internal schisms create competing sects.

  • Technological & magical limits

    Innovation resistance — tradition slows advancement. Anti-magic bias limits arcane knowledge. No dark research means cannot fully understand opposition. Limited metallurgy. Magical specialisation only in divine; ignorant of other types. Cannot combat necromancy with similar methods. Refusal to exploit Titan essence.

  • Strategic & cultural risks

    Reactive stance — wait to be attacked. Mercy exploited as vulnerability. Religious law limits strategic options. Theological disputes delay decisions. Sanctuary obligations create hostage situations. Holy wars cannot be abandoned. Schism risk fragments faction. Heresy paranoia drives internal witch-hunts. Hypocrisy when clergy violate own teachings. Fundamentalist factions commit atrocities 'for faith.'

Founding & historical timeline

  1. Year 67–134

    The Age of Lost Gods

    Titans sealed; their worshippers fall into despair. Many religions collapse. Some turn to darker powers. Others seek new meaning.

  2. Year 89

    The First Revelation

    A woman named Seraphina the Blessed claims to receive visions from the sealed Titans. They speak of maintaining balance, opposing corruption, preparing the world for their return. She begins preaching that the Titans aren't dead — merely sleeping — and that faith can still channel their power.

  3. Year 94

    The Proving

    Seraphina demonstrates genuine divine magic — heals the sick, drives out dark spirits, channels holy light. Proves Titan power still accessible through pure faith. Gathers followers. Establishes the first temple at what will become Lightspire.

  4. Year 134

    The Silver Hand Compact

    Seraphina and twelve disciples formalise the faith. Create the Silver Hand, named for their healing touch. Establish core doctrines: heal, protect, oppose corruption. Build the first cathedral on the plains. Begin accepting all who seek sanctuary. Found the order that will last millennia.

  5. Year 201–208

    The Plague Miracles

    Devastating plague sweeps across multiple kingdoms. Silver Hand healers travel to infected zones. Many die but save thousands. Demonstrates selfless compassion. Establishes reputation as healers and saints. Donations fund the first major temple expansions.

  6. Year 456–489

    The Purge of Shadows

    Internal corruption crisis — dark mages infiltrated the order, using the healing facade to gain trust while practising forbidden magic. Discovered by a young paladin named Aldric. Leads to a brutal internal purge. Establishes the Inquisition to prevent future infiltration. Creates lasting paranoia about corruption.

  7. Year 923–967

    The First Crusade

    United campaign against the nascent Obsidian Throne. Alliance with Iron Covenant and Verdant Circle. Initially successful, drives the Throne back. Eventually stalemated by the Throne's resilience. Establishes eternal enmity with necromancers. Creates the tradition of anti-undead crusades.

  8. Year 1,445–1,467

    The Schism of Light

    Theological debate — should faith be spread by sword or word? Militant faction wants forced conversions; peaceful faction wants voluntary acceptance. Twenty-two year conflict nearly splits the order. Moderates win: conversion by example, not force. Establishes the current peaceful proselytisation doctrine.

  9. Year 3,234

    The Divine Manifestation

    Unexplained event: a pillar of pure light appears over the cathedral for three days, healing all who approach. No clear explanation; attributed to the Titans. Massive influx of converts. Establishes Lightspire as the premier pilgrimage site. Event still celebrated annually.

  10. Year 3,890

    The False Miracle

    A charlatan claims divine visions and fools thousands, including senior clergy. Exposed as fraud by a young acolyte. Massive embarrassment for the order. Leads to stricter verification of miracles.

  11. Year 4,521–4,534

    The Unholy Alliance

    Demon incursion threatens the entire world. The Silver Hand is forced to ally with the Arcane Assembly — faith vs. reason working together. Proves divine and arcane magic compatible. Creates mutual respect despite philosophical differences. Occasional cooperation against supernatural threats continues to this day.

