Petrana
TSOY Wiki
RandomWiki
Random Average Blog
|
For the purposes of this exercise, and unless specifically noted otherwise, I'm focusing only on the city (or, sometimes, city-state) of Petrana.
Lesser Aspects:
History
- What were the key watershed events in the past of your Setting’s fictional history?
- In broad terms, this would be the rise of the merchant class into financial (and thus political) power. I don't know if there's a watershed moment in that regard, since it's something that's happened gradually.
- In another vein, the creation of Automata and Strange Inventions seems a fairly recent development -- it's further along than it might be, but nowhere near the ubiquitousness of Girl Genius, for example. I'm very curious about what might have precipitated that. Also it seems to be most advanced in the pseudo-germanic states than in the area around Petrana (psuedo-Italian).
- New: There was a recent war between Petrana and another of the major Ten Cities that didn't resolve particularly well -- neither side really 'won'; they just fought to a standstill. The Duke ordered reconstruction with the assistance of many artisans and specialists from across the Ten Cities and further abroad (forming many alliances with other countries that he had avoided up to that point in his reign). Many decided to volunteer for the work, however other laborers considered the opportunity of rebuilding as a lucrative government contract; a chance to prove their craftsmanship and build their reputation. When the rebuilding was completed, craftsmen came together to request just payment for their services. Many "greedy" laborers and artisians were expelled from the city -- other capitulated. Some nobles who had helped to fund the efforts were reward by the throne with land -- worthless, distant land in many cases. Finally, much of the military force that the city had called up were sent home without the service pension that they had been promised -- the duchy simply didn't have it to give. Many many people were not and are not happy. The combination of disgruntled craftsmen, resentful minor nobility and mechant lords, and angry ex-soldiers has resulted in banditry in the countryside that is well-funded, well-organized, well-armed, and has a number of places to hide and train (worthless, distant land that has recently changed ownership).
- Why were they significant?
- In a lot of ways, the conflict between the nobility and merchants is a core part of the setting -- at least in my head -- how's that feel to other folks?
- This just occured to me -- the automata thing is another huge tectonic shift to social stability -- anyone might have (in GG terms) "the spark", and thus the ability to influence your environment isn't based on hereditary blood (as in nobility) or on money/business sense (merchants), but randomly. In a way, it's like the rise of a new merchant class, except they aren't as organized or at all unified in vision and goals (at all). Still, such folk are much more likely to be motivated in a remuneratory fashion than normal sorcerors would be.
- How do theses past events directly affect the Present of your Setting and its people? How do they affect the Future?
- Right now, there's all the violence or potential violence that come out of people instinctively resisting change.
- In the future -- anything could happen. Indentured 'clank' makers could become the engine that puts fuedal lords back on top of the power pyramid, but that's unlikely, unless the gift is hereditary and those families become the new nobility.
Geography
- What are the significant land features or man-made structures of your Setting?
- Probably the (metaphorically significant) cliff that lifts the Heights above the rest of the city. Also, the river bisecting the city, as well as the largely independent traders island in the middle of the whole thing -- largely gypsy traders, but also patrolled by the sons of the nobility -- there's a volatile mix.
- How do or how can these features be used by the players during the game to help them play?
- I'm open to thoughts on this. (And anything else, but notably this.)
- How do these structures or features affect the Inhabitants and Dynamic Forces of your Setting?
- Well, there's a sense of seclusion and/or elitism accompanying both, I think. Every time a merchant buys up a villa up in the Heights, it's another DOOOM bell to the more militant nobles. Similarly, merchant's isle is older, as an institution, than any other part of the city by hundreds of years. Interference with 'the way things are' is not to be taken lightly. I don't know that it's that big a deal within the scope of this particular story, though.
Authority
- What/Where are the seats of power in your Setting?
- The Council of Lords (basically the ducal advisors)
- The Council of Guilds
- Other 'lesser' organizations whose influence is largely a measure of how much they can influence the two groups previously mentioned.
- How is that power used, delegated, and organized by the people of your Setting?
- By Ducal appointment.
- By vote within each Guild's membership.
- How does authority (those with power) affect the average person?
- Cuts them off from those without it. (Cutting off connections and a sense of seclusion or superiority seems to be a theme here.)
- What threats exist to that authority?
- To the ducal council -- the shift in power means that the Duke -- whom they advise -- has less influence overall, and thus less to be doled out to them.
- Not sure about the merchants -- other than the nobility that oppose their rise to influence.
Social Situation
- What is the plight of the common Inhabitant in your Setting?
- Drudgery. Unless we focus only on the inhabitants that our protagonists will be interacting with, in which case I'm not sure.
- How do those with Authority relate to those without it?
- As little as possible, really.
- What are the significant needs and dangers the Inhabitants face?
