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Zak Greenfoot, Githzerai Predator Druid
====== Created Using Wizards of the Coast D&D Character Builder ====== Zak Greenfoot, level 1 Githzerai, Druid Build: Predator Druid Primal Aspect: Primal Predator Birth - Among Another Race: Among Another Race (Halfling) Background: Circus Performer, Birth - Among Another Race (Thievery class skill) FINAL ABILITY SCORES Str 13, Con 11, Dex 18, Int 10, Wis 18, Cha 8. STARTING ABILITY SCORES Str 13, Con 11, Dex 16, Int 10, Wis 16, Cha 8. AC: 17 Fort: 11 Reflex: 15 Will: 15 HP: 23 Surges: 7 Surge Value: 5 TRAINED SKILLS Nature +9, Insight +9, Arcana +5, Thievery +8, Perception +9 UNTRAINED SKILLS Acrobatics +5, Bluff -1, Diplomacy -1, Dungeoneering +4, Endurance -1, Heal +4, History, Intimidate -1, Religion, Stealth +3, Streetwise -1, Athletics +2 FEATS Druid: Ritual Caster Level 1: Monastic Disciple POWERS Druid at-will 1: Grasping Claws Druid at-will 1: Fire Hawk Druid at-will 1: Swarming Locusts Monastic Disciple: Centered Flurry of Blows Druid encounter 1: Thorn Spray Druid daily 1: Summon Giant Toad ITEMS Ritual Book, Hide Armor, Adventurer's Kit, Dagger (5), Totem RITUALS Animal Messenger, Dowsing Rod ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== "Aren’t you a little tall for a halfling?" Background Show Zak was born as Zak'kon in a Githzerai Monastary in a remote mountian, where he was indoctrinated into Monastic Study from a very young age. As a child, Zak was drawn more to the beauty of the wilderness around the mountian than the discipline of the Monastary. He would often escape the monastary and explore the wilderness, which saved his live. One day, shortly after Zak’s 5th birthday, he saw a bird beckon him deep into the woods. The bird was a nature sprit who spoke to Zak and told him a time of hardship was coming. Late in the day he returned to find the monastary reduced to ash and all other residents at the monastary burned beyond recognition. After the devasation he wandered the wilderness alone until he was almost dead, where he stumbled upon a traveling circus. The circus took him in, and he was adopted by an old halfling couple Falco and Lily Greenfoot. From Falco he learned tricks of nimble hands and reading marks, and from Lily he leaned some of the skills of nature and arcana. Also, whenever the circus was away from the city, nature spirits would appear to Zak. Between the trauma of his old live being destroyed and the fact that he enjoyed the new things he was learning more than his old monk training, he soon forgot most of his old life, retaining only the most basic techniques of monk training and a need for balance. His adoptive parents were aging when they took him in, and took ill once Zak was in his late teens they became ill when a sickness passed through the circus. He cared for them and asked the nature spirits for help. While they did not have the power to heal, they did forge a primal link with Zak that allowed him to take soloace in the natural order. Falco was weaker and died in his sleep. Lily was stronger, but she lost her will to fight when Falco died. Zak stayed with her to the end, and While Zak was welcome to remain with the circus, after their deaths he decided to find his own way in the world.
“While I have found balance, I have lost my center.” Goals Show While Zak was close with the circus, he has lost all family, both his birth family and his adoptive family. Since the death of the Greenfoots he has been having flashbacks to the day the Monastary was destroyed. He has no memory of how to find it, but he feels a need to return there and find what happened.
The Monastary was destroyed by a Githyanki war band. The monastary had no contact with anyone from the outside world for over a hundred years. It is unknown how the Githyanki found the monastary or what they were after.
"Nature or nurture?" Relationships Show Zak finds himself alone in the world. His background in the circus makes him accepting of other races and cultures, although he is used to being mistrusted by outsiders. He is looking for compainionship, and to form a bond to replace that which is gone. "Nature is kind when you know her secrets, but deadly to those who are unprepared." Memories, Mannerisms & Quirks Show Zak is more easygoing and cheerful than most Githzerai. He has a stong sence of humor and can be caustic with those who annoy him, but he is fiercly loyal to his friends. Aldred von Karien, Human Swordmage|Avenger Stats Show Aldred, level 2 Human, Avenger|Swordmage Hybrid Avenger: Hybrid Avenger Fortitude Swordmage Aegis (Hybrid): Aegis of Assault Hybrid Talent: Avenger's Censure (Hybrid) Avenger's Censure: Censure of Retribution FINAL ABILITY SCORES Str 13, Con 11, Dex 10, Int 18, Wis 16, Cha 8. STARTING ABILITY SCORES Str 13, Con 11, Dex 10, Int 16, Wis 16, Cha 8. AC: 17 Fort: 14 Reflex: 16 Will: 16 HP: 31 Surges: 7 Surge Value: 7 TRAINED SKILLS Arcana +10, Religion +10, Perception +9, Insight +9 UNTRAINED SKILLS Acrobatics +1, Bluff, Diplomacy, Dungeoneering +4, Endurance +1, Heal +4, History +5, Intimidate, Nature +4, Stealth +1, Streetwise, Thievery +1, Athletics +2 FEATS Human: Intelligent Blademaster Level 1: Hybrid Talent Level 2: Unarmored Agility POWERS Bonus At-Will Power: Bond of Retribution Hybrid at-will 1: Sword Burst Hybrid at-will 1: Bond of Censure Hybrid encounter 1: Rictus Grin Hybrid daily 1: Frost Backlash Hybrid