Tag Archives: Ika

Burden Of Knowledge – Roleplaying In Fantasy

Well, Derek continues to struggle without the conveniences of modern life and thus deprives me of material for my blog posts. Much like him, I had planned to spend a few days here and there giving my own impressions of his campaign as well as the development of my character. Dungeons and Dragons is a curious little game that can serve as practice for characterization and character growth and can teach tricks and techniques that are applicable to writing. In fact, both my sister and I have used previous role-playing sessions as the basis for shorts where we explore our character’s thoughts and feelings of the events that transpired in a little more depth.

Basically, a D&D session contains all the necessary components for writing a scene. It has multiple characters with different motivations, action, tension and resolutions. For the budding author, the great thing is that you don’t have to worry about the others. While playing, you just have your own character to deal with. And often times you will be just as surprised as your character by the decisions of the people that share your table and your party.

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The Negotiator by Horace Vernet (1834)

But all role-playing has some weaknesses. The player must draw upon the skills of an actor if they wish to truly play their character. They must separate their own self from their persona. This is an incredibly tricky proposition, one that requires practice in order to succeed. Otherwise the player’s own knowledge, experience and bias will bleed into the game. This “meta” knowledge is generally considered to be undesirable, though it can often serve a positive function that I may address in a future post.

I don’t want to go into the whole issue of meta-gaming in this post. It’s just important to have a basic understanding as I address my primary concern for today. As followers will know, Derek has been very informative in describing the world of Ikan’s Light. This is more than just filler content that he can copy and paste for his daily submissions. It helps to give the players an understanding of the world and some of the cogs that make it turn. Unfortunately, from a player perspective, there is only so much he can cover whether that be due to brevity or mystery for the campaign’s storyline. This creates a gap for the reader in their understanding of the world. A gap that doesn’t exist for the actual actors within it.

This leads to what I’m tentatively calling “the burden of knowledge.” The formation of an individual’s personality is so reliant upon the experiences and information they have gained through their life that almost every study of an individual will necessitate the exploration of their childhood and known world long before whatever events drew them to prominence. When we look at Hitler, we don’t just discuss the Beer Hall Putsch and beyond. It’s fairly well known that Adolf Hitler originally had aspirations of being an artist until the fickle hand of fate would direct him down a path of infamy and people ponder how things would have been different if he’d succeeded.

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Interior of the Nieuwie Kerk in Delft by Emanuel de Witte (1651)

Likewise, the characters in role-playing campaigns didn’t spring suddenly into being when they crossed the threshold into some musty tavern’s hall. Awhile ago I posted a short story about my character Kase van der Nevel. That was an attempt to try and understand the background of my character a little better, especially since I am trying to avoid the sort of stock characters I often fall into playing with these games. In that story, I covered an episode from Kase’s past but though it wasn’t told through his eyes, I spent time developing some of the individuals and interactions he would have during his youth. Though it may be the briefest glimpse into his history, I hoped that it would give a bit of insight into his character. In it, I established things like his relationship with his mother and community.

But in writing this short I came across a troublesome issue. I was stumbling around in a world of fog with just the faintest outlines of shapes to guide my path. Most of my description and references to history were vague or not intrusive. I was just a visitor to this world and I hadn’t the knowledge to properly know what life in Kase’s village would be like. I didn’t know its history beyond the few paragraphs provided for the Dalmistig province. It would be rude and unproductive to invent my own history for the area since Derek is the arbitrator for the world and any conflicts are resolved solely in his hands. I can’t know the history of Dalmistig beyond what Derek provided since I don’t know how much he’s developed and how integrated it is into his world.

I’m going to make a confession. Authors have no idea what they’re doing. There isn’t some grand codex that details how you go about making a story. There are lots of guides but those are merely suggestions by those that have come before us. At the end of the day, writing is a very personal craft and each individual has his own method that works for him. However, I have no doubt that there are many gaps in the history and community of the misty hills if only because it is physically impossible for Derek to have detailed and outlined every single aspect. I know there is room for mutual creation in this world. I just don’t know where that room is.

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Interior of a Protestant Gothic Church by Emanuel de Witte (1668)

Unlike most collaborations, one side here has a very prominent advantage. I can’t know the depths of Derek’s knowledge or where the actual holes rest that are waiting for me to plant my own posts. All players work at a deficiency compared to the Dungeon Master. Which is to be expected. The DM puts in far more hours of preparation for the adventures and campaigns and their grasp of the world is expected to be more advanced so that they can dazzle players with exciting new locales and events as well as resolve any questions or problems that arise from the players’ end.

