A faction is an organization or a group within a kingdom which is attempting to assert political, economic or social control over the entire kingdom, or some part of it. A faction can be a variety of different things, for example a guild, a secret society, or even a government organization or the nation's military.
The central mechanics on how the faction rules work revolve around goals and operations. All factions start with a Major Goal, which is basically their primary mission. For example, a merchant's guild might seek to control all trade in the kingdom. As factions grow, they can also have Minor Goals, which are similar, but typically smaller in scope.
Operations are what a faction actually does with its time and resources. There are a number of different operations, but some examples are: advancing one of the faction's goals, recruiting new members, earning wealth.
Factions have a fair number of similarities with kingdoms. Here are some of the more prominent ones:
- They use points to track resources, but use Wealth Points (WP) instead of Build Points (BP). One WP is worth 400 gold, and 1 BP is worth 10 WP.
- Operate on the kingdom turn right after the Edict phase.
- Have rough equivalents of the main kingdom attributes: Power, Reputation and Resources correspond to the Stability, Loyalty and Economy kingdom attributes, respectively.
- Have a tension attribute, which is similar to a kingdom's unrest.
- They have a size similar to kingdoms. Every size point is roughly 10 members.
Factions are of course much simpler than kingdoms. There are only five steps to a faction turn:
- Check tension to see if the faction might splinter
- Pay upkeep costs
- Undertake operations
- (Optional) Add wealth by paying 400 gold/ WP
- Determine income
There are several other aspects to a faction such as their alignment, type, secrecy, goal types, etc., but this should give you an idea of how they work.