4e Heroic Souls (FULL/CLOSED - accepting alts)

Additional comments on Karothen.

hewligan said:
He works in a small store, selling reclaimed nails, repaired tools, reclaimed clothing, and seeking out his much loved books wherever he can.
As mentioned elsewhere in the thread, there is no economy, dazed people don't understand money and take only what they need themselves (or for their children or other dependents).

Generally everything is brought to the market (marked on the map) and laid out on blankets.
Think of it as a benevolent anarchy .

[sblock=Completely bizarre aside]I remember hearing a possibly apocryphal story about a the Japanese anarchist Kotoku. He was driven out of Japan after the turn of the century and traveled to San Francisco arriving the day after the quake of 1906. For two weeks he wandered the streets, everywhere he saw people helping each other, making what they could and sharing what they could without recourse to money. To his mind it was paradise, proof that anarchy could work.
He thought they were utterly mad to give it up and go back to "normal" as the city recovered from the quake.

Obviously, I'm not saying that anarchy is a great political system or anything; the situation in the town is perpetuated by a magical effect.

Just food for thought.[/sblock]

Karothen, being a bit more with it, could have a shop nearby, insofar as he has a building that he keeps tools and things he's working on in (see suggestion below).

As a rule, people don't bring broken things to him. It would be too much of a change from the way "life has been in the past". However children can and will. When there's nothing better going on, Karothen receives daily (sometimes hourly) deliveries from children bringing him all manner of things.
Of course when there is a good game of catch-the-demon going on then he receives nothing.
Combined with the massive collection of stuff in the storehouse above (see below) Karothen has the raw materials necessary to jury rig almost anything.

Karothen also sometimes fixes objects he finds discarded and puts them out on the blanket in the market. Inevitably their former user zeros in and reclaims it.

hewligan said:
Father - tool maker, died when his child was 2.
Your father was probably more of a scavenger. You're the only person in the town who can really repair anything.

hewligan said:
working for Old Hook (an ancient man so named for the shape of his nose), but what people don't realise is that Karothen uses his magic to mend and clean, and thus is a vital cog in keeping things in town in operation. He keeps this skill hidden as he is not sure how people would look upon his "talent".
I'm happy to have someone named Old Hook around. Obviously the whole 'working for' doesn't really work.

[sblock=Suggestion for Old Hook and other things]You don't remember your father, but from what little you can tell he was a maniacal collector and organizer. He horded things, and sorted things and kept everything in the massive second story of the building that your shop is in now.

Your mother moved out after he died, partially to avoid Old Gran. While he was gone he was replaced by Old Hook. Old Hook a bit of a character, he's deeply deeply dazed and his behavior rivals Old Gran's for weirdness. He also collects things, but unlike your father has no penchant at all for organization. Instead the wrinkled leathery little man (he's quite small, with livid purple scars across his skin) discards things in the vast hall as soon as he finds them.
And find them he does. He's a fantastic climber and can be seen clambering all over the city. Massive piles of stuff just accumulate on the second floor, to the point that the ceiling over Karothen's head has begun to creak in an unnerving way.

And once or twice a year the old man crawls up to the roof of the building and draws paintings. He seems to have a knack for making his own paints and finding usable scraps of paper. The landscapes are strange, occasionally fantastic. (also see below)[/sblock]

hewligan said:
He can read several languages.
This is a good character goal. At the start of the game nobody can read.
You'll be able to read once you exalt and your character can pick up languages with impossible rapidity but at the start of the game everyone is still dazed and dazed = can't read.
You've worked on puzzling out what the books mean of course, and you may even have a favorite book that you like to look at but you can't read read.
hewligan said:
Additional story stuff / hooks
The girl he thinks may share his fear
The old woman who mumbles at him
The sister ...
Old Hook's eternal silence, yet Karothen knows that the old man draws the most achingly beautiful landscapes. Landscapes that are not of this region.
[sblock=Old Hook's paitings]Old Hook is very private about the painting process. He crawls up onto the top of the building and paints there. There are never any figures, though looking closely at the painting it looks like there may have been figures earlier, but they are always painted over. This gives the landscapes a haunted effect.

