The Ten-Minute Background--Post your characters!

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Caelynna: Eladrin Two-Blade Ranger

Background/Concepts  
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1) Caelynna is young and beautiful Eladrin woman. She stands at 5'5", weighs 134 pounds. Her body is slim and slightly curvy. Her hair grows to where its almost at the small of her back, curling slightly at the end. She often lets her bangs cover one of her eyes, unless she is looking at something that amuses or catches her intrests. Caelynna often wears tight, fitting clothing when she wears casual wear, but sports a suit of hide armor when adventuring.

2) Caelynna was born and raised in a small village in the Feywild called Arbair until the age of 10. It was at this time that she, and many other villagers, were forcefully taken to a human city. No one in her family were taken with her, and during the whole time they were traveling to the city, Caelynna was alone in one of the many carts the villagers were riding in.

3) Along the ride, Caelynna felt her cart come to a halt, followed by the door opening and a small Human boy was thrown inside beside her. As the door closed and the cart started to move again, the young boy proceeded to get up and try to force the door open, but failed in every attempt. Afterwards, he simply turned and stared at Caelynna. "D'ya know where they're takin' us, girl? " was the words that came from his mouth, to which Caelynna only shook her head in response. The boy then sat down and stayed silent for a long time.

4) As the ride progressed, the two would start to talk to one another, steadily growing trust in one another. Caelynna learned that the boy was named Shan, and that he was also the same age as her. They both then talked hours upon hours to pass the time, to learn about each other or to hear stories of each others lives up to before they were taken from their homes. Caelynna and Shan grew as friends, and perhaps even more than that, and cherish each other's company.

5) After a day of travel, they arrived at the city. Both of the two friends were seperated, which brought a fear that slept inside of Caelynna as Shan eventually was no longer in her eyesight.  The men took her to a large building. Inside, she saw children, men and women either practicing the way of blade, archery, or magic, as well as some being beaten for simply spilling a trainer's plate or forgeting to do something.

6) Caelynna was taken to a room where the abducted prisoners were being "branded" by the Head Mage of the sector. She soon came in front of the line, where the mage simply grabbed her by the arm and cast a strange spell onto her arm, making a symbol of two blades forming and X, with tribal looking twists going around the blades. " You are now property of Her Highness, Queen Ysmiliia. Follow the guard to your station, and you will receive your instructions there. "

7) After entering a small room with a group of other children, that which included Shan, she was told (as well as the other children) that she will become a warrior that follows the Queen's orders from this day forward, no exceptions, or face the consequence of being killed.

8) Years have passed, and even at the age of 24, Caelynna is still under this horrid Queens' control. However, some good had come of it. Firstly, she and Shan have grown attached to each other over the years, which then turned into an unyielding love at age 18. Secondly, she had always wanted to travel the world, which comes naturally with all the missions the Queen gives her, although she wishes it was under her own free will.

9) Shan and Caelynna made a promise to each other: to free themselves from Queen Ysmiliia's command, and to run away together to start their own life and raise a family.


Goals  
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1) I would like to see Caelynna be able to escape from her prision, and to be able to lead a normal life.

2) I would also like to see the possible destruction of Queen Ysmiliia's rule, and to free all the other prisoners of her controll as well.


Secrets    
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1) Caelynna and Shan's relationship is kept a secret, because if the Queen or any of her guards or followers found out, either one of them could be killed. To protect one another, they only show affection to each other at night or whenever they can sneak away.

2) Although it is thought that the two's love-life is kept behind closed doors, one of the knights named Ghormez knows of Caelynna and Shan, but for his own reasons has not told the Queen yet.


Friends/Enemies  
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1) Caelynna's only friend, and also lover, is the Shan. She would offer her life to save his, and he would do the same without hesitation. Any problem that Caelynna has automatically becomes Shan's as well, not because she forces it upon him, but becuase he doesn't want anything to happen to her. Their love started one day when the Queen accused Caelynna of stealing swords and trying to start a small group to assassinate her. Shan quickly objected, which made the queen  furious. She ordered the two to be taken to a pit, where, IF they survived against the dire wolves' attack, they would have their "crimes" erased and free to go. During the fight, Caelynna got hurt to the point that she couldn't fight. Shan, in fear of losing her, went into a rage and killed the two remaining wolves. Ever since, they have shared a love that can never be broken.

2) The knight named Ghormez is a shrewd and less than gentleman-like man. He often harrasses the female prisoners sexually and has them beaten if they don't do as he orders them. In all of his years, Caelynna is the most beautifull and most attracting woman he has ever seen. He tries his best to seem kind to her, but Shan sees how he really is and often makes him go away before he can lay a hand on her (providing Caelynna doesn't do it first...). He vows that he will make her his one day, and will not quit untill he achieves his goals.


Mannerisms, Memories, and Quirks 
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1) Her most powerfull and still touching memory is when Shan saved her from the dire wolves. He had scars all over his body, and was bleeding horribly, but still he saved her, and she can never thank him enough.

2) Since she was trained in the ways of dual-wielding blades, she is good in combat. Always trying to stay prepared for missions, she always sharpens her swords and makes sure they are clean before she leaves.

3) If anything happens to Shan, she always drops what she is doing to go to his aid. This has caused her to fail many missions, but she doesn't care as long as Shan is safe.
*insert sig here*
Here's my current character, I'd love to get some feedback, since it's the first real character I've made for a D&D game in years.

I've decided to change a few bits, after conversing with my DM, making the story less angst-prone, but we feel, a bit cooler in turn.

Sharae Tymester, Drow Sorceress:

Description and statistics


Sharae is 18 years old, and somewhat short for a drow female, with short white hair with blue streaks and dark red eyes. She is physically fit and extremely lithe and flexible, and by the standards of most races, a stunning beauty. She usually wears light black leather armor (in terms of stats, it's cloth) and carries both a long dagger and a straight rune-engraved staff made of blackened oak. She also has a dark gray cloak which she uses to obscure her features when she wishes to go unnoticed

She carries herself confidently, and is usually quick with a joke and a light hearted story. Some would even describe her as bubbly. And while this is not entirely an act, she is actually a swift and brutal killer once her ire is roused. She has no regard for the life or welfare of strangers, and while she will not go out of her way to harm them, neither will she lift a finger in their aid if there is nothing in it for her. All that said, she is actually a very loyal and protective friend, once someone gains her confidence. She believes that there are extremely few people in the world worthy of her friendship, but once she finds them, she hangs on to them tightly.

Sharae is a sorceress with the storm power source.

Str. 11
Con. 13
Dex. 18
Int. 8
Wis. 10
Cha. 18

Background, Luskan (Benefit), Waterdeep, Thief

Trained Skills: Arcana, Bluff, Stealth (available from background), Thievery (available from background)

This is a 4e game, but we're using the 3e Forgotten Realms setting. In it, Mask is still a God in his own right, and Sharae has taken him as her patron deity.



Step 1: Write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.

 
Concept/Background


1) Sharae grew up on the streets of Waterdeep. She was born in the drow city Eryndlin, but shortly after, her mother, the Matron of House Tymester, was killed in a coup by Sharae's sister, Lyllendin. Her father, Riendlin, a mercenary captain arranged to have them smuggled out of the city, and they escaped to the surface. On the surface, he failed to prosper, life being much different than he was used to. He finally found his stride working with an adventuring company, The silver stars. While this did not leave him much time to care for his young daughter, he arranged for her to stay with the elderly mother of one of his new adventuring companions. One Claire Savontes.

2) One night when Sharae was 11 years old, there was a terrible thunderstorm. It seemed to strike with no warning, and for a long time, it seemed the house was about to be blown over time after time. At midnight, the door shook with a heavy knock, three times. Old Claire went to answer the door, and was surprised when an old man stepped through, seemingly unphased by the storm. He was large, and had a massive white beard. And on his head sat a horned helmet. "Greetings woman, might an old man rest his weary bones in your kitchen while the storm passes?" he said. Claire looked at him with a slight frown. "I'm old enough to know not to turn away one of 'you people', and I fancy the storm won't pass less you are satisfied." she said, her normally strong voice betraying an edge of fear, bordering on panic. The guest laughed, "You have no cause to fear me old woman, it is the lolthling I am here to see....please go fetch her from the cellar, that I might see her." When Sharae was fetched, the old man looked her over, his eyes seeming to look through her effortlessly. "Yes, she's got potential, rather mundane, but that can be fixed easily enough.". The man touched her, and for a second, she felt as if she had been struck by a bolt of lightning. "Yes, that's much better." The man said. Then swiftly stood up and opened the door. "My condolensces miss, on your recent loss." he said, and tipped his helment to Sharae, then left slamming the door. Immediately, the storm ceased.

2) Soon after, Claire's son, Terry returned, bearing the news that Riendlin had been lost at sea, but that miraculously, the storm had ceased shortly after, and the rest of the party had survived, though all attempts to find him through mundane or magical means had failed. Sharae continued living with the Savontes, and was raised alongside Terry's daughter Amber much like a sister. Terry Savontes gave up the adventuring life temporarily, as his group had dissolved, and went back to working solo in Waterdeep as a catburglar. When they became old enough, Terry who was a minor legend in the thieves underworld, started teaching the two girls the ins and outs of thievery and the art of the con. Not for the money, as his adventuring life had left him quite wealthy, but because he wanted them to know the excitement and the thrill you could only experience, in his opinion, as a master thief. His mother did not approve, but quite elderly at this point, was unable to oppose him.

3) Sharae is by now a notorious thief and scoundrel, when she is not burglarizing somones home or picking someones pocket, she's most likely taking part in a con or a scam of some sort. She doesn't have the patience or, frankly, the intelligence to concoct a real scheme, but she does have a certain charm and earnestness about her, along with a real flair for acting, which along with her somewhat unique status as a drow, make her a real asset to a con artist gang.

3) She mostly hangs out with two seperate groups of people, one is a group of her childhood friends, who gather at Riegdan's Tavern, which belongs to the father of two of the group. These are people she mostly likes and trusts, and will usually let her guard down somewhat in their exclusive company, as she will only do otherwise with the Savontes. The other group is a gang of con artists and thieves run by a halfling called Briar Garnet, or Briars Club, as they call themselves. Sharae doesn't really trust or like this group, especially Briar himself, who puts on a typical halfling facade of friendliness and charm, but underneath has a cruel vindictiveness that any devil would be proud of. Sharae joined this group because Amber had ambitiously joined the crew after her father went away adventuring again, recognizing that nobody but the very best can survive without a support network for long on the wrong side of Waterdeeps law. Her friend Amber was at that point Briars right hand woman and managed to persuaded Briar to accept her.

4) At one point, Briars Club decided to branch out, and moved to Luskan, at first to run a single con  for one of the lower ranking mages at the Tower, but wound up spending 2 years in the seedy port city. This was shortly after Sharae joined, only 15 years old at the time, and it was during this time she had some of her most formative experiences. Amber being the more forward planning of the two, used the time to develop contacts, arrange for membership in the thieves guild in Luskan and then some training for the both of them, figuring that this was a perfect time to develop their skills away from the watchful eye of competitors in Waterdeep.

5) A critical moment in Sharae's life occured in Luskan, when she forgot to clean up a critical piece of evidence, leading a group of thugs they had swindled right to their doorstep, when only Amber and Sharae are there. Easily overpowered, their lives apear forfeit. Several thugs advance on Sharae, weapons drawn, when something inside her seems to snap and she instinctively sends a massive bolt of lightning into the chest of the thug leader, dropping him dead. Following immediately with bolt after bolt of lightning at the thugs, the two women suddenly find themselves the sole survivors in a pile of corpses. This unexpected development, they agree to keep secret from the rest of the team until they understand it's significance.

6) Back in Waterdeep, Briars club gains ever more success, with their new skills and Luskan contacts, they are able to pull off more daring heists and bigger cons than ever. It is at this time that Amber comes to see Sharae, and warns her that her quick temper and lack of forethought are starting to be a liability. She warns her that she can't keep protecting her shortcomings forever, and eventually, she'll have to reign in her temper or Briar will kick her off the team. Following a few more jobs where a major blunder on her part is only narrowly avoided by the skills of the rest of the team, Amber tells her that Briar is furious, and is planning to leave her to the wolves after their next job. Amber advises her to leave the city while she can. Sharae agrees, but secretly decides to do it on her own terms. When the job takes place, she secretly stalks Briar, and arranges for the guards to be tipped off at the worst possible time. Briar is caught by the guards holding the jewels of a wealthy diplomats wife from Calimshan, and thrown in the dungeons, while the rest of the gang escapes.


 


 Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal, I will award you an action point that can only be used in scenes furthering that goal. These Action Points are separate from the action points you gain by resting and reaching milestones. You can change goals later, though you lose all the accumulated Action Points for the goal you abandoned.

Goals


1) She would like to gain power, most likely through her newfound sorcerous abilities. She does have some personal issues about her past, which she knows nothing about, but would like to learn more of, and her resentment at having been the only drow around during her early years. While in many ways proud of her abilities and the fear she inspires in most common people, she would on some level like nothing better than a magical disguise of some sort that would allow her to blend in as a regular elf or human.

2) I personally would like to see her go to the Underdark at some point and confront her drow heritage in general, and her sister in particular. I would like for her to take some official standing in the drow hierarchy, perhaps by challenging or joining forces with her sister. Eventually, I would like to see her rise to demi-god or chosen status, assuming the game goes on long enough.



Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

Secrets


1) After coming into her power, Sharae took brutal revenge on many of the people who she felt had wronged her during her childhood and adolescence. The worst she slew outright, others merely had their property or homes destroyed. This wave of murders and vandalism was never solved, mostly through lack of any real effort, since most of those killed were seen as scum the city was better off without. Recently, a rather unorthodox paladin of Helm with a penchant for mystery solving arrived in the city, so this may change.

2) The old man who came to their house was actually an avatar of Telos, the God of storms. In his desperation, Riendlin offered his own life in exchange for the safe passage of his fellows, but the wording was such that Telos could claim property of his offspring as well. He found her acceptable and imbued her with the power of storms, keeping her earmarked to become his chosen if she lives up to her potential. Believing solidly in hardship creating excellence, he has no plans to hold any sort of protection over her, apart maybe from his own direct wrath (that is storms), unless she displease him. (this will realistically only be pertinent towards late paragon or early epic tier)



Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

Connections


1) Amber Savontes considers her a friend, nearly a sister, and while she doesn't approve of what she did to Briar, she secretly enjoyed his humiliation and will do what she can to lead him away from getting revenge. She doesn't wish Sharae ill, but the truth is, it was her who had grown tired of her constant raging and lack of thought. Briar was far more willing to cut her slack, since he appreciated her acting skills and the 'secret weapon' of having a drow on his team. He was even rather smitten with her himself, though he never said anything. It was Amber who was humiliated by her connection to the 'fool of the operation' and who decided that it would be best for her to leave. While Briar is imprisoned, she runs the gang, and while not quite as successful, she is much more popular with the crew and once Briar is released, he may find his team less than eager to join him on his personal crusade. Amber is in some ways the classical scoundrel with the heart of gold, but she is still ultimately out for number one, she feels she has pulled Sharae's weight more than long enough and even thinks she's doing her a favor by forcing her to stand on her own. She firmly believes that Sharae is a good person deep down. Consequently, learning the full extent of her retribution would shake their relationship to the core. Had she known, she might have thought better of setting her up.

2) Rael Tynthian is a rich, underhanded Eladrin merchant. At one point, Briars Club ran a con to swindle him out of some dock property, in which, Sharae played the role of Tyrissa the ruthless drow assassin who first intimidates him and is later seduces him, feeding him neccessary misinformation along the way. To both of their surprise, they find they have an actual rapport, and when Rael's agents track her down, he finds himself unable to stay mad and they instead have a brief affair. Over the next few months Rael receives quite a few nocturnal visits from 'Tyrissa the assassin', and while the affair is now over, in it's place is a friendship they both value, despite the unlikely circumstances of its inception.

3) Briar Garnet is out for revenge, he feels betrayed for no good reason, and does not know the extent of Ambers involvement in his predicament. The moment he escapes from the dungeons of Waterdeep, he is coming to find revenge against Sharae.

4) Claire Savontes is an old woman by now, retired from her old teashop business, she now lives in a spacious room of one of Waterdeeps nicer taverns, with upkeep and meals paid by a generous stipend from her son, Terry, who has not been seen since he left adventuring years ago. She has fond feelings for Sharae and considers her an adopted daughter.



Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

Memories


1) She has many memories of her father, talking about life, about how strange the humans and other surfacers are and his difficulty in coping with his new life.

2) Sharae sometimes has strange dreams involving storms, the sea and darkness that make no sense to her. Since the manifestation of her powers, those dreams first became more frequent, and the abruptly ceased.

