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Mazrim_Taim
Learned Scribe

341 Posts

Posted - 27 Feb 2007 :  08:09:59  Show Profile  Visit Mazrim_Taim's Homepage Send Mazrim_Taim a Private Message  Reply with Quote  Delete Topic
I am starting my next batch of PC's in Daggerdale and, well, one of them wants to be from Mulhorand. I am just trying to figure out how a first level character got from Mulhorand to Daggerdale.

He is very insistent on being from there. His arguement is that he should be able to be from anywhere he wants, and I respect that. But it's definitely pushing it if all my characters want to be from the four corners of the world, and they all just happen to, for very long and strange reasons (which I will have to write up, i dont mind though), come together at the same place.

And if the PCs DO win their ways through all the liches to Larloch, “he” will almost certainly be just another lich (loaded with explosive spells) set up as a decoy, with dozens of hidden liches waiting to pounce on any surviving PCs who ‘celebrate’ after they take Larloch down. As the REAL Larloch watches (magical scrying) from afar. Myself, as DM, I’d be wondering: “Such a glorious game, so many opportunities laid out before your PCs to devote your time to, and THIS fixation is the best you can come up with? Are you SURE you’re adventurers?” -Ed Greenwood

Edited by - Mazrim_Taim on 27 Feb 2007 08:49:15

Victor_ograygor
Master of Realmslore

Denmark
1076 Posts

Posted - 27 Feb 2007 :  11:10:09  Show Profile  Visit Victor_ograygor's Homepage Send Victor_ograygor a Private Message  Reply with Quote

Okay there are many way to handle this.

But the one thing I am using is crusades and missions involving the different religions.

Then there are missions to visit holly places, so buy/sell rare stuff, it all to you’re imagination.

Remember the first and only rule about replaying; it’s to have fun!

Victor Ograygor The Assassin and Candel keeps cellar master

Everything I need to know about life I learned from killing smart people.

Links related to Forgotten Realms
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Adventuring / Mercenary Companies / Orders / The chosen from official sources
http://forum.candlekeep.com/topic.asp?TOPIC_ID=11047

Priests in Forgotten Realms.
http://forum.candlekeep.com/topic.asp?TOPIC_ID=9609&whichpage=1
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Mace Hammerhand
Great Reader

Germany
2296 Posts

Posted - 27 Feb 2007 :  11:25:32  Show Profile  Visit Mace Hammerhand's Homepage Send Mace Hammerhand a Private Message  Reply with Quote
To answer this properly I'd like to know the class of said character.

I had a similar situation with a Mulhorandi scrivener (back when I played 2nd edition), so please tell me/us the class

Mace's not so gentle gamer's journal My rants were harmless compared to this, beware!
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Halidan
Senior Scribe

USA
470 Posts

Posted - 27 Feb 2007 :  14:26:05  Show Profile  Visit Halidan's Homepage Send Halidan a Private Message  Reply with Quote
I've always made it a policy that the player (not the DM) has to come up with the justification for why his/her exotic novice PC is making their debut appearance thousands of miles from thier homeland.

If they can come up with a background that sounds realistic (or even semi-believable) I'll allow the character. If not, they've got to either try again or come up with a different charatcer that better fits the setting.

"Over the Mountains
Of the Moon
Down the Valley of the Shadow,
Ride, boldly ride,"
The shade replied,
"If you seek for Eldorado!"

Edgar Allen Poe - 1849
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Mazrim_Taim
Learned Scribe

341 Posts

Posted - 27 Feb 2007 :  15:32:57  Show Profile  Visit Mazrim_Taim's Homepage Send Mazrim_Taim a Private Message  Reply with Quote
He wanted to be a cleric of Horus-Re. My player's main problem is that they want to be soooo unique right from the start, while my reasoning is that it's your deeds while you are an adventerer that makes your PC special. Oh well, different style of players I guess, because I am perfectly fine with being ordinary when I play my characters.

