Children of the Greatfather
Since the first days of the world, when the Greatfather and his six mighty sons walked the land, Magnar has been the homeland of the Born: children in their tongue. A dozen centuries have passed since those heady days, and in that time the children of the Greatfather's sons have tamed the rugged lands of Magnar and carved out six great realms, one for each of the Greatfather's sons. The hosts of the vengeful dead have been laid to rest forever and the trolls have been banished to their lairs deep in the mountains. Invaders too have come to despoil the birthright of the Born; the Thalasan invaders, bringing horses and magicks, succeeded in destroying one of the great realms, but they too were ultimately repulsed. Every enemy of the Born, unbowed children of the Greatfather, has been laid low. Magnar was their hard-earned birthright and for hundred of years, the Born have assumed that their homeland would be theirs to inhabit for all time.
But now, Magnar faces a threat greater than all the revenant hosts, savage trolls, and Thalasan fleets combined; an adversary that no amount of courage nor skill at arms can repulse. The doom of the Born is no mortal army, but Magnar itself, for an unending winter has seized the land. Snow is now liable to fall within weeks of the summer solstice, and the tremendous glaciers of the mountains creep into the valleys, crushing villages and forests alike in their inexorable advance. Famished and desperate, the northern realms plunder their southern neighbors. As war rages across frigid Magnar, the court of the Master's Citadel at Draath has descended into madness. So great is the courtly turmoil that the Master has been assassinated for the first time in 700 years.
There is a new Master of Magnar, Evar Varvudda. Never expecting to become Master, Evar became a sailor and traveled to distant lands across the Sturmsee, the Sea of Tempests. Now that he has returned, Evar speaks of bountiful, verdant lands to the south. Faced with the imminent doom of Magnar, the Master of all Born has suggested the unthinkable: that all Bornic men, women, and children abandon the Greatfather's birthright and establish a new homeland for the children of the Greatfather.
Introduction
Children of the Greatfather is an advanced nation roleplay set in a low-fantasy medieval world. This roleplay focuses on the five realms of Magnar, a septentrional landmass with a culture and climate similar to that of the greater Scandinavian region of Europe's medieval era. Due to a rapid climatic shift akin to the so-called Little Ice Age that occurred in medieval Europe, Magnar's climate has quickly become too cold to sustain its agrarian society. The Master of Magnar - who is essentially the king of this land - has suggested relocating the entire population to the more temperate lands across the sea.
I am looking for 4-5 competent storytellers who can post regularly to control one of each of the five realms of Magnar. I may allow any extra players to assume control of the native civilizations of the southern landmasses, or the non-Born population of Magnar. I am looking for writers that can weave together a compelling story that fits the setting. Creative, setting-appropriate worldbuilding is another skill I am seeking in applicants.
Lore and Setting
History of Magnar
Cartography
Application
I admittedly hate writing applications, but they are a necessary evil. Remember that people really only skim these to get a feel for your nation, so don't spend a lot of time or effort on your application.
Realm Name: One of the five remaining realms of Magnar. Effectively a duchy or great house.
Realm Master: The realms trace their history back to the six sons of the Greatfather, and the master of the realm is a direct descendant of one of the original six sons. Although male masters are much more common - female masters are permissible.
Master's Biography: May be combined with Realm History
Realm History: May be combined with Master's Biography
Realm Seat: The capital of your realm. Not particularly important as you will not be ruling from here for very long.
Realm Boundaries/Location: Again, not terribly important at first as the Born will be fleeing their homeland before long. But for the purposes of immersion, it would be nice to know where everyone is relative to one another. When the colonization of the southern lands begins, your realm's boundaries will be more pertinent.