Monday, 27 March 2017

Ark Frontier Organisations

This week I'd like to talk a bit about the organisations and factions in Ark Frontier.

Organisations


Last time, I discussed the different groups that have emerged due to different life-experiences. I really like generating complexity by combining several basic options. In Ark Frontier, your species, group, organisation, and occupation form the basis of your social identity.

So far I have the following major organisations, no doubt with more to follow.

The Council


This is the group that's officially in charge of the Ark and all its inhabitants. It's made up of representatives from all three species, although I've yet to determine its exact nature. How many members are there? Are members elected or nominated — perhaps it's different for different species? Are representatives from different factions, regardless of species divisions?

In any case, this is the organisation that makes the hard decisions in the best interests of the colony. Many no doubt find it slow, inefficient, and painfully cautious.

Colony Defence (The Line, Liners)


The equivalent of the military, this group is charged with keeping the new settlements safe from Phantom incursions as people start to slowly spread out from the Ark. Liners patrol the expanding borders and check in on settlements regularly, but they are responsible for holding the line rather than pushing it forward; that job falls to the Blazers.

Colony Defence also controls the Ark's entire supply of exo-suits. They have three different models: the Pioneer hardsuits, Vanguard powered armour, and Destiny mecha. These pull double-duty as construction machinery and armoured combat vehicles. Some would like to use them for expeditionary missions, but the Council feels they are too valuable and few in number to risk losing them somewhere inaccessible.

Blazers (Trailblazers, Adventurers)


This is more a collection of loose groups than a coherent organisation, though there is a shared sense of camaraderie and an informal guild that helps coordinate teams. Blazers venture into the wilderness to explore, fight back Phantoms, and extend the colony's safe-zone. They uncover ruins from the fallen civilisation, and seek to uncover the cause of the Phantom Storm. In essence, they are classic fantasy adventurers.

It's a dangerous yet thrilling life, and many Arkborn are drawn to it with a blazing passion.

Settlers


Brave souls who have chosen to leave the cramped safety of the Ark to build new homes under the sky. It's a hard life, but one eagerly welcomed by many of the native population as they resettle and rebuild. Some feel a little resentment towards the human settlers, but for the most part there is plenty of space and enough of a shared history of cooperation that nothing has come of it yet.

Exodians (Breakers, Pioneers, Outsiders)


When the Ark first opened its doors, some of the older native folk ignored the Council's warnings, leaving with their families to reclaim their ancestral land. They are outside the Ark's jurisdiction and protection. No doubt many of them fell to roving Phantoms, but some well-equipped and canny groups have established strongholds and carve out a life on their own terms. What happens when the Ark's settlers build far enough out to encounter an Exodian settlement remains to be seen...

Summoners


Shortly after the Ark re-opened its doors, a small number of sorcerers learned how to summon and control Phantoms. This practice has been outlawed by the Council because of the obvious dangers it poses, and so Summoners must operate in secret. There is a secret society of Summoners who see their skills as a way to neutralise the threat posed by Phantoms, and perhaps even put them to good use battling their wild kin.

Other Organisations


I haven't fleshed them out yet, but there will also be a number of gangs; a criminal organisation that built a black market during the years on the Ark and are now looking to expand their influence throughout the new colony; possibly some sort of magic college, though I've yet to properly define the available magic; and presumably a general school system to train people towards useful professions. And no doubt others.

I was going to also talk about the elemental nature of the Phantoms, but it's getting late so I'll have to save that until next time!