# Pappy “Harlan” Football – History & Secrets > **Use:** DM-facing lore. Don’t show to players as-is. > **PC Link:** Grandfather of Joe “Football” – action figure, war flashbacks, Root trauma. > **Optional Twist:** If you go with the “Joe is a golem” angle, Pappy was one too. --- ## 1. Snapshot - **Full Name:** Harlan “Pappy” Football - **Age at War:** Early 20s during the [[Leyline Crisis |Leyline War / Korrin Crisis ]] - **Role:** Front-line infantry / field runner with minimal medic training - **Post-War:** Became a small-town, red-blooded, flag-waving “America but fantasy” grandpa; never really processed what he saw - **Current State:** - Mundane understanding: Dead veteran, remembered through a **magical action figure** keepsake. - Truth: A chunk of his **soul/imprint is entangled with the Root**, and the action figure is its easiest “handle.” --- ## 2. Public Story / What Joe’s Family Believes This is what Joe, his parents (Fork & Maum), and the sisters (Kevlar & Devlin) would reasonably know. - Pappy fought in **[[Leyline Crisis| “the Leyline War”]]** decades ago. - He was: - “Brave as hell,” - “Tougher than boiled leather,” - One of the guys who “stood his ground when the sky was on fire over Korrin.” - He never talked about specifics, just: - “We pushed the line too hard,” - “The mages in the nice coats broke the world and sent us to fix it with rifles.” - After the war: - Settled in the valley / Green Gully region, - Worked a simple job (farm, factory, local guard – you can pick), - Became the archetype Joe is trying to emulate: meat, beer, football, god, country. - The **action figure**: - Is a cheap, mass-produced “Heroes of Korrin” toy from just after the war, - Enchanted with a basic “recorded phrase / minor guardian” spell, - Pappy carried it as a joke/lucky charm once the kids were born, - On his deathbed, he pressed it into Joe’s hands: “You keep ol’ Pappy with you. He’ll set you straight.” The family thinks any “possession” moments are: - Joe being weird, - Or just “that old toy acting up.” --- ## 3. True History – Korrin & the Crisis ### 3.1 Before Korrin - Harlan Football enlisted young: - Poor-ish family, - “Somebody has to go,” - More practical grit than patriotism at first. - Quickly developed a rep for: - Doing the ugly jobs without flinching, - Dragging wounded out under fire, - Talking shit about officers but following orders anyway. ### 3.2 At the Front - By the time he reaches **Korrin**, the war is in its late, desperate stage. - His unit is stationed in trenches / ruined outskirts around the city: - They can see the **Convergence Engine** on the skyline, - They feel the Root pulses in the dirt under them. - He experiences multiple “Engine surges”: - Spells going off wrong, - People half-teleporting and fusing with walls, - Time “stuttering” mid-charge. He’s not a mage, but he’s not blind: - He knows this is **not** just “stronger magic.” - He hears rumors about “the pencil-necks in the tower” who keep turning the dial. ### 3.3 The Day of the Korrin Crisis (Your Cold Open) - Pappy is in the trench on the day the Crisis peaks. - He watches: - Soldiers torn by leyline tears (your “bisected by reality” scene), - Men fused with stone and infrastructure, - Spells and wards screaming as the Root bucks. Crucial points: - He sees the first unmistakable **pattern** in the pulses – the “heartbeat that isn’t yours.” - He hears officers and Root techs shouting about: - “Convergence thresholds,” - “Stability models,” - “Branch cuts,” - Though he doesn’t understand the math. He **does not** know the word “Coherence” at the time – that comes later or is buried in classified jargon. --- ## 4. How Pappy Got Entangled With The Root This is the hinge that explains the action figure, the visions, and the Joe link. ### 4.1 The Moment During the peak of the Crisis: - Pappy is: - Standing / crouched directly above a **branch junction** in the Root network near Korrin, - Holding onto a wounded soldier with one hand, - Clutching a warded dog tag or charm (his, or the kid’s) in the other. - When the **decision** is made in the tower (D’serris / Oversight hitting the override that smears Coherence instead of letting it condense), there’s a huge spike in Root activity: - The pulse hits the branch under his feet, - Every charm, ward, and sympathetic link flares at once, - For a split second, Pappy is: - Fully “inside” the Root flow, - While also being a big ball of raw human emotion: terror, rage, refusal to die. That moment leaves a **copy / imprint** of him in the network. Important nuance: - He doesn’t die right then. - His **soul stays in his body**, lives out his life, - But the Root keeps a **ghost image** of: - His nervous system pattern, - His emotional state, - His basic “personality architecture.” Think: Root took a snapshot. ### 4.2 The “Heroes of Korrin” Toy - After the war, the Convergence Engine & Root ops are classified to hell. - But the propaganda machine: - Pumps out toys, posters, and patriotic bullshit. - The **action figure** Joe carries is: - Factory-enchanted with **minor sympathy links**: - Template: “bind to war dead, give comforting phrases, maybe a tiny shield charm.” Problem: - Sloppy enchantment meets a war where the Root itself is weird. - Pappy, as a Root-imprinted soldier, is a **perfect target** for the toy’s sympathetic hooks. - When his family buys one with his unit’s insignia and he handles it regularly, the toy’s charm latches onto: - The **Pappy-in-the-Root snapshot** instead of just a generic “hero template.” Result: - Over time, the figurine becomes a **focus**: - It can call up fragments of Pappy’s Root imprint, - Pappy’s actual, aging soul gets “pulled” toward that channel, especially near death, - After he dies, what’s left of him distributed between: - A normal soul afterlife (however you want that to work), - And **the Root-bound imprint**, now heavily