And this puts the player in a tight spot. They can’t just run off, making up what they need for their characters without running the risk of contradictions. They also don’t have insight into a lot of the true history and culture of the worlds they’re stepping into. How then are they expected to play their characters in way that is nature with this deficiency? A player is like a visitor arriving in Japan, trying to seamlessly fit in with their culture and ways with only a collection of books and t.v. shows to work off. In the end, they can’t hide their true origins.

For me this problem is an ever growing one. The more fantastic the world becomes, the less grasp I have on it. A game like Vampire the Masquerade has a built in mechanism to ease this burden of knowledge. The games take place on Earth with most players coming from the human populations which have all progressed along analogous lines to modern times. But in Ikan’s Light, the world is so vastly different that there is no prior knowledge I can rely upon for my understanding.

Now, what is the ramifications of all this rambling? Most people don’t take issue with it and role-playing games are certainly very popular despite of it. For me, it has a direct impact on character personality and decisions. Most players, I would hazard, play characters similar to them or their interests. These ‘stock’ characteristics are likely drawn upon through campaigns and across different worlds. I don’t need to know the minutia of Kase’s life if he thinks and acts like me. But the more drastic departure from my own  demeanor, the less I’m able to rely upon my own experiences to direct his actions.

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Embarkation of a Queen by Agostino Tasse (1615)

As I mentioned, my hope for Kase is to explore a personality far different from what I’m used to. I want to bring to life an individual that is shaped by tradition and has wholly committed himself to a belief that he has no capabilities of understanding. He is a faith based individual, throwing aside his own personal expectations and bowing before the commands of a higher power. Critical and independent consideration of conflicts and events are an alien method and I really want to examine that sort of blind faith people can put behind a cause.

It’ll be an interesting challenge, I think, and one I look forward to when it finally begins. And while I wished I was more prepared going into it, hopefully Derek won’t mind my own personal tendency for world building and filling in gaps of his world. At the end of the day, role-playing is all about challenging yourself through exploring a strange world in the shoes of another, striving not for your own needs and desires but someone else’s entirely as they struggle against the conflicts arrayed against them. Even if that person doesn’t even exist.

The Coming of the Wurm

One key component to the Wurzelessern, in my understanding, is their anti-democractic stance. Reading through Derek’s descriptions, however, it has become quite clear to me that the Wurm’s beliefs are a little more complex than I initially thought. For the most part, much of the democratic structure and institutes have been left intact throughout the provinces. Even unsympathetic free members are able to maintain their freedom and property so long as they don’t interfere with the army’s goals and activities. What they focused on was simply the highest levels of the democracy. The same levels that are, perhaps not coincidentally, the ones that are the least democratic with their lifelong birthright appointments.

My inference from these notes is that the Wurzelessern aren’t so much a conquering force as they are a revolutionary one. It seems like they are at least presenting a war of ideals over material gain. While I have no insight into what the highest members of the order are planning, their actions give some hint into how the last few years beneath the Wurm’s rule may look.

This is important for my character since he is an avid supporter of the Wurzelessern. I have to reconcile an individual willing to fight and die for an organization that, on the surface, would appear to be promoting ideals that are against his own self-interests. No one would ever willingly give up freedoms previously granted unless there was some worthy trade.

Unless the Wurzelessern actions weren’t portrayed as against the interests of the common man. They still have their voice. They still have their representation. For all intents and purposes nothing has changed. Except they’re at war. Which technically means the Kaiser is all powerful so long as the war continues but surely no one expects that to last forever. Surely.

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Edge of a Wood by Jacques d’Arthois (1613-1686)

The Coming of the Wurm

The hall echoed with the garbled squawk of a dozen voices each shouting to be heard. Torches were light, bringing light to the room which appeared little more than a simple barn and hardly the grand meeting forum that it was. However, careful inspection of the rafters and supports would reveal age old jointing long fallen out of style to the experienced eyes of the natives. This was no simple home for cattle. There was a stoic pride in its construction though it might lack the fancy adornments and ornamentation of the Steinherz capital. But the men and women in that tight space were no artists. They were farmers, ranchers and survivors. Their pride wasn’t on such useless things like intricate woodwork and lavish painting. They looked upon the strength of a building and found beauty in a solid foundation, good walls and proper jointing.

Looking upon the hall, one would never think it the oldest building in the village. They would never imagine that for countless generations it had held so many families, gathering in times of change and need. It had seen untold troubles before and weathered them all. From the great plague of the walking dead that had shambled from the lost lands in the deep south, to skittering hordes of despicable roshome gathered beneath the snaking tongue of an ancient warlord as they poured from the roots of the Green Mountain. In a way, tonight’s meeting was just one in a long series of crises this hall had weathered. Nor glory decorated its walls and no celebrations were held within to sing its praises.