utility 2: Arcane Mutterings ITEMS Greatsword, Cloth Armor (Basic Clothing), Adventurer's Kit Background Show Aldred is the youngest of three sons of a minor noble house. From an early age he was brought up in a knightly tradition with both martial and scholarly training, and was a proficient swordsman by the age of eighteen. The young Aldred showed some combat skill but also an incredible thirst for knowledge, spending his days in sword drill and his evenings poring over the extensive volumes in the manor's library. Many such tomes were written in the Elven script and Aldred eventually became fluent in that language. Upon reaching adulthood, with no chance of inheriting the family's landholdings (and frankly, no inclination to take on that responsibility) he did what many noble sons in his position did, and joined the army. He was assigned to a Greatsword company and saw action in numerous minor skirmishes against bandits, and punitive raids against kobold and goblin encampments. While garrisoned in the city, Aldred spent what little leave time he had in taverns enjoying the company of easy women. The local curio shops claimed the rest of his coin, as Aldred spent his idle time in the barracks studying arcane lore. By now his studies were directed towards using magic to improve his martial skill, and eventually he learned to seamlessly blend spellwork and sword-art. Though Aldred excelled in the military he found the strict discipline stifling, and the long periods of boredom between action unbearable. When his term ended, at age 24, Aldred took his leave of the army. He was glad to have put his service behind him, but he did acknowledge that it had taught him some valuable lessons. First among them was the profound importance of knowledge, not just in terms of strategy and tactics, but in all things in life. Where before Aldred had paid lip service to the whole Pantheon, he began to cultivate a genuine respect and devotion to Ioun, the Goddess of knowledge and skill. In spite of his growing faith, upon leaving the army Aldred lived as a libertine by night and took odd short-term mercenary jobs to finance his lifestyle. He still studied, honed his skill, whispered his devotion in the temple, and sought after knowledge (though too often of the carnal variety). Though slightly ashamed of his own hedonism, he reasoned to himself that the unaligned Goddess probably had better things to concern herself with than what Aldred von Karien was doing with his free time. After two years of this lifestyle, Aldred slowly began to feel a profound loneliness and ennui overtake him. He was a well-known and welcome companion to the other taven regulars, but he made few real friends. He had spent many nights with girls of easy virtue, but never had a real relationship. He had made regular trips to his home, but his brothers, especially the eldest, now eyed him with a curious mix of distrust and disdain. His riotous living had made him a disgrace to House von Karien, and his politically-minded father was unsympathetic. Home no longer felt like home to Aldred, and he realized to his sorrow just how profoundly alone he was. Despair and depression filled his mind, and neither drink nor woman nor honest truth-seeking held any pleasure for him anymore. Eventually word reached him that his childhood martial tutor, one of his oldest friends, had gone missing in the wilderness near Winterhaven. A small party of his former students had taken it upon themselves to find him, and they easily tracked down Aldred in his usual tavern haunt. Desperate for a worthy and honest goal, and for some real companionship amongst true friends, he quickly agreed to accompany them on their quest. Goals Show Aldred is, at this point in his life, clinging to his faith, his quest, and his adventuring companions as the only worthy things he has devoted himself to in years. He wants to eventually reconcile himself with his family, to beg their forgiveness for tarnishing their name with his moral backsliding, and to somehow convince his brothers that he has no ambitions to becoming the sole heir to the von Karien fortune. Most of all, Aldred wants to redeem himself in his own eyes, to become a man once again worthy of self-respect. Secrets Show In spite of all that's happened, he is still unable to fully wean himself from his addiction to earthly pleasures. His compassion and devotion are constantly at odds with his hedonism. Though he would never murder an innocent man, or seek out violence for its own sake, Aldred is disturbed to his core by the extent to which he takes secret pleasure in mortal combat. This tendency didn't develop until well after he had left the army. Relationships Show His family has practically disowned him, he had never formed real friendships with his comrades in the army or the tavern, he has never had a long-term romantic relationship, and he has lost nearly all self-respect in recent years. For this reason Aldred is fanatically loyal and single-mindedly devoted to his companions, his Goddess, and precious little else. Memories, Mannerisms & Quirks Show Most of the time, Aldred is reserved and quiet. He hides his doubts and insecurities behind a veil of smug self-satisfaction, which most people find off-putting. Though he usually avoids conversation, if provoked he will happily stay up well into the night debating philosophy, theology, or the arcane.
Great idea, by the way.
