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  • Commoner "Houses"

    One of the reasons I've found players end up buying into the Feudalism model is there's no real "place to go" as their character grows in power, has anyone built guilds/brotherhoods/etc factions that function like Houses but are primarily nonsidhe and if a Sidhe say joined they would have to give up house connections?

  • #2
    I thinking using actual medieval institutions as inspiration would be a way to go. So your comment on guilds would be a good option for characters (NPCs and PCs) who want to primarily create and craft. I would present such guilds as being very broad based so you can have large organizations that provided opportunity for advancement - prestige, skills, influence within the guild, access to treasures, etc. Very limited guilds - bakers, coopers, etc. - can't be truly supported with the actual fae population. So perhaps a "Guild" is more like the Chamber of Commerce in that it includes all the local crafters and service specialists, or you break it apart into 2 or 3 general groups. Medieval guilds were responsible for organizing town defenses and the like, so it is OK to have some amount of military training and other combat stuff commonly associated with the PCs.

    And of course "pirate/thief/brigand brotherhoods" is always a popular things whether its Robin Hood and his Merry Men or the various Outlaw Societies in Chinese legend. You just need an Oath that everyone takes to each other, and you're good. It could be actual outlaws, self-defense organizations, or even some kind of public local fyrd or posse that is formed to defend the land when the lords call it out. Or use the Swiss Confederation as an example.

    True secret societies based on teaching magic, certain forbidden Arts, dedicated to a special Treasure, or any other supernatural knowledge might also be possible. This might serve as the equivalent of universities or wizard apprenticeships.

    If you have a heavily urban fae game, you may want to look more into Medieval Communes where the commoners rule their own domains independent of the nobles. Though perhaps they still owe allegiance to the High King or other distant figure. Look to Medieval Venice, Genoa, Hamburg, Bremen, Lubeck for good examples of independent cities and how commoners wielded power.

    These all can be skinned very easily to a medieval environment, and thus might retain the kind of Fairy Tale atmosphere (pseudo-Medieval) you may want.

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    • #3
      I am looking for things that potentially exist that can fill the same "slot" as House so people don't feel compelled to engage with Nobility to "compete" the Bes Din are a good example that already exist and work as a "commoner" counter point to House Dougal.

      I am thinking things that have a multinational relationship with potential strong local variation.. I'm imagining something abit like the Masons and similar type socities bur properly fantasy twisted up..

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      • #4
        If you check out books like the C20 Player's Guide and Fool's Luck: The Commoner's Way as well as the C20 wikia articles for secret societies and factions you'll find some examples of groups that are frequented by Commoners from radicals like the Ranters to Boggan Communes or even the historical Shadow Court.

        Something that may also interest you is what's known as 'Commoner Courts' which in the post-Resurgence War era are considered to be the legal and social infrastructure of the Commoners, even if it is beholden to the Uasal Court of the Nobility.

        As well I agree with Black Fox that Outlaw Societies and Guilds and other sorts of medieval groups are strong choices for societies of the lowborn changelings.

        However I also feel that it is important to recall that Commoner Changelings have been on earth for the past 600 or so years and during that time, they adapted. They adopted the ideals of humans and formed democratic freeholds and commune domains during the Interregnum. Some Fair Folk lore posits that they often reflect the culture of humanity's recent memory and the commoners of the Interregnum are definite ways to represent this and even though the Resurgence Wars brought about a throw back to the Middle Ages... there are still changelings who remember the before time and keep those ways alive.

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        • #5
          I'm working on making two Houses started by Ennobled Commoners House Concordia, and House Discordia.

          But full on non Noble Houses, I was working on the Idea of Clans. Basically I was imagining an alternate setting where virtually everyone is part of a Clan or House.


          It is a time for great deeds!

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          • #6
            Originally posted by Eldagusto View Post
            I'm working on making two Houses started by Ennobled Commoners House Concordia, and House Discordia.

            But full on non Noble Houses, I was working on the Idea of Clans. Basically I was imagining an alternate setting where virtually everyone is part of a Clan or House.

            That is more or less what I was imagining... actually I was more imagining something like Fading Suns but with changelings. So you have Noble Houses. Merchant(and other) guilds and maybe Church Orders.

            Everyone who Matters is part of something(and plenty of people who don't).