But it stood through it all. And through this it would stand as well.

The great staffed pounded against the front arch, beating the buzz of conversation to heel. Standing upon the raised front so all could see was an older woman. Her hair was thin and wispy, charcoal grey and dirty from a hard day’s toiling in the fields. Though age had worn against her skin, she still stood tall and erect. Growing old and feeble was a luxury for the cities and the folk of the misty hills had no time for it.

“Order!” she called, her staff thumping the last of the stubborn voices to silence. “Order, I say! The Wurzelessern army is reported in the Dusk Veld. Their intentions are unknown and the rumours in the fog are about as clear as the Stranger’s breath. We must decide if we will negotiate with this organization or defend against them.”

“This isn’t even up for debate!”

Elder Dykstra had barely finished speaking when the older man rose to his feet. Ewoud Rooiakkers commanded the attention of all gathered. While the small hamlet was hardly much more than a collection of farmers and a few small guild chapters, Ewoud Rooiakkers was the closest the village had to a mayor. More than once he had been sent to the Steinherz capital to represent the community’s interests on the Senate. A shrewd business sense and aggressive trading had made him quite wealthy by their standards. And many viewed him as the closest the hills had to an aristocrat.

He wore lavish furs over his woollen clothes. A short coat of fine linen dyed a deep crimson was carefully arranged over the finest shirt most of the farmers had ever seen. Fur boots practically shone in the torchlight and on his fingers were a pair of bright gold rings that complimented the silver necklace he wore around his neck. While most of those gathered looked like they had hurried immediately to the hall from either bed or field, Ewoud Rooiakkers looked just as prepared for a debate in the Forum of Law as he did for the simple community’s gathering.

He regarded Elder Dykstra coldly, directing his fury and disdain towards her even though she had yet to presented for either side. It was a trick to rally the people behind a threat even if that threat hadn’t been raised.

“These Wurms are nothing more than their name suggests. They are pests here to eat away at our lives and livelihood. Already the capital burns beneath their treachery. Our representatives and brothers burned when they set light to the Forum of Law and murdered in cold blood the heads of our glorious Republic!”

“That can’t be!” some voices cried out.

But Rooiakker held his naysayers beneath a harsh glare.

“The news came to me this morning, born on the wings of messengers far faster than the armies of these rebels. They are nothing but conquerors and villains. Mark my words, they shall take our fields and take our mines. They will press our boys into their ranks and they will see much blood is fed to our lands. But it will be the blood of our kin that is spilled. And it will be nothing but doom to us all. There is not but folly in their future and I will die before I see this glorious town side with these devourers!”

A few cheers erupted from sycophants and supporters. Much rumbling and whispering followed as his words were debated amongst the present members. Elder Dykstra clattered her staff for calm but before it could be re-established, accusations were already flung her way.

“Is this true?”

“Did you know of this?”

“We must gather our things and get away while we can!”

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Saint George and the Dragon by Egid Quirin Asam (1721)

“I hear the Elfhorz are accepting refugees!”

“No!” Rooiakkers voice cut through. “We must defend these lands as we always have. We shall not abdicate our responsibilities. Dalmistig is a proud land. We are all brothers of these hills and mist. We shall not leave our kin behind to an uncertain fate. Only one course is clear for the land of the Maier. We shall defend our farmsteads and our homes. Let each shanty, each hole and each pit cost the Wurms dearly. They shall pay for their sins in the oldest currency of all: their blood!”

More joined in applause this time, even as others looked worriedly amongst themselves. But Elder Dykstra knew that the forum was quickly swaying to Ewoud’s words. She had seen it countless times before. And she worried the price the old man’s pride would cost the community itself.

But before she could speak, there was a disturbance at the door.

At first, she seemed to be the only one to notice the distraction. But slowly a few eyes turned to follow hers, the heads of the furthest turning at the noise. As more and more noticed their fellows grow silent, they sensed the change in the air and an awkward hush rolled through like an ominous fog.

For there, standing in the doorway, was a young man holding an older woman in his arms. He was a big lad, muscles honed from long hours pounding at the metal of Master Smit’s in the forge or carrying the heavy coal and iron the old man used in his work. And though there was a dullness in his eyes, a sort of slow, ponderous look as his mind tried to comprehend that which was so often seemingly beyond his grasp, most overlooked it because of the youth’s stunning features. He was quite a sight for the village. And it was clear where he had inherited his looks.

