To round off this series on the factions and their powers, I’m going to go into some more detail about what each of the faction powers represents. While they’re certainly inspired by their 3.5 D&D forebears, they have a different context, a different meaning, and a different scope. Characters in Norvendae don’t create the factions as D&D characters create affiliations. They shape existing ones.

First, we have the princes faction, with the assassination and pariah powers. The names of these powers will probably change with time, but for now, I’m using the old ones for reference. As mentioned in an earlier post, princes and their courts wield a great deal of influence — which is essential for both of their executive powers.

Whatever the word has come to mean in the vernacular, assassinations are politically motivated. Truth be told, everyone is more valuable alive than dead — and an assassination is more about sending a very specific kind of message than eliminating an individual. Only the foolish and the criminally insane kill their enemies.

That might be hard to believe until you realize that a prince and their court can have individuals ostracized from their own organizations. When a character is suspected by their own people, they are often powerless. A prince may only make a pariah of an individual every so often, but the best princes only need to use this power once.

When it comes to robbing from anyone and giving to themselves, you can’t do much better than a knight faction. Alternatively referred to as heroes, demigods and such, they wield the campaign and plunder powers. Your typical adventuring party might start off as a group of slaves or experts, but they often wind up in this faction.

Formerly the “crusade” power, the campaign is an extended excursion that often involves the single-minded pursuit of a stated goal — whether it’s going after the Golden Fleece, or stopping the Cretans from demanding sacrifices to feed their Minotaur. Campaigns are usually taxing, both in terms of wealth and lives.

Killing people and taking their stuff, with an emphasis on the latter, is the aim of the plunder power. Look no farther than the knight factions for anyone who may be capable of creating trails of misappropriated funds, war crimes, and broken homes. They’re adventurers, the special self-perpetuating kind of economy.

To be continued! *grins*