The MM2 introduced the concept of clumsy flyers. Rather than use the previous rulers for PC flyers (Avari excepted), we'll use the MM2 version instead; it's easiest to stay within the standard rules.
Looks like a good background. You'll want to take another pass through it to cleanup some typos :)
Why don't we have the place where your parents settled be Mammen in the west of the Trionesse region; it's a pretty well off place.
For your father spirit, we can make him an earth spirit who keeps his presence somewhat hidden (remember spirits can't travel from their home). How about Chiram for his name (or pick one :)?
The later settlement that you were based in can be Skara, if you want the largest human town in the region. Otherwise, Iarlakolm and Eketor could work.
Sound slike TImbusee should be based around Mammen where your father is located.
Why don't you update for these names and places and then put it into the body of the page (not the comment part :)
Thanks for pulling this together!
Marc, here is a draft background. id be happy to adjust any part of it to fit with the campaign better.I'm not sure what pact i'll take.
An only child of a peasant couple (Edward and Sheena) he was born just after the couple resettled in Mammen, a hamlet outside of Skara. When Edward and Sheena arrived rumors about he couple started as Sheena was a young beautiful woman with fair skin, while Edward was an older weathered farmer. The rumors only grew larger and more outlandish when Kier was born as he had very dark hair and darker skin than either of his parents. As Kier grew he was undeniably a handsome boy and seemed able to get his way in most things. Despite the strangeness of the family they were accepted into the community by virtue of their hard work and seeming good fortune – especially with crops.
At about age 10 Kier went missing and though the village searched the area no trace could be found. This started anew round of rumors, some not so nice about how Sheena came to be with this child. The stress took its toll on the couple and Sheena succumbed to an illness a few weeks after Kier disappeared. Battling the dual sadness of his lost Love and child, Edward still held hope for finding his son and searched every evening after tending his crops.
To his surprise Edward found Kier asleep in the barn a few months after his disappearance. Overjoyed at his sons return, Edward rationalized Kier’s much darker skin as exposure and never bothered to question about the strange shine to his sons eyes that manifested randomly.
Needlessly to say, more rumors about the boy sprouted and took hold. Many of these had very dark overtones and people began to avoid Keir and his father.
One evening, in the middle of a storm when all who had any sense were inside sitting by the fire, a knock at the door startled Edward who found his good friend Steven soaked and looking terrified. Before he could say a word Steven blurted that he and Kier had to leave as the some of the town had formed a mob and decided that the recentl crop blight was brought on my Kier and the only way to remove it was to kill Kier.
Edward was appalled and told Steven it was nonsense. To which Steven agreed but listed several strange events that had occurred while Kier was around. Edward had thus far avoided thinking about these events but with sudden clarity new that he must take Kier away. As they prepared to leave a sudden break in the weather revealed a mob much too close to the house. In desperation, Edward begged Steven to take his son to safety while he dealt with the mob.
While Edward went to confront the mob Steven slipped out the back with Kier. When they were a safe distance Steven told Kier to go to Steven’s house while he went to rejoin the mob so he would not be implicated.
Kier did not leave though and watched Steven slip back into the mob as they reached Edward who was out in front of his house. Kier could hear his father’s voice, arguing with the leaders and telling them that the boy was not home. This was not what they wanted to hear and as Edward was restrained, the mob entered the cottage and searched it and not finding the boy set it ablaze.
When the fire took, the earth began to shake and the mob fled in fear as did Kier. Later that night Kier returned to look for his father but only found a mostly burned cottage. As dawn approached Kier heard some villagers coming and fled into the country side where he wandered avoiding people not really knowing what to do.
Late into the third night, Kier stumbled into a camp. There was a very small cooking fire and a older woman tending it. Kier was at first frightened but hunger won and soon he was a sleep by the fire with a full stomach and bundled in warm blankets. When he awoke he was in a wagon and it was gently swaying as it made way.
Shortly after he woke the wagon was stopped and he overheard angry voices demanding to search the wagon. Fear gripped Kier as he remembered the voices from the mob. The Old woman told them to leave and they did. When Kier peaked out through the canvas, he saw a young woman, dressed in the same clothes and the old woman as the night before. Sleep over took him suddenly and when we was awake the wagon had stopped.
When Kier emerged from the wagon he found a woman not much older than his mother, tending a cooing fire. The aroma of whatever was in the pot trumped all his questions and he was soon gorging on the delicious stew. After he finished the Lady introduced herself as Rose and said she was taking Kier to a man who would help him remember. Not knowing what else to do Kier brawled into bed hoping that he wake and see his father.