Old Hook doesn't paint often, he tends to be manic in the weeks leading up to the painting and depressed, almost sullen in the weeks afterward.
once he's painted a painting he generally ignores in completely.

Karothen has had to rescue more than a few pictures,and repair at least one when it was negligently toppled over

Several of the better pictures include:
  • a small village
  • a great city full of Gothic imposing architecture, horned figures feature prominently
  • a "white world", the ground is white like it's covered in snow and the walls sparkle
  • there is at least painting that Old Hook drew and destroyed, Karothen found a few shreds lying in the gutter (they had apparently fallen from the roof) -- Old Hook painted nothing after this painting for a long time, to the point that Karothen had begun to fear he would stop making paintings at all
  • (anybody feel free to add a few more)

[/sblock]

hewligan said:
How he learned his magic - there are books he read that awoke something in him, but some of those books felt evil. He returns to that hidden stash still, hungry for the knowledge, but fearful of it. He knows his skill is still weak, and there is so much power waiting there for him (but he is a good man).
This is the sort of thing I'd like to roleplay out once the game begins.
I don't mind Karothen starting off with some minor magical ability to repair stuff (either expressed in the form of a mending cantrip, some sort of mechanical bonus to repair (+10?) or just "story fluff").

You -can- introduce a book. [sblock=Suggested book introduction]We can say that one day he went to pick up Old Gran (someone who lives near the stained-glass-building said she was "unwell") and found her enthusiastically pushing dirt into the crevices of a stone block.
As soon as she heard him enter she immediately laid down and pretended to be asleep. Karothen took her to get her soup, she was abnormally agreeable. Later he contrived, in some fashion, to get at the block when she was away and found inside a thick, black book.

Unfortunately he hasn't been able to open it. It hasn't lock, or clasp or anything else but for the life of him Karothen can't seem to get it open. There is a cold grey symbol on the front, and Karothen feels mighty uneasy when he touches it; like something cold is lying on his heart, and he's eaten something sour and curdled.[/sblock]

[sblock=The girl/Eldan's cousin]This is a riff, you and redclaw can work out the details.
There are very few people who come to Karothen's "shop", but until recently only one adult came regularly.

A young girl with intense eyes. You know she's related to Enric, who watches the river, she has the distinct slender build of that family.
Like many of the people around Karothen she's odd. Most of the women (and many of the men) cut their hair in the town only when it becomes a problem for them to do their jobs. She cuts her hair much more frequently, it's often irregularly chopped and rarely touches her shoulders.
Karothen saw her frequently in the building-with-colored-glass-windows when he was tending Old Gran (if he hadn't known her earlier?). He's not sure exactly how she found his shop but came frequently, initially with children guiding her then by herself.
From the short conversation (really a handful of words) she shared he understood that she wanted him to fix something.

But she never brought anything.
Karothen offered to go with her, and she took his arm and pulled him intensely about the city for hours, this way and that such that Karothen couldn't help but think of leading Old Gran about the city as a child.
Eventually, crying in frustration she gave up and left him.

She came a few weeks later, and, with what apparently was some great exertion place a little broken statue on his desk. "Fix" she said, pointing half authoritarianly, half pleadingly at the statue.

Karothen labored for weeks, inbetween his regular duties on the statue. It was quite complex for him, the statue didn't do anything. As a decoration it didn't have some function that Karothen could restore to it.

It was a picture of a winged man, or the top half of a man with wings, for it had no legs (and Karothen couldn't for the life of him, figure out where the legs were supposed to be attached). But he fixed the broken wing as best he could, using pretty silver metal from the storehouse above.
Since it was supposed to be art he even went so far as to consult Old Hook, who gamely produced some silver paint and painted the remaining stone wing silver to match.

