Modules in depth articles
Factions
Who wants what — and the pressure that makes a world move on its own.
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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.