Leaning against his large frame was a slender woman. There was no denying her beauty. Many questioned if Femke was truly from Dalmistig. Many whispered that she carried not human blood in her veins. They heard the tales of the distant elves and of the Forhemia beauties said to enchant their victims with unearthly grace far too potent for any mortal man. But Dykstra had known her line. She had seen Femke’s family and the gift that Ika passed down to each in turn.

And even as the youth set her down on a chair, there was still a shred of that grace still present. She was clothed in a simple night gown. The white linen lay stained down the front where food and drink and spilled. Even in the dim light, there was a visible bulge about her waist where the family had to fashion some swaddling strips in a makeshift pouch. Her vacant eyes lingered on the flickering of a nearby torch, her mouth hanging slightly open as a drip of spittle fell from ruby lips.

But every now and then when she turned her head, there would be that soft glimmer of the woman that had once been. Though now all that tumbled from those lips was incomprehensible gibberish, there would be the old lilt to it that reminded Dykstra of the songs she used to sing. Her fingers picked aimlessly at odd holes in her gown when once they had carefully woven elegant garments of their own.

Smedje i Hornbæk, 1875

This one is apparently done by a Smedje Hornbaek, 1875.

Her son left her near a post so she could lean against it, even the process of staying upright seemingly a concept too easily abandoned by her mind.

The young man walked forward, an awkward silence greeting his arrival. He seemed unaware of it, but it always struck Dykstra any time the elder Van der Nevel was seen. Where once she lit the room with pleasant laughter and talk, she now heralded only silence and shamed looks. Few would dare linger in her direction. And all made a wide berth for her as if she carried some terrible disease.

But that silence was a powerful thing and it immediately slayed what exuberance Ewoud Rooiakker had stirred.

“You speak of price and sin, Lord Rooiakker, but do you know that price?”

A few gaped at the youth’s boldness. Here was young Kaas Van der Nevel, Master Smit’s quiet apprentice standing in the middle of a forum directly across for the most intimidating speaker Dykstra had ever seen. But perhaps it was the youth’s dimness that made him ignorant of his position and actions.

Ewoud Rooiakker cleared his throat.

“I dare say I understand more than you, boy. I have sat at the seat of the greatest gathering in this land. I have greeted dignitaries from the united monarchies. I have weighed decisions that would determine the outcome of many lives and held the balance of a cities in discourse. What would you know of conflict and war? You who has barely seen the tops of the hills yet never left the safety of the mist?! You can scarcely recall the price of your master’s own sword!”

There were a few chuckles, but less Ewoud would hope. Dykstra wanted to move to the youth’s side and to gently lead him away. This was not the place nor the time for whatever he had in his mind. But there was a certain look in his eyes she had rarely seen. There was a light that had once belonged to his mother that flared dangerously. She could see the youth’s hands clench.

“I know not the world as you do, my lord,” the youth said slowly with his misplaced title. “But I am all too familiar with sin. I need not make my own to see the harm it causes.”

“I don’t like your tone or insinuations, child! Be careful, least you forget who helped your precious master pay to get his forge started.”

“I have not forgotten,” Kaas said, his tone steelier than anything that had come from the fires. “Nor have I forgotten your choice to stand with the adjudicators. Or how you stood watch as they took what they wanted from my mother.”

And a deathly hush fell over the crowd. Rooiakker’s mouth gaped like a caught fish as he searched for the words to say. He knew the dangers of the ground he tread and was too aware of the eyes looking over at the drooling Femke. She had seemingly grown tired of her gown and had attempted to extract it ungainly from her body, managing somehow to remove her left arm but catching her head in the sleeve until the garment hung half over her as she struggled furtively.

The boy seemed to take Ewoud’s silence as a sign of defeat. He stepped forward, suddenly his bulk making the great representative seem much smaller. But it wasn’t Rooiakker who the junior Van der Nevel sought to address.

Turning to the crowd he gauged them all in his turn.

“Who was it that raised their voices in defence of us when the reclaimers came to hold their trial? Not the clergy, who turned mute against the charges. She was called a heretic and a witch. They claimed her a necromancer and not a word claimed otherwise. She was dragged before the representatives of Ika. They held up her pendant as definitive proof of her sins. A pendant which you, yourself Elder Dykstra, had said was not but a simple heirloom!”

And he raised an accusing finger at her which she could not defend. She simply held Rooiakker’s silence, feeling the shame and guilt burn her face.

