Groups your characters belong to: guilds, gangs, houses, crews, congregations.
Creating and managing factions
The Faction picker appears on every character's sheet (under Additional for NPCs, under Identity for
you).
+ New faction… creates a faction and assigns it in one step.
Manage opens the full list of factions, where you can:
add and rename factions (names up to 60 characters, up to 50 factions per world). Renaming is safe:
every member and lorebook entry follows the new name.
delete factions. Their members are unassigned when you choose Save factions, and you're told how many
first.
choose {n} members to see who's in a faction and add or remove people directly. Changes here save
straight away.
Each character can belong to one faction at a time. That includes you.
What a faction does
For the character: they know they belong to it.
For everyone else in the scene: they can see who's in which faction.
For you: your faction is visible to every character, strangers included, the way your clothes are. Characters
in the same faction know you're one of their own.
Telling the AI what a faction is
Only a faction's name travels with its members. What it is, what it wants and who it's at odds with has to live
somewhere characters can read:
Your world, region or settlement profile (and its briefing), for factions everyone knows about. See
Area profiles and NPC briefings.
A lorebook entry scoped to the faction, for things only members know. It's used whenever the character you're
talking to belongs to that faction. See The Lorebook.
What factions don't do
Factions don't change disposition, gossip, daily routines or combat. They're knowledge and identity, and the effect
comes from what you write about them.
The Factions field on a settlement profile is separate: free text describing local groups, not this list.