Families Ur'Vash, Geats
The Ur’Vash Clan – The Iron Tusks of War
"We wanted peace. The world gave us war. So we learned to win it."
Blood Origin
The Ur’Vash are pureblood Orc warlords, descended from the First Orc King of Italy, who once ruled the high passes and green valleys without drawing needless blood. They were lawful good, warriors bound by codes older than the human kingdoms themselves.
That ended after the Mythic World War’s mortal parallel — when human governments, under the new Glamour Law, forced non-humans into concentration camps. The Ur’Vash lost nearly 70% of their kin in less than two decades.
The survivors founded the Bloodfang Syndicate — not as criminals, but as a civil rights movement to protect and free their people. Over decades, grief and vengeance hardened their resolve, and by the time the mortal underworld embraced them, they had shifted from idealists to chaotic power brokers. Today, nearly every racial faction in the global underworld pays tribute to Ur’Vash.
Mythic Traits
Ironhide Flesh: Bone-deep resistance to blades, bullets, and most mortal weapons.
Ancestor-Touched Tusks: Steel-capped tusks that carry ancestral memory and can crush through armor.
Godslayer Arms: Arms with siege-pillar strength, capable of wielding ancient weapons meant for divine combat.
War Chant Presence: Their voices carry the echo of ancient orcish war drums, shaking the will of enemies.
Why They Are Feared
The Ur’Vash are the only Old Family with active god-slayer weapons in regular use, including celestial bronze maces, obsidian spears, and runed war axes. Their vengeance is generational — killing one Ur’Vash guarantees your grandchildren will die for it. They do not forgive.
Present Day Role
They run the largest ethnically organized syndicate network in the world, with the Don at its head. Beneath the glamour of “old-world Italian respectability,” their true orcish pride and brutality remain barely hidden. Every meeting begins and ends with the Tusk Oath, an ancestral pledge that seals loyalty in blood.
Notable Family Members
Don Kraggor Ur’Vash – The Iron Tusks
The High Boss. Glamoured as a massive Italian man in his mid-50s, slicked-back silver hair, golden cufflinks, voice like a cathedral bell. True form: a seven-foot orc with steel-capped tusks and siege pillar arms, wielding the god-slaying mace Bloodsong. Holds the loyalty of every Ur’Vash-born syndicate on earth.
Matrona Virella “Bloodmother” Ur’Vash – The Council Queen
Wife to the Don, but feared in her own right. Modeled after the old-world mob matriarchs, she controls the family’s internal politics and all initiation rites. Known for making even hardened killers kneel in her presence. Glamour hides her true form: an orc matron with jet tusks and deep crimson ceremonial scars from the war camps.
Rothgar “Silvertongue” Ur’Vash – The Consigliere
The Don’s oldest cousin and most trusted advisor. Inspired by Meyer Lansky archetypes, Rothgar is a tactician without equal, blending ancient orc war law with modern criminal empire-building. Known to never raise his voice yet able to convince gods to sign away territory. Glamour: a lean, silver-haired lawyer type; true form: a broad-shouldered tactician with scroll-tattoos winding his tusks.
Mordo “Ironhand” Ur’Vash – The Street King
Capo di tutti capi of the Bloodfang street crews, modeled after Al Capone but meaner. His glamour form is a burly Italian bruiser in custom suits; his true form is a mountain of green muscle with a celestial iron prosthetic hand, once torn from a god’s armor. Runs the clan’s rackets in New York, Chicago, and Bellingham.
Zavarra “Black Veil” Ur’Vash – The Enforcer Queen
A feared female enforcer who runs the assassination branch, inspired by real-life hitwomen myths. Her glamour: an elegant widow in black gowns and pearls; her true form: a midnight-skinned orc huntress with tusks etched in obsidian runes. Known for executing high-value targets in broad daylight without a trace left behind.
Tharoc “The Judge” Ur’Vash – Blood Oath Arbiter
Keeps the Tusk Oath sacred. If you break it, Tharoc comes for you — no appeal, no delay. His glamour is an aging Italian magistrate with gold-rim glasses; his true form is a white-haired orc with tusks capped in gold and a war club carved from petrified heartwood.
