Please look over this post to see what's changed; namely, deities have been added, the character application has a new "Patron Deity" section, and the deity section has generally been expanded on. Muy importante.
Oh, and there's a new GM / player expectation section. Look that over as well.
If you have not been listed in an @Mention, you can still apply. Read this post in its entirety before you do so.
You had no choice in the matter. None of the clan did: when High King Harlaus declared your clan traitors and oathbreakers, it was seen as an act of mercy that he outlawed your clan. It did not matter that it was the deeds of but a few that damned your clan; it did not matter that the High King himself had usurped his throne from the good king who came before him. No: all that mattered was his verdict.
Your clan could have simply dissolved. You could have become part of another clan, one strong and prestigious enough to weather the wrath of the High King. Some of you did, in fact. Yet for most of you, separating from the clan was simply unimaginable. How could you abandon those you've known since you were a babe? They are your kith, your kin, your family, and the bonds between you are stronger than even the threat of death. To sever those bonds is to sever a part of yourself.
So, the clan came to a difficult decision, and in the dead of night you all left Urland, that place which your ancestors' ancestors called home. You began the long journey south, traveling far over the mountains. You searched for a place which you could call your own.
And in the end, you've finally found such a place. It is a vast, beautiful valley surrounded by mountains with a pure and mighty river running through its midst. The trees stand tall and proud, and the game is bountiful, and the fruits are fresh. The god-talkers have communed with the gods and found this is the place which will serve as your home.
But your clan was not the only clan banished by the High King, and this strange, beautiful land is dangerous, too. You have seen strange things moving in the night, and eyes of crimson and a feral jade. You've heard strange music, too, and what's more, you don't know anything about the place you now call home. But you have weapons, you have the gods, and you have your family. When your clan stands together, there is nothing you cannot defeat.
So ends your exodus, yet the journey has just begun. Alongside the others in the Lodge, you must lead the clan to prosperity and see it through the dark times. Together, you must tame this land and become...
Masters of the Hidden Valley.
Okay, so what the crap was all that stuff above about anyway?
Firstly, let me just admit that I was heavily inspired by a certain video game called King of Dragon Pass. Some of the mechanics and decisions I made were inspired by threads presently being run by the players DeltaV and Frengo as well. Credit's due where credit is due.
Masters of the Hidden Valley is a different sort of NRP, mostly because you're going to be working together with your fellow players, not against each other. You and your fellow players are all members of the chief political body of any Urlundi clan, a group called "The Council." Chosen by a mixture of religious rite and electoral procedure, you and the others of the Council will decide the fate of your clan, making decisions on behalf of the people and leading them on missions of peace, adventure, and glory.
Let's get some bullet points out of the way:
This roleplay is about teamwork. This is built into the mechanics, the story, the themes, and even the character creation system.
The odds are stacked against you in this roleplay. In fact, there is a very real possibility that your clan will die out. It's not my goal to wipe you out, but you need to be prepared for the bad end. It can happen.
You are not playing mighty conquerors, nor do you have a grand army at your fingertips. You are a small clan of maybe one thousand people at most, and you need to worry just as much about feeding yourselves as you do about protecting yourselves.
This means that some threats will simply be too dangerous for you to tackle. You need to be able to judge when that is the case, because if you fail, that could bring about the end of our story.
Finally, you should take some time trying to immerse yourself into the mindset of one of these clansmen. There will be inklings of what the culture is like peppered in throughout the roleplay. You won't get a huge infodump, but what information you are given you should read.
The reason this is so important is that your clan's magic and your people's faith in you as a member of the Lodge both depend on how well you balance the needs of the present and to adhere to tradition. Tradition is everything to a clan: if your ancestors would disapprove of your deeds, then surely the clan is doomed.
There are dice involved in this roleplay, but I'll be doing all the dice rolling behind the scenes. This means that even situations which seem impossible to fail have a chance of failure. So, before you undertake any kind of dangerous task, be certain you're prepared to deal with the consequences.
Now, you might be a bit alarmed by the bit about ancestors. "Ancestors!" you might say. "But that means infodump! I thought you said there wasn't going to be a huge infodump!"
"And there won't be," I'd answer. You see, it's not going to be an info dump because the first part of this roleplay is creating your clan's history together.
That's right: everyone who gets picked to play in this roleplay will get a chance to decide what the history of your clan is. Think of it as a roleplay before the roleplay, albeit briefer: you'll get to choose things such as who your clan fought for in the past, what god and what spirit animals they call their patron, how the clan was born, and more. This will be done via a voting process, and anyone whose decision did not get picked one round gets counted as having an extra vote the next round, that way nobody's voice is ever completely drowned out.
Hopefully I still have your interest piqued. Let's get to the actual mechanics that will be involved in this roleplay.
Player and GM Expectations
I have expectations of you, and you certainly must have expectations of me. Below is a list of things I promise would-be players, and below that is a list of things I expect from you.
The GM: Will be available for OOC contact at least once a day, and will check for new posts and PMs every day, Will answer questions and PMs as quickly as possible, Will update the thread / turn every Saturday once the In-Character story begins, Will contact moderators if overtly antagonistic or bigoted behavior is displayed in the Out Of Character section, Will provide a roleplay and gameplay experience that puts both story and risk/reward at the forefront, And will try to create an atmosphere in which we can have fun, darnit!
The Player: Will endeavor to maintain OOC contact with the other players and the GM, Will try to post at least once a week in the IC, Will try to let the other players and GM know when they're kept from participating in the roleplay,
(But will not be judged poorly if circumstances prevent them from informing the other players)
Understands and accepts that if they DO disappear for an extended period of time (2+ weeks), their character may be taken control of by the GM, Will separate IC conflict from OOC conflict should it occur, And will try to create an atmosphere in which we can have some fun, darnit!
Turns and Seasons
More on what each player can do in a given turn will be covered in the second post of this thread.
Turns in this roleplay will advance once a week, namely every Saturday (exact time not yet determined). Each player can take one action in a given turn, though they may roleplay as much as they please during the week so long as they don't flood the IC and make it hard for others to read. Collaboratives are encouraged for this reason.
There are six seasons in the Hidden Valley: Rain, Fire, Ash, Harvest, Pale, and Moon. You might refer to them OOCly as Spring, a really long Summer, Autumn, and then a really long Winter. There are 60 days to each season for a total of 360 days. Each turn takes up 30 days, and so each season is split into "Rising" and "Waning." I.E. the Pale season is split into Rising Pale and Waning Pale, each of which is a turn that takes place over a week.
The important thing to remember is there are six seasons, each of which is split up into 2 turns, giving us a total of 12 turns, and 12 turns = 12 weeks of play. This means you only need to be able to post once a week, or perhaps twice.
