How do I create and track factions?
How do I create and track factions?
Factions are organizations, guilds, governments, and groups that shape your campaign world. SwiftPrep helps you track their goals, methods, members, and relationships to other factions, creating a dynamic political landscape for your players to navigate.
Creating a Faction
- Click Factions in the sidebar
- Click Create Faction
- Enter a name (required)
- Fill in additional fields as needed
- Click Save
Faction Fields
Basic Information
| Field | What It Is For |
|---|---|
| Name | How you find and reference this faction (required) |
| Description | Overview of who they are and what they do |
| Type | Kind of organization: guild, government, cult, criminal, military, religious, etc. |
| Influence level | How powerful they are: local, regional, national, continental, global |
Goals and Methods
| Field | What It Is For |
|---|---|
| Goals | What they want, drives their actions |
| Methods | How they pursue goals, their approach and tactics |
| Values | What they believe in, their principles |
| Taboos | Lines they will not cross |
Resources and Power
| Field | What It Is For |
|---|---|
| Resources | What they have: money, soldiers, magic, information, connections |
| Strengths | Where they excel |
| Weaknesses | Vulnerabilities the party might exploit |
Secrets
| Field | What It Is For |
|---|---|
| Secrets | Hidden agendas, true nature, things they do not want known |
| Internal conflicts | Divisions, rivalries, problems within the organization |
Structure
| Field | What It Is For |
|---|---|
| Leader | Who runs the faction, link to NPC |
| Headquarters | Where they are based, link to location |
| Notable members | Important NPCs in the faction, links to NPCs |
| Ranks/hierarchy | How they are organized (optional) |
Relationships
| Field | What It Is For |
|---|---|
| Allied factions | Who they work with |
| Rival factions | Who they compete or conflict with |
| Enemy factions | Who they actively oppose |
Organization
| Field | What It Is For |
|---|---|
| Tags | Categories: "criminal", "religious", "arc-2" |
| Visibility | DM Only or Player Visible |
Faction Types
| Type | Examples |
|---|---|
| Guild | Thieves Guild, Merchants Guild, Adventurers Guild |
| Government | City council, kingdom, empire |
| Religious | Church, cult, druidic circle |
| Military | Army, mercenary company, knightly order |
| Criminal | Smuggling ring, assassins, black market |
| Academic | Wizard college, library, research institution |
| Noble House | Aristocratic family, dynasty |
| Secret Society | Conspiracy, hidden order |
| Merchant | Trading company, caravan, banking house |
| Cultural | Tribe, clan, ethnic community |
Influence Levels
| Level | Scope | Example |
|---|---|---|
| Local | Single city or town | City Watch, local thieves guild |
| Regional | Province or territory | Duke's court, regional merchant consortium |
| National | Entire kingdom or nation | Crown, national church |
| Continental | Multiple nations | Trading league, empire |
| Global | World-spanning | Ancient conspiracy, planar entity's cult |
Influence level affects what the faction can do:
- Local factions have limited reach but intimate knowledge
- Global factions have vast resources but are slow to act locally
Goals Drive Everything
A faction's goals determine its behavior. When you need to know what a faction does, ask: "How does this advance their goals?"
Goal Types
| Type | Example |
|---|---|
| Acquisition | Gain wealth, territory, artifacts, power |
| Protection | Defend something: people, places, secrets |
| Destruction | Eliminate a threat, rival, or enemy |
| Influence | Control politics, religion, commerce |
| Transformation | Change society, government, the world |
| Survival | Continue existing against threats |
| Expansion | Grow membership, territory, influence |
| Revenge | Punish those who wronged them |
Conflicting Goals
The most interesting factions have goals that conflict with themselves or with party allies:
- The Thieves Guild wants stability (good for business) but also profits from chaos
- The Church wants to help people but also wants to suppress heresy
- The Crown wants prosperity but also wants control
Methods Matter
Two factions with the same goal might use completely different methods:
Goal: Protect the city
- The City Watch uses patrols, arrests, and trials
- The Vigilantes use violence, intimidation, and fear
- The Information Broker uses secrets, leverage, and manipulation
Methods create moral complexity and help distinguish factions.
