(I dunno if anyone in the Crown of Towers game wants everything to be a mystery, but I'm going to lay out most of my thinking as a Co-MC here, so...)
So, as Josh was laying out in his posts, our last session was a dual attempt to reconcile moral philosophy and to figure out how we as a table were going to proceed next session. One of the big takeaways was that we needed there to be some kind of techniques on the MC side of things, and that addressing the rights of the PCs was kind of important (at least to us.) So, I collected a list of the rights everyone had actually chosen, as well as trying to get a quick gist of where their character was coming at (i.e. asking some provocative questions, with the intention of acting on the results.)
So, here's what we've got:
Idus, the surrogate father of orphans and outcasts, himself something of an outcast, nonetheless War Champion of the Crown of Towers
He has the rights to
- be known by reputation
- confront you betters for justice
- own an enchanted weapon
- single combat
Tatbirt, the effective Castellan, fulfilled in her role but unrecognized. She is also a new mother, though no one knows who sired the babe. (Josh is also clearly interested in the questions about a female Castellan and her unclaimed offspring - maybe not their answers, but certainly the questions.)
She has the rights to
- Commit or withhold the stronghold's resources
- Feel the pulse of the stronghold's walls and stones
- muster laborers
- offer sacrifice for luck, harvest or victory
Tinitran, the ne'erdowell, wastrel, above-it-all Outranger. Tablesaw was clear that the hook for her will be opportunities. She's sort of a pre-medieval backpacker.
She has the rights to
- find your way by road and trail
- keep acquaintance with the people you've met
- of noble blood, but a lesser descendant
- step out of your earthly life
Lastly, Agerzam, my character, is the War-Captain, already beset by duties and demands. He wishes mostly for a quiet life, even if he has to decimate all hereabouts to accomplish that.
He has the rights to
- at the beginning of a session, roll War
- own a trained warhorse
- supplicate the gods of war
- wage war as you see fit
Likewise, the peoples hereabout:
The Abrika, of which stock all the PCs descend, are the descendants of governors and the owners of the stronghold by inheritance. Irat is a notable of this people and the Keep Liege.
The Magdolna, remnants of a former crown, descendants of Queen Magda, for whom much nearby is named.
Including the local trade town (Magdavros) and its inhabitants the Magdavronites.
Clan Ixones, one of many clans hostile to the Abrika and the stronghold.
The Walhaz, a populous group of rebelious landowners, farmers of the pastures and fields near the stronghold.