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Ainda

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Something I always enjoy is getting perspectives on a given world through the characters that people create in them and the stories they tell. Unfortunately, this often doesn't make it past the table or the save file, so I thought it'd be fun and illuminating to have a thread where we talk about our creations. Here are a few of mine:

Heorlson

Heorlson, a follower of Barntar and a carl, was raised in a warlike (even for Orlanthi,) and rebellious clan. They were always raiding, raiding, raiding; always angering the other clans and the Lunars. They survived, but barely. All but the weaponthanes were impoverished and starving. Many began to leave the clan for (literally) greener pastures. Heorlson and his "good friend" (wife) Ysra, a Lhankor Mhy law-speaker (hence why they are officially only good friends,) took all they could carry and their two cattle, and fled for Tarsh. The journey was hard, but eventually they made their way to Furthest. They were not granted land as they had hoped, but instead took up residence in the Seven Mothers temple. At first they were suspicious of the Lunar Way, only practicing it when the priests were looking. Then, when they talked to the farmers who came to the city to trade, they heard stories of abundance and peace. The Lunar Way and it's Empire, they said, practiced domination; they would not tolerate reprisal raids, and always brought peace to the lands they conquered. This was good for all common people, who did not benefit much from constant raids and reprisals, they said. Inspired, Heorlson and Ysra started practicing the Lunar Way in earnest. He began to follow Danfive Xaron, to chain his air rune, and Hon-eel, to bless the crops. Ysra followed Irrippi Ontor, and they were happy. Heorlson served proudly under the Crescent Come Moon, and, not being a criminal, was allowed more freedom than the usual initiate of Danfive Xaron. Eventually, they were rewarded for their service; they were offered landgrants along the Zola Fel River. They accepted, and are now on their way to Pavis to spread the Lunar Way and began their new life.

Kistralda

Kistralda was raised in Aggar, in a clan near Eneal. For her official initiation into the cult of Lhankor Mhy, she is to go meet the mysterious Axe People (read about them here) who reside near Bear Mountain. Really, they hope she gets lost and fails, as they hate her. She always asks irritating questions and disrespects her elders. After traveling to meet the Axe People in the mountains of Aggar, Kistralda comes back home and tells of her travels. The clan ring is shocked by the news of these weird Orlanthi, and insists she go back and correct them. Instead, she ends up helping them with a heroquest. The story is familiar, but several key details are different. To her surprise, the quest is successful. They bring back the Sowing Axe; human blood spilled with it will cause wheat to grow where it lands, regardless of the weather or pests. Most of the other people in her traveling party, weaponthanes, are very upset and demand they destroy the artifact, insisting it must be chaotic. She refuses, and instead swears an oath to the Axe People; if she can take the axe back to her clan as proof that the Axe People do not need to be corrected, she will ensure the Sowing Axe's safe return and protection from Lunar taxes. They agree. A few of the weaponthanes must stay with them, however, as a show of good faith. The ones who agree with the scribe do so, the ones who do not escort her back to the Tula. Great debate is had amongst the clan. The debate is largely divided along class and cult lines, as most things are; cottars and carls are largely apathetic, follower of Babeester Gor are overjoyed, Orlanth, Humakt, and Lhankor Mhy worshipers are variously horrified and angered. They advocate 'adoption' of the Axe People into the tribe, splitting them up so they can't cause trouble. Storm Bulls smell chaos (duh) and want to kill them all (double duh.) Chalana Arroy, Ernalda, Issaries, and Eurmal cultists want the Axe People left alone. None will agree to the girl scribe's oath; they will not protect them from the Lunars or their taxes, no matter what. That will be left to her and her alone. After several days of deliberation, the chief ultimately decides to go and raid the Axe People, because they're weird and small. To avoid more controversy, Kistralda is outlawed. She must now return to the Axe People with news of her failure. As payment for breaking her oath, they demand she devote herself to Aunty Babster Ger, and fight against the invading clan. This she does, as she is already furious with the clan's decision, and wants revenge. She declares that she will take the chief's head herself. The Axe People, to no ones surprise, decimate the small force the clan sent. They suffer no casualties, and the Earth is blessed with their blood. Another battle will no doubt come, and Kistralda will turn to things not scene since the time of the God Learners to win it...

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Another:

Broochild

Broochild is the result of a willing copulation between a goat Broo and a weird Chalana Arroy priestess from Boldhome. When they were born, many insisted on killing them, but their mother intervened, and said that she would take Broochild to the Broo of Dorastar, and so she did. She never returned, and the people assumed Broochild killed her. From that point on they spoke of the terrible Broo hiding in the skin of an Orlanthi, and one day, 12 years after Broochild's birth, a Humakti swore a geas that they would travel to Dorastar and kill this loathsome beast. That Humakti was Jaldi, not yet the Outcast. They did indeed find Broochild, but could not bring themselves to slay them, for she could not slay a child, even a Chaotic one. Instead, knowing she would be disgraced, she became Broochild's charge, and offered to take them to the Lunar Heartlands. Broochild accepted. Broochild is bald, has two horns curling backwards on their head, the eyes of a goat, and a tail in the shape of a dead snake. Their hands and feet are clawed, and their teeth sharp. Broochild is weird; they worship Nysalor, the dead Bright God. They are usually a normal child, but occasionally do strange things, like invoke "the right to use evil" when they do something wrong, or whisper secrets into Jaldi's ear which she does not care to hear. Broochild has the blessing of Ralzakark. Broochild's journey will take them all across Glorantha, and they will scare people wherever they go.

