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Factions

Who wants what — and the pressure that makes a world move on its own.

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  1. What a faction holds
  2. Agenda clocks

Factions are the organisations pulling on your world: courts, guilds, cults, families, armies. They matter structurally as well as narratively, because a faction connects people to places to intentions in a single record.

What a faction holds#

  • Members, drawn from your NPCs and adventurers.
  • Territory, drawn from your Atlas.
  • Goals, rivalries, and allegiances to other factions.
  • A roster of the people who matter within it.

Agenda clocks#

A faction can carry an agenda clock: a visible track of how close it is to getting what it wants. Advancing a clock between sessions is the simplest way to make a world feel like it continues while the players are elsewhere — and it gives you something concrete to reveal when they return.

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