The Edge of the World (Vinland, 1000 - 1100AD)
Something of a companion piece to the above (and I'm likely to do another about Kiev sooner or later), this is the failed colonization effort by explorers from Iceland and Greenland to establish a new colony in North America, likely what is now Newfoundland and New Brunswick. Actual details about the colony, including what happened to it, are sparse, but for game purposes, it just means more of a blank slate to play around with. This is very much a frontier wilderness setting, way beyond the reach of anything even the Norse would consider "civilization". On the flip side, this is the land of the Mi'kmaq in what they call Mi'kma'ki, and to the north in Labrador are the Innu (who refer to their territory as Nitassinan). Both are primarily hunter-gatherer cultures, and part of the over all Algonquin language/culture.
Primary Games:
Something of a companion piece to the above (and I'm likely to do another about Kiev sooner or later), this is the failed colonization effort by explorers from Iceland and Greenland to establish a new colony in North America, likely what is now Newfoundland and New Brunswick. Actual details about the colony, including what happened to it, are sparse, but for game purposes, it just means more of a blank slate to play around with. This is very much a frontier wilderness setting, way beyond the reach of anything even the Norse would consider "civilization". On the flip side, this is the land of the Mi'kmaq in what they call Mi'kma'ki, and to the north in Labrador are the Innu (who refer to their territory as Nitassinan). Both are primarily hunter-gatherer cultures, and part of the over all Algonquin language/culture.
Primary Games:
- Werewolf (This is in someways a medieval version of certain parts of Werewolf: The Wild West, with the attempt to establish a new Fenrir sept and its caerns clashing with the Wendigo who are already established there. Given the temperament of both tribes, you can imagine how well this sort of first contact would go. It's also possible to include the occasional Bone Gnawer and Croatan around the fringes. It's entirely possible that the newcomers may inadvertently unleash some sort of previously bound Wyrm spirit, causing chaos and destruction. Another possible angle is to ignore the Fenrir altogether and focus entirely on the native side of things, with Wendigo and Croatan Garou working with neighboring Qualmi, Corax, and Gurahl to deal with something these weird boat-people have set loose.)
- Mage (Valdaermen among the colonists interacting with native Spirit-Talkers. You would probably have to go much further south, into the American Midwest where the Southeastern Ceremonial Complex culture is at its start, to find a totally new fellowship/Foundation & Pillars grouping.
- Hunters Hunted (Human colonists who find themselves facing the strange flesh eating spirit-monsters of this new land, in the vein of traditional horror fiction involving werewolves, wendigo, and the like; Also the flip side, with native people having to deal with these strangers who've brought with them their freakish cult devoted to some sort of demonic being or undead blood god. The latter could even work as a strange Stephen King homage, drawing certain inspiration from Salem's Lot's idea of a vampire plague overtaking a community.)
- Mummy (I mentioned the idea of adapting Mummy to include the idea of Einherjar sent back to wage war against the enemies of the gods and the forces of chaos, so this sort of setting would make an interesting chronicle about a group of said warriors sent on what is effectively a suicide mission against some sort of dangerous threat beyond the western seas.)
- Dark Ages: Fae (Norse inspired Changelings among the colonists and their encounters with the native Nunnehi.)
- Vampire (While it's possible to do a game here with the Wolves of the Sea Einherjar, the logistics of being a vampire in such a setting would be extremely daunting.)
- Wraith (Members of the Dark Kingdoms of Flint encountering strange ghosts of unknown peoples - ie, dead colonists - and trying to figure out what to do with them.)
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