Family Doctrine
The Tusk Oath is life — breaking it means death.
Strength without honor is weakness.
Vengeance is eternal.
We bow to no race, no god, no law but our own.
The Geat Family – Bloodline of the Wolf Kings
Blood Origin
The Geats claim descent from the ancient warrior clans of southern Sweden, once mortal kin to the god-born Wolf Kings of Geatland. In the old days, their family name was synonymous with honor-bound duels and loyalty pacts sealed in blood and bone.
But by the early 20th century, when the magical world’s own Great War pushed non-humans into Europe and shattered the Veil’s stability, the Geats shifted. They left the fjords for America, trading the war axe for the tommy gun. The clan’s honor code remained — but it became an honor among thieves.
Now, they’re a mafia dynasty with an iron grip on the cocaine and weapons trade across Vegas, California, and Washington. Every cousin and sibling has a defined role, and blood loyalty is enforced by a brutal family rule: betrayal means burial.
Why They’re Feared
Precision Enforcement: Every target hit with surgical efficiency, never sloppy.
Blood Pacts: The family doesn’t recruit outsiders lightly — blood and marriage only.
Weapons Legacy: Still maintain ancient smithing rituals for their “tools of the trade,” imbuing their finest firearms and knives with luck rites.
Political Reach: Own judges, city officials, and entire precincts in three states.
Known Code
“Family is the first weapon, fear is the second.”
“If a Geat smiles at you, you owe them.”
“Dead men can’t speak — and neither can the living if you take their tongue.”
Notable Members
Marcus Geat – The Old Wolf
Current patriarch of the family. A tall, broad-shouldered man in his late 50s with a weathered but immaculately kept appearance. Known for his iron patience and brutal discipline — his smile means someone’s about to disappear. Runs high-level deals personally, only trusting the most dangerous work to blood relatives.
Albert Geat – The Cold Hand
The youngest son, a calm and calculating tactician who manipulates from the shadows, using fear and indirect violence to bend rivals into submission. The family’s favored strategist for high-risk operations.
Edric “Red Fang” Geat – The War Dog
The enforcer arm of the Geats. In his mid-40s, built like a siege wall, with a shaved head, wolf tattoo curling up his neck, and a long coat that hides both a custom sawn-off shotgun and a modernized Viking seax. Famous for handling “message jobs” — the kind where the target’s family finds the body posed with a silver coin in the mouth.
Klara “Black Snow” Geat – The Fixer
Marcus’s niece. Mid-30s, sharp-featured, platinum-blonde hair always pinned in an immaculate bun, and ice-blue eyes that can unsettle even seasoned killers. Handles political bribes, blackmail files, and “vanishing acts” when a problem needs to disappear internationally. Glamour-trained, with the ability to shift her appearance in seconds.
Tobias Geat – The Palehouse Ghost
Marcus’s cousin who served time in the Palehouse Wardens’ spell-dead zone prison. Returned… changed, haunted by time warps and prophetic visions carved into his cell walls. Now occasionally pulled into family business for his uncanny knack of knowing where rivals will be before they arrive.
Ronan “Ash Wolf” Geat – The Firestarter
Youngest cousin in the enforcement tier, late 20s. Known for his obsession with fire as a weapon — from napalm cocktails to flamethrower drones. Has a reputation for sending fiery “warnings” before full-scale retribution hits.
Ingrid Geat – The Matron of the West
Marcus’s sister, 60s but still sharp and terrifying. Controls the California operations from a luxury estate in Napa Valley. Specializes in turning local gangs into loyal satellites through charm, bribes, and the occasional public execution of a defector.
Structure
Marcus Geat – Don / Patriarch
Albert Geat – Chief Strategist
Klara Geat – Political Fixer & Glamour Specialist
Edric Geat – Chief Enforcer
Ingrid Geat – California Boss
Tobias Geat – Occult Advisor / Informant
Ronan Geat – Vegas Street Enforcer