Jump to content

rover

Members
  • Posts

    42
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. New game on the block: . What can go wrong?
  2. Welcome, everyone.
  3. This is a village at the Dunflow river, 50 miles south of Corrow's capital. Dunford is 3 miles further south, where several villages east of the Dunflow get their herds across to graze. The name of the village is an exaggeration, to say the least, as the one-meter high rock at the river is not even close to a real cliff, but many fistfight have proven that the locals won't let the small detail mar the village pride. The name is Duncliff. Three clans live in the vicinity of Duncliff: the MacLaigain, the Caradec and the Taddlun. The MacLaigain are originally from Gorric, and the most prone to start fights, but also to stand up to defend their friends. The Caradec are oldest around, always recounting old, heroic deeds as examples of their greatness. The Taddlun came from Nemedia two generations ago, and settled down as herders to anyone who cares to pay a decent price. The Feisty Fawn, in the center of the village, is the main highlight of the area for any visitor, and all locals after a day's work. The inn has good food, plenty of ale, and singing and dancing in the evenings. These quite often end in fistfights, but an old 'law' of the Caradec is no weapons between ours, which served well to avoid many lethal injuries. A few times a month Grar the local trapper shows up with delicacies he caught, and herbs his woman, Ajunra, collected. Ajunra is a rare sight, though, she hasn't been seen for more than two years. Many lads and men miss her because of her beauty, and many lasses and women are happy for her absence for the same reason. Gwyn, on the other hand, can be seen several times a month, and at every festival. This old crone is a proud and accomplished witch, though she is definitely feeling her age. She always has oinments and potions, salves and roots, and will find more cures for anything requested.
  4. After generations of bloodshed, the four kingdoms of Brythunia are now in a political struggle. Arranged marriages, agreements (mostly verbal promises, sometimes written down), shifting alliances, scheming and rumormongering are the basis of power in this land. Corrow: the northernmost kingdom, it is the first line of defence against the threats of Cimmerian raiders and Hyperborean slavers. All other kingdoms recognize this, and are grateful for the Corrow folk. They are generally honorable and proud, which is usually quite easy to exploit. The land and climate are not favorable for farming, so most food comes from herds of cattle and fishing the rivers. Gorric: the north-east kingdom is (in)famous for its warriors and war-like nature. To avoid all-out war, and being destroyed by an alliance of the other three kingdoms, they mostly fight among themselves, clans clashing at least weekly. They are impulsive, hot-headed and charismatic in general. Cattle raiding is frequent, which often involves neighbors: Corrow and Wulfstan. Hilder: the south-western kingdom is called progressive by many, with Queen Rainnic as a primary example. A female leader, and a country where women are generally more powerful than elsewhere in the world. However, if you ridicule a Hilder man as a weakling for this, he'll be more than ready to prove you wrong. Through extensive trading with Corinthia and Zamora, this kingdom is by far the wealtiest and most well-equipped of the four. Wulfstan: the south-eastern kingdom is known for the folks' cunning and being prudent. They make plans, think ahead, and adjust when necessary. And no matter how much the hot-tempered Corric warriors taunt them, this patience and cunning have won many battles and much land. The people are generally sullen and untrusting of outsiders, and wary of their motivations.
  5. I'm interested in this game concept as well. My initial idea is a sorcerer / mystic who is kinda crazy / out-of-phase with the world. She sees things constantly that others don't, talks to things that don't answer, and is generally weird. Asset ideas: giant spider, dancer, outcast, ritualist*, sighted, spirit-bound, all rituals
  6. The idea is that people post in the Looking For tab, and then you can look for matches or ideas you like, and start communicating with them.
  7. Ok, thanks for the quick reply. The game is very attractive to me, now I need my inspiration to get a spark.
  8. Hello, everyone, Does this mean we need to log in to roll20 regularly to participate in the game? Does this mean there will be real-time sessions on roll20?
  9. Ok, thank you. That was very fast, indeed.
  10. I know that, from the previous inquiry, my question is: does it need GM / co-GM / moderator access, or can a regular player do that for their self-created threads?
  11. Hello, fellow members, In a public game, Can a player edit their own thread's title this way, later than creating it? Can a player lock their own thread this way, later than creating it? Thanks in advance.
  12. Oh. I saw the Edit menu item, but it didn't occur to me that it's different from the one at the bottom. Thanks.
  13. In the game description I set the policy, which includes editing the title of your own advert thread. That's a nice idea, but I tried to do it, and even as the game owner, I couldn't find an option to do so. Is it somewhere hard to find, or there is no such option?
×
×
  • Create New...