  12. Year 5,301

    The Plague Hospital Sacrifice

    An entire hospital staff stays with plague victims. All the healers die tending the sick. Saved hundreds through their sacrifice. Annual memorial in their honour. Defines the Silver Hand's institutional dedication.

  13. Year 6,789–6,801

    The Reformation

    Internal debate over wealth and corruption. The order had become rich from donations and pilgrims. Reform movement demands poverty and humility. Leads to a split: Ascetics vs. Institutionals. Compromise: individual poverty, institutional wealth for good works. Creates the current system of vow-bound poverty for clergy.

  14. Year 7,234–7,267

    The Greed Debate (vs. Merchant Lords)

    The Silver Hand criticises Merchant excess. Accuses the Merchant Lords of hoarding wealth while the poor starve. Merchant Lords counter-accuse the Silver Hand of hypocrisy. Both sides have valid points. Resolved through mutual charity programs. Tense but respectful relationship now.

  15. Year 7,567

    The Inquisition Scandal

    Inquisitors discovered abusing power — torturing innocents, falsifying evidence. Purge of corrupt Inquisitors. Reformed entire structure. Still hasn't fully recovered reputation.

  16. Year 8,234 – present

    The Healing Renaissance

    New generation developing advanced healing magic. Integration of essence cultivation with divine healing. Curing previously incurable diseases. Extending lifespans ethically — not through undeath. Competing with magical medicine from the Arcane Assembly. The current era of medical miracles.

Legendary figures

Thirteen names that shaped the order — from Seraphina the Blessed through saints, paladin-commanders, healer-pioneers, and the current High Oracle navigating modernisation.

  • Seraphina the Blessed

    Year 67–156 (lived 89 years)

    Founder of the Silver Hand. First to channel Titan power through pure faith. Never aged after her First Revelation (divine preservation).

    Died peacefully — claimed the Titans called her home. Body never decayed, preserved in glass tomb. Annual pilgrimage to her shrine.

  • Saint Aldric the Pure

    Year 434–489 (lived 55 years)

    Uncovered the corruption within the order in Year 456. Led the painful but necessary purge. Founded the Inquisition (controversial legacy).

    Died defeating the last corrupted infiltrator. Canonised despite his violent methods. Symbol of vigilance against evil.

  • High Priestess Lyanna Lightheart

    Year 912–1,001 (lived 89 years)

    Led the First Crusade against the Obsidian Throne. Greatest paladin commander in Silver Hand history. Never personally killed — always offered redemption first.

    Created the Code of Holy Combat still followed. Died in the final battle; body never recovered. Some believe she ascended to join the Titans.

  • The Penitent Prophet

    Year 1,445–1,482 (lived 37 years)

    Former dark mage who genuinely converted. Led the reformation toward peaceful conversion. Proved redemption is possible for anyone.

    Martyred by extremists on both sides. Complicated legacy — reformed sinner or false prophet? Symbol of forgiveness and second chances.

  • Archon Celestia Dawnbringer

    Year 3,221–3,278 (lived 57 years)

    Present during the Divine Manifestation of Year 3,234. Claimed direct communication with the Titans. Expanded the cathedral to handle the influx of converts.

    Created modern pilgrimage infrastructure. Established Lightspire as the religious capital. Her writings are canonical texts.

  • Paladin-Commander Gareth Lightblade

    Year 4,567–4,634 (lived 67 years)

    Greatest warrior-saint in Silver Hand history. Never lost a battle in a 40-year career. Could channel divine fire in combat.

    Legendary for mercy toward defeated enemies. Created the Paladin Chapters still active. His sword Radiance displayed in the cathedral.

  • Miracle-Worker Sister Mercy

    Year 5,234–5,301 (lived 67 years)

    Healed thousands through faith alone. No formal magical training — pure divine gift. Cured plagues that killed other healers.

    Humble despite miraculous powers. Canonised within her lifetime (rare). Patron saint of healers everywhere. Died in the Plague Hospital Sacrifice.

