• Two-Axe clan members: You have been away from the clan for over a week. Why? Were you on a hunt, scouting the area, or on another errand for the clan?
• Characters from other clans: Why have you left your clan to help Two-Axe? Are your clans allies? Do you feel personal loyalty or obligation?
• Lone wanderers: How did you encounter Two-Axe’s messengers in the wilderness? Why did you decide taking on this danger was worth it?
Now is also the time to work with the players to decide which PCs know each other, if any. Some existing connections between characters strengthen a party’s bonds, especially early in the game.
DWARVENCRAFT WEAPONS
Skarna is pledging dwarvencraft weapons to those who can kill the Night Thing. Such weapons are intricately made of flawlessly carved stone and carry magical powers as blessings by the maker’s gods. Such weapons would be of great value to anyone… it’s not the kind of offer you turn down lightly.
LOYAL TO THE CLANFIRE
If a character is part of the Two-Axe clan, they know that Skarna is a good and kind leader, and that her children deserved better than this. They might have had another friend or family member injured in the attacks and therefore have a personal grudge against the creature. At the very least they owe the chief their allegiance.
POTENT HARVEST
Strong monsters mean strong harvests. Traveling characters are often in search of monster parts with which they can craft weapons, armor, wondrous items or other concoctions. Skarna is offering the beast’s parts as prize for those who can slay it, and with such an unusual monster, it seems likely that the harvest will be good.