Harmony "Harm" Ashclaw, Female Gnoll Starlock/Euphoric Ardent. Backstory Show Harmony was once the priestess of Yeenoghu for her clan. The Ashclaws occasionally raided a nearby human city for sacrifices to their demonic god until a paladin from out of town rallied the townspeople to strike back. Most of the tribe was slaughtered in the attack-the rest were imprisoned. This paladin was hailed as a hero, but in truth, he was a servant of Orcus, who destroyed the gnolls only to please the Demon Prince. He sacrificed each prisoner, one-by-one, to his dark lord, until only Harmony remained. That night, trapped in her cell, she renounced Yeenoghu, deeming him to weak and not properly protective of his subjects. Then, a dark star in the night sky whispered to her in her dreams. It asked only for a vow of service, and in return, she would gain enough power to escape. She accepted, and in the morning, killed the paladin with a blast of fell magic, then escaped. She wandered the world for ten years, nurturing her powers. Along the way, she found two things: the worship of Torog, and her only friend, a shadar-kai bard named Shiro. The two take up adventure wherever they can find it, while all the while hoping to avenge those she has lost. Goals Show Harmony wants nothing less than to kill Orcus and Demogorgon to take their mantles and become a Demon Prince(ess). She also wishes live with Shiro forever. She is quite aware that these goals conflict (as Shiro worships The Raven Queen and she wishes to reign over Undeath). She has no resolution planned. Secrets Show Part of her vow of servitude to that dark star involved her body becoming a vessel for that dark force from beyond all known realms. It hasn't happened yet, but she knows she only has so long to complete her goal. The paladin that massacred the Ashclaws yet lives. Orcus has assigned him the task of murdering Harmony, and granted him a small army of ghouls to aid him in his task. People Show Shiro is a shadar-kai from a small village called Onefeather. An unknown force attacked while he hid. Only he survived. He feels as though he betrayed his friends and family by living like a coward instead of dying a warrior. He rejects Harmony's feelings for him, and is confused by his own. Squishy is Harmony's familiar. He is a Tiny Gelatinous Cube. Harmony doesn't remember manifesting him "(I think he's always been here."). Shiro finds him repulsive. Harm thinks he's cute. Horn of Orcus was a human worshiper of Orcus. He was nearly killed by Harmony many years ago. Now, he wishes to finish what he started with her. His teeth are pointed, and his skin rots-evidence that he is becoming a ghoul. Quirks Show Harmony has no impulse control. Door? Open it. Bar wench mouthing off? Slap her. Meat? Eat it. Shiro looking particularly... *ahem* "appealing"? You get the point. Harmony has a barbed set of tongue piercings running down the center of her tongue. They are quite new, so she'll often sit there, feeling around her mouth with her tongue instead of paying attention. Her eyes are a piercing pair of golden points with slitted pupils, though sometimes they will change appearance. Sometimes as subtle as a minor tone change, all the way to pupils changing shape and colors rapidly changing, or even emmiting dim light.
This is my background for an Egyptian-inspired character for an upcoming campaign.
The Ten-Minute Background of Anakh Shakhar, the Scarab Lord, Neutral Human Fighter. 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. "Do not fear death. To fear death is to fear the end, and the end is only the beginning." Background Show 1) Anakh Shakhar is a former slave who was sold to a powerful noble in a cold, western land. At age 13, after being in slavery since birth, he killed his master, fleeing the kingdom before he could be caught for his actions. 2) Wanting to start fresh, he travelled east into unforgiving desert lands. In the great desert kingdoms of the east, he lived in the sewers and underground catacombs, only coming out to steal texts and equipment which would help him in studying the art of martial combat and strategy. For ten years he lived this life of quiet solitude, before returning to public life a new man. 3) When he returned, he made a life for himself as a mercenary. His employers, whether nobles or the city guard, feared and respected him for his mastery of combat, and where he was once a lowly slave, he wans now recognized as the best warrior in the eastern kingdoms, quickly gaining the title of the Scarab Lord. 4) He is most famed for his use of two handed weapons. His strength and martial prowess allows him to wield even the most cumbersome and heavy weapons with deadly grace. 5) While life has been good for him as a mercenary, deep down he wishes to travel the world, and expand his horizons. 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. "Your death will forever be remembered in the tomes of old. Not for your life, but for who ended it." Goals Show 1) To prove that even a slave can make something of himself. 2) To slay a powerful icon of evil, in order to attain glory and go down in history. 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. "Death will come to all. What we must decide is what to do with the time that is given to us." Secrets Show 1) Anakh has an instense hatred for the undead above all else. In his carreer, one event changed his views of the living dead forever (see memories). 2) Mira Shivar, the daughter of his former master, has been searching for him since her father's murder. She has vowed to kill Anakh if it is the last thing she does. Step 4: Describe three people that are tied to the character through 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. "You want him alive? That's going to cost you extra." Contacts Show 1) Ahrian Malkor: A young boy who would bring Anakh information of possible jobs in his mercenary career. While not an actual friend, he has proved invaluable in furthering Anakh's carreer as a mercenary. 2) Ajax Umbra: A burly mountain of a man, and a constant provider for Anakh. Giving him weapons, armor, and a base of operations, Anakh views Ajax as a close friend. While they are on opposite spectrums, Ajax being a very outgoing, near-drunkard, Anakh would put his life on the line for Ajax. 3) Mira Shivar: The daughter of his former master. He does not know of her existance, nor that she has a vendetta with him. 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. "I prefer to let my actions speak louder than my words. Memories, Mannerisms, and Quirks Show 1) Anakh is a man of few words. He doesn't talk much, but when he does, it is usually very ominous or straight-forward. He has a very dark sense of humor, and is very un-trusting. 2) He vividly remembers a job where he was sent to investigate the dissapearance of various children throughout the desert city. After much investigation, he found that the dozens of missing children hand been mutilated and bloodied by the experiments of a cruel Necromancer. Under the orders of the Necromancer, the undead children attacked him and he was forced to slaughter all of them and their master. Since then, he has harbored an intense hatred for the undead. 3) Anakh has a supreme interest in the subject of extraplanar creatures, namely Demons. Step 6: Describe your characters appearance briefly. "My body bears the scars of the countless people I have killed. All of them a memory, but only some worth remembering." Appearance Show 1) Anakh is a tall man, at 6 foot 3 inches. His skin is a tanned, and he has long black hair tied into dreadlocks. Each dreadlock is tied in place by a number of ornate gold clasps. 2) He has a various scars adorning his body, including a vertical scar down his left eye from a fight against a vicious Werewolf. 3) He has a string of black, tribal tatoos going down his left arm.
