Link to my original post:
https://www.reddit.com/r/AdventuresOfGalder/comments/wgel5a/some_happy_memories_of_my_late_wife_gone_these/
Hi, all! Thanks so much for your kind words and thoughts.
Been going through my records, and thought I’d share some of Calico/Player’s PC exploits in my homebrew setting. It was a bittersweet read, as you might imagine.
Rilka Turgin (Human Fighter/Knight, LG): [Note: paladins do not exist in my setting. Knights of the Holy Orders are my homebrew replacement.]
Rilka was Calico/Player’s first PC at my table, and her all-time favorite (and mine, I daresay); Calico/Player would play Rilka off and on for nine years.
She began as an ordinary fighter, the daughter of a minor noble house who, because of her unusual height, strength, and contrary attitudes, made her a poor marriage prospect and even worse “noblelady” (imagine GoT’s Brienne of Tarth, but actually attractive). The PC was introduced mid-campaign, saved from certain death by two sentient Rats who brought the unconscious Rilka to their home—a vast underground library, its volumes literally priceless. The library’s guardian dragon, however, was rather nonplused: “Give me one good reason why I shouldn’t kill her.” Seems that the library is a carefully guarded secret, and the Rats broke the rules in bringing Rilka there…
Here is where Calico/Player began to shine: she thoroughly engaged these NPC Rats, treating them seriously and becoming increasingly fond of their community and welfare. It’s as if she never had a DM willing to indulge her desire to RP with any depth (an accurate assumption as it turned out), and was enjoying this immensely. She was invested in my setting, and it spurred me to greater achievements as DM just to keep up with her.
Another facet of her dedicated play style was her copious in-game correspondence (which I’ve carefully preserved). The letters from Rilka to various NPCs was a two-way street, and both their contents and in-game repercussions helped drive the campaign narrative. I wish some of my players over the years would have showed even a fraction of her engagement and immersion.
Her transformation from fighter to Knight was some of the best roleplay I’ve ever seen. Calico/Player had Rilka become increasingly uncertain about life and her place in the world, her behavior turning careless and erratic, a true lost soul. But help was coming: when Rilka ran recklessly into a sacred chamber designed for communion with the divine, the goddess of mercy and justice led her by the hand back to the party, her gentle and loving rebuke ringing in Rilka’s heart.
Sensing a path before her, Rilka sought guidance from the clerics among the Rats, who encouraged her. It took a couple of levels, but Rilka went from Knight’s Candidate to Knight with a clear sense of purpose…far beyond the “I’ll take a level of X for the cool class abilities” that I can’t abide. The transition was gradual and believable.
After the main campaign ended, Rilka returned for a side quest which began with a startling admission from one of the Rats. It seems this individual was cursed, and can only have romantic feelings for humans. And Rilka’s response? A quest to make the relationship work…somehow. Thus begins a wild ride across continents and even planes of existence to gather the elemental essences that will create a human body for the Rat’s soul to reside. But as it turned out, the soul was split between the Rat and new human body, allowing both to continue their lives as independent entities with their own destinies.
Catherine “Calico” Beemish (Human Rogue): Calico’s backstory describes the quintessential rogue: street urchin to brothel owner to guild thief to carnival performer. But something deep inside wanted some semblance of “respectability”—but on her terms. Of course.
Her adventuring career began with a solo raid on the local military garrison—not for espionage or sabotage, but merely to make off with the regimental colors. Next day, bold as brass, she approached the front gate with the flag and asked to see the CO. Instead of arresting her, he put her on the payroll as a local informant. Thus began a wild and woolly career.
Through a chance encounter, Calico found that some of the odd-duck locals were actually shipwreck survivors from another continent! Calico was the driving force behind finding a ship stout enough (and a crew insane enough) to take the expatriates home. Unfortunately for her, one of the exiles was a sentient longsword with an icy military mindset—their long-running spat was epic. This was offset by her attraction to a religious knight also on board; no man had ever played hard-to-get so smoothly, and Calico was smitten.
Party sails into an alien continent wracked by a war to restore an ancient Empire: one side is led by the last surviving Imperial heir, the other by the BBEG manipulating his puppets from the shadows. The BBEG decides to hold a fake coronation with a fake Imperial Sword, hoping to win through deceit. Calico & Co. turn the tables by replacing the fake sword with the REAL one, right under the BBEG’s nose—and when the false coronation takes place, the True Sword exacts its vengeance while the Heir’s finest warriors—and the party—rush in for the kill.
