The wind is cold, and the air is crisp as you listen to the bustle about you. You are just preparing to depart Bjornburg, a large and impressive Northerner city that serves as the hub for many peaceful tribes. Seeing as how you are part of what you know to be a primarily Imperial trading caravan, it is surprising that you arrived here safely… and, when crossing Northrim to travel back into the Empire, you do not expect things to be easy.
Your caravan, however, has no official relations to the Empire, even with so many Imperials among your number. You and your fellows are simply a band of travelers, primarily tradesmen. Whatever your past and whatever your future, you have somehow found your way to this band of men and women who are merely trying to scrape a living through means of trade through the prosperous regions of the North and the West.
A line of carts – some pulled by horses, mules, or donkeys, and some smaller carts pulled by men – has arranged in preparation to depart. Crates and barrels full of many various wares have been snugly arranged within the carts, and the patient animals hitched to their fronts stand with their ears twitching about at all the noise. Many of the contents of the caravan elude you, but you know that it must be primarily wares such as furs, wood, and other goods that are common to Northrim, for these are the things that you generally trade.
The sky overhead is a beautiful shade of blue, interrupted now and again only by the occasion stray cloud of a white and innocent nature. A cool breeze brings to you the scents of baking bread, roasting meat, and occasionally the smell of mead from a nearby tavern that is, even at this early hour, full of noisy patrons. The men and the occasional horseman walking down the streets around you speak primarily in various Northern tongues. These noises are broken now and again by the warble of a happy bird that is most likely perched atop one of the wooden designs topping the roofs nearby – dragon, bear, and wolf faces are just a few examples of the magnificent carvings adorning the buildings around you.
“Let it never be said that men of the Bjornburg are inhospitable,” says the caravan leader as he passes you by, a handsome smile upon his rough and bearded face. “We have many supplies… but we must be wary of the roads here. This place is hardly as safe as the Empire.”
Upon reaching the head of the caravan, he turns about to face his caravan. His light brown hair glistens in the sunlight as the wind gently blows it about his shoulders, and he rubs his beard as he looks over each and every one of you with his keen grey eyes. You know his name to be Andreas Chariton, a native of Illikon who bears both Imperial and Northern blood. Though your group does not truly have a name, Andreas is known among your number for his generosity and willingness to allow people of both Northerner and Imperial heritage to become a part of his caravan, whether they are there as traders, guards, or even guides.
“We are bound for Illikon,” says Andreas, but he soon turns about with a simple wave of his hand, motioning for you to follow. “But that is a great journey from here, and we will discuss things further as we travel.”
You hear the creaking of wheels from the many carts as their bearers begin to plod after Andreas, who has mounted his chestnut stallion and started his trot toward the nearby city gates. He is, or at least seems to be, a decent enough leader – even if, perhaps, you may not trust everyone else within the group. Depending on how long you have traveled with him, or if you have traveled with him at all, you may be wondering how well he will hold together this band of tradesmen.
As you depart from the grand Bjornburg, a creeping feeling of danger begins to gnaw at the back of your thoughts. From whence such fears originate, you cannot be sure – their very presence is strange. Yet, somehow, you are certain you feel very troubled about something regarding this seemingly simple caravan. What could put you at such unease, you are uncertain, but you do know this: there are many valuable goods among this group… and many dangers waiting in the infamous wilds of Northrim.
No, not my best intro ever. I was trying to keep things simple, you understand. Things will be further expanded upon when the roleplay itself actually begins.
Now, as a few final notes…
This takes place before any events of The Legend of the Five (the main Wulfgard novels I am writing) or Into the North (the working title for Scorp’s comics).
Be sure to read every bit of information in every section before deciding who\what you want to sign up as. There are certain restrictions in place.
I just want to forewarn you that your character might die. If that happens, don’t worry; you might be able to sign up as another one if/when the story permits it. However, if you’re smart, you RP and plan well, and you post reasonably often, it is quite possible to keep your character alive.
I also want to forewarn you that I am going to be a bit pickier than usual about the characters for this RP. So, when signing up, bear in mind that Wulfgard is a low fantasy setting. I also suggest that you brush up on the lore using the official site, if you haven’t already, and be sure to look over the my notes for signing up for this RP.
I am aiming for a number of players ranging anywhere from 6-12 for this RP. I do not plan to approach anywhere near 20, as too many players are far too difficult to manage.
The Statistics of your character(s) may be different from what you are used to, so don’t just assume you know them all; look over them.