I've played serious characters for a while (okay, that's a blatant lie, but bear with it) and thought I'd like to create a vigilante/hero character with an attitude.
Dinkles DoxNit/(still considering monikers) changeling monk Backstory Spoiler: Show Dinkles was very young when he had been adopted by an adventuring group. He had accompanied them when they went and visited several tombs, dungeons and (no, not dragons) lairs. They mainly used him to gather information, confuse the enemies and to errr..... RE-APPROPRIATE some badly misplaced wallets and engraved jewellry (at first he actually believed his friend's, the orc barbarian's name to be Jonathan one day, then Alexandra the next). It also wasn't his fault the kenku paladin (he was a paladin, for shame!) who also travelled with him told him the palace he owned had been invaded, how was he supposed to know the jewels, scrolls and documents didn't rightfully belong to his 'esteemed and fabulously wealthy' family that had given him up for adoption to save him from the invasion? Of course if he'd known the invader was an ancient practitioner of magic (oh say....circa 3.5th edition?) with power word permanency-your-thieving-@$$ he may have suddenly remembered something he'd read in the history books concerning the palace's true ownership for the past couple of hundred years. Cursed with what is NOW considered the bane of all changelings, he quit the adventuring business to try and get rid of the curse, according to the rules it takes for the curse to disappear. Dinkles masquerades as a masked vigilante when he gains information regarding possible chances to do some solid looting under the guise of a hero. Not even his current 'allies' knows he is the human who has actually supplied them with the information regarding the locations they visit, especially given he switches forms even though he is masked. He acts as a provider of information in the city he inhabits whilst masquerading around as a vigilante. Goals Spoiler: Show 1)Get flu shot, 2) Get rid of curse Secrets Spoiler: Show 1) The curse causes Dinkles to shapeshift randomly when he sneezes if he fails at a willsave, to get rid of the curse, he must commit 10 acts of good deeds, bad deeds deplete from this 10. 2) The curse can't be erased. 3) successful nature check identifies Dox and Nit as changeling names. Relationships Spoiler: Show Jumsh, the orc barbarian, is a dim-witted fool who's only link to the ways of the barbarian is swinging a club. The appropriately named Krass, a kenku paladin of bahamut (believe it or not), has a dismissive attitude towards the way of the paladin order, especially those under bahamut (his peers). How he retains the ability to channel divine powers granted by his deity is a mystery, the fact that he's never been seen casting these powers is of little import, why else would he know what he's capable of? The most prevalent memory Dinkles has of Dara, the elf paladin of bahamut, is an affliction which causes her eyes to roll frequently, apparently triggered when Krass and Jumsh start talking, that and the fact that she only seems to know the two words, 'not again'. Aramel, the wizard that cast the curse on Dinkles, lives in a palace overlooking the sea. He has a variety of other curses specifically designed for the day Dinkles inevitably sneaks back in to steal something else out of spite Mannerisms and quirks Spoiler: Show Dinkles was not the choice the changeling would have made regarding his name, he now goes by 'D' when selling information. He sincerely wishes his name to be kept secret. It is no secret that Dinkles is pretty unfriendly and easily irritated. If he wasn't, he'd have figured out the method of dispelling the curse was a scam ages ago. Nudging familiars into traps, robbing his own allies and flicking through his book of witty remarks in the midst of combat is when he's trying to behave, when he's feeling a little lax with himself, his actions can range from anything from scaring children at night to ruining reputations of people who annoy him. The changeling is selfish, self absorbed and likes a little mischief. He also shows his enemies no mercy, even pushing those who've surrendered over cliff edges for a little chuckle. Appearance Spoiler: Show Depends on the situation, but with the curse he can be anything at any random moment in time
Campaign Notes
Show
The party consists solely of thieves, liars and murderers. No reliable healing, no reliable meat shields, just knives and sticky fingers. We're not here to save the princess, probably, but we're no less important. Our first mission will either have us crippling a rebellion or furthering its cause depending on where our morals take us and our knives. The world is packed with every race the DM could think up, more exotic locations than we could count and all sorts of exploration to take part in. Gaius, Changeling Assassin. Full name to be determined as the campaign shapes up. A murderer for hire with simple goals in life with regards to his work: be the best he can be, maybe nail a princess along the way. An otherwise normal person. 5 Key Details Show 1) Gaius is a proud Changeling assassin. 2) He was raised in a loving home as an only child to Changeling parents that struggled to find a place they'd be accepted. As Gaius entered young-adulthood they discovered "home" in a bustling city. 3) Gaius was taught to ask many questions because, until he knows as much as he can, he can't be certain his choices and beliefs are correct. 4) He doesn't view his work as an assassin to be necessarily evil, but rather his work, his passion and his art. He can see where it could "go wrong". 5) He enjoys his heritage of becoming other people depending on situational needs, but at the end of the day nothing beats a long hot bath without any form to hide behind. 2 Major Goals Show 1) 'I wanna be, the very best, like no one ever was...' I want to see this character become the brutally effecient murder machine I imagine him being every time I load up Team Fortress 2... without failing at the ability to be a member of society AND a capable role-playing device. 2) I'd like to give him more of a "soul" so to speak. Depending on where things go and how the story unfolds, Gaius will have to figure his loyalties and his rules and stand by them. 2 Secrets Show 1) Gaius knows his mother, a reformed and religious woman, has a past. He knows that she was once a murderer/thief and hopes some day he can talk to her about it and maybe, just maybe, they can be, like, pals. 2) He's afraid of his loneliness. He tries to ignore it through his work, but he's torn between what he does and its danger and his desire to settle down and lead a normal life. He fancies meeting a woman in a similar line of work as himself before the two fall in love and raise a family out on a farm they own somewhere as good, honest folk. Until then... 3 People Show 1) His parents and the hope of finding "her". 