Chapter 8: Faction Phase

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Faction Phase

The faction turn is a structure approach to generating interesting and dynamic events in your game world. It generates conflict and background events that make your world feel alive, while generating unexpected outcomes for you, the DM. Without further ado, here is the faction turn.

Factions

Factions are organized groups that have income, assets, and goals. Factions include things like guilds, criminal rings, political movements, religious powers, powerful noble houses or any other band that the players may care about. In theory, any organization could qualify as a faction.


There should be 3-6 factions acting on your game. Fewer and the region is too stable. Do more and you risk wasting your energy on things that won’t come up in play. It may be necessary to generate more factions as the PC’s become interested in groups. The PC’s may, for instance, take interest in the doomsday cult and stop their plans. It may be worthwhile to turn the doomsday cult into a formal faction to better understand what resources the cult has to retaliate and how the PC’s can further harm them.

Defining Factions

Factions have six attributes, FacGold, a home, and tags.


Hit Points measure a faction cohesion, morale and group unity. The higher the factions HP, the harder it is to break up. When a faction loses HP it represents a loss of cohesion, through the death of leadership, demoralization of members, or the rise of splinter factions inside its structure. A factions maximum HP is related to its Force, Cunning and Wealth as described later.


Force is the faction’s general aptitude at applying physical violence. Force is measured on a scale of 1-8. A score of 1 implies an organization with little or no aptitude for physical coercion, where 8 would be appropriate for a militaristic and effective fighting force. A high force score doesn’t indicate the faction has a large standing army, it means their use of violence is masterful and they are accustomed to military reasoning. Warlords, crusaders, mercenary bands and other organizations that use brute violence tend to have high Force scores.


Cunning reflects a faction’s skill at espionage, infiltration, security and blackmail. A score of 1 implies a completely visible faction with no resources for resisting infiltration, while an 8 represents an Illuminati unknown to all but a handful, and whose invisible tendrils snake to every corner of the region. Secret cults, thieves’ guilds, and some religious groups favor a high cunning score.


Wealth indicate a factions commercial and industrial resources. A wealth score of 1 means the faction has little in the way of investments, no way to procure supplies, and little magic knowledge. A wealth score of 8 represents a merchant empire, cartel of powerful guilds, or cabal of magic users with access to cash, magic items and goods.


FacGold measures a factions current ability to leverage funds, manpower and resources. It doesn’t measure a sum of gold so much as logistical ability, available goods and resources, and institutional focus. A poor kingdom might not have a single gold piece to its name, but command legions of commonfolk to perform labor, harvest resources and farm food needed to fuel faction activities. Likewise, vast vaults of gold do a faction no good if it can’t leverage that money into useful assets.


XP represents a faction learning how to better operate and improve its effectiveness. Factions gain XP by accomplishing their goals. Once enough XP has been accumulated, it can be spent to improve a faction score. The higher the score , the more vastly difficult it is to increase it. (It takes a lot more XP to raise a score from 7 to 8 compared to 1 to 2.)


Home represents where a faction’s core leadership / popular support can be found. Factions can always purchase assets on their home even if no other assets are present. Enemies can always launch attacks against a faction on that faction’s home. A home region always starts with a Base of Influence at HP equal to the faction HP. If the faction ever moves its home, the new home base of influence becomes equal to the factions current HP.


Tags are special traits that describe the faction’s nature or special aptitudes. Most factions have one or two tags.

Assets

Assets are facilities, contacts, trained groups of specialists, or other specific objects, places, or groups of value. A regiment of men-at-arms are an asset, as is a irrigated field, a master assassin, or a shipping company.


Assets require certain scores to support. A fleet of warships isn’t going to be useful to a faction with Force 3 no matter how much wealth the faction has. It just doesn’t have the infrastructure and institutional mindset to use such an asset effectively.


Assets have hit points much like factions do. An asset reduced to zero hit points by an attack is destroyed; either physically ruined, hopelessly scattered, totally demoralized, or lost to a rival buyer. Asset hit points can be regained with time for repair, reorganization, or culling members suborned by other powers.


Assets have a purchase cost and sometimes a maintenance cost, paid in FacGolds. The first turn that a faction fails to pay the maintenance cost of an asset, it becomes threatened and unavailable for use. If the maintenance cost isn’t paid the next turn, the asset is lost.

Assets often have an Attack. When an asset is used to strike at another faction, the attack entry is used to determine what score is attacked and the amount of hit point damage that is done by a successful hit. An asset without an Attack entry can’t be used to initiate a strike at an enemy faction.


A Counterattack line indicates the damage an asset does to an unsuccessful attacker. If an attacking asset misses its strike against the target, the target’s Counterattack entry damage is done. An asset without a Counterattack entry does no damage to a failed attacker. It’s quite possible to have an asset with no Attack but a powerful Counterattack, making it useless at offense but very dangerous to assault.


Assets have a type, such as “Special Forces”, “Military Unit”, “Facility”, “Mobile Unit” or the like. This type is mostly relevant when factions wish to upgrade an asset, or some special tag applies only to assets of a certain type.


Assets have a location, usually the region where they were purchased, though it might also be a wilderness hideout, a particular building in town, or some other general geographical location in a region. Assets cannot be used against different regions unless they are first transported there, usually by means of a logistical asset.


Most assets also require a arcana level to purchase. They can be transported to areas with lower arcana levels, but they must be purchased in an area with a sufficient level of arcane & technological knowledge.


A faction may own no more assets of a particular type than they have points in the relevant score. Thus, a faction with Force 3 can own three Force assets. In a pinch, a faction can exceed this total, but each asset over the maximum costs an additional FacGold in maintenance each turn.

Other Faction Rules

Mergers

Sometimes factions may merge. Arbitrarily set a merger score between 1-8, where 1 represents factions of extreme like-mindedness and 8 represents diametrically opposed ideal’s. Use 6 for the average. Determine force, wealth, cunning by rolling a d10 for each. If you roll equal or less than merger score, use the higher Force, wealth or cunning score of the two factions. If you roll more, use the lower force, wealth or cunning score. Roll a d10 for each asset. If you roll equal or less to merger score, the faction keeps the asset. If you roll more than the merger score, the faction sells the asset and gains half its value in FacGolds. The new faction gains all the old Bases of Influence of both factions. Assign tags, either one from each faction, the predominant tag, or the new tag resulting from the hybridization of factions. Pick a new goal for the faction.

Conflict & PC’s

Player’s should be able to destroy, create or save faction assets. The faction turn should create interesting conflict for the players, always.


If your factions are too quiet, don’t hesitate to create tension between them. Create something that everyone wants, and is willing to conflict over. Insert personal grudges.

Notes on Assets

As its action for the turn, a faction can choose to use the special actions of one or more assets. They can trigger these special abilities in any order, but each form of asset must be used all at the same time. (i.e. all transport’s trigger, then all spies trigger, etc.)

Raising Stats

Faction stats can be improved at the beginning of each faction turn by spending an amount of XP. The cost depends on the stat’s current score, as described below.

Score XP Cost
1 -
2 2
3 4
4 6
5 9
6 12
7 16
8 20

The Faction Phase

The Faction Phase is divided up into faction turns. As a rule of thumb, a faction phase happens once per month, or once after each adventure. Phases might happen more or less often depending on the GM’s preferred pace of events. Each faction gets only one turn per phase. At the beginning of the faction phase, roll a die that’s no smaller than the number of factions you have. (If you’ve got six factions in a region, roll a d6.) Whatever number comes up is the faction that acts first; thus, if you roll a 4, the fourth faction on your list gets its turn first. Then the one after it, and the one after that, and so forth, going to the top of the list when necessary until all factions have had a turn.

Procedure for each faction turn

  1. If a faction has no goal, they may pick one. If the faction wants to change its goal, they may, though they gain no FacGolds this turn from income & can take no actions.

  2. Gain FacGolds according to this income formula:


FacGolds Gained = ½ Wealth score [rounded up] + ¼ (Force score + Cunning score) [rounded down]

  1. Maintenance costs must be paid. Assets that cannot be maintained become threatened and can do nothing this turn. Assets that are threatened again are lost. When an assets maintenance cost is paid, it stops being threatened. A faction must always pay maintenance if they have the funds available.

  2. Then, the faction can choose 1 faction action to take. See Faction Actions section. The faction can only choose 1 action, but it can execute that action in as many regions as it desires on its turn.

  3. Finally, the DM translates the events of the faction turn into narrative. It should consist of 1-2 lines that will be passed around as gossip, by town crier or on news sheets. Consider who is disseminating this narrative, and what propaganda spins could be placed on it by the faction or its enemies.

