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BANDIAR

 

The central character, from a player’s perspective, is the bandiar. Generally speaking, players resurrect a long-dead hero from the days before the Breaking. If the player is a veteran Laughing Moon gamer, then it is entirely possible that this character is the resurrected hero they once played.

 

Of course, the bandiar can be an entirely new creation, so long as there is a basic understanding that the character has existed before. The idea that the bandiar characters have lived and died (perhaps numerous times) is a key component to the game itself as well as their characterization.

 

Though not exactly indigenous to Mythren, the bandiar are representative of nearly all the humanoid races that once dwelt under the Laughing Moon. The physical bodies of the bandiar are “born” in a milky pool within the Cradle Sanctuaries of the Twelve Towns. The divine breath of the Makers is passed onto them upon their awakening. Beautiful, strong, and proficient in a variety of skills, the bandiar are created for the single purpose: to serve the Wheelhouse.

 

The consciousness, or spirit, of the bandiar is drawn from a place called the Dreaming Pool located in the bowels of the Wheelhouse itself and fused with the magically conjured physical form. The bandiar are awakened by their Maker and are immediately aware of certain truths about themselves as well as their name. These truths are focal points from their original life, called the "touchstone life." In addition to these memories, the Wheelhouse often allows memories from their subsequent lives as well. They may be feats that were accomplished, details regarding personal relationships, or defining beliefs. These truths are used to provide a context in which the character exists, as well as links to the mysteries of their former lives.

 

Depending on the summoned spirit, the bandiar may take upon a variety of humanoid shapes—human, vandi, elf, dwarf, halfling, etc. The likeness will be that of the character in their prime adventuring years as determined by the player. Because the Wheelhouse draws its heroes from a long span of ages, players are free to choose how their character dresses, acts, and speaks based on when and where the character originated from. This grants a great deal of player autonomy and freedom (within the context of the Laughing Moon setting) without being restricted to a certain look.

 

The racial advantages, however, have all been lost in the creation of the bandiar body. Where Deep elves may once have had the ability to see clearly in the dark, dwarves the keen sense of underground navigation, or halflings the natural ability to sneak, now they are all simply bandiar. Such skills and abilities may be recalled, but characters are limited to basic human traits. The choice of appearing as a human, elf, dwarf, etc., is purely an aesthetic choice made by the player.

 

Furthermore, although they have a keen mastery of weapons and even an innate understanding of the world at large, they have only a fragmented memory of their own personal history. Recall checks might allow for greater access to specific moments, but the memory of their original lives, as well as their subsequent resurrections, are like collections of burned paintings. Bits and pieces remain, but the picture as a whole is long lost.

 

This is often a point of frustration for the bandiar, and even as they seek to fulfill their purpose as presented by the Wheelhouse, there exists within them a need to find personal meaning. As time progresses, the bandiar begin to more fully recognize that the truths they know about themselves are far more complicated than they originally seemed.

 

Bringing a bandiar character to life at the gaming table is very different than bringing player characters to life in other games. These are characters who have existed for centuries, drug back from the sleep of death countless times. There is a sense of weariness contrasted with an innate restlessness that inhabits these characters, all combined with a deep yearning they do not fully understand.

 

These heroes have been a part of this broken world, traveling its roads, fighting its battles, and forging relationships (both good and bad) over the course of many lifetimes. Too often the nature of these travels become indistinct upon death and subsequent resurrection. The memories of their adventures in service to the Wheelhouse become gauzy, fragmented, like bits of a dream after a long night’s sleep. But despite having these experiences, the bandiar have only truly lived one full life. It is this life, the touchstone life, to which they are most closely bound.

 

The bandiar are informed of a singular purpose by their Maker—a task that must be performed in service to the Wheelhouse. This purpose drives the bandiar to act, and although the purpose may be necessary for a greater cause, the means to accomplish this deed are often mired with questionable morality that the bandiar may find difficult to reconcile with their personal truths.

 

As this reality solidifies, the bandiar must determine how they continue to serve the purpose set forth by the Wheelhouse, as well relearn who they were, discover who they are, and aspire to who they may yet be.

 

Players are challenged not only with succeeding in their assigned purpose, but with embracing the nuances of this character type. What does it mean to have lived and died countless times? What fulfillment does this character desire? What truths haunt them? Considering these details and more will help to add personality and characterization, as well as enrich the narrative of the game itself.

 

 

 

 

 

 

 

 

 

 

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