Besides that, keep in mind what happens in each season: if you're attacking other clans in the Rain season, you're depriving your clan of the labor it needs to make enough food to stay alive. And if you don't have enough folks around during harvest time... Well, your crops won't magically harvest themselves.
Characters
You're going to create a character for this roleplay, obviously. Your character is a member of the Council, and one of you will be chosen by me to be Chief. Don't worry about competing for Chiefdom; I'm not going to tell you how I choose Chief. Just make characters you think you'll enjoy playing.
Something to note is that the people on the Council aren't all rich and wealthy and powerful. Some may be warriors, sure, and some may be wealthy farmers or important sages and magicians. Some, however, are just well-to-do shepherds who have a lot of friends or youths who show promise as potential leaders. You can write someone from practically any walk of life and have them be a part of the Council.
If you want to apply to join this game, make a character application now. However, be ready to change your character once we finish making the clan in the first IC. Your backstory and traits ought to be written to work with your clan and with the other players in the roleplay. You want a balanced group of leaders on the Clan Council, after all.
Below is the code for the character sheet. PLEASE use this format when applying:
[b]Name:[/b] Self-explanatory. What is your character's name? [b]Sex:[/b] This is the physical sex of your character. You can play someone who doesn't think of themselves as their natural sex, but people will see them as odd. It's totally up to you if you want to do that. [b]Age:[/b] How many years old are you? The minimum is 18. The maximum is 80, but I'd REALLY suggest if you want to be old, choose somewhere in the range of 50-60 instead. [b]Patron:[/b] Select your patron deity from the deities section. This is the deity you associate yourself with the most and pay the most homage to.
[b]Appearance:[/b] A short sentence or two is sufficient. You can post a picture, but make certain you also have a sentence or two to go with it. No photos, please, and try to get art that at least looks medieval if not ancient.
[b]Personality:[/b] Give me a paragraph or two detailing your character's behavior. Give me some insight on why they act the way they do.
[b]Background:[/b] THIS SECTION IS THE MOST SUBJECT TO CHANGE.
Give me a handful of paragraphs - somewhere between two or six, or a little more if you want to hurt me - and use them to talk about your character's background. Were they born into their station? Did they rise or fall to it? Was one of their parents a member of the Council before them? How long has their family been a part of the Clan? Etc.
[b]Personal Goals:[/b] Write me a few sentences about what it is your character wants for his or her self. What drives them? What has kept them going through the exodus? Where do they want to be in life?
[b]Clan Goals:[/b] What are your character's goals for the clan? Do they have great aspirations for the clan, or are they more focused on a humble, peaceful existence for their people? Note: your character MUST have a goal of some kind for the clan. Self-absorbed Chaotic Evil greedy bastards who only care about themselves don't join the Council.
[b]Estate:[/b] Not everyone is an adventurer, but everyone needs a home of some kind, even if that is just the open world. Describe your character's home in this section - a sentence or two will do - along with anything related to their trade. If they're a healer, their home probably doubles as a shrine to the Goddess of Mercy, and they probably have lots of spare healing gear. If they're a wealthy farmer, they probably have a large track of land and some cattle as well. If they're a warrior, they probably have a nice house near the center of the village and a healthy amount of weaponry at their disposal.
Note that you can get things that aren't a part of your estate when you go on adventures or raids or what-not. You can generally rest assured to be supplied with the basics of what you need for what you're doing. However, everyone should have a weapon of some kind in their home, for battle is a certainty in this world.
[b]Traits:[/b] [list][*]Copy and paste your traits [*]In a list format like so [*]Along with their trait cost or negative cost.[/list]
Traits
Traits are how we're going to define characters. Your traits decide a lot about you: what you're good at, what people think of you, how famous you are... things like that. They're descriptive in nature, and they're helpful for using as a baseline for writing your character's story, and having a trait or lacking it may change the outcome of a battle, course of action, adventure, or event.
EXAMPLES: Let's say you're a Master Builder. If you oversee construction efforts, they'll be easier for you to conduct than someone else. And if you have a trait that makes you a better fighter but one that makes you a weak leader, your go-to option in battles should be to pick up your sword and start hacking at the enemy, not trying to rally the warriors. Why would they listen to you, after all? You're a weak leader.
Traits are purchased with 7 points at character creation. If there's traits you want but you don't have enough points to spend, you can always purchase negative traits. Positive traits have blue numbers at the end (+#), and negative traits have red numbers (-#).
In the hider below are a list of traits. More may come later. Again, I want to thank DeltaV because his trait system (which was based on someone else's trait system) is what I based my trait system off of.
If you take a trait, you are expected to roleplay that trait. In other words: act reckless if you take Reckless. Put that Theatric trait to good use if you take it. Etc.
Positive:
Hardy - You have high endurance. +1 Tall - You are of significantly imposing size. +1 Defender - You are excellent at using a shield. +1 Thick-Skinned - You can withstand inclement and unpleasant weather. +1 Imposing - You are good at intimidating others, due to size or some other factor. +1 Observant - You are better at noticing traps, as well as your enemies' weaknesses. +1
Basic Weapons - You are skilled with the usage of less specialized weapons, such as knives, clubs and staffs. +1 Intermediate Weapons - You are trained with more advanced weapons, such as one-handed swords, spears and axes. +2 Heavy Weapons - You can wield two-handed weapons, such as longspears or battleaxes, with relative ease. +3 Ranged Weapons - You are skilled in the operation of bows, throwing axes, or perhaps even javelins or slings. +2
Light Armors - You are comfortable in padded cloth, fur, and leather armors. +1 Heavy Armors - You are accustomed to fighting in chainmail and scaled armor. +2
Agile - You are quick and light on your feet. +1 Sprinter - You can run faster, and for longer distances, than the average person. +1 Ambidextrous - You can use both hands with equal skill. +1 Grappler - You are skilled in hand-to-hand combat and unorthodox fighting tactics. +1 Light Sleeper - You wake easily at the first sign of danger. +1 Quiet - You make little noise, and are adept at sneaking around. +2 Burglar - You can pick locks and disarm traps. +2 Duelist - You are skilled at exploiting the weaknesses of heavier, stronger foes. +3
Warrior - You have direct, firsthand experience fighting on the front lines of a battle. +1 Raider - You have special knowledge about looting and plundering that may come in handy. +1 Tactician - You have a solid grasp of battlefield tactics and maneuvers. +2 Woodsman - You can fish, identify edible plants, and create basic shelters. +1 Hunter - You are skilled at hunting, cleaning, and cooking wild animals of all kinds. +1 Rider - You are of above-average skill at horse riding, and are able to make use of a horse in combat. +1 Farmer - You know a lot about crops, and that makes you a vital part of the community. +1 Chef - You can prepare and preserve food better than most. +1 Alchemist - You have an impressive knowledge of herbs, salves, and even poisons, and how how to identify and create them. +3 Trapper - You can build complex traps, for capturing or killing animals or people. +2 Philosopher - You are an expert in some sort of "science." Phah! +3 Craftsman - You can construct relatively complex tools and structures, given the time. +3 Affluent - You belong to the (very thin) upper crust of society, and have the wealth to prove it. +3 Master - You have some particular talent in which you are an absolute expert. Please specify exactly what this is when you choose it, e.g. "Master Baiter." +5