  • Exorcist-Bishop Daemonhunter

    Year 6,456–6,523 (lived 67 years)

    Specialised in banishing demons and dark spirits. Cleared haunted regions single-handedly. Created anti-possession rituals.

    Controversial for using 'dark knowledge.' Proved that knowing the enemy is essential to defeating them. His techniques classified but still used.

  • Grand Healer Theron Mercyhands

    Year 6,756–6,834 (lived 78 years)

    Pioneer of advanced healing magic. Developed techniques to heal previously incurable conditions. Trained a generation of master healers.

    Established free clinics in poor areas. Proved healing should be universal, not just for the wealthy. His methods standard across all Silver Hand facilities.

  • Inquisitor-General Helena Truthseeker

    Year 7,234–7,298 (lived 64 years)

    Reformed the corrupt Inquisition. Balanced justice with mercy. Prevented false accusations through truth magic.

    Her reforms made the Inquisition respectable again. Died exposing a major conspiracy. Complex legacy — reformer or enforcer?

  • Pilgrimage-Guide Marcus Journeyman

    Year 7,890–7,956 (lived 66 years)

    Created the Seven Shrine pilgrimage route. Personally led 1,000+ pilgrims safely. Never lost a single one to danger.

    His travel journals are teaching tools. Made pilgrimage accessible to common people. Every guide studies his methods.

  • Arch-Healer Sylvanas Lifeweaver

    Year 8,234 – present (age 87)

    Pushing the boundaries of healing magic. Developed techniques to regenerate limbs. Working on resurrection of the recently dead.

    Controversial for challenging death itself. Some call her saint, others heretic. Her results speak louder than her critics.

  • High Oracle Aurelia Silvertouch

    Year 8,456 – present (current leader, age 65)

    Current leader of the Silver Hand. Youngest High Oracle ever appointed (at age 38). Modernising the order while maintaining traditions.

    Advocates for broader interpretation of faith. Controversial for accepting non-traditional believers. Balancing progressive change with conservative doctrine.

Named artifacts & relics

  • Seraphina's Glass Tomb

    Contains the preserved body of the founder. Never decays — looks freshly deceased. Pilgrims pray before it for blessings. Some claim to see her breathe. Most sacred relic of the Silver Hand.

  • The Crown of Light

    Worn by the High Oracle during ceremonies. Made of pure solidified light (magical). Glows brighter with the wearer's faith. Cannot be worn by a corrupt person. Tests the worthiness of new leaders.

  • Lightblade's Sword Radiance

    Paladin-Commander Gareth's weapon. Burns undead on contact. Glows in the presence of evil. Passed to the greatest warriors. Symbol of righteous combat.

  • The Fountain of Cleansing

    Blessed spring in Lightspire's centre. Water heals minor wounds. Purifies from disease and poison. Never runs dry; source unknown. Free to all who need healing.

  • The Book of Martyrs

    Names of all Silver Hand who died for the faith. Magically updates when a member falls. Reading the names takes an entire day. A reminder of sacrifice for good. Each name honoured annually.

Sayings & quotes

  • "Light drives out darkness. Love conquers hate."

    Seraphina the Blessed, core teaching. Positive action defeats evil; hope over despair.

  • "The greatest strength is mercy when you have power."

    Paladin-Commander Gareth. Restraint more impressive than violence — true strength is compassion.

  • "Faith without works is dead. Works without faith are hollow."

    Traditional Silver Hand wisdom. Belief must inspire action; action must be motivated by belief.

  • "Even the darkest soul can find redemption."

    The Penitent Prophet. No one beyond saving — controversial but hopeful.

  • "Heal the sick, feed the hungry, shelter the homeless. This is the Titans' will."

    Grand Healer Theron Mercyhands. Practical application of faith — service to others paramount.

  • "The light shines brightest in deepest darkness."

    Used during difficult times. Hope never extinguished. The Silver Hand endures hardship.

