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Factions

Factions are the driving forces behind a living world. Kingdoms, guilds, cults, and warbands plan and act to pursue their own goals. Their ambitions shape borders, spark conflicts, and create opportunities for adventure. When a dragon’s minions raid a village, an orc horde claims a ruin, or an assassin guild infiltrates a baron’s castle, the world changes and other players are drawn into the consequences.

Templates

Factions can be easily created with tools called faction templates. A faction template defines the types and numbers of creatures in the faction, what its lair looks like, and what treasure it holds. Templates are structured like character classes: a level table at the top shows how the faction increases in power, and named features below describe each element in detail. A template is paired with a theme, which works similar to a subclass, to produce a faction with specific thematic identity.

Faction Rating

Every faction has a Faction Rating (FR) defined by its template. FR is set by the GM to match the intended challenge: FR 1 is appropriate for a first-level party, FR 2 for a second-level party, and so on. FR governs how many formations the faction has, the size and depth of its lair, and the richness of its treasure. Unlike PC class levels, Faction Rating does not change once the faction is created.

Formations

A faction’s creatures are organized into formations for easier tracking. Each formation type occupies one row of the Formations table on the record sheet, with the Numbering column noting how many exist (e.g. CF1–5 or RTF1–2). Numbering is a shorthand way to refer to formations, such as when showing their location on a lair map.

Core Formations: The rank-and-file creatures of the faction, usually its most numerous. A core formation typically consists of a small number of creatures and a low-ranking leader. Example: In a faction of kobolds, 10 kobolds plus a kobold inventor might make up a core formation.

Support Formations: Formations that supplement the core — specialists (e.g. spellcasters, scouts) and theme-specific groups (e.g. tamed beasts, allied creatures). The base template may grant fixed support formations and/or grant picks from a list of options; the theme may add more of either. Each support formation occupies its own row on the record sheet. Example: A faction of orcs might have support formations of dire wolves, goblins, or ogres.

Leader Formation: Typically one per faction; often a leader creature plus other formations. Example: A gnoll fang of Yeenoghu might be a leader formation comprised of a core formation of gnolls led by a gnoll pack lord plus a support formation of hyenas.

Sub Factions

Sometimes a faction controls entire other factions. Example: a red dragon faction controls a kobold faction that worships the dragon; the kobold faction is created separately and the red dragon faction record sheet notes that it controls them.

Themes

A theme is chosen at faction creation and represents the faction’s particular identity or environment in the same way subclasses differentiate classes. The base template defines what is always true of the faction type. The theme then adds support formations, additional lair areas, and additional lair features on top of the base.

Treasure

A faction controls some amount of wealth and perhaps magic items. These are best determined before player interaction since they can greatly influence faction behavior. Treasure typically consists of hoards (rolled on DMG tables) and specific items belonging to the leader, specialists, or other named creatures. The template specifies hoards and any other treasure.

Lairs

Factions naturally have a place to live. A lair is a collection of areas (e.g. guard post, nesting burrow, great hall) and features (e.g. traps, alarms, defenses, secrets). Features are assigned to areas. Formations and treasure are also assigned to areas to complete the picture. Themes may add lair areas and features beyond the template’s base set.

Key Terms

  • Faction Rating (FR): A faction's challenge tier. FR 1 suits a 1st-level party, FR 4 a 4th-level party. Set at creation, does not change.
  • Core Formation: The faction's main rank-and-file group, defined in the base template.
  • Support Formation: A formation that supplements the core — specialists, scouts, casters, or theme-specific groups. May come from the base template or the chosen theme; may be granted directly or via a pick from options.
  • Leader Formation: Usually one per faction; a leader creature plus other formations.
  • Theme: A subclass-like option chosen at creation. Adds support formations, lair areas, and lair features on top of the base template.
  • Pick: A choice from a list of options that adds one new formation row to the record sheet.
  • Hoard: A treasure roll on the DMG hoard tables, owned by the faction (recorded by Roman numeral).

