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Character Creation/Early Sessions


Gallowglass

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More Character Creation

We started our RQG campaign back in March. At this point I don't actually remember how many sessions we've had, something like 8-10. Before character creation, I gave everyone a brief overview of the setting. I explained that their characters' choice of cult was one of the most important, and probably something they should have in mind beforehand. At first, I was kind of reluctant to do the Family History generation. I wanted to fit character creation into one session, and I feared that we wouldn't be able to. Thankfully, my players insisted that we go for it, and I'm now glad they did. Here are some notable highlights for each characters' history. 

  • Garkar - Grandmother was a bandit who fought to save Boldhome, then was killed by the Sambari Tribe. Father fought in Starbrow's Rebellion, and was killed by the Lunars. Garkar nearly starved during the Great Winter, and lost other family to troll raids. Fought in the Liberation of Pavis.
  • Erindros - Grandfather was killed at Grizzly Peak. Mother was a Dundealos Vingan warrior who fought in many uprisings against the Lunars, but died of illness. Erindros fought in the Siege of Nochet, and distinguished himself at Pennel Ford. 
  • Egajia - Grandmother was (oddly) a Lhankor Mhy sage who married into the High Llama Tribe. Father was a typical Praxian who died in a raid on the Redwood Elves. Egajia refused to pledge loyalty to Argrath, due to the influence of her new Dundealos kin (the Dundealos distrust anyone who would revive Jaldon Goldentooth). Took part in the Liberation of Pavis, but was nearly driven insane by Lunar magic. 

Garkar and Erindros' players rolled up fairly average characters, who excelled at a few things (fighting and bargaining respectively), but were rather poor at using spirit magic. Egajia ended up having very impressive stats for a future shaman (POW 20, CHA 18), and a spirit combat skill of 125%, partly thanks to her encounter with the Lunar demons. For occupations, Garkar chose warrior, Erindros chose the life of a merchant, and Egajia went with assistant shaman. We had to discuss how these occupations fit in with their character histories. Garkar technically started as a bandit, but after the clan's return to the valley, became a weaponthane for the new chieftain. Erindros had learned the merchant trade with his family in Esrolia, and decided to expand the family business to Sartar. Egajia's role as an assistant shaman was somewhat hard to explain, due to the great demands placed on assistants by their mentors. We decided she would have an agreement worked out with the clan chieftain where she would spend roughly half a season serving him as a thane, and the other half in Prax with her shaman teacher. 

Early Sessions - The Sacred Rooster

The first session of actual gameplay involved a journey east into Prax. It took place in late Earth Season, 1625. The clan was still in the process of trickling back to their ancestral lands, but the PC's had all returned. A new chieftain, Angarr Broad-back, had been chosen by the clan. He in turn had chosen his Inner Ring, including a mix of cults and people representing different groups from the exile. The PC's, being prominent heroes already, were considered to all be thanes on the Clan Ring. Other clans in the Dundealos Tribe had also returned by this time. Most of these had to create new wyters for their clans, although a few had managed to preserve their old wyter. The Bardori wyter was traditionally bound in a red rooster, supposedly of a lineage of males going back to before Time began, originally owned by the clan's founder. The last wyter was defeated and lost during the most recent uprising. 

Angarr had resigned himself to creating a new wyter from a less exalted lineage of birds, at the risk of weakening the clan's magic. However, he began having recurring dreams of being trapped in a cage, and looking out on the chaparral of Prax. He believed that the old clan wyter still lived in it's original body, and was trying to communicate with him through visions. The chieftain summoned Erindros, Garkar, and Egajia to discuss his dreams. He explained that the Sacred Rooster was likely imprisoned somewhere in Prax, and described a place of weeping statues, with a small sheltered pool nearby. He also mentioned seeing a man with a painted face, wearing a long-horned headdress. He asked the three of them to travel east to the oasis of Day's Rest, and determine if anyone could help them find the place, or the mysterious man. 

The chieftain provided everyone with riding beasts and supplies. They set off for Day's Rest, which took more than two days to reach. On the way, they encountered a group of Morokanth travelling with their herd-men. Egajia attempted to give them gifts from the clan, and ask if they knew any information to help their mission. She addressed them through song and dance, hoping to flatter and praise them. Unfortunately, she made a poor choice of improvised lyrics and compared them to stupid beasts (the result of a fumble). Instead of talking with them, the Morokanth commanded their herd-men to chase them away and pelt them with feces. Which they did, quite successfully (after all, you can't parry flying projectiles). 

