Three factions are confirmed as fully playable in Chronicles: Medieval at the Early Access gameplay reveal: England, France, and the Holy Roman Empire. Each is tied to a region of the playable map spanning the British Isles, France, and the Empire, and each fields its own historical units and brings distinct cultural habits to the battlefield. The Holy Roman Empire was the last of the three to be shown publicly, debuting alongside the June 2026 gameplay reveal.
In Chronicles: Medieval, a faction is not a single monolithic bloc. The world models feudal society as a network of individual lords linked by titles, so a faction can span the full range of nobility from a common knight up to an emperor. The detail below covers the three cultures playable at Early Access; their political machinery is described under Lords, Power, and War.
Playable Cultures
Faction | Battlefield Identity | Confirmed Units |
|---|---|---|
England | English longbowmen prefer the Flanks, where they have clear lines of sight and room to bring their longbows to bear. | English Longbowmen |
France | French heavy cavalry gravitate to the Vanguard, eager to lead the charge, reflecting the culture's cavalry dominance. | French cavalry |
Holy Roman Empire | Imperial forces favour a dense Vanguard and Middle Guard, presenting a wall of well-drilled armoured men to break against. | Imperial polearm infantry |
Each culture carries its own placement preferences, and the deployment system reads those preferences to position each unit where it fits best. The result is that an army's battle lines take on a distinct shape depending on which culture fields it, scaling to any size of army.
Cultural Units and Veterancy

Players recruit, train, and command historical military units drawn from their culture. Confirmed units include English Longbowmen, French cavalry, and Imperial polearm infantry. Units gain veterancy over time and unlock advanced techniques as they progress, in the same way a player's character advances through Apprentice, Journeyman, and Master tiers in combat. The studio has said a wider selection of units and additional factions are planned for development during the Early Access period.
Factions as Networks of Lords
Because factions are built from individual lords rather than fixed teams, diplomacy is character-to-character. Befriending one noble within a faction does not automatically make a player a friend to the others within it. A single faction can encompass the full range of nobility, from the lowliest knight to the most renowned emperor, all linked through the title system. Rising through a faction, claiming titles, and gathering vassals is the core of the army commander path. See Lords, Power, and War for titles, legitimacy, vassals, and war, and Castle Building for holding the territory a faction controls.
Historical Grounding
The factions and their conflicts draw on the era of the Hundred Years' War, the long struggle between England and France, with the Holy Roman Empire as a major third power in the medieval Europe the game depicts. The studio has been clear that the game is a sandbox inspired by the politics, warfare, and tensions of the period rather than a strict historical recreation or a direct simulation of that conflict. Real historical settings and figures appear depending on the chosen historical chapter, with creative liberties taken to keep the experience engaging.