TEXT: 10 faction flags 
  by 
  chaotic shiny productions 
   
   
   
   
   
   
  http://chaoticshinyproductions.com 
  
   
   
  The United Marine Provinces 
  A coalition of baronies and 
  fortresses along the coast of the 
  Kendrik Ocean, the United Marine 
  Provinces all together are about half the 
  size of any of the neighboring kingdoms. 
  Their small size means they have little 
  in the way of military might, but their 
  true influence comes from their power 
  over trade. 
   
  All but two of the major ports 
  along the Kendrik Coast are a part of 
  the Provinces, and most of the smaller ports of any note are in the Provinces as well. 
  Any attempt by one of the larger kingdoms to gobble up a barony or fort that flies the 
  seahorse flag will immediately be met by crippling blockades, and heavy taxes on all of its 
  allies as well. Every few years there are rumblings that one of the major kingdoms will 
  try to invade the Provinces wholesale, but this will never happen – it’s in all of the 
  kingdoms’ interests to have the major ports be in the hands of a relatively neutral party.  
   
  Though the Provinces have no standing navy, they do sometimes commission 
  mercenary crews to wipe out any particularly troublesome pirates. Anyone who seas 
  the seahorse flag flying from the mast of a ship knows to stay away; the mercenaries 
  have a reputation for torching ships first and asking questions later. Who’s to say that 
  the charred wreck of a cutter wasn’t crewed by pirates, when none of that crew is alive 
  to argue the point?  
   
   
  The Kingdom of Iridin 
  A silhouette of the Founding 
  Prince adorns the Iridin flag. It is said 
  that the original flag, the one flown by 
  the Prince’s Rebels as they retook their 
  embattled kingdom, lacked the 
  silhouette. The earth-toned flag wasn’t 
  clearly visible from afar, and gave the 
  rebels a standard they could rally to 
  while keeping their enemies from 
  spotting their exact location. After the 
  rebels’ victory, the grey silhouette was 
  added as a symbol of their triumph. They no longer needed to hide their banner; the 
  rightful heir was one the throne once more and their work was done.  
   
  Today Iridin is a peaceful place, ruled by a line of Princes who never forget that 
  their first allegiance is to their people. It is said that somewhere in a storeroom deep in 
  the palace is a stockpile of rebel flags, waiting to be flown once again should they be 
  needed. 
  
  Lyre and Lore Company 
  A traveling group of players, 
  bards and musicians, Lyre and Lore’s 
  flag is a welcome sight along the road to 
  many isolated villages. The company has 
  a traveling circuit two years in length, 
  and so each visit brings a bounty of 
  outside news and new songs, as well as 
  coin and goods, to the towns and 
  outposts along its way. 
  The company has been traveling 
  the same route for over a century, and 
  much of the territory has changed hands in that time. None of the invaders cared much 
  for a small band of minstrels, until a few soldiers killed a singer by mistake. The small 
  village they were occupying rebelled, requiring an entire battalion to divert from the 
  main front and retake the town. Ever since then, it has been known in all the 
  neighboring regions that anyone wearing the insignia of the green lyre is not to be 
  harmed.  
   
   
  The Wolf-Walkers 
  A secretive cult, the Wolf-
  Walkers hide out in forests and rarely 
  venture into civilization. The group is 
  thought to be composed mostly of 
  druids, witches, and others with earthy 
  magic, though no one knows for sure. 
  Some say that most of the group has 
  supernatural power of one kind or 
  another, while others say that they’re a 
  common band of brigands with a few 
  hedgewitches and some clever tricks. 
  Either way, the group is a major hassle for any merchants passing through their 
  territory, and a severe obstacle for military forces on the move. 
  No one knows exactly what part of their ideology motivates the cult to attack 
  caravans and let lone travelers alone, but it’s hard to get more than a single cart through 
  their woods. They appear out of the forest without warning, striking with arrows and 
  spells. Sometimes the corpses of those they kill show up on the edge of the forest days 
  later, but more often they’re never found at all. Some rumors go that they desecrate the 
  bodies as part of their dark rituals, but most people believe that they don’t even respect 
  the fallen enough to return them to their kinfolk. 
  
  The Coiled Serpent 
  A shadowy political faction, the Coiled 
  Serpent draws its members from the elite of 
  the merchant class, as well as a lesser nobility 
  and even a few of the better known 
  entertainers of the region. While not outright 
  rebellious, they are known to be discontent 
  with the status quo. It’s less a matter of 
  principle, and more a matter of self-interest; 
  none of the members of the Coiled Serpent are 
  currently in charge, and they’d like that to 
  change.  
  The group’s power comes as much from 
  its secrecy as from the personal influence of 
  any of its membership. No one can be quite sure which law or official the group is in 
  favor of or against, and so often those trying to second-guess the group’s intentions will 
  end up playing right into their hands. 
  A few of those who’ve been crossed by the Coiled Serpent have hired 
  investigators and assassins to go after the group’s members, but most of these attempts 
  have met with failure and retribution.  
   
   
   
  The Griffon Rampant 
  Named for the device on their flag, 
  this order of knights and templars is 
  dedicated to upholding freedom and justice – 
  in that order. The blue stripes are the color 
  of the sky and sea, representing the freedom 
  to travel anywhere and do anything. The gold 
  represents mortal coin, a pale imitation of 
  what the group believes truly matters. The 
  red, of course, is the blood that will be shed 
  in pursuit of both. 
  The Griffon Rampant are often former 
  soldiers or temple guardians who grew weary 
  of waiting for the world to change, and 
  decided to take matters into their own hands. 
  They are warmly welcomed in some 
  kingdoms, and banned on penalty of death in 
  others. Where they are welcomed they act 
  almost as an extension of the local law enforcement, vigilantes with a divine mandate. In 
  other places, they encourage rebellion against authorities they see as too restrictive.  
   