In the Moring a man was in camp and Rose introduced him as Timbusee. Timbusee told Kier that he had been sent to teach him all he needed to know. For no reason or perhaps lack of any thing else to do, he went with Timbusee and for the next few years was instructed in the art of harnessing the power of what Timbusee called “allies” but to Kier were devils straight out of the stories that kids are told to keep them in line. In addition, Timbusee took great pains to expose Kier to as much art and beauty as possible as they traveled.
During this time Kier had dreams that he could not remember upon waking. He had a feeling he should be able to remember but could not.
On his 16th birthday, or so he was told by Kier, they were in an area that looked familiar. Timbusee set up camp and told Kier they were meeting someone later that evening. At dusk a man walked into camp dressed in dusty robes. He had a strange but intriguing gait. As the stranger approached, he lifted his eyes from the road and met Kiers gaze. It was like an explosion went off in Kier’s head and he fell to the ground. Instantly his head was filled with images. He know this man but he could not voice how. He knew it was his father, he knew this ‘man’ seduced his mother, he ‘saw’ images of his life as if from a watched from afar, he remembered the time he was ‘lost’ and what had transpired.
When he could think again, he gazed upon the visitor and could speak his name. This creature, this spirit of the earth was Chiram his father. The rumors were true, his mother was ravaged by this spirit for no reason than her beauty. All the good fortune his family had was because of this being. And now that Kiev was old enough his father had come to his son, not because he was his offspring but because he was beautiful. Kier knew all this but could not put it into words.
Strangely none of this bothered Kier, it was just the natural way of things. From that time on Kier embraced the teachings of Timbusee and partook of the art – in what ever form it was offered.
When he was 17 Timbusee sent him to discover the world for himself. Kier was given some means and told to experience life and all it has to offer. Timbusee made it clear that if he needed advice or help he could seek him out.
Kier left his teachers company and headed to [Human settlement] and quickly began his ‘discoveries’. It was not long before he knew and was known by many people in the city. From time to time he would go on an adventure only to return to Skara to pursue the next beauty that he encountered. For the next few years this pattern was repeated and he visited Timbusee a few times.
On his latest visit, he found Timbusee at the location he met his father years before. As it happened the last time, at dusk his father arrived and they had a “conversation”. Though it seemed to last only a second, the sun was rising when his father left. Kier could clearly “see” what he and his father had ‘talked’ about but could not put it into words.
When he left Timbusee this time, Kiev had a feeling that his time at Skara was through and he should discover other places and people.
Great stuff, Steve! Keep it coming!
Awesome Steve!!! You have an excellent way with words that really resonates with me!!!
Please keep it coming!
Looks good, Chris. Regarding the Earth Hold- we can give it a different color like a tornado or gust that binds someone to the ground.
This looks great, Chris. I will create a page for this.
OK Marc, I think i finally figured this stuff out. let me know what i need to do to finish fleshing out the spirits.
Spirit - Torran (wolf) grants Sudden Strife(DP119) and the feat Power of Torment (DP 120
- Efnissien [eff niss ee an'] (Wind) grants Earth Hold (DP112) and feat Power of Destruction (DP 111)
I know that EArths hold is a wierd power for a wind spirit but i thought it fitting bue to its moment imparment.
DP = Divine Power
Marc, I finally have the shifter nomads fleshed out. As usual feel free to edit and use as you see fit. if you want more detail on any particular aspect I'll be glad to work on it
Called the wanderers by humans, a group of shifters have long been living a nomadic existence. The elves call them Travelers of the Night but as is so often the case, this title is just a convenient conversion of elven to common. If one considers the nuances of the elvish tongue it is not at all clear if the word Night means after sunset or perhaps dark.
They call themselves the Tribe and sometimes Family in public. This is in fact how the group appears to outsiders; one big family from Elders to newborn. However, as the group is in constant flux with small groups leaving and merging, no two people ever give the same number of the group. One person might say there are 50 yet another will swear there are 100’s.
This nomadic band of shifters travels freely covering 100’s of miles in a year or staying in an area as fancy suits them.
They trade in goods and services both mundane and exotic and though they never seem to charge much for these services they seem to not lack any of the basics. Nor do they make any display of individual wealth. Their clothing is of medium to high quality and often displays styles from many different lands. Similarly their wagons and other traveling and living gear is in good repair and often decorated with exotic art.
