SB, the future Kings Of Dragon Pass (Empire Builder) The setting: Glorantha, where Dragon Pass is located, is basically your mostly generic fantasy world. Ghouls and skeletons, dragonewts, trolls, humanoid ducks (Donald would be right at home), spirits and of course dwarves, elves and men. Cow is the standard high unit of currency among clans, though precious metals like silver is used as well. Keeping the gods and ancestral spirits happy is of prime importance, fair amount of people are illiterate, a form of caste system exists, clans go raiding one another etc. Leather, metal and scale armor, horseback riding, swords and bows and so forth. Though stories of a strange dwarven metal called Steel and mystical Firepowder that explodes, at times circulate among the human population despite the dwarf's isolationism and jealous guarding of secrets. Magic is both fairly commonplace (almost everyone knows a spell or two) but at the same time mostly of the subtler kind: rituals for crop growth, to protect a home from disease spirits, cantrip-level healing spells, divine blessings, laying a temporary curse of bad luck etc. It is mostly cast by contracting or compelling spirit entities, or using tools such as runestones. Dedicated practicioners of magics (and/or divine mysteries) have a chance to do more some slightly more powerful overt magics, like harnessing the power of flight or causing the earth to burst open beneath an enemy warrior in a shower of stone and blood every now and then. Large ritual sacrificies to deities, or re-enacting their myths and stories from ages past, can bring greater powers to bear or even recover mythical artefacts during such heroquests, but in turn carry their own price either in wealth or risk, tend to fail as often as they succeed, and are clan-wide endeavours. At times, several clans might collaborate on performing a single quest, usually in hopes of the extra assistance giving greater chances of the hero succeeding in bringing an end to unnatural weather plaquing several clans or curing a disease affecting entire herds of cattle. Anyway, Dragon Pass is a distant corner of Glorantha. It is a largely unexplored and untamed mountaneous area, recently settled by Orlanthian clans looking to escape the wrath of the Pharaoh, the ruler of Flat Lands, who's people have strange customs and stranger gods in their mighty empire. Locals of course are at the Pass already, in the form of previous Orlanthian settlers, bestmen and monsters, and various indignious hazards. Summers are warm, during the winter it is stormy and snows. Travel is consistently possible for war parties, caravans or brave explorers only during three of the five seasons. Certain liberties with the source material are taken for the purposes of this RP, but I'll try not to stray too far from the original concepts. Objective:Make your clan succeed in face of major difficulties, unite with others into a tribe and finally, should you survive that long, a true kingdom. -- IC situation Your clan arrived from Heortland, near the Flat Lands and the empire there, 19 years ago to Dragon Pass as part of a large migration of over dozen clans. Hoping to find land and fortune, your clan was happy to settle in Dragon Pass. Years were not kind however. Your few feuds from Heortland continued to the Pass, leading to raiding and death on all sides. A long drought killed several of your- and neighbouring clans' – crops several years in a row. Packs of trolls are a continuing pest and the dead often do not stay dead. Disease spirits settled in to the animals and rodents of the forests, often making your clan farmers and hunters sick as well. The clan lost several of its elders to failed heroquests attempting in vain to turn the fate of the clan, and to enemy raids looking to benefit from your weakened state. Your ancestors have not been honored with proper sacrificies, your few shrines and temples to gods lay all but abandoned, your meagre fortifications have been repeatedly overrun and never properly repaired. The forests around your clan are infested with disease spirits, carrion eaters and rodents - hunting is poor. Your traders are having no luck peddling your crafts and your reputation among other clans is in the mud. Your fields are in poor condition, you have almost no horses, your herds of sheep and pig are at an all-time low and you have less cows than you have children. Your weaponthanes, only two surviving of them, are more adept at drinking themselves silly