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    1. Shorticus 10 yrs ago

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@Mardox @Eklispe @Lauder @Lexicon @Wernher @Tracyarmav @babbysama




1221 - First Year of Our Exile


Sacred Time


At the start of each Sacred Time, that celebratory period at the beginning of the year, each Urlandi clan performs sacred rituals to call on the gods and their ancestors for help. Through these means the clans gain magic which can be used to bolster the clan. The God-Talkers then commune with the gods and tell us prophecy.

This year, Clan Aonghus has 8 magic to distribute. Each member of the Council may allocate 1 magic as they so desire, or they may keep their magic in reserve for the future. Our Chief, Serheim, may distribute 2 magic instead of 1.

The God-Talkers predict that we will have a normal harvest this year. They also had a vision of a woman's shadow pointing a sword out to the east. They took it as a sign that Cairis wants us to explore this year. Finally, the God-Talkers note our clan magic is weaker than it should be, but cannot say why.

Magic

Children - ◻◻
Crops - ◻◻◻
Diplomacy - ◻◻◻
Health - ◻◻◻
Herds - ◻◻◻
Invention - ◻◻
Hunting - ◻◻
Mysteries - ◻◻
Quests - ◻
Trade - ◻◻◻
War - ◻◻◻◻

Rising Rain


The melting of the last snow is a breath of fresh air for the clan. The last year has been one of hardship. Clan Aonghus has been banished, betrayed, and forced to undertake a perilous journey, forced to do unjust things to survive... But those times are over, finally. The storms are gone, the white sheet on the land has given way to a sea of green, and beautiful flowers are blooming across the hills and prairies.

It is Rain season, the planting season, and every effort must be made to ensure it goes smoothly. The Rain season is a poor time to go raiding, though the Gallocmen are always itching for a fight.

Besides the members of the council, we have 735 clansmen and 77 thralls.
  • 300 of our clansmen are children.
  • 17 of our clansmen are Gallocmen.
  • 12 of our clansmen are Craftsmen.
  • 15 of our clansmen are Hunters.


Our herds are rather average for our clan's size.
  • We have 705 healthy cattle.
  • We have 985 sheep.
  • We have a sparse 20 horses for use in raiding and war.
  • We have some hounds to help our shepherds protect the flocks.


We have some wealth to our name.
  • We have 140 goods for trade.
  • We have a single Treasure:
    • Cloak of the Black Wolf: This cloak imparts on its wearer great skill in stealth, and it is useful when taken on adventures that require such skill. The legends warn, however, that wearing the cloak too much might make one become closer to the Black Wolf than one might like...


The Gallocmen feel satisfied. The Kerns feel satisfied.




The Quarreling Couple


The Council meets in the newly build Clan Hall for the first time. It is a strange moment, one that produces mixed feelings of relief and regret. Most of the clan still yearns for the days when we lived in Urland, where we had a Clan Hall that had stood for two hundred years. Heroes had met there, dined there, and been ordained into the clan there. There is no such history yet in our Hall. Such history will have to be made anew one day at a time.

But the pursuit of glory will have to wait. There are domestic matters to be dealt with first.

Twice each season, the people of the clan are given an opportunity to come forward and present their domestic troubles and complaints to the clan. So it is now, just after the Sacred Time. Most of the matters presented to the Council are resolved quickly, but one in particular refuses to be settled easily.

Fintan Lariksen is a proud, perhaps haughty Gallocmen who has served the Clan nobly enough over the fifty years of his life. He has never been seen as a cool-headed man, but now he seems to be red with rage. His wife, Aifric, stands to his right, brandishing her husband's sword about angrily as she addresses the Council.

"I caught him laying with another woman again!" the tall, gray-haired woman roars, slapping the sword against her thigh. She's still quite pretty for her age. "And it's not the first time this year! First it was with a thrall girl, and now it's with some squat floozy from Clan Gearalt!"

"And should I bring up how I caught you sneaking about the back of our house with that young farmer? Or did you forget about that?" The old man growls through gritted teeth as he speaks. "Not to mention how you tried to skewer me on that sword, you crazed hag!"

The two of them shout a while longer before trying to throw themselves at the other in fits of rage. It takes four strong men to pull the two of them apart before they can cause any real harm to each other.

How should the Council deal with this matter?
@Jangel13 So, I've got a few comments to make here. Here we go.

Firstly, on your character's name: Shiba Akabane strikes me as a distinctly Asian name. We're playing in a very focused setting wherein the typical name has a very Celtic sound, especially Irish, potentially with Norse or Germanic influence. Given that, I'd recommend searching for a more Celtic name for your character. I made someone else change their name already, note, so you're not the first. A common theme helps tie the story together.

Secondly, your character's father wouldn't be killed for not being able to catch enough fish, nor would he be forced to swear an oath to catch <X> fish. Any clan that acted so arbitrarily wouldn't last long; the gods themselves would see it punished, and the gods are very real and very active in this setting.

I'd think of something a bit more realistic. Maybe your character's father drowned at sea / in a river while fishing on a stormy day because the clan sorely needed food. It could've been a bad year, and maybe he was pressured into risking himself to catch more fish, or maybe he got drunk and decided to Hell with all this weather, it's time to fish. Etc. He also could've been wrongfully accused of stealing or some other crime, and in an extreme case that could've gotten him killed.