Cultural traditions

  • The Blessing of Light

    Daily sunrise prayer and meditation. Believers face east, channel divine energy. Renews faith and magical power. Skipping the blessing is considered spiritual weakness. Public blessing ceremonies open to all.

  • The Pilgrimage of Seven Shrines

    Sacred journey visiting seven holy sites. Represents life's spiritual journey. Can take years to complete properly. Pilgrims receive a blessing at each shrine. Completion grants the title 'Pilgrim Complete.' Many elderly make this their final journey.

  • The Healing Touch Ceremony

    Young healers undergo a ritual to channel divine magic. Week-long fasting, prayer, and meditation. Either succeed and gain healing power or fail. Failure doesn't mean rejection — can try again. Success marked by a silver hand pendant.

  • The Vigil of Remembrance

    Annual ceremony honouring martyrs and saints. Each name read aloud, candle lit. Lasts the entire night (thousands of names). Reminds the faithful of those who sacrificed. Outsiders welcome to observe.

  • The Feast of Sanctuary

    Celebrates the Silver Hand's open-door policy. Free food and healing offered to all. No questions asked, no judgments made. Even enemies of the order can seek help this day. An annual reminder of core values.

Internal rivalries

  • The Crusaders vs. The Healers

    Military wing vs. medical wing. Crusaders want active opposition to evil; Healers prefer passive good works. Both essential to the Silver Hand. Tension over resource allocation.

  • The Traditionalists vs. The Reformers

    Literal scripture vs. modern interpretation. Traditionalists resist any change; Reformers want to adapt to the times. Aurelia leads the reform faction. Risk of schism if not handled carefully.

  • The Inquisition vs. Everyone Else

    Inquisitors viewed with suspicion. Necessary evil or oppressive force? Even Silver Hand members distrust them. Constant oversight required. Helena's reforms helped but not enough.

Major external conflicts

  • vs. Obsidian Throne (the Eternal War). The most intense religious conflict in the world. Undeath is the ultimate blasphemy against life. Holy magic most effective against undead. Crusades launched every generation. Both sides view it as existential struggle. Will never have peace while the Throne exists.
  • vs. Arcane Assembly (Year 4,500 – 4,530 — divine vs. arcane debate). Theological dispute over magic's source. Silver Hand claimed faith superior to reason; Assembly proved all magic follows essence laws. Resolved when both needed to defeat demons. Now cooperative despite philosophical differences. Academic debates continue in friendly manner.
  • vs. Merchant Lords (Year 7,234 – 7,267 — the Greed Debate). Silver Hand criticised Merchant excess. Merchant Lords accused Silver Hand of hypocrisy. Both sides had valid points. Resolved through mutual charity programs. Tense but respectful relationship now.
  • Internal: Inquisition vs. Compassion (ongoing). Inquisition hunts corruption zealously, sometimes accusing innocent and causing harm. Reformers want to disband the Inquisition; conservatives say it's necessary protection. The High Oracle is trying to find the middle path.

Current challenges (Year 8,955)

  • Theological evolution

    Modern believers questioning literal Titan worship. Some view Titans as metaphors, not actual gods. Conservative clergy resisting reinterpretation. Risk of schism between literalists and modernists. High Oracle allowing debate (controversial). May fundamentally change the nature of the faith.

  • Inquisition overreach

    Anti-corruption investigators becoming corrupt themselves. Abuse of power in the name of purity. False accusations ruining innocent lives. Calls for Inquisition reform or dissolution. Defenders say evil never rests, neither can they. Major internal crisis brewing.

  • Healing monopoly breaking

    Arcane Assembly developing secular healing magic. Essence-powered medical devices appearing. Silver Hand losing the monopoly on healing. Some view as competition, others as collaboration. The question: is healing a religious calling or a medical profession?

