I thought of doing compendium classes, but my problem then is that to make each faction worthwhile, I'd have to make each one a compendium class; I have around 2 dozen factions though that exist in Hellfrost as well as another couple of dozen reiigions each with their own separate cleric and paladin Moves, so that would be a large job, creating that many Moves (especially since I'd like to make them as unique as possible). I do have a while before I intend to run the game though, so it may be an option. I was considering an initial Move (all characters start involved with one faction or other), a level 2-5 Move, and a level 6-10 Move. Some would be fairly easy (Roadwardens and maybe Hearth Knights might get the Paladin I am the Law Move), but I don't want to tread too heavily on the toes of existing classes - if I pick and choose the best bits from a particular class to add to one of the other classes, I'm in danger of shortchanging the original class.
I most certainly DO want to include social benefits / penalties of certain groups though - the hearth knights are almost always well-respected; Guild Thieves have considerable contacts compared to non-guild thieves, Heahwisards are part of the nobility of the Magocracy, and so there are social and political benefits to being one of their number, etc.
These are the factions I'm playing with at any rate:
Bladedancers - Elven guards who use acrobatic Moves coupled with the use of twin swords (Elven Fighter prereq).
Halfling Bludgeoners - the 'secret police' of the Halfling caravans, keeping an eye on trouble within the camp, but mostly concerned with the protection of the caravan and it's inhabitants, and highly skilled with the sling (Halfling fighter prereq).
Convocationist - Elementalist wizard from any race, part of a guild if you like, and focusing on particular elements (any race wizard).
Old Order Druid - non-human only, using the new Druid class. Worshipping primal forces rather than deities (non-human druid).
Grey Legionary - The last refuge of those with nothing left to lose, hoping to end their lives by accomplishing something worthwhile. (Fighters of any race)
Guild Thief - offering training, safe houses, fences etc (any race, Thief)
Heahwisard - Anari (human) wizard, part of the nobility of the Magocracy, their magic is focused on, dependent on and magnified by their wizard staffs (human wizard).
Hearth Knight - Sworn to keep the Hearthlands safe from the denizens of the Hellfrost, respected by the people (fighter of any race).
Huscarl - Saxe (Human) warriors trained to fight together, watching each others' backs and protect the Saxa steadings (Human fighter).
Hammerhand Huscarl - Dwarven warriors sworn to take back the lost Dwarven cities from the Orcs, no matter the cost (Dwarf fighter).
Iron Guild Mercenary - Hired by the Iron Guild merchant company to protect their wagons and merchants; often act as bodyguards (any race, fighter, possibly ranger).
Knight Hrafn - Commanders for hire, inspiring the men under them by their leadership and knowledge of strategy and tactics (any race, fighter, maybe bard).
Anari Legionary - Anari (Human) warriors who are disciplined in combat, trained in several weapons and equipped with good quality gear (Human fighter).
Lorekeeper - wanderers who carry scrolls from place to place, offering copies to every library they find in return for access to their own scrolls and books, and memorizing as much as they can in order to pass on their own knowledge (Any race, bard).
Reliquary - A group that researches, locates and appropriates relics and magical artifacts - for what reason, no-one is entirely sure - and especially trained in their retrieval from lost crypts etc (any race, thief or bard).
Roadwarden - The nearest thing to the police out in the countryside, keeping the roads clear of internal threats (the hearth knights watch the borders for external threats, and the White Rangers spy on the enemy in their own realm). Respected, police powers (any Ranger).
Rune Mage - Dwarven wizards, specializing in the application of runes and crafting rather than quick spells (Dwarf Wizard).
Watchers of the Black Gate - guardians of the Black Gate - the entrance through which demons seek to enter the world. In addition to guarding the physical location of the Gate, they travel around in search of demonic malfeasance (Any race, bard or fighter).
White Rangers - They spy on the enemy in their own realm, tracking through the northern icy wastes, aiding anyone from the hearthlands who find themselves in difficulty in this region, watching for movement from the enemy's forces, ad slaying whatever Hellfrost beasts they can find (any race Ranger).
Wood Wardens - Elven forest guardians, who commune with animals and plants to protect the borders of the woods and keep their people safe inside the forests, misdirect or deal with intruders (Elf, ranger or druid).
Skalds - Travelling entertainers welcome throughout the lands, able to affect the reputations of lords and paupers alike through their songs and stories, keeping the history of their people alive, passing messages from place to place (any race, bard).
Priest - worshipping one of the 24 major gods (or one of the myriad lesser gods), and with Moves based on the focus of their god's area of authority (any race, cleric).
Paladin - militant warriors who specialize in the physical protection of their religion's priests and lay followers, harnessing the power of their gods to do so (any race, Paladin).
If anyone wants to suggest Moves that would fit in with any of these groups, you'll be making my life much easier!