Showing posts with label backstory. Show all posts
Showing posts with label backstory. Show all posts

Saturday, April 18, 2026

Hunter Motivations Run The Gamut in The Chronicles of Darkness

A long time ago I wrote a post titled Do Content, Happy People Hunt Dragons? (More on Character Backstories). The post was meant to address the idea that so-called adventurers all have tragic backstories, chips on their shoulders, or some burning need for vengeance, which is what drives them to do the things they do. After all, if you had a loving family, a good job, and a secure social position, why would you take up the sword to stand against the horrors of the world?

As I read through Hunter: The Vigil this question of motivation becomes even more important. Because while there are going to be hunters driven by a need for vengeance because they or someone they loved was hurt by the things that lurk in the shadows of the Chronicles of Darkness, there are so many other motivations that might lead one to take up a gun and walk directly into the lion's den.

Man's gotta have a hobby, am I right?

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Human Motivations Are Complicated Things


When we think of the Chronicles of Darkness in general, and of Hunter in particular, we often think of the worst, most awful things. Someone who lost a child to a ghost, someone whose spouse was drained of blood by a vampire, or someone who barely survived an encounter with a supernatural threat themselves. These people often want payback, or they want to make sure this creature can't hurt anyone else the way they were hurt. And while those are absolutely legitimate motivations for a character, it's important to remember that's just one tiny sliver of the reasons why someone might take up the Vigil, and what their long-term goals might be.

A single light to reveal what lurks in the darkness.

Keeping with dark themes, there may be a hunter who has coped with violent impulses their entire life. Knowing there are things out there they can vent their fury upon with little-to-no consequences from the law and society (particularly if the hunter is part of a compact or conspiracy that will clean up their messes) may act as a perfect pressure valve for them. Another hunter might be fascinated by the supernatural, seeking to catalog and understand it like the Jane Goodall of monsters. Still another hunter might seek to pit themselves against the most dangerous creatures in the world, finding that big game no longer provides a challenge. And there may be hunters who envy the strength and power of the monsters of the world, hoping that by killing them they may be able to unlock a portion of that power for themselves.

These motivations map pretty well onto organizations in the game, such as Null Mysteriis who seeks scientific explanations for the supernatural, the Ashwood Abby (which was moved into Tending The Flame) which is a depraved hunting lodge seeking their own twisted version of "sport," or even the Cheiron Group which seeks to disassemble monsters for their parts and pieces while installing them into their field agents. However, this is just a bare handful of potential motivations hunters might have that go beyond revenge or loss. Some hunters might feel they have a duty to their community to keep it safe from the things that lurk in the darkness. Some might feel an existential need to do something to reaffirm their own power in the world. Some might feel a holy mission, and that they have been chosen by a higher power to fight against these creatures (and they might even be right).

The motivations range as far and wide as people themselves... because at the end of the day, that's what all hunters were before they took up the Vigil.

When The Vigil Is Their Secondary Concern


There is one other category of hunter that's worth mentioning here... those for whom the supernatural monsters are often a secondary concern to the real monsters they prey upon. For a comic book reference, this is what happens when the Punisher ends up burning down a vampire hive... Frank wasn't there to kill vampires, he was there to kill dangerous criminals. It just so happens that the vampires were part of this operation, and they got burned down along with everyone else.

Parasites are all the same.

The world is full of mundane evils and wickedness, and a lot of hunters are more focused on those then they are on werewolves, changelings, or the walking dead. Maybe your hunter tracks militant hate groups, sabotaging and countering their efforts. They might be interested in protecting sex workers, and other minority groups that end up as victims of social violence. Your hunter might even be focused on fascists, corrupt cops, or corporate attempts to engineer widespread misery in order to reap a few more dollars off the bent backs of the working class.

All of these things can, and do, intersect with the supernatural in the Chronicles of Darkness setting.

The reason I gave this type of motivation its own section is that it's important to talk with your Storyteller, and your fellow players, if you want to bring in this sort of motivation for your character. Because while there are organizations like the Loyalists of Thule or the Crimson Halo that fit the concept to a T, it's important that your character's pursuit of these other ends jives with the other hunters in your cell, as well as with the plot your Storyteller has planned.

Because if everyone at your table is down for taking on a neo-Nazi street gang that ends up being the servants of an upstart vampire turning them all into ghouls to act as muscle while he claims turf and territory, then everything is hunky dory. But if your character's main motivation is opposition to fascism wherever it rears its head, but your ST has a game that's more about your cell having to deal with a pack of werewolves causing problems in rural Appalachia, you might feel like you brought a crowbar to a chainsaw duel.

Lastly... Should I Do More Videos On Hunter?