Faction Relationships
Types of Inter-Faction Relationships
| Relationship | Meaning |
|---|---|
| Allied | Active cooperation, shared goals, mutual support |
| Friendly | Positive relations, occasional cooperation |
| Neutral | No significant relationship, might deal pragmatically |
| Rival | Competition, conflicting interests, but not war |
| Hostile | Active opposition, conflict, possibly violence |
Creating Faction Webs
Connect factions to each other:
- Open a faction
- Add relationships to other factions
- Note the nature of the relationship
This creates a political web your players can navigate.
Dynamic Relationships
Faction relationships should change:
- Player actions shift alliances
- Events create new conflicts
- Old enemies find common cause
- Former allies betray each other
Update relationships as your campaign evolves.
Linking Members
Adding NPCs to Factions
From the NPC:
- Open the NPC
- In Faction affiliations, add the faction
- Note their role if relevant
From the faction:
- Open the faction
- In Notable members, add NPCs
- Consider adding relationship descriptions
Benefits of Linking
- See all members when viewing a faction
- See all factions when viewing an NPC
- Understand who the party is really dealing with
- Track double agents and secret affiliations
Tips for Better Factions
Give Every Faction a Face
Abstract organizations are hard to care about. Give each faction:
- A leader the party can interact with
- A representative they encounter regularly
- A memorable location (headquarters, hangout, temple)
The Thieves Guild becomes interesting when it is "Fingers" the information broker at The Rusty Anchor.
Create Faction Conflicts
Factions should want things that conflict with other factions:
- The Merchants Guild wants low tariffs; the Crown wants revenue
- The Church wants to destroy the cult; the cult wants to survive
- The Thieves Guild wants the Watch corrupt; the new Watch Captain wants reform
Conflict creates drama. The party gets pulled into taking sides.
Let Factions React
When the party does something significant, ask: "How do the factions react?"
- The party helps the Watch - Thieves Guild notices
- The party offends the noble - House politics shift
- The party finds the artifact - Multiple factions want it
Factions that react feel alive.
Use Secrets Strategically
Every faction should have at least one secret:
- True leadership (the merchant is a front for the assassin)
- Hidden agenda (the charity is recruiting cultists)
- Internal conflict (the second-in-command wants to take over)
Secrets create revelations and betrayals.
Example: Creating a Faction
Name: The Hollow Circle
Type: Religious (cult)
Influence level: Regional
Description: A secret society convinced that a great darkness is coming and that only controlled sacrifice can avert it. They operate in the shadows, recruiting from the desperate and the idealistic.
Goals:
- Complete the Ritual of Binding before the Darkness arrives
- Protect the innocent (especially children) from the coming calamity
- Convert or eliminate those who would stop them
Methods:
- Operate through legitimate fronts (charities, businesses)
- Recruit through hope and despair, offer purpose to the lost
- Sacrifice the "guilty" to protect the "innocent" (they decide who is who)
- Eliminate threats quietly, no witnesses, no evidence
Values: The greater good justifies terrible means. Sacrifice is noble. The coming darkness is real.
Taboos: Harming children. Pointless cruelty. Drawing attention.
Resources:
- Wealthy patron funding (Lord Castellan Varen)
- Network of safe houses across the region
- Ancient texts describing the Ritual
- Several members with political influence
Strengths: Secrecy, true believers willing to die, influential patron
Weaknesses: Small numbers, reliance on prophecy, internal doubt about methods
Secrets:
- Their predictions about the darkness have been accurate
- Lord Varen believes one of the player characters is prophesied
- Some members are having doubts about the "sacrifice the guilty" approach
Internal conflicts: Hardliners vs. moderates on who counts as "guilty"
Leader: Lord Castellan Varen (linked)
Headquarters: The Sanctuary (hidden temple beneath Varen's estate)
Notable members:
- Lord Castellan Varen (patron, true believer)
- Sister Mercy (recruiter, runs the orphanage front)
- The Confessor (enforcer, handles "problems")
Allied factions: None openly
Enemy factions: The Church of the Dawn (if they knew)
Tags: cult, villain, arc-2, secret
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