This is the time of change. Time of new world, with new lands and new people being both found and molded into something greater than themselves. Or perhaps not? Perhaps this opportune time can be used by the cunning and the ruthless to forge their vision into a reality, on backs of those less powerful or with weaker minds?
Your clan and 4 others descend from the same pillar, the Allfather. But for every similarity, there is a difference, and those make you what you truly are.
The escape from the Eastern ash lands of Eofol, or the Northern Wastes, or perhaps the deep forests of the West, brought you all back together, after dispersion of many generations. Will you come together to elect a new leader to rule over all of Allfather’s kin, or will each of you struggle to create his own realm and gain a rightful place for your new people?
Character Creation:
Name:
Gender:
Race: May or may not go in. Vote below.Appearance: Describe your character.
Bio: Describe your character's bio.
Skills: Spend three points. Being a clanleader costs one point. Skills listed below.
Weaponmastery (Blades): +1 to personal combat rolls/skill level in melee combat when wielding swords.
Weaponmastery (Axes): +1 to personal combat rolls/skill level in melee combat when wielding axes.
Weaponmastery (Blunt): +1 to personal combat rolls/skill level in melee combat when wielding blunt weapons.
Weaponmastery (Polearm): +1 to personal combat rolls/skill level in melee combat when wielding polearms.
Weaponmastery (Bows) +1 to personal combat rolls/skill level in ranged combat when wielding bows or crossbows.
Weaponmastery (Thrown): +1 to personal combat rolls/skill level in ranged combat when wielding throwing weapons.
Bravery: +1 to personal combat rolls when outnumbered/skill level
Agility: +1 to acrobatic, reflex & movement rolls/skill level
Subterfuge: +1 to pickpocketing, stealth & disguise rolls/skill level.
Charisma: +1 to persuasion & bartering rolls/skill level when dealing with others.
Tactics: +1 to tactic rolls/skill level.
Logistics: +1 to logistic rolls/skill level.
Offensive Strategist: +10%/skill level to army strength when on the offensive.
Defensive Strategist: +10%/skill level to army strength when on the offensive.
Tribe Creation:
Name of the Tribe:
Description of the tribe – culture, preferred terrain, customs, etc.
Emblem – what do you use to be recognized, what symbol stands to represent your people?
Heroic deed of your ancestor- why are you and not someone else the chief? What is the power of your lineage in the tribe?
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Few things about the game before we start:
Step 1: Be sure you know what sort of game this is.
This is a roleplay-heavy game. Less min/maxing, more acting like your character would act. There is no way to 'win' and the mechanics are simple, but you are expected to interact in a sensible manner with people and not make your story be just about you; tie it into the stories of others and the story of the world at large. Should be familar to those who saw You Are King games or other kingdom RP games.
The technology level is set roughly in the dark ages, and the land you inhabit might contain magic and mighty beasts, or it can be no more harmful than forests ofEurope few thousand years ago, with its wolves and bears. The key aspect is exploration, discovery and growth, and the eventual conflict between involved people.
Step 2: Check up on the state of the world.
The world is crazy. It is created by the players as they play, and constantly growing and changing. So trying to describe the state of the world- bit of a never-ending task. While I will build it around you as we play, your actions and your tribes create as much of the world as I do if not more. If a particular aspect interests you, you can ask about it in the OOC thread. Map and culture descriptions will come as IC is created.
Step 3: May the best man win.
Applications are approved on basis of merit (and my fancy). This also means that I won't hesitate from deadly encounters between players - if you go to war, you may die and so can they. Provided I can handle more than 5 players, I will allow people to join in as retainers or members of tribes or even independent characters. Again, those will be based on merit too.
Step 4: be gentle please.
This is my first proper GM affair, so please bear with me or my mistakes. Feel free to comment or correct me within reason.