Each player within the campaign controls a Faction, which exerts an influence on the world.

Factions have both wealth and influence and are composed of a set of named characters, broadly called Companions, and a broader base of Followers. They operate from some form of base, be that a Dwelling within a settlement, a Settlement of their own or moving from place to place as nomads or in some form of Vessel, be it a caravan or a sailing ship or something more exotic.

Players factions begin with two special types of Companion, the Thane and their Skald.

1. For the Thane and their Skald: pick a name, their race and culture and their profession. Race represents their physical characteristics, where as culture speaks to their background and upbringing. Profession is a reflection in their choices up to the time they were chosen. You need not pick the same race, culture or profession for the Thane and Skald.

Background on each of the Races, Cultures and Professions can be found on their respective pages or in the Setting page and those beneath it. Starting characters may choose from the below options:
Example: Delvin is a Easterling Human Warrior and Kari is a Southron Dwarrow Bard

2. For the Thane: pick an opportunity, the reason why they have sought out making a name for themselves in the borderlands.

Players should pick from the Opportunities: Seeks Glory, Profiteering or Exile

Example: Delvin is a Thane who Seeks Glory

3. For their Skald: pick a tie, the reason they have bound their future to the chosen.

Players should pick from the Ties:: Retainer, Life Debt or Hireling

Example: Kari has a Life Debt to Delvin

4. Each faction begins with a single unit of Followers, chosen from the Starting Units. Each unit consists of ten unnamed followers and will normally be compromised of a single race and culture - though players may encounter mixed units as they explore the world. Followers can normally be considered to be Commoners, but may receive recognition or specialise as they progress.

Example: Delvin's Warband is a unit of Easterling Humans

5. Each faction requires somewhere or something to base their operations from, chosen from the Starting Dwellings, Settlements and Vessels. Choosing a croft within an existing settlement will be readily discoverable but provides a measure of security and access to facilities. Choosing a hidden cave far from civilisation will make you hard to find, but means you will need to be self-reliant. Choosing a longship, nomad herd or trading caravan may free you from be caught in a single place, but restrict the facilities you can use.

Example: Deep in the hills the Holdfast is a Hidden Hall

6. Each faction then has 120 Crowns to spend on raw materials and equipment from the Starting Resources. No units may be recruited before play begins nor further enhancements, renovation or construction enacted. All resources purchased at this stage must be able to be equipped by your Companions or Followers, or fit within the Storage available within your base of operations. Any remainder is included in your reserves.

Example: Delvin opts to purchase Swords and Shields for his Warband, together with 2 months of Rations and 40 units of Stone and 20 of Lumber

7. Finally pick a name and device for your Faction

Example: Delvin's motley crew is called The Bloody Handed and they wear a red hand-print on a black background

Our Example Faction Creation expands on The Bloody Handed, including the relevant tracking sheets. We will be using them for our examples through the rules.