3) She always felt the surfacers had a strange view of her, one that seemed to sviwel between abject lust, and outright hatred for no good reason. She has become quite adept at feeling out people in advance, hiding beneath her cloak when neccessary. 






Ten Minute Background
Vendrathon "Venny" Stalford, Half-Elf PaladinAge: 23Height: 5'7"  Weight: 154lbs.Hair: Blond   Eyes: Blue

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
step1
1. Venny grew up in a large city, the son of an innkeeper.  When he was 9 years old, a vampiress began kidnapping children in his neighborhood.  Venny was captured as well.  But before the vamp could lay her fangs into him, he was rescued by a local paladin, Thomas Galshire.  Venny knew then what he wanted to do wth his life.  He swore to protect others.  He swore that one day, he would be the one to Show Up.  When he was 12, he joined Galshire's church, to follow in his hero's footsteps.  
2. Venny treats everyone he meets with kindness and compassion.  Everyone.
3. He believes that every man should be able to create things.  He takes cooking duties at the church, and paints in his spare time.
4. Whenever he reduces an enemy to 0 hit points, they are rendered unconscious. He believes in mercy.
5. Whenever he has the choice, Venny will choose to be in danger or pain in another's place.  
6. A few weeks before the campaign begins, Venny was one of a trio of scouts gathering intel about a nest of cultists.  They were captured, and the cultists began a dreadful ritual to summon a fallen angel.  When they didn't return on time, the church dispatched another, larger force to rescue them.  When this force arrived they found the cultists in the middle of their ritual, Venny tied to an altar, and his companions already sacrificed.  The cultists were apprehended and tried for their crimes.  Venny has nightmares about it to this day.


Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
step2
1. From what Venny overheard during his capture, those cultists were one of several cells working toward a larger goal.  Venny wants to stop them.
2. I'd like to see Venny finally get his chance to Show Up.


Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
step3
1. The ritual the cultists used Venny in was not foiled, as his compatriots think.  It was a success.  The fallen angel Mariel resides in Venny's mind and soul.  She can't take control of him without his consent, but she speaks to him.  She can see through his eyes and hear through his ears, though he has learned to shield his active thoughts from her.  She seems to be in no rush to get his consent, and often offers him help of one form or another(usually knowledge) without asking anything in return.  She seeks first to get him used to asking for her help, and then to get him slowly reliant on it.  She can afford to wait as long as it takes to gain control of him.
2. His brother, one of the rescue force that saved him, saw the sigil of Mariel over Venny's left shoulderblade.  He knows what it means.  He hasn't told anyone.
Super Secret Secret
3. Venny doesn't fully realize this himself, but he wants to save Mariel.  no soul is so far into the shadow that it cannot walk again in the light, and he wants dearly for this angel to reconcile herself with God.  He can't admit it to himself, the hubris is too much, but he wants to show this angel by example that she can still go back to the light.


Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
step4
1. Thomas Galshire, Knight of God.  Galshire saved Venny as a child, and was his mentor when the boy joined the church.  Venny learned a lot about how to be a man, and how to be a paladin from Galshire.  As his commanding officer, Galshire can provide adventure hooks, and as his mentor, Galshire can offer advice.
2. Audwyn LeRaie, a tiefling warlock, was another of the children that went missing when Venny did.  She was the first to go missing, as the vampire had been her mother in life.  After nearly dying together, they've felt a certain bond, and keep in touch.  Audwyn blames Galshire for her mother's death, and holds Venny in some contempt for joining the church.  Still, if he can get her to set aside her bitterness, she could be persuaded to perform rituals for the him.
3. Lenton Anston, librarian.  Lenton's library is next door to Venny's church, and Venny has done more than his share of good deeds for the old man.  Lenton would be glad to assist with book research if Venny asked.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

step5
1. Venny still keeps in touch with the other children taken by the vampire.  Whether it's a card on their birthdays or a new year's letter, he doesn't forget them. He visits Audwyn every year on the anniversary of they day they were saved by Galshire, to give her moral support on the day her mother died.
2. Venny is a beer enthusiast.  He's careful to drink responsibly, but he's always keen to try a new brew.
3. Venny remembers Galshire slaying the vampire, how the paladin asked God to forgive this poor soul and allow her into heaven.  He remembers the words uttered with the vampire's dying breath, "Thank you."
4. A belief Venny lives by: The truest measure of a life is the impact it has on others.
Seriously, though, you should check out the PbP Haven. You might also like Real Adventures, IF you're cool.
Knights of W.T.F.- Silver Spur Winner
4enclave, a place where 4e fans can talk 4e in peace.
Interesting backstory, I especially like the fallen angel angle.

You say he's a paladin of God, any particular god? What setting are you using?

(Seems like you're going for the christian angle, the one that comes closest would be Ilmater in the Forgotten Realms...unless you're in a homebrew setting)
We're probably going to be in a homebrew setting with the standard PHB gods available, in which case I'll file him under Pelor, but if I can talk a DM into letting me go the christian angle I will.  Never thought I'd say that, but it just feels right for the character. 
Seriously, though, you should check out the PbP Haven. You might also like Real Adventures, IF you're cool.
Knights of W.T.F.- Silver Spur Winner
4enclave, a place where 4e fans can talk 4e in peace.
BTW The_Stray, I am sigging this link so I may never forget this beautiful tool.
Yes, I do regret my Forum Name...Tech N9ne is clearly the best rapper of all time. I am currently looking to get in on a Real Adventures PbP game. PM me if you are looking for another PC.
this is the best character backstory ive ever written, imo. hope you like it!

Etzio Luomo - halfling psion

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

Background
1. Born on the road. Parents (Abe and Abbie) travelling with a large trade caravan, people from all over. Abe and Abbie used to be an expert cat burgling duo operating out of Velen, their most noteworthy caper was stealing the topazes from the Duke of Velen’s scepter (in retaliation to his public whipping of an elderly fence friend). Caused much embarrassment for the Duke. Afterwards they retired and went on the lamb with the trade caravan. They sold all the topazes but one, which they had made into a necklace for their son Etzio when he was born. (It would take a very high appraisal check for anyone to realize what it is)

2. Etzio had a happy, exciting life growing up on the road with the caravan. When he was young his telekenisis began to manifest itself, innocently in nature. Members of the caravan took delight in his exploits, telekinetic or otherwise.

3. He was most fond of the Dragonborn and Dwarves in the caravan, spent hours listening to stories and legends (and a few afternoons tormenting them and earning a few well deserved licks). There weren’t many other children among the caravan, so when he wasn’t minding his parents’ wares, he spent his time exploring the caravan, lending a hand where needed, and striking up conversations with elders. Other than his parents, he was closeset with Balasar, an elderly Dragonborn shaman/wizard who would tell him stories and read “Dragon’s Fire” (in reality, just a cantrip) to tell peoples “fortunes”

4. When he was 16, hard economic times hurt the caravan and a new leader was elected, an eladrin named Marceline Feywinter. She knew of Etzio’s powers and wanted to turn him into a degrading sideshow in order to bring in more money for the caravan. She put the screws to Abe and Abbie, and eventually kicked the family out of the caravan when they wouldn’t give in.

5. Ever since, they have resided in Baldur’s Gate; owning a fairly popular trade depot/café.

6. Etzio is 23, 4’ tall, 77 lbs, with long brown hair pulled back in a thick ponytail. He and his parents worship Oghma. And he is ready to get out on his own and see the world.


Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

Goals
1. Etzio’s deepest desire, once his adventuring days are over with, is to sit down with a dragon and have a deep discussion about history, philosophy, etc.

2. More immediately, he wants to join up with, and lend his skills to an adventuring party seeking to right wrongs and find a place in the tales of old. (he’s a bit of an idealist)

3. I would like to see his ideals and naivete very upfontly and clearly shook (through loss, hardship, etc). He should remain true to them, but gain a stronger and more grounded sense of what it takes (and what it may cost) to be a true hero.


Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

Secrets
1. Etzio (in a lucid dream state) snuck back to the caravan after his family was kicked out and bore his way into Feywinter’s subconscious. There in a fit of rage he destroyed her super-ego.

2. On the eve of his family’s departure from the caravan, Balasar secretly read Dragon’s fire with regard to Etzio and foresaw an unknown redheaded woman (love interest) betraying Etzio when his need was dire and leaving him for dead.


Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you

People
1. Abe and Abbie Luomo. Etzio’s parents. Undyingly loving and supportive of their only son. They hid their own shady past in order to give him a chance at a good and honest life. They are still alive and reside in Baldur’s Gate running their café/trade depot. Abe and Abbie are still as spry as they were in their cat burgling days.

2. Balasar. Dragonborn shaman/wizard. Like a grandfather to Etzio. Fortune teller. Was still with the caravan the last time Etzio saw him, who knows where he is now…

3. Marceline Feywinter. She banished the Luomos from the trade caravan. Outwardly an incredibly cruel eladrin woman. However, in reality this is just Etzio’s biased memory of her. Times were tough and she was just doing whatever it took to protect and ensure the survival of her people (the caravan). She immediately regretted banishing the Luomos, but her scouts were unable to find them and bring them back because Abe and Abbie were too skilled at covering their tracks. Etzio (in a fit of adolescent rage) invaded her mind and destroyed the super-ego portion of her subconscious, leaving her irreparably changed for the worse…


Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

quirks and stuff
1. Has very fond memories of his childhood and growing up with the caravan.

2. His own subconscious has tried to bury his invasion of Marceline Feywinter’s mind. After days when he has extensively used his psionic powers, he has strange dreams of the event.

3. Very polite, and friendly; if a bit shy. Loyal to the death to anyone he considers (or comes to consider) a dear friend.


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i just saw inception, so that was kind of the basis for the mind invasion thing Laughing

let me know what you think!
Rasa, Deva Avenger

Backgound:
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1: Rasa started life as an Angel of Vengeance (see Monster Manual) in service of Ioun named Vallan Tyreem.


2: Vallan was the fist of Ioun. No target ever escaped his wrath. 


3: Vallan was also gifted with prophetic powers. One day he had a vision that was so horrible that it drove him utterly mad.


4: Ioun took pity on his servant and granted him a new life as a Deva, erasing all Vallan's memories of his past life as an angel.


5: Without any memories to draw on and awakening in a small temple of Ioun he named himself Rasa ('empty'). He still has visions of the future, especially during fights (reflecting the Avenger's Oath of Enmity power).



Goals:
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1: Rasa wants to recover the memories of the past lives he knows all Deva should have. This is his main reason to undertake his current quest.

2: Being a servant of Ioun Rasa still takes his durties seriously. He strives to protect knowledge at all costs.

Secrets:

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1: The vision that drove the angel Vallan mad is still waiting to come through. What horrors could result in this madness? Only Ioun knows.

2: Rasa actually has one tie to his former life. In his posession he has a single golden feather. The only tie he has to his former life.


Allies & Enemies:

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1: In his short life Rasa has already made a friend. The priest servicing the small temple where he was (re)born proved to be helpful in getting him started on mortal life.

2: While not really counting as an enemy, a local cult has been very hostile towards Rasa. The members are always trying to lure him out and they seem to be keeping some big secrets.


(Memories,) Mannerisms and Quirks:

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1: Rasa is very distant and introspective. He can be lost in thought for hours. It might be some work actually getting him to pay attention while he's in this state.

2: Rasa can not stand anyone keeping secrets from him. He will pursue the subject mercilessly. This could lead to some tension as he will not release the subject until he knows the truth, even if the other person is his close friend.
Reading through roughly 20 pages of fantastic characters helped me break writer's block for the epic tier campaign my group just started.  This changling assassin would presumably get slapped upside the head for optimization (hence why stats and stuff aren' there), but our DM runs very little combat in his campaigns.  Skills, knowledge as a player, and knowledge as a character make all the difference as to whether you have a great game run or get nuked by an Ancient Red Dragon on night one.  In this case he wanted explanations of why we reached epic levels by the fourth campaign night.  I can only hope to do a tenth as well as the material here with my first try, but let's give a try shall we?  Please let me hear your thoughts, especially if there are ways to make it stab it til it gets better.

Haze: Changling Assassin. Paragon Path: Venomed Soul, Epic Destiny: Perfect Slayer
Unaligned

"Who am I at the moment?  Well friend..."
Stage 1, Background


1) Haze is a ligatimate assassin and has been for his entire adult period of life. He knows nothing and cares nothing of his lineage (which has been confirmed as mere common blood). Childhood to adolescent memories have been purposefully erased to prevent accidental exposures that may potentially hinder his ability to 'do the job.' There is no memory of giving a portion of his soul to Shadowfell to become an Assassin. His primary way of marking a kill is the unique poison he injects into their systems, a corruption that kills no matter how resistent or immune the target is. Atop that, his poisons prevent the spirit from re-entering the body, thus making ressurection impossible. (DM permission giving, Poison titled: Queen's Calling)


2) Most changlings have a disguise, but Haze felt the need to go several steps further. The title Haze is in itself an acronym for each identity. At the price of his 'true face' he has mastered four seperate forms. This was achieved through mastering the books of alchemic alteration atop using a disguise kit (and of course his own abilities) to create 'perfect' hidden identities. The first face, Hans, is a warrior and actually appears as a changling with stone gray hair and pale gray eyes. This form rarely speaks and any interaction is normally cold. Despite the coldness, Hans is both loyal and honorable in and out of combat. Alan the friendly face, is a human male in his mid thirties with short dark brown hair. This form is one of the shapes that Haze will not commit assassinations in. He acts friendly and meak, hiding both his thought process and his attacks. If in a group setting Haze is forced to fight as Alan, he will purposefully hold back his real capabilities if not entirely hide any aid he provides. Zier is the alchemist, an elder Shadar'Kai shape with dark crimson streaked charcoal hair and velvet eyes. This face is one that is not shown or kept out while others are around though it has been used to impersonate 'artifact' salesmen. Zier represents the Poison Master within Haze. Elkantar would be the first 'face' that Haze created. This form is a middle aged drow with long braided white hair. This face is a ruthless killer and the first if not only publicily known incarnation of Haze. Elkantar is brutal but subtle, an evil selfish bastard that will not waste time bragging instead of acting. He was known for his use of light and heavy blades. These four 'blends' are not multiple personalities, but they do have individual mannerisms.


3) Haze prefers 'real jobs' of hard labor to either fighting or assassinations. Though the moral weight of killing is not a major burden, Haze humbly considers himself to be second rate at best. This perfectionist streak rises from one mistake he made when first utalizing poisons on a kill. This sometimes works against him as people hire him on as the lowest bidder.


4) Haze was a member of an Assassin's Guild known as the Red Ravens. This was where he spent his childhood to adult life training and perfecting his craft. It was also where he found his first group to go on 'adventures' with. That group wound up causing the guild's collapse and after this Haze subsequently murdered them to free himself from the guild's control.


5) The words 'unofficial retirement' summarize the state Haze is constantly in.  For now he hides in the shell of Alan seeking manual labor jobs while trying to put more and more distance between himself and the empire he left. He is normally contracted either out of necessity or money. Though he keeps wondering how this happens, the reality is those who seek the Goddess of Death's guidance are led to him. Haze does not openly or privately worship the Raven Queen, despite having been chosen as her 'Perfect Slayer.' It is argued by her priests that Haze worships the Raven Queen in action rather then in words.



"Dreams often lead to the sin of pride, and goals without the knowledge of how to obtain what you seek are merely dreams."
Stage 2 Goals

1) Haze wants to be rid of the guilt he carries for (some) the assassinations he has done, specifically the princess he indirectly murdered to free an empire. The job and the riches have never given him true happiness.

2) Haze would also like to find his real face. As a changling and alchemist, Haze has not revealed or even seen his real appearance in so long that he has forgotten who he is. More importantly, he ties what he looks like to what his real emotions and goals would be. The guilt is merely something to be rid of, but the face is something to gain.



"Knowledge is something worth killing for... at least to some people."
Stage 3 Secrets

1) (known) An entire empire owes its freedom to Haze and the 2nd group of he fell in with. He was hired on by Princess Ethara to end a corrupt Bishop's occupation of their capital, which he did at the cost of her and the rest of the group's lives. This happened roughly one year before the beginning of the campaign, where Haze has wandered far from that country.

2) The Raven Queen chose Haze upon the day he slew the bishop as her perfect slayer; a master assassin that would strike down mortal or god whom cheated death. Haze is at the moment blissfully unaware of this AND who she wills him to target.

