Factions
Create factions with leaders, headquarters, members, influence, goals, rivals, allies, and secrets.
Creating a faction
- Click Factions in the sidebar
- Click New Faction
- Enter a name (required)
- Fill in additional fields as needed
- Click Save
Faction fields
Basic information
| Field | What It’s For |
|---|---|
| Name | How you find and reference this faction (required) |
| Description | Overview of who they are and what they do |
| Type | Kind of organization: guild, government, cult, criminal, military, religious, etc. |
| Influence level | How powerful they are: local, regional, national, continental, global |
Goals and operations
| Field | What It’s For |
|---|---|
| Goals | What they want - drives their actions (a list of objectives) |
| Methods & Values | How they operate and what they believe in - their approach, tactics, and principles (one combined field) |
| Resources | What they have: money, soldiers, magic, information, connections |
Secrets
| Field | What It’s For |
|---|---|
| Secrets | Hidden agendas, true nature, internal divisions - things they don’t want known (DM-only) |
Structure and relationships
| Field | What It’s For |
|---|---|
| Leader | Who runs the faction - link to an NPC |
| Headquarters | Where they’re based - link to a location |
| Members | NPCs in the faction - add them via Add Member |
| Alliances & rivalries | Allied and rival factions - added through the faction’s Relationships section |
Organization
| Field | What It’s For |
|---|---|
| Tags | Categories: “criminal”, “religious”, “arc-2” |
| Visibility | DM Only or Player Visible |
| Secret | Mark the whole faction DM-only |
Faction types
| Type | Examples |
|---|---|
| Guild | Thieves Guild, Merchants Guild, Adventurers Guild |
| Government | City council, kingdom, empire |
| Cult | Secret society, doomsday sect, hidden order |
| Military | Army, mercenary company, knightly order |
| Religious | Church, temple, druidic circle |
| Criminal | Smuggling ring, assassins, black market |
| Merchant | Trading company, caravan, banking house |
| Noble House | Aristocratic family, dynasty |
| Arcane Order | Wizard college, mages’ circle, magical research order |
| Other | Anything that doesn’t fit the categories above |
Influence levels
| Level | Scope | Example |
|---|---|---|
| Local | Single city or town | City Watch, local thieves guild |
| Regional | Province or territory | Duke’s court, regional merchant consortium |
| National | Entire kingdom or nation | Crown, national church |
| Continental | Multiple nations | Trading league, empire |
| Global | World-spanning | Ancient conspiracy, planar creation’s cult |
Influence level affects what the faction can do:
- Local factions have limited reach but intimate knowledge
- Global factions have vast resources but are slow to act locally
Goals drive everything
A faction’s goals determine its behavior. When you need to know what a faction does, ask: “How does this advance their goals?”
Goal types
| Type | Example |
|---|---|
| Acquisition | Gain wealth, territory, artifacts, power |
| Protection | Defend something: people, places, secrets |
| Destruction | Eliminate a threat, rival, or enemy |
| Influence | Control politics, religion, commerce |
| Transformation | Change society, government, the world |
| Survival | Continue existing against threats |
| Expansion | Grow membership, territory, influence |
| Revenge | Punish those who wronged them |
Conflicting goals
The most interesting factions have goals that conflict with themselves or with party allies:
- The Thieves Guild wants stability (good for business) but also profits from chaos
- The Church wants to help people but also wants to suppress heresy
- The Crown wants prosperity but also wants control
Methods matter
Two factions with the same goal might use completely different methods:
Goal: Protect the city
- The City Watch uses patrols, arrests, and trials
- The Vigilantes use violence, intimidation, and fear
- The Information Broker uses secrets, leverage, and manipulation
Methods create moral complexity and help distinguish factions.