Also, I will be doing dice rolls in this game, so your character’s stats WILL actually have an effect on the game.
Man (Human) – The most common sapient beings, Men dominate all but the harshest regions of the mortal realm. Although one in every thousands of men may be born with magical affinity, they are viewed as inhuman and strange. Most men are non-magical and quite proud of it. In general men are tenacious and often seek adventure, though most all human societies fear such things as magic and monsters. Most are quick to learn new skills and adapt to new situations.
There is no limit to how many players may sign up as Men in this RP, but restrictions apply to certain Human Subrace. See the Subrace section for details.
Dwarf – Dwarves are usually about half as tall as the average human and tend to be broad-shouldered and stocky, giving even the females a masculine appearance. Nearly all dwarf males have beards, and traditional dwarven societies judge an individual by the length, thickness, and neatness of his beard. Most humans view dwarves as short-tempered, stuffy, and stubborn, and these are common dwarf personality traits, but so are loyalty, honesty, and steadfast (even hard-headed) determination. Some humans, upon first encountering the dwarves, might also make the mistake of assuming that dwarves are “fat” because of their short and broad physique. If they make the mistake of mentioning this aloud, they will most likely learn the hard way that most dwarves are almost entirely made of muscle. Of all the magical races, the dwarves probably have the most dealings with humans, since they engage openly in trade.
There may only be three Dwarf players (this number is negotiable if necessary), of any sub-race.
All Dwarves get +2 Endurance and -2 Charisma (since you’ll be with a bunch of humans, generally).
Elf – The more attractive and exotic magical humanoid race of the Western regions, elves are generally looked upon by humans as strangely beautiful, but aloof, uncaring, and potentially dangerous due to their magical nature. Elves are typically somewhat slimmer than humans, with angular features and pointed ears that vary in length from race to race. Unlike dwarves, whose females look rather masculine, the opposite is true of elves: their males look rather feminine, especially since they traditionally have long hair and generally do not grow facial hair as thick as that of humans, nor does it grow quickly. Elves tend to avoid contact with humans even more than dwarves, since they seldom engage in trade. Most are born with some degree of magical aptitude and live to extreme ages with little or no visible physical change, although they CAN be killed, and are generally physically weaker than other races. Their long lives give them great wisdom, especially in the elder elf races, and their lithe build gives them great physical dexterity to make up for their lack of hardiness and strength.
There may only be two Elf players (this number is negotiable if necessary), of any sub-race.
All Elves get +2 Agility and +2 Charisma, but -2 Endurance and -2 Strength.
Westerner – More commonly known as Imperials, Westerners are a diverse race of humans native to the Western region of the world, which is now known as the Empire. They have light skin and a wide variety of hair and eye colors.
There is no limit to the number of Imperials available, seeing as how this is a group of primarily Imperial traders.
Northerner – Called ‘barbarians’ by most Imperials, Northerners are native to Northrim, the Northwestern region of the world. Like Imperials, all Northerners are light-skinned, and have a variety of hair and eye colors, though most tend to be lighter in complexion. Northerners are generally taller than Imperials.
There is no limit to the number of Northerners available, seeing as how this RP is taking place in Northrim.
Mixed heritage – As always, races will mingle, and as always, some will shun them as outsiders. Half-Northerners are common around the Imperial-Northrim border. With tensions currently on the rise between the Empire and Northrim, however, they are finding it harder to fit in than ever.
There shouldn’t be too terribly many half-Northerners in the group, although I am not imposing any particular limit on their number.
Gifted, humans with magical abilities, are not available in this particular RP, so please do not ask to play as one.
Mountain Dwarf – The most common type of dwarf, mountain dwarves are so named because their clan-halls usually rest at the foot of a mountain. They are the most human-like of the dwarves in nature and trade with them the most frequently, and thus can be found somewhat commonly in human towns, although they rarely actually live there. Many humans view them as greedy, however, because of their tendency to hoard great wealth in their mountain halls.
Mountain Dwarves’ hair is usually lightly colored: red, blond, or brown, and their eyes are usually lightly colored, either blue, green, grey, or light golden-brown.
Deep Dwarf – More reclusive and mysterious than the mountain dwarves are the deep dwarves, who dwell far underground, near the very roots of the earth. Although they are usually shorter, uglier, and even less friendly than mountain dwarves, they are not shunned or hated like dark elves. Humans find them more repulsive, especially their often heavily-bearded women, but mountain dwarves trade with them quite frequently. In many cases, while mountain dwarves are the ones to craft beautiful suits of armor and weapons from these metals, the actual Deepsilver, Deepgold, and Void Iron ores they use are originally mined by the deep dwarves.