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            • #7
              How I can see justifying everyone into such groups could be when Fae Around the world underwent the Changeling Way ritual it requires groups of Fae so no one could do it alone. So while nominally Sidhe greathouses are derived from blood relation and later fealty these “Clans” or “Guilds” are the same they were derived from like minded groups, often related, who banded together in helping each other perform the Changeling way ritual. While Menehune have Nobles so they can can houses, Nunnehi don’t have Nobles so forming clans would be natural. I was thinking something like Four great Seasonal Clans could work representing Nunnehi banding together when the Sundering Spread to them, this would also help in that they could have shared their initial connections to specific mortal family lines (as described in their initial description in the first players guide) essentially allowing the Nunnehi Kiths to spread quickly across the country rather then strictly being defined by a smaller population of individuals/regions.


              It is a time for great deeds!

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              • #8
                I'd argue there were more than a few such commoner groups that had the same kind of power and influence of Banner Houses prior to the Resurgence.


                Thoughts ripple out, birthing others

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                • #9
                  I"ve been thinking about making a "church" as a counter point.. but I end up just essentially making the Sabbat.... but I wonder if that's really a bad thing.

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                  • #10
                    Rather than Houses or "a Church", there should be more emphasis on "Factions" as well. For example, there is currently no mechanical benefit for being a renegade Nocker versus one fully accredited by the Bes Din or any of its individual subguilds.

                    In theory, you could model it so that certain Factions offer more for Commoners compared to Nobles, or that some Factions exist only for Commoners or Nobles.

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                    • #11
                      I've fiddled around with the idea of four different types of factions (some noble, some commoner, some a mix or neither or whatever). Orders (martial and adventure oriented groups that include knightly orders, neighborhood protection associations, privateer crews, adventurers and the like), Cabals/Conspiracies (political factions and groups, which is everything from anti-noble terrorists to pro-LGBT+ advocates within the Changeling community), Colleges (scholarly societies, including those devoted to magic, Arcadian Lore, Dreaming exploration, and other oddities), and Clubs (social groups devoted to specific recreational activities, from cooking and acting to hunting dragons and racing fairy horses). You could probably Guilds to that, as craft/trade and mercantile societies.


                      What is tolerance? It is the consequence of humanity. We are all formed of frailty and error; let us pardon reciprocally each other's folly. That is the first law of nature.
                      Voltaire, "Tolerance" (1764)

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                      • #12
                        Uhmmm... what about Guilds?


                        "No, no, don't look any further, my profile is actually more handsome than me"

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                        • #13
                          So my thoughts on Guilds; The Bes Din covers more or less all the maker groups further dividing them along the way.. I want to have 5 other Guilds so 6 total. My thoughts currently.

                          The Road Guild-Primarily seen as an Eshu thing this you post office, communication and on some level your big traders.

                          The War Guild-These are of course seen as primarily Redcap and troll, but creates a standard and liscencing for various Mercenary brotherhoods.

                          The Lawyers/Bankers-with how important oaths and contracts are this one seems pretty obvious

                          I am kind of stuck on what else i want. I was thinking Farmers and thieves.. but

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                          • #14
                            Explorers/Historians/Mystery Archaeologists - Basically the Mysterium from Mage: The Awakening as a Changeling group.

                            The Travelers' - messengers, couriers, traders, transporters, and the equivalent of a highway patrol that keeps the main roads open and safe from bandits and other threats (kind of like the Lamplighters from DM Cornish's Monster Blood Tattoo series).

                            The Collection of Invisible Persons - being those whose work and trades require working in secret and an aversion to being publicly outed, including spies, thieves, troubleshooters, undercover agents, and the like.

                            All Things Marshal - managing professional bodyguards, monster hunters, mercenary groups, security specialists, bounty hunting, and various martial arts schools.

                            Personal services - your collection of personal assistants, clerks/secretaries, PR flaks, private negotiators/arbitrators, nannies, event planners, matchmakers, logistics specialists, fixers, private researchers, and other helpful types.

                            The Husbanders - those who care for and cultivate living things, including various crops, livestock, flowers, herbs, pets, trained hunting animals, horses, and perhaps also children. Given the nature of Glamour and dreamers, it may also include the cultivation of those things as well.


                            What is tolerance? It is the consequence of humanity. We are all formed of frailty and error; let us pardon reciprocally each other's folly. That is the first law of nature.
                            Voltaire, "Tolerance" (1764)

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                            • #15
                              So what are thoughts on Nunnehi Houses? I especially like the use of the Term Clans for these to mirror Native American Animal Clans. Nunnehi do not acknowledge the Noble Commoner divide, and their totems seem to reflect natural non animal aspects of the World. So they maybe would be themed after the type of things that they would make their Totems, or my favorite idea the Seasons, since they already have Seasons replace Courts.


                              It is a time for great deeds!

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