Players & The Faction Turn

PC adventures always exist outside of the faction turn economy. If you run an adventure involving the PC group’s destruction of the Sorority of the Golden Flame’s secret arcane laboratory, then the faction’s asset is simply destroyed, with no chance of resisting.

Faction Actions

The following list of actions includes the most common activities a faction might choose to perform. The GM should feel free to add new action types, or allow alternate choices if a faction wishes to do something that doesn’t quite fit the list below. As a rule, a faction should only be able to do one thing per turn, but should be able to do that same thing with any or all assets.

Action Shortlist
Action Effect
Attack Attack other assets with yours
Buy Asset Purchase 1 new asset
Change Home Move your home, 1 turn for each hex.
Expand Influence Pay 1 FacGold per hp for new BoI
Refit Asset Change an asset to another type, paying the difference
Repair Asset/Faction Pay 1 FacGold per HP healed, or more to faction
Sell Asset Lose asset and gain half FacGold
Seize Region Become Regional Gov, fight if contested
Use Asset Ability Use all asset abilities.

Attack

Attacking is the chief way by which a faction assaults a rival’s assets and organizational structure. A successful attack can damage or destroy an enemy asset, or even damage the leadership and cohesion of an enemy faction. It’s up to the GM or players to describe an attack and its methods.


The following rules apply to attacks:

  • Stealth assets can't be attacked until they're discovered.
  • Attacks can only be launched against assets in the same region as the attacker.
  • As many assets in as many regions as you want can attack.
Attack Procedure
  1. Select one or more of your assets and targets another asset.
  2. One at a time, each attacking asset is matched against a defending asset chosen by the defender. Each attacking asset can attack only once per turn, though a defending asset can defend as many times as the defender wishes, assuming it can survive multiple conflicts.
  3. Once matched, the attacker rolls 1d10 and adds the relevant attribute for the asset.
  4. The defender then rolls 1d10 and adds the relevant attribute.

If the attacker’s roll exceeds the defender’s roll, the attack is a success. The defending asset suffers damage as given on the Attack line of the attacking asset. If the defender has a Base of Influence on the region, the defender may opt to let the damage bypass the asset and hit the Base of Influence instead, causing damage to it and the faction hit points. (If the asset or Base of Influence is reduced to zero hit points, it is lost.)


If the attacker’s roll is less than the defender’s roll, the attack fails. The defending asset can apply whatever damage their Counterattack line indicates to the attacking asset. If the defending asset has no Counterattack line, the attacker suffers no consequences for the failed attack.


A tie on the roll results in both Attack and Counterattack succeeding. Both attacker and defender take damage as indicated.

Buy Asset

  • Must be on a home region or at a Base of Influence.
  • These assets cannot attack, defend, nor grant their special benefits until the beginning of the faction’s next turn.
  • The faction must have a sufficient score, and the region must have a high enough arcana level.
  • Only one asset can be purchased by a faction per turn. Some assets require Regional Government approval. Sometimes the faction has a good enough relationship for approval, sometimes 1d4 FacGolds of bribery are required.

Change Home

A faction can move to a different home, if they have a Base of Influence on the destination region. This action takes one turn, plus one more for each hex of distance between the old home region and the new. During this time the faction can initiate no actions.

Expand Influence

The faction can buy a Base of Influence asset in a region on which they have at least one other asset. Bases with few hit points are relatively meager outposts, easy to dislodge but cheap to erect. Bases with many hit points are significant strongholds that would hurt the faction badly to lose but are much harder to eliminate.

  1. To buy a Base of Influence, the purchaser pays one FacGold for every hit point the base has, up to a maximum equal to the faction’s maximum hit points.
  2. The faction then rolls 1d10 + Cunning score against similar rolls by every other faction in the region. Any of the others that equal or beat the faction’s roll may make a free immediate Attack action against the Base of Influence if they wish. Other assets present in the region may defend against the attack as normal.
  3. The Base of Influence cannot be used until the beginning of the faction’s next turn.

Or, Factions may use this action to buy additional hit points for a Base of Influence, paying one additional FacGold up to the maximum HP allowed.

Refit Asset

Change one asset to any other asset of the same type. If the new asset is of a more expensive type, pay the difference. The asset must be on a region that allows the purchase of the new asset. Turning a militia squad into barbarian hordes requires a arcana level 4 region and governmental permission, for example. A refitted asset is unable to attack or defend until the beginning of the faction’s next turn.

Repair Asset / Faction

Heal damage to an asset or faction. For one FacGold, an asset heals points of damage equal to the action’s score in its ruling attribute. More damage can be healed in this single action, but the cost of repair increases by one FacGold for each further amount repaired- two FacGolds for the second amount healed, three FacGolds for the third amount healed, et cetera.


If used to heal a faction, the faction regains hit points equal to the rounded average of its highest and lowest attribute score s. This healing cannot be hurried by additional spending. Use of this action allows the faction to heal as many different assets as it wishes.

Sell Asset

Gain half the FacGold cost of the asset, rounded down. This can either be sold to another faction or private buyer.

Seize Region

The faction seeks to become the ruling body of a region. The faction must destroy all unstealthed assets in the region belonging to factions who oppose their attempt before they can successfully take control. If all the assets cannot be destroyed in one turn, the faction must continue the attempt next turn until either successful or all of their own assets in the region have been destroyed or have left the region. No other actions can be taken in the meanwhile. Once all resistance has been crushed, the attacker must maintain at least one unstealthed asset on the region for three turns. If successful, they gain the Regional Government tag for the region.

Use Asset Ability

Use the special abilities of one or more assets, such as the transport ability of logistics assets, or the intelligence-gathering abilities of spy assets.


Assets attempting to move into the ocean region treat it as Difficult Terrain the first turn they enter it, to simulate the difficulties of arranging water transportation in that month. After that, they can freely move.

Faction Goals

A faction can pursue one goal at a time. Once a goal is successfully attained, the faction may select a new one at the beginning of their next turn or delay until a good opportunity arises. If a faction chooses to abandon a goal, the demoralizing effect of it and the waste of preparations costs them that turn’s FacGolds income, and they cannot perform any other action that turn.


A faction that successfully accomplishes a goal gains experience points equal to the goal’s difficulty. This experience may be saved, or spent at the beginning of any turn to increase their Force, Cunning, or Wealth score. Optionally, the GM might allow a faction to buy a new tag if their deeds justify it. It’s the GM’s choice as to what might constitute an appropriate goal for a faction, but below are some potential goals and the difficulties attached to each.

Military Conquest

Destroy a number of Force assets of rival factions equal to your faction’s Force score . Difficulty is 1/2 number of assets destroyed.

Commercial Expansion

Destroy a number of Wealth assets of rival factions equal to your faction’s Wealth score . Difficulty is 1/2 number of assets destroyed.

Intelligence Coup

Destroy a number of Cunning assets of rival factions equal to your faction’s Cunning score . Difficulty is 1/2 number of assets destroyed.

Regional Seizure

Take control of a region, becoming the legitimate regional government. Difficulty equal to half the average of the current ruling faction’s Force, Cunning, and Wealth scores. If the region somehow lacks any opposing faction to resist the seizure, it counts as Difficulty 1.

Expand Influence

Plant a Base of Influence on a new region. Difficulty 1, +1 if the attempt is contested by a rival faction.

Blood the Enemy

Inflict a number of hit points of damage on enemy faction assets or bases equal to your faction’s total Force, Cunning, and Wealth score s. Difficulty 2.

Peaceable Kingdom

Don’t take an Attack action for four turns. Difficulty 1.

Destroy the Foe

Destroy a rival faction. Difficulty equal to 1 plus the average of the faction’s Force, Cunning, and Wealth scores.

Inside Enemy Territory

Have a number of stealthed assets in region with other regional governments equal to your Cunning score. Units that are already stealthed on regions when this goal is adopted don’t count. Difficulty 2.

Invincible Valor

Destroy a Force asset with a minimum purchase score higher than your faction’s Force score . Thus, if your Force is 3, you need to destroy a unit that requires Force 4 or higher to purchase. Difficulty 2.

Legendary Wealth

Spend FacGolds equal to four times your faction’s Wealth score on bribes and influence. This money is effectively lost, but the goal is then considered accomplished. The faction’s Wealth score must increase before this goal can be selected again. Difficulty 2.