Deep Dwarves’ hair is typically darker than their above-ground cousins’, ranging from dark brown to black. Grey hair is more common among deep dwarves, and some seem to be born with hair of that color, though white is still only found among the clan elders. Their eyes are paler than mountain dwarves. They range between the same colors, but at a lighter shade and less bright hue. Their eyes are usually sensitive to sunlight from time spent far underground, and most will shade or cover their faces in some fashion when on the surface during the day.
Hill Dwarf – Commonly considered the “least dwarf-like” of all dwarves, hill dwarves are a relatively peaceful people who live in small grottoes dug into the dirt of grassy knolls, rather than deep tunnels under stone. Although one might expect them to be more commonly seen than mountain dwarves as a result, the opposite is actually true, and hill dwarves are experts at remaining hidden. Also, their preference of farming over craftsmanship leaves them with less to trade with humans, although they do sometimes trade food for tools and weapons with the mountain dwarves. Humans still see them as greedy for hoarding their plentiful stocks of grain.
Hill Dwarves’ hair is usually earth-toned, ranging from light “dirty blond” to dark brown. As with mountain dwarves, grey or white hair is only found in the very oldest, although hill dwarves have shorter lifespans on average. Their eyes are usually darker than mountain dwarves, ranging from deep blue and green to brown.
Light Elf/High Elf – The “purest” of the elven races, high elves were some of the first beings created by the Vanir, and possess far longer lifespans than any other mortal creature. In fact, none has ever been known to die of mere old age, some living for thousands upon thousands of years, adding to their great wisdom with each passing century. Reclusive and aloof, they seem to consider other beings beneath them… which, perhaps, they are.
Light Elves’ hair color is typically golden, though it ranges toward red or brown in some individuals. Their eyes are nearly always bright blue or green.
Wood Elf – Perhaps the wildest and least “civilized” of the elves, wood elves enjoy frolicking and merriment to the stern stoicism of their high elf and night elf cousins. Dwelling in the treetops in well-disguised homes, they form small tribes and frequently move from place to place, seldom building thriving settlements or large towns. They have significantly longer and more pointed ears than high elves and generally more acute senses. They are perhaps the most nimble of all elves, climbing from tree to tree and using their bows with great skill, but lack the strength and endurance of other elves.
Wood Elves’ hair color is typically brown, in shades ranging from light "dirty blond" to dark and almost black (and very rarely a dark green, possibly from some relation to dryads). Their eyes range from a bright green to hazel to brown, though always of a light shade.
Shadow Elf – Dwelling in the deeper, darker areas of the forest, the shadow elves are the nocturnal cousins of the light elves, preferring the shadows and moonlight to sunshine. They have significantly longer and more pointed ears than light elves, due to their reliance on senses other than sight during the night (despite their acute night-vision), but otherwise appear mostly similar.
Shadow Elves’ have very dark hair that ranges from deep brown to black, sometimes with very dark purple or blue hues to be found. Their eyes are pale colors ranging from blue to green, and sometimes lavender.
I am allowing a few people to sign up as special races if they want to, but there will be a limited number. If you sign up as these you must read about them on the Wulfgard site, because I’m not going to have a list. If there is anything inaccurate about the creature(s) in your description\bio\etc., I will not allow you to play as that creature.
Please PM me with your request about a special subrace, or even a special race, as we will have to discuss what you want to be.
But be warned: being any of these subraces has both advantages and disadvantages.
Just so we’re clear on what you cannot be, however, here’s a list of absolute no-nos. I am leaving off things you obviously couldn’t be in any RP ever, since I don’t think I need to even point those out.
- Gifted (Magical humans)
- Dark Elves
Remember, this group consists of ordinary tradesmen, barring the occasional elf or dwarf. If there is anything unordinary among them that would not be accepted into regular society, it would have to have some means of disguising itself perfectly.
You have 72 points to assign to your physical attribute statistics. DO NOT add on your Racial bonuses or subtract your Racial penalties, if you have any. I will do that myself.
Remember that NO STAT CAN GO ABOVE 18 OR BELOW 1.
Now, here are the explanations for what each stat does:
Strength – Strength determines how hard a character can hit, how much a character can carry, and how well they can lift heavy objects.
Endurance – Endurance determines a character’s hardiness. In addition to determining their general physical toughness\survivability, it also determines resilience to the elements and fatigue.
