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