Faction Tags

Most factions have some unique quality about them, some trait that distinguishes them from other factions of similar resources. Whether a particularly fanatical band of ideological crusaders or an ancient order of pacifistic scientists, faction tags allow a GM to give a group a few special tricks of their own. A faction should generally be given one tag, or two at the most for particularly versatile organizations. The exception is the Regional Government tag, which can be acquired– and lost– multiple times to reflect the faction’s seizure of new regions. Factions tags do not normally change without some drastic and organization- shaping event.

Colonists

This faction is a fresh colony, refugees, colonists from another part of the region or another plane. It is this brave band of pioneers that will tame the region’s wild forces and bring forth a better life for those who come after. Effect: This faction has all the benefits of the Regional Government tag for its home. The faction’s home is also treated as if it had at least arcana level 4.

Deep Rooted

This faction has been part of a regions life for time out of mind. Most natives can hardly imagine the region without this faction’s presence, and the traditional prerogatives and dignities of the group are instinctively respected. Effect: This faction can roll one additional d10 when defending against attacks on assets on their home. If the faction ever changes homes, this tag is lost.

Cult

The forbidden secrets of magic, and they use them with gusto. Slaves, devils, undead, old gods. No matter the flavour, this faction dabbles in things it ought not. Effect: Cultists can buy the Cultist asset; it’s an asset requiring Force 1 with the statistics of 6 HP, 2FacGold cost, arcana level 4 required, with an Attack of Force vs. Force/1d6 damage and a Counterattack of 1d4 damage. Once per turn, the Cult can roll an extra d10 on an attack or defense by a Cultist asset, regardless of the stat being used. Cultists can count as either a Military Unit or Special Forces, determined when the cult first creates a specific asset.

Diplomatic

This faction is either led through an merchant empire or has close ties with that pacifistic society of bankers and diplomats. The sophisticated economic services they provide strengthen the faction. Effect: When the faction successfully completes a “Peaceable Kingdom” Goal, they may roll 1d6; on a 4+, they gain a bonus experience point. Once per turn, the faction may roll an extra d10 when defending against a Wealth attack.






Fanatical

The members of this faction just don’t know when to quit. No matter how overmatched, the members will keep fighting to the bitter end- and occasionally past it. Effect: The faction always rerolls any dice that come up as 1. This zealousness leaves them open at times, however; they always lose ties during attacks.

Imperialists

This faction nurses wild dreams of controlling the continent, whether out of an impulse to bring their local culture and magic to less fortunate regions or simple lust for dominion. They excel at defeating regional defenses and standing armies. Effect: This faction may roll an extra d10 for attacks made as part of a Seize Region action.

Machiavellian

This faction’s meat and drink is intrigue, its members delighting in every opportunity to scheme. It may be an illuminati of hidden masters or the decadent court, but its membership has forgotten more of treachery than most others ever learn. Effect: Once per turn, this faction can roll an additional d10 when making a Cunning attack.

Mercenary Group

The faction sells its services to the highest bidder, and is an extremely mobile organization. Vast amounts of men and material can be moved leagues in just a few months. Effect: All faction assets gain the following special ability: As an action, the asset may move itself to any region within one hex.

Rebels

This faction is or is closely tied to a rebel group. Used to fighting from a disadvantage and from the shadows, they excel at finding the weaknesses of larger and more unwieldly forces and exploiting them. Effect: Once per turn, the faction may roll an additional d10 when making an attack against an asset that requires arcana level 5 to purchase. The faction may roll an extra die when making a test to detect Stealthed assets.

Pirates

This faction is a scourge of the land, driving up the cost of shipping and terrorizing merchants without pity. They steal and recycle with vicious ingenuity, cobbling together ‘volunteers’ and funds. Effect: Any movement of an asset into a region that has a Base of Influence for this faction costs one extra FacGolds, paid to this faction.

Regional Government

This faction is the legitimate government of a region. Rebel groups and rival factions may have assets in the region, but control over the instruments of the state is firmly in this faction’s hands. The faction may rule openly, or it may simply have an inexorable grasp on the existing authorities. Effect: The faction’s permission is required to buy or import those assets marked as needing government permission. This tag can be acquired multiple times, once for each region the faction controls.

Plutocratic

This faction prizes wealth, and its membership strives constantly to expand and maintain personal fortunes. Perhaps it is a ruling council of oligarchs or a continent-spanning trade cartel. Effect: Once per turn, this faction can roll an additional d10 when making a Wealth attack.

Magocratic

This faction is or has close ties to a magic ruling caste. Use of magic is widespread and either taught freely or a ruling caste is spread out amongst the lands, constantly innovating. Effect: Purchasing an asset that requires arcana level 4 or more costs one fewer FacGold than normal. The Magocratic faction may also take the special action “Increase Arcana”, costing 2 FacGold and allowing them to roll 1d12 for one region. On a 12, the region’s arcana level permanently becomes 4 for the purposes and purchases of this faction.

Pactsworn

Most significant factions are capable of deploying magic users, but this faction has the support of a greater being and frequently make pacts with it. This can be a devil, deva, old god or fey creature. Effect: This faction can provide magical pacts to those who show promise. Once per turn, this faction can also force a rival faction to reroll any one d10, whether or not they’re involved in the roll.

Savage

Whether a proud tribe or a pack of degenerate monsters, this faction is accustomed to surviving without the benefits of magic and maximizing local resources. Effect: Once per turn, this faction can roll an extra die when defending with an asset that requires arcana level 0 to purchase.

Scavengers

This faction might live within the ruins of past civilizations, salvage the relics of greater peoples, or live in the leavings of mightier empires. Whatever their territory, this faction knows how to find worth amid seemingly useless trash. Effect: Whenever the faction destroys an asset or has one of their assets destroyed, they gain 1 FacGolds.

Secretive

This faction is marked by elaborate protocols of secrecy and misdirection. It may be split up into numerous semi-autonomous cells, or consist largely of trained spies. Finding the assets of such a faction can often be more difficult than destroying them. Effect: All assets purchased by this faction automatically begin Stealthed. See the list of Cunning assets for details on Stealth.

Field Expertise

The faction is staffed by large numbers of expert engineers, alchemists, blacksmiths and the like. They can turn even the most unpromising populace into a skilled workforce. Effect: This faction treats all regions on which they have a Base of Influence as if they were at least arcana level 4. They can build Mobile Unit-type assets on any region.

Theocratic

The faction is fueled by the fierce certainty that God is with them- and with no one else. The tight and occasionally irrational obedience that pervades the organization makes it difficult to infiltrate or subvert effectively. Effect: Once per turn, this faction can roll an extra d10 when defending against a Cunning attack.

Warlike

There are factions with a military orientation, and then there are factions that just really love killing things. Whether or not this faction has developed sophisticated military resources and techniques, the membership is zealous in battle and has a positive taste for fighting. Effect: Once per turn, this faction can roll an additional d10 when making a Force attack.

Creating a Faction

Generating Faction Quick Reference
Key Stats Minor Major Regional
Highest Score 4 6 8
Second Score 3 5 7
Third Score 1 3 4
Max HP 15 29 49
Tag 1 1 1
Addn Bases of Influence 1 3 6
Base of Influence HP 7 14 24
Number of Assets 1 Primary, 1 other 2 in Primary, 2 other 4 Primary, 4 other
Goal 1 1 1
Home Region

You may use the following table to get an idea of what a factions arcana level and population of its home region is. Or let the dice determine their size and level of advancement separately. This table is also useful for determining neutral regions.

Arcana & Population of Home Region
2d6 Arcana Level About equivalent too 2d6 Population
2 0 - 2 Ruins
3 1 - 3 Outpost
4 2 - 4 Multiple Dozens
5-6 3 - 5-7 Hundreds
7-10 4 - 8-10 Thousands
11 4 - 11 Tens of Thousands
12 5 - 12 Unknown or non-humanoid

Prioritise the faction’s attributes, deciding the order in which they focus on Force, Cunning, and Wealth. Minor factions should have a 4 in their most important attribute, major powers should have a 6, and regional hegemons should have an 8. Their second-most important attribute is one less than their primary, and their tertiary attribute is three less.

Random Faction Size
2d6 Size
2-5 Minor
6-11 Major
12 Hegemon
Random Main Stat
  1. Roll 1d6. On a 1-2, Force is the Highest score. On a 3-4 it's Cunning, 5-6, it's Wealth.
  2. Roll 1d6 again. Reroll results on the already selected Highest score. This new stat is the second highest.
  3. By elimination, the remaining stat is third.

Calculate the faction’s hit points. Normally minor powers will have 15 HP, major powers will have 29 HP, and sector hegemons will have 49 HP. Their Bases of Influence normally have a maximum HP equal to half that.


Select an appropriate faction tag for the organisation, one fitting their special focus and origins. If the faction has direct governmental control over one or more regions, add Regional Government tags for those regions.