“We live beneath a tyranny. One that Lord Rooiakker would say is freedom. But what freedom had we when they cursed my mother all in the name of Ika’s will? But that curse did not pass to me, Lord Rooiakker. I know it was not this community which voted to let them carry out their punishment against their own. Behind closed doors you elders convened and decided a fate we had no say in. Condemning a friend and a mother to a life of suffering and humiliation!

“And the Senate has done the same for as long as we have belonged to the Republic. Where is our voice in the forum? The Union and the Council must grovel before those rich lords who gain their seat by birthright alone. They must pay tithes and deeds to see their own decisions democratically passed come to form. This freedom is as elusive as the tribal Anspeals but costs all of us daily in sweat and blood. We toil in the dirt and mud so you Senators can live in your manors and fine furs. You speak of a price for sin, so what does your cost?”

It was too eloquent and too convincing. While Elder Dykstra’s heart was swaying her mind could feel something off about the boy. These couldn’t be his words. Not for someone who struggled to remember his simple arithmetic any time he carried out a purchase for his master. But while what he spoke she had heard all to similarly from Wurzelessern mouths, the passion was his alone.

“We live under strange laws and strangers’ demands. The Senators born into their roles far outnumber those we send from our farmsteads. Our own Elders hold their decisions amongst themselves, committing not those of good intention but those who can fill the most pockets. All the while some foreign Goddess dictates to us damning laws without a care for the living. Her sole concern is the dead and the rest be damned. She taxes us even more blatantly than the Senators, demanding our souls in exchange for protection from an enemy we had long defeated.

“You say the Wurms are here to destroy and that they are. They’re here to burn not just the weeds choking our crops but the thieves that would steal them in the night. Our governance is corrupted and there is only one way to eliminate impurities from good iron and that is through brute application of heat and fire. The pure have nothing to fear from the Wurms. It is those whose hearts are heavy with sin that would try and condemn others upon a true noble sword. And I see only one heart here calling for us to die in the name of men who have done nothing but abuse us. I say we see what the Wurms judgement is free from the greed of the Senate and the hunger of Ika.”

Silence followed his proclamation and only then did he seem to remember his mother. He turned, discovering her lying upon the ground in a tangle of her own clothes. He hurried to her side, helping her erect and fighting her resisting fingers to get her clothes back on. When last he had finished, he looked up, seeming to remind himself that he was in the middle of a debate.

But for once Rooiakker had nothing to say. He seemed to turn to Dykstra, the soft pleading look of a desperate man turning to a co-conspirator. But it was clear a change was on the horizon. A change that Dykstra had often quietly prayed for every year. It finally seemed time for Dykstra to say her piece.

“The words of young Van der Nevel are true. We had decided to bow before the Ikan’s wishes and it was their desire to make a demonstration to our community that disobedience of their laws would not be tolerated. Justice was forgotten beneath the priests’ offer. Co-operation would see their influence lightened upon our village but, more importantly, Rooiakker would be granted prime trade of our region with the cathedral in Nebeland. For our part, we would all be eased of our guilt through the success of the land, as Ewoud called it.”

“What are you saying?!” Ewoud cried.

“I have not slept easy since condemning a friend for your greed, Ewoud. And I shall not forgive myself for waiting for young Van der Nevel’s words to stir me from my silence. I shall submit myself to the judgement of these Wurms for my part in this travesty. I can only hope that my soul finds forgiveness from Femke when at last she joins me in Ika’s arms.”

“This… this is madness!” Ewoud cried. “Do you not see, you invite danger and death into your homes!”

“We have laid beside treachery for too long,” Dykstra said. “My seeds are planted, Ewoud and I shall reap my harvest. My only prayer is that the younger of us can learn from our mistakes. I suggest you make your peace or prepare your waggon.”

The elder Rooiakker looked about the assembly. But he did not see the support he had once drummed. Many looked confused upon the discourse, clearly not understanding exactly what had transpired. But there were others who looked upon Ewoud Rooiakker not with admiration but suspicion. They were the dangerous ones. And they were the majority. Enough time in the Senate had taught Ewoud the dangers of such a force. And perhaps it was the gentle hand of Ika which had him last set eyes upon poor Femke Van der Nevel, held coddled in her son’s arms. An unnatural role reversal played long before proper time right in front of his eyes. The Ikans believed in elimination of threats through magics of debilitating efficiency. But the Wurms believed only in death.

In that moment, it was clear Ewoud Rooiakker wasn’t sure which he feared most.

He stumbled from the hall, running into the night as the roar of the crowd began to find its voice once more. The community hadn’t reached consensus yet, but with the flight of the merchant it would finally reach it of its own accord.

