Character Narratives in Thule

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Aug 15, 2018 4:16 pm
Escaped Slaves

The vile practice of slavery is endemic throughout Thule. Some slaves are resigned to their lot and make the best of things that they can, but that was never your way. You spent years dreaming of freedom, and making plans to escape your bondage. Now that you are your own master, you can go anywhere you want and make anything you want of yourself. You are poor, desperate, and surrounded by enemies—but you are determined to die a free man.
The great majority of slaves are common laborers, uneducated and unskilled. With little training in any kind of profession, escaped slaves often fall back on physical strength or native cunning to find their way in the world. As a result, barbarians, fighters, and rogues make up the majority of the heroes with this narrative. But, because escaped slaves come from almost any of the peoples of Thule and are subjected to a wide range of conditions or training, it’s possible to find a character of almost any class or race as an escaped slave.

Key Identity: Human, barbarian, fighter, rogue.

Escaped Slave Benefits
Most escaped slaves begin their free lives in desperate poverty. Deprived of the opportunity to acquire any property or goods of their own, they are poorer than all but the most wretched beggars. However, some slaves manage to steal clothing, arms, or small valuables from their masters as they make their way to freedom.

Skill Bonuses (1st level): Years of oppression imparted hard lessons in how to endure your labors and deceive your masters. You are trained in your choice of two of the following skills: Athletics, Sleight of Hand, Stealth, or Deception.

Blend with the Crowd (1st level): You excel at looking like you’re where you’re supposed to be and doing what you’re supposed to be doing—casual observers mistake you for a poor laborer, field slave, or house servant and pay you no mind. You can use an action on your turn to become hidden by blending into any modest crowd of laborers or servants, such as a typical city street, a tavern, a work gang, or the slaves attending to a noble banquet. You can’t use this ability in combat unless you are out of the line of sight of your enemies. You gain tactical advantage on Charisma/Deception checks to pass yourself off as part of the crowd while you’re blending if someone has reason to be suspicious.
You can use Blend with the Crowd once, and then you must rest before you can use it again.

Brotherhood in Bonds (6th level): You enjoy only one significant advantage in life: the friendship, admiration, and sympathy of the vast majority of Thule’s slaves. Even those who do not dare to attempt escape are always looking for other ways to strike back at their masters, and are willing to take deadly risks to help you. You have tactical advantage on any ability or skill check made to interact with slaves.

New Identity (10th level): Your days as a slave are long behind you; you are no longer at risk of being returned to captivity, and have made a new place for yourself in the world. Choose one of the following narratives: Dhari hunter, free blade, jungle trader, panjandrum, Quodethi thief, or soothsayer. You gain the 6th-level feature of the narrative you choose as your new identity. When you reach 15th level, you gain the 10th-level benefit of the narrative you chose for your new identity.

Escaped Slaves in the World
After years of oppression, you are free—but your freedom hangs by a thread. Throughout Thule, slaveholders claim the right to pursue and recapture their property, and the laws of most cities support them. As a result, the authorities are rarely your friend. You must also be wary of slave-catchers (thugs who specialize in tracking down and recapturing escapees), who have a keen eye for marks of ownership. Escaped slaves have no legal protection from being retaken and sold again.
If they are still alive, your original people may or may not be glad to see you again. In some warlike cultures, the humiliation of being enslaved is intolerable; many Dhari or Nimothan tribes regard their enslaved fellows as cowards or weaklings for having been captured in the first place, and drive them away if they ever manage to find their way home.
Personalizing the Escaped Slave
The story of an escaped slave begins with three simple questions: From whom was the slave originally captured? Who enslaved him or her? And, finally, how did the slave manage to escape?

Dhari Orphan: The raiders came in the hour before dawn. They massacred the warriors of your village and dragged away the children—including you—to be sold n the slave markets of the cities. That was many years ago, and you grew to adulthood in chains. But your heart yearned for the day when you could escape and make your way back to your people. When that day finally came, you found that your village was a ruin and your people were gone. Who did this to your people—and how will you make them pay?

Ikathi Pleasure Slave: You suffered through perhaps the most degrading and unspeakable form of enslavement imaginable. As a member of a harem or the property of a brothel, you endured things that should have crushed your spirit forever, but somehow you survived. Your break for freedom began with a dagger in the darkness of a bedchamber and led you into a desperate flight across Thule. Your striking good looks or exotic appearance are your curse; the same qualities that first caught the eye of your masters in Ikath often draw the interest of others who deal in the trade of flesh.

