Hidden 11 yrs ago Post by Mr X
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Mr X

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Welcome to Tribes of Arkalla. You control/role play a tribe of 30 - 60 people living in the world of Arkhalla. Technilogy is roughly at the level of medieval england when the vikings were around. You have huts, fire, but farming isn't common yet. Magic is present but not too powerful. Magic is used to control the elements (a bit like avatar:TLA). Magic users normally act as the priests for their tribe, however their may be exceptions to this. To help balance the tribes I have a perk system. You get 11 points to spend on your tribe.

Perks(name, cost):
[list]
  • Warriors blood 2 - Your tribe are warriors even the weakest members know how to use a blade. Every member (except children) acts as a warrior.

  • Mounted 2 - Your tribe have tamed rideable beasts. You have cavalry and faster transport.

  • Hunters 2 - Your tribe are better at hunting animals able to bring down even the largest of prey.

  • Gatherers 1 - Your tribe excel at gathering food. When others find nothing they find bounty.

  • Aquatic 3 - Your tribe are masters at all things water. They fish, swim and sail better than normal.

  • Smiths 3 - Your tribe are skilled at using a forge, you have worked out how to make weak metal armor.

  • Agriculture 3 - Your tribe have worked out how to plant crops and harvest them.

  • Builders 3 - Your tribe are skilled builders, finishing things quicker than other tribes.

  • Oremasons 4 - Your tribe has Oremasons. Oremasons are gifted with the ability to command rock by the gods. Moving rubble or diggin holes is nothing for them.

  • Wyntersmiths 4 - Your tribe has Wyntersmiths. Wyntersmiths are gifted with the power to control ice. Their tribes are less affected by winter and hidden with snow storms.

  • Warg 4 - Your tribe has Wargs. Wargs are able to possess animals for short periods of time. They can also influence them without possession.

  • Emberfist 4 - Your tribe has Emberfists. Emberfists are able to create fire, warming their tribe or burning the enemy.

  • Relic 4 - Your tribe possess an unusual item. (not I will nerf this if neccessary)

  • [/list]

    Character sheet

    Name:
    Size:
    Small history/background:
    Jobs(how does your tribe divide up the work?):
    Perks:
    Location on map:

    Example:

    Name: The jondars
    Size: 35
    Small history/background: The jondars are a tribe from the northern mountains. They get by via hunting mamoth and storing things they've foraged. A violent tribe they frequently attack neighbouring tribes for food or slaves. In winter they hide in their mountain caves kept warm by their Torchling leader.
    Jobs: 8 children. 2 Oremasons. 7 gatherers. 17 hunters/warriors. 1 Emberfist.
    Perks: Oremasons, Torchling, Hunters


    Hidden 11 yrs ago Post by jeray2000
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    jeray2000

    Member Seen 5 yrs ago

    Name: Trishkas
    Size: 45 citizens, 15 slaves.
    Small history/background: The Trishkas are a jungle tribe in the southwest who live off small mammals, lizards, birds, fruits, and insects. This is made even easier by using Wargs to summon animals to their deaths.They are very warlike and are almost always trying to take over their neighbors, who are more or less the same with small differences in religion and culture. They are slavers as well, often taking enemies as slaves. Slaves are used to build huts, clean food, make clothing and make tools. They are fed a minimum necessary to keep working at a good capacity. Slaves are allowed to breed with each other, and all slave children are slaves. The Trishkas are constantly on the move to in order to not use up the natural resources of an area, but stick to a general territory that they are constantly trying to expand. They are able to build new huts to live in and a protective barricade very fast. Women and children do the same jobs as slaves, but in better conditions and are fed more. Women and children are kept separate from slaves.
    Jobs: All slaves share the jobs of building and general grunt work. 19 warrior/hunters, 10 exclusive warriors, and 15 children.
    Perks: Warrior Blood, Hunters*, Wargs, and Builders.
    Hidden 11 yrs ago Post by Mr X
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    Mr X

    Member Seen 8 yrs ago

    Accepted but I have no idea if this will be starting. The other players seem to have vanished.
    Hidden 11 yrs ago Post by kickinitoldschool
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    kickinitoldschool

    Member Offline since relaunch

    This sounds very interesting and I would like to submit the following app for approval in the event that you find enough people to run the RP.

    Name of Tribe: Hasheen dar Al'Nok (Sons of Al'Nok)
    Size of Tribe: Varies in accordance with the festivals, during which time a few member are sacrificed to Al'Nok, who is their chief god and who is thought to have an affinity for fire as well as the power to bring prosperity to his loyal worshipers. They average 40 to 50.
    Brief History: Previously a directionless nomadic people known simply as the Folk, the tribe came under new leadership a few generations ago when they converted to the worship of Al'Nok. Since then, they have enjoyed great bounty despite hailing from a desolate wasteland of desert steppes. They seek to convert others to their faith, and are willing to go to great lengths to do so. While they will employ warfare as a last resort, they are proficient and ruthless adversaries with great aptitude for horsemanship and archery. The priesthood of Al'Nok leads the tribe in all matters, making any major decisions as far as were they will travel and what means to utilize in attempts to convert their rivals. Those who are unwilling to convert, even after offers of diplomacy and displays of generosity, are generally set upon and slaughtered, their remains burned as an offering to Al'Nok, who while kind and comforting to his children is terrible in his wrath. As a nomadic tribe, they have not taken the time to develop great architectural skill, nor are they much use when it comes to crafting. It goes without saying that they have no concept of sailing, or even what a lake looks like, let alone the ocean. They are adept at hunting and foraging, and many moons in the desert has made them a hardy people who are used to grumbling stomachs.
    Jobs: Six priests of Al'Nok(emberfists), roughly ten children, another ten women(who along with their children forage for food and tend the camps), and twenty to thirty males(who divide their time between hunting, scouting, spreading the word of Al'Nok, and eliminating those who worship other gods). When the spirit of Al'Nok takes them, any member of the tribe save for the children can be formidable in battle.
    Advantages: Emberfists-4, Warrior's Blood-2, Mounted-2, Hunters-2, Gatherers-1.
    Hidden 11 yrs ago Post by Mr X
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    Mr X

    Member Seen 8 yrs ago

    Accepted if we start. I'll be keeping an eye on how powerful you emberfists are, seeing as you have 6.
    Hidden 11 yrs ago Post by philp123
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    philp123 The One, The Only, Philp123

    Member Seen 3 yrs ago

    I believe I would like to try this sort of new here so wiling to give it a go
    Name: occultators
    Location: in the mountains of the south east split
    Size: 15
    Small history/background:The occultators originate from the depths of the mountain's cave systems on the north western isle.They are a very peaceful tribe and do not like to associate them self's with wars, but if threatened they will attack with no mercy They are renowned for their feats of smithing weaponry and their mines That supposedly go on forever
    Jobs: 12 children, 4 Oremasons, 2 Emberfists, 6 smiths, 6 warriors/hunters
    Perks: Emberfists,Oremasons,smiths

    I do apologise for the delay
    Hidden 11 yrs ago Post by Mr X
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    Mr X

    Member Seen 8 yrs ago

    Undergound is a bit too removed and implies alot of skill with building/mining etc. Could they live in a tunnel system or something? Also while a small tribe is fine, you might want a few more members incase another player tries to kill your tribe off.
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