Perception – Perception determines a character’s ability to sense things in the world around him: it affects a character’s senses, such as sight, hearing, and taste, among other things. It influences how observant they are, how well they can detect another character’s reaction to them, detect a lie, and also detect physical things like traps and hidden enemies or objects.
Agility – Agility determines attack speed, accuracy with ranged weapons, reflexes, and to a small extent movement speed. It generally influences a character’s ability to move well in the world around him.
Charisma – Determines a character’s social skills, such as their ability to persuade, charm, or bluff. To a mild extent, it influences the character’s physical attractiveness. It also determines a character’s ability to lead and affects store prices and NPC reactions.
Intelligence – Intelligence is a character’s ability to reason and figure solutions to problematic situations. Intelligence determines a character’s ability to use certain types of magic spells and complex devices. It also determines a character’s ability to comprehend things such as foreign languages, determines whether or not they are literate (and if so to what extent), and is useful for a tactical character.
In order for your character to be literate, you must have an Intelligence of at least 10 (then your literacy will be determined by your background). If you have an Intelligence of 14 or over, you’ll be literate no matter what your background. In order for your character to speak in an intelligent and fully comprehensible fashion (in other words, “May I speak with you?” instead of “Me want talk to you head!”), your Intelligence must be at least 7.
Luck – Luck determines many random elements, such as how often critical hits are scored, how well a character can win at gambling, what quality of random items a character might find in a common container, and many other random outcomes to events. It can even, in some rare cases, factor into a NPC saving your character’s life or some other extraordinary event. In some cases, it will determine less random elements. Luck is not extremely important, but can be quite helpful if\when your other rolls fail.
Sign-up Sheet (Explanation)
The full sheet is at the bottom of the explanation for each piece. Please do not use the sheet with the explanations for the categories on it. Some of the categories will be skipped since they’re easy enough to know the nature of. For your hair and eye colors, go by your race’s standards.
Appearance (do NOT explain your armor appearance here; this is your physical appearance. Body and face both. Are you muscular, or are you a walking pile of muscle? Perhaps you are neither – are you fat, or skinny? This is also your facial features. Does your hooked nose give you a typically evil look, or your Imperial nose look regal? You can also say overall details. Is your face ugly or attractive? What does your beard look like, if you have one? Etc. And yes, pictures are fine, but please hyperlink to them instead of inserting them directly into your post.)
Height (How tall is your character? Be sure to be reasonable, especially within the limits of your race. A 7-foot-tall Imperial is just preposterous.)
Clothing/Armor (what does your character usually wear? NO magical equipment, and preferably no items made of rare metals such as Deepsilver, Deepgold, or Void Iron.)
Weapons (what weapons does your character carry? NO magical equipment, and preferably no items made of rare metals such as Deepsilver, Deepgold, or Void Iron.)
Accessories (flint, rope, whatever/etc. This is just personal items and personal accessories like jewelry or something that you keep on your person. What you carry will affect your character through various means, such as if you carry too much, you will be slowed down. Again, NO magical equipment.)
Personality (your character’s personality. Feel free to keep it simple, since we’ll all see what you’re like in the RP anyway.)
Bio (your character’s background. Feel free to be lengthy or short, but either way, make sure it isn’t so short that it looks like you put no thought or effort into it. Since I’m being pickier this time around, I’ll go ahead and say that you’ll get bonus points, so to speak, the better you incorporate your character into the lore and setting. References to canon historical events and canon characters are nice, although of course not necessary, and it’s always preferable that your character comes from a canon town/village/city/whatever instead of being nonspecific. Mostly what I’m looking for here is just a good character that fits snugly into the setting, so knowledge of the setting is very much required.)
Use this sign-up sheet when creating your character. Be sure to copy and paste FROM the codebox, but DO NOT copy and paste your sign up into another codebox. I’m doing this for your convenience, since I already have everything in bold and italics; it also makes it easier for me to read.
[b]Name:[/b] [b]Gender:[/b] [b]Race:[/b] [b]Subrace:[/b] [b]Age:[/b] [b]Attributes[/b] [I]Strength:[/I] [I]Perception:[/I] [I]Endurance:[/I] [I]Agility:[/I] [I]Charisma:[/I] [I]Intelligence:[/I] [I]Luck:[/I] [b]Height:[/b] [b]Eye Color:[/b] [b]Hair Color:[/b] [b]Appearance:[/b] [b]Clothing/Armor:[/b] [b]Weapons:[/b] [b]Accessories:[/b] [b]Personality:[/b] [b]Bio:[/b]