Guide sections

Factions

Create factions with leaders, headquarters, members, influence, goals, rivals, allies, and secrets.

Creating a faction

  1. Click Factions in the sidebar
  2. Click New Faction
  3. Enter a name (required)
  4. Fill in additional fields as needed
  5. Click Save

Faction fields

Basic information

FieldWhat It’s For
NameHow you find and reference this faction (required)
DescriptionOverview of who they are and what they do
TypeKind of organization: guild, government, cult, criminal, military, religious, etc.
Influence levelHow powerful they are: local, regional, national, continental, global

Goals and operations

FieldWhat It’s For
GoalsWhat they want - drives their actions (a list of objectives)
Methods & ValuesHow they operate and what they believe in - their approach, tactics, and principles (one combined field)
ResourcesWhat they have: money, soldiers, magic, information, connections

Secrets

FieldWhat It’s For
SecretsHidden agendas, true nature, internal divisions - things they don’t want known (DM-only)

Structure and relationships

FieldWhat It’s For
LeaderWho runs the faction - link to an NPC
HeadquartersWhere they’re based - link to a location
MembersNPCs in the faction - add them via Add Member
Alliances & rivalriesAllied and rival factions - added through the faction’s Relationships section

Organization

FieldWhat It’s For
TagsCategories: “criminal”, “religious”, “arc-2”
VisibilityDM Only or Player Visible
SecretMark the whole faction DM-only

Faction types

TypeExamples
GuildThieves Guild, Merchants Guild, Adventurers Guild
GovernmentCity council, kingdom, empire
CultSecret society, doomsday sect, hidden order
MilitaryArmy, mercenary company, knightly order
ReligiousChurch, temple, druidic circle
CriminalSmuggling ring, assassins, black market
MerchantTrading company, caravan, banking house
Noble HouseAristocratic family, dynasty
Arcane OrderWizard college, mages’ circle, magical research order
OtherAnything that doesn’t fit the categories above

Influence levels

LevelScopeExample
LocalSingle city or townCity Watch, local thieves guild
RegionalProvince or territoryDuke’s court, regional merchant consortium
NationalEntire kingdom or nationCrown, national church
ContinentalMultiple nationsTrading league, empire
GlobalWorld-spanningAncient 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

TypeExample
AcquisitionGain wealth, territory, artifacts, power
ProtectionDefend something: people, places, secrets
DestructionEliminate a threat, rival, or enemy
InfluenceControl politics, religion, commerce
TransformationChange society, government, the world
SurvivalContinue existing against threats
ExpansionGrow membership, territory, influence
RevengePunish 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

RelationshipMeaning
AlliedActive cooperation, shared goals, mutual support
FriendlyPositive relations, occasional cooperation
NeutralNo significant relationship, might deal pragmatically
RivalCompetition, conflicting interests, but not war
HostileActive opposition, conflict, possibly violence

Creating faction webs

Connect factions to each other:

  1. Open a faction
  2. Add relationships to other factions
  3. 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:

  1. Open the NPC
  2. In Faction affiliations, add the faction
  3. Note their role if relevant

From the faction:

  1. Open the faction
  2. Click Add Member to add NPCs to the faction
  3. 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