I've been dropping occasional videos over on the Azukail Games YouTube channel about Hunter: The Vigil, and there were at least a few folks asking to see more. So if you've read this far, let me know in the comments what you'd like to see more of! Should I talk about more supplements, like my collection of corrupt equipment The Blade Itself? Should I talk more about other compacts and conspiracies? Would folks like a series about Slashers, as one of the only really iconic monsters for Hunter: The Vigil?

Let me know your thoughts, because I'd love to factor them in going forward!

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or the dark sci fi saga of The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, March 15, 2025

What Languages Does Your Character Speak (And How Has That Shaped Them)?

Languages have been an important facet of tabletop roleplaying games ever since the start of the hobby. After all, how many times has there been an inscription on a magic weapon, or a line in an eldricth tome, that offered a massive clue to the party if they could decipher it, and which set you up for a hard time if you couldn't?

The words Bree Yark come to mind, and for those who don't speak goblin, or aren't familiar with this incident, it shows exactly what it is I'm talking about.

However, the languages your character speaks is more than just a mechanical advantage or disadvantage... it also tells you a lot about them, and it helps make their story that much more interesting. Which is why you should examine this corner of your character sheet, and ask why it looks the way it does?

Fear not, friends, I can read this dread tome... though it may cost me my sanity.

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Language Expresses How You Experience The World


Which languages you can speak and write is a testament to where your character comes from, and the things they've done in their lives. For example, if a character speaks a language like draconic, that might mean they're trained in the magical arts if the language of dragons is the language used for spellbooks and magical scrolls. However, it could also mean the character was raised by a dragon, or in areas declared a protectorate of dragons, and thus needed to be able to communicate with wyrms. Or if they're a barister from a nation whose legal codes are written in the language of dragons, they might be very familiar with the language, even if they have no training in magic whatsoever.

They gave us our laws, and we honor them with the initial language they were written in.

While we typically think of languages as things you learn growing up, or things you learn in school, it's important to also consider that they're things you pick up in your travels. A wandering sellsword might speak one of the most common elven tongues simply because he traveled with an elven mercenary for a time, and he wanted them to have a shared tongue to communicate in privately. Did a bard learn one of the more common dwarven tongues so he could properly perform their drinking songs? Did your halfling favor a tiefling, and so he tried to learn infernal to impress them?

There are a dozen and more ways one might come to know a particular language, and the story of why your character knows a certain tongue can be an interesting facet of their history, and who they are. However, there is another aspect of language that is important to consider... how it shapes concepts your character knows, and the way they think! Consider the following line:

Roses are Red, Violets are Blue

Now, anyone who has looked at flowers knows that violets are, in fact, purple. However, at the time these words were written, we did not yet have the linguistic concept of purple in our lexicon. Or consider a language where the term of ultimate endearment roughly translates to, "This is the one I hate the least."

The languages your character knows give insight into the kinds of cultures they understand, and the way they see the world. As an example, there might be a saying that, "The orcs of the Cartoran Hills have a thousand words for enemies, but none for friends," might paint a picture of a society that is very focused on betrayal, grudges, and enmity, with the very idea that some people are deserving of trust or love to be a foreign concept. By contrast, you might find the language of a society of gnomes who grew without any kind of serious, armed conflict doesn't have a word for war because the very idea of war as a concept is something they haven't conceived of. One might also find that languages like infernal do not have words or concepts like freedom, because in the worldview of devils there are contracts and requirements, and all things one does is in service to their role in a greater, cosmic machine. None are truly free, because all are bound by obligations.

These sorts of things can all give interesting insights into concepts your character does or doesn't understand, and the way they view the world. It also gives you some idea of the customs they'll grasp, or the social aspects they should understand, so that you can add a little extra depth to your roleplaying!

Additional Recommended Reading!


If you found this week's entry thought provoking, consider picking up some of my character-centric supplements:


As always, all sales of my supplements put royalties in my pocket, so grab a copy for yourself, and if you like what you read, leave a review so I can keep writing more of these in the future!

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Sunday, December 15, 2024

Three Truths And A Lie (A Way To Build Character Reputation)

Whether we're playing a high-level character who comes on the scene with a huge list of deeds, or you and the rest of the table are rucking up at 1st level, chances are your characters have some kind of reputation. Even if it's just a local one known throughout the county, folks are going to know about them. They might be a leg breaker with a long rap sheet, a sorcerer whose temper tends to result in things (and people) bursting into flames, or a paladin who might be thought of as good-hearted but a little mad, everyone's story is a little different.

I talked about this generally back in The Small Legend: Character Reputation in RPGs. However, this week I'd also like to talk about a method I've used in the past. It's something you may even have done yourself... it's Three Truths And A Lie.

Most importantly... don't tell people which is which.

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Where Is The Truth, And Where Is The Lie?


