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    1. stveje 4 yrs ago

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Posted my preliminary draft of a sheet. A few notes:

* I assume I'm part of someone else's household. Is the household and the keep the same? I'm not sure how households work.

* I chose the right to "step out of your earthly life" because it seemed like it might be the best fit for her people's space/size-changing abilities. Maybe it's not so much changing their size or shape as stepping into another space or navigating the in-between worlds. If that makes sense.

* It says a staff is 3-harm, but that honestly sounds a bit high to me. I'm thinking like a regular wooden walking stick/staff.

* Do you only pick one "defined by" for a people, or can you pick more than one?

* I chose numbers for a small vassalage, but maybe they have fewer than 40 warriors? Maybe a bit less than 300 people, too. Like, 200 people maybe. Thoughts?
Kenina "Nin" Haig
The Outranger

Bold +0
Good +1
Strong -1
Wary +2
Weird +1

Harm 3
Armor 2

MEETING DEATH
I will live to be 100.

RIGHTS
You have the right to keep yourself and those in your charge safe in hostile or enemy territory.

You have the right to find your way by road or trail to your destination. When you undertake to do so, roll Wary. On 10+, all three of the following are true. On 7–9, choose 2; the third is false.
* You find your way at once, without much casting about for it.
* The way is direct, with little meandering or backtracking.
* The way is safe, and does not bring you near your enemies.
On a miss, choose 1; the other 2 are false.

You have the right to observe the landscape unnoticed. When you try to do so, roll Wary. On 10+, you’re able to watch as long as you choose. Ask the MC what you see, and tell the MC when you slip away. On 7–9, you’re able to watch for a time. Ask the MC what you see and when you must slip away to avoid discovery. On a miss, choose:
* Slip away now, having seen only what you’ve seen.
* Stay and watch. Ask the MC what you see before you’re noticed, and then whether you have the chance to flee.

You have the right to step out of your earthly life and journey in other places. When you choose to do so, roll Weird. On 10+, you choose your destination, and you have both wits and strength therein. On 7–9, you choose your destination, but the first time you miss a roll in that other world, you return at once to earthly life. On a miss, the MC chooses your destination.

BELONGINGS
- Staff (3 harm)
- Hide armor (1 armor)
- Leather helmet (1 armor)
- Traveling cloak
- Well-worn boots
- Goat's horn (drinking cup)
- Bone-handled knife
- 1 bounty of food (goats milk products)

MY HOUSEHOLD, of which I am the head, has:
- goats
- a dairy
- a kitchen, pantry & buttery

NIN'S PEOPLE
They are all who live in a certain place.
They are small, diverse.
They speak Scottish.
They number 50 souls in 6 households, including 8 warriors

Rites +2
They are known for:
* Their insularity
* Their sorcery and enchantments
* Their celebrations

War -1
They are known for:
* Their strategy and tactics

Wealth 0
They are known for:
* Their craft and skill

EXPERIENCE
[ ][ ][ ] A right of your own
[x][ ][ ] A right of the Land Itself
[ ][ ][ ] A right of the New Nobility
[ ][ ][ ] A right of the Old Ways
[ ][ ][ ] A right of the Other World
[ ][ ][ ] A right of Personal Prowess
[ ][ ][ ] A right of War
[ ][ ][ ] A right of the Wider World

The Ungiven Future

[ ][ ][ ] Abandon this character to die
[ ][ ][ ] Assume a mantle
[ ][ ][ ] Awaken something terrible
[ ][ ][ ] Create an inheritor to play
[ ][ ][ ] The Ungiven
Yeah, I think you can keep the same character, and playing her as the Outranger makes a lot of sense. The one thing is that probably Dark Age is a bit easier if she and her people have a bit less overt magic. Less free size-changing and more small people with skillful woodcraft and enchantment that allows them to confuse and mislead (and maybe change sizes with preparation and special commitment to an enchantment).


Works for me. Are they still fay, or ... idk, just druidic people?

So we need to discuss our keep now, or where are we at?
I was really happy with Nin, so I'd like to keep her in some form under these changes if possible. I assume there's nothing in her background that's incompatible with the new system or premise, just that she's been gone from home longer and has settled down and become part of this keep of ours, perhaps still as a bit of a wanderer but with strong ties. I'm looking at the Outranger as the most obvious one for her.
Stveje: What sort of place are your people tied to? Traditionally, the small folk might have been viewed as connected to druidism, perhaps worshipping a nature goddess. What kind of sacred space do your people protect? How closely connected are they to nature? To the traditional stories of the Fae and changelings?


The land they inhabit is mostly rocky fields and craggy hills with some scraggly forests. The hobbits are closely connected to the earth and rocks of their land, and to the flocks of hardy goats they keep for food, clothes, and transport. These goats have large and unusually twisted horns, which are an important symbolism in their culture.

Wandering their land, you'll come across the spiral or the horned ram pattern everywhere (the number of horns varies), painted on stones and trees, arranged as stone formations in fields and on hills, and in their art and craft. The skulls and horns themselves are hung on walls, above doors, on sign posts, or as center pieces on tables. And they are used for making drinking horns, instruments, jewelry, and other items.

They practice a form of druidism and worship a goat-horned nature goddess, yes (I should name her ... any suggestions?). If this being exists, she seems content to watch over them from afar. Maybe she was once closer and has since withdrawn, or perhaps she was always content to remain distant. Either way, the hobbits have no shortage of stories about her, and they don't all agree, of course.