Eventually the party arrived at Day's Rest, tired and still covered with shit. The oasis was bustling with activity, as the Sable Tribe had recently been driven out, and the oasis claimed by the Bison Tribe. The party planned to stay the night at a Geo's Inn called the Shady Rest, run by a person (gender unclear) named Fosli the Beautiful. They were permitted to bathe behind the stables. Day's Rest included an inn, an Issaries Market, and several sandstone dwellings on one side of the watering hole. On the other side, the Bison Riders made their camps, near a small village of Oasis Folk. The party set about ingratiating themselves to everyone around, seeing if they could gather some information. 

Egajia met with a group of Bison Riders led by one Mokwar, all apparently Storm Bull cultists. Gaining their trust, she learned that they were hunting a shaman from the Sable Tribe, an enemy of their clan and a Lunar collaborator. After describing to them the man from the chieftain's dream, they confirmed that he was likely the same shaman, named Keshluk. Egajia told them about the place with the weeping statues, and they claimed to know of a place half a day's ride east which fit the description. Unfortunately, the Bison Riders were ready to spring into action immediately and investigate the place, and the party was forced to ride after them in great haste. 

They rode until sunset, and then approached several tall rock formations, which sheltered an ancient courtyard of ruined statues. The Bison Riders charged in. They quickly found their shaman, but he had been dead for several days, and picked at by vultures. They rode off, leaving the party to poke around on their own. Garkar noticed that Keshluk's throat had been cut, and his various charms and fetishes had been smashed around his body. No one could immediately locate the Sacred Rooster, or any other valuables in the shaman's camp. Egajia used Second Sight to look for any spiritual activity. She found that there were several powerful Death Spirits gathered around the shaman's ghost, which was writhing in pain. They appeared to be inflicting some kind of spiritual torture on him. She attempted to communicate with them, and determined that they had been enslaved to Keshluk, and were now enacting their revenge. They spoke only in the vaguest of terms, and mentioned the shaman being killed by "the boy." 

No sooner had the spirits mentioned this, than the party was attacked from the shadows by three human-like figures. Up close, they realized that these figures were human, but likely possessed by malevolent spirits of some kind. Their heads, hands and feet were all twisted backwards, and their fingers sprouted long claws. Garkar and Erindros held them off while Egajia engaged them in spirit combat to drive out the possessors. The party defeated them fairly quickly, and the spirits fled after being driven from their hosts, fearing Egajia. The three attackers appeared to be from the Sable Tribe. They needed healing after their bodies had been so grossly malformed. Simple spirit magic fixed the problem. The party bound and interrogated their attackers, and learned that two of them had served as bodyguards to the shaman, and the other, a young boy, was his apprentice. The boy, named Maralak, had murdered his master after he returned from a taxing journey in the Spirit World. Keshluk was apparently a cruel man, and the boy regretted nothing.  Except for the fact that all of the shaman's bound spirits were set free, and then took control of Maralak and the bodyguards. 

The Sable men asked to be ransomed back to their tribe. The party agreed. Maralak told them of a cave nearby where Keshluk kept his valuables. The entrance to the cave was blocked by an earth elemental, which moved when Maralak spoke a certain word. Within the cave, they found the Sacred Rooster, along with other stolen goods and charms. The clan wyter was happy to see it's kinfolk. It had been trapped in a cage made of wicker and iron nails, which sapped it's magic points. The party destroyed the cage (it had been built specifically to hold the wyter), and looted the shaman's former belongings. 

The heroes traveled back to Day's Rest, and paid an Issaries priest to bring their captives to Pimper's Block for ransom, in return for a percentage. They returned to Bardori lands in triumph, and the chieftain threw them a feast. The wyter had returned just in time for the chieftain to perform a heroquest that would ensure the hens' fertility, and that they would produce a supernatural surplus of eggs to enjoy in the winter. This involved a ritual dance in full regalia for the chieftain and his wife, and then the two of them spending a vigorous night together. 

Thank you for reading! I've been trying to stick with the seasonal model for my campaign. This first session was the Earth Season adventure, next time, Dark Season 1625.

P.S. Comments are welcome, but no chicken jokes please, I've heard them all from my players. 

 

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