Your faction revolves around three interlocking systems: the Warlord, the Hoard, and the Mob.
The Warlord is a single special piece that sits among your warriors. Each Birdsong you choose one of up to eight mood cards — Wrathful, Relentless, Stubborn, Bitter, Jubilant, Rowdy, Grandiose, or Lavish — each granting a different power for the turn. As items fill your Hoard, moods whose matching item sits in your Hoard become unavailable, narrowing your options and forcing adaptation.
The Hoard replaces a normal Crafted Items box with two tracks: Command (boots, sacks, coins — up to 4 items) and Prowess (hammers, tea, swords, crossbows — up to 4 items). More items on each track raise the track's value, giving you more actions per Daylight. When a track is full and you would gain another item, permanently remove any item from it and score 1 VP.
The Mob is your area-denial and engine. During Birdsong, mob tokens already on the board Raze every enemy building and token in their clearing, then roll a die to spread to an adjacent clearing. During Evening you spend cards to Incite new mobs in clearings where you have warriors.
In Daylight you split your actions between Command the Hundreds (move warriors, battle, or place strongholds — up to Command times) and Advance the Warlord (move the Warlord with warriors and battle — up to Prowess times). Strongholds let you craft cards and generate extra recruits each Birdsong.