SYDNEY DIEM - OUTSTANDING QUESTIONS

PHILOSOPHY: What to Define vs. Leave Open

The Principle: Over-defining kills spontaneity and discovery at the table. Some things should be nailed down for consistency. Others should be left open for “yes, and” moments during play.


MUST DEFINE (Foundation - can’t “yes, and” effectively without these)

Physical Basics:

  • Exact height/weight (gnome proportions)
  • Hair color and style
  • Eye color
  • Skin tone
  • Does he have a mustache? (we mentioned this but never finalized)
  • Any distinguishing features (scars, birthmarks, tattoos?)
  • Right or left-handed?

The Gallows Incident (Core Trauma):

  • What specific type of crime did he witness? (assassination? poisoning? theft?)
  • Approximately how long ago? (before becoming prophet? or during his apprenticeship?)
  • What general region/kingdom did this happen in?
  • Does he have a criminal record because of this?

The 12th Prophet (Core Relationship):

  • Name
  • Gender and race
  • How long did Syd travel with them? (years?)
  • How did they die or retire? (does Syd know for sure?)
  • What specifically did Syd inherit? (journal, cloak, anything else?)

Current Baseline:

  • Is he fully itinerant or does he have a home base somewhere?
  • Sexual orientation (impacts roleplay opportunities)

GOOD TO DEFINE (Adds depth but not restrictive)

Personality Touchstones:

  • 3-5 favorite foods/drinks (gives flavor without limiting)
  • 2-3 specific fears besides the gallows
  • How he reacts when genuinely embarrassed
  • What he does when stressed

Key Relationships:

  • 1-2 enemies from his past (gives GM hooks)
  • 1-2 allies he can call on (gives player resources)
  • Has he met any other numbered Prophets? (yes/no is enough)

LEAVE OPEN FOR PLAY (Perfect for “yes, and”)

These should be discovered during gameplay, not pre-defined:

Romantic/Sexual History:

  • Past relationships → discover in play
  • Current interests → let chemistry happen
  • Future family plans → let it evolve

Childhood Details:

  • Exact circumstances of parents’ death → reveal when dramatically appropriate
  • Childhood friends → introduce as needed
  • Stupid things he did as a kid → make up at the table

Daily Habits:

  • Morning routines → establish through play
  • What he does when bored → discover naturally
  • Sleep patterns → figure out during camping scenes

Specific Skills:

  • How he learned X skill → backstory for when it’s relevant
  • Other instruments → “Oh yeah, I dabble in…” as needed
  • Combat style → develops through actual combat

The Other Prophets:

  • Which numbered Prophets are still alive → introduce when plot demands
  • Their names/personalities → create when they appear
  • Their relationship to Syd → discover in scenes

Future Goals:

  • Who his successor might be → meet them organically
  • Where he’ll settle → let the campaign decide
  • What makes him retire → discover through play

Minor Preferences:

  • Favorite color → mention when it comes up
  • Pets → acquire one if it feels right
  • Good luck charm → maybe he finds one during the campaign
  • Dreams/nightmares → describe when they happen

DELIBERATE MYSTERIES (Even from YOU as player)

These are things you intentionally DON’T decide so the GM can use them as plot hooks:

  • Exact details of the conspiracy he witnessed
  • Names of the conspirators (are any still active?)
  • Whether the 12th Prophet is really dead or just “retired”
  • If Garl is ACTUALLY helping him sometimes
  • Whether there are impostor Prophets out there
  • If any of his “visions” have accidentally been real
  • What happened to Prophets 1-11 (besides the 12th)
  • Does anyone else know the truth about the lineage?
  • The magistrate who sentenced him - are they still in power?

SPECIFIC QUESTIONS TO CONSIDER

Physical Appearance:

  1. How tall? (Gnomes are typically 3-4 feet)
  2. Build? (Slight? Wiry? Stocky for a gnome?)
  3. Hair color and style?
  4. Eye color? (Do they change with emotion/magic?)
  5. Skin tone?
  6. Facial hair? (Mustache, beard, clean-shaven?)
  7. Any scars from the gallows incident?
  8. Tattoos or birthmarks?
  9. Distinguishing features people would recognize?
  10. Left or right-handed?

The Gallows Incident:

  1. What type of conspiracy? (Pick ONE: assassination, poisoning, major theft, corruption)
  2. How long ago? (1-2 years before prophet? 5 years?)
  3. What region/kingdom?
  4. How long was he imprisoned?
  5. Does he have a criminal record?
  6. Do the conspirators know he survived?
  7. Is the magistrate still in power?

The 12th Prophet:

  1. Their name?
  2. Gender and race?
  3. How old were they?
  4. How long did Syd travel with them?
  5. Are they definitely dead, or just “retired”?
  6. Where would they be if still alive?
  7. What exactly did they leave to Syd?
  8. Did they have any enemies?

Current Life:

  1. Does he have a home base or is he fully nomadic?
  2. Where does he keep his valuables?
  3. How does he make money besides performing?
  4. What’s his relationship with money?
  5. Sexual orientation?
  6. Has he been in love before?

Personality Details:

  1. Top 3 favorite foods?
  2. Top 3 least favorite foods?
  3. Favorite drink?
  4. 2-3 specific phobias/fears?
  5. What genuinely embarrasses him?
  6. What does he do when stressed?
  7. Sleep habits? (Light sleeper? Nightmares?)
  8. Morning person or night owl?

Relationships:

  1. Name 1-2 specific enemies from his past
  2. Name 1-2 allies he could call on
  3. Has he met other numbered Prophets?
  4. Any childhood friends still alive?
  5. Anyone from the gallows incident who might recognize him?

RECOMMENDATION

Define now:

  • Physical appearance (needs to be consistent)
  • The gallows incident basics (core trauma)
  • The 12th Prophet essentials (core relationship)
  • Home base status (affects how he operates)
  • Sexual orientation (impacts roleplay)

Define if it comes up:

  • Everything else - let it emerge naturally through play

Never define:

  • The deliberate mysteries - those are for your GM to play with