Their most guarded and expensive commodity is information. They seem to have the pulse of vast areas and many suspect they have extensive spy networks. It is a common saying among the Tribe that ones life often depends on a mere scrap of information.
It has been noted that they often arrive with little warning and almost without fail leave an area before events such as drought or floods. This has lead to many rumors and a sometimes mixed reception. Some see them as nothing more than unwanted interlopers feasting on the goods of an area before moving on. And others take a darker view that they are nothing more than harbingers of trouble. Others point out that agriculture and hunting often picks up prior to the Wanderers arrival.
Though the Tribe may settle near other shifter communities they do not seem to integrate with them. At times this has lead to accusations that the Tribe feels they are better than other shifters. When such situations happen the Tribe is rarely seen in that region again in large numbers.
The most notable aspect of the Tribe is that they seem to be in harmony with each other in a way not found in other societies. There appears to be an almost complete lack of ego among the members. No matter what role they play, each seems to view the other as equals and work for the good of the group as a whole.
Even their leaders do not receive special treatment and are expected to contribute to the daily chores of life in the community. Other than a subtle respectful altitude the leaders would appear a simple member of the community.
A peace loving people, they have learned how to exist without causing trouble as they travel. Insults and aggression are met with humility and a yielding attitude. Though a seemingly passive people, they will defend their family and homes vigorously. Those that have seen the skill of their defenders often choose to forgo physical attacks.
Foolish or cruel outsiders who attempt to exploit the Tribe usually end up wiser for their efforts as the Tribe seems to always gain the upper hand in such situations. Often those would be exploiters find bad luck an unwelcome companion. Similarly those who deal in good faith with the Tribe find good fortune. Perhaps they discover a item long lost or earn profit on a business dealing. Many rumors abound contributing such things to the mysterious powers of the Tribes.
Seemingly in tune with the ground they travel, they always arrive appearing fresh and un harried. Their camps are seldom bothered by marauding animals and their hunters and gathers rarely fail to find enough food to fill the needs of the Tribe.
The Tribe is an apparently Matriarchal group lead by Alana and a council of elders. The Council is a semi elected body of elders. The number fluctuates to meet the needs of the group and its members are those that have gained the respect of the group during their life. Most are over 50 years of age but it is not uncommon to see younger members assume these roles when needed.
Alana is rumored to be a powerful shaman and perhaps only the elves hold in their living memory when she assumed leadership of the Tribe. To outsiders she appears to be an older woman of indeterminate age with an undeniable beauty. She is not only the final say in all matters but the groups spiritual leader also.
The council of elders is made up of 6 elders; Julian, Carol, Reesa, Argist, Selma and Hector. Their role seems to be to take care of the day to day administration of the Tribe. They act as judge and jury in any matters that need attending. Though, as with Alana, they rarely exercise the full extent of their powers, preferring to work with those involved to reach an acceptable solution.
At one time the Tribe may have been a group of separate families trying to survive the aftermath of what these shifters call the “Great Meddling “, there is little such distinction within the group now. Only those thoroughly familiar with the Tribe begin to see loose family units. Of course this leads to the impression that the tribe is a band of heathen wretches unbound by the conventions society.
While it is true that the human concept of marriage is not practiced by the Tribe, they do form “family” units. However they have found that for the good of the group, relationships only last until either party feels the need for change. As this is the normal way this causes few problems. It does however give rise to complex lineages which baffle most outsiders.
Children are raised by the entire group. Mothers may take the primary caring roles but everyone is expected to be part rearing children. As such children call all women Mother or Grandmother and all men Father or Grandfather. Like aged members call each other cousins and those that may be especially close often use brother or sister. If asked who their mother or father is, the most common response is I am son/daughter of their birth parents.
Much more obvious to outsiders are the day to day roles that members of the Tribe fill -Leaders, crafters, defenders, cooks, etc. these roles are not defined by birth but rather by ability and interests. Most often Alana and the Elders assess the abilities of children and assign them roles accordingly. They are seldom wrong in their choices but when they are quick to remedy the error.
When roles are assigned the children begin their apprenticeships with the current masters of the skill. All are welcome to learn any skill or role but they are expected to excel at their assigned or chosen task. Apprenticeships normally start around 10 yrs of age. Until this time children are expected to help with daily chores are they are able.
As a rule the Tribe has little interest in written language. They do however, have a rich and far reaching oral tradition. Children are taught not only how to live and what is expected of them, they are instructed in history and the cultures and languages of the many different races the Tribe encounters. Thought few pursue expertise in many languages, most know the polite greetings and introductory customs of dozens of cultures.
