Player Character: Brand "Torchbearer"

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Brand "Torchbearer"

Brand Summary Character Sheet

Description

  • Rough looking outdoorsman in studded leather armor
  • Brand received a broken nose that partially set. The only way to fix it would be to re-break it and even then, he's not sure what the results would be.
    • In a battle against Underdark nightmare Troglodyte necromancers, Brand was clubbed down by two zombies and barely survived.
  • A Shield (+1) that protects against normal missiles.
  • A Longsword (+1), the hilt of antler, carved with a wolf-raven design. Something he received from a family member.

Day to Day/Lifestyle

  • Brand works as a tracker, goblin slayer, and hunter. He travels with a Pictish fighter and works for any clan that will hire him if the cause is honorable.
    • Hunting goblins and wanted humans to turn in for rewards.
    • side work maybe as a guide or collecting herbs.
  • Woodworker who may or may not have many tools with him.
    • Woodcarving during downtime.

DM NOTES

  • In the adventure narrative, I remember imaged Brand as a quiet and "stolid" veteran. Drawing directly from the original ranger material I felt a "Strider" vibe from early Fellowship of the Ring. I pictured him as having experience by being older and having survived.
  • As a man in several worlds on the borders, on the fringes, even out on the borderlands themselves. With his everyman background and connection to the Picts, he could act as an emissary or representative of many people in negotiations and a handy man to have around when negotiations break down...
  • At first opportunity for combat in this play by mail game, he will advance to third level...
  • Needs to be presented with choices so I can understand Brand's morals.

Goals/Notes

  • To find a home base area to build a cabin as a long term goal.
  • Would like to find an animal friend/pet. Some sort of bird, maybe a raven, crow hawk or owl that he can cast talk to animals on, or some appropriate spell on, to help scout.

History

  • Older History?
  • Angharad Campaign (2012)
    • Has been blessed by Arawn in the past. "Brand visits the Temple of Dana and finds the priestess of Arawn, who he tells of the events within the caverns and asks her blessing. When the priestess begins to mutter the standard blessing, when the aspect over Arawn envelopes her briefly (Brand receives a Boon of a 2 round Bless that will activate in his next combat)."
    • Connection with the Four Winds through Tennetty the proprietor of the Inn which was the primary resting place Brand (the party) used during his adventures in the area.
      • Brand knows that she will be in that area of Cerdwigg at a tavern of the same name.

Recent History

LS BrandsJourney.pdf

Exact timing of these events over the last 12-24 months is kind of gray...

1 Northward

After finding what seemed the last nether regions of the necromancer troglodyte's lair, Brand (and Hadotti) had enough of the underground and longed for forests and sky. You decided to separate from the Fianna, but still enjoyed a few days of R&R with them at the Four Winds (Inn and Tavern) before heading your own way.

Hadotti had expressed a desire to see his people again after so many months away "in the underworld", but knew not exactly where his people may be except vaguely to the north-northeast so that the mountains currently to their north would be on the west instead. Without having any other particular destination in mind, you considered that quest. You could travel more easily through populated Angharad lands, or travel through wilderness you had never seen and that was an easy choice when even slightly expressed to Hadotti, he would rather be in the wilderness under the stars than in some hayloft or inn.

While at the Four Winds, you spoke with Tennetty, the proprietor. She is a retired Fianna warrior (and you suspect a former leader) with an eye-patch. You two often chat when the 'younger' crowd is doing its thing. Your discussions about the territory confirmed your own thoughts... A northward path up the Silver River and then north of Weisand and heading east, skirting the north path above the Lost Temple of Silvanus... Somewhere from there northward in the Diminar Forest would be your Pictish friend's people.

After separating from the Fianna members and getting out of the Underdark and back into the forested lands, Brand attempts to head north-east towards Hadotti's people's lands, but detours.

  • While welcome at The Four Winds, both Brand and Hadotti longed for less populated areas above ground, so without much other reason, you set out.
  • Due to politics between the folk of Clan Fionn(where you are) and Clan Moryan (the way you're going) and general prejudice against Picts caused a bad encounter with Clan Moryan guardsmen.
    • While you might have continued, you another way that would take longer but where you could both find succor along the way.
  • You manage to get across the Silver River and head northwesterly along the Rhyn for a three or four day journey to the settlement and keep of Crosswatch.
  • Crosswatch was the same place you originally hooked up with those Fianna guys originally to fight goblins.