Basically, you can have your character's father being bullied, but his father wouldn't have been killed for not catching enough fish... unless the people that were doing that were just scumbags. And if they were scumbags, they'd be executed for murder, especially for murdering someone whose family has been part of the clan since FOREVER.

Also note that a tribe and a clan are VERY different things. So, a clan is what we have: Clan Aonghus. But a tribe is a collection of clans that have unified, and when tribes unify they can create a kingdom. We are a clan, not a tribe.

Your clan and personal goals are perfectly fine. I'd move this part from Personal Goals to Clan Goals, however:

Shiba has few goals but he has high hopes for his tribe. Shiba plans to have his tribe to have permanent place to stay and live.


Don't forget to change your goals to reflect your change in history, by the way.

Your traits are fine. If possible, I'd consider taking a look at what others have. You'll find we already have a few characters who are good in a fight, but 3/8 characters being warriors is something that's fine.

Lastly, I'm going to wager you're relatively new to roleplay? If so, that is fine. I'm okay with helping folks learn the ropes. But I'd pay attention to your punctuation - you could use more commas - and I'd definitely read how others in this thread write when we start making our IC posts.

Anyway, you're not accepted just yet, but I'm not flat-out denying you, either. I'd like you to go back and make some changes.

Also, @Everyone Else: I'll be starting the roleplay FO REAL briefly. I just finished the part about Sacred Time and am typing out your random event for the week.
If you folks want to pursue alliances and such, that takes an individual's action for the turn. Feel free to discuss things here; that's a great thing to do.

Also, I'm gonna go ahead and let you guys in on how the system I'm using works.




I have 2d6 here on my desk, or two six-sided die. I'll be rolling them for determining the results of player actions, factoring in any situational benefits and penalties you have (including personal traits). You will ALWAYS succeed on a result of two 6's, and you will ALWAYS fail on a result of two 1's.

After I've added up your penalties and benefits, I roll my 2d6. If your total result is a 1-6, you fail. If your result is a 7-9, you succeed with a cost. If it's a 10+, you succeed without cost.

I will also be rolling a 2d10 - which creates a scale of 1-100 - to determine things like random events and such. Once I have a random event in motion, it's up to player action to resolve it.

Let's use raiding as an example. Let's say that Mardox's character, Ardghal, is leading a cattle raid. The goal of a cattle raid is to go in stealthily, and since Ardghal knows we're best at nighttime raids, he decides to go herd up the enemy cattle at night. I factor in his Intelligent and Tactician traits, deciding that even though they're not stealth-related, they should give an additional +1, making his roll a total of +2. The enemy has no great weaknesses or strengths for a nighttime cattle raid, so I don't apply anything else to Ardghal's stealth attempt. Then, I roll.

I get a result of a 5+2=7. That's a success with a cost. Ardghal manages to round up a good number of cows and sheep before someone spots the raiders.

At this point I describe to Mardox what's happening in this scene. Ardghal knows that his raiders have a good lead on the enemy, but they're outnumbered, and the enemy is chasing them on horseback. He has a few different ways he can solve this problem, and I may make one or two ways obvious to him, but if Mardox devises some other way for his character to deal with the problem using his skillset, I'll let him make the attempt.

Ardghal decides to make use of his War-Mage magic to terrify the enemy into running away. It's night, and Ardghal is an imposing figure, and magic is a powerful thing. He's also a skilled, intelligent tactician, so I decide this, overall, merits a total bonus of +4. I roll the dice and get a 7+4=11, enough to count as a success without cost. Ardghal terrifies the enemy with a display of ghostly magicks and sends them scattering away. The cattle are retrieved bloodlessly.




Does this system make sense to you folks, or should I elaborate a bit more? I won't be telling you guys during RP what the dice results I rolled are, but I wanted you to understand the system I'm using.


I am a changed man. I know now who rules the clans.

Farmers.
In OCEAN THREAD!! 10 yrs ago Forum: Spam Forum
inb4 spongebob
I meant in terms of recent events.


Ah, got'cha. Well, I'll tell you what: I'll write something up for that tonight as well. My goal ATM is to finish ALL the OOC stuff tonight, then to kick the IC off tomorrow at 2 p.m. Sorry about the wait, by the way, folks.
@Shorticus
I have a quick question, in terms of the traits we can have while we only get 7 to start out we can have more if we take on a negative trait? Like if we took the sickly trait for example we would get an extra 2 to spend making it 9?


Correct.

Do we have a time line?


That's what your clan history is. It's not measured in years, and I'd rather avoid doing that. But I will be making a timeline of current events as things go down in-game.
BLOOD FEEDS THE FIELDS

...but we don't want OUR blood to feed the fields...

BLOOD BLOOD BLOOD WAAAAARRRGH

...but it's planting season guys. Guys?
@Shorticus
Is their room for another? This seems really interesting


There is! Make an application and post it here in the OOC section. I won't go past 9 players, but 8 isn't a bad number to have.
Bitchfest. Bitchfest never changes.
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