Factions

A **faction** is a group of pilots that work together for a common purpose, but not necessarily while working *for* anyone outside the group. It is generally accepted that a pilot, particularly a new one, will do better by joining a posse, squad, trade, or faction, giving them the time and opportunity to gain some professional experience. If that sounds like an internship to you, you wouldn't be wrong.

The most common types of factions include:

* Trading caravans
* Nymbak herders
* Messengers
* Search-and-Rescuers
* Bandits

Keeping in mind that most pilots that join a faction don't stay with it for more than a handful of years, the age of some of these factions is very impressive, stretching back as far as anyone can remember. And of course, the older and more established the faction is, the more desirable it is to join, adopting some of the group's prestige and respect for themselves when they take on the faction's Mark.

**The following list of factions is incomplete, but will be updated regularly in the future.**

1. The Flying Arses - No one is really clear on what these fellows do, but no one's really complained about them yet, so we're going to assume they're completely honest and come by their money definitely 100% aboveboard.
2. Longwing Lighthouse - A search-and-rescue team that works along the southern shore of Springline Loch, one of the largest bodies of water anyone's actually mapped out.
3. The Blue Haralds - Only one of this faction actually rides a blue peg - the leader, Judd Hunter, rides a Sapphire Light Broadwing. Judd and the rest of the Heralds serve as messengers at Carver Canyon Falls, where goods and letters often need to reach their destination as soon as may be.
4. The Winter Wings - Search and Rescue team from the far north. Three of the four fly on Snowshoe Broadwings, and all of them hold a great disdain for "soft southerners." They still take on one or two every year, though. "For the experience."
5. The McManus Gang - A rough-and-tumble gang that runs wild near Fen's Ascension. They'll rob you blind if it looks like you're carrying anything worth stealing, but they've also been known to offer strangers dinner if they stumble on their camp after dark. No one's quite sure what to make of them.
6. Northwind Airborne - A longhaul messenger team with specific relay points. They work in pairs or trios to make sure the relays are always manned, but come together in winter to train.
7. The Screaming Bushcats - A racing team that specializes in pilot duels. They split winnings between all six of them, so they're constantly on the move, looking for new competitions.
8. Airborn Rangers - A team of foragers, hunters, and artisans that specialize in finding or making custom items, like tack, medicines, and flying gear. They mostly work out of the Oak River area, but might wander a long way in search of a special order, if the price is right.
9. Whistlewind Company - A squad of traveling musicians and performers. They can sing, dance, act, tumble, juggle, and play instruments. Due to the nature of travel by pegasus, they all play woodwinds rather than stringed instruments. In addition, their pegs are accustomed to wearing ribbons, blankets, tassels, and even hats. These long-suffering beasts are as much a part of the show as their pilots.