2 Overland to Crossword

  • Days under sunshine in in the forests you are both most comfortable with pass quickly and you two arrive at Crosswatch with little trouble.
  • After a few nights at Crosswatch, you head east-northeast finally through the wilderness trails that pass as roads in that area to Fort Cam.
  • From Fort Cam you planned to take the eastern road and cut back across to the north of Weisand and avoid the hostile Clan Moryan's patrols.
  • You are driven back from that route by recent troll-sign on the road.
  • You spend some time at Fort Cam and set a comfortable pace of spending time on patrol and travel between Crosswatch, Fort Cam and the uttermost Firewatch post fighting goblins and other dangers with the collection of mostly Angharad of these borderlands.
  • You easily spend any harsh weather months in cover one of those places (Crosswatch with taverns, rustic Fort Cam with a long-house common room, or harsh stone and wind Firewatch).

3 Scout the Picts

  • After hearing troubling things about the Nathair Picts to the southwest, you decide to investigate.
  • Nathair Picts are known to be riders of forest drakes (raptor like 6 legged creatures of Eradain's forests) and fierce enemies of the local Serpent's Eye Goblins.
  • Trade started going badly and there were rumors of regime change among the Nathair.
  • After nearing their territory you encountered deadly hostile Nathair, including a deadly drake rider. The parley or at least scout you had hoped for was not possible and you fled for your lives.
  • With little choice you decide to cut south to avoid their attempt to cut you off and pass through the Cynon Hills, doubting they would follow into the hunted hills.

4 Haunted Hills

  • You travel over the hills careful of the many threats rumored to lurk there (bandits, basilisks, ancient ruins, etc.)
  • Having lost some of your gear fleeing the Nathair happily hooked up with some river-clanners running goods up-river to Gwindnyr

5 Gwindnyr

  • Gwindnyr was another large city in Brand and Hodotti's opinion (actually an "Average Town").
  • There are signs of the deteriorating relationship with the Nathair, but all the talk is about Cerdwigg and rumors of a new Queen for that region.
    • Queens provide a magical conduit between the land and the people and the gods making the lands safer from the hostile world (basically a better wandering monster chart).
    • That makes this a BIG DEAL and a place where things are likely to be lively...
  • You heard rumors your old Fianna compatriot Drust was in the area based on talk you heard about town (it sounded like him, a big lug, with a big pole arm, telling stories and reciting the old tales).

6 Upriver to Cerdwigg

  • The river boat clan was continuing upriver and glad to have additional hands as they traveled even further into the borderlands.
  • There is a section of river with a portage around rapids that can be dangerous for a variety of reasons and local guides or patrols may be scarce.
  • Brand remembered Tennetty the one-eyed proprietor of the tavern in Cerin said that she would be moving to work at the Four Winds in Cerdwigg, so that seemed a good destination. At the very least he knew the name of an inn to look for.

Brand Turn 1 (under construction)

Brand Turn 1 BACKGROUND

COMMENTS

  • If something should be different from the characterizations I have written for Brand, let me know how I can adjust the story. Let me know what your character would do and say and how he may feel and the narration can be updated.
  • This is setting stage and background which seems to take some time, I am trying to figure out how to get a better pacing and pc actions. Future posts would include some "choose your own adventure" suggestions and please include any and all details about how your character would handle himself.

Level 6 World

This world is based on a maximum of level 6 and many other humans are "NPC Classes", simplified versions of PC classes. The powerful magic of the "ancients" is basically just magic higher than 3rd or 4th level spells. Brand is level 2 and close to level 3.

Status Note

  • Both Brand and Hadotti have undergone some trauma in their escape from the hostile drake rider Picts and you do not have any "hit dice" reserves.
  • In the normal Long Rest Rules, you "Regain spent Hit Dice, up to half your total (minimum 1 die)." However, in Eradain you can take "Hit Dice Damage" which requires extended rest and down-time to recover hit dice from, sometimes in conjunction with a wound that must heal (and has a penalty until it is healed by actual rest not magic).
  • The two of you need a couple more days of solid rest and food to recover from your wounds and regain all your lost hit dice.
Concept for Cerdwigg Castle

Cerdwigg Region

Cerdwigg Clans and Settlements (1 mile/hex)
  • Cerdwigg lies in the Y of the Prywn River from the west and another un-named minor tributary from the north. Above that the Prywn is too shallow or rough with rapids for cargo boats. The docks are on the western Pryn branch on the north bank of the Y.
  • Cerdwigg was razed to the ground during a past Goblin war in the (not sure how far exactly) distant past.
    • They were a second bastion against the goblins after the fall of Twynoch the original home of Clan Fionn (a giant and goblin infested ruin of a town north of here deep into goblin territory).
    • After those two towns fell, the goblins spread throughout the river valleys east and reaped much destruction before burning out.

