Factions and Memory
Guilds, veterans, covens, chapters — a Faction remembers what you did. Each tracks loyalty (−5..+5), a memory ledger (every grant, slight, and debt, weighted 1–3), and a seasonal demand.
Memory: every favor or injury is written down with weight. Loyalty = sum of weights (capped ±5), decaying 1/year toward 0 unless renewed. At +3 a faction aids you unasked (loans at −5% interest, +1 on related rolls); at −3 it schemes (Intrigue op vs you each season).
Strength (1–5) sets a faction's reach: it can lend up to 1,000 gp × strength, raises strength companies of militia when it aids you in a crisis, and its schemes against you add half its strength (round down) to their intrigue rolls.
Demands: each season a faction asks one thing — charters (burghers), back-pay (veterans), grove rights (covens), rites (clergy). Grant (cost gold/action, +1 loyalty), bargain (check DC 12, +0), refuse (−1 loyalty, +5 unrest weighted to their class).
Co-opt vs crush: co-opt a faction leader with a post or charter (500 gp × tier, +2 loyalty); crush with an Intrigue + Trial pair (DC 14, −3 loyalty from kin factions, −1 Stability for a season).
Example: the Discharged Veterans (loyalty −1, memory: owed back-pay weight 2). Grant 800 gp back-pay → loyalty +1, and their sergeants train your levy next season. Refuse → sow-dissent op vs your barracks by winter.