A friend of mine was designing a game and I thought I would write some stuff for him. It turned out pretty good, and I’m happy that I could follow someone else’s ideas without messing them around too much.
Sun passes over the trees. The world is not as we know it. Humans do not cover the wide spaces of the Earth, but hide and struggle in the dark of immense forests, amid vast grasslands and beyond the rocks of untrammeled shores.
To be an adventurer in this age is not to a leaf blown on the wind, but to provide for and comfort your village and family, to earn your name in combat, romance and display of daring.
For the treasures of this age are to be well regarded, to not starve in the winter, to give fine rings to your friends and retainers, to have children in the tribe and allies nearby to come to your aid when raiders come.
Hidden treasures can be found in and on the Earth too, in the knowledge of old ones amidst the woods, by seeking to know the strengths of animals and plants, and by recording the path of the sun, moon and stars on their celestial travels.
But beware, for to stand too large and to prosper overmuch is to become the prey of dragons.
*This roleplaying game may contain:
Semi-historical roleplaying
This game is not one for psychopathic grave-robbers, but for playing a tribal hero or warrior, who seeks to improve their skill, magical protections and to earn a good name in the eyes of the tribe and amongst the other villages. Treasure is not measured in gold coins but by the opinions of others, strength of arm and the wisdom of your words.
Questing for wisdom and prowess
The players must consider wresting secrets of medicine, natural science and supernatural insight to better the life of their people. The struggle to provide food for everyone can be more difficult than repelling a group of raiders.
Seasons will play a part too, affecting the travel plans and fortunes of the village you live in.
Survival amidst supernatural forces
All know that to prosper too well is to invite the wrath of Dragons. As the players increase the fortunes of their tribe, they must consider the likelihood that the large population, hearth fires and iron weapons will attract the ire of the Dragons. How will they deal with it?
There are lesser concerns to deal with as well, such as improving the blessings of the tribe, seeking totems and appeasing the ancestors.
Conquest and war-parties
While the players may be paragons of martial prowess, they must still learn to rely on strong cousins in combat, and skill at strategy. Players not only assist each other, but direct the varied forces that accompany them.
Golden tongues and fine thews
Warriors may only live as long as a battle, but the best chieftains and heroes count more on their fine skill at logic, recitation of lineage and poetic storytelling. It doesn’t hurt to be good looking either. Social skills are just as effective as combat skills, and the deeds of the party may travel before them, creating unknown enemies, allies and opportunities alike.
Life after life
Unlike most games, whose fallen heroes disappear from history or come back from the dead, your hero will return through the deeds of their sons and daughters and disciples. The greater your deeds, the stronger the start your successor will have. The benefits of having left behind a strong tribe will be a source of strength to your line.