3)Reserved for DM, (Presumably Haze cannot use the Changling Shift power like normal followed by whatever mean thing (I mean wonderful!) the DM has planned)



"Unfortunately, people in my posistion do not tend to have many living friends.  Living foes are bad for business and thus I try not to keep them either."
Stage 4 Allies and Enemies

1) Shav'ar (Shadar kai assassin), Minerva (human warlock/sorceror), and Glorth (half orc Avenger) were Haze's first group that was trained and utalized by an elite Assassin's guild. They were happy with their lives and happy with their gold until a plot of demise came down from the guild leaders. In essence, the guild was doing a purge to keep the newbloods from becoming strong enough to overtake the old bloods. Shav'ar led the group in a tactical and brutal assassination of the guild heads. Haze helped under the promise that he could walk away a free man. However, Shav'ar along with Minerva and Glorth wanted to reform the guild. Haze wanted nothing to do with it, and mastered poisons to subtly remove the three threats.

2) Ethara was the name of the Princess that asked him to help free her country. Knowing what had happened to his guild over a power struggle, Haze refused until she swore her own life and the lives of her captains to free the people. After studying her to evaluate her trustworthiness, Haze left her Minerva's enhanced poisoned dagger that would poison the spirits of all related to the victim. Ethara used it to prevent obscure royalty from claiming the throne after her death, and left a will to establish a mixture of a democratic republic. It took years to build up to the assualt where Haze murdered the bishop and Ethara sacrificed herself. In that time Haze grew attached to Ethara, though he refused to act on those emotions.


3) Haze has found something close to kinship with the monk in his party, at least under the personality of Alan. Both are easy going but can focus on the task at hand. Thus far no one is exactly certain of what he can do, but it was revealed to the monk, rogue, and Kriv that Alan is capable enough in a fight. Ironically, both Haze and the monk serve the Goddess of Death without knowing it.



"Memories are best used to remind us where we have failed, to better us so that we do not fail again.  Hopefully."
Stage 5, Memories

1) The moment Ethara died is scared over Haze's mind Part of him wonders if what he felt for her was love, but the shroud of an assassin would never allow for the blessings of such emotions.  When she passed, Shav'ar mistook his mixture of rage and anguish for weakness.  His old partner quickly found that though Haze was emotionally crippled, his capabilities as a killer had not suffered.  Haze killed Shav'ar in the form of Hans, then left to mourn Ethara.  After her death, Alan seems to have become his dominate form in requiem for her kindness and honesty.

2) Haze used to genuinely enjoy the company of his first party, mostly because it was entertaining to watch them squabble with one another. However, he did not want to be tied down to them after the idea of a life free from guild control crossed him mind. In desperation, he unlocked one of the Guild's vaults and discovered a page from the Book of All Venoms. The joy that ran through his ice cold blood in that moment is possibly the purest thing he has ever felt. In that page lay the key to freedom. After using the knowledge he gained, Haze could not bring himself to grow close to others.


3) Though he has no memory of his parents, Haze does remember that after being taken to the Assassin's guild, he was given a teacher who bore the name "Humble." That teacher taught Haze that a smile and clever disgues were the key components to stealth. Being successful and not dependent upon just the expected tools of an assassin would help keep Haze alive. Haze privately suspects his master survived the guild implosion, but out of respect has never followed up on that suspicion.

Valren Bloodmoon
Drow (Vampire) Swordmage

Background:
  1. While he loathed the ways of the Drow, Valren didn't actively search for a way to escape them. Instead, he decided to bide his time and wait for a chance when he could do so with little trouble.

  2. When he was selected to take part in a surface raid, Valren knew that he finally had a chance to escape the Underdark for good. As the others prepared for the attack, he used some of his magic to create a statue of Lolth, saying that he wanted to ensure that the Spider Goddess witnessed what happened that day. After getting the approval of even the high priestess who'd accompanied the group, he showed them what he'd meant: one blow later, the statue was just a pile of rubble. As you would expect, he had one hell of a time fighting off the outraged raiders.

  3. With nowhere else to go, Valren set out as a mercenary. He learned several of the languages used by the surface races, both to make interactions with them easier and because he was greatly interested in their cultures. Over time, he'd built up a bit of a reputation as an honorable warrior.

  4. Those who knew Valren before he was made into a vampire claim that he is almost the same as he was before, the only real differences being his fangs, occasional hunger for blood (only taken from animals or those willing to let him feed on them), and a preference for being out during the night instead of the day.

  5. In time, he created a sort of "criminal group" that takes part in the black market, but not in the way you'd think. Slaves purchased by his group are freed and receive aid in returning to their former lives, and illegal substances (and those who are buying/selling them) are turned in to the authorities. 

Goals:
  1. One of Valren's greatest dreams is to help forge an alliance between as many races and civilizations as possible. There are enough threats to the world as it is without people fighting each other for petty reasons.

  2. He also wants to find a woman he can settle down with. He could be considered to be something of a womanizer, albeit one who shows great respect for the women he pursues, but he also wants to try for a lasting relationship, preferably one that ends up with the two having children.

  3. I'd like to see Valren's "criminal" group become a widely-recognized force of good, like a large mercenary group who fights for the right reasons instead of just doing whatever the highest bidder wants.

Secrets:
  1. How he became a vampire. One of his contracts had been to rescue an elven princess who'd been abducted by aliens a demon-worshipping cult as a sacrifice to summon the demon they worshipped. Valren had found the cultists and rescued her, but it turned out the cultists used poisoned blades. He held out until he'd brought her back, but collapsed as the king and queen were presenting him with his payment. The daughter had insisted on nursing him back to health out of gratitude, and even offered herself to him as her way of thanking him. While he declined at first, he finally gave in to her persistence. During that particular night, she revealed to him that she was a vampire, and turned him into one.

  2. Valren is actually part demon. At some point in the past, one of his ancestors had had a child with a demon. While there is very little demon blood in him due to how long ago it happened, he's the first of his family to be able to tap into it since several thousand years ago. While he enjoys the power it brings him, he tries not to abuse it, fearing that it might either corrupt him or become detected by someone who wouldn't think so highly of his heritage. His family has always claimed that the demon blood in their veins is that of Orcus himself, something Valren finds to be quite a joke.

Allies/Enemies:
  1. Valren tries to become friends with everyone he meets.

  2. His enemies are basically anyone who commits evil deeds without feeling any sort off regret. But the ones he hates the most are those who harm or threaten the innocent, the helpless, women, and children. Threatening or harming an innocent who can't defend themself (especially a woman or child) in front of him is proof that you have a deathwish. And if you hurt someone he really cares about? Think of the most painful and horrid death you can imagine and scale it up by about 1000%. You'll wish he was that merciful.

Memories/Mannerisms/Quirks:
  1. He has a bit of a soft spot for children, and as mentioned above he's quite a flirt with women.

  2. While he doesn't specifically follow any particular deity, he pays respect to all of them and follows the teachings that go well with his ideals.

  3. Valren is always trying to lighten the mood, even in serious situations. Unless you make him mad.

Korrius of Rekkenmark, Tiefling Ardent

 

Step 1: Write 5 background and concept elements that you feel are important to your image of the character.
 
1. Korrius grew up poor on the streets of Rekkenmark, a town in Karrnath.  His mother runs a small shop selling magical odds and ends.   As a young boy, his psionic talents began to manifest, and he helped feed his family by telling fortunes.  When he was 16, he joined the Karrnathi army to help defend his town and provide money for his mother and sister.  

2. Korrius got promoted quickly in the army.  His patriotic attitude, charismatic nature and rapidly developing psionic talents saw him rise to the rank of Sergeant.  Korrius developed and used his psionics in battle to lead his men to victory.  He has a reputation in his home town as a War Hero.

3. Korrius saw a lot of terrible things in the war.  He can handle soldiers dying, but he saw whole towns ravaged.  After the Treaty of Thronehold ended the Last War, Korrius made a personal vow that he would not see that war start again.

4. After the War, Korrius resigned from his position with the army.  His local warlord, Lord Rozzen, was sad to see such a good soldier go, but Korrius had already served more than his mandatory two years, so there was nothing Rozzen could do.  

5. Since then, Korrius has travelled the Five Nations as a sort of Goodwill Ambassador.  He believes strongly in his nation, most especially in its people, with their determination and pride.  It pains him that good name of Karrnath was tarnished in the Last War by the use of undead soldiers, and the association with the Emerald Claw.  In his travels he rights wrongs, tells fortunes, and makes friends to show people that Karrnath can produce heroes as well as villains.

6. Korrius was raised as a Seeker, that is, a member of the Blood of Vol.  It is a common religion in Karrnath, and he likes the theme of personal improvement.  Like most members, he has no idea of the dark truth behind the faith.

7.  Korrius has a form of limited prescience.  When he touches an object, he receives a flash vision of where it has been and where it will be, or sometimes what it will be(He can touch a blank book, for instance, and see it as a pile of wood, and later as a journal).   A similar effect happens when he touches a person, except that what he sees is (one possibility of) their future together.  Usually this vision only happens the first time he touches someone, but large changes in What May Be can trigger secondary, changed visions.  

8. Due to his prescience, Korrius shies away from physical contact with others, often wearing gloves to keep it from happening.  If he does end up touching someone, he usually ends up caring for them a great deal, after all, he's already seen and felt every moment of a years-long possible relationship.  One such person is a Staff Sergeant he met and sometimes worked with during the War.  Korrius made the mistake(?) of shaking hands ungloved, and saw a friendship spanning years with each willing to die for the other.  Korrius saw in his vision that the man would die in his arms, and wanted to cut it off there, to not go through that, and just maybe to save the man's life.  After all, if they weren't friends, that possible future would not come to pass.  But he was forced to work with the man, and knowing already what an asset a friend like him could be, he caved, and the friendship began...(this is going to be another party member, btw)
 


Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1. Korrius would like to see his actions soften public perception toward Karrnath.

2. He would also like to see the White Arch bridge(an important bridge for his hometown's livelihood) rebuilt.

3. I would like to see Korrius circumvent an attempt to rekindle the Last War.


Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
 
 
1. Shortly after resigned from the army, Korrius was approached by an agent of King Kaius III.  They wanted him to travel the land, encourage goodwill toward Karrnath, and maybe turn a few things to the King's advantage.  This is why he travels as he does.  Korrius is willing to do this because he believes in his King, and especially his King's message of peace in Khorvaire.  

2. For the secret involving him, but that he is unaware of, I would like to see developed a plot line around the truth behing the Blood of Vol, or of King Kaius.
 


Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.

1. Evanna of Rekkenmark, Korrius' mother.  She still runs the curio shop in Rekkenmark, and occasionally comes across something of real value.

2. Samuel Hargrave.  Samuel is the agent who Korrius deals with re: his work for Karrnath.

3. Lord Kandus Rozzen, Korrius' former CO.  Rozzen is bitter about Korrius resigning, and more bitter about not being able to stop it.  If he can find something to use against Korrius, he will.

Step 5: Describe three memories, mannerisms, or quirks that your character has.

1. As an ardent, Korrius often finds his emotions blending with those around him.  If he gets angry, others nearby may start to feel angry as well.  if he walks into a funeral, he will start to feel genuine grief over the loss of the deceased, even if he doesn't know who it is.

2. Korrius sends most of his earning to his mother, to support her and his little sister.  He also sends a monthly stipend to the widow of one of the men who died under his command.  

3. Korrius still wears his army uniform and armor.  He does it partly to visually represent Karrnath, and partially because he doesn't actually own any other clothes.
 


Seriously, though, you should check out the PbP Haven. You might also like Real Adventures, IF you're cool.
Knights of W.T.F.- Silver Spur Winner
4enclave, a place where 4e fans can talk 4e in peace.
Step 1: Background and concept elements important to my character.

1) Tharris, an elven archer, is athletic but slender, with long, sleek black hair that blows freely in the wind. His eyes are a deep green. His skin is light.

2) His armor consists of a green leather jerkin and brown leather leggings. He wields a quality longbow and always keeps a backup slung across his back, for though he is very fast when drawing his weapons, he is somewhat prone to losing his bow, by clumsiness or forgetfulness.

3) He can also be rarely seen wielding a fine magical longsword, loot from his first adventure that he plans to sell as soon as he is able.

4) It is rare not to see Tharris with pipe and drink in hand, even in the heat of battle. Though the merry lad describes himself as merely a "merry party elf", his companions secretly hold opinions that he should cut down on his tobacco and alcohol intake.

5) Having grown up in a coastal fishing village surrounded by all different races, for some reason Tharris chose to befriend two dwarves, namely a rogue named Adrek Stonefist. These are his closest friend, closer even than the other elf he adventures with.

6) Perceptive onlookers will notice an ancient, ornate, finely-crafted magical ring upon the elf's hand. This is a blessing--as he chooses to see it--from the hand of a decrepit skeletal corpse he found deep within the bowels of a dungeon. It allows him to sense nearby evil, though for some odd reason, it can't be removed.

Step 2: Goals my character has and goals I have for him.

1)  I want, and I think my character wants as well (he likes to test himself against stronger foes), to one day become powerful enough to have a fighting chance against a terrible foe he encountered deep within his first dungeon. This monster could bring about a total blackness that neutralized every light source in the area, making it impossible to hit. It had vicious claws that almost rent Tharris in two, and it even smote his dwarf wizard friend with lightning! To fight this creature, Tharris knows he and his friends will definitely need a more powerful light source which can persevere even in the magical darkness the creature induces.

2) Tharris wants to have grand adventures in which he becomes much more powerful and skillful, but he doesn't want to advance too far. He wishes to turn back before he becomes locked into a destiny which requires too much responsibility. When he finally settles down, he wants it to be back in his home village, partying with all his old friends, not in some epic, divine, abyssal, or otherwise binding destiny that would prevent him from ever tasting smoke or drink again.

Step 3: Secrets about my character he is aware of, and secrets about him he is not.

1) Tharris has long known of a growing darkness within him, but only began to take it really seriously when he started adventuring. He has mutilated monsters after they have already been defeated, and even engaged in some cannibalism. He secretly forms sinister plots when he thinks his friends aren't looking. Fortunately, he has been thusfar distracted by the many tasks required of him, and, of course, his pipe and flasks.

2) Tharris is going to die of lung cancer and liver failure if he doesn't give up his drugs.

3) He will also most likely, at some point, repeat the action of biting his own finger off to remove the ring and save it from falling into evil clutches as he found the corpse he looted it from had done so many centuries ago.

Step 4: People who have relationships (good or bad) with my character. 

1) Adrek Stonefist, dwarf rogue, adventuring companion, frequent source of exasperation, and best friend.

2) Gardain, dwarf wizard, adventuring companion, frequently hurts his friends more than his enemies with spells that have a wide area of effect, and close friend.

3) Belgos, arrogant, fickle elf "beast master" (I and Tharris both hate that stupid elf and his useless cat!), and (at best) "tolerated nuisance/obstacle which frequently has to be overcome".

4) Peregrin (yes, I know he ripped the name from LotR), over-grown hobbit, useful more-times-than-not adventuring companion, reckless but loyal, and a good friend. (It pained me to say that--don't tell Peregrin I did, though!!)

5) "That one dwarf cleric." (I think his name is Hardek? Harbek? Whatever.) He's around so infrequently I can't even remember his name. Tharris and his companions left him unconscious in a tree a week ago (game time) and almost a year ago (real time), just before they entered the dungeon, as I recall.

6) That one high priest dude. Tharris drank and smoked away the memories of his name, but he was super annoying. Tharris argued and fumed with the man for hours, trying to convince him to give up his friend Gardain's apparently "dead body" which the adventuring party were convinced the church was experimenting on and using for their own evil, demonic purposes. Eventually, they just slaughtered the guards in the night and raided the church for all its valuables. Tharris still hasn't been able to find that S.O.B, however, and he thinks a one-on-one fight (preferably) is long overdue.

7) Sergeant Hog. (Hogg? Hoggs?) This brave and valiant soldier has proven his worth through words and action, and is a brave companion in battle. Tharris considers him a valuable ally and a good friend.

8) The Mayor. Annoying. Unhelpful. Rich, though, so worth saving from an army of skeletons if a reward is promised, and worth looting the dead body of if one isn't.

9) Delphinium Moongem. This woman of herbs and potions has been an extremely helpful ally and friend throughout Tharris' exploits. She is one of the few individuals he would sacrifice himself to save.

10) Guard Keril. (Kerryl? Kerill? Keryl?) Tharris saved him from an ambush in the midst of a battle and fought alongside him afterwards. He came away with the impression that his new friend has a name that took way too long to learn how to pronounce, is girly once you learn how to pronounce it, and is a kill-stealer.

Step 5: Describe memories, mannerisms, or quirks of my character.