Faction relationships
Types of inter-faction relationships
| Relationship | Meaning |
|---|---|
| Allied | Active cooperation, shared goals, mutual support |
| Friendly | Positive relations, occasional cooperation |
| Neutral | No significant relationship, might deal pragmatically |
| Rival | Competition, conflicting interests, but not war |
| Hostile | Active opposition, conflict, possibly violence |
Creating faction webs
Connect factions to each other:
- Open a faction
- Add relationships to other factions
- Note the nature of the relationship
This creates a political web your players can navigate.
Dynamic relationships
Faction relationships should change:
- Player actions shift alliances
- Events create new conflicts
- Old enemies find common cause
- Former allies betray each other
Update relationships as your campaign evolves.
Linking members
Adding NPCs to factions
From the NPC:
- Open the NPC
- In Faction affiliations, add the faction
- Note their role if relevant
From the faction:
- Open the faction
- Click Add Member to add NPCs to the faction
- Consider adding relationship descriptions in the Relationships section
Benefits of linking
- See all members when viewing a faction
- See all factions when viewing an NPC
- Understand who the party is really dealing with
- Track double agents and secret affiliations
Tips for better factions
Give every faction a face
Abstract organizations are hard to care about. Give each faction:
- A leader the party can interact with
- A representative they encounter regularly
- A memorable location (headquarters, hangout, temple)
The Thieves Guild becomes interesting when it’s “Fingers” the information broker at The Rusty Anchor.
Create faction conflicts
Factions should want things that conflict with other factions:
- The Merchants Guild wants low tariffs; the Crown wants revenue
- The Church wants to destroy the cult; the cult wants to survive
- The Thieves Guild wants the Watch corrupt; the new Watch Captain wants reform
Conflict creates drama. The party gets pulled into taking sides.
Let factions react
When the party does something significant, ask: “How do the factions react?”
- The party helps the Watch -> Thieves Guild notices
- The party offends the noble -> House politics shift
- The party finds the artifact -> Multiple factions want it
Factions that react feel alive.
Use secrets strategically
Every faction should have at least one secret:
- True leadership (the merchant is a front for the assassin)
- Hidden agenda (the charity is recruiting cultists)
- Internal conflict (the second-in-command wants to take over)
Secrets create revelations and betrayals.
Example: creating a faction
Name: The Hollow Circle
Type: Religious (cult)
Influence level: Regional
Description: A secret society convinced that a great darkness is coming and that only controlled sacrifice can avert it. They operate in the shadows, recruiting from the desperate and the idealistic.
Goals:
- Complete the Ritual of Binding before the Darkness arrives
- Protect the innocent (especially children) from the coming calamity
- Convert or eliminate those who would stop them
Methods & Values: Operate through legitimate fronts (charities, businesses). Recruit through hope and despair - offer purpose to the lost. Sacrifice the “guilty” to protect the “innocent” (they decide who’s who). Eliminate threats quietly - no witnesses, no evidence. The greater good justifies terrible means; sacrifice is noble; the coming darkness is real. They will not harm children, court pointless cruelty, or draw attention.
Resources: Wealthy patron funding (Lord Castellan Varen), a network of safe houses across the region, ancient texts describing the Ritual, and several members with political influence. Strengths: secrecy, true believers willing to die, an influential patron. Weaknesses: small numbers, reliance on prophecy, internal doubt about methods.
Secrets (DM-only):
- Their predictions about the darkness have been accurate
- Lord Varen believes one of the party is prophesied
- Some members doubt the “sacrifice the guilty” approach - hardliners vs. moderates on who counts as “guilty”
Leader: Lord Castellan Varen (linked)
Headquarters: The Sanctuary (hidden temple beneath Varen’s estate)
Members:
- Lord Castellan Varen (patron, true believer)
- Sister Mercy (recruiter, runs the orphanage front)
- The Confessor (enforcer, handles “problems”)
Alliances & rivalries: No open allies. The Church of the Dawn would be a sworn enemy if they ever learned the truth - add it as a rival in the Relationships section.
Tags: cult, villain, arc-2, secret
Related
- Creations overview - All 8 creation types
- Creating NPCs - Create faction members
- Relationships - Connect factions to your world
- Creation types reference - Complete field specifications