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Factions & Domain

Keep the world moving between sessions. This page surfaces faction runtime loops first, then expansion tools.

At-a-Glance

Play Mode Routes

Solo Route

  • Run 2-3 active factions and rotate focus by current mission zone.
  • Keep one personal relationship clock in view each turn.
  • Convert only top pressure into immediate playable hooks.

Duet Route

  • Center turns around one patron and one rival at a time.
  • Keep faction consequences personal and legible.
  • Offer mission hooks with clear moral tradeoffs.

Table Route (Party)

  • Use broader faction map with visible fronts and alliances.
  • Publish shared pressure tracks so party choices have public consequences.
  • Convert multiple faction moves into parallel mission lanes.

Player Quick Rules (Faction-Aware Play)

  • Every contract changes standing with at least one group.
  • Track one favor and one debt per active faction tie.
  • Ask who benefits if you fail before accepting any mission.
  • Strongholds are leverage, not only shelters.

Referee Procedure Loop (Faction Turn)

  1. Advance each faction objective one step.
  2. Resolve collisions between agendas.
  3. Generate one visible world consequence per collision.
  4. Convert top pressures into mission hooks.
  5. Update rival clocks and settlement legitimacy.
  6. Present 2-3 hooks with clear upside and cost.

Domain Pressure Spark Table (d10)

d10 Pressure event
1 Water cartel sabotages competitor pumps.
2 Frontier shrine declares tax immunity zone.
3 Mercenary guild fractures over contract ethics.
4 Salvage rights dispute blocks key route.
5 New warlord offers amnesty for defectors.
6 Signal tower goes dark; trade chain stalls.
7 Refugee influx destabilizes food and housing.
8 Relic cache rumor triggers three-way expedition race.
9 Patron assassination creates succession vacuum.
10 Border outpost refuses central authority orders.

One-Click Deep Dives

Core Faction Runtime

Strongholds and Governance

Rivals and Prep Tools

Advanced/Edge Cases

  • For solo campaigns, run only 2-3 factions per turn and rotate focus by current mission zone.

See Also