Magic Resistant - You are naturally resistant to magical powers. +2 Healer - You command the healing powers of the Goddess of Mercy, Dyvella. You can heal more terrible wounds than an alchemist can and can lift curses as well. Your ability to heal is dependent on your clan's magic. +3 Spirit-Touched - You have a knack for finding and talking with spirits of the land. While such beings may sometimes be capricious to others, they are oddly friendly to you. +3 Trickster - You command powers of light and shadow, of magical ventriloquism and practical pranks. Some might look down upon you for this, especially as your magic is linked to your willingness to cause and dedication to mischief, not to the clan's magic. However, none can deny the usefulness of your magic, especially when you play games with creatures others wouldn't dare to raise their voice to. +3 (Note: PLEASE PM me before choosing to play a Trickster.) War-Mage - You command fearsome powers on the field of battle. Choose one of the war gods: Cairis, Camvor, or Urak. You may call on them for help in battle. Your ability to wield this power is dependent on your clan's magic. +3 Seer - You are one of the rare few who have been marked by Galla the Fateweaver. Through dreams, visions, and sometimes simply feeling, you can catch glimpses of things that may come to be.+4
Theatric - You are a performer, skilled with impressions and disguises. +1 Intelligent - You are naturally smart. +2 Learned - You are literate and have a relatively advanced education, in comparison to the common man. +2 Reputable - You have a spotless and respected reputation. +2 Charismatic - You are eloquent, convincing, and at ease when speaking in public. +2 Animal Whisperer - You form natural bonds with wild animals. At least, the tamer ones. +2 Beast Master - You have a knack for dealing with truly free animals: wolves, bears, eagles... Unfortunately, domesticated animals don't like you. +3 Lucky - You are loved by the Gods. Things occasionally just go well for you. +2
Negative:
Clumsy - You are a klutz. -1 Lame - You have a limp. -1 Weak - You are not physically strong. -1 Ugly - You are not fair to look upon. -1 Loud - Your movements are particularly noticeable. -1 Heavy Eater - You have a big belly. -1 Myopic - You have bad eyesight. -1 Abrasive - You are rude, and generally disliked for it. -1 Greedy - All of the riches are yours, and nobody else's! -1
Dumb - You're less intelligent than most. -2 Slow - You cannot move quickly. -2 Skittish - You frighten easily, and have trouble keeping your cool in stressful situations. -2 Hot-Headed - It is sometimes difficult for you to think clearly.-2 Sickly - You have a persistent illness. -2 Frail - You have little stamina. -2 Unlucky - The Gods disdain you. Things just don't tend to go well for you. -2 Proud - You are unused to harsh living conditions or menial labor, and unwilling to perform degrading tasks. -2 Drunkard - You have an alcohol dependency, and a tendency to get drunk obnoxiously and often. -2
Reckless - You take unnecessary risks. -3 Old - You are elderly, with the decrease in stamina and memory that accompanies such a status. -3 Untrustworthy - You are a habitual liar or a thief, and everyone knows it. -3 Kleptomaniac - You are compelled to steal with some frequency, especially when such items as you take are entirely useless to you. -3
Maimed - You are missing a limb. -4 Crippled - You have a physical problem that severely limits your mobility. -5 Blind - Whether by age or illness or violence, you cannot see. And you don't even get superpowers in exchange. -5
The Deities
The deities do not walk among us, though once they did. There are good deities (the Earth Tribe or Tuad Rithe), wicked deities (the Dark Tribe or Dorca Rithe), and deities we neither revere nor fear.
The good deities are those twelve gods whom all Urlandi worship. They are often called The Twelve in present Urlandi society, though before they were called the Tuad Rithe, and they also formed the Earth Tribe. All tribes and the clans which make them up have been based on the original Earth Tribe, borrowing their customs and laws and making them their own.
Every Urlandi chooses their patron deity in their adolescence, though some change who their patron is later in life. Others are marked by a certain god at birth and are destined to serve that deity. Decide how and when your character chose their patron deity and whether or not they had a deity before that one.
It is possible to interact with them on a personal level and in a very tangible way: through certain rituals, Urlandi embark on quests the Twelve once embarked on in ancient times. These are called "Heroquests," and while they're arduous undertakings with a great deal of risk involved, they can be a source of magical boons for the clan. You shouldn't be embarking on any in your first couple years in the Hidden Valley, but you should keep them in mind.
Below is a list of the good deities, the Tuad Rithe:
CHIEF GODS
Urak - The Earthlord, King of the Gods, the Horned God
Urak is the king of the gods, the one who has time and time again rallied them together against the forces of evil. So it is that he commands the respect of the most Urlandi of all the gods. A pair of antlers sprouts from his skull.
As Earthlord, Urak has dominion over rock and stone. Legends surrounding his exploits depict him as a skilled warrior, a great leader, and a lover of good drink. The same legends paint him as being on a sort of eternal journey of growth: he started as the son of one of the Dark Tribe and indeed as a villain himself, but over the course of his quests became a good man, and eventually a wise man as well. He has been a warlord, a slave, an adventurer, and for the last thousand years has been the King of the Urlandi gods.
Urak is one of the war gods. His war-mages are blessed with increased strength and the power to manipulate the earth in battle.
Aire - The Hearthkeeper, Queen of the Gods
Aire is the goddess of the hearth and the home. She is the wife of Urak and is known for her great patience. Many women, though certainly not all, have made her their patron deity.
When Urak first joined the Tuad Rithe, Aire was one of the most skeptical of him. Indeed, the stories say she bitterly opposed his membership among the Tuad Rithe. However, she has since been his wife and his lover. Where Urak is a great leader and speaker, Aire is a brilliant manager of household affairs. So it is that women married to Gallocmen are expected to maintain the home, but they are also expected to be able to manage the estate: the herds, the thralls, and more.
Camvor - The Oathkeeper, the Dead God
Camvor is a dour god, the lord of oaths, and is known for never having broken one. His adherence to his vows has at times made him an enemy of the Tuad Rithe, but none can question his honor or his solemnity.
Other gods may have power over the land or over herds or the wilderness, but Camvor alone commands the oath. He was killed long ago in a battle with the Dorca Rithe and by sheer will alone he returned to complete his oath to see them defeated. He and his worshipers, the Oathsworn, work tirelessly to right the wrongs wrought by the wicked powers in the world. His worshipers are also in charge of ensuring the dead receive their proper rites and are well taken care of. Those who live for vengeance or who are to embark on a seemingly hopeless quest often either worship Camvor or swear to see the task through in his name.
