Begging: PC's carrying on about
in finery, well armed and equipped with a flair for drawing
attention to themselves should be surrounded by beggars constantly,
seeking the smallest penny or schilling from such illustrious
and generous sorts of themselves. Yet adventurers, walking moneybags
that they often are, sneak about towns and villages without
ever being accosted by hordes of needy children, thrusting pitiful
dirty hands up at the PC's beseechingly!
Placing the characters' heroic deeds in contrast
to the desperate acts of survival that occur every day in every
town and city may make the characters reflect upon the nature
of the society and the inherent inequalities that exist in a
system that they champion. Why can't adventurers spend as much
time helping children at orphanages as they do rooting out imaginary
cults and the like?
The adventurers were pleased with
themselves, and chortling with glee. A mere night's work had
allowed them to smuggle in goods to their patron for a very
generous fee. The ease of their work and the size of their payment
filled them with exuberance, and as the first rays of the sun
chased way the bigtter chill of the retreating night they jostled
each other playfully and bragged of the pleasures and luxuries
their new found wealth would afford them. Their merriment ended
as they were startled out of their revelry. Lying in the street
were the still bodies of three small children, cold and blue,
still vainly clinging to each other for warmth. The sight of
the frail small corpses sobered them up and they continued along
their way, each lost in their own melancholy thoughts.
The necessity of crime, and the poverty that
drives to children to these acts can illustrate the hostility
and grim nature of the world. Yet adventurers deal in death
and misery to their enemies and foes. Yet death, and suffering,
can be employed in a different manner by a GM.
In truth, the players would be more likely to
witness funerals of small children, or dead children frozen
to death than they would bodies of orcs and goblins, when in
truth the reverse is more likely. Players, sadly, should equate
childhood not with happiness, but mortality.
Funerals of children, grieving mothers should
all reflect a high mortality rate that exists in medieval society,
even one with clerics who can heal. Poor children dying or being
murdered, with none caring about their demise, since they are
viewed by many as vermin, or a problem to be ignored.
Andrea was lost in the Drakwald;
her fear turned to gratitude as she saw a faint pillar of smoke
ahead through the tops of the trees. She hurriedly entered the
clearing, shaking away the cold and exhaustion from her long
flight. She stepped forward and was immediately greeted by the
barking of a half dozen of the ugliest dogs she ever saw, wild
and mangy looking. Moments later, a dozen or so small faces
appeared from windows and doorways, children who looked even
more feral in appearance than the dogs. Dirty, unkempt, and
by the looks of them bruised and beaten as well. Andrea looked
at their bare feet, matted hair, and threadbare clothes and
pitied their poor little lives. Aghast, she turned away from
their fearful, pleading eyes, and entered into the deep forests
again.
It is not just children in urban areas that suffer,
but children in rural areas as well. They often have little
to look forward to then slaving away on land that they'll never
own, or squatting on property on the dangerous fringes of civilization.
For them, even their childhood is short, dangerous, and harsh.
The children are quite likely ignorant, being
illiterate, and their minds full of nonsense and superstition.
While they may be full of critical knowledge of their area outside
that domain they are ignrorant and this ignorance can be dangerous.
For them, there is little access to knowledge to improve their
lives or become anything other than their parents are.
Marco Tintorreti waited patiently
there, suppressing the frustration within. The long trip, on
such a delicate yet important matter of diplomacy, and he was
kept waiting! Waiting! The gall! A young page walked in, bearing
ink, quill and parchment. As he approached, the young lad misstepped,
and lurched forward a bit, and a single drop of black ink landed
upon Lord Tintorreti's sleeve. He exploded, he rose above the
frightened lad, holding his cane high, and brought it down upon
the youthful crown! The boy crumpled, but Lord Tintorreti did
not stop until the child was a mangled heap and his cane had
split in two from the beating.
Power in the Old World affects all, and its distribution
is unequal and the source of hardship for the many and luxury
for the few. Just as children live in poverty, all to often
they are the victims of people seeking power.
Children are vulnerable than most to the abuses
of power, and those with great power can use their power against
them with little resistance. Wealthy merchants can have child
beggars beaten to keep them away from their estates and places
of business, while nobles can ride over children with impunity,
or incarcerate them for crimes real or imagined.
Those with little power are able to take out
their frustrations on those with less power: children. There's
no need to go into great detail on child abuse and violence
against children, other than to note that the inclusion of such
material into a campaign must take into account the sensibilities
of the group and what exactly they are comfortable with.
The Ostland
Five were bursting with energy! They were alive! They were paid!
And they'd done much to help the people of the area! Here, they
were relaxing in a local inn, sitting by the warm fire to chill
their bones. "The Black Goat", that had hunted down
and slain so many and terrorized the people of the land was
defeated, its foul, giant beastmen body pierced by a dozen arrows.
A hard pursuit and fight, but victory was theirs! Rolf, raised
his tankard in celebration, the others grinning followed. Rolf
started "Today, we made the lives of the local people better,
and for that...", and then paused dramatically before continuing.
Suddenly the
sound of a dish crashed from the inn's kitchen. The landlord
burst through the door into the kitchen, its door swinging wildly,
and a small child stood there amidst broken dishware. As the
door swung shut the landlord was seen looming over the child
and his screams could be heard. "You oaf! You clumsy cursed
brat! You know how much that cost me!" The door swung open
again and a glimpse of the innkeeper could be seen, his hand
raised above his head. Violent smacking sounds, strangled sobs.
A woman's voice interceding, and soon her yelps were heard as
well, and the door swung to and fro, giving the horrified patrons
snapshots of the resulting beatings.
The Ostland
heroes, defeaters of orcs, beastmen, and even darker evils sat
there, unable or unwilling to face the beast that lurked in
the human heart.
In conclusion, childhood is a topic that should
be explored by GM and player alike, but not our own childhood
with myths of innocence and care-free pleasures, but rather
a childhood colored by the grim desperation of the Warhammer
World. Childhood can be used as a source of character development
as well as a means of bringing home to characters a sense of
what they are fighting for, and against, in their daily struggles
in the Old World.
