Worldbuilding 101 - Part 14: Social Strata
The final
parts of the cultural details are the various power structures used by each
group.
Overall, the
power structure of a setting is typically defined by the power structure of the
dominant group, in this case it’s the aristocracy of the Empire of the Sun. In
order to avoid a major conflict with this dominant group, other cultures pay
lip service to the Empire’s aristocracy (at worst), and in some cases follow it
fanatically (at best); but most people just let the empire deal with their own
matters while living their lives according to their own cultural values. As
long as the empire doesn’t demand too much of them and provides protection, the
colonial folks and privateers are happy to pay their taxes, those who don’t
like it move away to Trader’s Port, go native, or quietly plot rebellion in the
shadows.
El Imperio del Sol (The Empire of the
Sun)
(Aristocracy)
King and
Queen in the Old World
^
Governor
^
Inner Council
^
Courtiers and
Nobles
^
Typical
Citizens
^
Outsiders and
Children
La Santo Orden del Profeta (The Holy
Order of the Prophet)
(Theocracy)
The Celestine
^
The Prophet
(on par with the archangels)
^
Other
Prophets and Popes (on par with the angels)
^
Archbishops
^
Bishops
^
Other Clergy
^
Followers of
the Holy Order (including child followers)
^
Heathens and
Pagans
Los Corsarios (The Privateers)
(Military)
The Captain
(and his documentation of service to a patron nation)
^
First Mate
^
Senior Crew
^
Junior Crew
^
Other
Seafarers
^
Landlubbers
Los Lobos del Mar (The Wolves of the
Sea)
(Democracy)
The Captain
^
First Mate
^
Senior Crew
^
Junior Crew
^
Other
Seafarers
^
Landlubbers
La Colonia (The Colony)
(Meritocracy)
Town Elder
^
Town Council
^
Elders
^
Adults
^
Children and
Outsiders
Los Salvajes de la Isla (The Island
Savages)
(Tribal
Aristocracy)
Island King
^
Village Chief
^
Village Noble
Warriors, Scholars and Crafters
^
Other
Warriors, Scholars and Crafters
^
Unproven
Adults and Children
La Orden de la Luna (The Order of the
Moon)
(Meritocracy)
Cult
Heirophant
^
Cult Cell
Leader
^
Cultist
^
Outsider
How do we tie
these hierarchies into story? That’s pretty easy, especially in a LARP where
you have dozens of players, often with three or more in virtually every power
structure. This is a setting where stories of intrigue play a role, where
rebellion stirs in the lower ranks of society while the higher ranks try to
hold power with a steel fist in a velvet glove, where revolutionaries struggle
to gain power while remaining relevant to the “common person on the street”.
When someone respects a power structure, they anchor a part of their persona to
it, if they want to gain power within that structure, they need to respect the
structure, and in turn that means they need to respect the people who already
have power within it. If they choose to engage channels outside the structure,
they show a lack of respect for the structure and will find it easier to be
kicked out and harder to ascend the ranks. It’s a case of damned if you do,
damned if you don’t. Thus builds the frustration, and the need to work in the
shadows. Assassinations make openings in the hierarchy, blackmail lubricates a slide
between social strata (hopefully down for your enemies and up for you), wealth
and prestige turn the tables. It might also be possible for characters to hold
different ranks according to different social power systems, in the marketplace
ruled by the social structure of the colonists, Ian may be higher in prestige
than Jacinta (he is on the town council, she is a regular citizen), but behind
closed doors according to the ways of the cult (where he is simply a cultist
and she is a cult cell leader) she outranks him. People will go out of their
way to choose meeting places where they have the social edge. In our previously
illustrated relationship maps for each location, we’ve defined the most prestigious
person in the web, but if you wanted to be more specific, you could rank
everyone according to their positions in each power structure to see who has
the upper hand in each relationship.
Honestly,
that’s too much work for me to get into for most games, but if we find that
there are players who have an aptitude for that sort of thing, we can always
assign the task to them.
Comments