Bio: General Information: You’re one of the eldest of the Beastfolk, and your body is failing fast. You no longer have the strength and mobility to assist with most of the tasks the Beastfolk need to complete to keep surviving. For over a year now, you’ve been “encouraged” to offer yourself back to the gods on the Day of Farewells, so that you can be remade and returned in a new, younger body, but without memories, of course. You’d like to argue that you wouldn’t be you without your memories and experiences, but you know how to choose your battles. While your body is failing, your mind is still going strong. This is why you’re sure not going to leave on the Day of Farewells, unless you’re actually dead. You clearly remember more history than most of the others your age, and you’ve lived through plenty of disasters, both natural and resulting from stupidity. That’s why you have to stick around, so you can slow down the eager young seers and their “progress” and figure out how to put a stop to the youngsters claiming they’re the protectors of history when you should be.
Important Background Tidbits: You’ve lived through more than one instance where the fever for new marvels described by the seers ended up in starvation and death when untested things failed, or the Beastfolk just neglected working on crops and fish in order to construct or help operate them. The reason so few Beastfolk can read and impart their words on the clay tablets is because of one of those follies. Too many Beastfolk eager to learn left the fields underworked, and a particularly fierce drought season left everyone starving. Reading is an important skill, and one you’re happy and able to still teach, but slowly, and only to one or two students at a time. The desert and ocean are unpredictable enough, and you don’t want the youngsters to live through more tragedies because of their own eagerness.
Observable motivations: To stubbornly stick around in spite of not contributing anymore, and interfere with the progress of the seers.
Hidden motivations: To protect your people from repeating mistakes that no one but you seems to remember correctly anymore, even if it makes you hated by them.
Applicable relationships: RESTLESS SEER: Their passion is admirable, and if they could just learn to slow way down and think things through, they’d probably be an asset to the Beastfolk’s future. As things are, though, they need to be stopped before they get people killed by leading them into the desert wholly unprepared.
STRANGE CREATURE: You know what “humans” are, thanks to a half-mad seer from your youth. You used to think they were a myth, or had died out, so finding out there’s apparently some still living beyond the desert is a big surprise. You feel sad that they’ll never get back to their people, but it will be safer for them and the Beastfolk both if they live the rest of their lives with you. If they recover their memories, you’ll take them down on a clay tablet personally, so that Beastfolk in the future will know, and use that knowledge to brave the desert someday. But only when they’re ready for the challenge.
ORAL HISTORIAN: This youngster pisses you off! How dare they claim to know history better than you, especially when they’re wrong so often. You’re pretty sure they’re doing something to get the other elders to agree with their version of events, but you haven’t been able to catch them at whatever it is. They have to be stopped and put in their place before their ‘cleaned up’ versions of past tragedies end up killing off the Beastfolk for good. You’ve been sneaking around when you’re able, to take accurate clay tablets away to be hidden, and know which ones have been changed so you can make new copies.
Unique Skill: Unconquerable Mind-the ability to notice and resist subversive attempts to alter one's memories, ideals, and/or thought patterns. Post Jaunt, this skill must be consciously activated in order to work and each activation lasts for one hour per week.
Uncompromising Elder - Stone
General Information:
You’re one of the eldest of the Beastfolk, and your body is failing fast. You no longer have the strength and mobility to assist with most of the tasks the Beastfolk need to complete to keep surviving. For over a year now, you’ve been “encouraged” to offer yourself back to the gods on the Day of Farewells, so that you can be remade and returned in a new, younger body, but without memories, of course. You’d like to argue that you wouldn’t be you without your memories and experiences, but you know how to choose your battles. While your body is failing, your mind is still going strong. This is why you’re sure not going to leave on the Day of Farewells, unless you’re actually dead. You clearly remember more history than most of the others your age, and you’ve lived through plenty of disasters, both natural and resulting from stupidity. That’s why you have to stick around, so you can slow down the eager young seers and their “progress” and figure out how to put a stop to the youngsters claiming they’re the protectors of history when you should be.
Important Background Tidbits:
You’ve lived through more than one instance where the fever for new marvels described by the seers ended up in starvation and death when untested things failed, or the Beastfolk just neglected working on crops and fish in order to construct or help operate them. The reason so few Beastfolk can read and impart their words on the clay tablets is because of one of those follies. Too many Beastfolk eager to learn left the fields underworked, and a particularly fierce drought season left everyone starving. Reading is an important skill, and one you’re happy and able to still teach, but slowly, and only to one or two students at a time. The desert and ocean are unpredictable enough, and you don’t want the youngsters to live through more tragedies because of their own eagerness.
Observable motivations: To stubbornly stick around in spite of not contributing anymore, and interfere with the progress of the seers.
Hidden motivations: To protect your people from repeating mistakes that no one but you seems to remember correctly anymore, even if it makes you hated by them.
Applicable relationships:
RESTLESS SEER: Their passion is admirable, and if they could just learn to slow way down and think things through, they’d probably be an asset to the Beastfolk’s future. As things are, though, they need to be stopped before they get people killed by leading them into the desert wholly unprepared.
STRANGE CREATURE: You know what “humans” are, thanks to a half-mad seer from your youth. You used to think they were a myth, or had died out, so finding out there’s apparently some still living beyond the desert is a big surprise. You feel sad that they’ll never get back to their people, but it will be safer for them and the Beastfolk both if they live the rest of their lives with you. If they recover their memories, you’ll take them down on a clay tablet personally, so that Beastfolk in the future will know, and use that knowledge to brave the desert someday. But only when they’re ready for the challenge.
ORAL HISTORIAN: This youngster pisses you off! How dare they claim to know history better than you, especially when they’re wrong so often. You’re pretty sure they’re doing something to get the other elders to agree with their version of events, but you haven’t been able to catch them at whatever it is. They have to be stopped and put in their place before their ‘cleaned up’ versions of past tragedies end up killing off the Beastfolk for good. You’ve been sneaking around when you’re able, to take accurate clay tablets away to be hidden, and know which ones have been changed so you can make new copies.
Unique Skill: Unconquerable Mind-the ability to notice and resist subversive attempts to alter one's memories, ideals, and/or thought patterns. Post Jaunt, this skill must be consciously activated in order to work and each activation lasts for one hour per week.