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Ideas for New Character


evilgaz

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Greetings!

A rag tag group of adventurers is exploring the River of Cradles - we have a brutish Storm Bull and his trusty rhino, an adventurous Orlanthi, quick of tongue and a pious Humakti, eager to give the gift of death and cut through lies.  Occasionally a woolly-chinned Lankor Mhy initiate documents 

What  character would you add to this motley crew?  Someone Praxian, or Pavic, or similarly local would be best, and having a different god to worship than the rest.

Initial thoughts sprang to a Yelmalion on some expedition out of the Sun Dome,  a Eurmal trickster from the streets of Pavis or a Babeester Gor devotee seeking aid in garnering revenge for wrongs committed by the less savory elements following in the wake of the Lunar army.

What else have you got party people?

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Pol Joni Horse Barbarian may work, otherwise a Sun Domer would be my additional choice for a Prax/River Of Cradles game. 

Edited by Mankcam

" Sure it's fun, but it is also well known that a D20 roll and an AC is no match against a hefty swing of a D100% and a D20 Hit Location Table!"

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A Zebra Rider, exiled from Pavis but who wants to wander.

A Yelornan Unicorn Rider who wants to remain apart from the Yelorna Temple in Pavis and the Unicorn Tribe.

An Oasis Folk farmer who has the sudden and inexplicable urge to adventure, even though he is patently unsuited.

 

Simon Phipp - Caldmore Chameleon - Wallowing in my elitism since 1982. Many Systems, One Family. Just a fanboy. 

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Or one of the non-riding Independents - a solitary Basmoli, a wandering Agimori, a follower of the Cannibal Cult, or a Baboon preparing for her Shaman quest.

If you are staying reasonably close to the river, an adventurous Zola Fel worshipper might be a good addition as a native guide, too. (An intelligent fish woud be rather limited in adventuring options, though - the other eligible species wouldn't pose much of a challenge.)

Telling how it is excessive verbis

 

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12 hours ago, Joerg said:

If you are staying reasonably close to the river, an adventurous Zola Fel worshipper might be a good addition as a native guide, too. (An intelligent fish woud be rather limited in adventuring options, though - the other eligible species wouldn't pose much of a challenge.)

But there's also the Newtling option with that, and they could travel further afield.

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Guest Vile Traveller

When you have the inevitable TPK, you might want to consider a culturally homogenous group for a change - those campaigns can be fun, too. When we played RoC back in the day we were a group of Lunar adventurers - luckily 7 Mothers is so diverse you can basically get your complete spread of specialisations all under one cult roof. But things like a band of exiles or members of the same tribe can be very entertaining.

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3 minutes ago, Vile said:

When you have the inevitable TPK

I'm using Savage Worlds, so there is no inevitable TPK here!

Also, I'm looking for ideas to add to a group, preferably something interesting and iconic as old school Gloranthan, not to start a new campaign.  

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Guest Vile Traveller
1 hour ago, evilgaz said:

Also, I'm looking for ideas to add to a group, preferably something interesting and iconic as old school Gloranthan, not to start a new campaign.  

Well in that case, a single Lunar will do the trick! Can't get much more old school than Biturian Varosh. See if that doesn't break down some cultural prejudices. ;)

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Well, your mates already bring a lot firepower. But what do they do in case of a dispute? Kill each other? The gang needs somebody to hold them together, in order to make them a unit. I recommend doing this by using the mastery or harmony rune or by reputation. An Ernaldan would be perfect, a Chalana Arroy or Issaries might go as well. Sorcerers are always an option, if your group is up for that stuff.

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38 minutes ago, Robin "RoM" Mitra said:

Ernaldan would be perfect,

Cool, but what does an adventurous Ernaldan look like?  One of my upcoming missions was going to be similar to the Cult of Prax episode where an Earth ceremony is interrupted by Dark Trolls, so it would definitely be an opportune moment. What would you suggest would lead a cultist to forgo the Paps and head off exploring (aside from Cult debt for help fighting Trolls)?

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8 minutes ago, evilgaz said:

Cool, but what does an adventurous Ernaldan look like?  One of my upcoming missions was going to be similar to the Cult of Prax episode where an Earth ceremony is interrupted by Dark Trolls, so it would definitely be an opportune moment. What would you suggest would lead a cultist to forgo the Paps and head off exploring (aside from Cult debt for help fighting Trolls)?

She must bring a fertility artefact of Ronance from the Paps to his oasis in the Wastes and therefore needs a party to guard it. Or she wishes to find some of his lost pathways that link the many oasis after receiving visions. Locate a lost oasis perhaps? Or has heard rumours of where the Eye of Genert is.

Her snake allied spirit spoke at the last earth ceremony, giving some riddle about the whereabouts of *Insert-stuff* and only she can find it.

etc etc

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12 hours ago, evilgaz said:

but what does an adventurous Ernaldan look like?

See the current Prince of Sartar episode.  http://www.princeofsartar.com/comic/71-the-master-of-this-house/

Or the sketches of Ernalda priestesses here: http://www.glorantha.com/sketch-of-two-ernalda-priestesses/

Many of the earth priestesses receive visions from the earth goddess.  Perhaps she has a vision of one of the other PC's and that vision entails protecting some part of the earth from chaos or some other foe.

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Ernalda is the goddess who mends communities. Maybe the character has to travel to every single Praxian tribe and perform a ritual with them. It would probably be only a minor thing and they would benefit, too, but she would still have to convince all the tribes to go along for it to work. In the end she can create a web of something bigger than what existed before, just like Ernalda did when she cast the web in the Great Compromise.

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