And Elder Dykstra knew she would not see the man in the morning. She took a seat, letting the butcher stand to present his thoughts. She finally felt her age, her bones releasing a tension she barely knew she carried. Her work wasn’t finished tonight and she knew she would have to spend the rest of it getting her things in order. It was uncertain when the Wurms would arrive but their coming seemed inevitable now. And she suspected that she wouldn’t live to see the outcome of this council’s decision. Her only hope was that it would be the right one.

Ikan’s Light – The Creation of a Character

So today marked a  monumental moment in Derek’s Ikan’s Light campaign world.

Today is the day we made my character.

The Departure-e1298998998863-1024x418

The following photos are pieces of the mural by Edwin Austin Abbey, faithfully photographed and restored by this website: http://www.thefriendsofenglishmagic.com/

I was planning on posting my process for making a character since some of it overlaps with the way I create characters for my story. Then Derek decided to do something different with character generation and take it from a computer role-playing perspective. Which is to say that he asked me a bunch of questions and kept the details hidden behind his DM’s screen.

Which isn’t completely fair, I suppose. I had an idea of what I wanted to be for this game before we started. I’ve played a few role-playing games prior and found that I usually made characters in the same vein. Generally speaking, I gravitated towards the handsome, dashing, daring and glib individuals who relied more on their smarts and guile to see them through trouble. Often, this led to characters with a focus on magic or the arcane and bonus points if it could be a non-standard system.

So, for Derek’s campaign I wanted to do something different. I wanted to go completely on the other end of the spectrum. Knowing he wanted to create a low-magic setting, I decided I wanted to be a paladin. Course, when making that decision, I wanted to do the paladin ideal justice which is to say that I wanted to make a character that would communicate the inherent  hypocrisy of the class. Working under the  auspices that magic didn’t really exist, I was fully prepared to make a fighter who was deluded into thinking he was a holy warrior.

But then plans change as is always the case. As more and more pieces of Derek’s world came to light, I grew increasingly interested in the struggles of the upstart rebellion in Steinessern. Here was a group that seemingly were cast in the villainous role. Not only were they upsetting the status quo but they were so successful and so brutal in their victories that they were seen as a major threat by all other nations. Being the natural contrarian, I wanted to explore what would drive someone to participate in such a bloody rebellion and the motivations for joining a group that from all other perspectives was nothing but evil.

I still wanted to play a paladin, however, but now I had my god. My character would be wholly devoted to the cause of the rebellion, holding truth to the tenants of this false faith and leading the vanguard against the enemies who held power and tyranny for so long.

The Oath of Knighthood-e1298998841920-1024x687What initially drew me to the paladin ideal is that whole abandonment of the self for a greater cause. So often were my past characters balancing questionable morals with self-gain and personal interest. They rarely held to any morality beyond what they deemed was correct and often they scoffed at established laws and structures. They put so much faith in their own reasoning that to prescribe to someone else’s wasn’t just lazy but almost an intellectual sin.

So, in crafting this new character, I had to consider what would drive someone to complete devotion. Practically every complex belief structure has inherent contradictions and flaws yet people still are drawn into believing them whole-heartedly. And I didn’t want this to be some lazy faith either. Here is a man who is joining a movement that, probably by all accounts stands little chance of success, but is prepared to give his body and soul towards.

This, of course, left me with the age old question: why?

For most of my character creations, I start right at the roots. I look not at my character but at those that made him. What is the relationship with his family and how did that mould him into the person that he is today? Oftentimes, the core conflict driving my characters arises from these relationships. For this one, I felt that there was no stronger motivation than that of blood. No other cause would drive a man from his faith to a new revolutionary ideal. He may be wrong, but it is the wronging of his kin that would make him willing to sacrifice himself.

It was when Derek wrote about his Reclaimers that I got my justification.

To recap: the Reclaimers are an arm of the Ikan church tasked with investigating and searching for lost or hidden magical artifacts. Due to the church’s fear and control of magic items, their punishments for harbouring or possessing such devices can be quite strict. In the Reclaimer’s arsenal of solutions for dealing with magic artifacts and their keepers is alerting the Adjudicators. From what I can gather, these are very similar to Inquisitors save for one special exception. As this is a world fueled on magic, they are able to use spells in order to drain a victim of their intelligence instead of outright executing them.

This struck me as an incredibly harsh and brutal method of dealing with people. There are truly some fates worth than death, and reducing a loved one to little more than a quibbling, drooling idiot seems like such a fate. Imagine a loved brought under such justice. Well, it’s the sort of thing that could push someone to extremes. It could motivate them to raise arms against such horrible practices and seek out vengeance against oppressors far too willing to invoke such cruelty on the innocent.