The tribe is a peaceful, non-partisan group. This trait has allowed them to travel freely for the most part in and out of areas where others may not be allowed. They are fully capable of defending themselves but prefer to avoid direct conflict whenever possible.
If they can not avoid conflict they will move from the area if possible. Many a would be attacked has found nothing but empty space where a robust encampment was just the evening before. If they can not avoid the conflict they will most often fight only as a delaying tactic allowing the body of the group to escape.
Many of the defenders choose a path they call Everlong. They devote their energies to learning defensive and delaying tactics that do not unduly place themselves at risk. This path requires intense training and personal discipline. It also relies on a deep connections to the spirits dear to the Tribe so these warriors may draw upon the spirits powers for protection and healing.
A key role of these warriors to ensure the survival of the group and each is expected to give their life if necessary to fulfill their mission. They are, however, not interested in suicide and employ many delaying tactics and team work to accomplish their goal.
One of the most simple and successful tactics is a show of military might. As part of their training they are instructed in ways to discourage attackers from battle. Their demeanor, equipment, deployment, and weapons are all chosen to give the enemy pause before pursuing battle. They are not above suing all means to this end including exploiting the superstitions of their would be attackers. All is fair when ensuring their survival.
Like their ancestors the Tribe see spiritual things in terms of nature. They actively seek the favor of spirits and work to improve their knowledge of old ways passed through the ages. They have gained an extensive knowledge of the spirits where they travel and never pass up an opportunity to venerate the sacred places of the spirits.
The spiritual leaders of the Tribe are shaman. They span the spectrum of spirits with the exception of those that require evil deeds. Such spirits are not reviled but not sought after for their powers either.
The core of their belief system is passed on though their complex oral tradition.
Though all children are instructed in the basics of the Tribes religious practices, Alana personally instructs each member in and ancient tradition called Dream Walking. This tradition is never taught to outsiders and only rarely discussed above a whisper lest the wrong ears over hear.
As children enter their teens, Alana teaches each the basics of how to be aware in their dreams. This technique is extremely difficult to grasp and most only gain the most basic of benefits. Those that show promise are inducted into an very exclusive group and gain further instruction in the art.
Even the most basic benefits of this technique are extraordinary. By retaining a minimal awareness while dreaming, basic practitioners can receive information from those more skilled. In this way messages can be passed quickly from one mind to the next. These communications contain all the information necessary to communicate even the tiniest nuances of the message.
For those that gain proficiency, their power to communicate grows as their command of the technique increases. As one approaches mastery of the art, they are able to communicate with increasing more of the Tribe and convey longer more detailed messages.
It is said that those who truly master this art do not even need to enter into dreaming to communicate. It is said they can move from ordinary awareness to a state of heightened awareness with a fluidity that allows them to use this power at will.
An while perhaps only Alana knows the true extent of this power, there is a story told of old times that intimates at one time this art allowed reading minds of those not instructed in the art and similarly it allowed a impenetrable barrier to be raised protecting ones mind from intrusions of all kinds.
It is no doubt through Alana’s mastery of this art that has given rise to rumors that she must be in two places at on time. Many who have solicited her knowledge have found her predictions and information to be uncannily accurate, even when the events she speaks to are taking place concurrently.
If you think your character should be literate and I marked it illiterate, send me a note.
Thane killed a man in Wilska and was held in Tarmad tower for his imprisonment. His key is to Egeria's lockbox. She is the Lady of Tarmad, Wilska's tower controlling the southern approachs on the imperial road.
Looks good, Steve. Are you going to stay with Bael for the character name?
Aedric is a good fit. Most of the world spirits aren't defined yet; if you had something else in mind, you could just propose it and we will create a spirit that fits.
I think i might just go with my spirit being Aedric, I tried to look up specific beings (spirits that is) and couldn't find to much. So if you don't mind I think I'll just go with what you suggested. Thanks for the recommendation! :)
We can change the Ghleanna spirit's name to Avari if you prefer…
Write up looks great- just need to name the spirit and give it a basic description such as "Noriam, an earth spirit" or "Unara, an ancient bear spirit".
http://affliction.wikidot.com/guide-to-spirits has some suggestions on spirit types and you can always create a new type.
Sounds great, Chris. Thanks for doing this.
I just saw the link to the shifters here Jim. It could be that Oskari is alerted to you through the outpost as he arrived in the area with his trading party.