[Burning THAC0] B2: The Keep on the Borderlands (ooc/setup)

Hey guys,

I'm the poster from the BW forums. I'm working on burning up a "tank" for the group. I've burned a few characters on my own, so I should be ok with that. I might need some advice on the setting as I'm not familiar with it, but I'll do some reading. Oh yeah, there's no more classic tank than the dwarven fighter, so I think that's what I'll go with; unless, the human paladin has dropped and you guys think a human paladin is a better fit. I'm fine making one of those as well.

Go with the Dwarf.

Setting & Situation, just read the Gary Gygax thing that I keep posting here in the thread.

Also, check out the Burning THAC0 document (see the first page of this thread, or the downloads section of the BW wiki).

"Fit" is all about what you bring to the table, and how much you're willing to fight for it! ;)
 

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My original idea (though I'm not married to it) was that House Tleil'laxu is human, but due to intermarriage with selkies many many generations ago, some of them have a special trait. That trait allows them to skin other humans and wear the skin as a magical disguise. Now the head of House Tleil'laxu just wants to maintain his own powerbase, many leagues from the borderlands. His firstborn son wants to supplant him. But its his second son Cynfaen is highly ambitious. Its Cynfaen who is setting up spy circles throughout the land, lead by skindancer cousins and nephews, but composed of anyone who seems useful. Vellekhyr probably doesn't know about his employer's abilities or affiliations, being content to make a few coins while gathering information that he himself might be able to use.

Ok, cool, that's helpful in conceptualizing it.

Inherent in the Face Dancers is the "dirty" aspect of the Tleilaxu. I acknowledge what Mathalus says about the story of Beren, but I want something twisted & corrupt, at least on the surface.

Are we perhaps linking this back again to Ferrantos' antecedents? And/or his former master?

I am too distracted at the airport to think on it too much further.

Or they might work better in charge of one of the religions. If the reverend mother is the head of the Church of Karameikos, there could be a whole papacy dynamic, i.e. the Church supports Karameikos' expansionism (to spread the word) but is a rival for control of the realm.

Should we burn up another house for the Keep to be part of? In addition to stealing stuff from Dune I'd love to grab things from George RR Martin's Song of Ice and Fire. IMO, that series should be the goto for any BW campaign.

I've not read the Song of Ice & Fire, so sadly I cannot incorporate it without you suggesting themes, which you are obliged to do in your Beliefs & Instincts.

I do like the Church of Karameikos being "politics" like the Bene Geserit. With our Pardoner being female, the matriarchical form is at least preserved.

They've subverted Traladaran mythology & made it a part of their faith... Does that make the Traladarans like the Fremen?

The Keep... It's a trading post, it's the important boundary between the civilized & the barbarous. I don't know if the Castellan of the Keep is a good guy or an enemy, and none of you have bought the relationship.

I'm content to let the Keep evolve/emerge through play.
 

Belief 1. There exist ruins with artifacts that I can use somehow to increase the dignity of the Traladarans and their ancient lines of leaders.

Alright. And don't despair over this. Writing Beliefs isn't very easy, and discussion is a part of what will make the game cool.

I like the underlying concept. Good idea.

However, I don't like "somehow" or "something". It doesn't help me. Sometimes, "somethings" are okay, but since we're not well acquainted, providing us with specifics will give us more insights into you & avoid any misinterpretations on my part (as the Burning Wheel Dungeon Master for this game).

So... What to do?

Provide names, details. What does the Paladin seek? What will that artifact do for the Traladaran people? What does the Paladin risk to claim this artifact? Any or all of these questions (and whatever might help you) are good for me to know.

Burning Wheel is based on what you bring as a player, and so you have to express it so I can help you get it to the "tabletop", so the other players can help/hinder the story in order to make it awesome.

You want a magic sword for your character? Then write about it in a Belief! Your character wants to be the Lord of the Keep? Then write about it in a Belief.

By putting these into Beliefs, they are woven into the mechanics of the game!
 

