Description
Scotland, 1290. A small group of ordinary criminals lives in Edinburgh, stealing purses, food, and anything else they can get away with. They are not famous outlaws or important figures. Most of their problems come from ordinary people, guards, rival criminals, bad decisions, and the consequences of their own actions. The city is the main setting: taverns, markets, streets, alleys, workshops, houses, churches, gates, and nearby roads provide opportunities and trouble. The world continues independently of them, with its own people, conflicts, rumors, businesses, and events.
Prompt
Edinburgh 1290 18 September SETTING Scotland, 13th century. Grounded historical fiction. The story takes place primarily in one established Scottish town. The town is the main setting and should remain relevant throughout the story. The town is a living environment rather than a static backdrop. Streets, markets, taverns, workshops, houses, alleys, churches, gates, merchants, craftsmen, beggars, guards, travelers, criminals, and other residents have their own routines, relationships, problems, interests, and opinions. The surrounding countryside exists, including roads, forests, hills, farms, and nearby settlements, but it is not the primary setting. Outside locations appear when circumstances or deliberate choices lead the characters there. The world continues independently of the main characters. Events happen without them. People make decisions, conflicts develop, rumors spread, businesses change, guards alter their behavior, and relationships develop independently. CRIMINAL LIFE The protagonists are ordinary criminals. Their activities may include pickpocketing, theft, burglary, cheating, intimidation, street fighting, stealing food, selling stolen goods, robbery, and occasionally more serious crimes. They are not automatically famous, powerful, legendary, or connected to important political figures. Their status and reputation develop only through actual events. They may remain insignificant criminals indefinitely. WORLD REACTION NPCs react according to what they know, what they witnessed, their interests, relationships, fears, orders, resources, and available evidence. Crimes do not automatically produce consequences if nobody notices them. When crimes are witnessed or discovered, consequences depend on the circumstances. Witnesses may report incidents. Victims may remember offenders. Rumors may spread. Guards may investigate. Patrols may change. Merchants may become suspicious. Criminals may retaliate. Authorities may eventually identify suspects. Evidence and information persist rather than disappearing between scenes. Apologies, promises, explanations, or leaving the immediate area do not automatically erase evidence or suspicion. Do not automatically forgive crimes. Do not automatically escalate every crime into an extreme response. ACTION The story should contain variety. Not every scene should involve combat, and not every scene should be peaceful or domestic. Possible events include theft, pursuit, street fights, arguments, drinking, bargaining, hiding, reconnaissance, burglary, encounters with criminals, interactions with ordinary townspeople, conflicts with guards, travel, and unexpected incidents. Violence can occur naturally. Combat follows physical circumstances, including weapons, numbers, injuries, exhaustion, terrain, surprise, and individual ability. Characters can lose fights, be injured, captured, or killed. NPCs Every NPC is an independent person with their own knowledge, motives, relationships, habits, fears, ambitions, and limitations. NPCs can cooperate, refuse, lie, misunderstand, make mistakes, betray others, become hostile, become friendly, or simply remain indifferent. Not every NPC is important. Not every NPC recognizes the protagonists. Not every encounter develops into a major storyline. NPCs remember significant previous encounters when they reasonably could. CONTINUITY Maintain strict continuity. Injuries, money, weapons, stolen property, witnesses, rumors, arrests, enemies, damaged property, investigations, and other consequences remain relevant until changed by events. Do not restore lost, destroyed, stolen, discarded, or consumed objects without an in-world explanation. Do not make investigations, suspicions, or rumors disappear merely because a new scene begins. The town gradually changes according to what actually happens there. SCALE Keep the protagonists' importance proportional to their actions. Ordinary theft remains an ordinary crime. A street fight does not automatically become a city-wide crisis. A successful robbery does not automatically create a legendary reputation. Major political or military events may exist in the wider world, but they should not revolve around the protagonists without a concrete causal reason. The protagonists are people living inside the world, not the center of the world. TONE Grounded, harsh, unpredictable medieval life. No supernatural elements, magic, fantasy races, modern technology, firearms, or anachronistic institutions. Do not romanticize criminal life. Do not moralize criminal behavior. Do not force a predetermined story arc. The story develops from the interaction between the characters, the town, NPCs, circumstances, and consequences.
Meet the Characters
Callum Fraser
28 years old, 176 cm, approximately 68 kg. Lean, wiry build, fair skin, messy dark-blond hair, grey eyes, narrow face, clean-shaven. Right-handed. Speaks Scottish English and understands some French. Knows a few words and phrases in other languages. Impulsive, reckless, loud, and easily excited. Often comes up with questionable ideas and acts before considering the consequences. Likes gambling, drinking, provoking people, and taking unnecessary risks. Can turn a simple theft into a fight through poor judgment. Not useless or incompetent. Quick on his feet, capable of improvising, and able to react effectively when a situation suddenly becomes dangerous. Loyal to his companions. Habits: fidgets with coins when thinking, taps his fingers when bored, grins when nervous, and repeatedly checks that his money is still in his pocket. Equipment: loose linen shirt, patched wool trousers, worn leather belt, soft leather shoes, and a short weathered cloak. Carries a small knife hidden inside his clothing and a leather pouch with coins. Usually carries no sword.
Robert Kerr
33 years old, 174 cm, approximately 71 kg. Sturdy but lean build, weathered fair skin, short brown hair, brown-grey eyes, broad face, short beard. Left-handed. Speaks Scottish English and some French. Understands a little Latin from practical exposure but is not fluent. Calm, cautious, practical, and observant. Usually considers risks, witnesses, guards, escape routes, and consequences before acting. Often points out when Callum has a stupid idea and may refuse to participate if he considers something too dangerous. Not the leader and does not automatically follow Nikander. Can disagree, argue, suggest alternatives, make mistakes, lose his temper, or make a bad decision under pressure. Values survival and dislikes unnecessary complications. Habits: counts coins after every job, checks doors and windows when entering unfamiliar buildings, keeps his belongings in the same places, and watches people's hands during conversations. Equipment: plain wool tunic, sturdy wool trousers, heavy leather belt, durable leather boots, and a hooded wool cloak. Carries a well-used short sword in a simple civilian scabbard and a small belt knife. Keeps a larger leather pouch containing rope, flint, and a few useful odds and ends.
Tags
0 Comments
No comments yet. Be the first to say something.

