ZOP in the Faraway Sea
Settlement Building After Disaster
What Came Before
Having just played a game with my friends it feels natural to take the output of that experience and use it as the basis for this one. It can form a sort of bridge into the setting and it also naturally lines up with the interest in settlement building and community. Let us imagine an island community - a nation really. Powerful in its region and with a long history it runs up against a power far greater than itself which claims a divine right to its lands. The people of the islands are killed, displaced, and in some cases kidnapped or indoctrinated by these new people.
However, unlike our world, these invaders are fundamentally not settling. They are themselves nomadic. Arriving, wrecking societies and ecosystems, enforcing their laws and extracting what they desire before departing for their next destination. Most leave. Perhaps some have decided to stay behind and preach the "good word" of their faith. But the damaged land, the homeland of the displaced people, is now available to them again. Their lost relics are out there and it is possible to re-establish and rebuild and prepare for when that wandering empire decides to once more turn its eye in their direction.
The culture of the island nation was hierarchical, spiritual, based around families. It remains those, albeit warped by their time away. They have become more patriarchal in reaction to the perceived matriarchal laws of their displacers. Their spirituality has been cast into question because it failed to protect the people against the invaders. Families have been broken and remade1.
What Is Now
The Islanders return from their places of refuge after decades gone. The player characters know the Islands through stories rather than experience. But they know some number of their distant kin hid in the jungles and hills of the Islands. The remaining and remade families settle on the coast and begin to rebuild, sending the most able and young into the wilderness on their behalf and ultimately to recover the hidden relics of the spirits that were secreted away from the invaders. This is more than a right of passage, it is an endeavor that is both holy and costly. Not everyone agrees that the young and able bodied men (and women) should be sent out on dangerous missions when there is work to be done in the settlement proper.
A Note on Rings
1 Ultimately the choice of family affiliation can change through adoption or marriage but the family characters are part of at the start of the game will define both their social position and some of their character creation options.↩


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