And if the PCs DO win their ways through all the liches to Larloch, “he” will almost certainly be just another lich (loaded with explosive spells) set up as a decoy, with dozens of hidden liches waiting to pounce on any surviving PCs who ‘celebrate’ after they take Larloch down. As the REAL Larloch watches (magical scrying) from afar. Myself, as DM, I’d be wondering: “Such a glorious game, so many opportunities laid out before your PCs to devote your time to, and THIS fixation is the best you can come up with? Are you SURE you’re adventurers?” -Ed Greenwood

Edited by - Mazrim_Taim on 27 Feb 2007 15:34:17
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ShadezofDis
Senior Scribe

402 Posts

Posted - 27 Feb 2007 :  17:28:42  Show Profile  Visit ShadezofDis's Homepage Send ShadezofDis a Private Message  Reply with Quote
I'm in Halidan's camp. In fact whenever I start up a campaign it's the players job to figure out why they are together if they are together (and if they aren't they have to figure out how they get together)

If the players are stuck for motivation I'll lay out a couple of jobs they can pick up (ie. guard teh caravan, patrol teh woods, etc) until such a time as they come up with their own motivations.

I lay this out for the PCs before the first game and inform them that they'd best decide to work together or the game will go no where fast ;D
"But I wanna to Undermountain"
"But I wanna kill some Red Wizards"
"But I wanna check out Shade"

heh
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Mazrim_Taim
Learned Scribe

341 Posts

Posted - 27 Feb 2007 :  17:42:49  Show Profile  Visit Mazrim_Taim's Homepage Send Mazrim_Taim a Private Message  Reply with Quote
See, I've always liked my players to just create the bare bones of their characters. Like fully design their personalities and physical description, and maybe give an idea of what they want as their previous history before the campaign starts.

But as I love to use my player's characters backgrounds in my campaigns (it's always made it more exciting for me), I don't want them to know everything about their family and ancestry. Just what their character should know.

And if the PCs DO win their ways through all the liches to Larloch, “he” will almost certainly be just another lich (loaded with explosive spells) set up as a decoy, with dozens of hidden liches waiting to pounce on any surviving PCs who ‘celebrate’ after they take Larloch down. As the REAL Larloch watches (magical scrying) from afar. Myself, as DM, I’d be wondering: “Such a glorious game, so many opportunities laid out before your PCs to devote your time to, and THIS fixation is the best you can come up with? Are you SURE you’re adventurers?” -Ed Greenwood
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Rinonalyrna Fathomlin
Great Reader

USA
7106 Posts

Posted - 27 Feb 2007 :  22:27:32  Show Profile  Visit Rinonalyrna Fathomlin's Homepage Send Rinonalyrna Fathomlin a Private Message  Reply with Quote
Would you and the player be willing to compromise on this idea: the PC from Mulhorand moved to the Dalelands sometime during childhood? Of course, there would have to be a reason why, but it's a start.

Anyway, I agree that the deeds of a PC should be what makes them special, not what they are.

"Instead of asking why we sleep, it might make sense to ask why we wake. Perchance we live to dream. From that perspective, the sea of troubles we navigate in the workaday world might be the price we pay for admission to another night in the world of dreams."
--Richard Greene (letter to Time)
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KnightErrantJR
Great Reader

USA
5402 Posts

Posted - 27 Feb 2007 :  22:53:59  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
I like working with players to get a unique character that they want to play, but I'd have an easier time working with someone in this case if they wanted to play a Mulhorandi cleric of Horus-Re in Waterdeep or even Silverymoon or Suzail, since these are larger cities that are more likely to see "exotic" traffic.
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Rinonalyrna Fathomlin
Great Reader

USA
7106 Posts

Posted - 27 Feb 2007 :  22:58:37  Show Profile  Visit Rinonalyrna Fathomlin's Homepage Send Rinonalyrna Fathomlin a Private Message  Reply with Quote
quote:
Originally posted by KnightErrantJR

I like working with players to get a unique character that they want to play, but I'd have an easier time working with someone in this case if they wanted to play a Mulhorandi cleric of Horus-Re in Waterdeep or even Silverymoon or Suzail, since these are larger cities that are more likely to see "exotic" traffic.