Reputations are words in the wind, and different people will hear different things when that wind goes past their ears. Because of this, it makes us ask not just what our characters have actually done in the past, but what people have heard about them doing. The last time I did this little experiment was for my Pugmire character Brother Bernard. A cleric of the Church of Man, and an adopted son of a minor noble family who made their name as defenders of the city, the towering holy man was rather shy, but he was a stalwart friend.

But what did the people of Pugmire know about him? Or what did they think they know?

- Bernard has been regularly seen in the low-end dives and brothels of the city. He seems to be well-known by those who make their coin in those places.

- During the daily walk, Bernard always takes the same route which goes past the Doberman estate. Folks are beginning to wonder if this is connected to his duties as a clergyman.

- Bernard is adopted (an obvious statement, as his parents are corgis), but most thought he was a nobleborn bastard. Others, though, have suggested he's of common stock, raised through the generosity of his family.

- Bernard is not leaving the city to "adventure," but because his family is running out of money. Only through getting his hands on some sacks of plastic will he be able to keep them in the lifestyle they're accustomed to.

Which do you think is true?

There's nothing particularly outstanding or bizarre about any of these rumors, but what other players could gather from them was that Bernard was an adopted son of a noble family who entered the clergy, who seemed civic-minded, who might have some personal vices, and whose family might be struggling. Which rumors were true, which were false, and which required more context to fully understand, no one could be sure when the game began... but they had a starting impression of the character all the same.

This gives you an interesting situation, because everyone knows of everyone else, but they might not know them for sure. Is that sorcerer really a loose cannon, or did their powers get away from them once when they were still learning to control them? Did that rogue really kill all those people the sheriff seemed sure she did (and for no reason)? And is your party's cleric really spending all his free time getting drunk and sporting down at brothels, or is he going there because that's where the people most in need of help, guidance, and spiritual counseling happen to gather?

For some additional resources, consider checking out the following supplements:




Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, August 17, 2024

All The Little Details (Supplements For Filling In Your Character's Backstory)

Making organic, well-rounded characters is no easy task. Even if you have your mechanical progression completely sorted out, you still have all of the ins and outs of their history, family connections, love life (or lack thereof), titles, alliances, dark secrets, and more to figure out. And for folks who didn't see the news, a brand new supplement of mine just dropped on this subject (100 Questions To Ask About Your Characters, in case you want to pick it up).

However, I wanted to take this week's Fluff installment, and gather a bunch of my supplements and resources in one place for folks who are still figuring out their characters, and trying to make sure they feel as real as possible!

Because it's not as easy as we sometimes make it appear.

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Filling In Your Background Details


I've been writing TTRPG supplements for quite a few years now, and a lot of the ones folks most readily think of are what I call my blue book supplements (as they were, by and large, assigned the same general blue cover image by my publisher). While a lot of these are meant for Game Masters to fill out the world, a lot of them are also useful for players who are looking to fill in parts of their characters' backstories.

For example, you might have come across:


And the honorary inclusions which aren't blue books, but still useful, 100 Random Mercenary Companies and 100 Fantasy Tattoos (And Their Meanings).

Seriously, go grab a copy if you haven't gotten it yet!

However, a while back, I started putting out supplements that were more geared toward players who were looking for ways to flesh out their characters, and to fill in all the details. These ice covers (the cover looks like cracking ice on a frozen river to me, so that's how I think of them) have been growing slowly but surely. And while these supplements are still useful for Game Masters (especially if they're looking to add some real depth to villains or important NPCs), they're written primarily with players in mind... particularly players who may not be authors or storytellers, and so they have a little trouble really sliding into a character's skin.

With the latest release included, the list currently consists of:


And there are the two original supplements 100 Tips and Tricks For Being a Better Game Master and 100 Tips and Tricks For Being a Better Player, which are a little more meta than the others.

It's breezed past Copper, and is on its way to Silver... possibly even further!

Aside from just presenting this list of resources for folks this week (including the free article 10 Questions To Put On Your Character Creation Document, which you should also check out), I wanted to take a moment to ask folks what they'd like to see for future installments of either of these two series.

What blue book titles would you like to see added to the list? A baker's dozen of arcane colleges, perhaps? A sequel to any of the above books (or the half dozen I didn't mention, like 100 Cults to Encounter or 100 Fantasy Bands)? Or is there a list of character building questions or topics that you'd like to see added to the growing list of ice covers? Do you have any particular genres you'd like to see it focus on or expand into (such as books that cover sci fi topics, world building, or horror topics)?

Whatever you'd like to see in the future, leave it in the comments below, or reach out on social media to let myself and my publisher know! And if you get copies of any of these supplements (or you already picked some up when they first dropped) make sure you go back to Drive Thru RPG to leave a rating and a review to help us get found by other gamers looking for a little help with their heavy lifting.

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Sunday, June 23, 2024

What Traits Did Your Character's Culture Value (And Discourage)?

