[img]https://s-media-cache-ak0.pinimg.com/originals/06/4b/22/064b22dbfc10caee51c4e686643cd193.jpg[/img] 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 east 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 east. 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. --------------------------------------------------------- [hider=Magic] 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. [u]The Green/Blue:[/u] 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. [u]Speed:[/u] 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. [u]Singing/Music:[/u] 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! [u]Foresight: [/u]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. [u]Scrying:[/u] 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. [/hider] [hider=People] 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. Northerns generally are tallest of the three. Burly mountain folk. Fair hair tends to come from the sea side residing folk. Essentially Nordic with a good dash of the Scotts in their southern reaches. Southerns are shorter, more refined. Generally they can be anything or look anyway. A mixture of folk brought together via kingdoms. They are all fairer of skin, the darker shades mixed in from travelers and sailors from across the sea. The Easterns are tall, some are rather hawklike, while others have more of a otherworldly air about them. Not much is known about the reasons for this. They all have darker hair, with lighter eyes. Some ranging to gold, amber, even the rare lilac or red. Something that many claim them for being demons. Those who do see them, have witness and survived a raid or watched captured raiders being put to the death. They are notorious for their captives never coming back. 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. [/hider] [hider=Places] [u]The Village of Norn:[/u] 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. [/hider] [hider=Character Sheet] Name: Kin: (North/South/unknown) Magic: (Do you have it? What type?) (Optional) Age: Appearance: (Pictures are welcomed) Personality: Skills: Fears: Likes: Equiptment: Biography: [/hider] 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.