Or, if the player would settle for being the child of someone from Mulhorand who was raised in one of the Western Realms (for whatever reason), and had the desire to follow in that parent's footsteps and observe Mulhorandi religion and culture.

"Instead of asking why we sleep, it might make sense to ask why we wake. Perchance we live to dream. From that perspective, the sea of troubles we navigate in the workaday world might be the price we pay for admission to another night in the world of dreams."
--Richard Greene (letter to Time)
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nbnmare
Learned Scribe

United Kingdom
205 Posts

Posted - 27 Feb 2007 :  23:34:43  Show Profile  Visit nbnmare's Homepage Send nbnmare a Private Message  Reply with Quote
It wouldn't be all that difficult for a character to get from Mulhorand to Daggerdale; he could get passage on a ship sailing from one of Mulhorand's ports (Sultim would be his best bet) and journey to one of the Sembian ports (such as Selgaunt or Yhaunn). Of course, it's doubtful any ships travel that vast distance with any degree of regularity, so he would probably have to stop off at at least one other port and swap ships on the way (Delthuntle in Altumbel or Alaghon in Turmish seem good bets), but it is possible. Of course, the journey would also take many weeks, if not months.

Also, bear in mind that in FR novels and sourcebooks, we have occassionally seen characters travelling similar or even greater distances. Tazi Uskreven in particular hails from Selgaunt, but has been to both Calimport (Sands of the Soul) and the Thaymount (Crimson Gold) . There's also Fyodor (Starlight & Shadows trilogy), the Rashemi berserker who journeyed to the northernwestern Underdark, Ruathym, Skullport, and back again.

Edited by - nbnmare on 27 Feb 2007 23:42:39
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Lemernis
Senior Scribe

378 Posts

Posted - 28 Feb 2007 :  00:48:40  Show Profile  Visit Lemernis's Homepage Send Lemernis a Private Message  Reply with Quote
If I were a player wishing to play such an exotic character in the Dales (which I wouldn't, but anyway) I would probably go with a slave trade explanation. For example, let's say the character embarked on a voyage from Gheldenath to serve at a new temple just constructed in Sultim. En route the ship was raided by pirates and all aboard were taken captive. The pirates sold their captives to a slave merchant in Thay. From Thay the character was sold to Selgaunt. As he was being transported yet again overland to Zhentil Keep he managed to flee when the caravan was beset by highwaymen in the Dagger Hills. Something like that might fly.

Edited by - Lemernis on 28 Feb 2007 00:49:16
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jespin
Acolyte

12 Posts

Posted - 28 Feb 2007 :  00:59:08  Show Profile  Visit jespin's Homepage Send jespin a Private Message  Reply with Quote
why not go with the good old frred slave routine. your players caracter could have been part of an illint slave shipment to the thayen enclave in sarloon who escaped or was freed by harpers/adventurers. as for his religous wheel' slaves often bring their beliefs with them adapying them to their new regions. it could lead to some fun roleplaying seeing an untrained preist of hores-re uses rites of lathander to celebrate his sun god.
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Wandering_mage
Senior Scribe

688 Posts

Posted - 28 Feb 2007 :  03:37:12  Show Profile  Visit Wandering_mage's Homepage Send Wandering_mage a Private Message  Reply with Quote
Here is something simple and easy. The PC walked through a portal accidently while out on a hike. Easy, believable (this is the Realms), done. I love portals.

Portals, shortening the distance between places and problems.

Illum
The Wandering Mage
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Rinonalyrna Fathomlin
Great Reader

USA
7106 Posts

Posted - 28 Feb 2007 :  03:58:58  Show Profile  Visit Rinonalyrna Fathomlin's Homepage Send Rinonalyrna Fathomlin a Private Message  Reply with Quote
Yes, the "I was captured and made into a slave, then escaped/was rescued and decided to settle down" routine always works. Actually, the portal one does too.

