The number of individual personalities surrounding the PCs in our
campaign has increased to such an extent, including as it does henchmen,
lackeys, and NPCs just a long for the ride, that it is now less precise to call
this group a party than an entourage.
We’ve got a game coming up next week, so we could probably all do
with a refresher on who everyone is. The picture below depicts the lot in what
would be their most frequent respective postures. The description to follow
outlines each character, from left to right.
Addy and Simkin (always a pair). Lackeys, 0 Level.
Role: Basically, they’re just there to
carry stuff for the adventurers, and do menial tasks (gather firewood, set up
and break down camp, cook, care for the horses, etc.) so that the adventurers
can spend their time and energy on more important things. They have very few of
their own possessions, so they can pick up a lot of the encumbrance that would
otherwise slow the party down.
Goals: Having known only abject poverty
their entire lives, they are content to live hand to mouth and be provided with
enough to eat and a few coins here and there; thus far, they have never
expressed any ambitions beyond survival from week to week.
History: The scions of peasant farmers
of the lowest stock, they grew up living hand to mouth until even their own
families couldn’t afford them. They formed a pair at some point, and took to
roaming the countryside to eke out a living through seasonal labour, stealing
chickens, and so on. When they met Dodge (see below), they attached themselves
to him as lackeys, and have been following him around ever since.
Dodge. Fighter, Level 1.
Henchman of Luna.
Role: Soldier under Luna’s command;
proficient in sword, both bow types, and knife.
Supplies additional brawn for the PCs, and never complains about
anything (nor, for that matter, does he talk much at all).
Goals: Live a life of adventure fighting
for the cause of Good, and stay alive as long as possible. He would also like
to remit wealth to his family in Posselau.
History: The third son of poor farmers
in Posselau, his life was a struggle from the onset. He managed to obtain an
apprenticeship to a blacksmith, but sought an opportunity to escape it soon
after getting hit in the face with molten iron. Ran away once, taking refuge in
a snake-infested cave, but was brought back and beaten severely for his
transgression. Befriended by Hamish (see below) and learning of the existence
of the PCs, he finally found a chance to leave Posselau (taking his lackeys
with him).
Hamish. Cleric, Level 1.
Henchman of Luna.
Goals: Get as close to God as possible. Hopes
eventually to retire to a secluded monastic life in old age and devote his life
to more peaceful forms of worship than those currently necessary.
Role: Clerical knowledge of religion and
healing. If necessary, can use cross-shaped staff as weapon with the shillelagh spell.
History: Was abandoned to a monastery in
the far north as a child. For reasons not yet disclosed, he traveled south to
Shropshire after having been swindled of all possessions. Has worked as a
scribe, and taught Dodge to read and write in Latin. When rumours of the PCs
and their reputation came through the church in Posselau, he persuaded Dodge
and his lackeys to seek them out and petition to join them.
Waleran Thayler. Cleric, Level 3.
Role: Draw lightning down from stormy
skies to annihilate opponents; fight with javelin and war hammer; heal the
entourage’s wounds.
Goals: Wealth and power foremost, and fame
secondarily.
History: After a sketchy and
troubled youth, fell in with an underground temple of the Sami pagan deity
Horagales, who blessed him with the power to call lightning. Still aligned with
the temple, he adheres to the cult’s dietary and lifestyle restrictions,
remaining celibate to maintain his magical powers. Mostly. Has had sex at least
once, and really wants to again. His big ears and weird face tend to turn most women
off, though.
Luna. Paladin, Level 3.
Role: Ridding the world of evil;
fighting; healing.
Goals: Serve the Lord; eventually acquire holy
steed and holy sword to further this goal.
History: The eldest surviving daughter
of the master groom at Ludeforde Castle, she had the opportunity to absorb her
father’s skill with animals as well as noble decorum and connections within the
Earl of March’s household. Her natural beauty and inherent religious devotion,
enhanced with her charisma and prowess with weapons of war, set her on an
inevitable course to travel the world on a holy quest. Somewhat unexpectedly,
she has not yet expressed any desire to leave Shropshire.
Llewellyn Fjord. Bard, Level 2.
Role: Magically inspire and augment the
power and prowess of the other adventurers through music, song and stories;
fight with bow and sword when circumstances require.
Goals: Fill the world with beauty and
music, and have a smashing old time in the meanwhile.
History: Grew up somewhat sheltered in
the remote reaches of western Shropshire, just inside the Welsh border. Was
always so gifted with music that his talent seemed almost supernatural; and in
pieces of history gleaned from his grandfather, suspects that there are some
very bizarre facts surrounding his parentage.
Tabetha Hawthorne. Bard, Level 1.
Henchman of Llewellyn.
Role: Provide genius insight and
scholarship, and music (especially harp and vocal) to augment the benefits of Llewellyn's; also a gifted archer,
and will use the bow in combat when necessary.
Goals:
Ultimately, peaceful rest in Heaven when the Lord deigns to release her
from the misery of mortal existence.
History: Clearly suffered something
tragic, the details of which are shrouded in mystery. Travels with a horse
called Richard, after the crown prince Richard of Bordeaux.
Ragnar Bjorgvinson. Barbarian, Level 2.
Former PC now under DM
control.
Role: Specialist in battle axe,
proficient in several other weapons, and can skipper a boat if that’s ever
needed. Will generally do whatever the PCs, who are all more intelligent, tell him to do.
Goals: Do as he pleases, take what he
wants, and general satisfy his animal urges.
History: Grew up on the boats, as a mariner bringing
shiploads of herring from Scandinavia. Walked away from service after a vicious
quarrel with his captain when the boat docked at Bristol, met the party
when they were still a small group, and joined them to a living by his axe.
Hugh from Afar. Cleric, Level 3.
Role: Scholar. Only loosely associated
with the entourage; not an official member. Sought to travel with them on
hearing of Luna’s reputation for miraculous healing and other gifts of God.
Currently engaged in writing a history of the region. Follows the party at a distance,
learning as he goes; in a pinch, will provide clerical services such as healing
and turn undead.
Goals: Gain knowledge, keep extensive
notes, and keep a safe distance from actual combat.
History: As a friar gifted with healing, helped to hold back the last outbreak of plague in the north. Parentage and upbringing unknown.
History: As a friar gifted with healing, helped to hold back the last outbreak of plague in the north. Parentage and upbringing unknown.
When we left the entourage, they had just returned to the village of Clutune in the wee hours of the morning, taking refuge in a stable just as the rain began to fall. They had fled from the forest just north of the village with a monty haul of treasure with which they absconded from a desperate battle between an imprisoned demoness and her guardian spirit. Ten strong, the entourage are currently nursing their wounds while they pass the time till dawn, talking by candlelight and waiting for their adrenaline to subside.
Tabetha's goal is wonderfully relatable. I'm surprised how short she is next to Llewellyn, tho he does basically tower over everybody! Will have to remember he physically talks down to most people!
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