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    1. Shorticus 10 yrs ago

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Whew. Okay. Uh...

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.
What Happens in a Turn


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.
This roleplay is still recruiting! Read this post for details on the setting and character applications.








Calling all interested parties!

@Lexicon @Lauder @PhoenixWhite @ForKhorne @Eklispe @Tracyarmav @Voltus_Ventus

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:



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.



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:



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.



Neighboring Clans




Andal, Bodeci, Cinaede, Fiorlask, Geralti, Greenfeather, Morik, Nightfell, Oakheart, Stormcaller, Truthseeker, Vendari

We have an Alliance with Clan Bodeci.

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.

























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.
@Lexicon Maire is accepted. I see no problems with her sheet, I like the idea of having a scheming alchemist on the Council, and I just like your character in general.

Folks: expecting an IC thread to come up today some time. It's a little past 9 a.m. here, and I'm gonna get cracking in about 3 hours, so expecting something in 4-6 hours.
@Shorticus

Room for 1 more?


Certainly. Note, of course, that I'll need applications in the IC thread and I'll be approving/disapproving players there, but I can manage this with as many as 8 players without being overwhelmed.
Heading home shortly. Gonna work on a D&D character sheet once I get home, then prepare my post, and hopefully finish it before I go out for board games and tabletop gaming. If not, it'll be up... late tonight or tomorrow morning.

On a related note: SPRING BREAK, FOLKS! I can be a slacker again!
It's feasible, though you may need to take some negative traits to get everything you want.

This means we have enough interest to move forward. Expect an IC thread to come up late Friday of this week (3/4/2016). It could come up earlier, but that's my present estimation given my own schedule.
In Super Tuesday 10 yrs ago Forum: Spam Forum
Yeah, I haven't given up entirely. I'm very worried, though, and if Bernie doesn't get the Democratic party's support, well... Again: I really hope he gets some financial backing so he can stay in the race.
In Super Tuesday 10 yrs ago Forum: Spam Forum
I'll be honest: I consider myself a very liberal individual, and I am still 100% a Bernie Sanders fan... and I will not vote for Hilary under any circumstances. She's got a history of scandals that makes Littlefinger and the Lannisters look like saints. It doesn't help her case that she's really, really inconsistent about her values (the only consistent thing about her is she lies about her consistency), and her chief rallying cry to appeal to folks who are anti-establishment has been "I'M A WOMAN!"

I'm not sure precisely how I'm going to vote yet, but I'm... I actually feel very sad about this turn of events. I knew it was going to happen, but still.

I'm hoping someone with money endorses Bernie, or that enough people donate to keep him in this election even though he's not going to be the Democratic party's choice.
Glad to have your interest! That's three people; if we get 1-2 more, I'll go ahead and make the IC this weekend and start reviewing character applications.

A note to everyone: I've got some ideas for expanding on the present traits. This will be related to the deities. Expect more information on the deities and on GM and Player expectations for this roleplay.

EDIT: I'll probably be unable to check in again until much, much later tonight, note. I'm preparing for a midterm exam.
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