Hello, fellow role players! This week I thought I would do something a little different. I’m gearing up to run a couple of short sessions of Fate Accelerated for my local gaming group next month, and I thought I’d share my scenario with the internet.

This scenario is for a PVP game, where the characters are all vying to become the next Earth Speaker of their people. The intent is to facilitate a fun social role playing experience, where violence takes a back seat to intrigue, plotting and scheming. That’s not to say violence is unlikely, however.

Feel free to take this and use it and hack it as you see fit. While I’m building this for Fate, it could easily be adapted to any game with a strong social component, such as the Burning Wheel. I’d love to know how it ran or how you changed it, or any other feedback you have. Enjoy!

Setup

The Earth Speaker; the spiritual leader of your people; is dead. For decades, her presence brought peace and prosperity to the tribes of the steppe. Held in high regard by the khans, and always consulted by the sages, she was a force to be reckoned with. Now she will be returned to Mother Earth and Father Sky, and the clans are the worse for her absence.

As soon as was proper, the clans each began putting forth their own candidates for the next Earth Speaker — after all, whomever commands the powers of earth and sky will have influence over the People, khan and herder alike. In preparation for the conclave which will choose a new spiritual leader, your clans have each sent you to the Great Mountain; the heartland of your people. Here, in the shadow of Mother Earth and along the river which birthed all life, you and your rivals will select a new Earth Speaker.

Let there be no misunderstanding; a new Earth Speaker must be chosen. To fail to do so would be an affront to the spirits; proof that man cannot be trusted with the gifts they have given. If you do not choose a new Earth Speaker, then you will all be burned with the deceased, and cast into the waters and sky in atonement for your failure.

The doors to the wooden hall are locked. You eye your peers and rivals with suspicion and jealousy. Which one of you will emerge from the ordeal as the new Earth Speaker?

Rules, Such As They Are

This scenario is written for up to five players, though more could be created. If fewer than five players are on hand, the game master should take any extra characters and run them as NPCs. If five or more players are present, then the game master can act as a referee, and play any minor NPCs the characters interact with.

Conceits

There are no weapons allowed inside the sacred hall. Characters must pass into the hall nude, and then don a ceremonial robe for the duration of the conclave. This does not mean weapons cannot be smuggled in, however!

The characters are served by shamans, specially trained for this task. They are not supposed to speak or offer advice, only to keep the characters fed and bathed.

There is very little privacy in the sacred hall. The structure itself is not much more than a large, single-roomed wooden hut. There are small alcoves; basically partitions made of hanging woolen blankets; but that is it. Each alcove holds a crude mattress of wool and feathers, a chamber pot, and a personal altar for praying to Mother Earth and Father Sky.

The characters are not allowed to leave the hall during the conclave, and the guards are not allowed to speak to them, should they try and communicate through the door. Again, this is the rule of the ceremony, but not the game itself. It can be circumvented.

The conclave will last three days and nights. If at the end of this time a new Earth Speaker has not been chosen, the characters will be trapped inside and burned alive, along with the hall and the dead Earth Speaker. Their ashes will be given up to the waters and the sky, and their names will be cursed.

If the characters are successful and appoint a new Earth Speaker, then they themselves will light the funeral pyre for their predecessor. The specially treated branches she lays upon; along with the ointments and powders used to preserve her; will send blue smoke through the hole in the roof, alerting the guards and the assembled masses to the joyous news.

While violence is prohibited by the rules of the conclave, it is not unheard of. Your people are nomadic and insular, and given to warring with each other. Many Earth Speakers have been “chosen” simply by being the last person left alive at the end of a conclave.

The level of magic is up to the group. Some of the character’s stunts imply miracles and spirits, but that doesn’t mean they have to be “real.”

Characters

The following characters have been sketched out to provide easy starting points for the players. They’ve also been written for Fate, with aspects and stunts. If you’re playing a different game, use these as inspirations for other character traits. If you are running this scenario in Burning Wheel, for example, these could be the seeds for Beliefs, Instincts or Goals.

I have not filled in approaches — the players should do that themselves. Also note that these aspects and stunts are just suggestions; if you come up with something better, use it!