Her reaction was not what Karothen had hoped for. Upon being shown the finished statue her expectant smile melted into tears, she threw the statue on the ground (scaring Old Hook so much that he fled from the room), weaping openly she scatted things around his shop in a fit before exiting at a run.

Karothen hasn't seen her since.

[/sblock]

hewligan said:
The following is still to be done:

• Did you ever try to visit Big Green Eyes? Did you ever run into Big Green Eyes by accident (if so what was your situation?)
• When you took your rock to the Geeche what did he give you?
OK. You have a lot going on, already actually.

If you want we can say you never sought out Big Green Eyes.
Very soon after, you found your glowing pebble Old Gran came upon you, startling you badly and your pebble was lost.
 

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Sorry I didn't loop back and deal with this sooner.

Redclaw said:
I picture a society where everyone had a specific job, and even though nobody in the current generation has any understanding of why they do what they do, ...
This is almost exactly how I see it.

Redclaw said:
....their survival depends on them not questioning it.
No comment. Though, obviously one of the likely pillars of the game is the PCs questioning what's going on around them, hopefully getting some information and then becoming actors or agents in the development of the world. (The latter bit being "eventually" not "the first adventure")

Redclaw said:
Maybe the daze was even created intentionally to keep them safe. (I hope I'm not crossing the line into story reasons. :) )
I encourage enthusiastic discussion of anything you like. I reserve the right to snag the ideas I like of course ;).

I'm not going to comment on why the daze exists; I think that's the sort of thing best addressed in character.

Redclaw said:
I think the names for the neighborhoods should be degraded versions of straightforward titles (like Noeblem, from Noble's homes, for the wealthy section), but nothing I'm coming up with is quite right.
I like this too. Anybody have neighborhood name suggestions?

Where should the old "nobles houses" be?

In fact, another location: The great manor
There is a great manor, which, everyone agrees, is haunted. It was once fantastic, gothic and pretty but even during the day there are horrible skittering sounds in the walls and (especially) from the basement.
Children often dare each other to go in, no one lasts very long, the chittering grows quite loud as evening comes on and (supposedly) gleaming red eyes appear in the darkness.
(the conventional wisdom among the older children is that the "many red eyes" was made up by child as an excuse for being afraid -- it sounds too much like the Big Green Eyes to be true.)
Anyway, the manor house and all the other houses around it are abandoned and avoided at night.

Redclaw said:
As for the other areas, I like the idea of at least one being effectively abandoned. Nobody lives there any more, and in fact nobody realizes that its abandoned. My first thought is that the lone portion of the city across the river would be the ideal 'ghost-quarter', but I think any of them could work.
I'm leaning more and more toward the edges of the town and the northern area being more or less abandoned. I'm thinking the population of the town is probably three hundred or so? That's enough for maybe 40-50 families, some with many kids some with few/none.
 

ooc - PoL

Graf, are you thinking of having a soft boundary? In other words, as characters develop their 'heroic soul', they can travel further from the centre of town. I like the idea as it gives the setting layers. I am assuming that the boundary is invisible, so the ruins, for example, can be seen by everyone.

doghead
aka thotd
 

Barring some sort of major objection on the part of the players the boundary is definitely invisible.

I was thinking of a fairly specific thing (i.e. the line is here type thing). A boundary that moves smacks a bit of the DM trying to control things.
Of course, it provides a natural sort of "dungeon level" mechanism. You can go as far as the camp of the orcs, but can't make it to the fortress of the stone giants until you're higher level.

I haven't really got a "script" for how people are going to exalt/get in touch with their heroic soul.
Is it possible that one character will exalt inside of the town and one character will exalt by leaving the town and having something happen to them?
Both sound like valid choices (and good stories) to me. If someone gets out of town and winds up someplace else then I want to support that.

My inclination, with regard to the heroic soul, was that, once you've gotten in touch with it you're -basically- free of the daze. We might keep remnants around to keep certain things* simple, but, generally my intent is for PCs to do whatever they feel like.