Our characters come from a wide variety of backgrounds, cultures, and experiences, and these things often shape them in ways that are just as important as the adventures and campaigns they complete while we're at the table. However, we often hand wave away this part of their stories, leaving them vague and open-ended when we can often end up making our characters far more interesting by digging into that part of their story.

Which is why it's worth taking a moment to ask what traits your character's culture valued and reinforced, which traits they suppressed or avoided, and why that was the case? Because those things can often tell you a lot about a person, and what they consider normal... even if no one else agrees with them.

Night painting emphasizes clear sight, and smooth dexterity.

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

What Was Your Normal?


Take a moment and think about the culture you grew up in, and what it told you was desirable, and normal. As an example, I'm American, Caucasian, and I identify as male. I was born into an upper middle class home, and I come from a military family. The messages I received growing up were that height was a key component of my attractiveness, and that I should be strong and muscular. I was told that having a high sex drive was a key component of masculinity, as was a willingness (or ability) to commit violence in appropriate situations. Going to college was very important, and the hallmarks of good grades, social activities, etc., were encouraged to help make that happen. As someone who got into gaming, LARPing, and light historical reenactment, long hair and a well-kempt beard were also seen as desirable, fashionable things for me to have alongside creativity and the ability to sword fight. Speaking other languages wasn't encouraged or valued overmuch in my circles. Emotional vulnerability was sometimes encouraged, and other times strongly discouraged. Physical affection with other men was often unacceptable, and even with femme-presenting folk it often came with a slew of caveats.

The list goes on, but you get the idea.

You could take almost any of these traits, values, cultural assumptions, and find other cultures and locations where if I moved I would have had relatively little to unlearn or change. For instance, I could likely move to Canada, and adapt fairly quickly. I could probably do the same with most places in the United Kingdom. However, there are other cultures and locations I would have been about as comfortable as a fish in the desert. Whether it's the language barriers I would have come across in France, the expectations of gender roles that would have thrown me for a loop in Spain or Greece, or even something as relatively simple as the (to me) complete lack of personal space between people in Russia, all of these things would have thrown my differences into a rather stark light.

Now ask what those differences might be if we were in a fantasy setting where there are at least as many cultures among humans as we have in the real world, but where we also have magic, monsters, and a dozen other species of intelligent creatures that we share the world with, and you can see just how unique this exercise can become.

Things might get... complicated.

Consider for a moment how long archery was the national sport in England. How everyone no matter their age, sex, or even skill, at least understood how to operate and use a bow, with regular practice deemed a normal part of social life. Someone who was "average" under those conditions might be considered one of the best archers anyone had ever seen in a culture where that sort of practice was just not a part of public life. This is similar to how Glima, the wrestling martial art of the Norsemen, led to a not-inconsiderable population that were (by and large) more skilled grapplers than other places that didn't practice a fighting style so commonly. It wasn't some strange, genetic disposition or inherited viciousness; it was just that training in a martial art was often done from a young age, and it was often practiced far into adulthood.

It's all about what is considered normal for you, that is decidedly not normal for other people... and why that is the case.

Let's look at Archbliss: The City of The Sorcerers (available for Pathfinder Classic and DND 5E) in my Sundara setting. It's a floating city in the sky ruled over by an aristocracy of sorcerers, and where a majority of the population has access to magic. Even if an individual cannot use magic themselves, they would still have grown up with it constantly available to them, and an important component of everyday life. As such, an education about magic, spellcasting, proper use of magic items, and other such skills and abilities, would be emphasized for those who were raised there. But if these people left Archbliss, they'd find that many other places don't rely so heavily on magic. While mastery of it may still be useful, a person born with no inherent spellcasting, and who may lack the intelligence to become a wizard, wouldn't be shunned for that "failing". After all, to their eyes, only one in a million people might manage what would be considered an everyday feat in Archbliss.

Or consider the Malisus, a unique elven people who live deep in the ground found in Species of Sundara: Elves (available for Pathfinder Classic and DND 5E). The Malisus's cities are often built from stone and bone, and while this is a matter of practicality (since trees don't grow underground), their faith is centered around the rituals and acceptance of death. As such, their outlook is often macabre to outsiders, and they are extremely comfortable near corpses, bones, graveyards, and other such things that would be considered taboo to other cultures. The Malisus value grace and quiet, as being able to move stealthily is a necessity of survival in the underground, and those who cannot see in the dark are often looked on with pity. If they were to move among peoples who are loud, brash, and (to the Malisus) unobservant, it might seem as if these dark elves simply appeared from nowhere, because "quiet" to an overlander is like stomping through the undergrowth to the finely-tuned senses of many of the Malisus.