1) The first ever truly memorable event when Tharris set off on his adventures was that of a lowly pickpocketing thief (though he was extremely good at it) named Herman. Tharris and his group met the man in a rough n' tough tavern (they picked it for just that reason) and he proceeded to cut all their purses without their even noticing (until they had to pay for drinks). They beat him up--a lot. Good times...(note: Tharris fantasizes about going back to that tavern one day and surprising the old thief--with a heaping pile of gold! And that'll be his good deed for the century.)

2) Tharris, for all his faults, has sharper a sharper nose, eyes, and ears than anyone he's ever met. (In out-of-character terms, +15 perception at level 5, baby!!)

3) Tharris is clumsy when it comes to keeping a firm grasp on his weapons. Hence the back-up bow. He has dropped both before, though. (In out-of-character terms, my rolls are CRAPPY! I suspect my dice of being loaded--to land on 1!)

4) Tharris came up with the name for his adventuring company--The Crusaders of the Ring! (No, I did not rip this from LotR.)

5) In conclusion, Tharris is cheerful and loves parties, as does any elf, he favors archery, as do many elves, much he's maybe a bit too devious and even sadistic for his own good. He also needs to say "no" to drugs.

Maekir the Second, Human Resilient Battlemind (Wilder)

Step 1
: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!


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1. Part of the Wilder Alliance, headed by his father, Maekir Vilemist
2. Besides that, he has a small heroic group that deals with lesser defilers, such as foolish mages and templars, around the Tyr region.
3. Is a follower of the false Ur religion, knowing that it is just a cover for Natan's operations in Tyr.
4. Aside from all that, he was also in  Tyr at Kalak's fall (Which is ten years prior from my main campaign) and ran with a small group until recently
5. He has one slight scar on his face that somehow accents his deep purple eyes.




Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.


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1. (Character goal) To live up to his father's legacy...
2 (My Goal) To cause agony to my foes with this character...



Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!


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1. Maekir's father is in fact a type of immortal called a Sentinel. Such immortals surpass even gods in raw might and skill and usually travel through the various planes of existence to see what is happening. In this case, Maekir Senior is The Reaper of Will, Sentinel of Nightmares and Psionics...
2. Maekir Junior has no idea that he is destined to eventually become immortal himself, and therefore thinks himself eternally mortal...




Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.


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1. Maekir Vilemist, the Reaper of Will (Father)- Maekir Senior taught his son how to utterly torment his foes, and is always open to put his son through tests of character and will...

2. Shimaki, the Black Lotus- Maekir Junior's love interest since the age of thirteen, only recently has Shimaki's emotion turned towards him due to Maekir Junior saving her from some thugs in an allyway a few weeks ago. Shimaki has a remarkable talent even for wilder standards: She can share emotions and sensations with others just by a mental link with her target. Such a potent talent is rumored to have caught the attention of Maekir Senior, who sees his son getting close to Shimaki as an opportunity...

3. Arcadius- Once a templar of Kalak, Arcadius loathes Maekir Junior's interfering with his attempts to rise as ruler of Tyr. He, however, knows that attacking Maekir Junior directly would provoke the young wilder's father, which would result in the templar's imminent demise...


Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.


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1. Although he is very zealous, he is also very cool and calculating in combat, sometimes waiting for an optimal time to attack before charging towards his foe...

2. He is a trickster at heart and attempts to take any advantage that he can against a foe, making him very famous and infamous at the same time...

3. He has a certain form of intense bloodlust, and seeks to intensify any wounds that he deals to his foes. This was also why he chose to make his blade out of solid ruby, just so that he could hide the remaining carmine lift on its crimson edge...


 


Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!


[Pelandros Of house Cyredelar]


1) A son of a landless, minor noble family Pel was trained to be a gentlemen from an early age.


2) Friendly, urbane and skilled at revealing deception he was recruited as a bodyguard for a visiting Eladrin Ambassador.


3) While not Lawful Good, Pel is committed to the cause of good itself and is uncompromising in his defense of what he considers to be what is right.  


4) Pel's mother is a human with some elven blood while his father is an absentee Eladrin minor noble.  Pel is much closer to his mother than he is to his father.  His father's family consider him unworthy for the most part due to his half human heritage.


5) Pel is a romantic, seeking his 1 true love and believes he has found her in the person of the human Princess of the City his adventuring company is based out of.  While she also seems to be in love with Pel, his relative low status makes it likely that the King would not approve of his courting of the Princess.


Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.


[Example]


1) Pel wants to wed the Princess who is his 1 true love after proving his worth to the King.


2) Pel seeks to establish hospitals which teach new medical techniques that he has learned in his adventures.


Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!


[Example]


1) Pel's relationship with the Princess is not a secret to everyone in the kingdom, her mother and at least one of her brothers know of and approve of the couple but the King is not aware of it at this time.  this puts Pel and possibly the Princess in danger of being charged with treason as the Princess is 2nd in line of succession and her marriage would be a matter of national importance.


2) Pel's father is a notable adventurer and intriguer himself with many enemies in the Fae lands who would love to take out their displeasure with him on his half human son.


3)


Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.


[Example]


1) Tazendial Beowyn Eladrin ambassador to the city of Wellington.  Taz is extremely flighty but also a very competent Swordmage/Paladin and generally a very nice guy.  Taz hired Pel as a bodyguard and information aquirer before 3 years ago and has since agreed to allow him to go off on his own adventurer so long as he is willing to report to Taz about any important information his party collects and so long as he is willing to do occasional work for the Embassy. 


2) Princess Pania, second in line for the Thrown of Wellington.  22 year old widowed Princess with above average intelligence and wisdom and very high Charisma.  Pania is loyal to her father and older brother Rongo the heir to the throne.  Pania was widowed when her first husband was executed for treason based on testimony she gave at his trial for attempting to overthrow the King.


3) Prince Antoine Older Brother of Pania, Paladin of Bahamut, and Knight Marshall for the Kingdom of Wellington.  antoine is a very popular hero in the Kingdom due to his years of questing and many valorous deeds.  He is however not first in the succession due to the fact that he is gay and would be completely unable to give the kingdom the heirs it would need to insure stability.

4) Prince Phillipe Older brother of Pania.  Was scheduled to be passed over in the succession due to the fact that the King considered him completely worthless, greedy and lazy.  Phillipe conspired with an evil temple to attempt to assassinate the King, Queen, and all male heirs while selling Pania to an incubus associated with the temple.
5) Abbot Heron traitorous Epic level cleric who is attempting to become an avatar to the god of chaos, fear, insanity and death (Pennywise from Stephen King's IT)


Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.


[Example]


1) Frequently threatens to turn his party's gnomish sorcerer into a tent peg when the sorcerer makes a particularly grievous alignment faux pas.


2) Pel attempts to follow the "Quest" similar to Don Quixote (to dream the impossible dream etc etc).  The only part he does not agree with is the loving pure and chaste from afar- chastity is not in and of itself a positive in his worldview. 


3) Pel frequently spends large some of money to furnish dowries for female children of Big Mama, the woman who is in charge of making sure that the party's base is well supplied and taken care of.


 


Pel is currently a 17th level Charisma Paladin/Hospitaler.  For the previous 10 levels he had been attempting to pursue a relationship with the Princess Pania(well over a year real life time).  He has recently been rewarded with a small Barony after the party destroyed a deathknight.  He is currently fighting off the attentions of numerous ladies at court while maintaining the affections of his true love (and not losing his head due to the king finding out prematurely).




Keira Silverlake, Half-Elf Bard

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

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1) Keira is an ex-trainee of the Knights of the Wing, a paladin order dedicated to Bahamut. She was banished at the age of fifteen, following the death of one of the order's masters. Though her memories of that day are clouded, her feelings of guilt are not, leading Keira to believe that she is to blame.
2) After her banishment, Keira set to wandering, drifting purposelessly from place to place. During this wandering, Keira crossed over from the mortal plane and into the Feywild.
3) Emblazoned upon Keira's right shoulder is a tattoo in the shape of a piece of coral. It is the sign of the half-elf's oath of fealty to Elias Alastai, Archfey of the Court of Coral.
4) While Elias has been very lax when it comes to the oath Keira swore to him, allowing the girl to do as she saw fit, so long as it did not go against the Archfey directly. Even so, Keira knows that there will come a time when she will be called to service. The only question is when.
5) Keira stand at 5'6” and weighs in at 137 lbs. She inherited her mother's moss green hair and amethyst eyes, whilst retaining the pale skin that is common amongst her father's family. The coral tattoo on her right shoulder is always covered, if not by her clothing, then by a swath of bandages.


Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

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1) For now, Keira is content to try and live out her life, while at the same time upholding the teachings of Bahamut as best she can.
2) Resolve the mystery of her master's death and end Jasmine's meddling.


Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

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1) When Keira first found herself in the Feywild, she was beset by a hag at the edge of a river she had been camping at for the past few weeks. Believing herself to be lost, she offered a quick prayer to Bahamut, seeking forgiveness. As if in reply, a wave of water rose from the river and swept the hag away, leaving a regal eladrin in its place. Thus did Elias Alastai, one of the Sea Lords, save Keira and thus did Keira swear fealty to him.
2) The reason why Keira feels responsible for Raylin's death is because, in a way, she was. Master Raylin had fallen under the sway of a succubus and Keira discovered this fact. More than happy to cast off Raylin in lieu of a fresher target, the succubus dominated Keira and had her kill Raylin.


Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

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1) Claire Whiteford – A human paladin, a year older than Keira, but who began training around the same time. The two were close friends before the incident that led to their master's death and Claire firmly believes that there is more to the story than most are willing to believe. It's been two years since she last saw her friend and Claire is now a full-fledged paladin of the Knights of the Wing.
2)  Sariel Tionysus – Keira's mentor to the bardic arts as well as to the ways of the fey courts. The two met during the half-elf's sojourn in the Feywild, and it is Sariel who introduced the girl to her muse sprite familiar, Lyra. 
3) Jasmine – The succubus who seduced Master Raylin. With her pet dead, Jasmine's attentions shifted to Keira and she has, over the years, interacted with the half-elf many times, often serving as a benefactor of sorts, but never in the same form. It is Jasmine's wish to see the girl rise to a place of power and then be the catalyst for her swift and decisive fall from grace.


Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

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1) In order to drown out the feelings of guilt she harbors, Keira often succumbs to the vice of lust. The target of this lust is invariably another woman, a habit picked up during her time amongst the fey courts.


For some reason, I can't seem to come up with the two final quirks/mannerisms/memories... Any suggestions? 

Sharakk, Githzerai Monk


 


Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.


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1) He is a monk of the Stone Fist and strives to achieve physical and athletic perfection. He studied in a monastery of humans for the better part of his life but has since surpassed most of the instructors there and departed to hone his skills on his own. He trains rigorously and drives himself as far as he can, sometimes pushing the limits of what’s healthy. Firmly believes that what doesn’t kill you makes you stronger. Never misses an opportunity to spar against someone or test how far he can push his acrobatic or athletic skills. Meditates during every extended rest, and usually finds some means of exercise even during short rests.


2) He is quiet, contemplating and ascetic. He doesn’t speak unless doing so would contribute something, or unless he is spoken to. He doesn’t care for material wealth and carries only his clothes, some supplies and a minimal amount of currency. He also believes that magical items are not a contributor to real prowess and tries to avoid using them. He politely refuses all wealth if offered. When adventuring with companions he willingly surrenders his share of the loot.


3) He is tall, 6’ 4” and weighs about 160 lbs. His skin tone is a “filthy” shade of yellow. He is very sinewy-looking, and most persons would consider him gaunt. He has a tribal tattoo on his face. It does not resemble or symbolize anything tangible but is a tribal mark among the githzerai. Normally these tattoos tell other githzerai about the bearers family, but Sharakk has not been taught about these intricate patterns. They are only fully understood by the githzerai and he has not met anyone who could teach him.


4) He has spent the majority of his life in the monastery, raised by humans, but can’t remember anything of his life before. He knows only that the masters took him in when he was a child, but does not know anything about the whereabouts of his parents. He knows that he is a githzerai and has been taught about the past of his race. He simply believes that knowing anything about his own past would not aid him in anyway, and has therefore not asked the monks where they found him and why he was there.


5) The monastery he was raised in was dedicated to Kord, but he does not personally pray to any deity. Though he does recognize the existence of all the gods, he believes that asking the gods for help is a sign of weakness. He believes that the key to every problem lies within the body and mind, and that if at first you fail, practice more and try again.


6) He is good through and through, and believes that acts of kindness are contagious. He is eager to help anyone who asks for assistance and shares what little he owns with those in greater need of it than he is.


7) He does not fight other good creatures with the intent to harm them. He would for example not have a problem with entering a martial arts tournament but if a city guard mistakenly thought him a perpetrator he would not strike. He despises evil creatures and considers them boils upon the world. Undeads, demons, devils and the like he has no problem killing, but he avoids killing other mortals if possible, even if they are evil.



Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.


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1) Sharakk strives to reach physical perfection, the state that is referred to as the “Diamond Body”. Only a handful of masters have achieved this in the history of the world.


2) I want Sharakk to discover githzerai society and come in contact with his own people, maybe even find out what family he is of.



Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises.


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1) Sharakk has a desire to find out who his family are and how he ended up in the monastery. He has never told anyone of this as he considers it a weakness (it does nothing to get him closer to his goal of the Diamond Body and as such is unnecessary).


2) Sharakk was born in a githzerai society but was cursed by an enemy of the family upon his birth. To protect himself and his family from the curse, his parents explained to a nearby monastery of humans what had happened and asked if they could raise him. Needless to say, they accepted.


3)



Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.


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1) The headmaster at the monastery is a human named Underwood (the monks have shed their real names and adopted new ones). He was the one who decided that the monastery should take Sharakk in and has watched over him since the day he arrived. He has played a great part in training Sharakk and is the closest thing he has to a father figure. Sharakk cares a lot for Underwood.


2) The loremaster at the monastery is named Lightspell and he has taught Sharakk almost literally everything he knows. Sharakk does not like him as much as he likes Underwood but he has still played a very important part in his raising and he is very dear to him.


3) Since there is no enmity at the monastery (the monks who train basically shed their personalities and focus completely on exercise) Sharakk has not yet made any enemies.



Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.


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1) Sharakk sometimes wonders why his family abandoned him. He bears no grudges against them, since he trusts they had a good reason to leave him. And if they did not, they were most likely killed by something and he was the sole survivor, in which case they are not to blame.


2) Sharakk remembers the day he began his combat training and holds on to it fondly. He was around 6 years old when Underwood himself begun Sharakks training.


3) Sharakk vividly remembers a visitor the monastery once had. It was a tiefling, and was the first non-human being he ever saw, except for himself. It made him curious of the world, and he briefly considered leaving the monastery and begin a career as an explorer. After considering it for a moment, Sharakk decided to punish himself with no food for four days for harboring such undisciplined thoughts.



 

Ronan Bane - Human Fighter

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.

1) Ronan is 5'8'' and unremarkable in his looks. A shock of black long hair tied up with leather and a stubbled beard cover tanned skin that is scarred and battered in its appearance. Like most adventurers he carries the story of his fights on his looks and can explain every scar and every burn and what monster caused it, human or animal. His eyes are a bright and shocking blue and always seem to be looking far away when he wanders the world, the true spirit of the adventurer in him showing through. 

2) Ronan carries his magical blade 'The Dragons Tongue', a blade that he liberated from a dragons horde everywhere with him, even going as far as to keep it under his bed when he sleeps. A mystical bond ties the sword and him together it seems and many have said that he never seems to age as he wanders the world with his blade. It has become more than just a sword, more an extension of his body and he shows this in battle, with extreme prowess against his foes. 

3) Ronan is never too afraid to indulge in the habits of the locals. He spends many a night at the tavern drinking and telling stories of the world and his adventures, as well as hearing them from others. This has sometimes landed him in trouble, with him fighting another for bragging rights and getting chucked out of some of the more undesirable taverns in the towns of the world. But it has never dosed his want for adventure.

4) Ronan is a 'Good' person and will always strive to help others if he can. He does not actively pursue those who have been unlawful, and has at times allied himself with the more undesirable members of society in order to get things done, but always for what he believed to be the greater good of the world, or the region he is within. He follows the wisdom of Avandra when he can, and believes that all adventurers could benefit from the teachings as they quest around the dangerous world.

5) Unlike most heroes and heroines of the world Ronan never had a bad childhood, and his parents are alive and well! He grew up within the walls of Erisend Keep and was taught to fight and survive by his fathers master at arms, a dwarf named Urgrim. However when he reached 21 he decided to head out on his own to make a name for himself, and now finds himself looking for adventure and a group of fellows who share his ideals on the road to glory. 