As one of the three gods of war, Camvor grants war-mages power in battle. War-mages of Camvor can call upon the spirits of their ancestors to aid them in battle, imbuing their weapons with ghostly magic. They can also hurl bolts of cold magical energy, the stuff of the realm of the dead.
Bodi - The Huntress, the Watcher
Bodi is one of the first Urlandi deities and is one of the fiercest warriors among the Tuad Rithe. Of all the gods, Bodi is the most loyal to Urak. She is the first to see danger and alerts the other gods of trouble.
Bodi was the first among the Tuad Rithe to accept Urak when he first turned away from his father. She has since been his loyal friend, championing him in all things, fighting for him in battle and before the Council of the Tuad Rithe. While not a war god, Bodi is worshiped by hunters everywhere. Woodsmen keep the clan fed in times when the harvest will not, and the skill of hunters in battle is not something to scoff at.
OTHER GODS
Dyvella - The Healer, the Goddess of Mercy
Known for her pacifism and her gentle heart, Dyvella is the goddess of mercy and easily the most beloved of all the gods. She commands the power of healing and imbues her most faithful with the same.
Though she has never lifted a finger to harm another being, some would say that Dyvella has done more to help the Tuad Rithe than any other deity. She is a truly ancient goddess and has been instrumental in most every great adventure of the good gods. If not for her invention of medicine, it's very probable that the Urlandi would not be alive today. Most clans pay her homage at some point in the year.
Some of Dyvella's worshipers have been gifted with great healing powers. These are Healers, and they are known for their ability to close wounds with magic that would seem impossible to cure with medicine. However, their powers are dependent on their clan's magic, and they are not always trained to discover the cause of an illness. Sacrifices to Dyvella may bring about healing without costing the clan's magic.
Mardoc - The Loremaster
Mardoc is the oldest of all the Tuad Rithe, even older than Dyvella. He is also the most learned and the most eager to teach. Long has he taught the Tuad Rithe of history and customs, and long have his worshipers done the same for their own clans.
Mardoc is a highly respected god and the father of Lucharoc. Though not a warrior, he has fought his fair share of battles for the Tuad Rithe. More frequently, though, he and his worshipers spend their time compiling history and applying the lessons of the past to the reality of the present. It is thanks to Mardoc that the clans have writing. It is thanks to Mardoc that the traditions of philosophy exist.
Falcons are a favored pet of Mardoc, and he takes great care of them; they, in return, deliver his messages and those of his worshipers.
It is important to understand that while Lucharoc and Mardoc are both deities of learning, they embody different approaches to it. Mardoc represents a more careful approach to study and a deep respect for the lessons of the past. His worshipers believe knowledge must be applied carefully so that history does not repeat itself.
Lucharoc - The Inventor, the Rubyheart
Son of Mardoc, Lucharoc is a young, rebellious and hot-headed god who focuses on the knowledge that can be discovered rather than the knowledge that already exists. He cares less for history and tradition than he does for building things, whether they be tools of war or marvels of architecture. It is for this reason he and his father are so often at odds.
Lucharoc promotes speaking with your heart and making that which promotes learning. As such, he is favored by artists, romantics, and younger scholars. There is a lengthy story in which Lucharoc wooed Yvene. Different versions of the tale present different endings, so some say that Lucharoc and Yvene are unwed lovers while others suggest Lucharoc's attempts to woo her failed. Fights have erupted over this question in the past.
It is important to understand that while Lucharoc and Mardoc are both deities of learning, they embody different approaches to it. Lucharoc emphasizes the pursuit of the new without heed to consequences. His worshipers believe that while tradition is important, it must be compromised with a world that is changing with every passing decade.
Cairis - The Strategist, the Clever Warrior
The patron of warriors who favor brains over brawn, Cairis is a war goddess and is one of the most intelligent of the Tuad Rithe. She is known planning battles and adventures alike and for being Urak's adviser in war.
Cairis is a rather independent goddess and is famous for her cleverness. Though originally a mortal thief, she ascended to the Tuad Rithe by defeating a deity in battle with her great cunning. She has led Urak's Gallocmen in battle since then, less through charisma than through tactical knowledge.
Cairis is also the goddess of adventure. Anyone who wishes to embark on a great journey will sacrifice to her in hopes of receiving her blessing. Thieves, too, often pray to her; and while thievery (though not raiding) is against Urlandi laws, Cairis often answers their prayers with blessings so long as they are not bandits.
As a war goddess, Cairis can grant her war-mages certain powers in battle. They may call upon her to receive useful knowledge concerning the enemy. They may also use her power to create panic among their enemies, bravery among their friends, or to help their weapons find weak points in the enemy's defenses.
Yvene - The Smiling Goddess, the Pearl-Haired Goddess
The patron of trade and communication between clans, Yvene is the most beautiful of the all the gods. She is a cutthroat trader, too, and many stories depict her as both a magnificent, white-haired damsel and as one who makes deals that change lives for better or worse.
Yvene is not originally of the Tuad Rithe, but comes from the Sea Tribe. She became a part of the Earth Tribe when Camvor saved her from certain death. Now, merchants and diplomats alike appeal to Yvene for help in their trade. Fishermen, too, sometimes appeal to her for help; she can speak on their behalf to the Sea Tribe, after all.
It is said that Yvene sometimes blesses children with a spark of her beauty. So it is that some girls are born with white hair, like Yvene's, though a very rare few stories suggest boys can be born with this hair as well.
Lugibaid - The Tiller, the Good Fellow
Known for his cheerful disposition and his work ethic, Lugibaid is the patron of landsmen and their kerns. He likes nothing more than a good beer after a hard day's work (save perhaps peace and camaraderie).
Lugibaid has always been an easy-going god, though he is one of the few who has never fully taken to Urak's reign over the Tuad Rithe. He follows him, though, as the laws dictate. As such, the kerns and landsmen and other peasantry are allowed to speak out against their clan leaders, but ought obey them in the end so long as the Council behaves lawfully. Such is the precedent set by the Good Fellow.
As the patron god of farmers, Lugibaid ensures that dedicated worshipers are rewarded with fertile fields. While he cannot bring the rain or call the sun, he can make fieldwork easier and more lucrative.
Nol Bak - The Golden Hound, Sun-Chaser
A relatively minor god, Nol Bak is most often depicted as a yellow man with a hound's head. He is the favorite of shepherds, watchmen, and whomsoever needs to keep a long vigil. He is not a war god, but is seen as a ferocious protector nevertheless. As hounds are greatly loved by the Urlandi, anyone who loves their dogs pays some homage to Nol Bak. He's also known for his love of a good party.