Random Faction Tag
d20 Tag
1 Colonists
2 Deep Rooted
3 Cult
4 Diplomatic
5 Fanatical
6 Imperialist
7 Machiavellian
8 Mercenary Group
9 Rebels
10 Pirates
11 Plutocratic
12 Magocratic
13 Pactsworn
14 Savage
15 Scavengers
16 Secretive
17 Field Expertise
18 Theocratic
19 Warlike
20 Roll twice more

Place the faction’s home and locate any Bases of Influence it might have in other regions. A few words beside each Base describing the form it takes can be handy in later planning out adventures with the faction- noting that a Base is a “hidden training camp”, “cult religion front”, “academic society supporters”, or so forth.

Random Faction Location

If your at a loss, print your map out or put an equal size piece of paper on a table. Pick up a d20 that represents home and as many d6 as they have bases of influence. Roll the dice onto a page. This is where each home and base is located.

Finally, select a Goal for the faction. For your initial three or four factions, try to pick goals that will put them in conflict with each other. If the factions you make are content to hide from the world and get along in peace and quiet, they’re unlikely to be terribly useful as patrons or enemies for the PC group, unless you intend to enlist the PCs as defenders of some beleaguered group of innocents.

Random Faction Goal
d12 Goal
1 Military Conquest
2 Commerical Expansions
3 Intelligence Coup
4 Regional Seizure
5 Expand Influence
6 Blood the Enemy
7 Peaceable Kingdom
8 Destroy the Foe
9 Inside Enemy Territory
10 Invincible Valour
11 Legendary Wealth
12 Roll twice and pick one.

Give assets, minor powers have one asset in their primary attribute and one asset in a different attribute. Give major powers two assets in their primary attribute, and two assets in different attributes, and give regional hegemons four assets in their primary and four in others. Place these assets in the regions occupied by the faction.

Random Faction Assets

To randomly determine, look at the options corresponding to your highest score. Assign a number 1-4 to them. Anytime there's less than 4 options, high numbers are rerolls. Roll a 1d4 and use the result to choose. Repeat this process for each asset you must choose.

Special Faction: The Wild

A special faction representing both terrain and any monsters that exist in untamed lands. When a faction tries to take the Seize Region action into unclaimed territory, the faction must first over come the difficulties of The Wild. Every wild region has either one or two assets. Always a Terrain asset, and possibly one Monster Asset. The faction must defeat both the terrain and the monster assets to succeed their Seize Region action.

Terrain

Terrain Assets represents the amount of work required to get the land to a state capable of supporting a small population. A Terrain difficulty will range from 0 to 8. An open grassy plain with a gentle river would be challenge 0. An active volcano surrounded by sharp peaks and treacherous cliffs might be challenge 8. Most safe terrain will have a difficulty between 1 and 4.


A Faction with an asset in the region makes an attack against the Terrain Asset. The Terrain Asset adds its difficulty to its defense rolls, instead of a stat.


On a success, the asset deals damage to the terrain asset. On a failure, some terrain are capable of making a counter attack. This may represent lost troops who perished in the horrible conditions, deserters, or demoralization of the asset to continue settling the region.


The Terrain asset has Hit Points as shown in the below table.

Difficult Terrain

Terrain above difficulty 5 take considerable effort to travel through. When a mobile asset tries to move across difficult terrain, it will always take twice as long to do so. This may mean that some assets become temporarily unavailable for a turn while they are in transit. Consider treating mountain peaks, deserts or others as difficult terrain.

Terrain Table
2d6 Terrain Difficulty HP (Max) Counter-Attack (Avg) Example Terrain
2 0 1d4 (4) - Plains with water nearby
3 1 2d4+1 (9) - Hills with thick grassland
4 2 2d6+2 (14) - Swamp
5 3 3d6+3 (21) - Flat steppe with infertile soil
6-7 4 4d8+4 (36) - Mountain with light forests
8-9 5 5d8+5 (45) 1d4 (3) Dense thick jungle with many insects
10 6 6d12+6 (78) 2d4+1 (6) Frozen wasteland
11 7 7d12+7 (91) 2d6+2 (9) Expansive hot desert with no water
12 8 8d20+8 (168) 3d6+3 (14) Hostile Volcano

Monster

To determine the difficulty of the local creature population, determine what the CR of the encounter would be if the party encountered them. Divide this number by 3 to determine the Monster Asset level. For example, an Ancient Red Dragon is CR 24, which becomes a Monster Asset with difficulty 8. A group of Basilisk is CR 12, becoming a Monster Asset with difficulty 4. Calculate the monsters hit points as described in its stat block. This HP is the monsters assets HP.


Monster Assets heal an amount equal to a roll of their hit dice each turn. Monster assets may generally move up to one hex per turn, and attack or execute special abilities as you determine, though this is optional and many monster will not stray far from their lair unless seeking prey, food, a mate or other strong desires.

Attacking a Monster Asset

A Faction with an asset in the region may make an attack against the monster. The monster adds its difficulty level to its roll. On a success, the asset deals its damage multiplied by 3 to the monster assets HP. A monster asset always counterattacks, no matter the initial outcome. It only counterattacks once on each factions turn.


When dealing damage on an attack or counterattack, a monster rolls one of its hit dice and adds its difficulty level.

Asset List

Base of Influence

This asset is special, and is required for purchasing or upgrading units on a particular region. Any damage done to a Base of Influence is also done to a faction’s hit points. The cost of a Base of Influence equals its maximum hit points, which can be any number up to the total maximum hit points of its owning faction. A faction’s bases of influence don’t count against their maximum assets. A Base of Influence can only be purchased with the Expand Influence action.

Cunning Assets

Agitators

These assets sap a target’s loyalty and will to obey. For a cost of 1d4 FacGolds, Agitators can attach themselves to an enemy asset. Until they attach to a different asset or no longer share the same region, the affected asset cannot attack. If the asset is destroyed, the Agitator survive.

Arsonists

Ruffians who skulk in the shadows and strikes against enemy operations with fire and knife. An asset attacked by Arsonists cannot apply any Use Asset Ability action until the start of the attacking faction’s next turn. This applies whether or not the attack was successful.

Believers

Followers of the movement are inspired sufficiently to take up arms and fight on behalf of their leadership, with only shadow informants providing direction, all deniable by the faction if needed.

Blackmail

Selectively degrade the effectiveness of an asset. Any attempt to attack or defend against Blackmail loses any bonus dice earned by tags.

Boltholes

A warren of tunnels, false passages and trapped doors. If a faction Special Forces or Military Unit asset on the same region as the Boltholes suffers damage sufficient to destroy it, it is instead set at 0 HP and rendered untouchable and unusable until it is repaired to full strength. If the Boltholes are destroyed before this happens, the asset is destroyed with them.

Book of Secrets

The product of countless hours of espionage, interrogation, magical divination and mind-reading. Allows uncanny accuracy in predicting the actions of others. Once per turn, a Book of Secrets allows the faction to reroll one die for an action taken on that region or force an enemy faction to reroll one die. This reroll can only be forced once per turn, no matter how many Books of Secrets are owned.

Covert Shipping

Quiet asset transport in the form of covert rangers, pirate smuggling vessels or innocuous merchant caravans. Any one Special Forces unit can be moved between any region within three hexes of the Covert Shipping at the cost of one FacGold.

Demagogues

Popular leaders of a faith or ideology that can be relied upon to point their followers in the direction of maximum utility.

Diplomats

Usable to block the governmental permission that is sometimes required to buy an asset or transport it into a region. When a rival faction gains permission to do so, the diplomat can make an immediate Cunning vs. Cunning test against the faction; if successful, the permission is withdrawn and cannot be re-attempted until next turn

Enchanters

They subvert the leadership of enemy assets. As an action, an Enchanter can travel to any region within one hex. As an attack, an Enchanter does no damage, but an asset that has been successfully attacked immediately reveals any other Stealthed assets of that faction in the region. Only Special Forces units can attack an Enchanter.

False Front

This asset allows a faction to preserve more valuable resources. If another asset in the region suffers enough damage to destroy it, the faction can sacrifice the false front instead to nullify the killing blow.

Guards & Wards

Scrying pools, divinations, alarms and covert investigators monitor all activity in a region. Every rival Stealthed asset in a region must succeed in a Cunning vs. Cunning test at the beginning of every turn or lose their Stealth. The owner also gains an additional die on all Cunning attacks and defenses in that region.