From street trash to Hero of the Second Empire. And now that she’s gone respectable on her own terms, Calico got her man. Not too shabby.
Martithe “Marti” Drackeve (Human Cleric, LG): Let’s face it…adventuring with Martithe is like adventuring with your monster-cleaving, spell-slinging, cookie-baking grandma. Clearly on the pudgy side, she enjoys nothing more than a good meal, preferably one she made herself.
A cleric of the god of enlightenment, her calling as an adventurer found her in Session 1, when two less-than-upstanding citizens (fellow PCs) run past her on the road: “You thought no one would notice your snake-oil sludge poisoning half the town?” “Says the guy who was screwing around with the mayor’s daughter!” Astride her noble steed donkey, “Marti” decides then and there to follow the miscreants, to gather info for a treatise on criminal behavior. And a cookbook. Naturally.
Possessing a stellar Wisdom, solid Charisma, and slightly below average Intelligence, Martithe relies on her matronly ways and winning smile to get by in life. Her aura of cheerful domesticity was truly remarkable—at one point, she was able to charm no less a being than the Prince of Liches. [A lich in my world is, by definition, a cleric of the Overlord of the Dark Gods.] The two came to a startling agreement: if Marti would allow the lich to see the living world through her eyes (satisfying the undead’s bizarre wanderlust), he would allow her to write his biography (Interview With the Lich?) From time to time, Martithe would actually cast two shadows…
I created a rival adventuring group of NPCs for this campaign. At times they’d compete, and other times they’d be forced by circumstance to cooperate. In the latter, Martithe would cook for both teams—a godsend to the NPCs, who collectively could barely manage to boil water. When separated, each team had a magic hand mirror to check in on each other: at one point, one of the NPCs held up an incinerated duck and wrote “Martithe, save us!” on a slate board.
One last tale…party found themselves in a walk-in freezer, full of unbutchered carcasses. A solid gold cleaver is on the chopping block—and the party illusionist tries to steal it. The carcasses, highly indignant, hop off the meat hooks and attack! Not a target for the moment, Marti goes “Here, piggie, piggie, piggie…” “Oooh, bake me, baste me, broil me!” the animated carcass shoots back…
Mercedes Valax (Human Cleric, LN): Calico/Player does a total 180 with this PC. Mercedes is a cleric of the god of law and civilization, and Licensed to Litigate—as a practicing attorney. Mercedes is also an assassin/”cleaner” in service to her Order (a ruthless form of internal affairs)—a fact known only to her handler and her Head of Order. Mercedes herself is a no-nonsense, tough-as-nails persona who once cut down two armored dwarves in nothing but her nightclothes. But she wasn’t heartless: the loss of the party’s beloved dire wolf in combat affected her deeply—to the point where her superior told her point-blank to keep her grief out of public view.
Now, why would someone like this take to the road as an adventurer? In the early going, it was to pay for repairs on “the House”—a sentient piece of real estate that’s chosen the party as its rightful occupants. Abandoned for decades, the place really needs some work, and it’s gonna cost a fortune. The House itself hardly helps at times, squealing with delight with each new renovation (imagine the following in a sing-song tone): “I’m gonna get a new roof, new roof, new roof!..” But believe me—there are treasures (and secrets) in this talking manor house that any D&D party would kill to protect…
Rhanee Khardas (Human Wizard): The scion of a military family, Rhanee gave her arcane skills to her country as an intelligence operative. Rhanee comes from a clime identical to the Indian subcontinent, and has an appearance to match. Her familiar is equally striking: a full grown male leopard named Jaaduu.
In the course of the game, Jaaduu was struck down with a lethal curse borne of divine Chaos. The cat suffocated, convulsed, and lay still…but as Rhanee stood frozen in horror, Jaaduu turned black as freshly mined coal, twitched, stretched, sat up, and stared. “What are you looking at?” the familiar said aloud.
The sudden sentience of her familiar injected new life into Rhanee’s character (which was unusually subdued for Calico/Player). The banter between the two became a highlight of the campaign, and at an appropriate moment (and for valid in-game reasons), the cat became a cleric of the (LG) god of magic.
This was the campaign I was running when Calico/Player became sick, one that I understandably suspended in her final months. After she passed, I wrapped up the campaign; in the final session, the party was granted a divine vision of Rhanee and Jaaduu, now in service to the god of righteous wrath. It was best I could come up with for saying goodbye to Calico as a gamer.