   
   
  
   
  The Knights of 
  the  Joust 
  Every five years, the 
  prince of Iridin holds a 
  royal joust. Brightly 
  colored pennants fly from 
  every building in the 
  capitol, and heralds carry 
  the same flag throughout 
  the kingdom to announce 
  the event.  
  There are days of 
  feasting both before and after the joust, and every merchant in the city raises their 
  prices at least by half. Some joke that the gold and silver on the flag are for all the coin 
  the shops make, rather than the more traditional interpretation that they represent the 
  shining glory to be won on the field. The band of green is for the field itself, and the red 
  for the blood inevitably spilled during even the safest contest. The blue-rimmed white 
  triangle is the same as the flags that are traditionally waved to signal the start of each 
  pass of the joust.  
  The knights who win the joust share a unique bond, and each winner pledges to 
  come to the aid of the others in times of need. Only once has this happened, when one 
  of the knights was assassinated in his own keep. The others tracked down the killer, and 
  took turns running the keep until the slain knight’s son was of age. 
   
   
   
  The Priesthood of the Skies 
  Every pantheon has a sky god, 
  and the Priesthood of the Skies believes 
  that all these gods are one. Since such 
  gods are usually the leaders of their 
  pantheon, the True Sky God must be 
  the most powerful of all deities. A 
  divine puppet master controlling 
  cultures through their pantheons, the 
  True Sky God is the only god worth 
  worshipping.  
  The priesthood seeks to 
  advance his goals on earth, manipulating societies as he manipulates the skies above. 
  They disguise themselves as clergy of other religions, leading rituals in the names of any 
  sky or weather god that’s popular in the region. The priests try to convert acolytes to 
  their cause, and raise their sky god above all the others in the pantheon if he isn’t in that 
  place already. They also involve their temple into local politics, channeling funds from 
  nobles and politicians into the temple’s coffers, and from there into the hidden 
  storehouses of the priesthood. 
  
   
  The Bloody Falcon 
  A notorious band of slavers, 
  the Bloody Falcon are no ordinary 
  plunderers and kidnappers. They 
  only enslave magic users, tracking 
  their targets for weeks or even 
  months before striking with special 
  spells and shackles that repress 
  magic. Their slaves are highly prized, 
  as it’s much cheaper in the long run 
  to buy a kept pyromancer or 
  necromancer than to pay fees to a 
  free one.  
  Casualties are high in the group, as even with all the preparation in the world, 
  arcanists are not easy prey. Still, many aspiring mercenaries and slavers flock to the 
  crimson and black banner. The work is dangerous, but it pays far better than normal 
  slave trading, and those few members of the group who survive leaving it can command 
  high fees for assassinations and kidnappings of their own design. 
   
   
   
   
   
  The Axes of the Purifier 
  A scourge against evil – which 
  includes anyone their perceive as 
  immoral – the Axes of the Purifier 
  believe they are the heralds of a long-
  awaited messiah who will return 
  purity to the land. They slay demons, 
  devils and monsters of all kinds, but 
  deal the same harsh justice to thieves, 
  adulterers and gamblers.  
  The Axes believe that the 
  purpose of all good creatures is to 
  fight evil, and so anyone who does not actively seek out and destroy beings of darkness 
  is as bad as a demon. They’ve been known to impress both men and women of fighting 
  age into their militia, and sometimes kidnap children to indoctrinate them to their ideals. 
  They see this as saving the children from their sinful and slothful parents, giving them a 
  chance to live a better life in the service of goodness.  
  Though invididual members of the Axes are harshly disciplined, the group as a 
  whole is fragmented. There are branches scattered throughout many kingdoms, all with 
  their unique take on the core ideology. Bloody battles have been known to result when 
  two branches get together to debate ethical dilemmas.  
  
  Want more flags? 
  All of the flags in this pdf were generated by the flag generator in the Kingdom Builder 
  Generator Pack II, with absolutely no alteration (aside from resizng a couple of them).  
   
  The flag  generator lets you choose the shape, colors and features of your flag, or let all 
  of those be random. You can use your own images – automatically converted into 
  silhouettes – or make flags with the over 300 images already in the generator. 
   
   
   
   
   
   
   
  The Kingdom Builder II also has text-based generators that make place names, armies, 
  fashions, laws, important NPCs, events and more.  
   
  You can find the Kingdom Builder II on RPGNow or at 
  http://chaoticshinyproductions.com/kingdom_pack2.php 
  
  About the Author 
  Hannah Lipsky has been writing since she first picked up a pencil, and gaming 
  since the summer before high school. Her first character was a 1st edition D&D mage 
  who didn't know magic missile. She's come a long way since then, and wreaked havoc 
  across multiple systems. 
  She got her start writing and editing for the Roleplaying Tips e-zine, and has a 
  few scribblings in Goodman Games' book, Azagar’s Book of Rituals. She's always 
  dreamed about making a living doing what she loves, this is all a part of that dream. 
  She currently lives in the Bay Area with a palawizard who midnights as a High 
  Programmer and has been seen flying a luxury spacer for a noble and a Jedi padawan.   
   
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SOURCE: textdata/thevault/_GM Books/World Building & Game Design/ Misc #, A/10_Faction_Flags_(11766552).pdf