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1) Ronan has vowed to himself that he will find and kill the single Red Dragon that burned down a village he was within four years ago. He knows nothing other than the dragon itself had only one eye, he carried a tooth from the beast around his neck. One day he will find it, and avenge the people that died that day.

2) I would like to see Ronan develop into a multiclass Bard, get the story telling side of him out and give real justification for his change to that of more of a storyteller, and also let him come into contact with more 'evil' characters to see if his alignment would shift with their dealings.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises.

1) Ronan, when he fought once with bandits to kill a local warlord who was taxing the peasants far too much was the one who slew the warlord leader Gaaron. The warlords son has vowed vengeance against his killer, and it would put anyone who travelled with Ronan in grave danger. 

2) Unknown to Ronan he is father to a child, a young boy in the village of Barrowdale he fought in against the Red Dragon. One night he spent with a woman he can not remember created a new life and one day, if he ever returns to the village...he will have a hard choice to make, especially being of noble blood. 

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1) Urgrim Stonehewer, the Dwarven master at arms that helped train him as a boy. He knows him well, even better than Ronan knows himself and they have always kept in contact with letters and meetings. 

2) Falon Ren, a Bandit leader that Ronan fought with against the Gaaron Warlord. He is a trusted friend, and a help if anything 'behind the scenes' ever needs dealing with. 

3) Jun, a thief that Ronan cheated out of his money at a local tavern. The thief has vowed to hunt down and get his 'pound of flesh' from Ronan.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) When Ronan drinks he tends to enter a rather jovial and funny state rather than sleepy, or violent. He tells rather rude jokes and yet has no memory of it in the morning...probably for the best.

2) He refuses to fight a woman, even one that would be about to cut his head off. That doesn't mean he wont stop her, or talk her down...he would just rather not strike a woman with his sword. 

3) Ronan gets sea sick very easily, and doesn't like crossing water. He is a bit at a loss if he ends up on a ferry or boat to other ports and prefers to stay away from the sight of the blue stuff. 



 

Wilfalcon Stormtooth Dragonborn, Bravura Warlord (The red Eagle Rising)


“With courage and Fierce conviction of my sword arm I will enforce Tempus’s will and erase my shame, or die in the attempt”.


 Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.
Backgound & Concept:

[sblock]1) Wilfalcon is a hulking dragonborn of the maximum racial hieght and wieght, with brown -bronze-coppery scales. He typical wears polished chainmail armor and carries a longsword and heavy shield polished to such a sheen that they almost glow.


2.) Wilfalcon hatched from a gold coloured egg at the dawn of the summer season following a night with a golden coloured full moon, which was taken to be a great omen.


3.) Wilfalcon is very concerned with honor, and as a result tends to be extermly polite and formal at all times.


4.) Wilfalcon was raised until the age of 5 by his father, Kruskel Stormtooth a famed Dragonborn fighter, and Champion of his clan. Kruskel and generations of the Stormtooth clan served as slaves to the dragons of “Returned Abeir”. Upon the events of the spellplagues and the rejoining of the worlds, the dragonborn realized they had a means to return their clans to freedom in the newly rejoined world. Decades of planning began to build a rebellion against the dragons. As chief of the Stormtooth, Kruskel was a key leader of a rebellion against the dragon oppressors. Throughout Wilfalcon’s youth, Kruskel secretly trained his son in the arts dragonborn combat.


4a.) On the day of the rebellion, Kruskel’s clan was responsible for battling an army of gnolls under the control of the dragons. Wilfalcon witnessed the slaughter of most of his clan at the hands of the gnolls, his father included. The rebellion was actually a distraction to allow many members of the clans to flee the oppression of their slavery to the main contintent. Wilfacon believed his father was invincible, and was shocked and frightened by his death. He does not understand the pollitical machinations of the dragons, and believe his father was slaughtered only by savage gnolls. To this day, he harbors a hatred for the humanoid race.


5.) Wilfalcon witnessed the slaughter of his clan, and the death of his father, who he thought was invincible, which so shocked and frightened him, even though he had started to train as a fighter under his father’s tutelage, that he ran and hid until the army of Gnolls had moved on which is the reason he survived, but has forever left him scared with survivors guilt.


5a) After the rebellion and flight from “Returned Abeir”, Wilfacon could not find anyone in his clan to rejoin with. For months, he moved between many of the surviving clans, but in the end fled the safety of the band of exiles. He was pressured by his own guilt at his father’s death and a burden that it was somehow his own fault. His father remains a hero to the Dragonborn that fled the rebellion, and songs are still sung of his heroism in the new settlement of Djerad Thumar. However, it is also assumed that the Stormtooth clan was actually wiped out in the rebellion. Wilfacon is completely unaware of this or of Dragonborn society in general.


6.) He then wandered from settlement to settlement, until taking up with a band of orphans on the streets of Tantras. His sense of honour and duty soon had him taking the orphans under his wings, protecting them, and organizing them using their natural talents to honestly find ways of supporting themselves.


7.) At age 11 he had effectively been leading the group of orphans for 5 years, when a new local up and coming guild of thieves decided that the orphans could be used to aid in their nefarious deeds and even make a guild a profit, and set about trying to beguile, trick and finally force the children into their guild.


8.) Wilfalcon’s sense of honour and duty would not let him or his friends become part of such a disreputable trade, and soon brought him and his friends into conflict with the guild, and they sent an enforcer to bring Wilfalcon and his friends into the fold, or kill Wilfalcon and those children that refused to join, in order to make an example to others that openly opposed the will of the guild.


9.) Wilfalcon was just a hairs breath from death when the Veteran Senior Watch Commander Sir Forstall, commanded his patrolling troops into the fray between the guild enforcer and Wilfalcon and his friends.


10.) Sir Forstall having seen how Wilfalcon, even at his young age had bravely fought the enforcer with his great physical strength and an old wooden practice sword, but had also commanded his friends with an incredible amount of natural charisma and cunning wit, that had given Sir Forstall and the watch troops enough time to get into position and capture the enforcer before he could complete his assignment, was convinced that given the proper education Wilfalcon would prove to be a natural and powerful leader


11.) Wilfalcon and first was a bit standoffish and distrustful, but soon came to see the old office as a man of honour and military skill, and as time went on and his studies progressed under the old man’s sponsorship as an adoptive father.


12.) Now that he has graduated from The Tantras College of War, but with no strong political ties or blood family affiliations, besides that of the old officer, he has been unable find a posting as an officer in the military or city watch as he is not of noble birth nor enough political connections to garner a promotion. Rather than join the army or watch as an rank and file trooper, waiting for a junior officer to die in the field, so he could gain the small opportunity to gain a field promotion. Sir Forstall has encouraged Wilfalcon to seek out a friend of his who may have a lead on an official posting with rank, or to other hardy like minded souls to seize his destiny with.

13.)In memory of his father and his warriors Wilfalcon has taken up the monicure "The Red Eagle Rising", and bears a crimson eagle painted on the front of his shield.[/sblock]


 


Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
Goals:



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1.) I would like to see Wilfalcon grow into a front line commander, and perhaps throughout his adventurs hear about other possible survivors of his clan, and even be able to rescue a few of them.

2.) It would be cool to have Wilfalcon face and possibly defeat the Leader of the Gnoll Army that has lain waste to the country side and slain his clan and kin once and for all.




Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises.
Secrets:


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1.) Wilfalcon feels that his actions on the day of his fathers’ death, though they saved him, shamed his clan and him as he did not stand and die among his kin as a warrior should have . He now tries to atone for his past act of perceived cowardess with his every action.

2.) Wilfacon is the last member and clan leader of the Stormtooth clan. He is unaware of traditional dragonborn society or customs practiced by the established communities of dragonborn in the world of Toril (specifically Tymanther). As such, he is also generally unaware of the state of politics that exists between dragons and dragonborn.


3.) Surkell (his older sister) and Harin (a cousin) were captured and enslaved by the Gnollish army.



Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
Allies & Enemies:

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1.) Sir Martin Forstall (75yr old Human Paladin/Warlord of Kord)a now retired veteran Senior Watch Officer who saw much potential in Wilfalcon and decided to sponsor the young courageous dragonborn for entry into the academy, and since his wife and children died years paste has become outspoken and disillusioned with the current state of political a familial favouritism in appointing officers in the watch and army, instead of basing the promotions on actual skill and talent.

2.) Beldin an old friend and fellow orphan from the streets, and now a priest of Kord trying to establish an orphanage in the city, who always welcomes Wilfalcon’s help with whatever problems arise around his growing orphanage. He sometimes return’s Wilfalcon’s help and favouritism by assisting Wilfalcon with a little clerical magic.


3.) (Knuckles) Jorge Findsly, after spending the last 11 years doing hard labour for roughing up a bunch of no account orphans that refused to join the guild that he was formally a member of, has returned to the city and resumed his old trade and has some old grudges he would not mind settling if he has half the chance.



Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
Memories, Mannerisms and Quirks:

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1.) Wilfalcon remembers the paralysing fear he felt as he saw his father smashed down by a horde of Flail wielding Gnolls.

2.) Wilfalcon can also remember the smell of burning bodies and buildings as the Gnollish army destroyed his childhood home, and the anger and hate that he felt after the army moved on and left him to pick up whatever small pieces of his paste life he could find and carry with him. This anger and hate lives on in him in his desire to see al gnolls put to death.


3.) Wilfalcon can remember the pride and honour he felt when Sir Forstall convinced him that his bravery and leadership against the guild enforcer, had proved that he was worthy for sponsorship into the academy, and pointed to a glorious future .


4.) Wilfalcon tends to be very polite and formal to allies and enemies alike.


IMAGE(http://www.nodiatis.com/pub/4.jpg)

 

 

K. Warriros
Human Bravura Warlord

"Alright scrubs, let's see what you're made of."

(Lazy blighter that I am, I named and pictured my profile based on him. Cool)

BACKGROUND:
    1.) He was born in a fairly simple human town--not much to see or do. He's not stupid, but he's not the keenest sword in the shed, so he ended up as captain of the town militia for a fair chunk of his life, where he fought orcs, minotaurs, trolls, gnolls, goblins, hobgoblins, et al. He gained much of his combat prowess here.
    2.) After getting a bit too old for militia work (in his opinion), he traveled for a bit before finding himself a job as a prison warden. This didn't last as long as his colleagues would have hoped--for a warden he was pretty fair.
    3.) As an old-fashioned sort, he's got a fairly straight-laced mindset: he doesn't mince words, and is a stubborn decision-maker. His gaining age doesn't help a whole lot, either.
    4.) Despite his personal imperfections, he's got a powerful personality--when his parents raised him in harsh situations and told him it would "build character", they meant it. Though harsh in judgement (and quick to judge, at that), he's constructive, and very helpful, if the victims of his assumed insults and gestures listen. He had to learn it all too, once.
    5.) If he seems cold and impersonal, don't believe it--he has a hot-headed streak a mile wide from his youth, and is very much willing to defend his perceived allies (or even friends) at any cost. Just don't tell him to his face--he's a bit in denial about that sort of thing. 
    GOALS:
    1.) He wants to try and relive some of his glory days--back when monsters would attack towns and level cities, before the hunters became the hunted. It's not a nostalgia thing--it's just that if he's only good at fighting, may as well put himself to use.
    2.) It'd be pretty neat to see him take on his old rival, the minotaur lord Xetheus--they only fought once, and it'll be a long, hard, bitter fight when they meet again.
    SECRETS:
    1.) His red scarf is from his deceased wife, Ashley--she was one of the few fatalities in Xetheus' raid, and now Warriros is out to settle the score.
    2.) Xetheus does not actually remember Warriros, nor his wife. She was merely one of hundreds of people he's killed, and Warriros was some inept town captain with no hope of beating him.
    3.) His first name is 'Kelly'. If you ever tell him that you know this, he will do terrible things to you.
    CHARACTERS:
    1.) Alnog Redforge- A dwarvem drinking buddy from the old days, he moved away a long time ago, leaving Warriros without many friends.
    2.) Eppin Stratford- Warriros' co-warden. He was a bit neurotic, but he was eager to learn, and when he felt it was time  Warriros promoted him to head warden when he left.
    3.) In addition to Xetheus, an old rival of his was the gnoll thief Cass Maru, a small-time burglar with a chip on his shoulder. He's inept and mostly harmless, but he's on the hunt now that Warriros is on the road. Pity that he's a few years ahead of him (a couple years in prison will do that).
    MEMORIES/MANNERISMS/QUIRKS:
    1.) His first memory was his father giving him a wooden sword to play with. He spent all day hitting a bush, and greatly enjoyed the experience, from what he recalls.
    2.) He only uses a single longsword--no exceptions. Aside from the nostalgia, he also favors its practicality. He usually gestures with it in one hand for purposes of command, and will usually 2-hand it in personal combat (or switching to one to grab the enemy by their neck and headbutt furiously--an old favorite attack of his, since no one expects it).
    3.) Though he is very down-to-earth and practically-minded, he actually dreams of working with greater commanders from the royal armies, and hopes to one day lead the charge in the heavens with Kord by his side (naturally, he doesn't tend to reveal these delusions to just anyone).
    4.) He remembers first meeting Ashley when he found a red scarf sitting in the street. Returning it to the authorities, he ran into her at the garrison (where she was asking if they had seen her scarf). They hit it off, Warriros admiring her spunk, and Ashley admiring his decisiveness and thoughtfulness (when he wasn't getting into scrapes).

The general reason he'd even be in an adventuring party is basically for mercenary purposes--hired to guard a caravan, he quickly becomes de-facto leader, even if he's soured, past his prime, and takes a while to warm up to the party. He'll get there yet.
Hi all,

Brilliant, brilliant thread and concept. So many imaginative people! I've done a 10 min background for my new Tiefling Warlord - I'd love to hear your feedback!


Kael’Thas


Full Name


Duke Kael Faust Dukart Thas, Second Son of the 8th Prince of House Thas, Inheritor of the Book of Malachi, Scion of the Blood Hunt.


Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!



  1. Kael was born to a line of noble Tieflings. He can trace his ancestry all the way back to a noble house directly from Bael’Turath. He is proud of this fact, and has no qualms about talking about his lineage.

  2. Kael has a very naive view of the war of conquest his ancestors fought. He feels that, for the most part, the war was justified though he doesn’t share that opinion with many. He romanticizes the whole thing, believing that the glory of Bael’Turath could have brought the world into a new period of learning and understanding.

  3. His parents are absolute Tiefling supremacists and try to live outside of the ‘lesser’ races. As the second born son, Kael was never to inherit leadership of the merchant house he comes from. He isn’t bothered by this.

  4. Kael has two possessions he values more than any other – a partial, original version of the writings of Malachi, the most infamous of all Tiefling Warlords. He values this book more highly than his life, and would gladly sell his life to defend it, as he sees this as a founding code for a new Bael’Turath. He wishes to complete this book and find some of the missing portions. His other prized possession is his simple Longsword. It is a regular Longsword, though has been in his family for generations. It is an heirloom, in the old fashion of Bael’Turath. Like the book, he values this sword highly as it is a direct link to his history and ancestors.

  5. Kael is physically imposing and muscular. He has a tattoo on his right arm, signifying his family lineage, heritage and his noble house. He has a few scars, though none severe or facial. It is clear he has learned his trade the hard way.

  6. Kael left his family aged 17 with a view to testing himself against the principles set out by Malachi. Tired of the partially nomadic and segregated lifestyle he had grown up in, he chose to seek adventure into the world.

  7. He served with a few mercenary groups and in a township guard, learning the basics of combat, leadership and martial lifestyle. He has adapted to survive in many different environments and takes the lessons of Malachi to heart and tries to implement them wherever possible though his naturally brash and over confident nature often overrides his rational head. He doesn’t like to admit that it is likely the fiendish blood within which fuels his brash and irrational nature.

  8. Kael has an ingrained dislike of the Dragonborn. He finds it hard to control his feelings towards them, viewing them with distrust for their part in the downfall of Bael Turath. While he holds no particular grudge or outright hatred of them, he certainly will not go out of his way to help any Dragonborn unless he stands to gain personally.

  9.  At age 22, he decided he had learned enough to kick out on his own and buy his own Mercenary Group Charter. He hopes this will be his first step on the path to glory.




Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.


Goal – To restore the glory of Bael Turath


Five years amongst the mixed races of the world have taught Kael many lessons about the value of co-operation. He doesn’t wish for his vision of Bael Turath to become another base for conquest – rather, a hub for understanding, co-operation and above all, a home for all disenfranchised Tieflings.


Goal – To own a Nightmare as his mount


This is more flavor and “wouldn’t it be awesome if....”. I’ll even take the Mounted Combat Feat for this Horsey. The Nightmare will be named Invincible, have Heavy Barding and be totally kickass.


