cinema-world · design bible

Cast

One woman and five people who never leave. Nobody ages, nothing explains it, and no character remarks on it — what changes over the centuries is the work.

Agelessness is a convention and it covers everyone. The same neighbour, the same merchant and the same skeptic are there in era 1 and era 5, wearing what the century wears and holding different opinions about what a show is for.

It costs the story of a collaborator growing old and buys a cast the player keeps. Because nobody is lost to time, losing someone is always a choice somebody made: they leave the trade, they take a ship, or they stop working with her.

Vela

The one who makes the light do something

SilhouetteShort, wide-shouldered, hair bound up off her neck. Always carrying: the stack on her back is her outline. Sleeves rolled to the elbow in every century.
WantsTo see whether it will work, and then to show someone.

Through the eras

EraWhat she is doing
1. ShadowsDigs clay, shapes a lamp, hangs a sheet, and finds out that a hand in front of a flame is a bird.
2. GlassGrinds her first lens and stops painting what she remembers, starts painting what she means.
3. TurningLearns that twelve drawings in the right order are a living thing and eleven are not.
4. SilverRuns. Everything in this era is her running a dying plate to a darkroom.
5. CelluloidStands behind a camera she built out of five districts and turns the crank.

The people who never leave

Five, each with a distinct silhouette from above and a want that is not the player's want. Hard history arrives as one of these people's problem in one specific project, never as an era-wide event the player watches.

Toma — Keeper of the fire

SilhouetteHeavy, stooped, always holding something that is lit. Soot on the forearms.
WantsTo sell her light, and to be the one who owns it.
Era 1Sells her the oil, and will not explain how he presses it.
Era 2Runs the lime kiln. Limelight is his, and he prices it accordingly.
Era 3Keeps the smithy's coal fire and cuts its iron into gears, springs and belts. Supplies the theatre: the first time he is a supplier rather than a seller.
Era 4Keeps the silver refinery's coal fire and the iodine retort, and boils bone down to gelatin. Warns her, correctly, that magnesium will blind a sitter.
Era 5Builds the dynamo. Sells electricity, which he does not understand and does not need to.

Kavi — The puppeteer who came off a ship

SilhouetteTall, narrow, hands always in front of the body. Carries a flat case.
WantsFor the thing to still be made by a person.
Era 1Teaches her the first show. Three puppets, one lamp, and timing.
Era 2Says a painted slide is a puppet that cannot change its mind.
Era 3Keeps the drawing desk and the print shop. The best twelve-frame cycles in the game are his.
Era 4Builds the box cameras, because a box is carpentry, and prints the horse onto its disc. Refuses to photograph anything, and keeps performing.
Era 5Sits in the picture palace on opening night, in the back row, unconvinced.

Orso — The one who says it is a trick

SilhouetteSquare, arms folded, weight on the back foot. Never carries anything.
WantsTo be shown how it is done, and then to still be impressed.
Era 1Tells the children the bird is a hand. They stop coming for two nights.
Era 2Finds the lantern behind the gauze and tells the whole fairground.
Era 3Silvers the mirrors and runs the theatre, counting the frames out loud. Becomes, accidentally, the guild lecturer.
Era 4Strings the wires at the racetrack and runs the gallery. Cannot explain the horse. This is the first time he goes quiet.
Era 5Sells tickets. He was always going to end up selling tickets.

Nenna — The child at the quay

SilhouetteSmall, fast, always at the front of any crowd. Bare feet in every era.
WantsTo see it again. Then to see something else.
Era 1First paying audience. Pays in a shell.
Era 2Front row at the phantasmagoria and the only one who does not scream.
Era 3Turns every drum the toy workshop makes before it is sold. Breaks two.
Era 4Waits at the plate works and runs a plate to the studio for a coin. Holds still for forty seconds on a bet and is the first photograph.
Era 5Is in the film. Running, because she is always running.

Beatriz — The harbour merchant

SilhouetteUpright, coat to the ankle, ledger under one arm. Walks in a straight line.
WantsA margin, and to be told what the next thing will be before anyone else is.
Era 1Lands the hides and the charcoal. Will not extend credit.
Era 2Lands sand, kelp and foreign glass. Now she will extend credit.
Era 3Keeps the toy stall on the Lane. Buys zoetropes in bulk and ships them somewhere the player never sees.
Era 4Keeps the chemist's stall and bench and the portrait studio's books. Sells timber and magnesium, and takes her margin on every likeness.
Era 5Lands the camphor the whole last era depends on, and knows it.

Sister Aldis — The one who asks what it is for

SilhouetteStill. Hands at the waist. The only person on the map who does not hurry.
WantsThe show to be worth the dark it is watched in.
Era 1Commissions a shadow play for a funeral. Pays more than anyone.
Era 2Closes the phantasmagoria for a week. Lifts it herself.
Era 3Keeps the paper mill, and asks for a strip that teaches a trade. The first commission with conditions.
Era 4Keeps the darkroom and the fixer bench, the one corner of the Quay where nobody hurries. Sits for a portrait and asks that it not be sold.
Era 5Watches the opening night and says nothing, which is the whole point.

Calima

A fictional port, shaped by real history and standing in for none of it.

Ships bring equipment, performers, films and traditions from places the game never has to build. A wayang puppeteer, a lens grinder and a foreign print all arrive at the same quay.

Rule: Do not make it one real city in disguise. Every compression of real history is written down.