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NPCs
Major
Domestic/ Craft
3.9
5 Votes

18xp


Hits: 3108
Comments: 6
Ideas: 0
Rating: 3.9
Condition: Normal
ID: 2101

Submitted:

Updated:
December 25, 2005, 10:22 am

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Gallius

By:

Many who see him think he is a powerful, scary, and undead. Two out of three are correct.

Appearance
Human(we think), male, 62 years:

He is a gaunt and thin man of moderate height. While quite thin, he has ripcord muscles providing him great strength and speed. He is quite pale, with sunken cheeks and eyes. (He does avoid the sun, so he has a parasol when forced to go outside). His eyes are vibrant blue which sets off his nearly white skin. He has pattern baldness, empty on top, long white hair along the sides and in back. His smile seems carniverous.

His clothes are expensive, but dated. They are dark and velvet, they scream GOTH. However, we are a few centuries before that. He favor’s dark colors because of his pale coloration.

History/Background
He is a minor noble with nothing of lands or money. He came to his current senechal (or factor, or guy in charge) position quite by accident. He was down on his luck at the right time at this place. He utilizes his keen intellect, commanding presence, and understanding about “how things work”, to keep the operation running.

Note: He is quite skilled at military arms, though it has been a decade or so since he actively practiced it. He is pretty dangerous for a man his age.

Special Equipment
Depending on the level of magic in the world, he might have an item or two squirlled away.

He does have The Keys to everything. He might also have some domestic magic items in his charge.

He will have a minor magic weapon that fell into his possession two decades back. He is keeping it for a special occasion, like the castle being overrun.

Roleplaying Notes
He is the “gatekeeper” for many things in the castle. He can arrange appointments, or make sure you are never seen at court. He can make sure you are comfortable and get a good room or feel ill welcomed and have a lumpy place to sleep. A simple comment and no servant will be anywhere near you. He has an inhuman amount of pull in the kingdom even, as decades of favors have been accumulated.

He is normally quiet, very quiet. He walks quietly. He writes quietly. For decades he was a aide, always there never seen. These habits are still with him, even though he is in charge.

He is constantly sneaking up on people and suprising them, especially if they are doing something they shouldn’t.

He is aware that his presence unnerves people. He will not do anything to diminish people’s discomfort around him. In fact, he seems to work on his “scary” image. He will utilize this unnerving to get people to do what he wants.

“Please young lady, I will not bite you. Now go and ......”

He is unfailingly polite. His threats are more by tone of voice and veiled references, than simple barbaric descriptions.

“Once you get used to him, he is quite a nice man.” ... “However, he is hard to get to know.”



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Comments ( 6 )
Commenters gain extra XP from Author votes.

Voted Scrasamax
December 26, 2005, 8:31
0xp
Interesting, the position of the seneschal has long been present in my own games but seemingly absent from the game world in general. There are always plenty of servants, valets, and butlers about but never their supervisor. Also a nice description of the quiet power wielded by the bony old goat. He reminds me of what a Lasombra would be before being turned into a vampire (for those of you who happen to dabble in that game system)
Voted Scrasamax
December 26, 2005, 8:32
0xp
Interesting, the position of the seneschal has long been present in my own games but seemingly absent from the game world in general. There are always plenty of servants, valets, and butlers about but never their supervisor. Also a nice description of the quiet power wielded by the bony old goat. He reminds me of what a Lasombra would be before being turned into a vampire (for those of you who happen to dabble in that game system)
Voted Cheka Man
December 26, 2005, 17:39
0xp
He reminds me of Sourdust or Flay in Gormenghast.
MoonHunter
April 7, 2006, 11:50
0xp
I need to write up more castle background staff. We all tend to write up campaign center pieces or significant plot elements; yet what is useful is all the little things, people, places, and such, just behind the immediate drama -things that if they are detailed add so much to the games.
Voted valadaar
July 31, 2007, 13:44
0xp
A good, solid background character. Useful in many places.
Voted EchoMirage
October 2, 2008, 8:43
0xp
Echo likes, Echo rates a 4, Echo will use.


Random Idea Seed View All Idea Seeds

       By: Monument

THE COVEN
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.

To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.

It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.

The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.

It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.

GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).

Encounter  ( Forest/ Jungle ) | July 14, 2005 | View | UpVote 1xp


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