Cerdwigg Clans and Settlements Map Key

  1. Cerdwigg Settlement Docks and Castle
  2. Erasi - Farmer's Stockade upriver and across the Prywn ford. (strong militia and holding with productive land)
  3. Shoker - Farmer Clan (primary mead producer outside of Cerdwigg settlement itself)
  4. Larmyr - Farmer Clan (backbone of the land farmer)
  5. Seesil - Forester Clan (Ranger Goblin Specialists)
  6. Werlum - Mountain Clan (Mountain Clan - Some gemstone mining, a stubborn clan in a defensible location)
  7. Arun - Forester Clan (Sorcerer Clan who like to be left alone)
  8. Ferenna - Mountain Clan (hard rock shaft mining for tin)
  9. Baed - Hill Clan (river-guards and mines tin)

A - A common way point to stop along the Prywn River/Road upstream of the portage.
B - A common way point to stop along the Prywn River/Road downstream of the portage and where the Agyn River joins.
C - A common way point to stop along the Prywn River/Road where the Prywn joins the Sinann River.

Brand Turn 1A Narrative

BACKGROUND = Brand has been up this particular river before. It is another hinterland outpost against the hated Serpent Goblins (and two other goblin tribes and one you have not encountered yet). You have good relations with the local Clan Elders (feudal barons), especially Clan Seesil (ranger clan w/hated enemy goblins). You once spent several seasons at holdings of the ranger Clan named Seesil and learned much about the Serpent Goblins. Clan Seesil... Good folk you are sure would welcome you back to their hall... But you know you would have a mixed reception with Hadotti as your henchman. Still, you have options (see below).

Upriver to the borderlands of Cerdwigg

You lucked out running into this small river trader you knew and who was going your way. With a delivery bound for the Cerdwigg festival, the trader had to meet a delivery date or risk losing money on his cargo and he was under stress to get there on time. He only had one guard and knew Brand and Hodotti and offered both a job on the spot. He didn't offer much, a meager silver each for the whole trip, but he sweetened the deal by providing all the food we wanted with him and the crew. He added he'd give us danger pay if our swords were actually needed. The offer was not much. You were worth more than three silver a day for such duty.

Nevertheless, you could help each other get along the way and often felt you profited more from fellowship than coin*. You'd be getting paid a bit to help someone and also get to where you needed to be and where you wanted to go faster than you could alone. That was also a relief after the rough time you'd had recently. Something was seriously wrong with that tribe, and you were not sure what to do about it. You also both also badly need time to rest and recover. You and Hadotti were operating with wounds that required longer rest and good food.

Since you left the river-camp this morning, you and Hadotti have been occasionally working the boat poles along with the crew and always keeping an eye out for danger. Poling upriver can be tedious and although you both still carry a deep wariness from your recent travails (Status Note), but it can be hard to just sit about while others are working, and 'light' exercise is better than sitting still for too long.

The trip was uneventful, yesterday at the portage a Clan Baed militia declared the way clear ahead. He even helped get the boat moved and the trader tipped him a small bag. As you prepared for the last leg to reach Cerdwigg in the afternoon (approximately 10 miles upriver), you see the militia man start up a steep hillside trail above the river. Off to spread the news of the incoming boat no doubt.

The docks look much the same as when you last came here, the trader had already paid you off and you have said your goodbyes. After the boat is tied up you give the trader a wave and the two of you jump off the boat. Already of few of the locals gawping at the two of you and whispering. Strangers in town would be big news in the backwater, but this was a festival week, so all sorts of new people should be around to distract the watchers and gossipers.

The Four Winds Tavern

You have a promise from a friend, and you are looking forward to seeing if it pans out.