I just had to create an innocent first.

Pulling on the histories, I devised that my character’s mother possessed a magical artifact. What it actually did was, inevitably, irrelevant. In my mind, it was some rather potent item capable of warding off hostile undead from an area. Such a trinket would have been incredibly useful during the scourge, when settlements were struggling to find ways to keep their dead from dragging the living with them back into the graves. In that dark past, this trinket was crafted and served much like a ward to repel these creatures and see this settlement’s continuation from one generation to the next. In order to insure the ward was kept intact, each daughter of the line was entrusted with the artifact.

By the time the Ikan Beacon was light, the need for such an item was gone. However, the thing with traditions is often they persistent long after they are necessary. In my mind, the families continued to pass this trinket down, keeping it hidden from the Reclaimers as long as they could, probably under the belief that this item was incredibly important to the well-being of the community.

However, all things must come to an end. My character’s mother was finally caught with the device. And, perhaps through a combination of rebellion and the power of the artifact itself, the Reclaimers felt that she had to be made an example of. She was turned over to the Adjudicators and consequently stripped of all her intelligence.

I can scarcely begin to imagine the horror my character would have faced, coming home to find his mother lying upon the floor. Likely, she would be incapable of speech. Certainly, she wouldn’t be able to take care of herself. The horror of that first discovery would be utterly  heart wrenching  for a son. Such fury would have only one outlet: revenge. And for my character, there by chance existed an opportunity. The Cult of the Wurm were the sole voice that spoke out against the church and its practices. The rest of their tenants were irrelevant. If they would see an end to the abuse of the Ikan church, then my character would join them.

That’s the basics of it and is what I approached the character generation session with. Derek proceeded to ask me a series of questions to work out the finer details. First was locating the actual site of this tragedy. Given my race (human), and the elements involved, he decided that Weelderige was the most likely place for this to occur. I had no grand visions of my character’s upbringing so an isolated farming community seemed the most likely. A community known for its lush produce farmed from the soil fertilized with the dead from the great undead wars was even better. Here would be a land steeped in traditions of blood and sacrifice. A fitting location to put my revenge focused paladin.

As a bonus, I get an excuse to hate Derek’s disgusting roshome. Not that I really needed their history of cattle wrangling to dislike the critters though.

Next was to determine my role in the community. I figure rebellion is a young man’s game, so I wouldn’t hold and prominent or settled position. Apprenticeship seemed like a decent start and I gravitated towards blacksmithing. This would explain my apparent physical prowess while also leaving me rather ill-prepared for waging a war against the church. I’m looking for a character strengthened by his will and faith – not some history steeped in secretive training and mysterious masters.

We skimmed some of the details, hopping right to the rebellion. Derek mentioned some positions in the Wurm’s forces that I didn’t understand but after learning my penchant for choosing hardiness over aptitude, he decided I was initially recruited into the Reapers. These delightful beasties were apparently thrown at the more monstrous elements of the opposing Grand River forces. They were tasked with bringing down magical golems and fearsome drakes. A rather terrifying position, I can only imagine but for a man who has little to lose, I felt my character would take such risks with glee. Perhaps, in the back of his mind, he fully expected to die in some beast’s teeth – revenge unfulfilled but his duty served.

Apparently, however, the universe had other plans. My character survived, often against great odds, and his leaders took this as a sign of glorious Nidhoggr’s blessing. They took him aside and trained him in the deeper tenants of the faith, promoting him to be one of the first paladin’s in the army.

At this point, Derek had me take the very generic online alignment quiz. I, personally, think alignments are silly but I obliged anyway.

https://www.wizards.com/default.asp?x=dnd/dnd/20001222b

I ended with Chaotic Good. Which makes a certain amount of sense from the right point of view.

Golden Tree and The Achievement of the Grail-e1298995182146-1024x693Thus, Kees van der Nevel was born. He’s a big, physically powerful and handsome young man who may not be the most agile of individuals but he has a resounding constitution and almost unearthly ability to take a beating. Through sheer stubbornness and willpower, he seems to shake off the mightiest blows. And, perhaps it was the fact he’s apt to take a hit or maybe it was the isolated upbringing but he isn’t the wisest or smartest man to walk beneath the Green Mountain. But his unending devotion and commitment to the rebellion saw him rise through the ranks, surviving one of the harshest and deadliest divisions of the army.