While Nol Bak does not make any herds more fertile, he does protect them from harm. He also is in charge of bringing the sun about at the right time each morning, and so he chases it into the sky whenever it is needed. He does not do so in the Moon season because the forces of darkness make it dangerous to chase the sun alone (which he would not care to worry about if not for the insistence of Aire). He may be called on for the sun's blessing in the planting times if the sky is too dark or cloudy.
Nol Bak's followers sometimes can throw themselves into an animalistic frenzy when in battle. This frenzied state is called the "Berserk." He may not be a god of war, but Nol Bak certainly is a god of fighting.
Gairena - The Cow Mother
Unlike the other gods, Gairena walks on four legs, not two. She is the cow goddess and joined the Earth Tribe for the survival of both her people and the Urlandi. It is a strange deal she's made, for cattle are killed for their meat, but in return the cow has become a part of a great many more clans, has become very numerous, and is protected from outside evils.
Gairena is a very important part of the Urlandi pantheon. She blesses cattle with longer lives, with more children, and with abundant milk. She can also be a wrathful goddess, though, and if her will is not heeded when her signs are offered she may send bulls on a rampage.
THE... OTHER... GOD
Tadigam - The Fool, Mad Taddy, the Insolent Ass, the Idiot God, the Wild-Maned Madman
Either Tadigam is the worst god or one of the best things that ever happened to the Urlandi people. Likely, he's both. It's for that reason he's never considered officially to be one of the Twelve.
Tadigam is a trickster through and through, and so he is a friend of tricksters. His antics have ever been irrepressible, sometimes hindering the efforts of the Tuad Rithe and sometimes proving to be to their benefit. It is dangerous to anger him, but also dangerous to be his friend; and so most clans have decided it best to leave the Tricksters be for the most part save to throw them out the door whenever they start misbehaving.
Tricksters command a surprisingly potent magic and can provide solutions nobody else can. They're also utterly mad. Really, it's hard to predict whether a Trickster is casting a spell or dancing about the room riding a broomstick. Sometimes the idiocy is the spell.
There is good reason why Tadigam isn't called one of the Twelve. Just remember that.
Urlandi Culture
I promised I wouldn't give you an infodump about this, and I will stay true to that promise. However, there are a few rules of thumb to keep in mind when you're writing your character and participating in this roleplay:
Honor the Gods. Earning their favor is a good thing, and earning their ire can bring terrible luck upon us.
Tradition is everything. Remember always what your ancestors did; balance the needs of the now with the ways of the ancestors. Such brings good fortune to the clan.
Blood demands compensation. Whether you demand more blood or something else is up to you. Cattle, gold and silver, magical artifacts or sufficient quantities of food can be sufficient to end a blood feud.
Be neither overgenerous nor stingy. There are times when you should give unto your neighbors that which belongs to you or to the clan, the better to solidify relations with them. But there is a difference between generosity and surrendering all you have. Also remember that you can always offer reciprocal gifts in answer to a stranger's gifts: such honors you both.
Heed the people. Those who have chosen you to serve on the Council can through violence or through appeal remove you from it as well. While such a thing would be a disgrace to the religious rites that put you on the Council, you nevertheless should do your best to keep situations from reaching that point.
If you cannot protect your herd, you deserve to lose it. While murdering a man is a crime, attacking his clan in a raid to take his herd, his silver, or his land is perfectly just, and warriors who die protecting their fields need not have their deaths compensated. But remember, too, that if you pressure another clan too hard, you may start a blood feud, and who knows what powers they may turn to in seeking your destruction...
Finally, you should know the basic social structure:
The Chief - This man or woman leads the clan and is chosen from among the Council. The Council - You are a member of this. You are the governing body of the clan. Each member of the Council may come from any other walk of life and often represents that group of people on the clan ring. God-Talkers - These are the priests of the clan. They search for omens and tell us what the gods want from us each year. Philosophers find themselves lumped into this category even though they cannot speak with the gods. Gallocmen - These are the professional warriors of the clan. Combat is their sole profession: they do not farm or sow or herd sheep. They only adventure, patrol, and fight. Some consider themselves to be fine poets, too. Craftsmen - These are the merchants and tradesmen of the clan. Blacksmiths, traders, artists, bakers: they all belong to this category. Landsman - These are the landed peasantry, and they can be very wealthy folk indeed. A great many kerns typically work for a single landsman. They often have some basic administrative experience. Hunters - These are the woodsmen of the clan. They are skilled trackers and are adept at catching game, often through use of either a spear, bow, or sling. They make good skirmishers in times of war and patrol the woods to ensure nobody encroaches on our land. Kerns - These are the peasantry at large, those clansmen who work the fields, tend the cattle, and also serve as the footsoldiers alongside the elite Gallocmen in times of war. They do whatever needs doing. Thralls - These are those unfortunate souls who have been captured in raids or made slaves due to their crimes. They alone are not allowed to serve on the Council, but they may one day earn their freedom and become members of the clan.
Our Clan
Click the hider To learn more about the clan's history and the effects it has on our story.
We fought against the Tuad Rithe, but for our bravery we were given a second chance.
-- We are generally seen as honorable but are believed to have wicked streaks. Special events concerning our history may come up.
During the Crowning of the Earthlord we conferred with Aire to discuss the future and began weaving our clan tapestry.
-- We start the game with a shrine to Aire. Aire is our primary goddess, and traditionally we are expected to have a worshiper of Aire as our Chief on the Council.
Our ancient enemy is the Moon Tribe, the monsters who come out during the Moon Season.
-- Fighting the Moon Tribe has made us adept at raiding during Moon season when other clans would refuse to. However, we are more likely to encounter these monsters, especially during the Moon Season.
Our ancestors mastered the profession of Alchemy.
-- Our alchemists have a higher chance of success during events and adventures that require the alchemy skill.
Our ancestors treated thralls fairly, letting them earn their freedom if they were worthy.
-- As this is what our ancestors did, we are expected to treat thralls the same way.
We prepared for the Long War by fostering good relations with other clans.
-- We start the game with extra favors with other clans, and we can get favors easier and take advantage of favors better than other clans.
We are a Balanced clan.
-- We favor neither war nor peace and can distribute our clan magic in a rather balanced fashion.
Our ancestors turned to the Black Wolf for guidance.
-- We gain bonuses at events that happen at night and we are better at raiding at night.
Our clan helped bring about the return of Bodi.
-- We begin with a shrine to Bodi.
Our clan had a positive attitude toward the Storm Giants.
-- We are expected to treat the Storm Giants in a friendly fashion as our ancestors did.
Our clan was exiled for trying to assassinate the High King.
-- We are known to be unscrupulous people and some clans assume ill of us. Many clans in the Valley are similarly disparaged for their history, however. We are better at stealth than other clans.
We settled on hills along the river running through the Hidden Valley.
