Faction Mechanics
When playing games set within the world of Kelbonnar, DMs can choose to use this optional ruleset to help add some more flavour to the relationships their player characters start with and to help root their characters more organically into the setting.
Faction Scores
A character has a faction score with all of the factions in Kelbonnar that is rated between +10 to -10. Faction score are broken down into 7 different categories, each of which will result in a different faction-character relationship. The categories are:- +10: The player character is viewed as being a valuable member of the faction and the faction will do everything in its power to help them, even if this means acting provocatively or violently towards another faction. [Player will receive highly favourable rates during trades, will receive free room, board and access to restricted faction spaces, petitions for aid will be taken very seriously and the return payment of such aid will be minimal, the player will be entrusted with highly confidential, critically important tasks]
- +6 to +9: The faction are very positively disposed to the characters and will provide them with as much help as they can provide from within their already existing means. [Player will receive favourable rates during trades, will receive heavily subsidised room and board rates and may be given access to restricted faction spaces if it is deemed necessary, petitions for aid will be actively considered and return payment of such aid will not be as severe, the player will be entrusted with important tasks]
- +1 to +5: The player character is viewed positively by the faction, who are more likely to view them favourably and provide them with some level of limited help. [Player will receive slightly favourable rates during trades, will receive slightly subsidised room, board, petitions for aid will be considered, but return payment of such aid will be high, the player can be entrusted with certain tasks, mostly those of lesser importance.]
- 0:The player and the faction in question have no shared history and the faction will not go out of its way to either help or hinder the player unless the relationship changes. . [Player will receive standard rates during trades, will pay standard room and board rates, petitions for aid may be considered, but return payment of such aid will be extremely high, the player can be entrusted with only basic, inconsequential tasks]
- -1 to -5: The player character is viewed with suspicion by the faction who will be loath to provide them with support or information, providing them only with the bare minimum if their lives depend on it, or for a hefty price. [Player will receive slightly less favourable rates during trades, will have to pay more for room and board, petitions for aid are unlikely be considered, but when they are they will come at a substantial cost, the player will only be entrusted with certain tasks, mostly those of lesser importance, if the faction is desperate for assistance.]
- -6 to -9: The faction views the player character as a threat and will not work with them. They will go out of their way to obstruct their goals should they find out about them and they will be willing to work with other factions and individuals against the player character. [Player will receive highly unfavourable rates during trades, will be barred from staying in accommodation and utilising other services owned by the faction, petitions for aid will fall on deaf ears]
- -10: The player character is viewed as being a serious threat to the faction, who will actively work to hunt the player character down and neutralise them, whether that be through diplomacy or violence. [The faction will not trade with, offer aid or other services to the Player. If the Player is discovered anywhere near faction property it is highly likely that they will be attacked on sight once identified.]
Faction Categories
All of Kelbonnar's various factions are organised into 11 separate categories which are described below along with a list of some of the organisations that come under that category. Organisations will have either (Imperial) or (Non-Imperial) next to them, denoting if they are tied to the Empire of Turelion or not: Arcane: These are factions concerned with magic and the arcane. They are not the only ones who specialise in the magical arts, but as organisations this is their primary focus.- Hedge Mages (Non-Imperial)
- The Imperial College of Arcanists (Imperial)
- The Defence Bureau (Imperial)
- The Imperial Annals & Archives (Imperial)
- The Imperial Estates (Imperial)
- The Imperial Treasury (Imperial)
- Hapsburg House (Non-Imperial)
- Imperial College of Administration (Imperial)
- Imperial College of Engineering (Imperial)
- Imperial Flight College (Imperial)
- Imperial Naval College (Imperial)
- Imperial Strategic College (Imperial)
- Sugbo Peak (Non-Imperial)
- Mount Timos (Non-Imperial)
- Sparos (Non-Imperial)
- The Imperial Air Corps (Imperial)
- The Imperial Drakes (Imperial)
- The Imperial Navy (Imperial)
- The Imperial Order of Knights (Imperial)
- The Kelrik Pirates (Non-Imperial)
- The Knightly Houses that sit beneath the Imperial Order of Knights (Imperial) - For example: House Mallion
- The Lodge of Imperial Hunters (Imperial)
- Nova Norgantho (Non-Imperial)
- One of the Provincial Armies (Imperial)
- The Renegade Houses (Non-Imperial)
- The Bureau of Trade & Commerce (Imperial)
- Hastellion Trading Company (Non-Imperial)
- The Congregation of Lords (Imperial)
- The Imperial Colonies (Imperial)
- The Imperial Court (Imperial)
- Ymeris (Non-Imperial)
- Turelion Province (Imperial)
- Ferio Province (Imperial)
- Ultaru Province (Imperial)
- Quess Province (Imperial)
- Bar-Sunar Province (Imperial)
- Oam Province (Imperial)
- Minid Province (Imperial)
- Langstrom Province (Imperial)
- Pelenar Province (Imperial)
- Greltor Province (Imperial)
- Norgantho Province (Imperial)
- Amsinism (Non-Imperial)
- Awr Mlapu (Non-Imperial)
- The Eldre Pantheon (Non-Imperial)
- Cult of Lasimar (Non-Imperial)
- Cult of Posmellion (Non-Imperial)
- Cult of Zanato (Non-Imperial)
- The Imperial Church of Canthartism (Imperial)
- The Makalites (Non-Imperial)
- Shoshan (Non-Imperial)
- Society for Philosophical Reasoning (Non-Imperial)
- Abwëfbĩkii (Non-Imperial)
- Bamæ (Non-Imperial)
- The Exiled Tribes (Non-Imperial)
- Jem’Menar (Non-Imperial)
- Ma’Jalis (Non-Imperial)
- The Black Waves Smugglers (Non-Imperial)
- The Imperial Inquisition (Imperial)
- The Scarlets (Non-Imperial)
- The White Fangs (Non-Imperial)
Comments