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Faction Types

Rough outlines correlate the power of organizations with their members/influence.

Recuperation

When a Faction loses members below their threshold, they are demoted. If this happens to a non-gang/non-Cult the faction is likely to fracture.     If a Faction loses members, Underlings/Devotees can fill on the ranks, at ~10% per day. Until they reach their previous state.

Gang:

Anything from a band of forest-bandits to a small mercenary organization. These factions comprise a single entity that is directly governed by a leader, most likely the strongest of the lot.
  • Leader: Often the strongest/smartest member of the group who has managed to gather loyal followers
  • Members: These small gangs comprise 5 to 10 members
  • Underlings: A gang has 0,1 or 2 Underlings per member (0 to 20), and underling is anything subservient to a Member, lower-ranking guards, servants, etc.
  • Area: These gangs control or share control over a limited area, a single district, or a single major road.
  • Hideout: Small buildings, oftentimes barely adjusted for their purpose.
  • Connections: Most of the time these gangs operate alone unless under the protection of a guild, organization, or a mysterious benefactor.

Crew:

Anything more complicated than a Gang, but still mostly self-sufficient.
  • Leader: Often the strongest/smartest member of the group who has managed to gather loyal followers, often with one or more second in commands.
  • Gangs: These crews out 2 to 4 Gangs, (10 to 40 members, and 0 to 80 underlings)
  • Area: These Crews have control over a single area, like a district or a single road, and often clash with neighbors that intrude in their domain.
  • Hideout: Medium-sized buildings, probably custom build, and well defended.
  • Connections: As these crews control a sizable area they are relatively influential probably having attracted sponsors.

Organization:

Anything from a thieves guild to a merchants guild. These factions comprise various smaller entities (Gangs) who owe fealty to the overarching leadership.
  • Leader: Often the strongest/smartest member of the group who has managed to gather loyal followers and support from other crews, sits at the head of an intricate web of people.
  • Crews: These Orgiztions comprise 2 to 6 crews (20 to 240 members, and 0 to 480 underlings).
  • Area: These Organizations control a single trade or area and are likely to clash with Organizations in neighboring domains.
  • HQ: Large custom build buildings catering towards the size and specialty of the Organization.
  • Connections: Often well known, these Organizations are known by any number of high-ranking individuals (roughly, 1 connection per 20 members)

Religious Community:

Anything from a religious sect devotes to some far realm being to a religious community devoted to one of the minor gods.
  • Patron: Most of these small sects are dedicated to a lesser god or some other beings of power.
    • Fiends: Any fiendish creature up to CR 5.
    • Far-realm: Any Aberration creature up to CR 5.
    • Divinity: Any God which isn't commonly worshipped in that region.
  • Leader: Either a charismatic person who promises great power to his followers or devotee of a lesser god.
  • Members: Total: 15-60
    • Priests: 5-10
    • Magic-users (20%): 1-2
    • Devotees: 10-50
    • Fanatics (10%): 1-5
  • Area: These fringe groups can be found in small villages and hidden in the wilderness.
  • Church: Hidden away from civilization, these communities commune from stone circles and secret meetings know to those invited.
  • Connections: However it's unlikely, sometimes powerful people join these cults.
  • Power: As this Group represents a cunning patron, the boons bestowed upon its members can be similar to 3th level spells.

Religious Group:

Anything from established religious beliefs to a cult that has been left to fester for a while.
  • Patron: Most of these larger sects are dedicated to an established god or some other beings of power.
    • Fiends: Any fiendish creature up to CR 10.
    • Far-realm: Any Aberration creature up to CR 10.
    • Divinity: Any God which is commonly worshipped in that region.
  • Leader: An recognized member of the community or a powerful individual who speaks for their patron.
  • Communities: 2 to 5, Total: 30-300
    • Priests: 10-50
    • Magic-users (20%): 2-10
    • Devotees: 20-250
    • Fanatics (10%): 2-25
  • Area: These groups can commonly be found in the hearts of civilization.
  • Church: Often these groups operate from large buildings which represent their deity, or under the guise of some other organization.
  • Connections: As these groups require support for people in power, these groups comprise a significant amount of powerful people (~20%)
  • Power: As this Group represents a somewhat powerful patron, the boons bestowed upon its members can be similar to 5th level spells.

Organized Religion:

Anything from a full-fledged religious movement, to the greater hierarchy of the devotees of one of the major gods, these factions comprise various smaller entities (Groups).
  • Patron: Most of these large Organizations are dedicated to an established god or some other beings of power.
    • Fiends: Any fiendish creature up to CR 15.
    • Far-realm: Any Aberration creature up to CR 15.
    • Divinity: Any God which is commonly worshipped in that nation.
  • Leader: Any powerful individual who speaks for his faith/for his patron, a beloved member of the community.
  • Groups: 2 to 5, Total:
    • Priests: 20-250
    • Magic-users (20%): 4-50
    • Devotees: 40-1.250
    • Fanatics (10%): 4-125
  • Area: These Organizations span massive regions.
  • Church: Located at the heart of the region, often a capital.
  • Connections: As these groups require support for people in power, these groups comprise a significant amount of powerful people (~20%)
  • Power: As this Group represents a powerful patron, the boons bestowed upon its members can be similar to 8th level spells.

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