  • Resource strain

    Free sanctuary and healing draining resources. More refugees and poor than ever. Donations not keeping up with demand. Debate over charging for some services. Risk of compromising core mission for survival. Seeking a sustainable model for compassion.

  • Crusade fatigue

    Eternal war with the Obsidian Throne showing no progress. Young faithful questioning endless conflict. Centuries of crusades have achieved little. Some advocate negotiation (heretical to elders); others want total war (impractical). Searching for a new approach to the ancient enemy.

Joining the Silver Hand — pros & cons

Pros

  • Powerful healing — best healing magic in the game. Self-sufficiency. Cure diseases, poisons, curses. Resurrection services (expensive but available). Heal party members. Discounted healing items. Advanced medical skills.
  • Anti-evil specialisation — devastating against the Obsidian Throne. Turn undead mass-destroys necromantic armies. Holy smite powers. Blessed weapons effective vs. demons, undead, dark beings. Protection from evil. Detect evil. Exorcism and curse-breaking.
  • Low taxation and support — 10% tax rate (second-lowest in game). Free healing for members. Free education and training. Sanctuary housing. Community support network. Donated equipment for crusades. Financial assistance.
  • Moral clarity — clear good vs. evil framework. Heroic questlines and crusades. Feel good about character's actions. Purpose-driven gameplay. Traditional hero archetype.
  • Allied network — strong alliances with Iron Covenant, Verdant Circle, Golden Reach, Stone Brotherhood. Welcome in many nations. Temples as safe houses worldwide. Easy to find co-op partners. Positive reputation in most areas.
  • Unique divine magic — exclusive clerical spells. Paladin class and holy warrior builds. Miracle abilities (random divine interventions). Blessing and consecration powers. Light-based magic unavailable elsewhere.
  • Safe and stable — friendly attitude toward most. Well-established infrastructure. Unlikely to collapse. Safe cities and sanctuaries. Supportive community. Beginner-friendly.

Cons

  • Strict moral code — cannot commit evil acts. Must help those in need. Cannot steal, murder innocents, use dark magic. Forced to show mercy to enemies. Cannot ally with Obsidian Throne or Shadow Conclave. Must tithe 10% of income.
  • Limited offensive magic — primarily defensive and healing spells. Less raw damage than arcane mages. Ineffective against non-evil targets. No area damage compared to wizards. Limited crowd control.
  • Zealotry requirements — must be devout believer (roleplay requirement). Attend religious services. Participate in crusades when called. Cannot question core doctrines openly. Missionary work required.
  • Factional enemies — eternal war with Obsidian Throne. Hostile to Shadow Conclave. Tension with Arcane Assembly (arcane vs. divine). Constantly fighting undead. Targeted by evil factions.
  • Magic limitations — only divine magic; no arcane spells. Cannot learn necromancy. Forbidden from dark magic. Weather magic weak. No transmutation or illusion.
  • Crusade obligations — must participate in holy wars. Called away from personal quests. Dangerous frontline combat against undead. Cannot refuse crusade summons. Long campaigns away from home.
  • Corruption scandals — clergy hypocrisy damages reputation. Inquisition atrocities create controversy. Historical religious wars cause guilt. Some NPCs hate religion due to past abuses.

Ideal for: heroic characters, healers and support builds, players who prefer clear moral choices, undead-fighter specialists, paladin and cleric fans, players who enjoy religious / crusader themes, co-op players (healers always welcome), beginners who want a stable friendly faction. Avoid if: you want morally grey characters, prefer offensive magic and high damage, dislike religious themes or restrictions, want to ally with everyone, prefer arcane over divine magic, want to experiment with dark magic, dislike mandatory crusade activities, want complete freedom of action. Difficulty: Easy to moderate — friendly faction, good support, clear objectives, strong healing keeps you alive, good infrastructure, allied with many factions. Crusades can be challenging; moral restrictions limit options.

Where to read next

Source: World-Engine — MAJOR_FACTIONS_AND_CAPITALS § 7. The Silver Hand.