The Heir Apparent

Aspects

High Concept : The designated successor, trained by the Earth Speaker herself to take the mantle and lead the People.

: The designated successor, trained by the Earth Speaker herself to take the mantle and lead the People. Trouble : Low born. You do not come from a great family, or even a great clan. The Earth Speaker chose you for merit, rather than birth.

: Low born. You do not come from a great family, or even a great clan. The Earth Speaker chose you for merit, rather than birth. I respect Mother Earth and Father Sky, and they respect me.

The Zealot is a false prophet, sent to lead the People astray.

Stunts

Because of my deep connection with the spirits, once per scene I may call upon Mother Earth or Father Sky to perform a minor miracle.

Because I know all of the secret ways, I get a +2 when I attempt to cleverly overcome an obstacle using my knowledge.

Because I am low born, everyone underestimates me. I get a +2 when I attempt to sneakily create an advantage when others are around.

Chosen of the Great Khan

Aspects

High Concept : The Great Khan has chosen me to be the next Earth Speaker, any others be damned.

: The Great Khan has chosen me to be the next Earth Speaker, any others be damned. Trouble : Unqualified. You are more of a warrior than a shaman, and your spiritual gifts are lacking because of it.

: Unqualified. You are more of a warrior than a shaman, and your spiritual gifts are lacking because of it. The Heir Apparent could make a pliant Earth Speaker, if necessary.

could make a pliant Earth Speaker, if necessary. Easily Offended

Stunts

Because I have the authority of the Great Khan behind me, once per scene I may identify myself (“do you know who I am?”) to create an advantage or overcome an obstacle in an argument.

Because I outrank them, once per scene I may force a guard to converse with me, and potentially do what I want (within reason).

Because I am hard to ignore, I get a +2 when I attempt to forcefully get someone to do something they normally would not.

The Zealot

Aspects

High Concept : The people are lost, and need a firm hand to guide them. Mother Earth and Father Sky have spoken to me; only I know the path of righteousness.

: The people are lost, and need a firm hand to guide them. Mother Earth and Father Sky have spoken to me; only I know the path of righteousness. Trouble : Dogmatic. Good and evil; black and white; orthodoxy and heresy. You have a hard time seeing shades of gray.

: Dogmatic. Good and evil; black and white; orthodoxy and heresy. You have a hard time seeing shades of gray. Superstitious

The Reformer is a heretic and a fool.

Stunts

Because I am a demagogue, I get +2 when I attempt to flashily create an advantage by speaking to a group (3+) of people.

Because Mother Earth and Father Sky have given me the power of right and wrong, once per scene I can create an aspect on a character which throws doubt upon their intentions.

Because I am sure in my beliefs, I get a +2 when I forcefully defend against an argument which might undermine them.

The Emperor’s Advocate

Aspects

High Concept : My clan lives in peace with the great Emperor to the east, and his August Majesty wishes me to be a moderating force among the People.

: My clan lives in peace with the great Emperor to the east, and his August Majesty wishes me to be a moderating force among the People. Trouble : Outsider. Many of the more conservative clans consider my people to be soft, and they do not fear or respect us.

: Outsider. Many of the more conservative clans consider my people to be soft, and they do not fear or respect us. Charming courtier

The Chosen of the Great Khan must not be Earth Speaker

Stunts

Because I brought gifts from the East, once per scene I may produce a small luxury item, which has been smuggled in by someone.

Because I am a gifted courtier, I get +2 when I cleverly attempt to create an advantage or discover an aspect while flirting with someone.

Because I am opulent, I get a +2 when I flashily attempt to create an advantage or overcome an obstacle with a display of wealth or privilege.

The Reformer

Aspects

High Concept : The People are stuck, and the Earth Speaker is to blame. We must change if we are to survive.

: The People are stuck, and the Earth Speaker is to blame. We must change if we are to survive. Trouble : Dark secret. Something from your past haunts you, and someone knows about it!

: Dark secret. Something from your past haunts you, and someone knows about it! A sucker for an underdog story

The Emperor’s Advocate does not have the best interests of the People in his heart.

Stunts