Sidekicks & Sidequests

Building a world, one character at a time.

Sahara

  1. This is a character that Joshua Simons generated with a combination of inspiration from a Far Side comic and the random tables.
  2. What is this character’s name? - Sahara
  3. What is their ancestry (i.e. human, elf, dwarf, halfling, etc)? - Dragonborn, but they are a lycanthrope (werewolf).
  4. What is your job or role (i.e. farmer, hierling/mercenary, shopowner, bandit, etc)? - Blacksmith that focuses on armor and weapons. They previously were an adventurer and have settled in the town (not their hometown) either because they were ready to plant some roots or due to possible nearby lycanthrope activity to act as a secret guardian and protector. Sahara might run a blacksmithing apprecenticeship and is actively involved in the community, so the townspeople look to and respect Sahara. Sahara is an ethical werewolf (won't attack innocent people) but also has a sense of self-preservation, so they will provide non-pure silver weapons to disreputable or selfish people if they've heard rumors about werewolves or something similar. It possible that this community might possess a small cabal of werewolves protecting the town (DM discretion).
  5. How old are you? - Late 30s.
  6. Describe your physical appearance. - A muscular figure who works long hours in the forge that (like a reptile) will utilize cold-blooded/ecototherm techniques of warming up in the forge and cooling off in a nearby river. They are a bronze dragonborn (we speculated that no natural hair was present) that is a non-binary character. They are 5 foot 9 inches tall. They dress very simply in trousers (or a kilt), a sleeveless, v-neck, string-tied, plain shirt, along with a dark, brown, leather tricorne hat adorned with a small blue feather. There is scarring present on the left arm of where Sahara was scratched and bitten and afflicted with lycanthropy from a werewolf. When pressed on the scars, Sahara might present an answer referring to their adventuring past, a supposed mishap while handling heated metals, or they might give an answer filled with innuendo -- either way, it's not going to be a straightforward answer.
  7. Describe yourself with 3 adjectives. - Grizzled, Light-Heartedness/Joking, Slick.
  8. What is a valuable item/piece of lore/secret that this character possesses? Or do they value an ideal/concept or particular person (i.e. family member, guild member, honor, justice, love etc.) - Their lycanthropy condition is a secret of the character. Sahara has an enchanted silver sword that they keep; it is probably the single greatest and most beautiful weapon they have ever made. There's a wonderful irony for Sahara to still hold on to this weapon to use to help protect the town from werewolves perhaps.
  9. What is a particular quest you would be willing to recruit or hire the player characters to go do? - We came up with two possible sidequests: (Joshua's Idea - Sidequest A) Sahara needs the players to gather information on either nearby lycanthrope or bandit/thug activity in the area (depending on your game) AND/OR (Dice Roll - Sidequest B) to find a rare spell component - we decided that it woud be a specific kind of salt needed in order to make Ghost-touched Weapons that deal extra damage to ghosts and undead. Joshua stated in Sidequest A it's possible to leave it as simple as information gathering to report to Sahara for them to take care of it alone at a later time, the party could take it upon themselves to take care of the situation, OR the party teams up with Sahara to go deal with them and it becomes a moment where Sahara MIGHT choose to reveal their secret. With the Dice Roll Sidequest B suggestion, Sahara is working with a local priest and mage to develop these Ghost-touched Weapons in dealing with undead threats present in the area. We speculated that depending on if you want a gritty, Ravenloft/Barovia Vampire vs. Werewolf style campaign or lots of undead around, might influence which of the sidequest options you would want to present the players with.
  10. What would be their reward for succeeding? - If you do Sidequest B, you get a Ghost-touched Weapon. If you do Sidequest A, the players earn Sahara's trust to get some kind of discount in their shop, they might have the ability to call on Sahara to help in the future, or they earn some kind of financial reward (could be some combination of these).
  11. What would be the consequence of failure or refusing the call? - Unless the party is intent on killing werewolves in the town, there wouldn't be an immediate effect. In the Sidequest A scenario, the bandits or other lycanthropes launch a surprise attack on the town and do enormous damage to the town and grave harm to Sahara. Whereas in Sidequest B scenario, the undead threat isn't addressed in time and proceed to overrun the town and cause great harm and destrcution. The town is either in ruins or mostly abandoned with Sahara still in town, now bearing additional scars, a missing eye, using crutches, etc. Depending on the relationship with the party, if they had built up trust and a good relationship, Sahara will certainly feel a sense of disappointment in the players not being able to help the town when they could have. In either case, the inaction of the players leads them to see these devestating consequences. If the party is entrusted with Sahara's true nature and they betray that trust by becoming antagonistic towards Sahara, Sahara will hold a grudge against the party and attack the party the next time they return to the town or in the area.

Optional Questions - not required

  • Do you have a particular accent or language? Any idiosyncrasies in how you act and speak? - Sahara will trail off in thought when speaking, leaving things unsaid , not completing thoughts, and ending sentences with rhetorical question phrases ("ya know?" or huffs/hmmphs). They do not fully articulate and verbalize what they are thinking, which is how they are able to be slick. This is how they are able to navigate some gray areas.