Goal – Become recognized as a pre-eminent military leader of his time


Kael has patience and interest for statecraft, from an intellectual point of view, though military matters remain his passion.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!



  1. Kael is from one of the fiercest and brutal of the houses that lived in Bael Turath. His moderate and adaptable approach to life requires much self control that he brings through sheer force of personality. He harbors a wicked temper, a penchant for particularly violent vengeance and an extremely cruel streak, simply from the blood in his veins.

  2. House Thas was one of the houses that signed the Compact and created the Tiefling race. The fate of House Thas is now inextricably linked with the whims and wants of Asmodeus and his lieutenants.


 


Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.



  1. Prince Iahan El’Thas – Kael’s father; a proud Turathi nobleman and merchant, Iahan is extremely proud of his second son’s choice to pursue the martial way of life. He is worried he may lose his son and their copy of Malachi’s teachings. He finds it difficult to understand his son’s point of view and approach to co-operation with other races and fears Kael is losing his sense of what it truly means to be a Turathi noble. Iahan has a considerable fortune stashed away, and maintains the hope of founding a new Tiefling city.

  2. Gelban Dantez – Gelban Dantez, a Human mercenary Captain, was the first person Kael served under in a band of mercenaries known as the Cathay Lords. Gelban taught Kael the value of co-operation and understanding, as well as more than just a few tricks with a sword. Gel showed to Kael the resourceful and adaptability of humans. Kael has kept in touch with Gel and regularly swaps stories by letter with him. Gelban refers to him ‘Bloodsteel’,

  3. Arjhan Torinn – The Dragonborn joined the Cathay Lords at the same time as Kael. While they worked together, there was a clear enmity spawned largely of Kael’s hubris and dislike of Arjhan, and Arjhan’s thirst for honour and glory. The two clashed often and nearly came to blows. Arjhan is rumoured to have started his own adventuring group.


 


Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.



  1. Kael prizes his copy of Malachi’s teachings over anything else. He clearly remembers the day when he was granted the honour of inheriting the book. He keeps it on his person at all times, safely bound in a small, iron box. The box is very mildly magical – a simple enchantment to preserve the book from the ravages of age.

  2. Kael is generous with his gold and holds little value in it, though he understands the necessity in the wider context of his goals. He is looking to amass enough gold to found a small mercenary army, to begin raising a fortune and realising his dreams of conquest.

  3. Kael remains brash and eager to engage in valorous combat wherever he can find it, though learns quickly from his mistakes.

Rapidly beceoming a 4orgnard

Mika is a Human, Female Avenger.  Mika’s 10-minute background:


 


Background Concepts:


1.       Mika used to be a guard posted on the outskirts of Flan, up in the mountains.  It was there that she developed her ability to separate and isolate the powerful enemies from their weaker compatriots.  This ability has helped her survive many battles as part of a small, but elite battle group.


2.       It was in this small battle group that Mika met her former lover.  His name was Komar and they fought together for three years defending the region from many perilous threats from the mountains. 


3.       During the third year Mika found herself with child.  She stepped down from accompanying the battle group on their 3-5 day treks into the surrounding mountains.  She found herself occupying simple guard duty around town while taking care of her daughter August.  Komar was gone most of the time defending the town from the mountains.  She raised their daughter alone for 4 years until one day the town was attacked by marauding hobgoblins. 


4.       The town was burned to the ground and there were many casualties, including Mika’s daughter August.  Komar was away during the raid, and when he came back to find the town in ruins Mika was gone as well, tracking the group of hobgoblins who murdered her daughter. 


5.       Mika spent 2 years alone in the mountains tracking he hobgoblins and picking them off one by one.  She became the most feared Avenger in the land and was given the title The Avenging Shadow because she appeared from the shadows, isolated the enemy and eliminated them each coolly and methodically. 


 


Character Goals:



  • Now that Mika has avenged her daughter August, she continues to travel the lands and help others avenge travesties that had been committed against them. 

  • In addition, Mika continually seeks out opportunities to help children in need when she encounters them in her travels.  Although she no longer has a daughter of her own, she takes solace in the children’s smiling faces after she helps them.


 


Secrets about your Character:


1.       That when she found the hobgoblin who had murdered her daughter it tried to surrender and she killed it in cold blood, even thought it goes against the teachings of her God Avandra.


2.       She spent a year at sea trying to forget about Komar and August right after she killed the hobgoblins, but after rescuing (from pirates) an orphan slave girl named Ashley she saw the error of her murdering ways and began to seek justice and protection for all the orphans of the land.


 


Character Relationships:



  • Komar is the man she once loved and the father of her deceased daughter.  Although she misses him she has never really forgiven him for not being there when the hobgoblins attacked her village.

  • August is the daughter who was killed in the hobgoblin raid.  She constantly talked about her and uses her memory for faith in trying times.  Sometimes she sees August in her dreams and she gives Mika guidance and hope.

  • Gregory is the ship captain that she sailed with for a year after August’s death.  Although they parted ways almost 5 years ago, Gregory would happily travel and adventure with Mika again if given the opportunity. 


Ashley is a girl that Mika saved and cared for while traveling at sea.  I was after looking into Ashley’s eyes that she was able to get some closure on the death of her own daughter.  At that moment Mika vowed to help the children of the land.
"No trees were killed in the sending of this message. However, a large number of electrons were terribly inconvenienced."

Well this looks like fun, I'll try it with a charecter from a book im writing that I'm trying to port into DnD. Due to this it will get very interseting with all the nessasary tie-ins such as Shadow beings, multiple dimensions, and real world tie in. I'd make a story for him myself but I've practly written half a book about him, I don't want to write more on top of it >_< Thanks for the help. If you need more information I will not hesitate. ~MageMaster

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!


Fai Kiria


1] He is 16 years old, but has lived through a good 25 years of his life.


2] At the age of 14, he accidentally found his way into another dimension called Kiria, in which he lived 9 or so years of his life fighting, learning, and helping people in Kiria from the forces of an evil man and his army of dark matter composed creatures.


3] Mage. Master in the feild of magic and specialises is the control of fire.

4] Inventor. Loves mechanics and very talented at developing new forms of technology.

5] Ninja. Master of every exsisting form of Martial Arts, Stealth, and Saboter.

6] Non-Religious. Though he sees every reason behind every religion, he chooses not to belive any of it. He only belives in Science, Mathmatics, and Logic.

7] 6', blonde messy hair, blue eyes.


Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.


1] Personally I would love to see Fai find and travel with Kimiko{see People Tied to Charecter.} somewhere towards the start of the campaign so she might be able to aid him in his quest.


2] Fai has been skipping across the Dimensional Plains for almost 2 years trying to find his way back to Earth, where he came from, and belives he has finally found a way back home; it appears an evil man somewhere here in Faerûn posseses the power of three golden triangles{Triforce copyrighted to Nintendo and is in no possible way owned by me at all.} which grant the power of the gods to their bearer. He seeks to take them, and use their power to get home.


Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!


1] He says he wants to go home, but after traveling the dimensions for so many years, he's not so sure just WHAT he wants to do anymore.


2] Kimiko has been following three days behind Fai for ages trying to catch up with him after she realised how much it meant for her to be with him, but to start such a jorney, she was forced to abandon her place in line for the throne back in Kiria, a choice which she hopes was not in vein.


Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.


1] Kimiko is the younger of the two royal sisters in Kiria. She loves Acrobatics, Fencing, Climbing, and the color Blue. She and Fai have been in love for years but when Fai left Kiria it was on some iffy terms with Kimiko. She forgives him for leaving but wounders if he forgives her for trying to force him to stay. Has silvery-blue long hair, deep blue eyes, and is 5'9".

2] Noriko is Kimiko's older sister who imediatley became Queen of Kiria when her sister withdrew from the line. Since the death of their parents, the formal King and Queen, Noriko Has been nothing but bad tempered, rude, and hostile towards everyone. She enjoys beating the daylights out of anything she can, and is well over powered using BFG 9000s in place of pistols and a bastard sword in place of the standard military knife. Without her sister or parents, she has gone insane and locked the council away in the deepest dungeon in Kiria and wants only to take over any and every dimension she can get her army to. She is not afraid to step into a fight herself is her soldiers arn't getting the job done and absolutley hates Fai for more reasons than she can count. Has long, braided silver hair, green speckled eyes, and is about 6'


3] Drake is an evil warlord who mistakingly gained power over the Shadows, Dark Matter composed Creatures that consume light. He was quickly consumed by thus power and went completley mental, wanting only to destroy Kiria. Fai killed him long ago, and in doing so, got himself killed, but both were mysteriously revived and now, without the powers of darkness, Drake is merley a Mercenary with a large grudge against Fai. Upon hearing of Fai's quest for the golden triangles of power wisdom and courage however, he decided to himself that he would make Fai a deal as soon as he found him, he would help Fai get home and promise never to touch Kiria or Earth with his power again if in turn Fai gave Drake the golden triangles once they found them. He has been trying to find Fai just as Kimiko has ever since. He has short dark red hair, slightly tanned skin, black eyes, and he is about 6'2".


Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.


1] Fai has but three memories which he holds dear to himself; That of home, That of the first time he met Kimiko at the spring in the Kirian palace where she swung down from a tree in his face thus making him loose his balance and fall in the water, and that of the necklace he hand crafted for Kimiko as a gift just before he left, it was made from stone of a meteor that hit Kiria and had a large symbol etched into the largest peice; a Lotus flower, which in Kiria represents Sorrow, Regret, and Apologies.

2] Fai is very old fashioned in some senses, while he is delighted by all futuristic forms of technology, he uses old english grammer such as tis, thus, whilst, and thy, thee, etc.


3] Fais biggest quirk is that he is a real Jack of All Trades. While most people in Kiria may only master one or two forms of magic in their lifetime due to sheer complication, Fai has mastered every form and created a few. He is an excellent Linguist and has even made up a language or two. He excells at Mathmatics, Science, Art, Tactics, Dexterity, and even Theivery, and is able to outwit most anybody. He absolutly loves to gain Wisdom. He constantly documents everything he learns in detailed journals and plans to someday publish his Guide to Everything.


[design notes] After his many adventurers documented as the Novel series Kiria Fai has had some personal undocumented journies of his own and is still trying to get home. He makes money by helping those in need, giving away knowlage for gold, and stealing if he's desprate enough. He is a primary charecter and is vastly important to the storyline of the campaign. If the campaign were to be reset, Fai would merley think that his friends bailed on him and many things he thought were true were misleadings and he would merley continue on like nothing ever happend.

IMAGE(http://dragcave.net/image/EEVh.gif) Please click on the egg! You wouldn't want the poor soul to ~DIE~, would you? IMAGE(http://incubators.dragcave.net/incubator_MageMasterFai.png)
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

Gordik Nanikus

1. Dwarven fighter. Massively built & ripped & shredded. I mean  properly shredded. Gordik has a 64-pack and has less than 0% body fat. He is massively pumped. I mean, he's just over four and a half feet tall and weighs well over 250 pounds. That's how fokking built he is. 

2. Leather. Gordik wears a leather cap, leather chaps and has an intricate series of piercings. He wears a 0-gauge PA. He has numerous nipple rings. He even has an an mithral anal stud. He cuts a pretty impressive figure, especially since he's nine and a half inches, UNCUT.

3. Violence. Gordik is a heavy drinker. He lives almost exclusively off mutton fat, raw walrus blubber and rye bread. He is obsessed with Dwarven hedonism. He lives to fight. A day spent without pounding the living sh*t out of a friend or adversary is a day wasted. He exercises continually. Can perform one-finger push-ups on the blade of his battleaxe. Can perform one-finger pull-ups. Statistically, has STR 22 and CON 20.

4. Lust. Has an unquenchable thirst for male halfling and gnome ass. Was raised in the militias of the wicked city of IRONFORGE where Dwarven women were forbidden from even entering the Inner Gates by edict of the Thane-Regent. It is common, even universal, for Dwarven men to have sex with Dwarven men, but only in the context of role-dependent pederastic relationships. The lack of young Dwarven men in Ironforge drove much of the garrison mad, forcing them to waylay and capture gnome and halfling caravans in search of gnomish and halfling men to serve as catamites. Gordik can barely contain himself in the presence of ripe, well-formed gnomish men. 

5. Heavy weaponry. Wields two-handed warhammers, battleaxes and mauls. Likes anything long, heavy and metallic.

6. Appearance. Long, bifurcated beard. Shaven head. Clean shaven body. Has male halfling catamites shaves his body and oil it with walrus blubber and gryphon spoor.   

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1. Desires more wealth and power. Wishes to obtain Gauntlets of Ogre Power to better pin gnomish punks to the loading dock with his powerful forearms. Did I mention Gordik has a 74" chest?

2. Realises that the lust for money, power and halfling/gnome ass is illusory. Orgasm is merely internal attrition and copious expulsion of mucus. Seeks a higher calling as a priest of Pelor.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises.

1. Wishes that Dwarven sexuality were sufficiently liberated to allow him to love Dwarves outside the rigid binary of military pederasty. 

2. Does not know that his current weapon, the +3 Maul callled Shaan-Torum, was once the personal weapon of the Dwarven erotic poet Thorbol the Savage. 

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1. Speaks with a Turkish accent. 

2. Always demands a steam bath and rubdown from a plump and jovial halfling man after a long day's work. Smokes cigars. 

3. Constantly applying talcum powder between his thighs and on his scortum. His musculature is so extreme that his thighs chafe against one another and his low-hanging, billiard-ball sized testicles bounce uncomfortably against the unyielding, steely definition of his inner thighs. 

 
 

Xiphos – Tiefling Warlord – Arrowhead Commander


 


Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!



  • Xiphos, the Tiefling Warlord, was born and spent his first years in Sigil, the City of Doors.  When he was 7-10 years old, he was playing near his house when he accidentally stumbled into a portal leading to a forest in the Feywild.

  • After wandering for a few days, he came in contact with a great beast.  Weakened from lack of food, Xiphos could not run and was paralyzed with fear.  Before the beast was able to strike down the lost child; he took an arrow to the head, after stumbling; he was hit by another shot to the neck, killing him.

  • In awe, Xiphos stood up and surveyed his surroundings trying to find the source of the arrows, but to no avail.  Moments later, a figure steps out from the trees and introduces himself as Xinys.  Feeling bad, he allowed the Tiefling to accompany him through this forest.

  • Amazed at Xinys’s grace with the bow, Xiphos spent the next 3 years training with him in the forest before finally reaching the great city of Astrazalian.  At this, Xinys reveals himself as a leader of Eladrin’s 4th Battalion and encourages Xiphos to continue training and eventually enlist.

  • Xiphos, after showing much skill with the bow and proving himself quite worthy of a leadership position, is promoted and given control of a 5 man scouting unit.  After an important relic is stolen, Xiphos is given the task of tracking down the thief and recovering the magical item.  Over the course of the next 3 years, Xiphos and his unit cross planes and follow the thief to a volcano just outside the City of Brass in the Elemental Chaos.

  • Inside the volcano, they discover a cult preparing for some sort of ceremony with the stolen relic.  While they are trying to sneak inside the ceremonial grounds, Xiphos’s unit is betrayed and ambushed.  Despite his valiant efforts, Xiphos’s entire unit is killed and he is forced to flee.

  • Thought to be the traitor, Xiphos is exiled from Astrazalian and returns to the city of Sigil.


Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.



  • Xiphos would love nothing more than to seek out the one who betrayed him and if possible, finally recover the stolen relic.

  • I would like to have Xiphos eventually come into contact with the family he had before stumbling into the Feywild.


Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!



  • Xiphos personally feels responsible for the theft of the relic, because while he was supposed to be watching over the building that housed it, he caught a glimpse of a Tiefling who, from his fuzzy memory, vaguely resembled his father and lost all focus as memories came rushing back.

  • Unknownst to Xiphos, the Tiefling he saw “was” his father…right before his father stole the relic.  His father may or may not have known Xiphos’s connection to the relic at the time of its theft.


Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.



  • Xinys, Xiphos’s teacher.  Deep down, he knows that Xiphos couldn’t be the traitor, but at this point, can’t do anything about it.

  • Dormos, the other Tiefling in Xiphos’s unit who betrayed them, killing the rest of the group.  He knows that Xiphos is still alive and knows that he will soon come after him.  Dormos, eager to finish the job he started in the volcano is also actively seeking Xiphos to leave him clues on where he might be “hiding.”


Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.



  • Xiphos feels slightly more at ease when out in nature, particularly in forests.

  • Xiphos deeply misses the Feywild and eagerly awaits the day he can return to the place he spent the second half of his childhood.

  • After facing betrayal like he did, Xiphos is very selective on whom he feels he can trust; however, like most Tieflings, if companions demonstrate their trust in him, he quickly returns the favor and remains loyal for life.