I think the issue here is not so much how the PC mechanically got to Daggerdale, but why a character from so far away would want to travel there.

"Instead of asking why we sleep, it might make sense to ask why we wake. Perchance we live to dream. From that perspective, the sea of troubles we navigate in the workaday world might be the price we pay for admission to another night in the world of dreams."
--Richard Greene (letter to Time)

Edited by - Rinonalyrna Fathomlin on 28 Feb 2007 03:59:27
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bitter thorn
Learned Scribe

USA
184 Posts

Posted - 28 Feb 2007 :  17:23:09  Show Profile  Visit bitter thorn's Homepage Send bitter thorn a Private Message  Reply with Quote
I agree. What does the player think? They might come up with ideas that create great plot hooks and tie ins with other PCs. Heck, maybe one of the other PCs rescued them from a slave shipment etc. It's an angle that helps build party cohesivness, and gives you built in plot hooks.

quote:
Originally posted by ShadezofDis

I'm in Halidan's camp. In fact whenever I start up a campaign it's the players job to figure out why they are together if they are together (and if they aren't they have to figure out how they get together)

If the players are stuck for motivation I'll lay out a couple of jobs they can pick up (ie. guard teh caravan, patrol teh woods, etc) until such a time as they come up with their own motivations.

I lay this out for the PCs before the first game and inform them that they'd best decide to work together or the game will go no where fast ;D
"But I wanna to Undermountain"
"But I wanna kill some Red Wizards"
"But I wanna check out Shade"

heh


"Nobody listens to the Ranger!"

Our groups are all sticking with 3.X classic Realms.
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Mazrim_Taim
Learned Scribe

341 Posts

Posted - 28 Feb 2007 :  17:47:06  Show Profile  Visit Mazrim_Taim's Homepage Send Mazrim_Taim a Private Message  Reply with Quote
My friend, being who he is and wanting to change his mind every 5 minutes, decided he didn't want to be from there anymore.

I really love all the ideas everyone has come up with and it has really helped me not only in this specific case but on party/character building in general, so thanks. This has been very insightful.

And if the PCs DO win their ways through all the liches to Larloch, “he” will almost certainly be just another lich (loaded with explosive spells) set up as a decoy, with dozens of hidden liches waiting to pounce on any surviving PCs who ‘celebrate’ after they take Larloch down. As the REAL Larloch watches (magical scrying) from afar. Myself, as DM, I’d be wondering: “Such a glorious game, so many opportunities laid out before your PCs to devote your time to, and THIS fixation is the best you can come up with? Are you SURE you’re adventurers?” -Ed Greenwood

Edited by - Mazrim_Taim on 28 Feb 2007 18:18:59
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Rinonalyrna Fathomlin
Great Reader

USA
7106 Posts

Posted - 28 Feb 2007 :  18:05:10  Show Profile  Visit Rinonalyrna Fathomlin's Homepage Send Rinonalyrna Fathomlin a Private Message  Reply with Quote
No problem, let us know if he decides he wants to play another "strange" character.

"Instead of asking why we sleep, it might make sense to ask why we wake. Perchance we live to dream. From that perspective, the sea of troubles we navigate in the workaday world might be the price we pay for admission to another night in the world of dreams."
--Richard Greene (letter to Time)
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boddynock
Learned Scribe

Belgium
258 Posts

Posted - 28 Feb 2007 :  18:34:39  Show Profile  Visit boddynock's Homepage Send boddynock a Private Message  Reply with Quote
I don't see a problem if the character in question travelled with a caravan by save roads. Or he traveled to the dales when he was much younger with his parents ... There are a lot of options you can take but let your player decide it.

otherwise, if you made a campaign you have to give your players freedom. BUT they also have to take a believable choise or give a good explanation of how he got there. example: Playing a level 1 matztican character who lives in the hordelands sounds unbelievable: your player has to make a VERY GOOD story to make that believable.
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