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A noble or aristocrat may have the money, but in most towns, the real influence comes from within. There always seems to be that one family that everyone listens to, no matter their overt position, trade, or lack of nobility. Kings of the insidious social game, they lead the town towards their version of prosperity, and even the most unassuming cannot be ignored. Get on their good side, and the way is smooth - anger them, and the town turns against the offender in ways too insidious for anyone to challenge. They hold power because they hold power, and that's that.
From the moment you were born - or perhaps even before - your family prepared for you to follow in their footsteps. You could always tell something was different - authority treated you better than your peers, someone was constantly asking your family for advice or permission on things that didn't seem to concern them, and you knew everyone's name from a young age, no matter how large the town. As you grew older, you began to take on responsibility for the town, fully aware of the silent undercurrent in every conversation. People hung on every word you said.

What did your family do to gain their power? Had they held it since the founding of the town? Were they members of an influential guild? Did they marry their way into the current reigning family - or conquer their way to control? Did people obey out of love, respect, or fear? How did they feel about what the world gave them for a successor?

You were raised to be central to your town. And yet now here you are, thousands of miles from home. What sent you off onto your adventures?
Did your calling prove strong enough to overcome your bond to the town? Were you a more reluctant leader than your parents and sought to cast off the responsibility of known faces? Did your family fall from grace, or the town get destroyed?

 

 
Skill Proficiencies: Choose two from Deception, History, InsightPersuasion, and Religion .
Tool Proficiencies: One type of artisan's tools
Languages: One of your choice
Equipment: A set of fine clothes, one set of artisan's tools, a map of or favor from your town, and a purse containing 20 gp
 
Feature: Pulse Point

Even the simplest farmer understands the social politics of their own town. In any town or city where you speak one of the primary languages, you can easily glean information about both the official and unofficial authorities of the location as well as any nearby locations (for example, a town and its neighbor both being led by the shared priest), and the most pressing rumors, conflicts, and other town news. In addition, people will inherently believe you to be a person of authority, as long as they aren't given evidence to the contrary.

 
Suggested Characteristics

There are as many scions as their are towns to lead, but most have had more formal education than other members of their town. They are instinctive leaders and people-pleasers, choosing to make friends over enemies, and choosing the enemies they do make carefully. Even though they've left their town to lead, the training of navigating social games and organizing people is deeply ingrained.

d8 Personality Trait
1 I'm used to people coming to me for advice on just about anything.
2 It's not lying, it's telling people what they need to hear right now.
3 I don't look special, and I'm very easy to underestimate.
4 You probably won't see me do anything overtly to help or hinder you - other people do it for me.
5 I'm used to finding ways to get things to go my way.
6 Despite my common blood, people often place me above them for reasons they can't explain.
7 Even if I forgive, I don't forget.
8 If you get on my bad side, you get on a LOT of people's bad sides.
d6 Ideal
1 Respect. Authority comes in all forms, and it needs to be respected to function properly. (Lawful)
2 Tradition. If it works, and it's worked for a long time, it's worked for a reason. (Lawful)
3 Freedom. No one should be telling anyone what to do. (Chaotic)
4 Control. Manipulating people is what I'm good at, and gets me what I want. (Evil)
5 Family. Blood runs thicker than water. (Any)
6 Obligation. People come to me for help - I have to make sure I can give it. (Good)
d6 Bond
1 Something happened to my town, and I carry their memory into the world.
2 My family was displaced in the hierarchy, and the people who took over are mismanaging the town.
3 Nothing is more important than the other members of my family.
4 My parents arranged a marriage for me to secure our place, but I hate my fiance.
5 I could come home and take back my place as leader any time I wanted - they still respect me that much.
6 I want to be something more than my parents' legacy.
d6 Flaw
1 It's hard to stop manipulating people when that's what I'm good at.
2 If I don't know what's going on at all times, I get anxious.
3 I can't take anything at face value.
4 I might be a little spoiled - but it's not my fault my parents could get me anything I wanted!
5 In fact, the world does revolve around me.
6 I can't depend on anyone, or even look like it.
 

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