Trusting in the sense and will of his lord, Nidhoggr, Kees demonstrates a remarkable ability to sense the faltering  allegiance  of his fellows. Rumour has it, feeling his closest friend’s wavering devotion to both the rebellion and Nidhoggr, Kees sacrificed his comrade to his glorious lord. The young man makes a fearsome sight, striding boldly into the thick of battle dressed in the scales of one of the fearsome Dracfearann mounts. The armour, salvaged from the field of battle and forged through the training he’d received before leaving his village is a grim reminder of the foes Kees has faced without flinching or remorse.

But despite his brutal reputation, he still manages to tend to the armies beasts and mounts with relative skill. Though he may not be the most glib of the Wurm’s agents, he seems to channel a natural connection with the animals and companions, tending to them as if they were comrades in arms, even if his ability to ride isn’t that great. Of course, his smithing skills aren’t just useful in crafting but the proper breakdown and salvaging of items after a battle has been won. Sadly, these skills come at a price and he’s not the most knowledgeable in applying poultices and salves to his fallen comrades or even engaging in a duel of wits when it comes to haggling for supplies from reticent merchants hoping to profit off the conflict.

However, no other member of the Wurm’s forces is as pure in his intentions of bringing about the end of the Ikan faith. For he truly believes the three tenants of the Wurm’s faith, and can be found reciting them each night in a quiet prayer to the one route he hopes to find the salvation of his family:

Oh, great Wurm! See to the end of the monarchy’s oppression for the magocracy is but a false tyrant seeking to further the grip of the throne and the democratic republic is naught but an illusion cast before the gullible masses

Oh, great Wurm! The world has been poisoned from the root, and only by cutting down the rotten tree can a new one truly grow.

Oh, great Wurm! Only once the lost world is purged of the reminders of its failure will it become the cradle of enlightenment and salvation.

May the forces of the weak, cowardly and cruel be not but the blood and soil for a better tomorrow. Let fall their bodies so we may reap a stronger harvest from their bones and their souls. There is no way but the way of the Wurm’s.

Edit: From Derek

Kase van der Nevel(Human, Male)
Paladin, Soldier of the Wurm Army, blacksmith

ABILITIES

Strength: You are strong than all but the strongest, able to wrestle even drakes if you get advantage.

Dexterity: You are average. You can dodge the occasional blow, but you can’t rely on it.

Constitution:You are hardy and stout. You can weather more punishment than most, and are very resistant to illness.

Intelligence: You’re slightly less intelligence than most people. You’re not a dimwit, and you’re literate, but most people would beat you in a battle of wits.

Wisdom:You have average wisdom, with common sense and the ability to perceive your surroundings on par with your peers.

Charisma: You have a stunning, commanding presence capable of calling people under your banner.

FEATURES

AURA OF PROTECTION: When a nearby ally faces danger, you can use your reaction to improve their odds of survival.

CHANNEL NIDHOGGR’S DIVINITY:[2] times per day.

When you channel Nidhoggr, you allow yourself to temporarily become a conduit for Nidhoggr’s will. While you’re letting his majesty flow through you, you can choose one of three effects:

Smite Heathens: After hitting any creature, you can channel divinity to call down Nidhoggr’s wrath and ask him to burn the enemy.

Dreadful Vision: After hitting any creature, you can channel divinity to reveal a vision to your enemies, showing them the death of Ika at the hand of the great Nidhoggr. You can force this vision on as many nearby targets as you wish. Those creatures who fail to shake off the visions are frightened of you for a minute.

Rebuke Undead: As an action, you can use channel divinity to rebuke an undead creature. You choose a creature at medium range, and attempt to charm it. If you’re successful, the undead creature falls under your command for an hour. The undead creature must be weak, though as you become a more powerful paladin you can control more powerful undead.

DIVINE SENSE: As an action, you can allow Nidhoggr to enter you and give you divine sight. For one turn, you know the exact location of any supernatural creature or object nearby, and such creatures cannot hide from you.

DIVINE GRACE: Whenever you face a dangerous effect such as possession, catching on fire, etc, your connection with Nidhoggr guarantees a greater chance at avoiding the danger.

DURABLE: Whenever you’re healed (with magic or mundane), it is more effective.

GUILD CONNECTIONS: You’re an apprentice in the Blacksmith Guild, and can get support from local guilds (barring cultural or racial prejudice).

SKILLS

These skills come naturally from your character’s abilities. Green skills he’s best at, blue skills are good and black skills are fair.

Bluff
Break an Object
Climb

Gather Rumours
Intimidate
Jump
Perform
Sense Motive
Blacksmithing
Swim