FOUR FAMILIES, ONE OATH

ALLEGIANCE

Pledge to a family, raise a warband, and let the world take sides.

Choose with care, Traveller. Your family lays down its blades for you. The other three sharpen theirs.

THE OATH

The Oath - the allegiance screen
The Oath - your first spawn, exactly as it looks in game.

On your first spawn the Allegiance screen opens. One family gains your peace: its wild warriors stop attacking you, and defend you if you are struck near them. The three other families - and the Draugr and Dwemer - remain your enemies. Dungeon and camp guardians always stay hostile: a shrine keeps its teeth.

You can change family later (press F9Change Family) - but that is treason, and treason has a price. See below.

RECRUIT YOUR WARBAND

Tribute Pouch recipe
The Tribute Pouch - shapeless: 2 diamond blocks, 2 gold ingots, 1 leather.
Craft the Tribute Pouch. Crafting table, shapeless: 2 diamond blocks + 2 gold ingots + 1 leather. One pouch buys one warrior's loyalty.
Find a wild kinsman. Any free warrior of your family roaming the world. Guardians of dungeons cannot be bought.
Sneak + right-click with the Pouch - or right-click empty-handed to talk first: every warrior has a voice, and the dialogue offers the same choices.
Command them. Right-click a recruit to make it follow, hold position or part ways. A recruit holding position becomes a sentinel: it guards its post, attacks enemies on sight, and walks back when the threat is gone.

REPUTATION - THE LADDER OF WAR

Reputation grows your warband, and only your own kills count - your troops' kills do not.

You gain

+1 for every enemy of your family slain by your hand - rival warbands, Draugr, Dwemer, Skeleton Warriors.

You lose

-2 for killing a wild member of your own family. The clan remembers its dead.

Every 10 points unlocks one more warband slot - from 3 troops up to 8 at reputation 50. Open the hub with F9 to see your bar, your troops as living portraits, and every slot left to earn.

REPUTATION PAYS OFF

A name feared across the wilds is more than bragging rights - your total reputation grants lasting boons that follow you everywhere, arena or not:

20

Hardened

Your armour toughness climbs - you shrug off blows that once staggered you.

30

Vigorous

+2 hearts of maximum health. The clan's champion does not fall easily.

40

Enduring

Slow regeneration - your wounds knit closed between fights, on their own.

50

Legend

Lasting Strength - at the top of the ladder, your every strike lands like a warlord's.

RECALL & THE HUB

The Warband Hub (F9)
The Warband Hub (F9) - reputation, living troop portraits, orders and recall.

Press F9 anywhere. The Warband Hub shows your reputation, your troops and their state - following, holding position, or far away. Recall Warband teleports your troops to your side; a recruit lost too far away is resummoned. A slain recruit, though, is lost forever. The Guide button opens the full rulebook in game.

The in-game guide
Everything on this page lives in game too - hub → GUIDE.

TREASON

Change family and three things happen at once: your reputation burns to zero, your warband walks free, and your former brothers remember your face - as an enemy's.

THE ARENA

Somewhere in the plains, a Roman colosseum rises from the grass - tiered arcades, an eroded battlement, a lord's box above the sand. On its podium waits the Arena Master. He deals in one currency: blood, and the glory that follows it.

Talk to the Master to sign a contract. The gate seals, the crowd roars, war drums start - and there is no walking out. You survive the waves, or the sand keeps you. Only Antique Beasts and orcs answer the horn, and they come harder each round: 3 to 9 of them per wave, drawn from ever-deadlier pools as the tiers climb.

THE WAGER

This is the gamble that makes the arena sing. Every wave you clear adds treasure to a pot - and the pot keeps growing as long as you keep fighting. Between waves the gate opens for a 15-second intermission: the crowd catches its breath, and you face a choice.

Cash out. Walk to the Master during a pause and claim the pot - every treasure you have banked, yours to keep. Then leave a champion, or sign again for more.
Push your luck. Wave off the pause and fight the next wave. The pot swells, the rewards rise - tier milestones at waves 3, 6, 9, 12, 15, each richer than the last.
But if you fall - or flee the ring - you lose the entire pot. Death and cowardice pay nothing. Greed is the whole game.

Every wave you clear for the first time also raises your reputation by one - and your best run is engraved on the Master for the whole server to read. Beat the record and it becomes yours.