Unbroken Thrall: Your body may have been in chains, but never your spirit. Born to a life of brutality in the quarries of Nim or the fields of Quodeth, you never stopped fighting back. You threw yourself at your overseers the moment their backs were turned; you ran away a dozen times, and endured a dozen floggings when you were recaptured. Now that you have won your own freedom—for the moment, at least—you are determined to crush out slavery wherever it is practiced. Where will you begin?
Aug 15, 2018 4:23 pm
Time-Lost Adventurers

The pulp traditions that inspire Primeval Thule are replete with examples of "modern" protagonists who are transported—often against their will—into the past, or to a strange, savage world. Thus the time-lost adventurer, a character from the modern world. Perhaps you stood too close to an experimental supercollider, or found an ancient temple at an archeological site. Maybe your bloodline stretches back to the people of Thule, and esoteric meditation enabled you to make a journey across space and time. Whatever impelled you to Thule doesn’t allow for an easy return home. But you intend to tame this strange land and make Thule your own.
Moreso than other narratives, this is one you’ll want to discuss with the rest of the gaming table beforehand. The story of your character’s attempts to get back home—or to build a new civilization in Thule with modern sensibilities—is important, but it’s not more important than the stories of the Thule natives you’re adventuring with.
You’ll want to come to terms with how much "real world" knowledge your character can usefully employ. Bringing modern scientific and engineering principles to bear in a primitive world can be fun, but it can also be overdone. Talk to your GM before you "invent" the printing press, the lateen sail, or the suspension bridge, for example. Also, there’s no guarantee that physics and chemistry work in Thule as they do in our world. It’s possible that in Thule, mixing sulfur, charcoal, and saltpeter doesn’t give you gunpowder. Maybe it just makes a really great jeweler’s rouge.

Key Identity: Human, fighter, ranger, rogue.

Time-Lost Adventurer Benefits
As a time-lost adventurer, your biggest edge is a modern education. Your advantages came with you when you stepped across time and space, and so did your disadvantages. You don’t necessarily know the basics of history and geography that Thule natives take for granted.

Skill Bonuses (1st level): Parts of modern schooling (like all those history and geography lessons) aren’t useful in Thule, but other parts of your education give you a decided advantage. You are trained in Medicine (based on your modern understanding of anatomy and disease) and Investigation (based on either formal training or a lifetime reading mystery novels).

Skeptic (1st level): Few Thuleans realize it, but the power of magic is largely based in belief…which you don’t share. When you fail a saving throw against a spell or magic effect, you can use a combat reaction to reroll your saving throw. You must abide by the results of the second roll. You can use this ability once, and then must rest to regain it.

Business Acumen (6th level): Whenever you sell a gem, art object, or magic item for gold, you obtain 10% more than the standard price.

A Modern Army (10th level): You’ve always attracted those curious about your homeland, but now you’re attracting followers so fascinated by your tales that they want you to re-create modern society here in Thule. You can assemble these followers into an elite company of berserkers or legionaries (described in the Primeval Thule Campaign Setting). When you reach
15th level, they improve to veterans.

Time-Lost Adventurers in the World
In general, Thule is not a cosmopolitan place, and telling NPCs that you’re from "Kentucky" isn’t much different than telling them you’re from "Katagia." You’re considered a foreigner, but you’re lumped in with foreigners from the far ends of the continent of Thule. That blasé attitude about foreigners changes when your real-world knowledge starts to impact the world of Thule. If you introduce scientific, political, or economic innovations to the world, you’ll start to attract more attention, and everyone will want to hear about this "modern world" you keep talking about.

Personalizing the Time-Lost Adventurer
While the default Time-Lost Adventurer comes from the here and now, it’s easy to adapt the narrative for characters who came from elsewhere.

Another Fantasy World: Instead of 21st-century Earth, consider making your character "time-lost" from another RPG campaign world. This character is still very much a fish out of water, having to contend with strange geography, gods, and history. (Your resistance to Thulean spells might simply be derived from your origins on a different planet.)

One Past to Another: Your Time-Lost Adventurer need not be from modernity. Perhaps you were a philosopher in Enlightenment-era France, or a Roman soldier, or a sailor from any era who washed up on the most distant shore of all. It’s a challenge to balance two exotic backgrounds, but the payoff is a narrative that’s authentically pulpy and fun to play.

Two-Way Transposition: Rather than a one-way trip to Thule, what if your modern character’s consciousness found its way into a native Thulean body? This option opens up nonhuman races . . . and it raises the possibility that while you’re in Thule, there’s the consciousness of a Thulean barbarian running around the modern world, wreaking all sorts of havoc.

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