Simon Parcells

Name: Simon Parcells
Race: Human
Class: Life Cleric
Height: 6'2"
Weight: 160 lbs


· Simon is leaving the Tèarmann Nàdair because he, broadly speaking, wants to make things right in world.
To prove to people I /my family isn't a bunch of nobodies?

· Simon’s grandfather, Rodric Parcells, was a voluntary servant of Bludwan Nox who aided in the corruption of Monroe. Although his grandmother Ina fled from Monroe to the Tèarmann Nàdair and did not carry on Rodric’s villainy, Simon still feels guilt for his family’s role in the tragedy, and has a nagging fear that the same evil lies in him somewhere. He wants to atone for Rodric’s sins, prove to himself that he is not evil, and heal the land of Monroe if he can.
3. Pick one other player's hero to be your childhood best friend, choose another player's hero to be your rival.
· I am not fully aware of the other players’ characters yet, so I have not fleshed out this detail yet.
4. What is the arc of your hero's story?
· The arc of Simon Parcells’ hero story has two components. One is finding evidence and closure on his grandfather’s life, why he did what he did, and how he did. The other arc of Simon’s hero story is proving to himself that he is not a villain. This would manifest in progressively doing more heroic things, and culminate in him having cumulatively made a substantial positive impact on multiple people’s lives. This could either be through one grand action, like helping save a city from destruction at the hands of major evil, or it could be through a bunch of smaller acts, like having helped a couple people on every quest until he has a sizable number of people whose lives he has saved over the course of his adventure.
5. What is the sign or event that wraps up your hero's journey?
· Having full closure on his grandfather’s life, and having developed a regional reputation for his benevolence and good deeds.
6. What does retirement look like?
· As a cleric, his retirement would be setting up a local ministry within the Tèarmann Nàdair or across the Firelands, with an emphasis on doing good deeds. 7. I would like every player's hero to have a motivation or goal to use in one or two game sessions. Something like this: My father left when I was eight years old, I want to find out what happened, why he never returned. Or, When my family escaped the troubles in Monroe, a priceless heirloom was lost, I want to recover that heirloom.
· Simon does not know what eventually happened to his grandfather after his mother fled Monroe. He wants to figure out what happened to his grandfather after that.
Children

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