Template Instructions

To create a faction, you will need the faction template, a blank faction record sheet, and the instructions below.

1. Faction Identity

At the top of the record sheet, fill in the Faction Name, Faction Template, Theme, Alignment, and Faction Rating (FR). Choose a name for the faction.

2. Choose a Theme

Select a theme from the faction template. The theme determines support formation options and adds lair areas and lair features beyond the base template. Note the chosen theme on the record sheet.

3. Determine Formations

Create each type of formation using the Faction Rating table and the Faction Features section of the template. Each formation type occupies one row of the Formations table. Give each new formation type a numbering based on its composition and use the Numbering column to record how many of each type exist (e.g. KF1–5 for 5 formations of kobolds or DWF1–2 for 2 formations of dire wolves).

Core Formations: Roll the number of Core Formations as indicated by the FR row in the table. Record them on the record sheet.

Support Formations: Record any support formations granted directly by the template for the current FR. Then, for each support formation pick granted by the template or theme, choose from the relevant Support Formation Options and add a new row for each pick.

Leader Formation: At the FR indicated by the template, record the leader formation on the record sheet.

Sub Factions: Use the indicated template to create any sub factions on a separate record sheet. Note the relationship on the controlling faction’s record sheet.

4. Record Treasure

In the Treasure section of the record sheet, record the following:

Hoards: Roll hoards according to the tables in the DMG. The template specifies how many hoards and at what CR. Give each hoard a roman numeral and record it in the Owner column.

Magic Items: Note any items granted to the leader or other creatures by the template features. Record the owner in the Owner column.

Use the Owner column to note which formation, creature, or hoard numeral holds each item.

STOPPING POINT — If the faction lair is not needed, the faction is ready at this point.

5. Determine Lair Areas

In the Lair Areas section of the record sheet:

Use the template’s Lair Areas section to determine which areas are included at the current FR. Higher FR factions include all lower-FR areas.

Add any lair areas specified by the chosen theme for the current FR. Also add any optional areas offered by the template, such as exotic areas or additional duplicates of starred areas.

Write each area name into the Name column of the Lair Areas table. Areas marked with * can be duplicated if more areas are desired.

6. Determine Lair Features

Using the template’s Lair Features section:

Pick features from the base feature list and any added by the theme. You may choose the same feature more than once. Record each in the Lair Features table: its letter (Letter column), type (Type column), feature name (Feature column), and mechanical effect (Effect/Notes column).

Some features create a new lair area. Add any such areas to the Lair Areas table.

Some lair areas added by the theme come pre-loaded with a specific feature. The area description notes which feature it contains. Record that feature in the Lair Features table; it does not count against the total lair features noted in the Faction Ratings table at the top of the template.

Lair feature notation

Templates present each lair feature as a labeled block. The header line shows the feature's letter, name, type tag, and any modifiers (quantity, the (new Lair Area) tag, or (hidden) tag). The body lists the relevant fields:

  • Detect — how the feature is noticed before it triggers
  • Find — investigation check to discover (used for secrets)
  • Save — save ability and DC when the feature triggers
  • Attack — attack bonus and reach (used for creatures)
  • Effect — what happens
  • Reference — pointer to Monster Manual stats for guardian creatures

Fields that don't apply to a given feature are omitted. The (new Lair Area) tag means picking the feature also adds a new lair area. The (hidden) tag on a creature means the players must spot it (passive Perception vs. the creature's Stealth) before they can act against it.

7. Generate the Basic Map

Choose a faction history and goal according to the template and note them on the record sheet.

Drop a number of dice onto a blank sheet according to the template instructions. Each die marks one area.

Working top-down through the Lair Areas table on the record sheet, write the next area name beside the appropriate die on the map (use the template's instructions for which die corresponds to which area). Cross out or remove each die once its area is recorded, and repeat until all areas are placed.

