The sun is just beginning to rise upon the start of human kind in this world of harsh reality. A small village, nestled within a mountainous valley is stirring. Small houses a large platform and fire pit in the middle of the jumbled together structures. Small herds of tamed animals hover about still wandering off into the forest to live rather than staying put. Smaller fields look sorry with the little yield they give. But, there is a certain security and prosperity about the village. Leather and furs tan, hunting weapons and a fisher's tools can be seen in stages of making.
Elsewhere, waking in the dawn, a raven takes wing. The southern seas and oceans are warm and bountiful giving way to small tribes daring to claim land and form cities. To self-proclaimed councils and kings clashing against one another. Farms give excess, craftsmen are becoming more prevalent, iron is being forged. Life is easy among plains and forests yielding bounties of their own. and the rivers streaming from far away mountains. But ever as the raven flies the ocean turns to the north. It's waters becoming frigid and cold. There are few such bounties in this land. The North is a place of different hardships. Farming is only beginning to be viable. Most tribes still relying on hunting, gathering, and perhaps the ever-so cautious raid upon their southern neighbors. The mountains that keep some secluded against their eastern sea and the great forests within it's fingers, grasping the small tribes to it's shadow. Turning west, the mountains reach higher. Up there- this bird cannot go. For behind the great spires. A new plain lies- a glacier.
There is more danger than the North men know. To the west are another group of people. The desert folk are said to be ancient southern folk who were banished into the great plains, high cliffs, and deserts of the west. They come raiding, taking what they wish. The great glacier that carves the mountains protects the North from these folk. None would cross a blinding light, missing food, water, and fire.
This is the world of Dissansel. New in it's time, it's a not a world of simple labors. For among all it's people walk those with special abilities. Bards, as they are known in the south. Skalds or shamans in the north. They are regarded either as a blessing or a threat. But always with suspicion. They may control the very elements of nature, but at a price.
Landing the raven, watches the village. Curious to see if life will unfurl her wings and fly with him. Or if it shall fall into the jaws of destruction once more.
For this, I'm going to be real strict. Shamanistic, Druidism, and such. You're not going to be a all powerful mage. You're at the beginning of time. Literally. Any magic you know is either learned experimentally, from someone else, but never from a book. The Southern folk are keeping their writings to temples and government. Below I've listed several suggestions of possible ideas. I'm open to more but they have to be able to match up with the era. Also, please not Magic is generally frowned upon as uncanny and it is generally thought that what one can do with one's own hands exceeds what one can do with magic.
The Green/Blue: You're linked to some part of the earth/water/snow and it is your specialty. i.e. You're linked to the forest so you call a stag to come to the village to feed the people. That's all well and good but there is a price. You are going to feel like you've been killed. Plus that will take quite some energy from you, verses if you were calling a squirrel. (No, no calling a massive amount of squirrels to eat or such. I said it now someone will attempt to do so.) If you were linked to a forest you can feel and sense what the forest feels and senses.
Speed: You can use magic to boost your speed for a short time, if you do it for a long time you risk anything from passing out for several days to death.
Singing/Music: Effect the mood of the people about you, draw animals to you. But once seen through it will no longer work- but you will still be a good singer! Hopefully!
Foresight: Dreams, casting some bones or some such thing. However they are hardly reliable as the present can follow many paths and not just that one. Expect headaches.
Scrying: You can scry lost items or get a feeling if someone is in danger. Perhaps conjure a image in water or something. Side effects are headaches, dizziness, retaliation perhaps if the magic has a way. I.e. A scrier looks in on another Skald but the Skald has a charm warning him of this and blessed. It retailates damaging the Scrier. (Be warned that is dangerous, due to the mind being harmed. Not the body)
And a list of what I'm saying no to. Shadows and wind cannot be physical. No transforming into a animal. By that, I mean FULL transformation. You may understand what they say or pick up animalistic traits but not physically become one. No calling up giant natural disasters. We want to keep a RP going, not kill it then beat it with a stick. No teleportation. No reading minds, you can read intent. i.e. You see a man and instantly feel something off, even though his is charming. You hear a voice and know they mean no harm but the tone is threatening.
Of the three people only two are really going to be about and of those two; Northerns are going to be more common in the village. Folk from the south will be regarded with suspicion, and consider a very high risk within a Northern village, same goes for a North man in the South- if they are not a coast village or forest edge village raiding in their ships or on their two feet. The Western Raiders are most likely NOT going to be there at all. They'd either get across the glacier- which is essentially impossible in the day and age, or get through the southern lands. Which again- would most likely get the person killed on sight. Not to mention language barriers and new dangerous beasts and weather.
Armor and weaponry is pretty simple. Leather armor is more common but metal armor is out there and it's going to be rare. Swords are extremely rare in the north; axes, spears and bows being more common. Just think early times. Weapons are made for two things, fighting and gathering food and possibly wood in the axe case. However- you will most likely have a different axe for wood than you do for fighting.
The Village of Norn: The little village where this starts, is near enough to the border that Southerners pass through from time to time. But they bring business so while there is some issue with it, but it brings trade to the village. So there are few complaints. There Headman here is Lerguth Burkison, a large man who cares more for getting the small harvest in and turning it into ale. The village sports a blacksmith's, though it also doubles for one of the leather worker. It's small. Relying on the forest more than trade or farmland.
Name: Kin: (North/South/unknown) Magic: (Do you have it? What type?) Age: Appearance: (Pictures are welcomed) Personality: Skills: Fears: Likes: Equiptment: Biography:
Starting in the village and surrounding valley, then I'll start tossing a spiel of problems at you. You can choose to travel or remain in place.
Basically the shaman can perform rituals that have powerful effects, but the rituals A) just come to him somewhat randomly (based on the needs of the village and of the land) and may only be used once or twice before being forgotten, B) can not be forced, C) take time in addition to their other requirements.
Example: Rain Dance
Starting as the last of the light leaves the summer sky the Shaman guides a circle of villagers (6 in this case) in a dance around the fire while each member is burning a different plant in their hands and a fire in the middle dances with them. Each villager that is part of the circle has been prepared a head of time with various paints mixed in various ways by the Shaman. As the villagers dance, clouds cover the sky and a light rain begins to fall. So long as the fire remains lit and the dancing continues so will the rain. Many circles around the fire and as the forest itself quiets the dance ends, both the shaman and all those who participated fall asleep where they stand, falling gently to the ground. When they wake they find that it rained just long enough for the village to get the water it needed for the next week or so, maybe a whole month.
Requirements for this dance: 6 Willing villagers - this is likely to be an act of desperation on their part considering the fear of magic. 7 Different herbal plants collected into bushels - can be difficult depending on the season 7 Different mixtures to paint on the shaman and villagers - Each mixture is likely to use different ingredients A large Fire - Fairly easy Time - About 6-7 hours in this case (9-10 at night to 3-4 in the morning) Energy from all of the participants - each person who participated will feel as if they haven't eaten in a week or more, and will need nourishment soon. The planets energy telling the Shaman what to do - GM hack in here. As GM you would decide what rituals are received, as well as the base requirements for it, by the Shaman while he meditates each day, if any. It is then up to the Shaman to use them.