linked to the toy. That’s why: - The action figure can: - Occasionally “possess” Joe, - Speak with Pappy’s voice, - React to Root anomalies and D’serris. --- ## 5. Pappy, D’serris, and the Leyline Crisis ### 5.1 What Pappy Knows / Remembers From Pappy’s perspective: - “We were losing. The tower people wanted a silver bullet.” - “They turned the grid into a weapon. The grid didn’t like it.” - “Some analyst in the tower yelled about ‘pattern deviation’ and ‘non-random noise’… nobody listened until it was too late.” - “Then somebody did something up there that ended the war overnight and broke everything underneath it.” He only later puts a name to D’serris: - He recognizes D’serris from post-war hearings / briefings / wanted posters / internal blame games. - Pappy’s view: - “He’s the bastard who pulled the lever that saved Korrin and fucked the rest of us.” - That’s where the MAGA-esque “THOSE GODDAMN SORCERERS ARE RUINING THIS GODDAMN COUNTRY” energy comes from. ### 5.2 What D’serris Knows About Pappy (Optional) If you want that connection: - D’serris might: - Have logs of Root “snapshots” taken during the Crisis, - Know there’s a **cluster of persistent imprints** tied to a particular unit in the trenches, - Recognize Joe’s figurine / aura as: - “One of the Korrin ghosts that never fully resolved.” He might not know it’s specifically “Harlan Football,” but he knows Joe is carrying **a Root echo from that day**. --- ## 6. The Golem Angle – Pappy & Joe as Construct-Bloodline If you commit to Joe being a golem, Pappy being one too is the cleanest way to do it. ### 6.1 War-Era Root Constructs (“Ley-Golems”) - During the Leyline War, one faction: - Experimented with **Root-anchored constructs**: - Artificial bodies grown / sculpted to: - Be tough, - Be repairable, - Host a soul imprint that could be “backed up” in the Root. - These soldiers: - Look human, - Bleed (sort of), - Age slowly or unevenly, - But have: - Subtle tells (odd healing, unnatural resilience), - A special reaction to Root spikes. Pappy Football was one of these: - Either: - Volunteered for an “enhancement program” and had his soul bound to a constructed body, - Or was resurrected from near-death into a body grown to be Root-compatible. - The Crisis at Korrin: - Supercharged this binding, - Made his Root imprint especially strong. ### 6.2 Post-War “Bloodline” - After the war, Pappy: - Leaves service, tries to live a normal life. - Marries / has “kids.” - Mechanically / lore-wise: - His children and grandchildren are: - **Hybrids** – human souls in partially construct-compatible bodies, - Or literal golem “descendants” grown with his template and implanted with new souls. Joe being a golem: - Fits his: - Weirdly average but absurdly tough vibe, - “Action figure inhabits me” moments, - Occasional disconnect from normal physical limits (you can lean into this later). Pappy’s war-body: - Was a **prototype Joe**: - Stronger, - More tightly bound to the Root, - Less stable. When he died, the Root imprint had a strong template to work from. ### 6.3 How This Shows Up In Play Signs both Pappy and Joe are golem-type: - Joe: - Recovers from injuries faster than he should, - Maybe has faint “seams” or runes that only show under certain light, - Magic that targets “humanoids” still works, but constructs-related stuff feels off around him. - The action figure: - Reacts to **Joe’s true nature** – it’s like two versions of the same pattern talking to each other. - Pappy in visions: - Might look: - Slightly too symmetrical, - A little “designed,” - With scars that don’t behave like normal flesh. You can also give Joe some “oh shit” moment later: - Pappy: “You ever wonder why you bounce back the way you do, boy?” - Root anomaly peels some of Joe’s “skin” metaphorically/visually in a vision, - He gets a glimpse of what he really is. --- ## 7. Pappy as a Table Tool (What You Can Use Him For) ### 7.1 Lore Delivery - Pappy is your: - On-demand war flashback, - Walking testimony about Korrin, - Emotional vector for “the Root is not a toy.” Whenever you need to: - Explain a past decision, - Show the cost of D’serris’s choice, - Make the leyline feel like real horror, You have Pappy “ride” Joe for a scene. ### 7.2 Moral Compass / Anti-Compass - He’s not neutral. He’s *biased as hell*: - Hates magic bureaucracy, - Distrusts Oversight, - Sees Root stuff as tools that got out of hand. - That’s useful: - Sometimes he’s right (“don’t overclock the node, dumbass”), - Sometimes he’s dangerously wrong (“cut the trunk, who cares about the casualties?”). You can put Joe in situations where: - Pappy urges the “war solution,” - Friends / teachers urge the “school solution,” - Joe has to choose. ### 7.3 Coherence Hook - The Coherence recognizes Pappy’s imprint as: - A familiar pattern from when it was “born.” - It may: - Use Pappy as a voice, - Copy his mannerisms, - Try to talk to Joe in Pappy’s voice even when the action figure is *not* active. Creepy angle: - Joe hears Pappy saying: - “We pushed the line too far…” - Then the voice shifts mid-sentence, same tone but wrong rhythm: - “…and we are still pushing. I remember you. You remember me.” --- ## 8. Player-Facing Hooks (Teasers You Can Leak) Stuff you *can* let slip in-game, piece by piece: - Pappy: - Was at Korrin, - Saw the worst of the Crisis, - Calls D’serris “the bastard who saved the city and broke the world.” - The toy: - Occasionally says things Joe never heard Pappy say in life, - Reacts to Root pulses, - Warms up or vibrates near subnodes. - In visions: - Pappy sometimes seems to know more than a normal ground grunt should: - Glimpses of the control tower, - Awareness of the “heartbeat” pattern. If you flip on the golem angle later: - You can reveal: - Pappy’s body wasn’t entirely natural, - Joe’s never truly been “just a regular guy,” - The Root has a blueprint for “Football soldiers” tucked inside itself. ---