Cunning Assets
Asset Hp Cost AL Type Attack Counter Notes
Cunning 1
Smugglers 4 2 4 Mobile Unit Cunning vs. Wealth 1d4 damage None A
Informers 3 2 0 Special Forces Cunning vs. Cunning, special None A, S
False Front 2 1 0 Logistics Facility None None S
Base of Influence * * 0 Special None None S
Cunning 2
Diplomats 4 4 0 Special Forces Cunning vs. Cunning, special None S
Arsonists 6 5 0 Special Forces Cunning vs. Cunning, 2d4 damage None S
Blackmail 4 4 0 Tactic Cunning vs. Cunning, 1d4+1 damage None S
Enchanters 4 4 0 Special Forces Cunning vs. Cunning, special None A, S
Cunning 3
Master Assassin 4 6 4 Special Forces Cunning vs. Cunning, 2d6 damage None -
Stealth - 2 0 Tactic None None S
Covert Shipping 4 8 4 Logistics Facility None None A, S
Cunning 4
Political Puppets 10 8 0 Logistics Facility Cunning vs. Cunning, 2d6 damage 1d6 damage S
Believers 12 8 3 Military Unit Cunning vs. Cunning, 1d6 damage 1d6 damage -
Thieves Guild 8 12 4 Special Forces None 1d4 damage A, S
Agitators 8 12 0 Special Forces None None A
Cunning 5
Organization Moles 8 10 0 Tactic Cunning vs. Cunning, 2d6 damage None
Illusionists 6 14 0 Tactic None Special S
Boltholes 6 12 4 Logistics Facility None 2d6 damage S
Cunning 6
Trade Embargo 10 20 4 Tactic Cunning vs. Cunning, special None S
Covert Shipping 15 18 4 Logistics Facility None None A
Demagogue 10 20 0 Special Forces Cunning vs. Cunning, 2d8 damage 1d8 damage -
Cunning 7
Popular Movement 16 25 4 Tactic Cunning vs. Cunning, 2d6 damage 1d6 damage S
Book of Secrets 10 20 4 Tactic None 2d8 damage S
Treachery 5 10 0 Tactic Cunning vs. Cunning, Special None S
Cunning 8
Guards & Wards 20 30 5 Logistics Facility None 1d6 damage S

A “P” special code indicates a need for regional governmental permission to raise or march in the asset. “A” means that the asset can perform a special action, and “S” indicates that the asset has a special feature or cost.

Illusionists

A cadre of illusionists or an artifact asset that confuses and misdirects enemy forces. Friendly fire can be induced with the right interference. If the Illusionists succeeds in defending against an attack, it can immediately cause the attacking asset to make an attack against itself for normal damage or counterattack results.

Informers

Minions that lace a regions underworld, watchful for intruders. They can choose to Attack a faction without specifying a target asset. On a successful Cunning vs. Cunning attack, all stealth assets in the region belonging to that faction are revealed. Informers can target a faction even if none of their assets are visible in a region; at worst, they simply learn that there are no stealthed assets.

Master Assassin

Expert in disguise & poison, a master assassin strikes at the leadership when they least expect it.

Organization Moles

These can subvert and confuse enemy assets, striking to damage their cohesion.

Political Puppets

Politicians control particular cities or regions… and these politicians are firmly in control of the faction. Each turn, Political Puppets provides 1 FacGold to its owning faction.

Thieves Guild

The local guild are alert to the arrival of stealthed units. Whenever a stealthed asset arrives or is purchased on a region with a thieves guild, the guild make an immediate Cunning vs. Cunning attack against the owning faction. If successful, the asset loses its stealth as its activates.

Teleportation Circles

Facilities house magic circles for instant transport and the magic workforce needed to keep them operational. As an action, any Special Forces assets can be moved between any region within three hexes of the Teleportation Circles.

Trade Embargo

A collection of merchants that will use their connections, money & influence to ruin deals, delay goods and generally deny other factions needed supplies. On a successful Cunning vs. Cunning attack against a rival faction, the rival faction cannot transport assets into that region without spending 1d4 FacGolds and waiting one turn.

Treachery

Traitors attack an enemy asset. On a successful attack, the Treachery asset is lost, 5 FacGolds are gained, and the targeted asset switches sides to join the traitor’s faction, even if the faction does not otherwise have the attributes necessary.

Smugglers

Men and women skilled in transporting people. For one FacGold, the smugglers asset can transport itself and/or any one Special Forces unit to a region up to two hexes away.

Stealth

Not an asset, per se, but a special quality that can be purchased for another Special Forces asset in the region. An asset that has been Stealthed cannot be detected or attacked by other factions. If the unit normally requires the permission of a regional government to be moved into a region, that permission may be foregone. An asset loses its Stealth if it is used to attack or defend.

Force Assets

Airship

These advanced transport ships are capable of moving an asset long distances, powered by a cadre of mages. As an action, any one asset, including itself, can be moved between any two regions within three hexes of the Airship, at a cost of 2 FacGolds. This movement can be done even if the local regional government objects, albeit doing so is usually an act of open war.

Bandits

A ragtag lot of pirates, bandits and local tribes. When they successfully Attack an enemy faction asset, they steal 1d4 FacGolds from the target faction as well. This theft can occur to a faction only once per turn, no matter how many Bandits attack. As an action, this asset may also move itself to a region within one hex.

Barbarian Hordes

These lightly-equipped troops are shaped by a brutal life, attack swiftly, leaving nothing but ruin in their wake.

Calvary

These mounted troops are composed of paladins, knights, and other heavily armored, highly trained warriors. They are capable of fighting effectively against any foe but need to be well supplied.

Command Post

These are the soldiers and logistics people of the faction that have also been trained in defensive fighting.

Cunning Traps

This asset covers all the myriad stratagems of war, from induced landslides to spreading local diseases.

Cutthroats

Combat-trained assassins equipped with potions and enchanted weaponry. Cutthroats automatically start Stealthed when purchased.

Extended Supply Lines

This infrastructure allows for transporting assets long distances. As an action, any one non-vehicle asset, including itself, can be moved between any two regions within two hexes of the extended theater, at a cost of 1 FacGold.

Force Assets
Asset Hp Cost AL Type Attack Counter Note
Force 1
Guardsmen 3 2 0 Military Unit Force vs. Force, 1d3+1 damage 1d4 damage -
Thugs 1 2 0 Special Forces Force vs. Cunning, 1d6 damage None -
Militia Unit 4 4 3 Military Unit Force vs. Force, 1d6 damage 1d4+1 damage P
Base of Influence * * 0 Special None None S
Force 2
Heavy Transports 6 4 4 Facility None None A
Barbarian Hordes 5 5 4 Military Unit Force vs. Force, 2d4 damage 1d4+1 damage P
Command Post 4 4 3 Special Forces None 1d4+1 damage -
Mob 6 4 0 Military Unit Force vs. Cunning, 1d4+1 damage None -
Force 3
Zealots 4 6 0 Special Forces Force vs Force, 2d6 damage 2d6 damage S
Cunning Trap 2 5 0 Tactic None 1d6+3 damage -
Inquisitors 4 6 4 Special Forces Cunning vs Cunning, 1d4+1 damage 1d6 damage -
Force 4
Heavy Transports 10 10 4 Facility None None A
Extended Supply Lines 10 10 4 Facility None None A
Warmage Regiment 8 12 4 Mobile Unit Force vs. Force, 2d6 damage 1d8 damage A
Regiment 12 8 4 Military Unit Force vs. Force, 1d8 damage 1d8 damage P
Force 5
Bandits 8 10 4 Mobile Unit Force vs. Wealth, 1d6 damage * None
Ruin Excavation 6 14 0 Facility None None A
Cutthroats 4 12 4 Special Forces Cunning vs. Cunning, 2d6+2 damage None S
Force 6
Veteran Regiment 16 20 5 Military Unit Force vs. Force, 2d8 damage 2d8+2 damage P
Fortress 20 18 4 Facility None 2d6+6 damage* S
Calvary 14 25 4 Military Unit Force vs. Force, 2d10+4 damage 1d10 damage P
Force 7
Airship 10 25 4 Mobile Unit None None A
Warmage Academy 10 20 5 Facility None 2d8+2 damage* S
Shock Troops 16 30 4 Military Unit Force vs. Force 2d8+2 damage 2d8 damage A
Force 8
Professional Army 30 40 4 Mobile Unit Force vs. Force, 3d10+4 damage 3d8 damage A, S

A “P” special code indicates a need for regional governmental permission to raise or transport in the asset. “A” means that the asset can perform a special action, and “S” indicates that the asset has a special feature or cost.

Fortress

Stone walls, counter-siege devices and defensive mages form an array designed to defend against military units. Fortresses can only defend against Force type assets.