-- Our land is fertile and defensible, but we have little available game and do not have abundant ores or the vantage point afforded by living near the mountains. We are neither especially close to the other clans nor especially far away, meaning we are not safe from raids and are not close enough to get help quickly.
We are feuding with Clan Greenfeather and Clan Nightfell.
We are trading with Clan Stormcaller and Clan Gearalti.
These clans owe us favors: Clan Bodeci, Clan Cinaede, and Clan Gearalti.
We owe favors to: Clan Gearalti.
Clan Andal is one of the newer clans in the valley, and despite having a rather unremarkable patch of land have managed to produce huge, flourishing fields of wheat. They revere Urak and Lugibald equally and are known to staunchly defend their land, using javelins and walls of spears to hold their own against fiercer foes.
Devout worshipers of Bodi, the Bodeci have ever been her chosen people and it was a shock to everyone when King Harlaus banished these folk from Urland. They have chosen to dwell far from the other clans, near the Black Wood, and are famous for their marksmanship and their wanderlust.
Clan Cinaede has ever been eager to wage glorious war on its neighbors. They are known to wade into battle bare-chested, themselves red and wearing bright, fiery orange tattoos on their limbs. Few are as handy on the battlefield as Cinaede gallocmen, and fewer still are as quick to anger.
Clan Fiorlask is a very recently formed clan, made from bands of exiles and brigands that have decided to make their own clan and eke out a living in the Valley. They are not entirely lawless, but they are certainly not inclined to honesty. Their bad reputation makes them desperate for friends.
The miners and iron-smiths of Clan Gearalti are famous for their industriousness and their taciturn attitude. They are wholly devoted to their crafts, producing some of the finest weapons, armor, and masonry. They are known to use the caves in the mountains as shelters and forts.
Though they originally claimed a huge swathe of land in the Valley, the Greenfeathers have suffered a lot at the hands of their neighbors. They are talented merchants who love nothing more than to make a good profit and show their wealth with fine clothing. Despite the raids they've endured, they remain the wealthiest of the clans and are prone to hiring other clans as mercenaries to fight for them. They've pitted their enemies against each other several times in the past.
The Moriks hoped to avoid the conflict that grips the Valley by claiming a lonely patch of hills in the south-west. There they raise huge herds of sheep and goats, using their vaunted slingers to keep raiding clans at bay. They are rumored to have a large temple to Nol Bak.
Once enemies of the Tuad Rithe, the ancient Nightfell clan takes its oath to destroy the monsters of this world very seriously. The Nightfell revere Camvor above all and are known to go raiding in total darkness to destroy their enemies, especially the orcs.
Fiercely independent, Clan Oakheart has miraculously kept all the land it claimed when it first arrived in the Hidden Valley. The Oakhearts are known for their clever use of the forest as a buffer, but also for their sizeable cattle herds. They revere Aire and the Cow Mother equally, and it is known that woodland creatures help them in battle.
The Stormcallers have ever been friends of the Storm Giants and so have earned the ire of other clans. They wield the giants' air magics, having been gifted with the knowledge of their powers long ago, and use those powers more than the earth magics of the Tuad Rithe. They are known for their splendid orchards.
If any clan can be called "the philosopher clan" in the Hidden Valley, it is the Truthseeker clan. They keep excessive amounts of scrolls and books, have ancient documents in their possession, and are wise concerning a great number of rituals. They are, however, very close-lipped about these rituals, and it takes considerable bribery to earn their trust.
Vendari wine is incredibly good, and Vendari boats are even better. The Vendari are talented river-merchants who, while not especially skilled in combat, have a knack for striking at opportune moments and for securing timely alliances. They may be best described as cautious expansionists.
The Storm Giants
A relief on the wall of a Storm Giant temple
The Storm Giants were friendly to Urlandi at first, though most Urlandi did not accept them or their dwarven minions. They came from the mountains east of Urland and brought security and prosperity to those that listened to them. They helped Urlandi fight back against the Dorca Rithe and the creatures of evil, and so it seemed that all was well.
However, a battle took place between the Storm Giants and a strong tribe of Urlandi. The Storm Giants showed the extent of their wrath by causing a terrible avalanche of rock and snow to fall onto Urlandi, destroying many of the people who had called them friends as well as their enemies. Then they left Urland, leaving before proper vengeance could be had.
Some Urlandi - those clans that remain which were friendly to the Storm Giants - believe that something else must have been afoot, that the Storm Giants would not have wrought such destruction needlessly. Most Urlandi believe that the Storm Giants are not to be trusted, or to be avoided at the least.
As has been discussed, each IRL week (updating every Saturday) is a turn. Each turn is the passage of 30 days in the Hidden Valley. Two of these turns make a season, and six seasons make a year, so twelve turns or weeks make a single year go by in the Hidden Valley.
During the course of a turn, you can roleplay as you please (though you're expected not to flood the IC with back-and-forth 2 paragraph quips), but you're also going to be approached with certain situations that demand your attention. These situations are called events, and they'll be covered in detail. You're also going to be allowed to take actions which can shape the future of your clan.
But before we can start all that, we have to make our clan. Let's discuss that first.
Making the Clan
So, you - the players - will be making the clan together. It's actually a really simple process.
Over the course of two weeks, I'll be posting questions in the IC thread about the history of your clan. Approved players will be allowed to vote on the answer in the OOC, after which I'll post your decision as a group. If there are ties, I'll break them. Then, I will post the next question, and the next, and over the course of a couple weeks we'll have created our clan. When it comes time to name it, I'll choose the name based on your suggestions and my own take on the setting.
NOTE: This means the first couple weeks will require you to post a little more frequently, but you'll only need to post your response to questions. These will not require lengthy essays.
Once the clan is finally created, we can start the roleplay itself.
The clan has been made. We are Clan Aonghus.
Player Actions
Each turn, you can take a single action as your character. An action is something that would reasonably take a great lot of time or preparation, something that is relevant either to the clan or to the achievement or your personal goals or your clan goals. Many things you do - in fact, almost everything you do - will involve a secret dice roll by me.
Leading a raid against another tribe is an example action. When you go a-pillaging, I'll size up the situation based on what you've written and based on your traits. I'll also factor in the enemy's traits and their situation. I may ask you questions via PM or in the OOC, or ask you to elaborate on what you want to do. Then, I'll roll the dice, using everything I've factored in as a modifier, and see what the result is.
The same thing applies to other situations: trade, diplomacy, adventuring, heroquesting, helping the farmers, etc. Whatever it is you do, I'll be the final deciding factor in what the result is.
Now, you can roleplay outside of your actions. It doesn't take an action to talk with your fellow Council members about the day's events, or to figure out what your course of action should be. It also doesn't take an action to write about how your character talks with their family, nor does it take an action to respond to an event. The one-action-a-turn thing applies to you proactively (not reactively) trying to change the fortune of you or your clan.
