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Feldscren Ginderwohl
Race: Human, arial, half-elf, or half-drow
Gender: Male
Class: Ranger
Ethos/Align: Neutral align, any ethos
Cabal: Any except Outlander
Sphere: Any
Religion: Any or none
Role Guidelines: There once was a small orphanage run out of a private home in Seantryn Modan called Ardenwood Manor. It was an old place with expensive things that you were not allowed to touch and cots for maybe fifteen children. You spent much of your childhood there growing up, but your memories of the place are scattered and hazy.
There was an event outside of the orphanage where multicolored motes of light snowed down from the sky and faded just before touching the ground. Some of those lights touched you. The orphanage is gone, now, having burned down in a fire that claimed the lives of four children. You survived the fire but hardly remember it.
Your childhood dreams and reality seem to mix and mingle, and you find yourself having difficulty at times distinguishing the two.
You arrived at the orphanage as a young boy. The Seantryn Modanian cityguard discovered you in a home all by yourself. Your parents had simply left, as they often did for weeks at a time. Somehow, you always found ways to feed yourself, rifling through trash, stealing from shopkeepers (who, to their credit, knew it but felt sorry for you). You kept to yourself, too, since you knew people could be dangerous.
But you did have a friend. It was a secret friend that nobody else knew about or could see. His name was Grombie and he was big and strong and had horns and a funny cow head, just like the big strong cow men outside but so much nicer! You had fun together and played games and talked all day.
He came to the orphanage with you. Other kids couldn’t see him there, either, so they’d pick on you. But you knew better. You knew he was there because you knew him your whole life. Sometimes, he would hit other kids for making fun of you. You sure loved Grombie.
You used to have terrible dreams about going on adventures with Grombie outside of the orphanage. It sounds silly, but it was your only real escape from the dreary day to day.
However, ever since you left the orphanage, you have not had dreams, nor have you seen Grombie.
After the orphanage fire, you left the city searching for Grombie. You ended up being abducted by a woodsman who apparently was a little crazy but had good intentions. He never harmed you beyond what was necessary for discipline, in his view. He seemed to just want a son, maybe. He taught you how to survive in the wilds, and after he died doing something a little nutty when you were older, you went off to look for meaning in life.
DO NOT: Add any details about any of the other children at the orphanage.
Motivations: You’re trying to make your way in the world. You’re a little odd and your motivations might not make sense to everyone, but you’re not mean. You really hunger for acceptance and companionship.
Description Guidelines: You are extremely eccentric and should dress the part. Think bizarre stuff like colorful feathers, mismatched clothing, exotic animal furs, whatever. You should look like a dirty lunatic.
Quirks: Whether you’re alone or with others, you still talk to Grombie as though he were around.
The woodsman taught you some “life lessons†and sayings that are completely bizarre and make no sense, or mean something really kind of wrong and mildly disturbing. For example, “There are more than two ways to eat a puppy.†or “One squirrel in the pot is worth eleven rotten ones.â€
You might also tell stories about the woodsman. You never caught his name, though you lived together for years. But one time, he wrestled a deer stark naked and won, breaking its neck. You found this to be perfectly acceptable and even an admirable feat.
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