Each player within the campaign controls a Faction, which exerts an influence on the world. Part of that influence is in the actions of the Thane, the leader, and their Skald, who sings of their deeds. Part is in the actions of their Followers, both feal and hidden. Part is their wealth, their Dwellings and Settlements and Vessels - each of which exerts a palpable presence.

Beyond and beside the player Factions exist a number of non-player Factions - representing the realms, the religions, the merchants and various other polities. It is possible for people to proclaim fealty to more than one faction, especially where they have orthogonal beliefs or needs.

In terms of mechanics, Factions have both wealth and a set of influences (on other Factions, Settlements, etc) and are composed of a set of named characters, each called a Companion but including the Thane and the Skald for player controlled Factions, 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. Indeed mature factions may influence several settlements, operate a sizeable fleet of vessels and so on.

Finally each Faction must select a starting focus, from the list below. Representing the internal culture of the Faction, these may however be changed through an appropriate quest
Example: The Bloody Handed is focused on Acquisition of Military Power hence begins with a a bonus to Reciting and Challenges. Led by a Warrior Thane, Delvin, they therefore begin with a reputation with the Geltvar as well. At the start of the campaign the Faction consists of Delvin, a Skald named Kari and a unit of Easterling Humans - based out of a Hidden Hall named the Holdfast