Important Events
Things will happen to your clan on occasion, and there is a chance each turn that something of note, interest, or consequence may require the attention of the Council. There will probably be one or two important events per week (perhaps more on certain occasions), and making a decision about these events is something you'll have to do.
Responding to important events doesn't require an action on your part. Just respond as you believe makes sense.
Some events demand the attention of the entire Council rather than an individual member or two. Ultimately, the decision on how to respond in this case rests with the Chief of the clan, but if the Chief continually doesn't represent your wishes (and thus the wishes of the people), the Chief may be in trouble... Talk it out. Negotiate. Decide together what the best route is, but your Chief gets to make the final verdict.
Action-Related Events
Sometimes, your actions will spark an event that you'll have to respond to as an individual.
Let's say, for instance, that two characters go on an adventure together. Since they've gone into foreign territory where Giant Space Weasels exist (note: Giant Space Weasels do not actually exist in the Hidden Valley), they encounter these monsters on this trek. So, I send both players a PM about the situation and ask them how they respond. Once I have that, I tell them what the result is and let them post it in the IC thread. Easy peasy.
Non-Response Events
Certain events won't prompt any sort of response from you as players. An enemy cattle raid, the discovery of precious minerals, or the loss of several homes in a fire may not require any response from you, for instance. You can, however, use your action to attend to these matters.
Yearly / Seasonal Updates
I will give a status report that summarizes the result of the last season's events at the start of each season. This should give you a good idea of what direction your clan is headed in.
I will also give a status report on your clan at the start of every year, including the first year. This report will summarize how your clan has fared over the last year. One in-game year = 12 weeks of real life time, so expect this to take a while.
First: SO SORRY it took me this long to get all this stuff posted. I got distracted by politics, by a vidya game, and also by the deity section and the second post in this thread actually taking a lot of work to set up.
I'm so certain I missed or forgot something, so feel free to call me out on that if anything seems amiss.
Anyway, those of you who I've already approved: post your characters in the characters tab. Everyone else: start preparing your sheets at your leisure.
I'd like to start making the clan on Saturday, March 12, so let's discuss whatever needs to be discussed. This is my spring break and starting tomorrow I'm gonna have lots of time to answer you guys in the OOC.
Now, if you'll excuse me, I need to start writing a post for a thread I'm a player in.
Posted Maire's CS in the 'Characters' tab and added a few more traits. Let me know if I need to fix anything, and I'm looking forward to working on some clan development stuff.
Name: Eliz Sala Sex: Female Age: 22 Patron: Cairis - The Strategist, the Clever Warrior
Appearance:
One who plays with fire is bond to get burned by it and Eliz did and still does a lot of playing with fire. Her masks hides the scars she received when she got too reckless but nothing with much value was lost when half of her face was sacrificed to the gods of war. She doesn't look healthy on the slightest and has no child bearing hips or feeding breasts. Her face and body is gaunt, stress and famine preventing her to eat at her fullest, her one eye is piercing and shines with the same fire she welds.
Personality: People tend to hate her and she responds in kind. She sees everyone as potential traitors and her own self as the saving grace of the clan, often ignoring orders to do what she knows best, or what she thinks is. Eliz was forced into adulthood and into the violent lifestyle she keeps, having learned early as she was bullied that the best way never to be bullied again is to strike back ten times harder and that the only way to make sure you've won is to insure your enemy will never stand up again.
She sees everything as confrontation, but some realize that this is the way to deal with her. If you know how she ticks, she's not impossible to deal with, it merely demands patience and courtesy, as compliments and soothing words can melt the ice that is her heart, if only just a bit. However, she never, never forgets or forgive the slightest betrayal of her trust, each time that it is betrayed pushing her away more and more from everyone else.
Background: Her father, a powerful Gallocman, wanted sons, sons to pursue his legacy and strive for glory. His elder was a girl. His deception was great of course when Eliz came to the world and he begged the gods to know why they'd send him a weak and feeble thing that probably wouldn't survive the winter. She did survive and his father would get what he wanted, a single son as his wife, the woman of her life whom he loved like no other, passed away in child birth. He was devastated and fell in drunken rage for most of the time after that, spending the only time he was conscious trying to train his boy and at best ignoring his daughter, who seemed like she wouldn't even be able to bare any warriors in her womb.
Eliz was 12 and her brother, Senlak was 8. Senlak liked his sister although Eliz despised him, it was public knowledge but still she spent her time with him, because all the other kids would throw rocks at her. One day, they went to the forest but Eliz came back alone. A boar had charged them both she said! Senlak having thrown her away to protect her but in doing so, had been thrown out a ledge into a ravine. The clan searched for Senlak and found his body, trauma to the head being the cause of death. There was doubt however, people knew Eliz was a 'Dark Child' and her own father accused her of killing his son and tried to end her life. Elders however got in his way and protected her for there was no real proof.
The one who took her defense was God Talker and Council member Moriak, a respectable old priest who had noticed long ago that in their own ways, the Gods had answered Eliz' prayers and made her a mage, skilled in the more warrior of spells. If someone was favored by the gods enough to have magic, surely they couldn't be all bad? Eliz's father however didn't see it this way and would ultimately die in a raid the next year, sloppy fighting and alcohol finally being his undoing.
Eliz would remain sheltered under Moriak's care and guidance, not mingling with the people more than she ever did until the old man passed away. Free from his guiding hand, she joined the raiders and brought with her an aggressive that gave her the begrudging admiration of the other Gallocmen and ultimately a reputation: Where Eliz goes, there is blood and victory. She was voted on the council by the warriors, people who when they were child despised her but who now saw her destructive powers.
Personal Goals: For Eliz, the gods speak to men through nature, and what is nature if not a constant contest for survival and dominance? Eliz aims to either free herself from this cycle, or climb up on top. Self sufficiency and dominance, it is what she seeks for herself and her clan.
Clan Goals: Self sufficiency and dominance. She will always point out to the exile of the clan to explain why they should be on top, why they should never let the clan in a position of weakness to others, no... they should be on top and do everything to achieve this, become ever stronger and like the high king tried to do with their clans, dissolve and absorb all other clans until theirs alone stands on top. After all, herbivores survive on weeds, becoming ever larger, but they only serve as pray to the predators that lurk. Weed eaters! It was what the clan was, but never again. Survival passes through dominance and a creature with no predator is king.
Estate: Eliz lives mostly out of the village, in a cave nearby. If she wants to see someone, she'll throw down a rope ladder for them to climb but otherwise will isolate herself, only going down for the few things she might need. There are of course other ways to climb, not at all dangerous in fact, but if one is not an expert it would probably send down quite a few pebbles, warning her someone is coming. Inside are quite a few items ranging from weapons to pelts along with potteries and a shrine to the gods of war, most of it being prizes of older raids. There is of course, her weapon. A lance without iron, especially designed to break. Wood made from a Hixalian tree so that one stroke by this weapon and survives will have nosea and a fever for the next few days, a token of Eliz's spite.