- Stable society, with observable and sane rules to follow. Doesn't seem to be another great threat, and maybe there should be.... maybe there WILL be!
- Is society trying to achieve a particular goal? If so, what is it?
- Obviously, more people benefit from the rise of a more commercial, non-feudal way of life -- that horse is out of the stables, and it's not going to work, trying to get it back in.
- How can players and their characters use and be affected by the Social Situation during play?
- Again, I look to the players for some insight there, if there's any to be had.
Mythology/Religion
- Do the Inhabitants have a creation belief? If so, what is it? If not, why not?
- Two main ones, centered on either the pantheistic Temple of the Earth Mother, or the monotheistic saint-worship of the Church of the All-Father.
- To what extent are Faith or Belief in the supernatural a part of the average life in your Setting? What about the P Cs’ lives?
- Amongst the average folk, I'm not sure. It hasn't factored prominently in my set up -- there are only a few religiously-driven folks amongst the powerful. Interesting, that, as the leaders of either cult would be powerful in their own right, if we chose to focus on it.
- Amongst the P Cs, it doesn't seem to be a factor at all.
- How active are Supernatural Forces or divine powers in your Setting?
- Magic isn't super-commom. Automata will factor more centrally, simply because we've got a player messing with it. Divine influence probably wont' be a major theme at all.
- How have myth and religion affected History?
- Nothing of note in the last half-century. That's telling in and of itself -- the two religions are duking it out for uncontested and (in as much as our protags are concerned) uninteresting ground.
Resources
- Describe the technological advancement society has made in your Setting?
- Steampunk Italian Renaissance
- Is there magic/psionics/super powers in your Setting? If so, are they a tool to be used, a force to be feared, or something else entirely?
- Magic, either tribal or according to specific rules.
- Steampunk, which can only really be created by people with a gift for it.
- How have technology and mystical powers affected History?
- How do they affect daily life for a common person in your Setting?
- Generally not a lot, though some hedge magicians and more common clockwork inventions do permeate daily life.
Enhancements
- What parts of your Setting might be confusing or too abstract for a reader?
- I turn that question over to the readers. :)
- What types of graphic organizers (maps, charts, cards, graphs, illustrations, diagrams, etc) can you add to help give the reader/player a better understanding of the Setting you created?
- Where can the items mentioned above be used to add color, interest, and emphasis in your Setting?
- Not entirely sure, beyond what I've already done.
Greater Aspects:
Inhabitants
- What are the main groups of peoples (or other living things) exist in your Setting (including the supernatural/divine)?
- Nobility and Merchant families.
- How do all these different groups interact with each other?
- Poorly. They're fighting for the same territory -- leadership of everyone else and the right to say how things will go.
- How did those groups get to be the way they are in your Setting?
- Natural inheritance or Natural Selection
- What makes each group special or interesting?
- Hmm... nobility implies better breeding and better bearing -- purer intent, when it isn't clouded by greed and self-serving goals? Merchants are notable for their ability to rise up in a world against them.
- What sorts of beliefs, customs, resources, and powers should the players know about with respect to each group? Which parts about their culture can you leave out?
- They need to know who's who, and a detailed relationship map between everyone, as much as it can be known.
Where the P Cs Fit In
- Are the P Cs part of any group covered in the Inhabitants Aspect? Is so, which ones? If not, why?
- In some cases, they are tied to the nobility. In others, it will be the effort of the first session to tie them in, as they don't otherwise have any ties to the setting a'tall.
- How do people outside the PC’s group view people like the P Cs? How do people in the PC’s group view themselves?
- Interesting. Depends. I crave input.
- What have people like the PC’s achieved in the past? What might they achieve in the future?
- Interesting. Depends. I crave input.
- How do the P Cs relate to the Social Situation?
- Interesting. Depends. I crave input.
Dynamic Forces
- From all the other Aspects of Setting, what/which might directly oppose the P Cs? Which might directly aid them?
- The noble families supporting the old ways vs. forward-thinking nobility and the merchant classes... until they start getting too much influence.
- From all the other Aspects of Setting, what/which might indirectly oppose the P Cs? Which might indirectly aid them?
- Inertia, versus the desire to have access to what the P Cs represent.
- What tools do you give the P Cs to help them use these Dynamic Forces during play?
- The initial setup within the Relationship map.
Mutables
- What can the P Cs permanently change in your Setting? Why?
- Pretty much whatever they set their sights on, via Transcendence if nothing else.
- What can they not permanently change in your Setting? Why?
- I can't think of anything, but maybe something SHOULD be on the list. Perhaps the Arch-ducal office.
- Is there something you want them to focus on changing? What and why?
- That... is an interesting question. A more interesting question would be 'what would the players be interested in changing?'
- How will any change made by the P Cs affect the Setting as a whole?
|