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| nephtis07-18-05, 07:14 AM | This may be an unusual post, but I need help developing an established character further. I'll give you informations about her outlook on life, past, present and I need help on ideas for upcoming roleplay. The character is a c/n Tiefling cleric/rogue. Her diety is Tymora (FR setting), who is a c/g godess of luck, travel, adventure, victory (you get the basic idea). My character is rather tolerant of others -being considered strange herself makes her judging people by action rather than by heritage. Of course, some creatures are as bad as their race is rumoured to be but she's optimistic that there might be decent people among every group. She loves to indulge in fun and games, can't resist a challenge and doesn't know her limit when drinking alcohol (tavern brawls make her feel alive. She knows that the appeal violence has to her should be controlled a little better and really tries... really... but sometimes she can't help it, especially when alcohol loosens the tight grip she usually has on her darker tendencies.). She is willing to try new things if they sound like an exotic experience even if they look plain dumb to others. Her goals in life are to be recognised as a person, no matter who her ancestors were and being trusted. She wants to make friends but she's easy to offend when people make it clear they are not willing to give her a chance because of her looks. Usually she doesn't go out of her way to help people that offended her. She loves to be asked for her help 'because nobody does it better' :D Gives her a confidence boost I guess. Oh and she's easy to manipulate if people promise her friendship or try to be nice to her. --- She was born in Mulhorand where the gods walk(ed) the earth and was considered a spwan of an outsider servant of Set and therefor raised in a temple hidden in the desert. Not careing for strict rules put her at odds with the clergy of Set though they couldn't simply get rid of a 'god-marked' creature. When her home country invaded the neighbouring Unther and Pharao requested the temples to make soldiers available to his cause in order to be recognized by his authority (this chain of events is not backed by official books but my own plot twist - though the invasion actually took place.), they send her as a 'volunteer' to war. To make a long story short, after a minor defeat, she deserted (hoping they'd believe her to be dead) and tried to find shelter in the wild. This didn't work out as well for her as she had thought, but she found out that the moment she appraoched people they'd turn her away, either being afraid or even threaten her if they felt supirior in numbers. This was very strange to her until she found out that -here- she was not seen as 'god-marked' (even if feared because it was an evil deity) as in her homeland but as demon spawn. Fleeing from an angry mob she almost died when a travelling priest of Tymora took pity on her. (I guess he didn't look that close at the woman that was chased and saved her first) She followed him for some time, coming to respect his strange ways and even more his godess. He initiated her to the faith of Tymora, taught her the common language and send her on a quest to visit the temple where the avatar of the Lady had taken residence during the times of trouble. So much for her backstory. During our sessions, she has met companions, traveled through Cormyr, proven her worth to the group and begun to form friendships. She eventually even confessed her heritage. Lately, the group has been trying to find a way to secure magical artifacts that are in Zhentarim possesion. They reached Zhentil Keep... And here is my current problem: My Tiefling got banished to another plane. I don't want information on the plane's numbers or something like that, I don't want to know what creatures I might encounter. I - as a player- know she has been transported to Gehenna, but she doesn't. What I *want* to know is: What would be an appropriate reaction to a new -posibly alien- environment, when I have no idea about: -where I actually am (I guess first she'll have to find out the basic conditions of her new environment by trial and error) -how I got here & why I was one moment in Zhentil Keep and the next in a land I haven't seen before. (she doesn't know that much what it means to be a Tiefling and hasn't knowledge of the planes. The clergy that raised her conviniently 'forgot' to mention some details. She certainly never imaginged she could be banished, I wonder if that should make her feel like a lesser person or if she'll accept it easily.) -the organisation of this place. I don't know friend from foe and from my character concept, she is not going to judge from looks. She'll give every one a chance to prove his/her intentions. (As a player I see that this is a potential deadly way to act in a place called Gehenna but I'd hate to change a concept purely based on that. On the other hand she has learned to survive in a society where the initial reaction towards her is hostile, so it might be reasonable to show some caution. Some pointers from you, fellow players, might be nice.) -how to get back. (She is used to traveling and hasn't special ties to a place -though a certain affinity for dry and hot places and a dislike for large bodies of water. But she's strongly connected to people and she had to leave behind her first friends. She might feel terribly lonely though she won't show it, maybe even hide it from herself. I'm not even sure I will be able to communicate (that is if there are even creatures able to communicate on that plane), since the only languanges she speaks are mulhorandi and common. I see this as a great opportunity -even if it may be a deadly one- to develope this character further and I think there are many possiblities for roleplaying. She is one of the more optimistic of my characters and always believes in a way out of every predicament (as cleric of Tymora should). Of course I have no idea what the DM might throw at me, but I'd like have a basic concept of her behaviour before starting to find my way back. |