[Yes, I'm aware I only have two bullets for Step 4, the last one I will implement after working with another group member]
You can't reason someone out of a position that they didn't reason themselves into.

As my first post here, as a matter of fact, this is a character I've used, and changed, in many different roleplays for about 4 or 5 years now. So, enjoy and what not:

Tomonari Joshua Niul - Sorceror - Male Human - Age 15


The Ten-Minute Background


Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!


1) When he was 8 years old, his parents were killed by a group of bandits, who were in turn killed by a Razorclaw Shifter (Barbarian class btw) named Fergus Niul. After quite a bit of hesitation and annoyance, the man adopted Tomonari and raised him from then on.


2) Unlike his foster father, Tomonari prefers to study constantly, preferring not to engauge in fighting, although he was more or less forced to learn how to fight just in case. Typical as it is, the boy also became rather timid, scared of pretty much every new person that crosses his path.


3) Since Fergus was also a blacksmith, Tomonari went with his father to a couple towns and cities, where the weapons made were sold to various customers. During these trips, with what little spending money he could acquire, Tomonari himself bought various books to read, which further increased his own knowledge.


4) As for his blood heritage, aside from both his parents being human, Tomonari's ethnic race included a more tribal like heritage from his father's side (real life equivalent is Indigenous Australian, use google if you don't know), and of an oriental heritage from his mother's (as the typical anime nerd I am, he's half Japanese).


5) More recently in his life, and where any journeys of his would begin, a group of criminals had encountered Tomonari and his foster father, and in the mess, the two were separated, with the two of them now setting out to find the other. Of course, due to Tomonari's personality, he has a harder time.


Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.


1) The obvious goal is to reunite with his foster father. Plain and simple.


2) For the future, Tomonari is actually planning on being a chef, and presently is a dang good cook.


Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!


1) Although manages to hide it surprisingly well, Tomonari is actually still scared of his foster father after the past seven years. Granted, Fergus is a seven foot tall, Incredible Hulk massive barbarian, so that is partially why.


2) His grandfather from his father's side is still alive, and he may or may not meet the old man in the future.


Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.


1) Fergus Niul, as mentioned, is his foster father. Although still the barbarian class he always was, he loves his son as if Tomonari was his own flesh and blood, and you better pray to whatever god there is if you try to harm and/or kill Tomonari.


2) Although unknown to him (and myself, as I haven't detailed them yet), there is the group that separated Tomonari and Fergus. Do note though, that on Tomonari's side of things, if he ever sees them, his first reaction is as follows: RUN RUN AWAY! /shot for partial KH 2 reference.


3) Sibald Cahal, his blood related grandfather. Despite not having seen him for years, and even before being adopted, Tomonari hadn't seen him much, the old man is still the fun old guy he's always been. Just don't make him mad by harming his grandson, unless you like seeing a giant broadsword being swung down into your face~


Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.


1) Due to his timid nature, Tomonari tries to be as respectful and polite as he can, even to his enemies. This in turn makes him overly apologetic, and makes him freak out quite often.


2) From when he was younger, his mother had given him a sewn doll that he still carries in his bag to this day. (Note that description of the doll I still need to think of.) It's still extremely important to him, and Tomonari wouldn't know what to do if he lost it.


3) Perhaps both a serious and comical quirk, Tomonari is book smart, not street smart. This means that even with his brain filled with knowledge, surviving in someplace like a city is not exactly something he excels in by any means.


As my first post here, as a matter of fact, this is a character I've used, and changed, in many different roleplays for about 4 or 5 years now. So, enjoy and what not:

Tomonari Joshua Niul - Sorceror - Male Human - Age 15


The Ten-Minute Background




I dig it, man. 
You can't reason someone out of a position that they didn't reason themselves into.
I started using this tool very recently when I had trouble coalescing all of my thoughts on a character I had created into a unified whole.  I started discussing this tool, however, with a good friend of mine who is far more analytical than me, and he had some very interesting observations.

For one, he felt that this would be a much more useful tool for a DM than for a player (which is one of your implied intentions).  For a player, a tool like this essentially shoehorns his character into certain things.  For example, does every character need a hostile NPC or rival from the outset?  Aren't rivals and villains so much more meaningful when they are introduced and developed in game?  Then there's the issue of secrets.  Some characters are completely transparent, while some have (and need) only one big secret.

He feels, and after hearing his argument, I tend to agree with him, that giving players a questionnaire like this compels them to "fill-in the grid," as it were.  That setting hard minimum limits on certain facets of a character only serves to add pieces to a character that may or may not have needed anything extra.  I asked him if he felt that it rewarded an "Additive" method of character creation as opposed to "Complimentary."  He agreed completely (and he never agrees completely).

I think it bears mentioning that I think this can be a very useful tool for those who use it, and for DMs to take inventory of their PCs.  It isn't my intention to bash this thread, the posters, nor the OP, as after reading some of these creations I recognize that there are very talented and creative people here.  I cannot, however, find much fault in my friend's argument.

My proposed fix is to say, "Have a good idea of your character, what he's done and where he's been, and fill out as much of this as you can."  That way, you get more meaningful responses, and your players who may not be as inclined toward roleplaying as we are don't just write down "Mom, Dad, Brother" under NPC connections.  They can say, "Well, my goliath fighter with a 3 Intelligence spent some time as a gladiator and tended to kill my rivals..." or they can say, "Mmm, yes, well, Goldor Silverstein was a fidgety little sneak-thief, and loved attention.  Whenever he managed to rip someone off, his ego often got him in trouble by making sure everyone knew what he had done.  Goldor has quite a few enemies."

It is left to the player to decide how much or how little he wants his background to intermingle with the DMs machinations.  And I'm all for giving players the choice. 
I'm actually looking forward to D&D Next. I think that every edition had some really awesome qualities, and every edition has truly awful design flaws. I don't expect Next to be any different, but if WotC is actively trying to incorporate the good bits into one unified whole, then I do expect it to be worth playing.
I started using this tool very recently when I had trouble coalescing all of my thoughts on a character I had created into a unified whole.  I started discussing this tool, however, with a good friend of mine who is far more analytical than me, and he had some very interesting observations.

For one, he felt that this would be a much more useful tool for a DM than for a player (which is one of your implied intentions).  For a player, a tool like this essentially shoehorns his character into certain things.  For example, does every character need a hostile NPC or rival from the outset?  Aren't rivals and villains so much more meaningful when they are introduced and developed in game?  Then there's the issue of secrets.  Some characters are completely transparent, while some have (and need) only one big secret.

He feels, and after hearing his argument, I tend to agree with him, that giving players a questionnaire like this compels them to "fill-in the grid," as it were.  That setting hard minimum limits on certain facets of a character only serves to add pieces to a character that may or may not have needed anything extra.  I asked him if he felt that it rewarded an "Additive" method of character creation as opposed to "Complimentary."  He agreed completely (and he never agrees completely).

I think it bears mentioning that I think this can be a very useful tool for those who use it, and for DMs to take inventory of their PCs.  It isn't my intention to bash this thread, the posters, nor the OP, as after reading some of these creations I recognize that there are very talented and creative people here.  I cannot, however, find much fault in my friend's argument.

My proposed fix is to say, "Have a good idea of your character, what he's done and where he's been, and fill out as much of this as you can."  That way, you get more meaningful responses, and your players who may not be as inclined toward roleplaying as we are don't just write down "Mom, Dad, Brother" under NPC connections.  They can say, "Well, my goliath fighter with a 3 Intelligence spent some time as a gladiator and tended to kill my rivals..." or they can say, "Mmm, yes, well, Goldor Silverstein was a fidgety little sneak-thief, and loved attention.  Whenever he managed to rip someone off, his ego often got him in trouble by making sure everyone knew what he had done.  Goldor has quite a few enemies."

It is left to the player to decide how much or how little he wants his background to intermingle with the DMs machinations.  And I'm all for giving players the choice. 



That's a very good point.  I do really like the system, if I were DM'ing I would give my players to fill it out if they wanted, or just a little bit of it.
What the DM in my current campaign did was give us all the chance to let our background unfold during our campaign.  Once we hit level 7 or 8, he gave us all a turn to choose the next episode of the campaign.  When my turn came up, I came up with the hooks, the maps, the events, etc with his help.  Once we finished the episode based around our character, we could either run it ourselves, or just have him run it if we weren't comfortable.

 
You can't reason someone out of a position that they didn't reason themselves into.
10 minutes? hahahha
i started writing and couldn't stop for like 2 hours.
think im gunna use this character and plot line as a precursor for a short story actually.
tell me what u think peeps =)

The Ten-Minute Background




In an attempt to get all the information I need to create stuff from character backgrounds without having to continually push for information, I am asking that you create backgrounds the following way:




Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!


Harrison Karver

1) He is a 42 yr old, mid height, brown haired, human, ranger. Formerly a decorated soldier in King Rathmond's army. He is athletically built, wearing a unkempt peppered goatee that has two braids on his scarred up face. and is missing his left eye. he carries a broken longsword on his back, a short sword on his waist, 2 daggers in his boots, and a longbow. clad in blacked leather and improvised light armor he blends well into the forest.


 

2) He mostly keeps to himself, cold and calculating, ever aware of his surroundings. trusting no one he is completely self serving. except to his black haired wolf he keeps at his side at all times named Grady. whom he babies like the pup he found him as the morning of his banishment.


 

3) He being an outcast and a hermit doesn't see his home town of Krill very often. But has a habit of getting obscenely drunk and wandering into town starting fights. many times having to be dragged out by his own faithful companion to avoid capture and death. His hatred for those who have betrayed him have drove him to become a drunk. 


 4) He lives just outside of Krill, in the forest of Auromarr. his home is a large cave he took from a small band of goblins after his banishment. He stocks his cave with stolen goods and booze bound for Sir Jaspron the Barron of Krill, the man who banished him.

5) The morning of his 25th birth day, just returning from King Rathmund's war against the orcs of Helkast. Jaspron (the brother of Sir Breydon the Barron of Krill and Harrison's best friend) told him he had found Harrison's wife Lydia, and the Barron, in bed together. Harrison kept his knowledge of their betrayal a secret. Until he killed Sir Breydon during the battle of Telvund Valley months later.


 




Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.





1) Harrison wishes to reconnect with his daughter and prove to her that she is his kin.




2) I want to see Harrison exact vengeance on Sir Jaspron and take back his family.




Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!




1) Heveron Grinstead was murdered.




2) Jaspron had told Lydia and Sir Breydon that Harrison had died in battle and his one last wish was for Sir Breydon to take Lydia as his wife. In doing this Jaspron knew Harrison would kill his brother and make him the new Barron of Krill. Also leaving the exceedingly beautiful Lydia alone and vulnerable for him to take as his own bride.




3) Grady is in fact the reincarnation of Sir Breydon. Fully aware of what has transpired and brought back into life by Sereyna the Goddess of Love, Breydon befriends Harrison once again with the aim of helping him take back what is his and exacting his vengeance.




Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.





1) The only person Harrison considers family, out side of Grady, is his 17yr old daughter Aliea. Short like her father, but gracefully beautiful like her mother. With long blond hair and glowing blue eyes and a wit just like her father, she captures the eye of every man that looks at her. especially Jaspron, whom she hates with every fiber of her being. The only person she hates more is Harrison, informed by her mother that her father Breydon was killed by him while she was still in her belly. Harrison is forced to watch her from a far, protecting her when needed. ever wishing to hold her in his arms again. 


 



2) Lydia Karver is probably the biggest victim of all. heart broken and forced into a life of lies. after Harrison arrives home alive and well her and Breydon decide that telling Harrison what has transpired would crush him. But when Harrison kills Breydon, her anger is such she cannot even look at him. Knowing that her and her baby would be forced into a life of poverty she takes Jaspron's proposal of marriage and decides to live with the man that ruined her life. Due to the size of Aliea at birth she thinks it is a premature birth and therefor is Breydon's child. as she was unknowingly 2 months pregnant with Harrison's child.


3) Sir Breydon Grinstead was a great man and an even greater friend. upon learning that his friend from birth, Harrison Karver, was killed during the battle of Kreyvant. he took it upon himself to take care of Lydia. Though not that difficult as he had pined for Lydia for many years. But when Harrison returned he was wrought with guilt only equaled to his hatred for his brother. But as duty called for him to take his army to assist in the battle of Telvund Valley, he was forced to leave his business with Jaspron alone until he returned. in the midst of battle Breydon felt a sudden stab in the back. he turned to see Harrison's face writhing in anger. confused and aghast Breydon falls backward breaking off the tip of Harrison's sword. as he lay dead in a field of a thousand men a woman in white approaches him and reveals herself as Sereyna, the Goddess of Love. she takes him back to Krill. where he witnesses his brother discussing his plan with his closest adviser. He asks her to return him to life so he can repent for what he has done to his friend and help him exact vengeance. She agrees, but informs him that he cannot return as a man. They devise a plan, knowing Harrison's love for animals and need of a companion. Breydon returns as an orphan wolf cub and Sereyna guides him to the banished warrior.

4) Evil is what flows through Jaspron Grinstead's veins. Jealous of his twin brother from birth he hates all he see's. as a young child he would find every possible way to make other feel less so he could feel best. but nothing ever fulfilled him. And when his father, Sir Heveron Grinstead, made Breydon his eir to the Barronship of Krill it only enraged young Jaspron. Filling full of hate more and more every day he began to plot. first it was to kill his father. masking it as a horrible fever brought on by the toils of war, he poisoned his father. the Bishop of Krill had discovered this upon Heveron's death. when he confronted Jaspron about it near the river Fyyth, and the Bishop was drowned. at the young age of 19 Jaspron had become a monster. but knowing his brother would be far harder to kill he needed a plan. and so 6 years of plotting began. Seeing the opportunity to fulfill a destiny that wasn't his, Jaspron sends Harrison to carry a message to the neighboring town of Delmund, delaying his return home from battle.
and ensuring his plan would succeed.


Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.





1) Every night Harrison dreams of the happy life he once had and the family he and Lydia planned to make.




2) The memory of Breydon slaying the orc who took Harrison's eye, and how Breydon fended off over a dozen foes to save him often crosses his mind.




3) He always attempts to give Grady as much of everything as he has, even booze.

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

Gordik Nanikus

1. Dwarven fighter. Massively built & ripped & shredded. I mean  properly shredded. Gordik has a 64-pack and has less than 0% body fat. He is massively pumped. I mean, he's just over four and a half feet tall and weighs well over 250 pounds. That's how fokking built he is. 

2. Leather. Gordik wears a leather cap, leather chaps and has an intricate series of piercings. He wears a 0-gauge PA. He has numerous nipple rings. He even has an an mithral anal stud. He cuts a pretty impressive figure, especially since he's nine and a half inches, UNCUT.

3. Violence. Gordik is a heavy drinker. He lives almost exclusively off mutton fat, raw walrus blubber and rye bread. He is obsessed with Dwarven hedonism. He lives to fight. A day spent without pounding the living sh*t out of a friend or adversary is a day wasted. He exercises continually. Can perform one-finger push-ups on the blade of his battleaxe. Can perform one-finger pull-ups. Statistically, has STR 22 and CON 20.

4. Lust. Has an unquenchable thirst for male halfling and gnome ass. Was raised in the militias of the wicked city of IRONFORGE where Dwarven women were forbidden from even entering the Inner Gates by edict of the Thane-Regent. It is common, even universal, for Dwarven men to have sex with Dwarven men, but only in the context of role-dependent pederastic relationships. The lack of young Dwarven men in Ironforge drove much of the garrison mad, forcing them to waylay and capture gnome and halfling caravans in search of gnomish and halfling men to serve as catamites. Gordik can barely contain himself in the presence of ripe, well-formed gnomish men. 

5. Heavy weaponry. Wields two-handed warhammers, battleaxes and mauls. Likes anything long, heavy and metallic.

6. Appearance. Long, bifurcated beard. Shaven head. Clean shaven body. Has male halfling catamites shaves his body and oil it with walrus blubber and gryphon spoor.   

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1. Desires more wealth and power. Wishes to obtain Gauntlets of Ogre Power to better pin gnomish punks to the loading dock with his powerful forearms. Did I mention Gordik has a 74" chest?

2. Realises that the lust for money, power and halfling/gnome ass is illusory. Orgasm is merely internal attrition and copious expulsion of mucus. Seeks a higher calling as a priest of Pelor.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises.

1. Wishes that Dwarven sexuality were sufficiently liberated to allow him to love Dwarves outside the rigid binary of military pederasty. 

2. Does not know that his current weapon, the +3 Maul callled Shaan-Torum, was once the personal weapon of the Dwarven erotic poet Thorbol the Savage. 