Guardsmen

Standard guards pulled from the population, usually equipped with nonlethal weapons or small blades and trained to keep the peace.

Heavy Transports

These transport galleys and caravan lines allow for the transport of resources from one region to another. As an action, any one non-vehicle asset, including this one, may be moved to any region within one hex for one FacGold.

Inquisitors

These security units specialize in information gathering and rooting out plots, foiling enemy plans long before they have time to come to fruition.

Mob

Such assets reflect popular support among the locals and they can be riled up for acts of violence and vandalism when needed.

Militia Units

Levies taken from the populace, lightly-equipped, meagrely trained and no heavy support.

Professional Army

The pride of an empire, this is a collection of phalanxes, archers, calvary, siege engineers, mages, priests and supply wagons. Professional Armies are expensive to keep together, and cost an additional 2 FacGolds of maintenance each turn. As an action, they may move to any region within three hexes of their current location. Regional government permission is required to raise a professional army, but not to move one into a region.

Regiment

The backbone of most regional armies, these well-trained soldiers are usually equipped with steel arms and wooden sheilds, backed up by archers.

Ruin Excavation

These assets represent smugglers, magical research and salvage of magic items from an ancient ruin. As an action, a Ruin Excavation asset allows the owner to buy one Force asset on that region that requires up to arcana level 5 to purchase. This asset costs half again as many FacGolds as usual, rounded up. Only one asset can be purchased per turn.

Shock Troops

Heavily-armored specialist troops, deployed by small airship transport. As an action, they can move to any region within one hex of their current location, whether or not the regional government permits it.

Thugs

Local criminals, paid and crudely equipped, have been aimed at a rival faction’s leadership and popular supporters. They maim, beat, bruise and intimidate.

Transport & Supply Chain

A collection of highly trained sailors, merchants and stable supply lines. Capable of moving large numbers of troops. As an action, the asset may move any number of assets in the region, including itself, to any region within one hex at a cost of one Cred per asset moved.

Veteran Regiment

The cream of the crop, Veteran Regiment’s are a mixture of light calvary, soldiers armed with pike’s and musketeers.

Warmage Academy

An institution dedicated to arcane arts used in battle. They can defend only against attacks versus Cunning, but they add an additional die to the defender’s roll.

Warmage Regiment

Forces composed of defensive fighters backed up by a cadre of war-wizards, bards, clerics or warlocks. As an action, they can move to any region within one hex of their current location.

Zealots

Members of the faction so utterly dedicated that they are willing to launch suicide attacks or hold positions to the death. Zealots take 1d4 damage every time they launch a successful attack or perform a counterattack.

Wealth Assets

Airship Fleet

These airships are sleek and fast, with light arms. As an action, an Airship Fleet can transfer itself or any one Military Unit or Special Forces to a region within three hexes for a cost of two FacGolds. They can even move units that would otherwise require regional government permission to enter.

Arcane Industry

Rare, precious examples of applying magic to produce goods and services. As an action, the owning faction can roll 1d8 for a Arcane Industry, and gain half that many FacGolds, rounded up.

Arcane Laboratory

The lab allows a region to make hesitant progress in the arcane arts. The presence of a Laboratory allows assets to be purchased on that region as if it had Arcana Level 4.

Arcane Scholars

A highly versatile team of research and teachers capable of supporting limited arcane advacements…as long as they’re adequately funded. Any region with Arcane Scholars on it is treated as arcana level 5 for the purpose of buying Cunning and Wealth assets. Arcane Scholars have a maintenance cost of 1 FacGold per turn.

Confidence Men

Deployed to confuse enemy factions into untimely investments. As an action, the confidence men may test Cunning vs. Wealth against a rival faction’s asset. If successful, the target faction must immediately pay half the asset’s purchase cost, rounded down, or have it become disabled and useless until this price is paid.

Wealth Assets
Asset HP Cost AL Type Attack Counter Note
Wealth 1
Franchise 3 2 2 Facility Wealth vs. Wealth, 1d4 damage 1d4-1 damage S
Indentured Workforce 4 2 0 Facility None 1d4 A
Local Investments 2 1 2 Facility Wealth vs. Wealth, 1d4-1 damage None S
Base of Influence * * 0 Special Non e None S
Wealth 2
Heavy Shipping Contract 4 5 4 Mobile Unit Wealth vs. Wealth, 1d4 damage None A
Lawyers 4 6 0 Special Forces Cunning vs. Wealth, 2d4 damage 1d6 damage S
Guild Thugs 6 4 0 Military Unit Wealth vs. Force, 1d4+1 damage 1d4 damage
Surveyors 4 4 4 Special Forces None 1d4 damage A, S
Wealth 3
Industry 4 8 4 Facility None 1d4 damage A
Arcane Laboratory 4 6 0 Facility None None S
Mercenaries 6 8 4 Military Unit Wealth vs. Force, 2d4+2 damage 1d6 damage A, S, P
Wealth 4
Airship Fleet 10 10 4 Facility None 1d6 damage A
Monopoly 12 8 3 Facility Wealth vs. Wealth, 1d6 damage 1d6 damage
Cathedral 8 12 4 Facility None None S
Treasure Vault 8 12 3 Facility None None S
Wealth 5
Confidence Men 8 10 0 Tactic Cunning vs. Wealth, 1d6 damage None A
Arcane Researchers 6 14 4 Special Forces None None S
Skyfortress 6 12 4 Mobile Unit None 2d4 damage A
Wealth 6
Risky Investments 10 15 4 Facility Wealth vs. Wealth, 2d6 1d6 damage A
Guild Agents 15 18 4 Facility None None S
Trade Broker 10 20 0 Special Forces Wealth vs. Wealth, 2d8 damage 1d8 damage A
Wealth 7
Arcane Industry 16 25 5 Facility None None S
Hostile Takeover 10 20 4 Tactic Wealth vs. Wealth, 2d10 damage 2d8 damage S
Teleportation Web 5 15 5 Facility Cunning vs. Cunning, 1d12 damage None S
Wealth 8
Trade Cartel 20 30 5 Mobile Unit Wealth vs. Wealth, 2d10+4 damage 2d10 damage.

A “P” special code indicates a need for regional governmental permission to raise or transport in the asset. “A” means that the asset can perform a special action, and “S” indicates that the asset has a special feature or cost.

Cathedral

Salvage and repair damaged assets. Once between turns, if a Special Forces or Military Unit asset on the region is destroyed, the faction may immediately pay half its purchase cost to restore it with one hit point. Any Repair Asset action taken in this region costs one less FacGold for Special Forces and Military Units.

Franchise

This asset reflects a deniable connection with a local licensee for the faction’s goods and services. When a Franchise successfully attacks a enemy asset, the enemy faction loses one FacGold. (if available), which is gained by the Franchise’s owner. This loss can happen only once a turn, no matter how many Franchises attack.

Guild Thugs

These bruisers don’t much like people muscling in on their trade, and they’re willing to take the faction’s word on which people are doing this. They’re lightly armed and poorly trained, but they can infiltrate to perform sabotage.

Guild Agents

Highly trained agents from successful guilds allow the smooth extension of wealth-creation and industrial principles to the farthest reaches of the faction’s operations. A faction with Guild Agents may treat all regions as having arcana level 4 for purposes of buying Wealth assets.

Hostile Takeover

This asset can seize control of damaged and poorly-controlled assets. If a Hostile Takeover does enough damage to destroy an asset, the target is instead reduced to 1 hit point and acquired by the Hostile Takeover’s owning faction.

Heavy Shipping Contract

A special link with galleon fleets and trade route magnates. As an action, the faction may move any one non-Force asset, including this one, to any region within two hexes at a cost of one FacGold.

Indentured Workforce

These gather the natural resources of a region, either farming, mining or wood cutting. As an action, the Indentured Workforce’s owning faction may roll 1d6. On 3+, gain one FacGold.

Industry

As an action, the owning faction can roll 1d6 for a Industry asset. On a 1, one FacGold is lost, on a 2-4 one FacGold is earned, and a 5-6 returns two FacGolds. If money is lost and no resources are available to pay it, the Industry is destroyed.

Lawyers

Sophists in immaculate silks or charismatic tribal skalds, lawyers have the ability to tie an enemy up in the coils of their own internal rules, damaging assets with confusion and red tape. Lawyers cannot attack or counterattack Force assets.

Local Investments

These give the faction substantial influence over the commerce on a region. Any other faction that tries to buy an asset on that region must pay one extra FacGold. This money is not given to the investments’ owner, but is lost. This penalty is only applied once.

