
Kliff & the Greymanes
Kliff leads the Greymanes (the Greymanes), a struggling mercenary company. Alongside companions like Oongka, Yann and Naira, he fights to keep the company alive in the brutal land of Pywel. The game opens with a devastating ambush that sets the whole story in motion.
Greymanes vs. Black Bears
Your sworn enemy is the Black Bears (the Black Bears), a ruthless faction led by Myurdin. Their ambush on the Greymanes at the start of the game frames everything: revenge, survival and reclaiming what was lost.
The Five Regions of Pywel
| Region | Theme | Notes |
|---|---|---|
| Hernand | Green lowlands | Starting area; Greymane Camp sits here |
| Pailune | Snowy homeland | Kliff's origin; forests & frozen fields |
| Demeniss | Political capital | City intrigue, guilds, merchants |
| Delesyia | Steampunk tech district | Mechanized foes, rifles, mechs |
| Crimson Desert | The red wastes | Endgame region; hardest bosses |
Main Story — 14 Chapters
The main quest is split into 14 chapters, roughly 50–80 hours. Early chapters establish the Greymanes' fall and the camp rebuild; middle chapters open Pailune and Demeniss; late chapters push into Delesyia and the Crimson Desert. Several playable characters exist beyond Kliff, each with a distinct moveset.
The cast around Kliff
Kliff leads the Greymanes alongside companions like Oongka, Yann and Naira, and the company's survival is the emotional spine of the 14-chapter arc. The story opens with a devastating ambush that strips the company to nothing, and the campaign is the rebuild: camp, crew, and reputation, one chapter at a time. Companion beats are woven into side quests as well as the main line, so the quest log is story content, not a detour from it.
Reading the conflict without spoilers
The central rivalry is Greymanes versus Black Bears, the ruthless faction led by Myurdin whose ambush starts the story. Chapters alternate between rebuilding the company and striking back at the Black Bears' network, with region bosses marking the turns. If you want the story clean, avoid detailed boss entries for late chapters — this guide keeps each boss page to mechanics and loot rather than plot.
Mercenary economics as plot
The Greymanes are always one contract from broke, and the game never lets you forget it: camp upkeep, companion wages and equipment repairs all bill against the same silver the economy page tracks. Playing the story well and playing the economy well turn out to be the same skill — a solvent company funds the camp facilities and dispatch loops that keep companions alive through the later chapters.
Main story — 14 chapters, 50-80 hours
The chapter structure is the campaign's contract: each chapter sets clear stage goals, gates a region or boss, and pays a permanent unlock — a camp facility, an Abyss Artifact or a movement ability. Rushing chapters back-to-back is viable but poor value; the side quest web and camp loop are tuned to be played between chapters, and the power curve assumes you did.
Companions in and out of combat
Oongka, Yann and Naira fight with the company in field encounters and carry their own arcs between chapters: camp conversations after major quests are the payoff scenes, and dispatch assignments extend their presence while they are off-screen. Their survival and loyalty flags braid into late-game outcomes, which is one more reason the camp loop is story, not housekeeping.