Codex / Statecraft / Factions
Live in game

Factions

A faction is a record with a name, a type, a leader, members ranked from recruit to crown, a color, and a hand-drawn flag. Everything in Medieval Armies — territory, war, recruitment, the gods' favor — flows through who belongs to whom.

Founding and running a faction

Players found a faction through the in-game menus, then build it out from there: recruit NPCs once you've earned their trust, kick members, promote and demote, and disband if it comes to that. Every member holds one of four ranks:

Disbanding releases everything the faction held — its territory and its army are dissolved with it.

Colors & flags

Each faction carries a hand-drawn pixel-art flag designed right in the game. Its members wear the faction's color as a tinted tabard and carry a two-line nameplate — the faction name above the personal name, e.g. “Aldermark Crown” over “Wenrik son of Halfred.”

The twenty rival factions

Twenty factions already hold the continent when you arrive. Each leans toward a trade — and that character shapes the land it lives on, tilting the riches in its soil and the beasts in its biomes. Where a faction lives changes what its land is worth.

Aldermark CrownMartial
Ironwall LegionSmiths
Hearth of SaerinAgrarian
Goldroad CompanyMerchants
Market ConcordMerchants
StonebreakersMining
Greenmantle WardensForesters
Order of the QuillScholars

A representative sample of the twenty, spanning the Mining, Agrarian, Foresters, Smiths, Merchants, Scholars and Martial trades across the map.

Relations

Every faction holds a stance toward every other — and toward you, the moment you raise your own banner.

StateMeaning
AlliedMutual aid; will rally to one another.
PeacefulActive goodwill, no aggression.
NeutralIndifference — the default.
HostileWill engage on sight.
At warOpen conflict.

You can inspect and edit these standings from the in-game Faction Information screen.

Grudges

Standings aren't only set by decree. Spill enough of a faction's blood and resentment builds on its own — a grudge that festers, then fades if the violence stops.

Power & claims

A faction's strength is more than headcount. Territory & Claims covers how that strength decides whether you can take ground from a rival.