Okay, here is what I have so far. I am open to any suggestions/recommendations to make him a better character. One thing is that I wanted him to begin with an axe/shield to make him even more of a tank but I just didn't have the rps to do it. Also, anyone know how much a non-dwarven shield costs for a dwarf? or do dwarves only use dwarven shields (20 rps!!!). I have another build/concept in mind, which involves a noble born dwarf-axe bearer, but I thought I'd shoot for a rugged soldier type for now.

Name: Aurvang
Concept/Bio: A young, but seasoned host soldier looking for adventure.
Lifepaths: Born Clansman, Delver, Lead to Dwarven Host, Foot Soldier
Age : 51
Stats: Wi: B4, Pe: B4, Po: B4, Fo: B5, Ag: B4, Sp: B4, Speed Mult.: x3
Attributes: Ref: B4, Ste: B5, Hes: 6, Hea: B6, MW: B11, Greed: B3, Circles: B2, Resources: B0
PTGS: Su: B3 Li: B6 Mi: B8 Se: B9 Tr: B10 Mo: B11
Beliefs:
Never leave a dwarf behind. Exceptions can be made for men and elves.
Battle has made me quick to anger; ale and my hammer are my only means of release.
Only I know Lofar is an oathbreaker. I will expose him to the host by recovering Thror's Axe from the Cave's before he does.
Oath: I will find Gloi in the Cave of Chaos and take him back to Rockhome alive, fulfilling my oath to my clan.
Instincts:
When angered or insulted I always resort to violence.
Never turn down a drink, unless it is wine.
When underground, trust my instincts. They have saved me more than once.
Traits: [Dt] Accustomed to the Dark, [Char] Bearded, [Dt] Greed, [Dt] Oathsworn, [Dt] Shaped from Earth and Stone, [Dt] Stout, [Dt] Tough, [Dt] Deep Sense, [Char] Red-Blooded
Skills: Armor Training, Axe B3, Brawling B2, Drunking B2, Excavation B2, Foraging B2, Hammer B3, Shield Training, Tunnel-Wise B2
Affiliations:
Reputations:
Relationships: Gloi, cousin and fellow host member (Minor, other family), Lofar, host captain . (Minor, hateful/rival)
Gear: Dwarven-made Chainmail, Hammer (RoTM), Traveling Gear, Sturday Shoes, Clothes
Property:
Spells:
Weapons:
Bare Fisted I:B2 M:B4 S:B6 Add 2 VA 0 Fast Shortest
Hammer (RoTM) I:B4 M:B8 S:B12 Add 2 VA 2 Unwieldy Long Two Handed May Great Strike
 
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Looks awesome. Do you want to start out knowing any of us from before? Or do you think that we would obviously recruit you since you are generally rockin' at going into caves?

Also, when you are a human, shields are free with your suit of armor. If you aren't springing for the Dwarven shield, I would just grab one for free, especially if you already paid for Dwarven Chainmail. They literally don't have a cost anywhere in the book for anyone.

But I'm not the GM.
 

Yeah, I was wondering about that. If the GM allows it, then I may take an axe and shield instead of the hammer. I rather like both my relationships, so I don't want to give one up in order to have both weapons. Of course, it probably won't be that hard to procure an axe and shield in game, especially if we are delving into ruins.

As for character relationships, I'm a big fan. I'll look over the other characters and see what I can come up with. I like the "contracted to lead non-dwarves instead tight, damp, dark tunnels" too. Yeah, after reading the Background Gygax info again, I really like the idea of Aurvang being hired to lead the group into the Caves. He has reason enough to go to the Keep, so why not have some company, especially since his cousin hasn't come back from there. I think that is enough to get started. The question is, was Aurvang contracted by everyone or just you?

Ok, I just reread the Dwarf section of the character burner. It recommends a starting dwarf have two Oaths to begin with - one from his past (I think I covered this already) and one regarding the immediate present (why he's in the mess he's in).