If indicated on the faction template, use each die’s result to determine additional information about the lair area (e.g. depth). Record this in the Position column of the Lair Areas table.

The template may call for more than one round of dice drops. If a die lands on or very close to an existing area, slide it to the nearest clear space. Alternatively, you may leave the die in place and draw a downward arrow between the two area names to indicate a vertical connection (e.g. a shaft, spiral, ladder).

Place all lair areas including those added by the theme or other sources.

Connect lair areas with passages by drawing lines between them.

Assign treasure hoards (by roman numeral) to lair areas on the map. Treasure often goes in important, deeper areas. Update the Treasure column of the Lair Areas table.

Assign lair features (by letter) to lair areas on the map and in the Features column of the Lair Areas table. Theme areas that contain a specific feature receive that feature automatically. For the rest: alarms go near the perimeter, traps deeper inside, defenses at key chokepoints, guardians and secrets near treasure.

Assign formations (by number) to lair areas on the map and in the Formations column of the Lair Areas table. About half of lair areas should have a formation; remaining formations are assumed to be away from the lair. Stronger formations are nearer the center; the leader formation goes in the leader’s area.

8. Finalize

The faction now has its creatures, formations, treasure, and lair defined. A basic map links them to lair areas. Additional detail or a more precise map can be added as needed.

Example: Kobold Faction

The DM is preparing a kobold faction that would be an appropriate challenge for a group of 4th-level characters. The kobolds inhabit a tunnel system near a ruined menagerie and have bonded with the beasts still lurking there.

Faction Identity (Step 1)

The DM fills in the record sheet header: Faction Name = The Gnaw Pack, Template = Kobold, Theme = Beast Master, Alignment = Lawful Evil, FR = 4.

Core Formations (Step 3)

The FR 4 row of the Faction Rating table shows Core = 1d4+6. The DM rolls a 3, for a total of 9 Core Formations (KIF1–9). Each KIF consists of 1 Kobold Inventor and 10 Kobolds.

The DM records one row in the Formations table: Numbering = KIF1–9, Formation = Kobold Inventor Formation, Composition = 1 Kobold Inventor + 10 Kobolds.

Support Formations — Specialists (Step 3)

Scale Sorcerers (FR 2 feature) grants 3 KSFs at FR 4.

The DM adds a row: Numbering = KSF1–3, Formation = Kobold Sorcerer Formation, Composition = 1 Kobold Scale Sorcerer + 1 Kobold Inventor + 10 Kobolds.

Support Formations — Beast Master Theme Picks (Step 3)

Apex Pack (FR 4) grants 2 support formation picks from the Beast Master options. The DM chooses one Dire Wolf Rider Formation and one Rat Tamer Formation.

The DM records WRF1 (3 Kobolds + 3 Dire Wolves) and RTF1 (1 Kobold + 10 Giant Rats) as two new rows in the Formations table.

Leader Formation (Step 3)

The Chief (FR 3) grants 1 Leader Formation.

New row: Numbering = KDF1, Formation = Kobold Dragonshield Formation, Composition = 1 Kobold Dragonshield + 1 Kobold Scale Sorcerer + 1 Kobold Inventor + 10 Kobolds + 3 Kobolds + 3 Dire Wolves.

Final Formations table has 5 rows: KIF1–9, KSF1–3, WRF1, RTF1, KDF1 — 15 formations in total.

Treasure (Step 4)

The FR 4 table row shows 2 hoards (CR 5–10). The DM rolls on the DMG table and records Hoard I and Hoard II in the Treasure table, each with its contents.

The Chief (FR 3) grants leader gear: +1 spear and +1 studded leather. The DM records these with Owner = KDF1.

Enhanced Treasure (FR 4) grants 2 items from Magic Item Table B and 1 item from Magic Item Table C. The DM rolls each and records them, assigning ownership between KDF1 and KSF2.