Mercenaries

Groups of well-equipped, highly-trained soldiers willing to serve the highest bidder. Mercenaries have a maintenance cost of one FacGold per turn. As an action, Mercenaries can move to any region within one hex of their current location. To purchase or move into a Mercenary asset in a region requires government permission.

Skyfortress

Transport large amounts of equipment and personnel between regions on herds of a garguantan skyvessel. As an action, the Skyfortress may move any number of assets, including itself, to any region within two hexes at a cost of one FacGold per asset.

Monopoly

An open or tacit stranglehold on certain vital businesses or resources in a region. As an action, owners of a monopoly may force one other faction with unstealthed assets on that region to pay them one FacGold. If the target faction can’t pay, they lose one asset of their choice on the region.

Risky Investments

This asset grows resources out of seemingly nowhere, harvesting the best of entrepreneurship for the faction’s benefit. As an action, risky investments can be tapped. 1d8 is rolled; on a 1, the asset is destroyed, while on a 2-3 one FacGold is gained, 4-7 yields two FacGolds and 8 grants three FacGolds.

Surveyors

Explore potential resource and investment options in a region. The presence of a Surveyor allows one additional die to be rolled on Expand Influence actions. As an action, a surveyor can be moved to any region within two hexes.

Teleportation Web

These facilities allow almost effortless relocation of all assets. For one FacGold, any number of non-vehicle Cunning or Wealth assets may be moved between any two regions within three hexes of the Teleportation Web. This may be done freely on the owner’s turn so long as the fee can be paid, and using the ability doesn’t require an action.

Trade Cartel

This rag-tag alliance of merchant lords, slavers, mercenaries and extra-planar beings bring enormous reach and influence to their patrons, and enough hired swords to solve most other problems. As an action, a Trade Cartel can be moved to any region within three hexes. Trade Cartel's cost 2 FacGolds a turn in maintenance.

Trade Broker

They substantially lessen the cost of large-scale investments by buying goods when they are cheap and arranging bulk discounts. As an action, the owner of a Trade Broker can roll 1d8; that many FacGolds are subtracted from the cost of their next asset purchase, down to a minimum of half normal price, rounded down.

Treasure Vaults

Once per turn, the faction can ignore one cost or FacGold loss imposed by another faction. This does not require an action. Multiple Treasure Vaults allow multiple losses to be ignored.

Example Factions

A DM doesn’t always have time to sort out the details of every faction that might be needed. A group might decide to attack the regional government of a region that wasn’t important or interesting enough to merit factionization, for example. The sample factions here can be pulled and used as necessary. Where appropriate, you can add the Regional Government tag for legitimate regional governments.

Colony

Thinly-populated regions with limited infrastructure tend to have weak colonial governments concerned chiefly with issues of basic survival rather than expansion or intrigue.


Attributes: Force 4, Cunning 3, Wealth 1
Hit Points: 15
Assets: Guerilla Populace/Force 2, Arsonists/Cunning 2
Tags: Colonists

Savage Tribe

Primitive and barbaric by the standards of the adventurers, a lost tribe lacks the technical resources of their neighbours, but may well have substantial advantages in population and cultural cohesion depending on the regions habitability.


Attributes: Force 4, Cunning 1, Wealth 3
Hit Points: 15
Assets: Zealots/Force 3, Indentured Workforce/Wealth 1
Tags: Savage


Backwater Region

Perhaps this region was important once, but disaster, ennui, or other has left it a sleepy region disinterested in the wider globe. Most regions with ordinary levels of arcana in a region will fit this template.


Attributes: Force 6, Cunning 3, Wealth 5
Hit Points: 29
Assets: Arcana Infantry/Force 4, Regional Defences/Force 6, Informers/Cunning 1, Bank/Wealth 4
Tags: Deep Rooted

Zealous Faith

This religious organisation is a powerful force in the world, likely with major congregations in several regions.


Attributes: Force 3, Cunning 6, Wealth 5
Hit Points: 29
Assets: Demagogue/Cunning 6, Informants/ Cunning 5, Zealots/Force 3, Confidence Men/Wealth 5
Tags: Theocratic

Regional Hegemon

This region is the mightiest military power in the kingdom and leads a half-dozen neighbouring regions in a “voluntary confederation” that it ever seeks to expand.


Attributes: Force 8, Cunning 5, Wealth 7
Hit Points: 49
Assets: Marines/Force 7, Regional Defences/Force 6, Bandits/Force 5, Extended Theater/Force 4, Arcana Smith/Wealth 7, Shipping Combine/Wealth 4, Intrusion Ward/Cunning 4, Assassin/Cunning 3
Tags: Imperialists

Merchant Alliance

A spanning consortium of merchants might operate out of one particular region, but their final loyalty is always to their balance books.


Attributes: Force 3, Cunning 5, Wealth 6
Hit Points: 29
Assets: Risky Investments/Wealth 6, Airship Trade Hub/Wealth 4, Calvary/Forces 2, Blackmail/Cunning 2
Tags: Plutocratic

Cult

These cults seek power of others believe that consorting with dark powers legitimises rule over less “advanced” peoples. Such cults are widely loathed, but the power they offer to those who can find them makes unwilling converts of some.


Attributes: Force 3, Cunning 6, Wealth 5
Hit Points: 29
Assets: Illusionists/Cunning 5, Demagogue/Cunning 6, Arcane Laboratory/Wealth 3, Cultists/Force 1
Tags: Eugenics Cult

Rebel Freedom Fighters

Even in the most tyrannical corners of the globe, hearts yearns for freedom. These factions spring up in the shadow of oppressive governments. For each one that is crushed, a new one rises in time.


Attributes: Force 3, Cunning 4, Wealth 1
Hit Points: 15
Assets: Agitators/Cunning 4, Zealots/Force 3
Tags: Secretive

Incoporating Factions into your Map

Use a standard region that's 8 by 10 hexes. Each hex represents a region about 60-100 miles across. That yields an area half to the size of all of Western Europe. Plenty of space for many factions.


Use your favourite software, Hexographer, and generate random maps until you get one you can redraw.


Generate a random world and zoom in on a region that seems neat in Azgaar's Fantasy Map Generator


Go super-robust and realistic with Bat in the Attic


Or roll some dice and use Welsh Piper

Region Specifics

Each region should have:

  • One or more tags describing it
  • Relative population size
  • Arcana level

Anywhere not inhabited a faction should have "The Wild" faction inhabiting it. Roll on the Terrain table to discover what's there. Assign a head monster to the region, either one big baddie or a collection of smaller ones that hold dominion.

Player's and Regions

In civilized lands, people in a hex would be aware of what other civilization is in the hex, but maybe not much farther.


Every three hexes players intend to travel should be a 'Journey' as described earlier in this book.

Why so Big?

100 miles is big for a hex. It'll take PC's 4 days to cross it, and that leaves a lot of room for detail inside the hex. This large space lets our factions breathe, let's our faction abstractions have room, lets faction movement make sense and lets you, the DM, add more variety of terrain.


If you want to ultra condense, you could run 6 or 12 mile hexes. Just remember that the whole map fits in one 100 mile hex. A lot can happen on that scale in a month. Villages in typical medieval settings are found within a days march of each other, barring environmental reasons. You may only have 1-2 cities of note in your region. Remove movement restrictions, any unit can move anywhere.


If you wanted to run a mega-city campaign, you could make areas of the city each hex, and scale down the size of units. The great thing about the faction turn is that its an abstraction to help tell the story. Make it work for you.

Example of Faction Play

I've generated a few random maps via Hexographer and edited one that I liked.


Now to generate 3-6 factions. I find the faction turn fun, so I'll go to the upper end of the scale.


I'm not feeling inspired yet, so I'll randomly generate a few factions and see where things stand.


Faction 1

Regional Arcana level: 5
Regional Population: Thousands
Faction Size: Minor


Okay, we have a small faction, controlling a highly advanced region of decent size.


Force: 4
Wealth: 3
Cunning: 1
Max HP: 15
Tag: Pactsworn


The faction is Pactsworn to some power. They are militant and wealthy, but with little cunning.


Goal: Regional Seizure
Home: North-eastern corner of the map.


The factions current goal is to become the legitimate power in the region.


I'm starting to imagine a city built on an ancient ruin. The surface of the city is inhabited, and people frequently delve underneath and emerge with lost knowledge, magical items and wondrous inventions.