than fighting. Your carls and cottars have a hard time plowing and maintaining sufficient number of fields to crow your crops in. All in all your clan feels like it is doomed, like a man with a bleeding gut wound simply waiting for the inevitable death to assert itself. The clans you are feuding with often kidnap your people and demand ransoms, or simply steal your cattle, and even take liberties in moving your established borders. They feel like their victory over you is about to be made final. Until a strange god-talker with a strange three letter name of Rob came to your clan hall, and told of a way to survive. Maybe even be recorded into the annals of history and Orlanthi lore as a clan of legend. The clan, undeniably in dire straits, takes the advice. You are the firstborns of your clan in Dragon Pass, born 19 years ago under auspicious signs with god-talkers saying you were blessed and carried a great destiny. You must, despite your young age, be made the new clan leaders. You show promise in your respective fields of study and craft within the clan, certainly, but your ability to lead the clan is unknown and your wisdom is untested. Feeling like the clan has nothing to lose and hoping to regain even partial favour of your ancestors and gods, they give their oaths to follow your lead, and confirm you as the new Clan Ring. It is the year 1349, and now your clan looks up to you to perform a series of vertable miracles, and to take prompt action to save the clan. At this point in time, seven players will be accepted as the the clan council proper, though the peanut gallery is free to comment and give suggestions. This is not first-come first served. Put a modicum of effort to your application. Decision regarding those to be accepted as primary players will be made only after 24h, from this post, to ensure people with interest regardless of timezones have an equal chance of participation. Updates once the game starts are at this time expected to happen once every day or two, depending of course on the players and IC situations. Those who wish to join, post your interest along with at least the following information: Character name IC Your character's primary deity in Storm Tribe pantheon (select 1): Orlanth, the King Of Gods, the Chief Lightbringer, the Storm King. Elmal, the Guardian, the Loyal Thane, Sun God. Urox, the Storm Bull, The Berserker, the Chaos Smiter. Humakt, the Foe of Undead, God of War and Death. Issaries, the Talking, God of Trade, Conciliation and Travel. Lhankor Mhy, the Lawspeaker, God of Writing and Knowledge. Odayla, the Bear Friend, God of Hunting. Chalana Arroy, the Merciful, Goddess of Healing and Life. (Warning: Followers are sworn to personal non-violence regarding all life: may not participate in combat or practise offensive magic) Ernalda, the Earth Queen, Goddess of Crops and Harvest, Wife Of Orlanth. There are other gods of course, from major and minor deities to the powerful darker aspects of life (much less other pantheon Tribes), but as you are (at least, in the beginning) clan leaders of proper Orlanthi and followers of Storm Tribe pantheon, so one of the above is a suitable selection for now. Your primary specialization / major skill (select 1) Traditions, laws and customs of Orlanthi people (Must be chosen as primary by followers of Lhankor Mhy) Deities of Strom Tribe and their myths Rune magic Spirit Lore and shamanism Plant Lore and farming Animal Lore and -care Bargaining Combat (choose melee or ranged) (May not be chosen at all by worshippers of Chalana Arroy) Leadership Craftsmanship Healing (Must be chosen as primary by followers of Chalana Arroy) Your secondary specialization / minor skill (select 1, from same list as above, may be the same as primary skill for additional talent in the subject) Character Flaw (such as physical disability, slow in the head, an obession, known liar, supremely ugly, becomes sick easily, afraid of crowds, etc. You get the idea.) Short visual description, and freeform fleshing out of the character. Current players: 1.Berzerker (Garran Kaldwell, Humakti fighter) 2.Brain_Caster (Hadran Orlafson, Chalana Arroy healer) 3.Vizzi (Ortossi, Orlanth magic-user and chaos hater) 4.Darkandus (Ulf Hreda, Uroxi fighter) 5.AceRaptor (Kevmoln Milner, Orlanth crafter) 6.HecateGW(Astrid Hjortsdottir, Ernalda plant- and animal carer) 7.DIT_grue (Tolar Gunnarson, Issaries trader) 8.Lilithium (Erina, Lhankor Mhyian Lawspeaker) Wait List / Reserve Spots: 1.Necron_Lord 2.Dxnatta 3.