I think I'll toss out "Battle has made me quick to anger. Ale and my hammer are my only means of release" and replace it with an oath to another character. I don't have any relationships to tie it to, so another player is the best option, and a great one at that. I'm thinking that my oath could be to guide one player to a specific location in the Caves of Chaos, perhaps to the lair of that hyper-intelligent monster you are looking for, or to some other interesting location. The question then remains, why would I swear an oath to do that? Right now I'm thinking that it could tie into my Greed; Another player has hired me to lead them to location X; I've sworn an oath to do so in order to get something I really want. This could be information about Lofar, or maybe an item (dwarven made axe or hammer), or even just gold or Nog. Mmmmm Nog. I can't wait to open the Nogger skill :)
 
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We might have to figure that out in game. Ferrantos would certainly accept the back up. However, it seems like Constance, with her missing sister and her persuasion skills might be a good person to coax your dwarf into bringing a bunch of humans and an elf along.

Check out what Kobold Stew has written about her in the more recent pages. It's an interesting concept. It would work well if you are feeling guilty about something too. Although dwarves have a very interesting relationship with duty. Things could get complicated... but maybe in a good way?
 

Okay, here is what I have so far. I am open to any suggestions/recommendations to make him a better character. One thing is that I wanted him to begin with an axe/shield to make him even more of a tank but I just didn't have the rps to do it. Also, anyone know how much a non-dwarven shield costs for a dwarf? or do dwarves only use dwarven shields (20 rps!!!). I have another build/concept in mind, which involves a noble born dwarf-axe bearer, but I thought I'd shoot for a rugged soldier type for now.

Name: Aurvang
Concept/Bio: A young, but seasoned host soldier looking for adventure.

Beliefs:
Never leave a dwarf behind. Exceptions can be made for men and elves.
Battle has made me quick to anger; ale and my hammer are my only means of release.
Only I know Lofar is an oathbreaker. I will expose him to the host by recovering Thror's Axe from the Keep before he does.
Oath: I will find Gloi in the Cave of Chaos and take him back to Rockhome alive, fulfilling my oath to my clan.

Instincts:
When angered or insulted I always resort to violence.
Never turn down a drink, unless it is wine.
When underground, trust my instincts. They have saved me more than once.

Traits: [Dt] Accustomed to the Dark, [Char] Bearded, [Dt] Greed, [Dt] Oathsworn, [Dt] Shaped from Earth and Stone, [Dt] Stout, [Dt] Tough, [Dt] Deep Sense, [Char] Red-Blooded

Relationships: Gloi, cousin and fellow host member (Minor, other family), Lofar, host captain . (Minor, hateful/rival)

Gear: Dwarven-made Chainmail, Hammer (RoTM), Traveling Gear, Sturday Shoes, Clothes

Since it's regular Chainmail (of Dwarf make), it can't be the uberawesome Dwarf Shield, but I'll defer a final decision on that until I flip through the book again.

Also, I love the Delver path for a Dwarven adventurer.

Instincts. I like the first & second. The third one? "Trust my instincts" is kind of like using a word to explain the definition of a word. Refer to the trait specifically, like, "When walking underground, always use my Deep Sense" (or something worded far better than thar).

I'll think about the Beliefs. I like that you thought about two NPCs, but maybe I'd just focus my efforts on one for a tighter storyline.

Looking good, anyway.
 

Interesting.

[MENTION=23484]Kobold Stew[/MENTION] - any ideas for why Constance might have persuaded a dwarven soldier to help her? I don't think a dwarf would make an oath lightly, so it'd have to be something pretty big.

I think Aurvang's drinking could definitely explain how he knows Constance and even her sister, Vanity.
 

That's a good point. It might make sense to just know her rather than have an oath to her already.

Yeah, the third instinct should be more specific.

Do you always know the way out of a cave?
Do you always know how far underground you are?
Do you always have your axe out?

Your instinct should be specific so you can grab artha for it, or it should give you some kind of mechanical advantage. Try a couple permutations. Engrishonly gives good advice on this kind of thing.
 

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