Edited by Ainda
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Ainda: I love these characters, their backgrounds are so uncommon they are refreshing. Are these PCs in your campaign? If so, I'm very interested in knowing what is your campaign like!

I also like threads about characters. Here goes one of mine:

Aransyr is a sorcerer born and raised in Raibanth, in the heart of Dara-Happa. His noble family is House Sarehnstub, well-known in the city but of low-rep. Whereas his elder brothers took the militar path as his father, Aransyr was constantly mocked due to his huge bulbous nose. This exclusion from the usual social circles turned him into a shy and introvert individual who would rather study in a library than play with other boys and girls.

When he reached adulthood, Aransyr got admitted into the Lunar School of the Scarlet Orb, focused on studying the essence of magic and the Red Moon. There, his great intelligence and innate magic power paved the way for mastering the runes through studying arcane grimoires. Striving constantly to be better regarded than his brothers, he started to stand out among the other Lunar sorcerers despite his young age. His ambition grew accordingly until one day, the school master appointed him for a dangerous mission: contacting other schools beyond the Empire to trade magical knowledge with them.

Thus Aransyr embarked on an expedition towards the faraway southern land of God Forgot, in the Holy Country. There he had to try and get some grimoires from the legendary brithini. The other less known motive was that the Emperor had decreed to start looking for allies among those atheists. The trade route of Getrenes, a trader well known in his family, eased most of the trip for him. However, in Heortland he and his retinue were ambushed by a band of savage heortling followers of the Rebel God who killed his escorts, guides and retainers. After many unfortunate incidents, he eventually managed to get to Casino Town, in God Forgot, but lacking all the funds he needed for his mission. He then tried to recover his gold by playing in the games of chance that are so popular in that city. He was lucky for some time, but then one ill-fated night he lost everything he had won and more. Now he is greatly indebted to a man called Rothean, who owns the casino The Dancing Carp. And that's when the adventure begins in «Rothean's 7».

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Read my Runeblog about RuneQuest and Glorantha at: http://elruneblog.blogspot.com.es/

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Thank you for the compliments! I like your character too; reminds of Fargo (the movie) in the way that it seems everything that can go wrong will go wrong. Only Heorlson is part of any upcoming campaign, the other two I've just made for fun. The campaign hasn't started yet, but it's taking place in Pavis.

Edited by Ainda
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I created the character as a pregen for a game set in Casino Town, involving an impressive heist. It was really fun. I even have a portrait of Aransyr. You can see it here:

http://elruneblog.blogspot.com.es/2015/11/personaje-de-runequest-6-aransyr-nariz.html

Please keep us informed of your campaign! I've been running a campaign in the Zola Fel valley for some years now, so I'm always interested in seeing how other people run it. Have you decided what will be the first adventure like? Are you going to use published scenarios? Maybe that's for another thread...?

Read my Runeblog about RuneQuest and Glorantha at: http://elruneblog.blogspot.com.es/

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Another:

Erp

Okay, so his name is Erp and basically his deal is that he was born under Orlanth's Ring and was strong in all of Orlanth's Runes; Air, Movement, and Mastery. He was in raids by the age of 12 and was clan Chief by the age of 20. Problem is no one ever taught him how to lead. He was a disaster; he was so bad that they outlawed him. He technically had all the makings of the perfect Orlanthi, but didn't have the will or good judgement to actual be one. In anger and vengeance, he began banding together other outlaws and made a new clan. He attacked his old tula in hopes of ransoming the new chief for admission of these outlaws back into the clan. It was a disaster, they barely made off with the chief and most of his band of outlaws died. No one even considered their demands, and the clan ring just chose a new chief. In desperation, Erp sacrificed the captured chief to Orlanth. Orlanth gave him a great power: the Storm Form. Orlanth said to Erp that this would either be his greatest blessing or his greatest curse, depending on how he used it. He could enter this form when emulating Orlanth to a sucessfull degree, and would become terrible and be granted great strength.

Erp again rallied the outlaws, and got very good at waiting for travelers and at fighting them and at stealing from them. Then, due to his recklessness and pride, he camped on the tula of his old clan one night, thinking himself so like Orlanth that he would catch any danger on the wind and crush any attackers with the Storm Form. This happened, but only after all his fellows had been slaughtered; they had gotten drunk and passed out. Erp flew into the Storm Form and lightning crackled from him and his hair spiked up and he turned blue and his breath was like a hurricane. He killed the members of his old clan, and burned much of their tula, but was left with nothing. He rode the wind all the way to the far away land of the Solanthi, and they saw him and his terrible form, and agreed to give him a boat and a crew so that he could become a pirate, one to rival Harrak. He was sucessful and one day so gleaming with pride and strength that he was again like Orlanth Adventurous. His proud laughter made the boat rock to and fro, and his crew fell off the ship and were killed by Wolf Pirates, and the ship flew all the way to the Zola Fel Valley and crashed next to the city of Pavis.