Lastly, consider someone steeped in the culture of Moüd, The City of Bones (available for Pathfinder Classic and DND 5E). The City of Bones is a place deep in a blasted desert, lorded over by a guild of necromancers, and whose very existence is made possible by use of the reanimated dead. So while some cultures might consider necromancy a great taboo, or an outright evil art to practice, in Moüd it would be an honored profession. While there are certainly moral and ethical concerns if the art is used improperly, the culture of this city typically views the use of this magic in service to the living as an overall good. So while a person raised here might not be pressured to become a necromancer themselves (though it would be considered a prestigious skill set and career), they would be quite familiar with the undead in general in ways that other people simply wouldn't be. The idea that particular duties that were previously done by the living dead (cleaning the city streets, patrolling hostile wastes, handling various menial tasks, etc.) would be done by living people might even horrify them... especially if those living people were kept as slave labor because the job still needed to be done, and that was the solution another culture found to the problem.

Sometimes It's The Little Differences


While the examples above highlight some pretty stark differences where a culture or people might be very different, you don't need the differences to be that large. For example, did your character come from a society that valued logic, reason, and scholarship, considering brute strength and violence to be a sign of a failed mind that one would be shunned for if used to win an argument? If so, were debate, legal trials, and so on considered proper ways to settle public differences, possibly watched with the same enthusiasm others might feel for watching sporting events? Or was dueling with blades the way differences were settled where your character came from, and every free man or woman was expected to carry a knife on them at all times as a sign they were neither a child or a slave?

Once you know the norms, traditions, and so on of your character's culture, you can then ask how they fit, or didn't fit, those norms. For example, if tusk size is considered a mark of attractiveness among the orcs of the high valley clans, does your orc carefully polish and clean their teeth before going into town, perhaps putting on silver or gold caps? Or is your orc sensitive about the relatively small size of their tusks, considering it a punchable offense if someone brings it up to their face? Was speaking multiple languages and traveling considered a normal part of your life growing up, and a sign of intellect and experience, or do you come from an insular society where such things are discouraged, and where outsiders are rarely encountered?

All of these things can make a big difference in who your character is, and what they believe about the world around them. Even if they've since left the cultures they grew up in or were shaped by, and they've experienced other walks of life in other places with other peoples, these formative views, taboos, beliefs, and traditions might say a lot about the forces that shaped them. From how your character dresses, to how they talk, to what they believe is attractive or unattractive, to what skills they learned, or even how they think of themselves, you can find the answer to all of these and more in the culture that first shaped them.

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, September 25, 2021

The True Alpha (Werewolf: The Apocalypse Concept)

Celia dropped to all fours, panting, her claws digging into the dirt. She struggled to rise, throwing her head back, but she felt a hand on her shoulder. A human hand, no longer bearing the rending claws it had moments before.

"Take your ease, Black Mane," Jericho said. Celia growled, pushing against him, but Jericho kept his hand firmly on her shoulder. "You did good work today. But if you push yourself too far then you won't be able to do it again tomorrow. Breathe. Then we will eat, drink, and sleep."

Celia let out a long, shuddering breath. She let the hide of the wolf slip away, her fur retreating to reveal her dark, olive skin. Her eyes, when she raised her head, were deep brown rather than the gold of her war form. She bared her teeth in a fierce expression that wasn't quite a smile, and wasn't quite a snarl. Those teeth were still sharp, but they were human all the same.

"One of these days it's going to be you down in the dirt, Jericho," Celia said.

Jericho returned her smile, and held out his hand. Celia clasped it, and her alpha hauled her back to her feet.

"I look forward to it," he said, clapping her on the shoulder. "Come on. First round's on me."

I want you to be the best. And I'll do everything I can to get you there.


What Does It Mean To Be The Alpha?


Most of us are familiar with the idea of the pack alpha being the wolf in charge. Decades ago researchers made the case that wolf packs were tightly controlled, with dominant leaders. Of course, that research was largely based off of captive wolf packs, which were the equivalent of lupine prison gangs. These days we know, having observed wolves in the wild, that a pack is much more cooperative; more of a family unit where everyone helps do their part.

Which provides something of a unique opportunity for Werewolf: The Apocalypse players.

Because the way society is structured among the garou tends to fall much more in line with the idea of a rigid hierarchy, compounded by ceremony and ritual. As such, we tend to think of the ideal alpha as the one with the most power, or the highest rank... but the true alpha is someone who fills the role of the natural born leader. Someone who earns the respect of others, and who does their best to help those around them achieve their full potential. Someone who fosters cooperation and teamwork, and who can bring out the best in everyone around them.

You can do it. I believe in you.

As a concept, this doesn't require any particular moon sign, gifts, rank, or mechanics. You can do it as any tribe, or as any breed... the only thing that will change is how your particular character's personality brings this across, and the sort of results it generates around you.

