
Childhood...
Gertrude slowly trudged across the
tavern, bearing a bottle of wine for the customers. The precocious
young girl with freckles and pigtails navigated through the
crowd. Such a collection of varied persons might shock the uninitiated
but for Getrude such strange visitors had become commonplace
at her father's tavern. Mercenaries, dwarfs, wizards, elves,
clerics, and halflings all of them have come and stopped for
a drink - and most even left on their own volition rather than
being hauled out by the bouncers and tossed in a drunken pile
in the street outside. For all their talk of gold, blood, and
glory they never seemed to pause to notice her, to thank her
for her service, or to spare her as much as a simply copper
or schilling as a small gesture of gratitude for her prompt
delivery. "Cheap bastards" she thought to herself
as she slipped away from their table while the spoke of acts
of courage and foolhardiness. They inspired nothing but contempt
in the young girl.
It's only appropriate to begin this column with
where we most begin: childhood. Childhood, if such a thing can
be said to exist in the Old World, is either brief or a luxury.
For most living in the Old World childhood passes away quickly
and is not necessarily something fondly recalled, because life
in the Old World is difficult and everyone in the family is
expected to help make ends meet. Those raised on farms are to
assume duties inside the household and outside in the fields
as early as possible, for the welfare of the family depends
upon the hard work of all. Among the pastoralists children are
expected to watch the flocks and carry food, water, and messages
from the pastures to the homestead. The children of artisans
or the urban poor are apprenticed and taught a trade at an early
age, often laboring in menial chores long hours for no or little
pay. Children of domestic servants are brought along to assist
their parents with household chores. Even the poorest families
will send their children out to scavenge, beg, or even pickpocket.
As would be suggested, most children begin their lives of labor
long before they reach the age of ten.
Those families that are well off can afford to
give their children a childhood of play and indulgence. Even
under such circumstance a happy or prolonged childhood is not
guaranteed. The children of nobles are often sent to other families
of similar stature to the gentle arts and the ways of war, or
like the students of many noble and merchant families they are
placed under the guidance of tutors, schools, and collegiums
and taught the arts, sciences, and humanities. For the wealthy,
childhood may offer little joy for all too often they are cared
for by distant and stern nannies or hired help and schooled
in the stuffy art of propriety and seemly behavior suitable
for little lords and ladies.
"For all his greatness he couldn't
transcend his haunted and humble beginnings. Five, that is to
say all, of his siblings died before they saw their fifth birthdays.
His mother died giving birth to him and thereafter was cared
for by his deeply saddened father. And when he turned his back
on the farm for a life lived by the sword, his father, it is
said, died from grief. And I suppose that it was this sadness
from his childhood - that despite his wealth and fame - is why
he leapt off that bridge into the waters of Reik below."
Would a happy, well adjusted child who received
everything that needed in life ever become an adventurer? Possibly
one of the rootless adventurers with no ties anywhere, a thirst
for fame and fortune, and a propensity for violence? What drives
adventurers, or for that matter villains?
A GM should encourage the players to expand their
own childhood to help explain in part the way the character
is as an adult. Not all of a person's personality can be directly
attributed to a handful of significant events in a childhood,
but creating such events can flesh out a character.
Let's look at some of the seedier aspects of adventuring
in relation to childhood:
Wanderlust and Rootlessness
Adventurers wander all about the countryside,
unable to settle down or engage in meaningful relationships
with others. They save a community and move on, forever in search
of the next adventure.
Why? Was their own childhood turbulent? Are they running from
something in the past? Are they ashamed of their past? Were
they lacking significant relationships with others in the community?
Were they abused? Have their ties with their own community been
severed? Did they commit a crime? Are their parents dead? Did
they flee their community in shame? Was their entire community
destroyed and they the lone, haunted survivor?
Self Important
Adventurers could be perceived as entirely self
absorbed and self important. They believe that they must get
involved and if they don't, the world will come to an end. The
world revolves around them. Just because a bunch of adventurers
show up with lurid tales of cults and foul sacrifices (with
little evidence to support such outrageous claims) they demand
interviews with the towns' most prominent members, and those
that don't give in to their absurd demands are proclaimed as
conspirators or accused of the most heinous crimes.
Why are they so self absorbed? So self important?
Did they not get enough attention as a child? Were they neglected
by their parents? Beaten up by other children or siblings? Shy?
Quiet? Ignored by the community? Perhaps they crave attention
and get it now by parading about a small town or village in
full armor and heavily armed, carrying with them mementoes and
trophies of their various victories. Adding silly nicknames
to their names. Let's be honest, adventurers are very often
self promoting pompous asses with little concern about the peacefulness
of the community and overly concerned about the reputations
as heroes and paragons of virtue.
Accepting of Violence as a Solution
A man runs down the street. The adventurers immediately
assume that this man is running from them, one raises a crossbow
and fires at the legs, another prepares a spell rapidly. Yet
these adventurers truly have no idea why this person is running,
they're just assuming, being as self important as they are,
that it must have something to do with the burglary of their
room in the inn.
Adventurers resort to violence routinely. A man
in a mask. Strange sounds at night around the campfire. Someone
reticent in revealing details. Adventurers are comfortable with
infilcting pain and maiming and killing others. What has made
these adventurers so borderline psychotic or sociopathic? They
investigate a warehouse of a suspected cult member. The elderly
guard catches them and is ran through, for no reason other than
he was doing his job.
One can assume that many adventurers had violent
childhoods. They were bullies, or they were bullied. Their parents
fought and bickered. Maybe the player, at a young age had to
resort to violence to save their family. Perhaps little Hans
returns to his home from wood cutting in the forest to discover
that the front door is burst in and an orc is hacking up his
mother and siblings, and Hans slams the wood axe into the back
of this monster. Whenever Hans, now an adventurer gets angry,
something snaps and he intuitively resorts to violence when
under any pressure.
The point is, that people who are normally socialized
find violence abhorrent. Adventurers, who wallow in this stuff,
might be predisposed to violence in a way that many townsfolk
and even countryfolk aren't. So was there a series of events
in childhood that made the character different in regards to
how they view violence in contrast with the rest of the populace?
The Magistrate glared at the accused
before him. The orphan stood there frightened, awaiting the
verdict. The magistrate hid behind an expressionless mask that
betrayed not the tide of bile rising from within. Not even 8
years of age and caught stealing apples from a merchant! Surely
it must run in their blood after all! The commoners were like
vermin, spreading their contagion of unwanted children, licentiousness,
drunkenness, and crime
but this rat had not gotten away
- and here it was, cowering beneath the cat's paw. "You
are hereby sentenced to three days in the pillory and ten years
in prison. Remove the sentenced from my sight." The full
weight of the law must be used to crush these snot nosed little
brats!
Even the players can be victims of crime. A money
purse is stolen, some 15 crowns are taken, and a small child,
no more than six years of age is running with it? Are the 15
crowns worth so much to the adventurer? Perhaps the adventurer
pursues the child down an alley, into a basement where a group
of small, hungry, dirty looking children cower.
People who commit crimes are not necessarily
amoral, lazy, or evil, they may simply be needy. And in a world
where disease or some other misfortune can result in a child
living on the streets, much of the crime may be committed by
children who seem to have little future.