Lair Areas (Step 5)

FR 4 includes all base areas: Main Entrance, Guard Post 1, Nesting Burrow, Watering Pool (FR 1); Gathering Den, Guard Post 2, Hidden Entrance, Midden (FR 2); Chieftain’s Chamber, Dispute Pit (FR 3); Shrine to Kurtulmak, Guard Post 3 (FR 4). That is 12 base areas.

Beast Master theme adds Beast Pens (FR 1 theme feature) and Trophy Den (FR 3 Trophy Den feature). Total: 14 areas.

The DM writes all 14 area names into the Name column of the Lair Areas table.

Lair Features (Step 6)

The Faction Ratings table shows 8 picks from the feature list at FR 4. The DM chooses: A (pit trap) twice, B (tripwires) twice, C (hidden tunnel), D (ambush area), E (barricade), F (poison arrow).

Feature D creates a new lair area (Ambush Area). The DM adds it to the Lair Areas table — now 15 areas total.

Beast Pens (Beast Master theme area) comes pre-loaded with one of features G, H, or I. The DM chooses H: a hidden Giant Poisonous Snake. Trophy Den comes pre-loaded with feature J: 3 Cave Bears.

The DM fills in the Lair Features table for all 10 features (8 base picks + H + J), recording each letter, type, and effect or notes.

Basic Mapping (Step 7)

History and Goal: The DM rolls on Tribal Faction History and gets 9 (Victorious). He rolls on Tribal Faction Goals and gets 2 (Raid nearby roads, farms, or settlements). He notes both on the record sheet.

Wave 1 — FR1 areas (Main Entrance, Guard Post 1, Watering Pool, Nesting Burrow): The DM drops 4d6 and gets 6, 4, 2, 1. He assigns the 6 to Main Entrance. He assigns Guard Post 1 to the 4, Watering Pool to the 2, and Nesting Burrow to the 1. Each die's value gives depth: 1–2 = Lower (L), 3–4 = Mid (M), 5–6 = Upper (U). He writes each area name and depth letter next to its die.

Wave 2 — FR2 areas (Hidden Entrance, Gathering Den, Guard Post 2, Midden): The DM drops 4 more d6 and gets 5, 4, 3, 2. He assigns the 5 to Hidden Entrance. He assigns Gathering Den to the 4 (Mid), Guard Post 2 to the 3 (Mid), and Midden to the 2 (Lower). He writes each area name and depth letter.

Remaining areas — 7 dice (Chieftain's Chamber, Dispute Pit, Shrine to Kurtulmak, Guard Post 3, Beast Pens, Trophy Den, Ambush Area): The DM drops 7 more d6. He assigns area names in any order, placing Chieftain's Chamber and Shrine to Kurtulmak on lower values to push them deeper. He writes each area name and depth letter.

He connects all areas with passages. Guard Posts connect near the entrances. Watering Pool and Midden connect near the Nesting Burrow.

Hoard I goes in the Chieftain’s Chamber; Hoard II goes in the Shrine to Kurtulmak. The DM records the numerals on the map and in the Treasure column of the Lair Areas table.

The DM assigns features by letter. Beast Pens automatically receives H; Trophy Den automatically receives J. Guard Posts near the entrance receive A and B. The Hidden Entrance receives B and C. The Ambush Area (feature D) is placed adjacent to the Gathering Den. E and F go deeper near the chief’s area.

The template indicates that there should be a formation in about half of the lair areas. There are 15 lair areas, so the DM decides 7 of them will have formations. The DM assigns 7: KDF1 in the Chieftain’s Chamber, KSF1 in the Shrine, KIF1 and KIF2 at Guard Posts, KIF3 at Ambush Area, RTF1 and WRF1 in the Beast Pens. The remaining 8 are out hunting away from the lair.

Finalize (Step 8)

The Gnaw Pack is ready for play. The record sheet shows 5 formation types, 2 hoards plus magic items, 15 lair areas, and 10 lair features. The basic map places all of these spatially. The DM can add descriptions and additional detail as needed.