Editing To Build A Nation: Sugul
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+ | ==SUGUL== | ||
+ | Sugul is a typical ogre, 9 feet tall and 700 pounds. She resembles most other ogres, but nasty scars stand out all over her body. | ||
− | + | Sugul and her family group have come down to Northern Erenland as guardians of the kurasatch udareen, within the larger migration of goblinoids into the conquered lands. You'd technically be guards within the the Order of Shadow, but things in the Northern Marches where humans have never gone is less regimented. The hobgoblin mother-wives of Izrador are keen on talking about the hobgoblins and ogres as the special children of Izrador, born into greatness, but as they've squabbled amongst each other as part of the tension of these southern lands, you've started to hear some things from them that challenged the assumptions most of the people around you have held about the origins of the ogres and hobgoblins. | |
+ | You ventured into that fateful mission with big questions in your head about the place of the ogres in Izrador's plan, and your own sense of agency and place in the world. You were asking for answers. You didn't expect to find them while razing that enclave of rebels, but the shattering of that idol gave you answers. The Old God of justice, law, and prophecy revealed things to you about the origin of your people, which connected to the things you'd been hearing that hadn't been making sense. The Seer showed you that you and your people had been fated to be nothing more than manufactured tools for the Shadow's conquest. But now, with that knowledge, and with The Seer's consciousness inside of you, you could change that. | ||
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+ | It wasn't possible to fool the ''kurasatch udareen'' for long; they are diviners, themselves, with an ability to pierce the veils of perceived reality. You and your family were off with three of the mothers and other troops of theirs when they sprung their trap on you. It turned into a brutal melee. It got even more confusing when a group of rebel raiders descended on the encampment while you and your family were fighting for your lives. Two of the mothers and many of their troops died, mostly at the hands of the ogres. Many members of your family also died at their hand, and you personally were wounded. You got separated from your family, and ended up surrounded by rebels. The two of you, together, hacked through the hobgoblins who had cornered you. | ||
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+ | The rebels were intending to kill you, but the avatar of The Seer spoke through you and explained that the visions they'd been given, directing them to this campsite, were for them to find you. They'd seen firsthand you killing one of the ''kurasatch udareen'' and her hobgoblin warriors. An uneasy truce formed. They patched you up. You've been living for a number of months with this small band of 20-30 rebels, and word of a new prophet has been spreading amongst the rebellion. You're enough of an anomaly that when people get over their shock and prejudices, they see what it might mean for the rebellion for a new leader of it to be one of the ogres of Izrador's army. | ||
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+ | You're certain that members of your family are still alive. One of the ''kurasatch udareen'' escaped their ambush, so you're also certain that their forces will be looking for you. You're in the middle of a tightening web, trying to navigate new allies despite a lot of mistrust on both sides, while growing the rebellion, searching for your family, and avoiding capture. Sugul's rebel band is feeling the ''kurasatch udareen'' closing in within the last 10 days, and there's an urgent feeling that they need to find new assets to fight the fight. | ||
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+ | ~*~ | ||
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+ | Brutus has heard of a new prophet and leader of local rebels. After himself being targeted by powerful forces, having turned Durvan's allegiances, the ghoul, vampire, and ghost seek out this person they have heard of. Not knowing that she is an ogre, with her own agenda. | ||
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===Ogre/Powerful Ancestry/Oracle L6=== | ===Ogre/Powerful Ancestry/Oracle L6=== | ||
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'''Languages:''' Goblin; Iron Tongue; Erenlander<br> | '''Languages:''' Goblin; Iron Tongue; Erenlander<br> | ||
− | '''Professions:''' Religious | Folklore; | + | '''Professions:''' Religious | Folklore; Tribal | Healer; Wilderness | Tracker; Military/Religious | Leader |
===Talents=== | ===Talents=== | ||
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**'''Titan’s Strike (L5):''' When the total of your attack roll is 20 or higher and exceeds the target number by at least 5, the target takes 1d6 extra damage and must get a success on a Strength challenge roll or fall prone. | **'''Titan’s Strike (L5):''' When the total of your attack roll is 20 or higher and exceeds the target number by at least 5, the target takes 1d6 extra damage and must get a success on a Strength challenge roll or fall prone. | ||
− | *''Oracle | + | *''Oracle'' |