 Now he has given up and gets drunk and steals from people on his own. He is very pathetic, and no one looks to him for anything.

Edited by Ainda
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Here's Tathorine Stone-hearted that I created for Chris Bell's short-lived Warlocks of Sartar campaign.

Tathorine is from the Esvulari/Aeolian community of Nochet, of the priestly line of Bauric the Blessed who led the priesthood through the Adjustment Wars and Ernaldine of Leskos, sent to the community some 160 years ago by radiant Belintar to aid Queen Bruvala.  She is the daughter of Alboric Speaker of Aeol (high priest of the Esvulari of Nochet) and Elanine the Bountiful.  Tathorine was of the priestly (sorcerous) caste of the Esvulari - as the castes are endogamous, Tathorine was destined to be a priestess of the Aeolian Temple from the time of her birth and was schooled to that end (and held the vow to only marry within her caste).  Like all Esvulari, she was not tattooed.  Teased and harassed by the neighboring Rokari for her Esvulari ways and her skewed-eyes, she often ventured into Nochet itself, exploring its many by-ways.  She learned to be street-smart and savvy and how to use a dagger to defend herself, though counter to the ways of her caste.  Tathorine was initiated when she came of age to the Aeolian temple outside of Nochet - she gained her runes:  Earth, Law, and Change.  She was a very pragmatic and logical child, though distant and stone-hearted, who followed the prescribed patterns of ritual.

 

All that changed when she encountered the goddess Delaina directly in the midst of a Nochet Earth ritual.  One day she found herself carried along by the great mob of people to Grace Square amidst the wondrous ritual called the Blessing of Grace.  Though of the Aeolian way and practices, she not only saw the goddesses emerge from the temple, but the great goddess Delaina, the goddess of wisdom, music, magic, and heroes, walked directly to Tathorine and literally kissed Tathorine upon the forehead.  Not only was Tathorine marked and blessed by the Mark of Delaina (an earth rune filled with an eye and surmounted by the crown of mastery), but she was filled with the songs and voices of the earth.  This cathartic revelation nearly drove Tathorine mad.  Her parents and community were horrified by this event (not to mention the divine marking).  She was cast out by her temple and fled into Nochet (though she stole her favorite grimoire on the way).  She had always been the One - one of those destined for the path of the Aeolian priesthood.  Now she did not know who she was.  And amongst the multitude of Nochet she was only one of the Many.

 

She lived on the streets of Nochet, always hearing the thousands of voices of the earth gods there, but eventually found herself amidst the Dark Warrens, the troll center of Nochet, and ended up at the shrine of Sacred Murder, a dangerous trickster shrine.  Here it was revealed that her third rune was in fact the rune of Disorder, not just Change.  At the trickster shrine, she encountered The Old Good Shadow, who led her into experiencing a new perception of the gods, the laws, and the runes - she became Illuminated.  This enigmatic figure (possibly of the Umbarite or Spolite School, possibly an Arkati, possibly Argrath himself!) showed her three teachings:  "The Earth and World are but part of the infinite cycles of birth and death and rebirth", "If we are not Light, then we are Dark; if we are not Order, then we are Chaos", and "Whether following the arcane logic of the Runes, the proscriptions of the Spirits, or the paths of the Gods, there is Always Another Way".  These messages brought Tathorine back from madness and back from the Many to Herself.  They also offered a strong sense of anti-authoritarian and rebellious impulses. 

 

She came to understand that Life is broken by Death and Death is broken by Life, but only through Disorder and Chance can those properly occur for they can never be Reborn the Same.  Further, the Earth holds Light and Darkness and all the Elements and Powers within - only by breaking the Earth can the Elements be freed to be fashioned anew.  The breaking and rearranging of the World is both the logical and pragmatic thing to do.  She understands that she was marked to do this by the goddess, but that it could equally have been any other than herself.  She is simply the vessel of such action, and has unique skills to do so, but that she will be broken in turn.

 

It was the Mark of Delaina which caught Sir Narib's eye, and he recruited Tathorine to join his company.  Abandoning her Esvulari and Nochet heritage, she travelled with his company, drawing on the magics of the Grimoire secreted out of her temple and became a Warlock.  Sir Narib has sent her on to Sartar to help Argrath fashion something new.  Tathorine looks like most Esrolians or Heortlings.  She is olive-skinned, with brown hair and green eyes.  Her eyes are skewed apart and she always appears to be looking both at a person and off into the distance or into another world.

 

 

Edited by jajagappa
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I really like Tathorine.

Thanks, she was an interesting one to write up. 

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Always interested in seeing how Westerners respond to those types of divine manifestations.

The Esvulari/Aeolians are a bit odd in that respect.  Mythically 'western', yet have been amongst the Orlanthi since the Dawn so they acknowledge the Orlanthi deities, but get their magic via 'sorcerous' spells and rituals.  The nice thing with HeroQuest is that I don't have to worry about the 'magic system' to run it!

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