You and Vaiden.   Posted by GM.Group: 0
GM
 GM, 3 posts
Tue 5 May 2020
at 08:25
You and Vaiden
So, how does your character fit into the world?

1. where are you from? Describe the town, village, tribe, etc. where the character was born and raised.

2. what deities does the character worship? Are you going to explode if your 'book' deity is adapted to this world? How strong is the character's faith?

3. what motivates the character to exist? what are their dreams, goals, ambitions, hatred, rivalries, etc. that drive them to get up everyday and take risks?

4. we will be using the various 'book' races, are there any which are hated by the character? why does the character hate this race?

5. what was the region the character grew up in like? green and comfy? farm lands? war torn and plundered? a desert? this will help flesh out the world.
Brengalyn
 PC, 7 posts
 AC 24/15/19 hp 30 init 7
 Fort 6 Ref 10 Will 2
Wed 20 May 2020
at 14:38
Re: You and Vaiden
GM:
1. where are you from? Describe the town, village, tribe, etc. where the character was born and raised.


Brengalyn was born in a mercenary camp, the daughter of a camp follower. Discipline was good, the company fairly successful, and they moved around only fairly frequently, not constantly. From the time she could walk Brengalyn was fetching water, brushing horses and being a general nuisance. Every little while they'd pull up the pegs and travel to the next staging point, searching for contracts or fulfilling their duties to a client, and so Brengalyn has been all over the place in her youth. Eventually she left and struck out on her own, traveling the same roads the company traveled to go from place to place as a sellsword.

GM:
2. what deities does the character worship? Are you going to explode if your 'book' deity is adapted to this world? How strong is the character's faith?


She's not picky but mostly any god of battle/war can find devotion from Brengalyn. Canon gods include Gorm (Pathfinder), Dol Dorn (Eberron), Tempus (Forgotten Realms), Kord (Greyhawk) and Eyrthnul (Greyhawk) but if the game has it's own pantheon I don't mind.

GM:
3. what motivates the character to exist? what are their dreams, goals, ambitions, hatred, rivalries, etc. that drive them to get up everyday and take risks?


Brengalyn wants the good life that she didn't have growing up, but more than that she wants her own mercenary company and she wants to free her younger brother Hagetur, who still labours in indentured servitude in her former camp, not as free as his sister. She plans to do this through gold, but may resort to violence and raiding if her attempts to purchase are rebuffed. Too bad that this noble effort is somewhat marred by her love of fine clothes, drink and food and a quick boredom at banal normalcy.

GM:
4. we will be using the various 'book' races, are there any which are hated by the character? why does the character hate this race?


Due to poor experiences when the conflicts got too close to the camps, Brengalyn has some negative feelings about savage humanoids like gnolls, kobolds and possibly various goblins. She is tolerant of orcs (as their similar blood knight aspects mesh with hers) but recalls Hagetur's father and his horrible manner (and the bestowing of her first scar by his hand). Most of all Brengalyn finds elves to be absolutely pompous and condescending, and only takes contracts with them if she can assure herself she's "pulling a fast one" on them

GM:
5. what was the region the character grew up in like? green and comfy? farm lands? war torn and plundered? a desert? this will help flesh out the world.


The camp would go all over but likely if they can find enough work it's due to the area being fairly war-torn. So she likely spent a lot of time traveling over craglands, moors and flood plains, seeing a range of green to dusty grey. If the mercenaries come from one place I'd make it fairly barren, perhaps a desert nation with a few highly guarded oases surrounded by cities, with deep dug aquifers
Barg
 PC, 6 posts
 AC 22/16/17 hp 31/31
 F/R/W 6/9/4 init 7
Fri 22 May 2020
at 13:26
Re: You and Vaiden
1. Describe the town, village, tribe, etc. where the character was born and raised.

The Green Moon Rabble live in the deeps of the Dunwood, in a series of caves which the forest has grown around. Typical of goblinoids they squabble and jockey for influence and position, petty feuds against each other spilling into faction conflict. Notable is the lack of larger goblinoids (bugbears, hobgoblins) and external power groups (barghests, orcs, reptilian humanoids, fiends) which leads to the "natural state" of goblinhood instead of one where they are a slave race to another group.

This did not stop Barg from assuming his mother bred with a barghest to conceive him, the crux of his delusion about his magical destiny.

2. What deities does the character worship?

The ancient goblin goddess mother and the barghests of course!

3. What are their dreams, goals, ambitions, hatred, rivalries, etc. that drive them to get up everyday and take risks?

To be the strongest there ever was, to prove his power and strength through battle and death. To find his father and eat his heart (barghests eat the souls of the fallen, so Barg figures eating a barghest's 'soul flesh' will in turn lead to him unlocking his true power)! And to find as much dwarf gold as he can! Dwarf smithed gold is often hoarded in ancient abandoned mines and keeps, and many ancient magical items are also kept in these ancient hoards, therefore ordinary dwarven coins are in fact magical!

4. we will be using the various 'book' races, are there any which are hated by the character?

Typical goblin hatreds include gnomes, dwarves, orcs, hobgoblins and bugbears, kobolds, dogs (not wolves) and horses. Barg for the most part has cooled somewhat in his dislike of these races as he's been exposed to them but strongly believes in his own superiority over his fellow goblins, and in turn goblin superiority over these other races. It's just that someone told him true strength comes from kindness, so he's going to demonstrate his power through helping, so THEY KNOW he's stronger.

5. what was the region the character grew up in like?