2) His best friend (who hasn't been named yet due to real-life junk) who he's worked with for some time and plans to for some time yet. They get along well, enjoy they're work and don't seem to generally disagree. 3) His ex-partner. She was a beautiful young human woman who manipulated him as well as their marks. When he realized he was little more than a means to an end for her, he did the only thing that he could; he killed her. Of course, like all "great" ex's, she seems to have returned as some form of undead spirit. Whether she was raised by a necromancer or if she's back by some nefarious "stay young forever" plot she herself employed, he knows from a personal meeting with her that she won't kill him. Yet. 3 Defining Characteristics Show 1) Gaius is very talented and experienced in manipulating his racial propensity to fit in through shape shifting. He has spent many years of his life as an actor, both on the stage and not, and is comfortable thinking on his feet. 2) He has a sarcastic wit and enjoys taking his natural form when in the company of friends or family. He's lighthearted and forgiving, but his temper, once invoked, is fiery and swift. He goes to great lengths to keep such passions in check for his own safety in his line of work. He fears it may affect his future with "her". 3)Interestingly enough he values honesty above all else. He's aware of the humor in that and rather cherishes it.
Rowan Cormac: Human Ardent/Paladin Hybrid
Backstory Spoiler: Show Rowan is the third child of the noble house "Cormac" a lower noble family in the country of Gildian. The house's learder, and Rowan's father, Arl Terramir Cormac, seeks to elevate the House Cormac to the rank of Greater Noble House and as such is intensly polictically minded. Likewise, Rowan's mother Arlessa Vanora Cormac was, and still is, an immensely pious and socially concious woman who clings tightly to her social status as a noblewoman. So when their child Rowan began to show signs of being a psionic the two paniced, as in the country of Gildian those gifted with supernatural powers were frowned upon by both the Church and Crown. Fearing that Rowan's condition could create a scandal that could threaten their political advancement, Terramir and Vanora decided to send the young Rowan, at the time only 9 years old, to join the Church. The two hoped that this move would benefit House Cormac the most by both removing Rowan from public view and thereby hiding his psionic powers, and that by having one of their children join the Church, it helped to bolster the Cormac name by showing them a friend to the Church. To say that Rowan hated his time in the Church would be both an insult to Rowan's feelings and to the Church's attitued. Rowan was a naturally free spirited, carefree, and stubborn child and as such did not take well to the Church's strict environment or it's caged atmosphere. Along with all that, the young boy felt immensely betrayed by his parents. Feeling as if they had abandond him for something he didn't do, which in reality is what they did. In Rowan's defense however, the Church made no effort to make the young boy feel welcomed. The leader's there, the High Clerics, knew full well of the young boy's particular talents and made it no secret that they held no love for him because of it. As a result, most of Rowan's childhood was spent locked away in the Church's secluded temple keeps with other supernaturally afflicted misfits (i.e. sorcerers, psions, among others) being taught how to properly manage their conditions. Long hours of gruling practice excercises and repeated studying did not sit well with the young Rowan, and it wasn't uncommon for him to bang heads with his teachers. Still while he was in the Church, Rowan began to slowly appreciate the skills and discipline of the Church's paladins, mostly due to the kindness a few showed to him. To Rowan these few seemed the closest thing to the bedtime stories he heard when he was younger of heroic knights who wandered the land seeking to right wrongs. A few even indulged his curiosity and told Rowan of their adventures outside of the Church's walls. To Rowan these were precious moments as he seldom left the walls of the temple, and even then he was constantly monitered and escorted everywhere. It was because of those fond stories he clung to that motivated him to train to become a paladin. All the while, the Cleric's of the Church kept a close eye on the boy, fearing his psionic potential. Goals Spoiler: Show Having just left the Church, Rowan is seeking to make a name for himself and to also live up to the standards of his childhood heroes which were the knights of his bedtime stories. As such Rowan is looking for a worthy cause to pledge himself to. Although Rowan tries to forget about his family, there is a strong part of him that wants closure with them. Most of all Rowan wants to confront his father and mother over what he feels as a betrayl of his trust in them. He also misses his siblings, in particular his older brother Simon. Lastly, Rowan wants to make Knight Commander Cayden, the paladin who trained him, proud of him and live up to what he precievs are Cayden's standards. This is because that it was Cayden who paid the most attention to Rowan while he was in the Church and acted the most like a father to Rowan. Secrets Spoiler: Show While Rowan respects the Church's athority and doesn't blatantly defy them, he be no means loves the Church or its stance on beings with magical powers. As such, he occasionally helps magical individuals like sorcerers and psions who he believes to be good people who are no real threat to others from being found out by the Church. Of course this silent rebellion against his superiors may come back to haunt him, especially if the High Clerics were to find out about it. Unbeknownst to Rowan is that House Cormac has been locked in an ugly and brutal shadow war with a rival house, House Corrino. Rowan's father Terramir has not brought this war to the attention of the Crown or anyone else due to the fact that both houses are guilty of many, many foul deeds that if discovered would ruin them. However, the fighting has begun to escalate and is now getting to the point were Terramir can berely hide it from public notice. Needing help desperately, Terramir has been searching for Rowan in the hopes of having him help save House Cormac. Relationships Spoiler: Show Knight Commander Cayden is the paladin that Rowan bonded to the most during his time spent in the Church. He is an older man now, by his looks he appears to be in his late 40's and is begining to be to old for his duty as a paladin. Though in his relationship to Rowan, he is the one thing Rowan has closest to a father in his life, and to