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1. Speaks with a Turkish accent. 

2. Always demands a steam bath and rubdown from a plump and jovial halfling man after a long day's work. Smokes cigars. 

3. Constantly applying talcum powder between his thighs and on his scortum. His musculature is so extreme that his thighs chafe against one another and his low-hanging, billiard-ball sized testicles bounce uncomfortably against the unyielding, steely definition of his inner thighs. 

 
 


Best dwarf EVER.
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

Gordik Nanikus

1. Dwarven fighter. Massively built & ripped & shredded. I mean  properly shredded. Gordik has a 64-pack and has less than 0% body fat. He is massively pumped. I mean, he's just over four and a half feet tall and weighs well over 250 pounds. That's how fokking built he is. 

2. Leather. Gordik wears a leather cap, leather chaps and has an intricate series of piercings. He wears a 0-gauge PA. He has numerous nipple rings. He even has an an mithral anal stud. He cuts a pretty impressive figure, especially since he's nine and a half inches, UNCUT.

3. Violence. Gordik is a heavy drinker. He lives almost exclusively off mutton fat, raw walrus blubber and rye bread. He is obsessed with Dwarven hedonism. He lives to fight. A day spent without pounding the living sh*t out of a friend or adversary is a day wasted. He exercises continually. Can perform one-finger push-ups on the blade of his battleaxe. Can perform one-finger pull-ups. Statistically, has STR 22 and CON 20.

4. Lust. Has an unquenchable thirst for male halfling and gnome ass. Was raised in the militias of the wicked city of IRONFORGE where Dwarven women were forbidden from even entering the Inner Gates by edict of the Thane-Regent. It is common, even universal, for Dwarven men to have sex with Dwarven men, but only in the context of role-dependent pederastic relationships. The lack of young Dwarven men in Ironforge drove much of the garrison mad, forcing them to waylay and capture gnome and halfling caravans in search of gnomish and halfling men to serve as catamites. Gordik can barely contain himself in the presence of ripe, well-formed gnomish men. 

5. Heavy weaponry. Wields two-handed warhammers, battleaxes and mauls. Likes anything long, heavy and metallic.

6. Appearance. Long, bifurcated beard. Shaven head. Clean shaven body. Has male halfling catamites shaves his body and oil it with walrus blubber and gryphon spoor.   

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1. Desires more wealth and power. Wishes to obtain Gauntlets of Ogre Power to better pin gnomish punks to the loading dock with his powerful forearms. Did I mention Gordik has a 74" chest?

2. Realises that the lust for money, power and halfling/gnome ass is illusory. Orgasm is merely internal attrition and copious expulsion of mucus. Seeks a higher calling as a priest of Pelor.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises.

1. Wishes that Dwarven sexuality were sufficiently liberated to allow him to love Dwarves outside the rigid binary of military pederasty. 

2. Does not know that his current weapon, the +3 Maul callled Shaan-Torum, was once the personal weapon of the Dwarven erotic poet Thorbol the Savage. 

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1. Speaks with a Turkish accent. 

2. Always demands a steam bath and rubdown from a plump and jovial halfling man after a long day's work. Smokes cigars. 

3. Constantly applying talcum powder between his thighs and on his scortum. His musculature is so extreme that his thighs chafe against one another and his low-hanging, billiard-ball sized testicles bounce uncomfortably against the unyielding, steely definition of his inner thighs. 

 
 


Best dwarf EVER.





BAHAHAHAHAHAHAHAHAHAHAHAHA
lol @ 0% bodyfat.
so the dwarf is dead then? :D
8-12% is ripped athletically with abs
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

Carson Wood


1) 3rd Son of a Carpenter, has a twin sister named Cassie.


2) Grew up as a lay-about, friends with the son of the Lord of the Manor whom his father did custom furniture for. Spent most of time hunting and drinking.


3) While drunk, killed his best friend in a hunting accident. Arrested and banished from home thanks to the intervention of his sister (as opposed to being executed).


4) Spends most of his time in the woods alone. Has become a shy person, though once he gets to know people, becomes somewhat more open. Still drinks on occassion, but tries not to do so to excess.


5) Has a "pet" dog...actually just a stray that hangs around him. It was captured by a patrol of Kobolds who attacked him a few days after leaving his home. He fed the dog and now it hangs around him...calls it Mist because it vanishes just as quickly as it shows up.


6) Hesitates when attacking human-like beings. Prefers to wound if possible instead of kill.


 


Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.


1) Wants to return home to his family.


2) Find out why the Kobolds are near his home.


Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!


1) Carson is riddled with guilt over the killing of his friend, which he does not talk about. This affects how he reacts in combat.

2) Carson's sister Cassie has gone to a nunnery where she has taken vows and is on a missionary mission, but also is looking for Carson.


Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.


1) Karlon Fellspar is the 2nd son of the Lord of the Manor. He blames Carson for his brother's death, Cassie for Carson's release, his father for releasing Carson, the world for everything. He is a bitter young man, but very charismatic.

2) Cheanna is a halfling thief who met Carson a few years before and has reunited with him since. She is very fun loving and tries very hard to bring Carson out of his funk, although she does not know what caused it.


3) Eliza is a half-elf druid who spied Carson taking care of the stray dog. She approached him in the woods to help with his wounds after the Kobold attack. She is curious about him, but hasn't decided if he is friend or not.


Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.


1) Carson very clearly remembers the arrow missing the deer and skewering his friend. He frequently has nightmares about it.


2) Carson remembers the look of disappointment on his father's and two brothers' faces when he said goodbye, as well as the look of sadness on his sister's.


3) Carson remembers the first time he went hunting...the tracking, the quiet of the woods.

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

Carson Wood


1) 3rd Son of a Carpenter, has a twin sister named Cassie.


2) Grew up as a lay-about, friends with the son of the Lord of the Manor whom his father did custom furniture for. Spent most of time hunting and drinking.


3) While drunk, killed his best friend in a hunting accident. Arrested and banished from home thanks to the intervention of his sister (as opposed to being executed).


4) Spends most of his time in the woods alone. Has become a shy person, though once he gets to know people, becomes somewhat more open. Still drinks on occassion, but tries not to do so to excess.


5) Has a "pet" dog...actually just a stray that hangs around him. It was captured by a patrol of Kobolds who attacked him a few days after leaving his home. He fed the dog and now it hangs around him...calls it Mist because it vanishes just as quickly as it shows up.


6) Hesitates when attacking human-like beings. Prefers to wound if possible instead of kill.


 


Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.


1) Wants to return home to his family.


2) Find out why the Kobolds are near his home.


Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!


1) Carson is riddled with guilt over the killing of his friend, which he does not talk about. This affects how he reacts in combat.

2) Carson's sister Cassie has gone to a nunnery where she has taken vows and is on a missionary mission, but also is looking for Carson.


Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.


1) Karlon Fellspar is the 2nd son of the Lord of the Manor. He blames Carson for his brother's death, Cassie for Carson's release, his father for releasing Carson, the world for everything. He is a bitter young man, but very charismatic.

2) Cheanna is a halfling thief who met Carson a few years before and has reunited with him since. She is very fun loving and tries very hard to bring Carson out of his funk, although she does not know what caused it.


3) Eliza is a half-elf druid who spied Carson taking care of the stray dog. She approached him in the woods to help with his wounds after the Kobold attack. She is curious about him, but hasn't decided if he is friend or not.


Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.


1) Carson very clearly remembers the arrow missing the deer and skewering his friend. He frequently has nightmares about it.


2) Carson remembers the look of disappointment on his father's and two brothers' faces when he said goodbye, as well as the look of sadness on his sister's.


3) Carson remembers the first time he went hunting...the tracking, the quiet of the woods.




?????
really...
lol @ 0% bodyfat.
so the dwarf is dead then? :D
8-12% is ripped athletically with abs

lol @ EVERYTHING!!!
oh, and its less than 0% body fat.

@ CL_85 I hope you don't mind, but I'm going to have bards sing ballads of Gordik Nanikus.


?????
really...



What are you questioning, if I might ask?
lol nvm

Character:  Cliff Stonewall


Level 2 Unaligned Male Half-Elf Battlemind


Background & Character Concepts(Step 1):


Show
-He is one of the founders of a town and worked for the town guard.  The town, Westfall as it came to be known, is on the outskirts of the established human territory and next to goblin territory.

-He has a positive disposition, thinking that by working with others, many things can be accomplished.  He tries to work with others as long as it's not an evil choice that is being made.

-As a founder of Westfall, he and his mother helped establish the town on the outskirts of goblin country.  He labored with the people to build the town's structures, as well as the stone wall that surrounds it, which he was very important to the building of.


-He has short brown hair, blue/gray eyes, and a thin but muscular build from all of the work that he's done.


-As a member of a town on the outskirts of controlled areas, he has had many encounters with Goblins.  This is how I imagined him finding his psionic potential(Guarding the town vs. raiding parties).  Also, this is what established his beliefs in Erathis as a god of civilization and why he believes working together is so important.


Character Goals(Step 2):


Show
-He left Westfall in search of more money.  He wanted his wife to be able to have children in a finer home and a more secured financial future.  He was on his way to a neighboring main city(whatever one would be a good one for adventuring money) to try to find mercenary work to make use of his fighting potential to get money to bring back to his family.

-One thing he'd like to work toward as he grows in power is getting to go back to his family for a little while rather than just sending money back.  If this isn't possible, he'd like to provide his wife with transport to come visit him some time.


Character Secrets(Step 3):


Show
-Cliff has hidden his psionic capabilities from the other members of Westfall, who just believe he is an excellent warrior.  There is hostility toward non-martial power sources among a few key members of the town council, who are in charge of who gets to stay as a member of the community.

-Cliff's wife was also gifted with a psionic ability.  She would be considered a level 1 telepath psion if she ever entered combat(I could create her at any time if you'd need.)  Cliff found out when he noticed she was very good at "knowing" what he and others were thinking.


Character Ties(Step 4):


Show
-Malon Stonewall is Cliff's wife.  She is a human female that Cliff met when the town was beginning to establish itself.  Malon came from a family that was looking to start it's own farm.  When Malon met Cliff, she and him began a friendship that eventually turned into courtship and a marriage.  She hasn't ever had to be in combat, but she knows(and hasn't told anyone except Cliff) that she is different and has been practicing in secret.

-Jack "The Hood" Slade is Cliff's old friend.  He came to Westfall a few months after the town and finished the wall.  He immediately joined the town guard and befriended Cliff.  He is a human rogue that is a crossbow expert.  He has his own particular hand crossbow that he has used to fight with Cliff many times versus goblin raiding parties.


-Councilman Orion Smith is the main cause behind the town's feelings of unrest with anything "unnatural."  He influences the other council members with his wealth and continues to spread his message of hate to others in the community.  Although many of the humans in the area are worshippers of Erathis and believe in community being stronger by supporting one another, Councilman Orion Smith believes that in order for the community to be strong, it must get rid of those that don't fit in.  This includes Cliff because he is a Half-Elf, and anyone that shows interest or ability in the magical arts or psionics.  The one thing that he accepts is divine power.


Character Memories(Step 5):

Show
-Cliff remembers the first time he used his psionic ability.  He was on his third watch for the town guard, and they began to see torches in the distance.  Although the wall was close to finished, it still had weaknesses.  The goblins came through the forest edge all at once, about a dozen.  Cliff had 4 watchmen with him.  When he began to fight, he noticed things were happening for him before he could even think about it.  He was 25 feet ahead of his other watchmen before they could move and he slayed 6 of the goblins that were there and every member of the team came back alive.

-The first time he met Jack, Cliff was in the tavern with Malon and Jack came up to "woo" her.  Cliff of course defended her honor, and with Jack's ability to smooth talk his way out of things, the two became fast friends.  That same night, Jack didn't talk his way out of another mistaken attempt to "woo" and the two had a small scuffle with a couple of gentlemen.  Jack would continue to find trouble that Cliff would help him out of.


-Cliff's mother died shortly after the wall of the Westfall was finished.  This is when she told him that his father was an elf that died to a hired assassin that found out he was a psionically gifted elf that got a human woman pregnant.  His mother was exiled from the city by(at the time) Mayor Orion Smith of the town.



This guy is made to enter a level 2 game where the team just cleared a goblin jail.  He is meant to have been captured by the big goblin warband and ransomed off to his town.

Atlanus Human Mage (essentials Enchanter)


BACKGROUND


1) Atlanus is the son of a business man of minor repute in the Nentir Vale, Jon Infallisbesque of Infallisbesque Shield and Sword Ltd.


2) The eldest of 4 sons he was to inherit the family business however that never happened.  His father is an accomplished fighter whose business is to provide security to shipments to and from Fallcrest.


3) Atlanus accepted his future at a younger age but always felt that something was missing.  While accompanying his father on an escort mission they found themselves at Septarch’s Tower and Atlanus was immediately awestruck by the old wizard Nimozaran.  Nimozaran always looking to revive the old guild agreed to teach him the beginnings of the arcane arts.  His father disapproved of this past-time but allowed it in order to not a lose such a powerful customer.


4) The study of magic became Atlanus’ passion and he drifted away from his family and younger brothers.  His father would train them in the martial arts and Atlanus would scoff at their sweat because he envisioned defeating them all with a few words.  He grew to see the arcane as the ultimate power superior to all other fields of study.


5) Atlanus left to pursue his studies at a major Wizard’s academy in ______  (large city far away from Fallcrest to be determined).  He has returned to the area only in the last months.


GOALS


1) To prove to his father that a Mage is as respectable as a fighter. 


2) To join the Fallcrest Mage’s Guild and help to revive it and serve as a high ranking member.


CONTACTS


1) His family who lives on the outskirts of Fallcrest in Nenlast.


2) He is acquainted with Nimozaran of the Septarch’s Tower and Tobolar Quickfoot of the guild but he has not seen them since he left for the Wizard’s Academy and they may hold him ill will for his leaving to study in another location.


SECRETS


1) Atlanus has a healthy interest in the worship of Vecna.  He believes that magic should be wielded by the few and thus its secrets protected from the unworthy.


2) He believes that only the Arcane are fit to rule and thus holds some disdain for non-magic rulers.  His ideal government is that of a Arcane-ocracy where a council of wizard’s would rule.


3) Unbeknownst to him one of his brothers has been kid-napped and possibly murdered while on assignment.  The family suspects the brother is lost but has no clue as to his whereabouts.  They have not told Atlanus as they have not seen him in years.

Alithlas Kanethar, Elven Druid

Step 1
: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.



  • Alithlas is young and has had more exposure to nature and solitude than she has people. She spends long stretches of time in the wilderness around her mentor’s territory with only her animal companion Eagle.

  • Her mentor is a high level/ranking druid possibly related to her in an unknown way. This man raised her and is for the most part the only person she’s had regular contact with.

  • Her parents/family/past have never been much of a concern to her and her mentor has never felt the need to tell her anything about them or why he’s been the one to take care of her.

  • Having no experience or concept of Law in her life, she emulates the random chaotic element of nature. She takes what she needs and kills to eat, protect herself or further her goals. Killing may not be the first answer but it’s fine to be the last answer.

  • Her mentor has a debt to pay and Alithlas is joining the campaign to fulfill it.


Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.



  • Nature or Nuture? Is Alithlas destined to be drawn to evil, to make the world a darker place? Will her adventures and choices redeem or damn her.

  • The character has a thirst for adventure, a bit of the wanderlust of her father. She wants to explore the world and gather knowledge.


Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.



  • Alithlas is drawn to pretty, shiny treasures much the way a raven is. She doesn’t horde these things though. She’s just as likely to leave the valuables by the wayside when she grows bored of them as to keep or sell them.

  • Her mother was evil and committed some atrocious acts (as part of a greater organization devoted to furthering dark goals?), her father was the wandering type who never stayed in one place long enough to feel he could raise a child so he left her with his grandfather to raise in secret in the hopes that Alithlas would not become like her mother.


Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.



  • Lauron – Mentor. Venerable druid. Great-grandfather to Alithlas. Neutral Good.

  • Tadastar – Father. Wanderer. True Neutral.

  • Ishiliel – Mother. Unknown. Chaotic Evil.


 


Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.



  • Fear – Claustrophobia. Alithlas is (unknown to herself, she’s never been faced with having to be underground or enclosed) terrified of small spaces or being blocked from the open skies for long periods of time. She’s find being indoors but she never sleeps (4 hour elven meditation) inside or away from the open sky.

  • She has an affinity for creatures of the air. She only summons/wild shapes into avian creatures with a preference for Eagles.

  • Her defining personality characteristic is “Practical.” She looks at the bigger picture of any situation and asks, “Does this benefit me or my goals?”



Image inspirations:

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