At the same time we could easily have people go through a few stages of "exaltation" if that's the way rping goes. Firelance has come up with a fairly intricate system for acquiring your first level.
So maybe the first rank (which firelance calls "novice") you can move around through the town/castle/ghost town/a bit across the bridge (the same basically as you could as children).
At the second rank (which firelance calls "apprentice") you can go about a day away from the town (enough to hit all the points of interest we've brought up so far).
And once you've exalted you're free?
Just thinking out loud.

*=By "certain things" i mean things like
  • "adding a new character".
    (i.e. it's easy to introduce a new character as your "long lost little brother who's never been mentioned up to now" by saying "oh, gosh, the daze took memories of you" instead of "you meet a stranger, unlike all the other strangers you meet in the world, you're going to be fighting together for your lives within 5 minutes of meeting")
  • developing a new plotline
    I can't think of anything specific, but things like adding a new place in the town comes to mind (either because it's in a new character's back story or it allows for some sort of cool story function).
 
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Where we stand: Characters

Ready
Karothen (hewligan) -- need to make sure we're cool on a story level but good to go otherwise

Almost Ready -- need final character templates​

Alexander (d'Anconia) -- just need stats the template I think, we can leave relationship/childhood encounters with the Geeche/Big Green Eyes alone for now if you prefer
Eldan (redclaw) -- also need your feedback on your cousin (I've suggested that she also tie in with Karothen in this post (see midway down a spoiler block called The girl/Eldan's cousin. It's written with Karothen in mind but I think the gist is clear.

Needs a character
doghead -- ;) (if you're playing; your input's been invaluable so far so I'm happy you have you in that capacity as well)

The final character template is in the first post (I pulled it out so it's more visible)

Would like feedback on
  • the "soft boundary"
  • the gradual exaltation idea (if we do gradual then I think that Alexander and Karothen are probably already "novice" rank
  • the Geeche/Big Green Eyes (especially if you don't like the idea)

Coming soon: maybe a bit about children, rpable locations list (just so people have someplace they can start) a few suggestions for how people could start if they wanted to and the IC thread.
I'd like to touch base with the four core players once before the IC thread opens, but if you get caught up don't worry about it.
 

Locations

These aren't meant to be straitjackets, just a start at building a common vocabulary of places in town.

I've generally avoided places that are in a specific person's back story (Alexander's Farm, the bridge where Eldan works, Karothen's shop).

Places everyone goes or could go
The market (mini-zone)
The market has a canyon-like feel; the black walls are high here and uncharacteristically even. There is little motion save for the regulars and when someone enters to circle the market looking for goods.
[sblock=Market "regulars"]
  • Adal, the Rambler is here; he sits against the southern wall on a blanket. Repeating what he's heard. His son, Cricket, now in his teens sits quietly next to him; speaking only if his father coughs or rests. They repeat things they are told, usually the same handful of tidbits, what the farms and growers plan on bringing tomorrow, how much bread was made, what Mara sees for tomorrows weather, sometimes children will give him nonsense to repeat, which he does in the same monotonous tone.
    Sometimes Cricket's old friends, most of whom were younger than he come by tos ee if he'll play, but he just smiles and sits there.
  • Mag the stewer sits nearby, tending her stewpots. She's old and bent with red hair, no teeth. She has a big laugh that echoes off the walls of the market. She can make a stew of anything and generally uses anything grown by the farmers yesterday that wasn't taken (she's a fiend for carrots and generally takes any as soon as they're delivered, and she puts them in everything she stews). People often come to her to eat, particularly at lunch or pick up little stewpots to take back for dinner.
  • Gog always asleep. His job is to move things under shelter when it rains but Mara always knows and she tells Adal (her husband) and he tells everyone so Gog does very little and is never awake save when he's gathering firewood from the bramble for Mag's stewpots.
[/sblock][/sblock]

The Bramble (NW Central Zone)
The bramble sprawls out in the North Western zone, it was once a collection of stone buildings, but is now overwhelmed by thick plant growth. Passages dot the bramble, most of them are only wide enough for one person and force you to bend down even there.


