PDA

View Full Version : Savain Robaire, former noble and formidable warrior



Ubby
09-22-2004, 11:56 AM
This is a pre-gen character for a BW event I'm running at NC Gameday.

Savain is the youngest child of Count Robaire, a noble of the nation of Quieragon (key-AIR-a-gone), located hundreds of miles to the north across the vast wilderness known as the Everwilde. As a child of a powerful House, she wanted for nothing. Yet she always had an independent streak that scandalized her proper parents. No matter how hard they insisted on poetry, sewing, harp training, and other proper things for a young lady, Savain always found a way to put off such things in favor of more unlady-like pursuits such as wrestling, throwing knife contests, and other sports. She always had a desire to be free to seek adventure and live by her wits.

As Savain approached her 18th Name Day, her parents began to arrange a marriage for her as tradition dictated. She protested time and again but to no effect. In fact the Count had her locked in her quarters. When she learned the identity of her betrothed, a scabby and older duke, she knew she must leave Castle Robaire or she would die. She beseeched her brother Olandro to help her, and he agreed. One night he helped her escape the castle in a merchant’s wagon. Furious at the loss of face brought upon them, her parents disowned her.

Having won her freedom she journeyed southward, to the last bastion of northern civilization, the City of Sunderen. There she met Kevelan, a charismatic rogue, who was young, handsome, and filled with dreams of riches and adventure. She quickly fell in love with him. He filled her head with promises of thrills, discovery, and the riches of the ancient ruins of the Everwilde, and she quickly joined him and his adventuring band of companions. They struck out southward confident of finding the lost treasures of the Ancients.

But fortune was not to be. The treasure map that Kevelan claimed to be a map to an ancient lost city of gold, turned out to be a fake. All of their leads to other lost treasures turned out to be bogus as well. Penniless and hungry in the Everwilde, the companions turned from adventurers to bandits, raiding the caravans journeying to and fro between the Heartlands of the North, and the Empire of Brynn to the far south under cover of darkness with stealth and guile.

Then one night they came across a small group of wagons just off the main highway. Thinking it easy pickings, Kevelan told Savain to wait for them in the tree line and keep a look out while they moved in. But in fact the erstwhile easy pickings were a group of Hel Shezar agents heading south towards Brynn. The Hel Shezar are worshippers of the King of Darkness and Lord of the Abyss, Nhaar. They are a covert group, whose mission is to infiltrate the Free Nations who stand opposed to the Darkness, to spy and create havoc through murder and chaos. Savain watched in horror as her beloved and her companions were discovered by the ruthless Hel Shezar, who were led by a Nazarani, a Sorcerer of Darkness. She watched frozen in terror as her friends were executed brutally. Helpless she watched, transfixed by horror, as the Nazarani Sorcerer, a tall powerful man with dark eyes, a trimmed dark red beard, and long fiery red hair tied back, conducted a dark ritual in the black of night that culminated in the removal of the still-beating heart of her beloved Kevelan. All night she sat in the treeline shaking, unable to move, until dawn came, and the wagons moved on to the south, leaving her friends corpses lying in the open to be feast upon by crows. Finally overcoming her fear, she moved into the clearing, where she collapsed, overcome by emotion. Later she buried her friends, saving Kevelan for last. As she finished his cairn, she cut her palm with her knife swearing a blood oath of vengeance. She set off south in search of the object of her revenge.

Savain pursued south as fast as she could but she had no chance to catch them, they were too far ahead. Eventually, hunger due to her lack of outdoor skills took its toll upon her, and she collapsed. But fortune had not deserted her completely. Her broken body was discovered by a recluse named Tendragon who lived nearby. He nursed her back to physical health, and learned of her tragic tale. Tendragon revealed that he was a master of the art of Odez Nyar, “Storm fist” in the common tongue, a disciplined and spiritual marital art, and took Savain in as his student. Savain was a natural and she quickly grew in power and prowess as she dedicated herself to transforming her mind and body into a deadly weapon that could exact her revenge.

As months became years, she grew fearful that she might lose the trail of the Nazarani Sorcerer and his Hel Shezar minions forever despite Tendragon’s assurances that her fate was tied to the Nazarani by karma and that she was destined to face him. She set out to the south, eager to find sign of her quarry.

Savain’s path has led her through the northern region of the Empire of Brynn. She has unmasked several cells of the Hel Shezar and smashed them. Each discovery has brought her a little closer to finding the object of her vengeance. Her path has now led her to the province of Graymoor where she’s discovered evidence of a possible cell engaging in some magical activity. She has settled down and begun a thorough investigation. This may very well be the cell she’s looking for.

Savain has olive skin with dark eyes and dark hair. She is 5 ½ feet tall with an athletic build.