**'''Speaker of Dooms:''' You do not gain Corruption from discovering the Curse tradition, nor are you at risk of gaining Corruption from learning Curse spells. | **'''Speaker of Dooms:''' You do not gain Corruption from discovering the Curse tradition, nor are you at risk of gaining Corruption from learning Curse spells. | ||
**'''Divine Ecstasy (L3):''' You can use an action to enter a state of divine ecstasy that lasts for 1 minute. You gain the following benefits for the duration. When this effect ends, you must get a success on a Will challenge roll or gain 1 Insanity. You can use this talent a number of times equal to your Power. You replenish your uses when you complete a rest: | **'''Divine Ecstasy (L3):''' You can use an action to enter a state of divine ecstasy that lasts for 1 minute. You gain the following benefits for the duration. When this effect ends, you must get a success on a Will challenge roll or gain 1 Insanity. You can use this talent a number of times equal to your Power. You replenish your uses when you complete a rest: | ||
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*'''Divination:''' | *'''Divination:''' | ||
**L0 '''Eavesdrop''' (3 castings) (concentration or 1 min) - any point in sight, can hear from there | **L0 '''Eavesdrop''' (3 castings) (concentration or 1 min) - any point in sight, can hear from there | ||
− | **L1 ''' | + | **L1 '''Pschometry''' (2 castings) (1 object within reach) You touch the target and learn 1d6 facts about it, such as the identity of its previous owner; whether or not the object is cursed, possessed, or magical; how a previous owner gained or lost the object; and where it was made. |
**L2 '''Truth Ear''' (1 casting) (1 hr) - For the duration, you understand all spoken languages you hear and you recognize the truth when you hear it. | **L2 '''Truth Ear''' (1 casting) (1 hr) - For the duration, you understand all spoken languages you hear and you recognize the truth when you hear it. | ||
− | '''Interesting Things:''' | + | '''Interesting Things:''' (we'll work on together, if already rolled then enter) |
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===Equipment=== | ===Equipment=== | ||
− | ' | + | (we'll work on together, if already rolled then enter) |
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− | + | Lifestyle: Destitute, Poor, Getting By, Comfortable, Wealthy, or Rich <br> | |
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Worn: <br> | Worn: <br> | ||
Stone baby wrapped with a cloth about her breast (Implement?)<br> | Stone baby wrapped with a cloth about her breast (Implement?)<br> | ||
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*You grew up hearing tales of the Shadow's conquests in the south. You won glory and honor by slaughtering the humans living there. | *You grew up hearing tales of the Shadow's conquests in the south. You won glory and honor by slaughtering the humans living there. | ||
*Bad thing done in the past: We can leave that open. It would have been something in her past... maybe she (or members of her family group) got designated to march south with the Iron Legion, and she tricked others into responding to that call-up? Word came back a few months later that that platoon all drowned in a sailing accident, which is one of the worst fears of hobgoblins (hey hate the water). Refusing military service, tricking others into going for you, and them drowning without ever seeing the glory of combat are all pretty bad-apple from a goblinoid perspective. But we can leave it open if that doesn't compel. | *Bad thing done in the past: We can leave that open. It would have been something in her past... maybe she (or members of her family group) got designated to march south with the Iron Legion, and she tricked others into responding to that call-up? Word came back a few months later that that platoon all drowned in a sailing accident, which is one of the worst fears of hobgoblins (hey hate the water). Refusing military service, tricking others into going for you, and them drowning without ever seeing the glory of combat are all pretty bad-apple from a goblinoid perspective. But we can leave it open if that doesn't compel. | ||
− | * | + | * |
− | * | + | *Z |
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'''Generated personality:''' | '''Generated personality:''' | ||
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*'''Desire:''' Wealth | *'''Desire:''' Wealth | ||
*'''Fear:''' Judgment | *'''Fear:''' Judgment | ||
− | *'''Secret:''' Carrying the ''Seer''. | + | *'''Secret:''' Carrying the ''Seer'' who has whispered that hobgoblins and ogres are descended from the Jotun rather than having been made by Izradur. |
*You have nothing to prove. You know your worth and won’t be baited into a fight you could avoid. | *You have nothing to prove. You know your worth and won’t be baited into a fight you could avoid. | ||
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**Strength and Courage: A culture focused on battle creates people who pride themselves on being strong and brave. To join the ranks of the warriors, one must pass the tests of blood and iron — a brutal series of contests involving brawls, hurling weapons, fighting beasts, and more that unfolds over several days. The weak succumb, their bodies tossed into foul pits. The survivors become champions, battle-ready and proven. | **Strength and Courage: A culture focused on battle creates people who pride themselves on being strong and brave. To join the ranks of the warriors, one must pass the tests of blood and iron — a brutal series of contests involving brawls, hurling weapons, fighting beasts, and more that unfolds over several days. The weak succumb, their bodies tossed into foul pits. The survivors become champions, battle-ready and proven. | ||
**Ogres enjoy crude humor, eating, and boasting. Superstitious, ogres see omens everywhere. Cowardice is the greatest crime an ogre could commit. | **Ogres enjoy crude humor, eating, and boasting. Superstitious, ogres see omens everywhere. Cowardice is the greatest crime an ogre could commit. | ||
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==Notes/Story== | ==Notes/Story== |