Back in Rhan Fionn you had made acquaintances with Tennetty, the one-eyed proprietor of the Four Winds and an ex-Fianna officer. You were never Fianna, but still hit it off with Tennetty, and when you parted ways she invited you to visit the Four Winds Tavern located in Cerdwigg where she was going to take over. You knew the four winds from your time before, a neutral tavern outside of town but still on Cerdwigg settlement lands and not one of the barons. You had promise of free room and board and were hoping there were still good rooms available despite the festival. Unlikely that many outsiders would be around, but sometimes the locals would book them for their own celebrations and carouses.

You barely glance at the collection of houses and the folk around you as you pass from the docks and to the roadway leaving town. You encounter no others on your few miles journey and reach the Four Winds.

The Four Winds is almost a settlement and manor house on its own. There is another collection of sturdy houses and gardens here and the Inn is a small fortress. You think if they built fighting platforms along the short walls and maybe a small tower, it certainly could become one. The door is wide open, and you can hear music of sorts and first the smell of some savory stew and then the beer hits you as you walk in.

Immediately Tennetty gives off some sort of squawking cackle "Ha!", obviously in good humor and glad to see you. As usual she peels off in Pictish and greets Hadottie first with something like "What are you doing you lunkhead, want to hear a joke?" Hadotti has a hard time understanding some Angharad humor and she has been trying to educate him. Off to the side, the music is coming from a couple of local children practicing simple instruments under the guidance of a mother or nanny.

Tenetty gives you a bit of a stink-eye for showing up during busy festival time, but she is a veteran and sees you need rest and recovery. She makes you promise to give all the details later. She has a private room for the two of you, but does not promise how long you can keep it... "I may need to shift you into another room if something comes up." She looks at you and says frankly, "I think something will come up, there has been something odd in the air lately. Maybe it's a good thing you are here during festival after all..." She shrugs off thought and with the flair of an innkeeper hosting nobility she sets you up in style in a room with two clean beds and access to a tub down the hall.

After you have a chance to drop some gear, the two of you are tucked in a corner of the bar nearest the kitchen with bread, stew and a full mug. At the end of the meal you start of nod off and you are shooed off to those waiting beds. You vaguely hear something about there being some roast pig rib later in the evening before collapsing on top of the bed and going dark.

You gradually become aware of someone coming into the room... You struggle to wake... It is Hadotti. "Brand. It is time to wake. There is a bath ready. Would you believe it!? There is a water pump and stove right in the room with the tub!" He is amazed by such luxuries, but that really is better than what any of the local barons might have.

Brand Turn 1 Narrative Notes

QUESTIONS

  • 'fellowship over coin' DM Interpretation of Brand as a classic ranger (old school D&D where they only had the wealth they carried, also Tolkien rangers), let me know how you feel for your character.
    • You happen to have recently lost much of your carried 'wealth and supplies'.
    • How much money does Brand have? Rangers's don't really need much, but you need to replace some gear lost in your recent misadventures at this time you basically only have your personal armor and weapons and need to get back some basic gear if you wanted to go back out into the wilderness.

NOTES

  • Original Concept/Summary Note - Bereft of a strong Queen, only receiving blessings of the more distant Mabryn Queen, and left without a Sept family to lead, the other local clan branches splintered and fought among themselves. Most stayed in their lands, but over time they have become different and strange. The hills and the populated river valleys leading down to Cerdwigg are now filled with disgruntled/black sheep clans.
  • The town haphazardly sorts itself along the L shaped road from the docks up the short hill to the great hulking castle you at first thought was a mountain or hill feature of the terrain (draft description, I need to make a map).
  • The river-clanner's departure

BACKGROUND = DRAFT NOTES Bugbear. Those goblinoids who hold a special place being notoriously honorable mercenaries and nasty foes often with the ranger class and forest skills. Bugbear sell their services, primarily to goblins as scouts and trackers and all-around thugs or paid guards, whatever pays well enough. Mostly they operate as independents by nature, but sometimes they also have tribes and networks. One particular that you were "introduced" to by Clan Seesil... you helped to barter a contract with one of those larger bugbear organizations. Ironically (?), it was a contract to be a (distant) guard for the Clan's crops and storages while most of the fighting men (including Brand) went away to attack a Serpent Goblin outpost. Unless things have changed, you know how and where to leave a marker that a parley is requested.