| letsbefrank07-18-05, 10:52 AM | I'd think she would be confused beyond belief. As would most rational people. Depending on how she got banished she may think she is dead and in the afterlife. If so she may assume that her father is knocking around somewhere and try to find him/it. Id also think a good deal of praying would occur which would probably not go down very well with the locals. Once / if she does figure out she isn't dead and that the locals aren't nice I'd imagine she would try to get the hell out of there (pun intended). |
| Uberwoot07-18-05, 11:10 AM | From my knowledge of Tymora's church (which is incomplete, since I don't have Faiths and Pantheons on me), nonclergy worshippers' prayers usually consist of just a word or two invoking good luck from her pleasure, or or thanks for the same. The church is, after all, fairly chaotic. I'd say that that facet of the character might possibly be slightly more driven to trust in her luck- which is granted, of course, by her patron deity. As an adventurous sort who seems to genuinely like people- and have a tolerance for most humanoids- she might be inclined to think of her experience as a grand adventure. After all, she still has control of her actions, so she can't be all THAT dead, and she'll certainly have a lot of new experiences from it. Especially with the almost-certainly odd denizens of the plane, which would probably drive her to immense curiosity (at least at first, in the case of less-than-friendly natives). She'd probably try to learn the language, or find some other way to communicate with the friendly ones, even if only so that she can figure out how to have a beer or two with them. Hell, sounds like fun to me. Where do I sign up? |
| nephtis07-19-05, 03:40 AM | Depending on how she got banished she may think she is dead and in the afterlife. If so she may assume that her father is knocking around somewhere and try to find him/it. First: thanks for your ideas. Those are great starters. Since she got banished by a so called 'Living Blasphemy' she might actually believe to be dead at first. Though I'm not sure she might be looking for Set. She never questioned his part in her life, but from *my* pov it wouldn't be wise. A god's power depends on the strength, numbers and faith of his followers since the times of troubles. Now, there is this child that is granted some special powers by a god, grew up among his clerics. I bet she was supposed to taker a place among them. Instead she runs off and becomes a cleric of an other -foreign- godess. I think my character learnd enough about religion to know that mercy isn't part of Sets portfolio... It would be more likely trying to hide herself, if she believes to be dead (which is a good idea as well.) The dead part - and finding out she actually isn't - might be fun to play. And you are quite right, praying should be one of the first actions to take. |
| nephtis07-19-05, 03:49 AM | I'd say that that facet of the character might possibly be slightly more driven to trust in her luck- which is granted, of course, by her patron deity. As an adventurous sort who seems to genuinely like people- and have a tolerance for most humanoids- she might be inclined to think of her experience as a grand adventure. After all, she still has control of her actions, so she can't be all THAT dead, and she'll certainly have a lot of new experiences from it. Especially with the almost-certainly odd denizens of the plane, which would probably drive her to immense curiosity (at least at first, in the case of less-than-friendly natives). She'd probably try to learn the language, or find some other way to communicate with the friendly ones, even if only so that she can figure out how to have a beer or two with them. Hell, sounds like fun to me. Where do I sign up? First: thanks for your ideas. You are quite right, trusting that everything will be ok, no matter how bleak it looks at the moment will be her way to deal with it. And fiding out she isn't dead... let's see what can living people do, that dead can't... Well, once she is sure to be alive she will be curious what this place has to offer on experiences - and entertainment. Every one alive needs to enjoy herself once in a while. Trying to learn the language is a great idea (technically I'd have to earn enough XPs to level up and spend skill points on it, but I think that's a reasonable idea and in character). I'll certainly do that. |
| Zorminster07-19-05, 09:10 AM | And fiding out she isn't dead... let's see what can living people do, that dead can't... Feel utter, spine curdling, flesh ripping, PAIN. And from how you guys talk about this plane (i dont know about the planes, especially FR ones) it's not going to take long for that to happen. You may wanna consult with your DM on this one, he may be looking to solo adventure you a bit in which case, you get huge character development, and something special. You also get to hide the things that happened from other players- this provides an even larger chance for character development- you know, after being screwed over a few times you start becoming wary of people. |