Otherwise she has a house in the village that belonged to her father. She doesn't go in it very often and it serves as a dormitory for the dozen thralls she has enslaved in her constant raiding. The males are generally out doing some task while the rest of the family is kept inside the village to work as well, but to make sure that the men will always come back. She also has quite a few cows at her name, again, pillaged from other clans. She mostly employs thralls to take care of them but also needs to employ a few kerns since her herd is becoming larger each year, her greed making her prefer to amass wealth and resources rather than using them.
@Wernher Hmm. I'll bring up a few of my thoughts here.
1. Well, you need to select a new patron deity. That's a new section of the character sheet that's been added since this thread started.
2. One thing I'll need you to do is send me a private message concerning what went down in the woods. I won't share this information with anyone. I'll explain why after you've sent me the PM.
3. The first picture is fine, but the second picture you've given for her appearance has an aesthetic that doesn't suit this roleplay. You can describe her as having masks she wears to hide those scars, or as wearing <insert clothes befiting an iron age society here>, but realize this is a very different world from most modern fantasy.
4. Finally, just remember that she does need to sincerely want to help her clan grow, and not just out of personal interest. As I said before: "Self-absorbed Chaotic Evil greedy bastards who only care about themselves don't join the Council." Evil is fine, note. Just make sure your character DOES want to help her clan.
So, yeah. Check 1, 3, and 4, and send me a PM with the details of 2. Once changes have been made and the PM sent, we'll discuss whether or not you're accepted or denied.
Also remember that being Abrasive, Proud, and Reckless is a potentially REALLY dangerous combination. I may end up having events happen due to your character's behavior alone. That's the sort of combination of traits that can start feuds.
Also remember that being Abrasive, Proud, and Reckless is a potentially REALLY dangerous combination. I may end up having events happen due to your character's behavior alone. That's the sort of combination of traits that can start feuds.FUN!
I know right!
Changed stuff, PMd you. Here's looking forward to your answer.
Appearance: Serhiem is you average man, physically anyways. He is a very pale individual with a large scruffy beard growing with a thick, messy, and long hair coming down from a rather thin face. He has a single scare that connects both sides of his head in a horizontal fashion, going through both of his eyes.
Personality: Serhiem is a very sensitive individual, one who will tear up at the sight of the dead or even the sight of a lightly injured animal. However, he is a normally happy individual who is also very peaceful, not wanting a fight. Serhiem is also very forgiving towards others as he does not want to feel hate or a feeling of a grudge towards others. Though, catch him at the right time and he will seem to be a very serious or angry individual. He keeps all of his true feeling repressed which can be released if certain things are brought up.
Patron Deity: Lucharoc
Background:
Serhiem was born into a family of Gallocmen, thus, as a man, he was expected to carry on that legacy and fight for his clan. He was actually quite the good learner when it came to sword-fighting as well, earning praises from many. By the age of ten, he had learned how to properly wield a sword and shield while also taking on a formal education. It was quite the good life for him and he learned that good can be seen in everyone, even if they hail from a rival clan. Unfortunately, that golden period came to an end with his father's death, Serhiem Vashir the First, leaving him the only male warrior left in his household. Of course, Serhiem was happy to oblige to the needs of his family.
It was Rain Season and a bandits had come to attack, in an effort to do enough damage to make sure that they would not be able to truly make it to the valley or maybe it was to take food for themselves. Serhiem had stepped up to do battle, following in his own father's foot steps. The lad was sixteen at the time and it had been his first true battle against another clan. Unfortunately, it would end up being the last as well, for a larger warrior had got the upper hand on Serhiem and managed to hit his head with a sword, gashing his eyes and leaving Serhiem blind. Of course, now Serhiem was not that big of a threat so he would be allowed to live and "see" that his clan had eventually won the day.
With the loss of his sight, Serhiem was devastated that e could no longer true do anything useful to his clan, becoming more of burden. He could not become a scribe for he required his eyes to write, nor could he become a farmer for he may hurt someone. However, he could teach the people of potentially lead them. Serhiem chose to attempt to become part of the council, he had been denied the first time which then lead him to become a teacher and a philosopher, all to be useful. For many years he had been doing this until the clan leader eventually called upon him to become apart of the council due to his service to the clan during the long trek they all made.
Personal Goals: Serhiem wants to see his people have a higher standard of living, wanting the children to have more than enough knowledge. He wants to see stronger walls, more food, better things in general.
Clan Goals: Serhiem's goals for the clan is a lot like his personal goals of wanting a better standard of living and having the people have a peaceful life. Though, he wants them to be more concerned with what is going on in the realm of the living and not the gods.
Estate: Serhiem lives with his family in a house that is larger than most of the common folk. It is filled with weapons of all different shapes and sizes due to the status that his family holds. Serhiem does have a room that is filled with many ideas that have been written down by his sister. He lives with his mother and sister there.
Traits:
Learned - You are literate and have a relatively advanced education, in comparison to the common man. +2
Intelligent - You are naturally smart. +2
Intermediate Weapons - You are trained with more advanced weapons, such as one-handed swords, spears and axes. +2
Reputable - You have a spotless and respected reputation. +2
Philosopher - You are an expert in some sort of "science." Phah! +3
Affluent - You belong to the (very thin) upper crust of society, and have the wealth to prove it. +3
Proud - You are unused to harsh living conditions or menial labor, and unwilling to perform degrading tasks. -2
Blind - Whether by age or illness or violence, you cannot see. And you don't even get superpowers in exchange. -5
Alright, will post. Edited a small thing in estate however:
Otherwise she has a house in the village that belonged to her father. She doesn't go in it very often and it serves as a dormitory for the dozen thralls she has enslaved in her constant raiding. The males are generally out doing some task while the rest of the family is kept inside the village to work as well, but to make sure that the men will always come back. She also has quite a few livestock at her name, again, her share of pillage from other clans. She mostly employs thralls to take care of them but also needs to employ a few kerns since her herd is becoming larger each year, her greed making her prefer to amass wealth and resources rather than using them.
Otherwise she has a house in the village that belonged to her father. She doesn't go in it very often and it serves as a dormitory for the dozen thralls she has enslaved in her constant raiding. The males are generally out doing some task while the rest of the family is kept inside the village to work as well, but to make sure that the men will always come back. She also has quite a few livestock at her name, again, her share of pillage from other clans. She mostly employs thralls to take care of them but also needs to employ a few kerns since her herd is becoming larger each year, her greed making her prefer to amass wealth and resources rather than using them.
Yeah, that's fine. Also, make sure to edit "nosea" in the previous paragraph to "nausea."