Saturday, July 4, 2009

Abu Joral, Desert Mystic

It's time for the periodic break in the Star Wars campaign where one of the players take a shot at directing something; this time, it's 4th edition D&D (set in Forgotten Realms' city of Waterdeep, a location I used frequently in the massive Night Below campaign I directed many years ago). I'm pretty familiar with 3rd edition, but I've never tried 4th so I'm curious to see how it works. For my character, I've used the Ranger class to create someone with an expertise in surviving in the desert and a knowledge of arcane secrets. Basically, I'm trying for something a little like a mystic nomad type, maybe something like one of the cultists who protect the tomb in the Mummy, but with the personality of someone like Mr. Eko from Lost--mysterious and menacing, but with a wry sense of humor that occasionally peeks through.

BACKGROUND

Abu Joral was born in Netheril, a land wreathed in magic and mysticism. Orphaned at an early age, he was inducted into Shuma-Gorath, a tiny, banned cult of wandering desert nomads. The Shumas believe that prophecy has foretold the messianic return of one they call the Worldbreaker, who will upturn the Realms so that deserts becomes oases, the downtrodden will become masters of the land, and all the scattered nations will be united as a single people. Shuma-Gorath has sent its acolytes to every corner of the land to look for the Worldbreaker, in the belief that he may still be in his vulnerable mortal form and they can usher him to safety. Abu Joral, a young initiate into the cult, has been sent to the distant city of Waterdeep to look for the Worldbreaker, and, in the meantime, do what can be done to make the city a just place.

POSSIBLE ADVENTURE HOOKS

Apparently, the previous acolyte of Shuma-Gorath (Ben-Abi Ralan) sent to Waterdeep suddenly stopped sending correspondence and may have left the faith or have been slain.

Only a select few members of Shuma-Gorath are allowed to know its deepest secrets and members who try to leave tend to mysteriously disappear. Some scholars point to esoteric texts indicating Shuma-Gorath may be demonic in origin.

Joral has recently managed to obtain a blank ritual book, but he has yet to find scrolls or a sage able to teach him actual rituals to include within it.

ROLE-PLAYING

Joral is a quiet, intense man who speaks rarely. With trusted companions, he occasionally displays a very dry sense of humour. He is an expert at surviving in the desert and is surprisingly knowledgeable about arcane subjects. He is quite uncomfortable around unbetrothed women.

Joral strictly observes the rites of Shuma-Gorath, some of which include:

He wears a “peace knot” around the hilt of his scimitar (takes a full round to untie), a reminder to be reticent in drawing the blade because once it tastes blood, it cannot be sheathed until its victim is dead.

He will not allow himself to be immersed in water above the knees

He must meditate for an hour every morning and every evening

He will not tell a lie, steal, or gamble

The body of every opponent who dies with honor must be properly disposed of; the body of every opponent who dies dishonourably must be marked as such









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