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    1. Mr X 10 yrs ago

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Fishing I'll think something for but I'm not having sea faring. I want to keep people on the island.
Syris - I'll add it but I'm not gonna have nomadic as a requirement, that's players choice.

Jeray - accepted, nice idea with the slaves.

I'm changing the map as the current one seems a bit large. Apologies.
Could you elaborate on what you mean?
That's fine. If this starts your tribe is accepted. You might want to mark on the map where your tribe is based though.
Syris - Your tribe will grow naturally as people have children. You could make a tribe with 60 people (the current limit) but it would mean you have more mouths to feed, more homes etc. I will be having random events so stuff like a food shortage would hit a large tribe a lot harder. Combat will just be decided by whoever can write the other into a corner without cheating. Troop movement? Just write where they are going. This is role play centric, not a turn based thing. And all tribes are human, with some minor differences.

Philip - That's fine. How does your tribe get food though?
ignore double post
bump
I've been wanting to try a tribes role play. It would work like a nations rp but smaller. You would 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):

  • 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.

  • 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.



The sheet for your tribe would look something like this:

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

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



So who's interested? Suggestions are welcome aswell.
Edited the format.

Should I post the sheet to the OOC?
Name: Harmony
Age: 9
Gender: Female
Race: Human

Profession: None
Personality: Harmony is a sweet child with a devious mind. Young but bright she has a passion for learning. Despite being devious she is generally nice. Nice to everything except sea farerers which she has a furious hatred for. Sea farerers also cause her trauma, while she is getting better at standing them she still struggles.
Equipment/Weapons: Carries a small satchel, a fur coat and a dagger. She also carries robes for Nox.
Abilities: None of note. Has basic survival skills.
Brief backstory: Born in a rural village on the coast where she lived happily until sea farerers attacked. They raided the village and killed everyone except Harmony who hid. She remained hidden until Nox came along. Striking a deal with him she took revenge, killing the raiding party one by one. Now they travel together looking for someone to teach her magic.

Name: Nox
Age: 60s
Gender: Male
Race:


Profession: Bodyguard.
Personality: Nox is prone to rash desicions but is generally content to let people go their way. He isn't much of a tactician, rarely thinking more than 2 steps ahead. Anything concerning Harmony takes priority with the slightest threat setting him off.
Equipment/Weapons: Aside from his body Nox has a sword.
Abilities: Stealth, Shadow manipulation.
Brief Backstory: Nox was born in a southern village spending the first part of his life living as a normal human boy. He played games, read books and chased girls. Mostly chasing girls. At the age of 23, late for an elemental, he turned becoming a shadow elemental. From here he did what all elementals do - left to wander. Nox didn't accomplish anything of note save for trading away his ability to talk for the ability to drink and, more importantly, get drunk. Some time after this he found a raided village. This was where he meant Harmony. Realising she could speak to him he remained in her company.

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