AX&X: Powers of the Land

Factions, territory, and standing. A factions supplement for AX&X.

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The Contending Powers

Powers older and larger than any one party have carved up the land between dungeons: merchant assemblies, horrors under the hills, hordes, courts, and cults. Each has a territory, a people, a specialty, and a want, so a party’s choices ripple past the dungeon mouth.

The feel is the old hex-map wargames, a weird continent of kingdoms: ancient, scheming, every border a grudge. None of this is needed to crawl a dungeon. Bring it in when you want the world to push back and keep its own books. The roster is generated from factions.csv, so adding a row raises a new power.

Running These at the Table

Do not bring all of them in at once. Treat the roster as a map to draw from. You stage only the few you need.

Reading an Entry

Standing

Track your Standing with each power you deal with: Hostile, Wary, Neutral, Favored, Sworn. Start at the rung its entry gives and move one step at a time.

What They Want

Each power wants something: coin, secrets, blood, worship, land, or the Doom to run out. The hook in each entry names it. Serve the want to rise, thwart it to fall. A power that gets what it wants from you will overlook a great deal else.

Favor and Enmity

Rivals

Powers contend, so your friends make your enemies. Aiding one power shifts you a step against each rival its entry names. You cannot befriend the whole map; choose your enemies deliberately, and let two foes spend themselves on each other.

Ties to the World

A character’s core Tie, an ally, enemy, patron, mentor, or contact, belongs to a power. Roll or pick which, and that bond gains a banner, a region, and a want behind it. Now the favor owed to one name is a lever on a whole faction.

The Foretold Doom

If you run the Foretold Doom, the powers answer to it. At each Decline step, one rises and one falls: a horde crosses a border, an assembly packs its gold and flees, a hooded cult throws back its hoods. The Comet’s Faithful and the Bone Clerks swell with the dark. The rest must choose a side, and will remember which side you chose.

Raising a Power

Give it a region, a people, a specialty, a stance, and one strange want. Add a hook that makes it more than a flag on a map. Price its favor and its wrath against the party’s Level, and set it against a neighbor so the land stays at odds.

The Powers

Generated from factions.csv. Each is a faction of the land.