For example, your Get of Fenris ahroun may have a sort of rough camaraderie that, while indelicate, can't help but make someone feel like they're part of the team. A Shadow Lord ragabash might have the commanding presence of a mafioso who makes those who fight alongside them feel like true family. A Silver Fang galliard might have the charisma of the old royalty, able to re-ignite the passion in the hearts of the garou, and to remind them why they once followed the old kings unto the breach. A Bone Gnawer theurge might combine the best aspects of a street preacher and a union organizer, while a Fianna philodox could earn the respect of others as a judge who is harsh, but fair, and who holds themselves to the same standards they judge everyone else by.

The true alpha takes many forms, and isn't defined by skill set or even personality. It's the way you play them. Someone who helps others, who leads by example, and who ensures that everyone gets what they need, whether it's praise and recognition for the tasks they've completed, training in new skills or abilities to help them become their best, or the trust to accept new responsibilities, the alpha is someone who acts as the glue that binds everyone together.

They are, in other words, the wolf that others would gladly follow straight into the gaping maw of hell, howling all the way!

Need More Werewolf in Your Life?


As most folks know, I've been putting out a lot of content for Werewolf over the past few years. My "100 Kinfolk" project, for example, has 1,400 kinfolk NPCs covering all the standard tribes (along with the Black Spiral Dancers), and you can get them all in one, handy bundle! This is particularly useful since, in addition to NPCs, kinfolk can also act as connections for the PCs, or even as inspiration for them since every kinfolk has the potential to have their first change!

Also, for those looking for even more resources, I also have 100 Stargazer Kinfolk and even 100 Mokole Kinfolk out now. I don't currently have plans to expand the list to cover all the different kinds of fera, but if readers want them then I will have to do my best to provide.

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a game master.

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat noir novel Marked Territory, its sequel Painted Cats, my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, May 1, 2021

Specific Background Details Make Your Character an Organic Part of The World

Character backgrounds are sometimes a contentious topic. On the one hand, you want to have enough of a history to get an idea of who your character is, what drives them, and how they picked up the skills and abilities they possess. On the other hand, there are folks who argue that you can put in too much extraneous detail about your character. After all, unless your character's younger brother that you spent half a page talking about is going to show up in your story somewhere, or their childhood friend who joined up with the militia has the potential to become a plot point, there's no point in insisting those details take up space in the GM's memory.

However, there is something I've seen trip players up when it comes to figuring out who their characters are. Because too often players will make generic backstories hoping to ensure their characters can fit in a variety of game settings, but that can have the effect of making a character feel more like a sketch rather than a fully-inked design.

My character? Yeah she's from... "small fishing village." No, I don't know where it's at!

That's why this week I want to talk about the little details you can add to make your character feel like an organic part of the world where the game is actually taking place. As always, if you haven't signed up for my weekly newsletter yet, consider doing that to get all my shiny updates right to your inbox!

Where Are You From... Specifically


When most of us make characters we tend to start with rough concepts. We know our paladin grew up in a remote farming community, or our sorceress is from a noble family in a major city, etc., but too often we just leave things at that point and forget to go back in and fill in the blanks.

If you're going to focus on necessary, impactful details that tie you more closely to the world you're actually playing in, that's a good place to start.

There's a hot spring in my wizard's home town. Where is that? Ugh...

The devil is in the details here. Because there's a difference between being from "a small faming community," and being from Astspear. The former is a general, vague sketch of a place, while Astspear is a town that focuses on fishing and farming, where there's a tradition of militia service among all young people of a certain age, and where there is a vehement anti-piracy stance. It's a place with a specific culture, and which has unique locations like Scalawag's End or Fletcher's Finds in it. Even if the party never ventures to this location, it provides concrete history for a character, along with references, and an idea of the particular forces that shaped this character. Also, if you look at where this town is, and where the party is now, you can see all the areas they traveled through to get where they currently are, giving you an idea of the sorts of sights they've seen and experiences they've had along the way.

For those who are curious, Astspear can be found in my 10 Fantasy Villages supplement.

And if your character is from a city rather than a smaller town or village... well, that's when these details become extremely important. Because if someone tells you they're from a city, that's a generic idea of the sort of place they come from. But the difference between New York, Chicago, Los Angeles, Tokyo, London, Paris, or a hundred other places is marked, to say the least. So while knowing your character is from a city is important, the culture, styles, fashions, norms, etc. of that particular city can make them feel like they're a more organic part of the setting as a whole. Especially since cities can pack so much culture and variety inside them that you can really get down into the nitty gritty of a character's history.

For instance, a character that's a generic big city enforcer who used to work for a gang is a good starting sketch. If they were an Ironfire duelist who fought in the Red Circle, though, that's vastly different than someone who was a grave robber in Moüd, or someone who worked the canal docks shaking down sailors in Silkgift. Not just because each city will have its own gangs, its own guards, and its own laws, but there will be unique cultures and opportunities, as well as certain groups you may or may not have crossed paths with that can give a character a unique perspective on the setting.

