Graf
Explorer
Thanks!Bialaska said:Also, I like that background story. Got an epic feel to it. I love how you have been able to tie all of the characters into it without too much trouble.
With everybody writing for it, and the other character backgrounds it wrote itself mostly, I really only went out on a limb a bit with how Ripper joined and the deaths.
My original impression was that we wouldn't be aware about why you were freaking out, (as opposed to knowing the lute was awesomtacular and freaking out with you).Cool with me. My two coins. This obviously is up to Jemal, but I was thinking that if a frickin' lute can be a plot device, it has better be a pretty powerful artifact.
Just some thoughts about possible importance and power level
- The lute could be completely non-magical.
1. It's historically important, it was the first instrument played at the last battle
2. It's part of a prophesy; supposedly the lute will bring about the downfall of an otherwise undefeatable menace or free the last Queen of the Formorians something -- maybe the prophesy is bupkis... but that doesn't stop people from believing in it - It's only powerful when combined with something else
1. a lost song that causes fire to rain down for thousands of miles, or which will make any listener fall in love
2. It's a part of one of those assemble-the-artifact type things (like the Rod of Seven Parts) - It's awesomerific power is useless to adventuring parties
1. For every hour that it's played world sea levels rise by a mm.
2. Playing the lute guarantees good weather the for the next week, but it only works in a region once a year. - It's actually some sort of epic level-uber device.
All things being equal I'd be happiest if the lute was an interesting part of your backstory, something that was occasionally beneficial or harmful, or else had a lot of character.
Maybe it plays itself during battle bobbing around the battle field, and we're called the Companions of the Mad Lute?
(We need a group name...)
That.... is a very good point.Not only that, but the way you set it up Sylas as the original initiator, visionary and mentor figure, there's easily some core element missing currently.
Bereft of leadership the group can struggle to find it's own identity (which we have to do anyway, since we've never actually played together before).
If we do wind up with a leader my instinct would be that Ruthaer ar'Thar (oldest surviving member + naturally bossy) and Lady Keira (good social skills) would probably be the natural individuals to fill the void.
Just a guess though.