Characters:
This game is designed, primarily, for five participants. Player characters are beginning as adolescents and may be from any of the tribes of established communities. As considerable interaction exists between these villages, the party can be composed of multiple tribes and both genders. For this campaign, player characters should all be played as one of the more benevolent personality types but not necessarily altruistic. Choose from Pragmatic Altruist, Protectorate, Whimsical Entertainer, or Pragmatist.
Pragmatic Altruists: (Stoic)
Tempering a benevolent disposition with a heavy dose of logic, representatives of this personality type are often called stuffy, aloof, or prudish by other people. Individuals will be charitable, but the offer of charity must fit within a certain code of ethics. They believe that people who cause their own plight deserve no assistance, unless the loss of life or detriment to another is imminent. Sacrificially, individuals tend to have little regard for their own safety and will endanger themselves to help others, deemed worthy or if the act is ethical. Despite such benevolence, individuals can and will kill in defense of themselves or others but will offer quarter if asked.
Protectorates: (Dutiful)
Considering themselves to be inherently suited to watch over others, representatives of this personality type tend to be rigidly aligned to a particular code of honor, unswayable and indomitable. The matter of benevolence or malevolence does not weigh into their decisions for action. Their concern is that a task needs to be done, society needs to be protected, and to maintain their code. Clans of this nature are often considered by others to be boring and monastic, though trade and other negotiations with them will be offered fairly. Individuals will initiate violence, if deemed unavoidable, and can defend with avarice, having no aversion to killing an enemy.
Whimsical Entertainers: (Prankster)
Fundamentally benevolent but lacking in restraint or wisdom and usually being highly extroverted, representatives of this personality type are considered to be good natured but can be overly rough or sarcastic, sometimes to the point of injury. Individuals are always focused on personal gratification, looking for a good time. They tend to drink too much, party too much, and fight too much, but they never intend to do any real harm and feel genuine remorse if any is caused. They are often forgetful and never hold grudges. While being rather unreliable with regard to prolonged tasks, they are often fun to be around, as their behavior can be infectious.
Pragmatists:
The best way to describe this personality type would be dull. Individuals with this personality type are completely guided by necessity, having little motivation and almost no aspiration. They can kill or spare life, in the course of an action, without thinking of much difference between the two, preferring whichever seems to afford the least amount of future effort or confrontation. Representatives of this personality type often live away from society, finding nature to be more stable of an environment or remand themselves to mundane labor, if residing within civilization. Individuals will never initiate violence but do have the ability to defend with avarice.
GM: | Players should select a species, gender, and tribe from those mentioned above, describe their character, and post a plausible back story. Character records will be kept in a Google Document in which all players have editing privileges. Data for character statistics will be added, based upon this description. Message me with any questions. | |