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Difference between revisions of "DMs Only: Floating City Politics"

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(added stuff from other sources, condensed and summarized.)
 
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==Floating City Governance==
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Deriving from the old tradition of its founding from the merger of two communities, there are two leaders in the Float. The Overlord dwells in the palace at the top of the Open Air Level. The Underlord lives in the Bunker on the Trash Level, maintaining the magic that powers the Big Float. But these two alone do not
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===Power In The Float===
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Since the Float is a form of democracy, egalitarianism is valued, and those who openly display their power are mocked and scorned (aside from the OverLord and the UnderLord). Therefore, those who are powerful tend to use their influence in secret, and it is hard to figure out who is in charge. However, these centers of power are fairly well known:
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* The Floating City Council are advisors selected by the Overlord, in number chosen by him, to advise him on policy and strategy.
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* Meanwhile, the bureaucracy, or civil service, actually runs things in the upper city. These devoted officials, chosen by test and promoted by merit, control the day-to-day affairs of the city and directs the city guard. This bureaucracy also licenses and tracks adventuring groups, following the New Elennian tradition of relying on hero groups for special missions and defense of the city.
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* In the city below, the Underlord and his 400 undercrats, run the magical machinery that keeps the Float afloat.
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* An old tradition of nobly born aristocrats still persists, with the wealthiest families being the most powerful. The Peerimon family is known for its ambition.
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* The Big Float does not permit guilds, believing that such things take away from the freedoms of the citizens. Therefore, such guilds that exist are thinly disguised as clubs or individual businesses. The most prominent of these are the three distinct groups of thief organizations. These are the Rogues’ Fellowship, the Black Blades, and the Lord’s of Diamonds.
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*There are diverse gangs and protection societies that hold more sway on the Fence and the Trash.
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===Elections and Transitions===
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Once a year, on Mask Day, the Underlord emerges to preside over the selection of 20 new Undercrats, and to switch roles with the Overlord. The Overlord becomes the Underlord, and vice versa. They continue rotating each year.
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Current Turtle Law states that the Overlord and Underlord serve until one of them retires, dies, or is impeached. As a point of history, the longest any pair of lords has retained office is 31 years. When one Lord leaves office, the other Lord must also abdicate as soon as an election campaign can be completed. The election fills both positions. Anyone can run for Overlord, and a candidate typically self-funds the campaign or has backers provide financing. After the elevtion, the winning candidate becomes Overlord and the second-place winner becomes Underlord. They swap positions after the second Mask Day after the election, then every Mask Day as usual.
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==Recent Events==
 
One of the ongoing questions circling around the Council chambers is what level of interaction with the Crying Woods should be pursued. The Council has divided into two camps. The first, led by the nobleman Perimon, advocate colonization of the shoreline of the Woods. Perimon, and his followers, believe the natural resources of the Woods are theirs for the taking.
 
One of the ongoing questions circling around the Council chambers is what level of interaction with the Crying Woods should be pursued. The Council has divided into two camps. The first, led by the nobleman Perimon, advocate colonization of the shoreline of the Woods. Perimon, and his followers, believe the natural resources of the Woods are theirs for the taking.
  

Latest revision as of 15:39, 17 October 2016

Floating City Governance

Deriving from the old tradition of its founding from the merger of two communities, there are two leaders in the Float. The Overlord dwells in the palace at the top of the Open Air Level. The Underlord lives in the Bunker on the Trash Level, maintaining the magic that powers the Big Float. But these two alone do not

Power In The Float

Since the Float is a form of democracy, egalitarianism is valued, and those who openly display their power are mocked and scorned (aside from the OverLord and the UnderLord). Therefore, those who are powerful tend to use their influence in secret, and it is hard to figure out who is in charge. However, these centers of power are fairly well known:

  • The Floating City Council are advisors selected by the Overlord, in number chosen by him, to advise him on policy and strategy.
  • Meanwhile, the bureaucracy, or civil service, actually runs things in the upper city. These devoted officials, chosen by test and promoted by merit, control the day-to-day affairs of the city and directs the city guard. This bureaucracy also licenses and tracks adventuring groups, following the New Elennian tradition of relying on hero groups for special missions and defense of the city.
  • In the city below, the Underlord and his 400 undercrats, run the magical machinery that keeps the Float afloat.
  • An old tradition of nobly born aristocrats still persists, with the wealthiest families being the most powerful. The Peerimon family is known for its ambition.
  • The Big Float does not permit guilds, believing that such things take away from the freedoms of the citizens. Therefore, such guilds that exist are thinly disguised as clubs or individual businesses. The most prominent of these are the three distinct groups of thief organizations. These are the Rogues’ Fellowship, the Black Blades, and the Lord’s of Diamonds.
  • There are diverse gangs and protection societies that hold more sway on the Fence and the Trash.

Elections and Transitions

Once a year, on Mask Day, the Underlord emerges to preside over the selection of 20 new Undercrats, and to switch roles with the Overlord. The Overlord becomes the Underlord, and vice versa. They continue rotating each year.

Current Turtle Law states that the Overlord and Underlord serve until one of them retires, dies, or is impeached. As a point of history, the longest any pair of lords has retained office is 31 years. When one Lord leaves office, the other Lord must also abdicate as soon as an election campaign can be completed. The election fills both positions. Anyone can run for Overlord, and a candidate typically self-funds the campaign or has backers provide financing. After the elevtion, the winning candidate becomes Overlord and the second-place winner becomes Underlord. They swap positions after the second Mask Day after the election, then every Mask Day as usual.

Recent Events

One of the ongoing questions circling around the Council chambers is what level of interaction with the Crying Woods should be pursued. The Council has divided into two camps. The first, led by the nobleman Perimon, advocate colonization of the shoreline of the Woods. Perimon, and his followers, believe the natural resources of the Woods are theirs for the taking.

The second view, as articulated by the leader of the druidic Circle of the Alder, Aerashkiel, contends the Crying Woods should be completely left alone. This group fears that any incursions into the Woods will foster reprisals against the city. They advocate concentrating on the defensive. Keep the Woods out of the City, and keep the city folk out of the Woods.

Recently, the Overlord has granted Perimon permission to attempt to establish a logging community on the shore of the lake right next to Floating City. Clear cutting for the village, named Perimon by the modest Lord, has begun.

The Circle of the Alder is opposed to this village. Aerashkiel and his high-level friends are trying to convince the Overlord to reverse her decision. Meanwhile, more hot-headed junior members of the Circle are considering more forceful methods of removing the town. These hot-heads hold too much respect for Aerashkiel to attempt anything overt, but secretly are looking for some kind of means to achieve their ends.