The
industrial age has pulled many rural workers into the city where they scrape
out a living stacked on top of each other. Crime has flourished in the cramped
quarters of the poorer neighborhoods. Those not resorting to crime find
employment or aid anyway they can. The social pressure that rules the Upper
class and the professional courtesy of the Middle are less evident here. The
greatest worry of the lower class is simply eating every day.
Plot Hooks
More than
the other two circles of society, the motivations for the lower class are
fractured by world view. For a selfish and cynical scum, reputation or social
mobility is nothing, but a poor yet honest man values his word of honor most of
all (which may not be surprising considering how little he has to value).
Aside from a
few social climbers, both cases are motivated by their values, not the values
of those around them.
Misery loves
company, and few are more miserable than the poor living in the streets of
London. If a player character is willing to do anything to survive, a simple
threat to a person they rely on is often enough, but if they are more
altruistic, a threat to a downtrodden friend is better.
This is
particularly effective with lower class characters due to their comparatively
helpless state. If a character with a prestigious social circle needs the help
of the law or public opinion they have avenues to get it, a professional can
lean back on their connections and a good name, but a working man may only have
his friends to fall back on.
The obvious
offer of a few shillings will be enough to entice a character on the bottom
rung of the social ladder towards the story.
This can stay interesting by trading the charter’s skills and abilities
for expensive good and services (rather than a straight wage). A bounty on Sewer Ghouls could bring a down
on his luck character closer to a sewer based adventure; a missing sewing
machine part could persuade the party to fix a cricket match.
Most of the
clothes and household goods owned by a poor man were purchased at a dollyshop
(a second-hand store, or an unlicensed pawn shop). A few of these shops may be
on the up and up, but most were stocked with stolen articles. The ill gotten
goods were then sold at a price their clientele could afford.
Any relatively nice item owned by a low class character could be stolen property. A handkerchief with a stranger’s initials, a silver backed mirror with a familiar crest, or a complete set of china dishes with a lovely pattern could all lead to a confrontation with the original owners, or an owed favor on their return. Any small item picked up (or pick pocketed up) could lead to an adventure.
Any relatively nice item owned by a low class character could be stolen property. A handkerchief with a stranger’s initials, a silver backed mirror with a familiar crest, or a complete set of china dishes with a lovely pattern could all lead to a confrontation with the original owners, or an owed favor on their return. Any small item picked up (or pick pocketed up) could lead to an adventure.
Locations
As long as
they are never seen or heard, the craftsmen of the lower orders always have a
place in polite society. If a pipe is
plugged, wooden panels need replacing, or if a wall has a hole, the workmen
will have to be called. A low class
player character good with his hands will have access to a better class of
buildings as long as they discrete and unobtrusive.
For a man
without a house, the street is his home. Everyone knows everyone’s business
(but would never tell an outsider), and neighbors will drop their disputes to
achieve a common goal. From the
rookeries’ nest of connected houses, to a simple clean street of tenements and
shops, a sense of community exists between the lack of privacy and the stifling
living conditions.
The sins and
excesses of all men filter through the layers of society and settle down in the
Lower classes. The worst places in London house the evils that entertain and
provide meeting places for their partakers. Opium dens, dog fights, prisons,
houses of corruption, smuggler’s tunnels, all can be places of exchange between
members of all orders and the criminal element.
Dark private
places such as abandoned houses or derelict boats are also used by persons’
wanting to keep their dealings unrevealed.
Enemies and Obstacles
The poor
face many hurdles when breaking through class barriers. Any interaction with
their “betters” will be especially difficult. Getting an unsympathetic
policeman to listen, haggling over a price in a ritzy neighborhood, or not sticking
out in the nice restaurant while observing a suspect are all going to be harder
for a low born character.
Charitable
societies and the less charitable workhouses seek to improve the lot of the
working man, but that doesn’t mean they don’t interfere. Activists may try to
set a fallen man on the straight and narrow in a belligerent fashion, seeking
to help with the rod of correction.
If player character is pestered by a civic
improvement organization, they will have to act with discretion. Most are only
trying to help, and are likely well connected or funded by a member of high
society.
In the
rookery crime is law. From buying stolen clothes (it’s all they can afford), to
avoiding the extortion of street gangs, few honest men can navigate their day
to day lives without a hint of larceny. Depending on the neighborhood, a player
character may be in danger of mugging, bludgeoning, or murder and that’s before
making any enemies!
Traveling
across London on foot may be picturesque but having enough for cab fare or a
train ticket is a lot easier on the feet. If time is limited, the few pence
meant for tonight’s supper may have to be sacrificed to save a life.
A few trains
have special tickets for men coming to and from work, but they don’t run all
day. Maybe the sewer tunnels would be quicker?
That is it
for this series. I hope these ideas are useful and helped to generate ways to
use class as a basis for adventures in Victoriana. Even if a party is made up
of multiple classes, that should only make it easier to use class to drive
story. Why are they adventuring, what do a player character’s peers think of
their friends? Remember every character has a class, it might as well fuel
story.
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