My foray into solo roleplaying, as mentioned yesterday, began today with a delve into the advice of Brian Jamison on how to set up a good game.
As a clear first step, having already addressed the type of game I (as the sole participant) want to play and the game system of choice, I began with creating a universe for the character I’ll create to inhabit. Thus, without much fuss, I decided to grab one of the excellent regional maps from Mapforge’s “Duskengrim” setting and re-purpose it for my own use.
Starting at Jerennach
The Titan’s Abdomen is the name given to the region that surrounds the area of sea that lies north of the Free Cities. It divides the land between the free southern tribes and those under the power of the northern city of Red Watch. The peoples of the Free Cities are, by the standards of other more civilised lands, barbarians. This is to say that these people live close to the land and in a loose confederation of tribes, rejecting the restrictive ways of living that other lands might accept in return for greater security.
The game begins in the town of Jerennach, on the north coast of the region known colloquially as the Free Cities. Jerennach is typical of the barbarian society of the Free Peoples, noted for its wooden palisade surrounding the pointed roofs of the wooden homesteads within. Smoke rises from dozens of beautifully decorated homes, each with carvings and rune marks to share the most famed tales of the family within.
The town itself, some fifty miles north of Titan’s Bridge (the largest community of the Free Cities) is famed for its small but powerful fleet of longships; it is the watchful gaze of Jerennach that is said to keep the ships of the Red Watch from passing west of Bonshire and traversing the narrow straits that lead to the relatively peaceful waters of the Bloodbay.
Jerennach is typical of the Free Peoples’ ways: there is Jarl Tarmo who swears fealty to the High King in Titan’s Bridge; the Jarl is served by his six noble Thanes, who in turn maintain their many warrior Karls.
Freedmen serve the community as traders and merchants, a class of their own distinct from the warrior Karls and the equally free but land-bound Churls. At the bottom of the pile sit the Thralls, slaves who are either born to servitude or enter it through their own city’s defeat in battle. Over all of the community, but nominally supportive of the Jarl, are the Priests of the Three Gods: Aurin the Bright; Kuunkierto the Pale Queen; Tuoni the Shade.
Establishing the Factions
Jarl Tarmo is reasonably secure in his role, being a middle-aged man of considerable energy and presence. He is, however, suspicious of the Priesthood and seeks to express his independence more than tradition would allow. Tarmo is also mindful of the rivalry that seethes beneath him among the Thanes, each of which is vying to unseat him and rule Jerannach for themselves. One further headache is the ever-growing wealth of the Freedmen which is steadily fueling their own demands for more power and influence within the community.
Jerennach holds to the strict traditions of the Free Peoples, wherein social position is determined either by birth or (occasionally) through martial victory: although most folk are born into their class, some movement is possible by way of either victory or defeat in battle. As a consequence, the growing ranks of the Thralls are generally swelling due to recent successful raids both across Bloodbay into the Red Lands and against the warriors of other Free Cities, such as Ohrimat and Telomen.
Most of the people worship the Three Gods, giving the Priesthood considerable influence through their daily and weekly rites. The three cults are strong in terms of membership and support several Brotherhoods which recognise and organise different skills: most famous is the Brotherhood of the Waves which builds and maintains crews for the Jerennach longships.
Picturing the People
Jerannites favour generally earthy colours for their clothing, sporting colour as a sign of favour or rank. The long bright robes of the Priests, for example, clearly mark them out within the crowds of browns and greens; their long beards and hair also mark them out for wisdom even before their cultic symbols are noticed. Nobility wears long hair and grow beards, favouring furs and rich jewelry. Merchant Freedmen, by contrast, tend toward simple clothing and jewelry, as well as shorter hair styles. Warrior Karls prefer dyed leather and armour, carrying ornately decorated weapons, long hair and beards; their loud voices and hand gestures set them apart almost as much as their appearance. Churls tend toward simple clothing and shorter hair styles. Thralls wear simple tunics and are not permitted to give eye contact to a superior. Only Thanes and Karls carry weapons openly, especially in the presence of the Jarl or a Priest, as it is generally accepted that Churls and Freedmen do not need to defend themselves while within the boundaries of the city.
Jerannites are generally an open and welcoming society to those who honour tradition and pay respect to the Gods. For this reason, however, relations with those under the rule of the Red Watch are considered blood enemies for their rejection of the Three Gods and their constant aggression against the Free Peoples. Travellers hailing from the south lands are far more welcome than those from the north.
Order is the realm of the Karls who are expected to keep the law and adjudicate in everyday matters. The head of each warrior family is recognised as a Judge and expected to sit in trial of matters which fall under their jurisdiction. Only the most serious matters would be placed at the feet of the Jarl, who is considered to have the final word in civil matters. Only crimes against the Gods themselves are the purview of the Priests, and each cult maintains its own ways of dealing with heretics. Crime is usually punished in a manner that fits the situation: it is usual, for example, to see thieves punished by the severing of a hand; it is common to seek recompense either through blood spilled or silver paid. When the Karls cannot agree, the matter is usually dealt with through public dueling.
Jerennach’s chief export is the bright jewelry that many of its richest families wear – especially the bright blue gems set in silver or, sometimes, gold. The mountains to the south of the city hold valuable mines which are the source of both metals and precious stones. Combined with the strong fishing and herding traditions of the people, the town is considered wealthy and favoured by the Gods.
Preparing for Character
With this overview in place, I feel ready to create my first character – a hero perhaps, or at least a person who will bring something unique to this place. Again, taking advice from Jamison’s book, as my next step I aim to interview the player (me!) and “role-up” someone cool and exciting.
Game on!
Going Solo <-- Previous post | Next post --> The Character Interview