The hobbits live in small homes with extensive underground cellars and tunnels that form a maze-like network, linking houses together. No hobbit knows all of these passages. It's not unusual to discover that your house has a secret passage to someone else's house that you knew nothing about.

There is only one larger structure in their land: a ruined castle and fortress. It has a story, but that story is shrouded in the mists of time and the fanciful legends that have been invented around it since. A few among the hobbits may know pieces of the real story, but it's unlikely that any single hobbit possesses all the pieces.

Its crumbling towers, halls and dungeons are sacred and said to be where their goddess resides, haunting the nooks and crannies and countless hidden places of its walls. Wanderers too get the sense that it is haunted. It's the only place where the hobbits are mindful of going, always doing so with a level of respect that is uncommon elsewhere.

Do they hide their powers when interacting with other folk or make themselves seem more like spirits than physical beings with all their size changing and tricks?


It depends. When people interact with them directly, they hide their powers and may seem like regular people, just smaller. But when people only see them from afar, and don't directly interact with them, they might adopt a more mysterious and ephemeral impression.

You might hear the occasional story about them, or rather stories that were likely inspired by sightings or encounters with them, but they don't have much contact or connection even with other Fae.

I'll be working on the character sheet and the last polish once I get the 2e book, but the next couple of days are a bit distracted, so it might not be ready until Thursday/Friday.
Works for me.

I like the contrasts and internal conflicts too. She wants to find someone trustworthy, and she wants to be trustworthy herself, but she is incapable of trust, having grown up in a place where everyone's a liar out to get her. She's learned far too well how to lie and trick in turn, that she is hardly a good example of the kind of person she seeks or wishes she could be.

I also like to think she's the kind of person people just instantly take a liking to, despite or even because of her grumpiness. You know, people tend to think she's cute when she's scowling, or something like that. And she definitely takes advantage of that. Anything to figure out the real motives and secrets of people.

I'm also thinking about the move that lets her change size, if it's still in 2e. I like to think her people, like the land they live in, can sort of fold themselves up into a smaller or bigger space. Or maybe fluff it as turning into a small animal, anything from a bunny to a fox or a medium-sized dog. If that's appropriate to the setting and the game.

Just some quick initial thoughts.
Somewhere in the isles, there is a kingdom so small, no cartographer has ever recorded it on their maps. No outside ruler has ever spared this place a single thought, much less a drop of blood trying to invade it, and no explorer has ever set out to find it.

This is not to say its people never receive visitors. It happens that travelers, purely by chance, find their way across its borders. Most of them leave again, by one way or another, having never realized they entered another kingdom at all.

Despite its size relative to other places, it is very easy to get lost within its borders, for it seems to be folded up upon itself and twisted around more times than a nest of origami snakes in a whirlwind. Its hills and fields and forests roll and twist and bend until wanderers don't quite know which way is which or whether their own heads are up or down. Paths and burrows riddle the landscape, leading every which way but never seeming to lead anywhere.

Its people, who are themselves quite small, find much humor and enjoyment in such bewilderment. They spend their days playing games on each other, or the rare unwary traveler, trying to lead others astray without being led astray in turn. All for good fun and merriment, of course.

In this kingdom lived a girl, whose name was Nin. Nin was smaller than most of her kind and quite good at playing the game. Not because she was a passionate player who dedicated herself to daily practice and study, but because she—quite uncommonly for her kind—hated getting tricked, turned around, led astray, or spun around in circles. When others had a good laugh together over the day's foibles, Nin would grump and sulk and stare daggers at everyone.

After one too many embarrassing experiences of being fooled as a child, she dedicated herself to not play the game and instead spent all her energy on outwitting everyone else, to learn and predict their intentions and plans, the better to avoid them. Which, quite inadvertently, made her really good at making them all twist themselves into knots. Though everyone teased her for being a grumpy grump, they also came to respect her for her skill at the game.

But Nin hated it. And when she had the time, which was rare because she constantly had to look over her shoulder or anticipate the next trick, she dreamed of a different life. A life of straight roads, long roads leading somewhere. Of flat lands extending as far as the eye could see and farther still. Of people who said what they meant and kept their word.

That last part would prove elusive, but she did think she knew of a place of long, straight roads and vast, flat fields. As a good and attentive listener, she'd heard of it from travelers, rare though they were.

One day, having finally had enough, and in a fit of extreme grumpiness, she tossed everything she owned into her wagon and set off, never to return. She'd find roads so straight, she could ride in her wagon for days on end without a single turn.

She'd find fields so vast, she couldn't see the end of them.

And maybe, just maybe, she would find a single person in the whole world who said what they meant and kept their word.

*

Hola amigos! So, it's been a while, but I thought it was probably time to get back into the PbP game.

I wasn't too sold on Fellowship the first time I tried it, but perhaps I'll enjoy it as a player. Perhaps the 2nd edition has some improvements too, and maybe you guys have more experience now, which also helps.

Right now I only have the old 1e book, though I'll see about getting the others, and I don't really remember a thing about the mechanics or details of Fellowship.

But I kinda wanted to play a halfling of some style, and then this morning inspiration struck, and I wrote the above. I think I like it, so maybe I don't need any of the fancy new playbooks after all.

Also, I'm a noob when it comes to Arthurian legends. Unless it's something everyone probably knows from popular culture, I probably don't know it. Though I'm happy to learn, and I plan on maybe reading up a bit :)
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