Lifepaths: Born Noble, Young Lady, Lead to Outcast, Bandit, Marital Arts Disciple (new lifepath, see below)

Age: 25

Stats: Pe B4: Wi: B5 Ag: B5 Sp: B5 Po: B4 Fo: B4

Attributes: Re: B4 Ste: B6 He: B5 (due to aesthetic lifestyle) MW: B10 Hesitation: 5 Presence: 5 paces

PTGS: Su: B3 Li: B5 Mi: B7 Se: B8 Tr: B9 Mo: B10

Skills: Marital Arts (Odez Nyar) B6, Knives B4, Throwing B3, Stealthy B4, Streetwise B3, Etiquette B3, Read B2, Appraisal B2, Field Dressing B3, Philosophy B3, Harp B2, Persuasion B2, Intimidation B3

Gear:
SQ Leather (4D DN 6), Clothes, Shoes, Traveling Gear, RotM Arms (throwing knives and dagger)

Contacts:
Master Tendragon: Sensei. Important, Loyal.
Captain Taelshire: Commands Imperial garrison at the Bastion. Important
Warden Thinscott: Warden of Graymoor. Minor
Isham Moorwich: Apothecary in Graymoor. May be familiar with criminal underground. Minor
Phineas: Innkeep of Bear North Inn. Insignificant

Reputation: Local. Very tough and not to be trifled with.

Traits:
Hands of Iron, Vengeful, Determined, Flexible, Aesthetic lifestyle

Beliefs:
- The Nazarani Sorcerer must be found and killed
- I am a weapon of vengeance. Better than any blade.
- Nobility are hypocritical dogs.

Instincts:
- At every Inn I stop at, ask the innkeep if he recognizes a man matching the Nazarani Sorcerer’s description.
- First thing every morning, practice my kata.
- When a noble puts on airs, make a snide comment.


New Lifepath:
Martial Arts Disciple
Lifepath: Outcast
Time: 3 yrs
Trait: 1
Res: 3
Stat: +1 Men,Phy
Leads peasant, village, city
Skill: 5pts. Martial Arts, Appropriate Weapon, Philosophy, Intimidation, Flexible*, Aesthetic Life*

Edited instincts and added Nazarani's description to backstory

Kublai
09-22-2004, 12:13 PM
Although your lifepath seems fine, some martial artist LPs were already fabricated by The Creator: Click here (http://www.burningwheel.org/html/modules.php?op=modload&name=News&file=article&sid=129&mode=thread&order=0&thold=0)

Also, your instincts are not precise enough. Try to avoid instincts that should be roleplaying moments in themselves and not mechanical fallbacks. Insticnts should be small, immediate BW defined Actions. Otherwise, they become very hard to enforce.

The first one is way too broad. Enacting such an instinct would require many different tests and definitely some roleplaying. Any way to make it more precise and Action specific?

The same goes for the second. How could a GM or a player use this in terms of action/reaction? You can't turn an entire adventure into an instinct as this one seems to do.

The last one is pretty good if a little vague. Perhaps "If I see a Noble, then I use my Inconspicuous skill to avoid him?"

Again, a good instinct should be a well-defined, specific Action which is triggered by a specific stimulus. As an instinct, there shouldn't be any thought processes involved. You immediately just do it out of habit.

"If something is thrown at me, then I try to catch it."
"If I am travelling, then I bring an extra pair of shoes."
"If I am spotted by the guard while Stealthing, then I run away."

Ubby
09-22-2004, 12:25 PM
Thanks for the feedback Kublai, that's why I've posted the charaters.

I'll work on tightening all of the instincts.

Ubby
09-23-2004, 10:35 AM
Here's my second go for Savain's instincts:

Instincts:
- At every Inn I stop at, ask the innkeep if he recognizes a man matching the Nazarani Sorcerer’s description.
- First thing every morning, practice my kata.
- When a noble puts on airs, make a snide comment.

I've also added the Nazarani's physical description to the back story.

elgorade
09-25-2004, 01:59 PM
New Lifepath:
Martial Arts Disciple
Lifepath: Outcast
Time: 3 yrs
Trait: 1
Res: 3
Stat: +1 Men,Phy
Leads peasant, village, city
Skill: 5pts. Martial Arts, Appropriate Weapon, Philosophy, Intimidation, Flexible*, Aesthetic Life*


I'm a little leary of that lifepath. 3 years and giving two stat points. Compare with Hunter perhaps. 5 years, 1 trait, 3 resources, 2 stats and 7 skill points. Not only is this path shorter, but it also gives 2 free traits as well. To my mind short lifepaths that give lots of stats are rather scary since they give points while making it easy to avoid aging too much.

Perhaps this would be better as 4 years and with some precursor requirement?

Elgorade