The Coldspot (The Bramble)
The coldspot is an area within the bramble where it's uncommonly cool. Plants do not grow well here, and it's often foggy.​


The Mire (The Bramble)
Located in the southern part of the bramble this area is unusually soggy and wet, with patches of sucking mud that can be quite dangerous. It is the lowest point of the bramble and possibly the entire town.​

The Northern Zone (needs name: Acaca?)

The growers dome (Northern Zone)
This is the building dominates the Northern zone. It's square, with a large dome in the center where Ambrosia tends the globe. There is a warren of rooms leading to and from the main room, strewn with paper and trash.​

The Watchery (Northern Zone)
A small room perched a the top of the growers dome. It's sometimes called the little dome since it's also dome-shaped. The walls are small panels of clear glass. Mara the watcher lives within, and never leaves, her husband Adal returns her periodically with food and to sleep at night.

SW Zone (needs name... Nobelm?)
Nothing specific yet

The building with the stained glass windows (SW Zone)
People are drawn here occasionally, certain families gather here on certain days without apparent rhyme or reason. The upper half of the building is made of glass and was once magnificent but it's covered with grime now.
The residents of the town generally avoid this place, and treat it with reverence.
Old Gran, apparently incapable of respect for anything, sleeps here flopped out with abandon under a specific statue.

SE Zone (needs name... Merca?)
Nothing specific yet

The Collection
Situated in a massive second store hall is a massive assortment of junk collected by a series of scavengers (the current is called Old Hook). The floor moans imploringly if more than a few people are up here.
Karothan's "shop" is located on the first floor, out front.​

Places anyone could go to but are usually avoided

The Castle
By far the dominate feature of the landscape around the town the half-ruined castle sits up on a cliff, overlooking the river and the town. It can be approached from the river by a set of slick steep stairs or the rolling hills on the other side.
It has a solitary tower that remains standing, the highest point in the town.

The great manor (SW Zone)
A once majestic building that dominates the entire neighborhood from a low hill. It was once fantastic but the little park around it is now overgrown, and the beautiful gothic architecture is crumbling.
It, and the entire neighborhood around it, is avoided. Rumors among the children suggest it's haunted.

The Geeche's tower
Perched on the very edge of the boundary the Geeche's twisting tower seems like it could fall over at any minute. Looking the cork screwing shape for long enough can induce a sensation of vertigo.
Getting to the tower requires some effort, the city walls are several layers thick about the tower, forming a sort of maze.
A prominent window facing the town is perpetually shuttered, in the evening light when the sun seems to fall behind the tower, the Geeche supposedly lowers a bucket down to trade for glowing pebbles found by the children.

Places outside the boundary
The ghost town
Lying just beyond the boundary beyong the castle this area was once part of the town; Strange lights, purples and reds, and dark shadowy shapes can be seen here at night. Children can sometimes slip past the boundary on a dare and push toward the ruined, blocky buildings, most don't get very far.

More to come, feel free to chime in with ideas!

[edit: attached a more up to date version of the map; made it a tiff file since saving as JPG was having interesting visual effects (kinda fun actually, some things got a bit more realistic looking -- but some didn't)]
 

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Going to be off line for 36 to 48 hours. Should give people some time to catch up, if I've been running too far ahead.

See you all in a few.
 

Name: Eldan
Race: Half-elf
Class: Warlord

Str 15
Dex 12
Con 13
Int 10
Wis 9
Cha 13

Hit Points: 13

Appearance: Eldan is tall and striking in appearance. His brown hair is long and tied back in a warrior's knot. His green eyes seem to see right into those he speaks with, understanding them and showing his concern for their well-being.