Cayden he might as well be his own son. As such, he was one of the few that Rowan would listen to when he was younger, which the staff of the Church thanked him greatly for. Cayden is the leader of his own personal team of paladins and is heavily motivated to protect the one's that are in his care. Many that know Cayden describe him as reserved, kind, loyal, and fair. Arl Terramir Cormac is Rowan's bilogical father and current ruler of House Cormac. He is shrewd, manipulative man and machiavelion in his thinking. It is Terramir's dream to make House Cormac into a Greater Noble House, and in order to do this Terramir has worked very hard to situate himself deep into Gildian's politics. He abandoned Rowan when it was discovered that Rowan possesed psionic potiental for fear that a possible scandal might ruin his political carreer. As such he is a man that will go to great lengths in order to achieve his goals and this makes him a rather dangerous individual. As of late he has been in a shadow war with rival house, Corrino, the two lesser houses fighting over key trade routes that run through their territories. Simon Cormac is the eldest brother in Rowan's family, and is next in line to the throne. The two have always been close and shared a somwhat playful sibling rivalry. Even when Rowan was confined to the Church, Simon would write to him regularly in order to check up on him. He mainly wrote to Rowan because though their father Terramir never told Simon about why Rowan was sent to the Church and as such has begun to distrust his father as of late. Simon is a wise and well loved son of Terramir. Unlike his father, Simon is more interested in governing his soon to be subjects fairly than trying to raise his own status. As a result, the people very much love Simon, as he has worked hard to gain their approval through numerous acts, such as having small public kitchens made for the poor and homeless, issueing patrols to protect farmer's fields and routinely traveling through towns to talk to the common people. Memories, Mannerisms, Quirks, and Apperance Spoiler: Show Rowan's apperance is one of a lean and scrawny 20 something young man. His head is topped with a messy crop of unruly brown hair which falls to about his shoulders. One of his most distinctive features are his eyes, which are heterochromatic, with his right being a bright blue and his left a deep jade green.
His sheltered life in the Church, while by no mean enjoyable, has made him a bit niaeve' to the outside world and he as such is sometimes unsure of how to act or judge intent. Though if he is taken advantage of, Rowan makes sure to find the one responsible and try his hardest to correct his mistake. As a result of his time in the Church, he has rejected most of their xenophobic doctrine and embraced a very generous and altruistic nature. Seeming to try and help out those who a less fourtunate than himself. He is highly suspicious of those in power, as he feels he has been victimized by it, and holds the belief that those in power are obligated by their status to help those below them. One of his strongest memories are the numerous bedtime stories about heroic knights that were read to him when he was a boy by his nanny before he was taken away to the Church. Even now as a grown man Rowan still clings to them for joy and guidence. For one of his birthdays Cayden bought Rowan a book that was a collection of tales featuring these knight stories, and even now Rowan still has the book and reads it reguraly. "Art"|Dragonborn Enlightened Ardent/Talaric Strategist Background and Concept Show Name: Artemis "Art" Belisar Race: Dragonborn Gender: Female Age: 29 Class: Ardent Alignment: LG
"What would you give to succeed? With such a sacrifice, do you really consider it a victory?" Goals Show 1. I would like to have a quest involving her past(s), perhaps where one of her worlds collides with the other. The choice would really define her as a character. 2. I would like to see her revisit her university, for better or for worse. "I know you now, better than you know yourself." Secrets Show 1. Unbeknownst to anyone else, Art has a lover, an intellectual dragonborn lorist from the university named Asharr who she communicates with using a specialized form of astral projection when "meditating" (an illusion put on for the rest of the party). The projection is channeled through a linked set of two books (that are otherwise blank save for a sketch of a small cottage in an idyllic valley) that act as a sort of pocket dimension for consciousness. 2. A human who she had some bad blood with, Flint, has become rather influential in her absence and has been slowly but surely tracking her down. While they're still a while away from her, they're much, much closer to her friends at the university. "Why are you raising your sword at me? I'm your friend. You remember the times we've had? Those ones, they're the enemy. You must have been tricked, old friend. Fight with me." Allies and Enemies Show 1. While most of the university does not contact her very often (Asharr notwithstanding), she could possibly call on them for aid with lore or magical/psionic support. 2. Art's old friend Aniya still travels around and adventures, and the elven rogue's connections with the thieves' guild can open a few less-than-legal doors in larger city areas should the dragonborn need it. 3. As mentioned above, Art has an old human accomplice, Flint, that she parted with on very bad terms (the terms being herself). The man's want of her has since slowly festered into a mad fixation with ensuring she suffers as much as possible, and he will not stop until she- or everything she loves- is destroyed. He has a fair amount of influence with underworld syndicates and other, fouler things. "Sometimes the whole is truly greater than the sum of its parts." Memories and Mannerisms Show 1. Art vividly remembers her first meeting with Asharr, the love of her life. It was in a small cottage just south of the university, in an idyllic mountain valley. Consequently, the book realm's area copies the scene in minute detail, from the sunrise over the distant lake to the fragrance of the lavender blooms. 2. When not "meditating", sleeping, or otherwise spending her time, Art enjoys painting. She does this telekinetically: She sits in front of the canvas, eyes closed and head tilted upward while the brush and paint moves of its own accord, manifesting the mental image she concentrates on. She generally stores the resulting images in her bag of holding. 3. Art's voice has a smooth, refined (not quite posh) english accent to it, and a mild flanging effect can be heard with the occasional syllable. This effect becomes much more pronounced when speaking during the use of her powers. 4. Art's eyes glow a vivid purple when using her powers. "Tell me... Is it my fault?"
