Advantage on Arcana

Factions of the Lakelands: Archetypes

For my weird post-apocalyptic setting, for now called the Lakelands, there's a needle I want to thread between giving GMs ways to make the setting their own and giving them everything they need to run a game in the setting. That's not an easy task, of course.

Take factions: rather than creating a definitive list of specific organizations that operate in the setting, I'm instead creating faction archetypes, like raiders, rulers, hunters, or delvers. Then I'm creating a few examples of each. The archetypes are there to provide scaffolds, Schelling points, and inspiration for tables that want to make up a lot of setting details for themselves. It gives them a sense of what kinds of factions exist in the Lakelands and support play. The examples, once they're more fleshed out, will be there for GMs who want to run out of the box something I've already made for them.

There are ten faction archetypes.

The lines between these archetypes, of course, are blurry, when they're even there at all. How far must an observer who studies the Unbound go before she becomes a sorcerer? Saviours of course employ hunting parties who fight mutant beasts; what makes them saviours rather than hunters? And how much does a village care if the people who pillaged them come from a city-state or camp in the woods? However, I think it's in general helpful to have these categories as guideposts, rather than not to have them at all, especially as most factions will fit clearly into one rather than another. Moreover, the Lakelanders themselves think in these categories. If some overseas government sends a team to meet with a town's elders, the townsfolk will ask each other if these foreigners are helpers or extractors. You can therefore have fun with the factions that don't quite fit: maybe a group changes from one archetype to another over the course of the campaign, or maybe it has different reputations in different regions, depending on how its members behave.

hajran-pambudi-U65XCj4JNos-unsplash Source: Hajran Pambudi, 2017, Unsplash license.

In order to avoid my own biases somewhat and ensure some conceptual coverage, I decided to organize these faction archetypes using Magic the Gathering colours, specifically the five arcs and five wedges. (See also one of my conclusions in "Appendix N.5: This Time With Feeling.") Each example faction then prioritizes one of its three colours over the other two. For instance, I think of delvers as blue, red, and green, and Open Sky Charter is roughly two parts blue, one part red, and one part green.1 These are only starting places, however. If a faction archetype or example faction grows beyond these colours in ways that make sense for the setting, I'll try not to worry about it.(You shouldn't worry about it, either. If these help you, they help you. If they don't, then don't bother with them.)

The colours for each faction archetype are as follows:

If you don't know much about Magic the Gathering's colo[u]r philosophy, the MTG Wiki website is a great place to start. See its articles on White, Blue, Black, Red, and Green. In particular, each of these pages has ideas about what the colours agree on and what they disagree on. I find this suggests lots of internal conflicts for three-colour factions, as well as places where factions from different archetypes might work together (or at least work similarly).

For the time being, I'm still working out how I want to mechanically express a faction archetype. With a system like Fate Core, I'll use the Bronze Rule to render each faction as a character (probably with an adjusted skill list), so in that case the faction's archetype can give it one free Stunt, or perhaps a Stunt and its choice of three Skill increases. I'm still not sure about this, however, so I'm not going to spend a lot of time exploring the mechanics of the factions here.

In the meantime, I'd like to start exploring what uses these faction archetypes have within the game and what they look like within the fiction. How do the hunters hunt? Who do the helpers help? And what do the delvers delve?


  1. An earlier version of Duncan Sabien's "The MTG Color Wheel (& Humanity)" did the rounds once upon a time and is a classic for a reason. I owe it a debt of gratitude for introducing me to the Magic the Gathering colo[u]rs specifically as ways of organizing people and personalities. However, I have since learned that its take on the colours is outdated with regard to the actual game and is biased by the online rationalist milieu in which it was written. (I doubt many people could write that bit about Elon Musk today.) I don't suppose this really matters for my purposes here, but at any rate I've started relying more heavily on the MTG Wiki for my understanding of Magic's colo[u]rs. Sabien's article still has insights worth your time nonetheless.

#for GMs #post-apocalyptic #the Lakelands #worldbuilding