A splinter faction has arose, a collection of powerful nobles, all veterans of a recent war, who have all sworn themselves to the devil Remzal, lord of merciless progress. The local government of mages is helpless before the populist movement known as Remzal's Chosen. The Chosen's money and tactical knowhow is currently dedicated to one task: becoming the legitimate government. From there, they'll likely set their greedy eyes on more. They dream of Remzal's banner, a burning wheel lashed with chains, flapping from every city wall in the region.


Now to roll Assets.


Asset: Heavy Transport Warmage Regiment, Arcane Laboratory


I rolled Heavy transport. I decided that Warmage Regiment fits better: a squad of warlocks ready for battle (and a coup).


Okay, faction completed! Now for the for the next one.

Faction 2

Regional Arcana level: 4
Regional Population: Dozens
Faction Size: Minor


Force: 3
Cunning: 4
Wealth: 1
Max HP: 15
Tag: Imperialist


Goal: Destroy the Foe
Home: Central-West
Asset: Thieves Guild, Indentured Workforce


Okay, a minor group of cunning, imperialistic intentions with above average arcana and a grudge. I'm imaging a faction of spies, the Empresses's Crows, who are left masterless after the fall of their empire. The dream of locating another imperial heir and installing them as ruler of the land. But first, they must destroy the enemy they blame for their fall. We'll figure that out later.


A crow controls the Thieves Guild, which they manipulate from the shadows. They also control a collection of debts. Through moneylenders, thugs and contacts in the local baron, the entire village the Crow's base out of is permanently indentured to them. People don't acknowledge the crows, or look at them on the street.


The crows will pay for ears of their enemies, intel on them, and they also run a Thieves Guild. There's always work there for those with loose morals.

Faction 3

Regional Arcana level: 4
Regional Population: Hundreds
Faction Size: Major


Force: 6
Cunning: 5
Wealth: 3
Max HP: 29
Tag: Rebels, Deep Rooted, Regional Government.


Goal: Inside Enemy Territory
Home: South-East
Asset: Calvary, Fortress, Covert Shipping, Organizational Moles


An interesting mix of results. We have a major rebel movement, deeply routed in the local culture and focuses on Force and Cunning. This rebel group likely instrumented the downfall of the Empire, cored by a band of paladins that are part of the local religion.


Because of this, I decided to give this faction Regional Government over their hex. This is definitely the group the Crows want revenge on. We'll call them the Republic, the grass-roots movement that overthrew the Empire. Their leader is Citizen Octavio, who is only in charge until the Republic's future is secured.


They have a mighty stronghold, formerly the jewel of the Empire, taken without siege. They are a major force in the region, the people look to Citizen Octavio as a messiah. Their current goals are to infiltrate what remains of the Empire, and discover if they have strength left to fight. Octavio has always been a cunning warrior, and never starts a fight he can't win.


The Republic will pay for heroes to deal with local threats. They are the hero of the people, and must protect them until the Empire is completely destroyed.

Faction 4

At this point, we have clearer view of the region. I think we need the Empire remnants, the last of the old guard that have still held together. I'll still roll for region Arcana, but the population will be tens of thousands. The regional capital has yet to fall, and that is the base of power for the Empire's Remnants. I'll roll for stats & assets, choose the tag, goal and home.


Regional Arcana level: 2
Regional Population: Tens of Thousands
Faction Size: Major


Force: 6
Cunning: 3
Wealth: 5
Max HP: 29
Tag: Machiavellian


Goal: Blood the Enemy
Home: Central
Asset: Veteran Regiment, Bandits, Confidence Men, Monopoly


The Empire remnants are Machiavellian, fat on on their own decadence. But the recent collapse have left their Cunning lacking, many great players of the Empress's game have perished or deserted the region. They also have thousands of years of conquest under their belt, and the elven commanders have long memories. Little knowledge of the arcane remains, but Veteran Regiments, hired bandits, silver-tounged politicians and a trade monopoly on good steel makes up the difference.


Their dream? Take back control of the region. But first, they have to show the people that the Republic is weak. They have to take a piece of them. They'll put bounties out on republic soldiers, but also have local monsters to deal with, and crime in the city. They've always been a society of rules, and those that break them must be punished.


Faction 5

I feel like we need a Wealth focused faction to round things off, someone neutral and looking to make money. The only things I'm choosing is to have Wealth as main stat, Plutocratic and a neutral goal. Mercenary could have worked here too.


Regional Arcana level: 4
Regional Population: Outpost
Faction Size: Minor


Force: 1
Cunning: 3
Wealth: 4
Max HP: 15
Tag: Plutocratic


Goal: Legendary Wealth
Home: South-West
Asset: Treasure Vault, Master Assassin


We have a Plutocratic faction, a collection of dwarven-lords that gave up on the empire. From the coastal caverns they operate out of, they leverage their vast treasure vaults. The current leader is a Master Assassin, trained by the empress herself. They are merely referred to the as the Goldbar House. They are a minor house, but want to join the big players and will do so through impressive displays of wealth. Part of showing off this wealth is paying adventurer's to solve the cities problems.


Faction 6

The Wild is the final faction. We could generate Terrain and monster assets for the empty spaces, but we won't. Here's one for a major monster: the Beholder Charch-Go. I rolled a 3, so we find Charch-Go lair in a Terrain 2 Asset with 7 hp; and the beholder himself is a Monster 4 Asset with 189hp. Let's say he lives in the swamp to the south east, plotting his beholder plans.

A Month in the Life

So we've built a web of factions. I'm not going to making anymore Wild factions, nor putting down other bases of influence. You get the idea. Here's where we stand. It's helpful to record all faction stats on a sheet to reference while you run the faction turn. Record where each asset is, too. First, we determine turn order by rolling d6.

Number Faction Goal
1 Remzal's Chosen Regional Seizure (home)
2 Empresses' Crows Destroy the Foe (Republic)
3 The Republic Inside Enemy Territory (Empire Remnants)
4 Empire Remnants Blood the Enemy (The Republic)
5 Goldbar House Legendary Wealth
6 The Wild None

I rolled a 3, so the Republic will act first and we'll go down the list.


Republic has the goal to spy on its enemies. It gains 4 FacGold, according to the formuala: (Force 6+Cunning 5)/4 [round down] + (wealth 3)/2 []round up]. They have no maintenance to pay. They want stealth assets in enemy territory, but have no stealth assets currently. So we spend the turn Buying Assets, and make the Calvary Stealthed, leaving 1 FacGold.


In the game's fiction, the Republic's heroes, the Paladin's of the Dawn, disappear from the fort-city. No one know's where they've gone. (They are in hiding, working on infiltrating the capital.)


The Empire's Remnants act next. They gain 4 FacGold, no maintenance costs. They want to blood their enemy, but have no ability to extend their military forces far outside the city. They'll take the 'Build asset' action and recruit an Indentured Workforce. Slavery was legal in the empire, so requisition of all the slaves in the city should do nicely. That leaves them 2 FacGold. They'll work on a warchest until they can afford an Extended Theater, then take the fight east.


The Goldbar House' s turn. They gain 3 FacGold, no maintenance costs. They want to show off their extravagant wealth, but are a ways off. It'd be boring for them just to bide their time, so they'll purchase an Indentured Workforce for 2 FacGold, leaving them 1. It turns out, a lot of people owe them money in the port city - Goldbar has no problem loan sharking the middle class. Most of the people in bars can be found muttering curses at the greedy dwarves in their gold plated state house.


The Wild. They remain wild, as always. Charch-Go has no reason to leave his home...yet. Though the Crows have been considering paying him to harass the Republic...only if they can find something to make it worth his while.


Remzal's Chosen's turn. They want to seize their city. They gain 3 FacGold and no maintenance. They'll take the "Seize region" action, and are unopposed. They must now maintain control over the city for three turns.


The Chosen take to the streets, mobs heralding the warlocks and their brimstone censers. Dark clouds form, and will not abate. Civil war rages this month, but with no interference Remzal's Chosen will subjugate or destroy resistance over the next two months, until their fiery wheel hangs from every street corner and city wall.


The Empresses' Crows, dressed all in white in mourning, have their turn. They gain 2 FacGold and no maintenance costs. They want to Destroy the Republic above all. I will say they take a special action I just made up "Bribe the Beholder". They'll spend 2 more turns scouring the land for a way to bribe the Beholder Charch-Go, spending 2 FacGold each turn. If they are unopposed (or assisted by the party) they'll find an artifact that induces dreams (perfect for a evil beholder to spawn progeny). In return, for three turns Charch-Go will become an Crow's asset, which they can get to use. (They'll probably send it at the fort, especially since the Paladins of the Dawn have disappeared.)


That's the end of the faction phase. After 1 month, or after an adventure, do it again. Always keep the faction goals in mind.

 

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