Background: Eldan's family have long been the watchers of the river. He was never told why his grandfather, and then his father, spent their days watching the river go by, but that's always what they did. His father couldn't even tell him what it was they were looking for. All he know is that from the time he was old enough to use a crossbow he spent his afternoons down at the river with his father. After a while he stopped asking why.

Since then, the only time Eldan has come out of the daze is through interactions with others. Specifically, he has seen ways to work with others to make difficult tasks much easier. The reaction is always the same. The person he seeks to help will not listen to his suggestions, but will passively accept his help and then never aknowledge it.

Your Family/Neighbors: Eldan's father, Enric, is firmly in the daze. He hasn't broken free since his own father's death, when he went against tradition and sent his body down the river rather than burying it in the graveyard. Eldan's cousin is the only person Eldan has noticed doing anything unusual, getting Eldan to help him sneak into a section of the castle and then just sitting there, kneeling and talking to himself in front of a broken statue of some sort.

How do spend your days: Eldan spends his mornings at weapons training with the other children of those in guardian roles (the castle guardsmen, the mine warders, etc.) None of the youngsters know what they might have to use their weapons against, but they all train anyway. His afternoons are spent with his father, watching the river.

Relationships: Friendly with Alexander

Some things you're good at: Eldan is skilled with weapons, and seems to get along well with those around him. He makes friends easily, and is generally atheletic.

Hooks: his cousin, Jeilla, the pre-cleric
His grandfather, the old coot

While Eldan never actively sought out Big Green Eyes, he has seen him several times while watching the river with his father. Big Green Eyes has been known to approach the river and stare across at the other side. Sometimes Eldan has gone so far as to quietly stand nearby and try to see what Big Green Eyes was looking at, but he was never rewarded with any fantastic sights.

Eldan received a child-sized war-helm for his pebble. It was perfectly sized for his head, and he spent the next month or so wearing it everywhere.
 
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recruiting - pol

Soft boundary vs firewall - actually, Firewall's idea is pretty much what I was trying to get at. As the characters exalt/get stronger/whatever, the further they can move from the centre of town. I might of added a few extra layers - town, a mile beyond, a couple of miles beyond, a days travel beyond. The number of layers would depend on how many steps you want to involve in the process.

I wasn't planning on making a character. Things are a bit up in the air at the moment for me. I don't know how long I will be around. I'll probably be around until July, but after that, I just don't know.

doghead
aka thotd
 

Redclaw said:
Name: Eldan
Class: Warlock
Would not have expected warlock. Why did you switch from Warlord?
Can you tell me a bit more? Have a pact in mind?
Originally you had Eldan pulling out of the daze when he was working together with people, do you want to keep that (either for flavor, or multiclass into Warlord)?

Redclaw said:
While Eldan never actively sought out Big Green Eyes, he has seen him several times while watching the river with his father. Big Green Eyes has been known to approach the river and stare across at the other side. Sometimes Eldan has gone so far as to quietly stand nearby and try to see what Big Green Eyes was looking at, but he was never rewarded with any fantastic sights.
Big Green Eyes doesn't usually leave the bramble. But we can easily have it punch through the walls somewhere.
[sblock=Suggestion]]
Eldan's felt a pricking sensation on the back of his neck, a short of shiver. And felt, more than heard, something massive in the bramble where it spills out near the river.
The first time he went over to investigate he saw, in the darkness of the bramble, a pair of massive, green eyes peering out at him. He was transfixed, he's not sure for how long, looking at the eyes and hearing deep slow breathing. Then the eyes closed, disappearing into the shadows and he felt the presence depart.
He's felt the presence since, infrequently, especially around dawn or dusk, but never seen the eyes again.

The eyes were looking at something in the far bank of the river, beneath the stone of the steps leading up to the castle.
[/sblock]

Redclaw said:
Eldan received a child-sized war-helm for his pebble. It was perfectly sized for his head, and he spent the next month or so wearing it everywhere.
Great. Very flavorful.
 
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