"What do you want?" Erephor asked through gritted teeth.
"So much for gratitude," Sczarina said, halting her destrier and sliding from the saddle with a liquid grace. "Are you going to waste my time with this, or are we going in there?"
The two crossbowmen stared at the assassin in confusion. Erephor pointed his weapon up, glancing at the tavern where the commanders of the occupying army could be heard. Galin frowned, but his finger was a little lighter on the trigger.
"Why?" Galin asked.
"Because someone called in a marker," Sczarina said, her blade whispering from its sheathe. "And besides, this is my city. They aren't welcome here."
Let's move... we're wasting night. |
Who (Or What) Has Your Loyalty?
Different forces act on PCs to get them embroiled in the events of the world, but while we often think about the allure of treasure, the sweet taste of revenge, or even the chance at recognition and status, there is a basic driving force we often forget about; loyalty. Which is unfortunate, because as far as story-based binding agents, loyalty is one of the best ways to make sure your party stays cohesive and active when the dice come out.
To ward the realm, and stand ready at the gates. My life, my word, my charge. |
I mentioned this back in 10 Questions To Put On Your Character Creation Document, but it's something that so few players (and dungeon masters) genuinely consider. Because most of us have someone or something that we're loyal to, and it can be an ideal way to ensure that you're an active participant in the story instead of an anchor being drug along by the rest of the party.
So, before you've put the last layer of polish on your backstory, take a moment to ask what people, institutions, ideals, or causes your character is loyal to. Generally speaking, you should have 2 to 3 of these, and they should vary in strength from "powerfully loyal" to "a slight tugging at the heart strings".
As an example, say your character is a mercenary (not an unusual line of work for a starting adventurer). If that's the case, then does this character prize their word and their contract, finishing the job no matter what comes? Are they instead loyal to the company whose badge they wear, perhaps having served long enough that their fellow mercs are like a family? Or are they instead loyal only to certain warriors they've served with, willing to go into danger only because they've shed blood together, and they know their companions won't turn their backs?
A character could have loyalty in all of these areas to varying degrees. Perhaps they prize their companions first, their word second, and though it rarely swells them with pride, they will fight someone who spits on their company's good name. Of course, in addition to their company, they'll have friends, lovers, patrons, and maybe other organizations they're a part of, as well as a personal code to follow. With so many divided loyalties, some of them may clash from time to time... which is sort of the point when it comes to dramatic tension.
Also, if you like that example but need some additional inspiration, then 100 Random Mercenary Companies may be just what you're looking for.
Pushed and Pulled All Over The Place
Typically the only characters who get in on the question of making hard decisions about which oaths and fealties to follow are paladins, clerics, and other characters who are given codes as part of their makeup. But why should they get to have all the fun?
Neither the choirs of heaven nor the roars of hell will move me from my post. |
A character's loyalty means nothing if it's never tested, and how they choose to act when faced with demands on their loyalty can say a lot about them.
For example, if your character was a simple sellsword knighted by a lord who took them into service, do they have a divided loyalty between the lord who raised them, and the oath they swore? If the lord's actions conflict with the knight's oath, what will they do? Will they remain loyal to the oath they swore, or will they act on behalf of the lord who holds their service? Alternatively, if they are part of an order of knights, how will they cope with the order acting against their own oaths? Or if the character's oath of service mean they are now set against friends, family, or those they once fought alongside? This question might be even more important if your character was part of a noble bloodline, where certain loyalties and actions are expected of them... what happens when they decide that something they're supposed to do conflicts with their other loyalties? Or will they do anything as long as it's in service to their house?
These are some heavy questions, but the answers to all of these things can make your character a lot more interesting in the long run. And much like your alignment, it's important to remember that loyalties can (and often should) change as time goes on, and characters have new experiences.
Also, as a final tip, loyalty can also be an ideal way to keep a problematic character concept in-line with the rest of the party. Because you might want to play Gregor Clegane, but if all that torture, murder, and general evil is going to be a problem, then loyalty to a noble patron above you (Tywin Lannister, in this case) can provide a way to rein-in your worst impulses, while remaining true to character. After all, Ser Gregor knows which side his bread is buttered on, and as long as he does what Lord Tywin says, he's the next best thing to untouchable as far as punishments are concerned.
Just something to chew over.
Looking For Further Inspiration?
If you're having some trouble coming up with people, causes, or organizations to tie your character's loyalties to, you might find some of the following supplements to be useful for you.
- 100 Nobles to Encounter: Whether you're looking for a patron, or someone whose lands you were raised in, the tie to one's lord or lady can be quite strong. If you're playing a noble character, though, then you might get a little more use out of A Baker's Dozen of Noble Families, which includes their creeds, histories, reputations, colors, and all those other handy details.
- 100 Knightly Orders: Whether you are an initiate to an order, or a veteran of several missions, these organizations often command a loyalty that borders on the sacred. Even for someone who has left the order, or been excommunicated from its ranks, loyalty to the ideals may still run strongly within them... and they might be willing to take serious risks to redeem themselves, and rejoin their fellows.
- 100 Pirates to Encounter: If you were a salty dog on a pirate crew, or raised the black flag with someone you truly respected, then that bond is a tough one to break. If you're looking for a land-based version of these, then 100 Random Bandits to Meet may be more up your alley. Or, if you served time with someone who had your back while you were both on the inside, then 100 Prisoners For a Fantasy Jail might just be the ticket.
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That's all for this week's Fluff post! If you've used this in your games, share a story down in the comments!
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