Araan - Gnome Swordmage
"Well friend, everyone has to pay the piper some day. According to my records, you are long overdue...." - Araan, after finding the man responsible for stealing corpses to use in his own experiments. Background / Concept ideas. Spoiler: Show 1) He has a small stature, even for a Gnome. However he is supremely confident in his abilities no matter what challenge he faces. 2) He has a witty saying for all occasions, even when occasions do not call for them. 3) He is a budding alchemist and will risk life and limb, his own or his friends, to get that elusive formula. 4) He is always well dressed and cannot stand his clothes to become soiled. 5) Despite his wit and confidence, he will risk himself to save someone in need without hesitation. 6) He does not adventure for wealth or power but to become someone the great bards sing of. Fame is his main driving force. Goals Spoiler: Show 1) Araan would one day like to become a leader of a town. 2) Araan craves all alchemical knowledge, so I would like him to eventually know how to make every alchemical item. Secrets Spoiler: Show 1) Araan secretly wants to open his own alchemy store and then later, a whole chain of them. Eventually he wants to own EVERY alchemy store in all the land. 2) During his early alchemy years, one of his experiments killed his teacher or so he thinks. To this day Araan has not yet forgiven himself. Really however, it was all orchestrated by another and was not his fault. 3) (one he doesn't know) His sly wit and slick tongue have made him some powerful enemies which he does not know about. People close to Araan. Spoiler: Show 1) Uthgar Battlebrow - A good friend of Araan's. He is a retired Dwarf adventurer which Araan met during his travels. Uthgar owns and operates a small oddities store in a large town. He always keeps anything he may think Araan would like stowed away for his next visit. He too has a quick wit and the good natured banter between himself and Araan is something he enjoys immensely. 2) Barlow Weatherly - An elderly man, who helped Araan during his time of need. After a ruthless battle in a remote forest with a band of Goblins, Araan was near death. Barlow was a hermit, banished from his homeland who took refuge in the forest many years earlier. He took care of Araan and nursed him back to health. Araan now returns to Barlow, if he is able and brings with him extra supplies for the old man so he may make it easily through the harsh winters. 3) Thurinon Morven - An Eladrin that Araan knows only as an acquaintance. They were both of the same age in Araan's hometown. Due to the combination of Araan's wit and humour and Thurinon being the only "Elf" in the town he bore the brunt of many an insult. This caused him to fill will a deep loathing of Araan, one which he kept a secret from all. It was this unimportant (to Araan) Eladrin who was the actual cause of the explosion which killed Araan's teacher. He has been keeping tabs on Araan ever since, waiting for the precise moment to exact his revenge. Memories, Mannerisms and Quirks. Spoiler: Show 1) Araan always talks in a cheerful tone and is always polite, even to his enemies during a confrontation. 2) Araan will fly into a rage if his clothes are soiled, he carries with him 5 spare sets of clothing for this reason. 3) He remembers, as a very young boy, sneaking into the back of the Stinging Viper Inn every time he could to listen to the Bards tell their stories of epic battles between great heroes and vile fiends. On another note, I really wish I played with some of you guys! It would be great. Khorosh Olafsson, Dwarven Wrathful Invoker of Bahamut 1. Khorosh is an elderly dwarf, nearly two hundred years old, but with the vigor and endurance of youth. His beard is braided into three plaits and he dresses elaborately, with many symbols of Bahamut on his clothing. 2. He is deeply religious and will never miss the time of prayer to Bahamut unless he is in mortal danger (and will pray immediately after) 3. Khorosh has a tendency to be intolerant of followers of other gods. Although he has respect for gods he finds more "civilized", like Erathis and Moradin, he dislikes some of the more wild or stealthy unaligned gods, like Melora and Sehanine. His deepest loathing is of elemental cults, most notably those of Ogrémoch. 4. He keeps Bahamut's holy book with him at all times and will often quote from it during rests or before battles. 5. Khorosh is very loud and knows how to project his voice and to demand attention from his followers. 6. Although he attempts to show kindness to the weak, Khorosh has a tendency to be callous at times. "My mission is not complete until this world is cleansed in the light of justice." Goals Show 1. To increase Bahamut's presence in the world. 2. To drive evil from the world. "You cannot hide your sins from Bahamut's watchful eye!" Secrets Show 1. When he was younger, Khorosh was trapped in a collapsed mine. He was rescued after three days, the only survivor. 2. After the experience, he felt disillusioned with Moradin (his original god) and was seduced into a cult of Ogrémoch for a period of time. 3. (One he doesn't know) The cult is attempting to gain him back via any means necessary. "My fellows and I are as links on a chain. If weak, we all break, but if strong, we hold fast against any blow." People close to him Show 1. Ghura, Khorosh's wife. They have been together for over a century and although Ghura is feeling the effects of age more than Khorosh, she still has enough energy to act as a guardian for their home town. 2. Dedron Stoneye, head paladin of a temple of Ioun in Khorosh's home town. Recently, he and Khorosh have become intellectual debate partners, discussing divine truths and bringing their two religions closer together. Although he looks dense, he has a sharp wit. 3. Zaban, shifter avenger of Ogrémoch. After Khorosh escaped from the cult, Zaban laid a spell on him that allowed him to track the renegade. When the time is right and Khorosh has gained power, Zaban has been instructed to chase him down and sacrifice him to gain favor with his god.
