Monday, 1 December 2014

Numenera: Auspar - Building Factions (3)

[Here's the second part to Saturday's blog post]

The hunter-gatherers:  The Hawk-Eyes. To live you need to eat and drink, a very simple fact. As Auspar is stuck in a caldera, the farm lands are outside of the city limits. All produce gathered is transported by carts to the edge of the city, and hoisted up and down spires, across bridges and zip lines until it has reached its intended destination. The transports of something like this is highly influential on the general transport of the city. You need to decide how goods are moved generally, if Auspar was a flatter city, transport would be more logically done by cart or hand rather than pulleys and  hooks. There will always be goods being moved in the background of your narrative, and drawing upon them, even for a description can help immerse your players in your world. The Hawk-Eyes as I've stated were influenced by the T.V. show. They are the poster children of the city, they are celebrities of the city, and adored not for their wealth or their popularity (although that has come with the position they are in) it is their skill and prowess at hunting, and brining back now only exotic creatures, and ones that could feed a good portion of the city, but also hunting down anyone outside of the city that would threaten the city in some way, be it either a thief, a mad Aeon priest, or a group of bandits. They, in my mind, all have a gladiator style name, not their real one but one that embodies their abilities and skills. The only reason I did this was purely for narrative effect, you should know how your society gets its food, and possibly what they eat as that influences their prosperity levels, as well as their numbers and their skills.

The criminal: The Silver Palm Syndicate. The Silver Palm are a little like the thieves guild of The Elder Scrolls series. They are an organised society but are comprised of many factions, rather than one leader. This makes their activities more diverse and open to external influence to change a shift in power if the PCs or I decided. They also function as antithetical to the entire city. Auspar is, in all respects ,trapped in its own obsession of image. From entertainment, to the tallest spire, to wearing the right clothes for a particular floor, to keeping up with the latest trends inside and outside the home. Image is the moral currency of Auspar, while the Silver Palm use their coins. These plain and mundane objects allow the user, within reason anything that the Silver Palm can offer. Of course, these are exchanged for actions and not responses. Anyone could have a Silver Palm coin stashed away for a troublesome time but the vast majority of the Silver Palm could never leave the Foundations. To make them a little more interesting, I decided for them have a contract with House Ethis, to transport any and all goods they want out of the city as one of my players were not keen on that house due to their history. If my PCs had investigated it at the start of the campaign, it would have given the narrative whole different spin. There will always be an underworld to a society but it is reactive and not as simple as just breaking the law.

The mercantile: The Metricious. PC's need to buy and sell their gear, a simple fact. This goes for your NPCs and background fodder. Of course the system for this could be trading of equal value, or to a disadvantage to one party, and exchange of services for goods or simple currency. This also may have an impact on how your society perceives wealth, as possibly either materialistic, spiritual or in some cases having a Scrooge McDuck style vault. Your merchants can be as one dimensional as you like but their forms of trading will be influential. In Auspar there are about eleven floors dedicated the Merchant class, a new social category for the city only, owing to its location and inaccurate law keeping attracting vast amounts of traders. This has probably been influenced by my love for the Great Gatsby and English history, where old money from the aristocracy (the families of Ethis, Lyathra and Narrkonis) and new money, acquired within that person's generation. I wanted to shake a the preconceived notion that a kingdom was ruled by its oldest and most powerful families, in comparison the Metricious, the old families in Auspar are outnumbered, and possibly out resourced. They however also serve a second function, as all of the others do. They provide a black market for Numenera, as well as knowledge.

The string pullers: The Whisper Network. Although technically in this campaign not an individual faction they are representative of the idea that there is always someone who controls the flow of the city. By bribery, blackmail or a deft hand or careful whisper the network has infiltrated all of Auspar Society and in doing so has access to pretty much all the information in the city, it only needs to be accessed by the right people. This in your campaign could be a traitor in the party, a dark force on the horizon, or perhaps even your party trying to change things without causing a fight. Your 'villain' or 'Big Bad' (and I hate to using those terms) may also have access to this kind of influence if they are less included to displays/threats of power or strength

The next blog will be on the narrative elements of the factions, those derived to create a story, rather than a cohesive and plausible setting.

GM: Think about how your factions are related to the environment they are in. Even if you aren't in a city some of these can still apply. Could you introduce a new group into your game that the party wouldn't expect but would work in the context of your game? Where do your own groupings lay. How does your society measure status, wealth, knowledge and power? How does a grain of wheat go from the field, to the table to be eaten? Can your NPCs have more than one side to them?

PCs: How much do you really know about the world your interacting with? Who can you really trust? Who's the most rich (not in money), who would more likely get into an exclusive venue, who could sell your most secret of secrets? Try to see the society as a maze you have yet to explore, of course there is a right path to get out, but finding the dead ends may be even more entertaining for you and for your GM.


/Drew  @proftesla

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