Settlement Factions — Power in Motion

Factions in Western Horizon are organized power structures competing for influence over resources, districts, and landmarks. They’re not demographic categories—they’re interpretive lenses that create meaning and conflict.

Factions as Dynamic Forces

Factions rise and fall. They gain and lose power. They physically manifest through landmarks. Each faction has a symbol, a paradigm (their nature), and power tokens (their current influence). This concrete representation makes political maneuvering visible and trackable.

Starting Factions (The First Two)

First Faction: The Paradigm

Roll on Power–Paradigm (Ex Novo p. 40):

2d6ParadigmNature
2ClanFamily/tribal bonds, hereditary authority
3GuildCraftsmen/merchants, economic power
4FaithReligious authority, spiritual guidance
5CouncilDemocratic assembly, elected leaders
6CabalSecret society, hidden influence
7CorporationBusiness monopoly, economic control
8WarbandMilitary force, martial authority
9NobilityAristocratic bloodline, traditional rule
10CommuneCollective ownership, shared resources
11SyndicateOrganized crime, black market
12CultZealous believers, radical ideology

Name the faction specifically (“The Crystalline Order” not just “Mages”), choose a symbol, mark 2 power tokens.

Second Faction: The Relationship

Roll on Power–Relationship (Ex Novo p. 41) to determine how the second faction relates to the first:

2d6RelationshipDynamic
2OppositionDirect rivals, competing for same goals
3ComplementFill different niches, symbiotic
4SubordinateServes the first faction’s interests
5ParasiteExploits the first faction’s power
6SchismBroke away from the first faction
7IndependentCoexist without direct interaction
8ReformSeeks to change the first faction
9Rival ideologySame methods, different values
10UpstartNewer, challenging established power
11AllianceFormal partnership, mutual goals
12Merger threatAbsorbing or being absorbed

Name, choose symbol, mark 1 power token, describe relationship in one sentence.

Guild Integration

The Adventurers’ Guild is always at least a minor faction. For starting settlements, make one of your two factions the Guild. For other settlements, add the Guild as a third faction (1 power token, small presence).

BF&B Community Roles as Faction Types

When you need more factions, use these archetypes from Beak, Feather & Bone:

RoleFocusNatural Conflicts
MagesMagic, knowledge, experimentationClerics (faith vs. reason), Elders (tradition vs. innovation)
MinersResources, underground, extractionFarmers (destruction vs. cultivation), Clerics (sacred ground)
FarmersAgriculture, food, land stewardshipMiners (land use), Ranchers (territory), Merchants (prices)
RanchersLivestock, trade, animal husbandryFarmers (land boundaries), Hunters (wild vs. domestic)
ThievesCrime, shadows, redistributionSoldiers (law vs. chaos), Merchants (theft vs. profit)
SoldiersDefense, order, militaryThieves (order vs. liberty), Elders (military vs. civilian rule)
MerchantsTrade, wealth, connectionsElders (profit vs. tradition), Thieves (legitimate vs. black market)
EldersTradition, wisdom, governanceMerchants (tradition vs. progress), Mages (wisdom vs. knowledge)
ClericsFaith, healing, spiritualityMages (faith vs. reason), Miners (sacred vs. profane)
StrangersOutsiders, mystery, changeAnyone (outsider vs. insider tension)
HuntersSurvival, wilderness protectionMiners/Farmers (expansion), Ranchers (wild vs. domestic)

See also: Mystic Arts Political Factions for the three-faction framework (good/bad/ugly) that creates fractal political complexity.

Power Token Economy

Ex Novo uses a closed token economy to make faction influence concrete and zero-sum:

  • Growth Pool: Unallocated potential (starts with tokens based on settlement tier)
  • Faction Power: Influence over settlement decisions
  • Resource Power: Control over key resources
  • Landmark Power: Physical manifestation of influence

When factions gain power, tokens move from Growth Pool or other factions. When factions lose power, tokens return to Growth Pool or move to rivals.

The Seat of Power

The faction with the most power tokens controls the settlement’s primary authority:

  • Controls the most significant landmark
  • Sets settlement laws and priorities
  • Provides default authority figures
  • Determines what’s legal/illegal, valued/scorned
  • Reacts to threats and opportunities first

Power Shifts: If another faction gains more tokens, the Seat of Power changes. This is a major campaign event.

Faction Landmarks

Each faction should have at least one landmark representing their power:

  • Social hubs: Where faction members gather
  • Power symbols: Visible reminders of influence
  • Quest locations: Sites for faction-specific missions
Faction TypeTypical Landmarks
MagesTower, library, laboratory, observatory, academy
MinersMineshaft entrance, smelter, guild hall, ore storage
FarmersGranary, market, communal barn, festival grounds
SoldiersBarracks, armory, training yard, fortress, watchtower
MerchantsTrading house, bank, warehouse, auction hall
ClericsTemple, shrine, monastery, graveyard, healing house
ThievesHidden tavern, gambling den, underground passage
EldersCouncil hall, archives, ancestral estate

Factions Through Play

Factions aren’t static. As the campaign progresses: historical events shift power, player actions support or undermine factions, new factions emerge, old factions collapse, the Seat of Power changes hands. Update faction power after each major arc.