Also, for those who are curious, each of the cities mentioned are part of my Sundara: Dawn of a New Age setting, and details can be found below:

- Ironfire: The City of Steel for Pathfinder 1st Edition and Dungeons and Dragons 5th Edition
- Moüd: The City of Bones for Pathfinder 1st Edition and Dungeons and Dragons 5th Edition
- Silkgift: The City of Sails for Pathfinder 1st Edition and Dungeons and Dragons 5th Edition

Always Be Specific Where You Can


While the place a character is born and raised is a good spot to start, this same attitude can apply to every major aspect of the character's history. For instance, if your character is a noble, be specific about what kind they are, and what that responsibility entails. What is their title, where are their lands (if they have them), what's their crest, family reputation, etc., etc. I covered a lot of these things in 5 Tips For Playing Better Noble Characters, but since noble families are one of the bigger parts of any social fabric, you need to know how your character is tied into that society specifically instead of just in a vague sense.

You can apply this to basically every aspect of your character. If you were a criminal what gang did you run with? If you were a mercenary, what was the name and heraldry of your free company? If you graduated from a wizard's college, what is it's name, and where was it? If you were trained as a priest, who taught you, what branch of the church handled your tutelage, and what specific location did you live in while you handled your studies?

And so on, and so forth.

Any time you can tie an aspect of your character to the specific world you're actually playing in, do that. Because not only does it integrate your character with this setting in meaningful ways, but that is how you give your GM the strings they need to tug on. Because now you're not just creating random details; you're marking locations on their map that matter to your history, and which can be used as tools to motivate and reward your character.

Additional Resources


For those looking for additional inspiration when it comes to making their own settings, or finding details to include if a world doesn't have what you need, take a moment to check out some of the following:


Like, Follow, and Stay in Touch!


That's all for this week's Fluff post!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat thriller Marked Territory, my sword and sorcery novel Crier's Knife or my recent short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, October 24, 2020

The Onion of Secrets (A Character Concept With Layers)

The inquisitor stormed into the room, his black robes billowing in his wake. The broad-shouldered, silver-haired Lord Janus Arendt stood near the window, leaning on his cane. His blue eyes showed mild surprise, but nothing else as the man in black approached him.
 
"My lord inquisitor, what a-"
 
"Silence!" The robed investigator hissed. "It is the only way you will be able to escape this unscathed, Lord Arendt. Understand?"
 
The inquisitor's tone was thick with scorn, but the older man simply nodded, as if he'd been politely greeted. He waited, his hands atop the intricate walking stick that he always carried. Once he was certain the man wasn't going to interrupt, the black-clad harbinger of the law began to speak.
 
"The person who calls herself the Black Rose has been meeting with members of the nobility. Those who would be considered disloyal, and open to corruption," the inquisitor said. "She is recruiting them to act in a coupe against the governor, and to force him from his rightful seat of power."
 
The silver-haired lord said nothing. His expression did not change, nor did he so much as shift his weight. When he said nothing, the man in black continued in a more measured tone.
 
"The sort of lord, for example, who has debts to the illicit gambling houses in the east quarter," the inquisitor said, his smile growing wider. "And who, despite his marriage to one of the great beauties of the city, often doesn't leave the Swallows Den until sunrise."
 
"What do you want, inquisitor?" Janus asked, tiredly.
 
"If this so-called Black Rose contacts you, you are to agree to assist her," the inquisitor said. "You will forward any information she gives you to me. In exchange my men will forget the places you go, and the slanderous things that go on there. You will be left to your life, and what little lands you have. Do you understand?"
 
Janus turned away from the inquisitor, glancing out the window. He leaned on his cane, shoulders slumped, and his jaw tight. Finally he said, "Yes. I understand."
 
The inquisitor tarried a moment to ensure his silence drove the point home. Then he turned on his heel, and left in the same whirl of movement as he'd come. The lord of the manor didn't move, staying at the window as he watched the man in black climb back into his carriage, and head off down the road.
 
"What a tedious little man," a voice said from near the fire.
 
Janus turned, and beheld a masked figure all in black. Black leather sheathed them from head to toe, and enameled daggers were slung low on their thighs, as well as under the arms. A black cloak seemed to meld into the flickering shadows. Janus twitched the curtain closed at his back, ensuring none could see within. Then he swept the figure up in his arms, clinging close.
 
"Careful Janus," the Black Rose whispered. "My ribs still ache."
 
"Yours and mine both," he said, tugging off the mask to reveal the beautiful, full-lipped face of his wife, the Lady Elsabeth Arendt.
 
The two of them kissed, clutching onto each other in the half-light of the study. When she finally broke the kiss, she sighed against her husband's broad chest. "It's getting dangerous out there. More so than it was."
 