The Dunwood is a dark and scary place, once home to foul necromancers and ancient wars between blood mages, druids and diabolists. Great rents in the earth and ravines spiderweb through this ancient forest, while gnarled trees twist and entangle in the canopy above. The animals here seem quieter, more foreboding, stalking a party of adventurers for long periods of time, watching ominously. The ordinary wolves are ruled by petty worg warlords, and below ground tribes of goblins battle and war with each other, their screams, chants and wardrumming echoing up through the cracks in the forest floor above.

Dark and scary as that sounds, the overarching feel of the Dunwood is one of loneliness and quiet, as this environment drives off all but the most desperate of animals, leading to a heavy food imbalance in the forest above.
GM
 GM, 20 posts
Sat 23 May 2020
at 00:12
Re: You and Vaiden
cool stuff. i am having trouble with the maps. i went to a freebie map maker, put in some hours, saved some docs, and it seems that while cleaning up some old folders i deleted the one with the maps by mistake.

so, i am docking myself 1,000,000,000,000 xp.

other than that i did come up with a great starter adventure. who wants to volunteer to have the venereal disease?
Thamkis Slybones
 PC, 4 posts
 Init +2 AC 21/21/19
 Save 7/7/12 hp 20/20
Sun 24 May 2020
at 05:36
Re: You and Vaiden
1. where are you from? Describe the town, village, tribe, etc. where the character was born and raised.

Thamkis Slybones was raised Thamkis Ambermaker among the gully dwarves of Ambervale. Though a halfling and a spritely one at that, her adoptive parents took her in and taught her the important things, craft and pride in your work, and always solving a conflict with words and thought. The Ambervale was a place of artisans and magicweavers who nurtured young Thamkis' gift until she was a quarter century old, a wink in a dwarf's live, and she set out on her own, over the golden-orange hills of Ambervale and down into the fields and farms of Behlar, to be among the halflings, her people.

Behlar, and the town of Behl's Hook, needed a woodswitch, and Thamkis had been born to that power and her daemon spirit Graham, now given form as her familiar. She settled down, and her power only grew as she nurtured and tended it like a garden. She married and had two strong children, the little river trading post of Behl's Hook the perfect point between her two worlds, helping guide shipments of Ambervale goods down the river and onto the big lands.

2. what deities does the character worship? Are you going to explode if your 'book' deity is adapted to this world? How strong is the character's faith?

Thamkis offers prayers, when she thinks to, to both the dwarven and halfling gods, though their taste for peace and sweet words is no longer in line with her thirst for revenge.

3. what motivates the character to exist? what are their dreams, goals, ambitions, hatred, rivalries, etc. that drive them to get up everyday and take risks?

A covey of hags and a court of sprites fought ancient war since the vales and rivers first were settled. At the edge of humanoid settlement the fae made mocking caprice as they battled their shadow wars, the creatures without none the wiser. In time not even a century ago, a child was born to a hag-mother, the progeny of a halfling bard's night with a beautiful witch. And this hagspawn was left to be raised by mortals, as is hag custom, though she fell into the hands of dwarven craftsmen, their own pacts with ancient powers running counter to fae magicks. She learned hermit magic, runic dwarven, and went on her way never once returning to the bogs, as hagspawn must 'tween the nights of their first moontime, to complete their transformation into a hag.

Lost to them, the hags abandoned their child Slybones, but the sprites did not consider that when they learned of her origins. Nixies' pacts are dark indeed, and her father had spurned a water sprite, a deed used as justification to kill Thamkis' son, drowned in the swimming pond, a message to the hags. They responded by stealing away Thamkis' daughter at her first moontime, to make a hag of the daughter where the mother wasn't.

In time, the halflings of Behl's Hook died in this shadow war, or fled for other parts. Now the former wise woman is childless, friendless, loveless. She wanders here and there, hunting sprites, thwarting hags. Her power diminished as her hag's blood failed, warped by her hate and her refusal to serve it.

4. we will be using the various 'book' races, are there any which are hated by the character? why does the character hate this race?

Well the monsters sprites and hags are the main thrust of her hate, especially green hags and nixies. As for core races the fey-blooded gnomes and elves earn a sharp tut from Slybones with their antics and use of the ancient fae magics. Too often are the playthings of the elder powers the truly mortal, while long-lived races such as they continue to enjoy their time in long ages. The average young gnome just starting on her grand adventure was born and raised in the years following Thamkis' son's death, and all that came after, all her age and brokenness, was a blink in those long-lived creatures' eyes.

5. what was the region the character grew up in like? green and comfy? farm lands? war torn and plundered? a desert? this will help flesh out the world.

The Ambervale and Behl's Hook are pastoral and idyllic, or at least they were. Now boats pass broken rotted timbers of the buildings and underhouses which once dotted the shoreline, the whole place choked with a foul green weed which won't relent. Ambervale vessels pass in the middle of the river, slowly between the shore's reeds. A single lantern burns in the inlet where the swimming pond once was, a frayed and rotted rope cut and frayed into a web of threads which hold a misshapen skull aloft. The skull is too wide by a tenth and fitted with sharp weasel-like teeth, a river stone within burning with a heatless green flame. Any brave enough to venture within find dead chitinous things, small men with the hindquarters of crickets and bone fiddles fit for dolls, a withered hand nailed to a church door still squeezing into a fist even though it rots under papery skin. The only part of the town cared for in any way is a small graveyard, row on row of faded wooden markers, names faded if ever legible at all, but each bearing a flower growing in its soil, family upon family, each accounted and tended.