"Darling," he said, tilting her chin up to look into her eyes. "Are you asking what I think you are?"
 
She took his hand, and smiled. It was a small, secret smile. "I know you haven't worn that mask in years. But would you? For me?"
 
"It would be my honor," he said, pressing the hidden lever that opened the stairway behind the bookcase. The two of them descended into the catacombs that ran beneath the city, and where secret tunnels ran to brothels, gambling dens, and so much more if one knew the ways. The Black Rose, and her companion the Shadow Thorn walked into the darkness together, ready to put an end to the small plans of the small men who'd had their boots on the people's throats for far too long.
 
What truly lies beneath our masks?

 

The Character With Secrets


We've all played characters with secrets. Whether it's the noble born knight trying to pass himself off as a common sellsword, or the former assassin trying to leave their old life behind, these secrets are usually kept up our sleeves to be played at dramatic moments later in the game. The Onion of Secrets, by contrast, is a character who has more than one layer of secrets active at any time.

The keys to these characters is to make sure that your secrets are relevant to the game at hand, that they do not pit you against the other players at the table, and that there's several of them to be revealed as the game goes on.

There's always something more.

If you're a Pathfinder player, one of the easiest ways to get this ball rolling is to play a vigilante. The dual identity allows one to lead a double life that can't be easily exposed by divination and other spells, and for those looking for inspiration I recently put together 5 Tips For Playing Better Vigilantes along with the supplement A Baker's Dozen of Fantasy Vigilantes to get the wheels turning. For those who enjoy the alchemist, however, the Master Chymist prestige class can offer a similar dual identity that can be equally fun to play with using the mutagenic form.

Whether you choose to use these classes or not, though, there are all sorts of secrets you can build into your character. For example:

- Membership to an organization you do not disclose.
- Belonging to a different social class than you claim.
- Possessing a curse, corruption, or affliction your companions don't know about.
- Fleeing a former life/old debts.
- A secret goal you've told no one about.

While any one of these things can work as a fun hole card for your character, the key to the Onion of Secrets is that someone discovering one secret may lead to another coming into play. Or the implications of multiple secrets all coming to a head as part of a plot.

As an example, take the swordsman Tarn Dalls. Though he claims to be nothing more than an experienced mercenary, Tarn's swordsmanship, linguistic palate, and other skills are suspiciously broad. Because the truth is that he is a prince who went into exile so there would be no war for the throne. He agrees to lead the secret society of the Red Dust with the rest of the party to overthrown the tyrant his brother has become, but his true goal is to liberate his mother and his sister from their prison inside the palace.

Alternatively, consider Shareen DeForest. Though most believe her a noblewoman from a neighboring land with some skills in languages and scholarly matters, in truth she's a common thief. She built this false life for herself, trying to buy her way out of membership in the Gravetouched, but the last job she pulled for the gang left her with a dark secret; the spirit of an unquiet ghost that shares her mind. She can sometimes pacify the ghost with little gestures, but there are times where Shareen will lose hours of time. Others where she'll wind up in places she's never been. She's been trying to find a way to put the ghost to rest, but if someone recognizes her from the old days all it would take is a few words in the wrong ears and everyone would know the truth.

Overlapping Your Secrets


The key to remember with an Onion of Secrets is that you need at least two layers (though the more the merrier), and that while they can be related, revealing one shouldn't inherently reveal all of them. Additionally, you should work with your GM to make sure your secrets are relevant to the plot, and you should give at least a little foreshadowing that there's more going on than meets the eye to the others at the table. I talked about this in Reveal Details About Your Character Through Flavor-Based Skill Checks, but it bears repeating; if you have secrets, they need to come out at some point. More importantly, there should be hints that there's something going on below the surface. Otherwise it just feels like the end of a Scooby-Doo episode where we pull off the mask to reveal someone we've never heard of, and who we couldn't have guessed was the ghost behind this week's haunting.

Lastly, and I cannot stress this enough, do not purposefully keep secrets that are going to put you at odds with the rest of the party. If your character has been a deep-cover operative for half the campaign, then make sure they're representing a neutral third-party, or a secret society that can assist the party, or something like that. Because while it might sound like a cool idea, a lot of tables will view it as unsanctioned player-versus-player, and it can lead to hurt feelings, and a stymied game. If you need some fun examples then you might want to check out 100 Secret Societies as well as 100 Fantasy Guilds.

Make sure your secrets add to the game, that they are something everyone can have fun with, and if you know your table, intertwine them with some other players' secrets without giving each other too many details. It can make for a daisy chain of surprises when the revelations start coming, and more importantly it can avoid the feeling like you're the only one doing big plot reveals.
 
Also, if you haven't done it yet, sign up for my weekly newsletter!

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a game master.

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!