Kriv Vargrull:: Dragonborn Bravura Warlord
"With courage and Fierce conviction of my sword arm I will enforce Kord's will and erase my shame, or die in the attempt". Backgound & concept:Spoiler: Show 1) Kriv is a hulking spdragonborn 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. 4.) Kriv 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 n which is the reason he survived, but has forever left him scared with survivors guilt. 5.) He then wandered from settlement to settlement, until taking up with a band of orphans on the streets of (enter city name) . 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. 6.) 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. 7.) Kriv’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 kriv and his friends into the fold, or kill Kriv and those children that refused to join, in order to make an example to others that openly opposed the will of the guild. 8.) Kriv 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 Kriv and his friends. 9.) Sir Forstall having seen how Kriv, 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 Kriv would prove to be a natural and powerful leader 10.) Kriv 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. 11.) Now that he has graduated from the academy, 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 Kriv 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. Goals:Spoiler: Show 1.) I would like to see Kriv 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 Kriv 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. Secrets:Spoiler: Show 1.) Kriv 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.) Surkell (his older sister) and Harin (a cousin) were captured and enslaved by the Gnollish army. Allies & Enemies:Spoiler: Show 1.) Sir Martin Forstall (75yr old Human Paladin/Warlord of Kord)a now retired veteran Senior Watch Officer who saw much potential in Kriv 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 Kriv’s help with whatever problems arise around his growing orphanage. He sometimes return’s Kriv’s help and favouritism by assisting Kriv 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. Memories, Mannerisms and Quirks:Spoiler: Show 1.) Kriv remembers the paralysing fear he felt as he saw his father smashed down by a horde of Flail wielding Gnolls. 2.) Kriv 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.) Kriv 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 .
Caelynna: Eladrin Two-Blade Ranger
Background/Concepts Spoiler: Show 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 Spoiler: Show 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 Spoiler: Show 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 Spoiler: Show 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 Spoiler: Show 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.
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 Show 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 Show 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 Show 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 Show 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 Show 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 Show 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 Show 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 Show 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 Show 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 Show 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 Show 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 Show 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.
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.
BTW The_Stray, I am sigging this link so I may never forget this beautiful tool.
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 Show 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 Show 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 Show 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 Show 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 Show 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. ------------------- i just saw inception, so that was kind of the basis for the mind invasion thing ![]() let me know what you think!
Rasa, Deva Avenger
Backgound:Spoiler: Show 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:Spoiler: Show 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:Spoiler: Show 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.
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.
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 Show 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 Show 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 Show 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. "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 Show 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 Show 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:
Korrius of Rekkenmark, Tiefling Ardent
Step 1: Write 5 background and concept elements that you feel are important to your image of the character.
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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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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.
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Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. Show 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.
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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) Spoiler: Show 1. Part of the Wilder Alliance, headed by his father, Maekir Vilemist 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. Spoiler: Show 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! Spoiler: Show 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. Spoiler: Show 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. Spoiler: Show 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...
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! Spoiler: Show 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. Spoiler: Show 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! Spoiler: Show 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. Spoiler: Show 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. Spoiler: Show 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. Spoiler: Show 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. Spoiler: Show 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. Spoiler: Show 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. Spoiler: Show 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. Spoiler: Show 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: Spoiler: Show 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.
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. Spoiler: Show 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. Spoiler: Show 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: Spoiler: Show 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: Spoiler: Show 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.
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. )BACKGROUND:
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!
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 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.
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.
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:
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:
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. 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 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. 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". 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. 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.
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!
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.
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!
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.
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.
[Yes, I'm aware I only have two bullets for Step 4, the last one I will implement after working with another group member] 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: 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.
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.
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.
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.
lol @ EVERYTHING!!!
Character: Cliff Stonewall Level 2 Unaligned Male Half-Elf Battlemind Background & Character Concepts(Step 1): Spoiler: 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): Spoiler: 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): Spoiler: 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): Spoiler: 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): -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 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.
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.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.
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.
![]() ![]() Acolyte Volnurin
Erkathun Kelspawn, adopted "Outlander", Tiefling Rogue 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.
Grund Shinesmith
LG Dwarf Wizard Step 1: Write 5 background and concept elements that you feel are important to your image of the character. Spoiler: Show 1) Grund is a member of the Soulforge, an ancient order of dwarf wizards and artificers specializing in using elemental fire to forge magical weapons and armor for the dwarves of the northern parts of the world. The Soulforge has its headquarters deep in the bowels of Kazakh Thohir near lava flows. Because of its location, most members are Darkstones, but occasionally is has members from other dwarven nations; Grund and the Shinesmiths are ethnically Darkstones. 2) Grund's father Berylus was once the Forgemaster (the elected head) of the Soulforge; he is now retired. Because of this people had high expectations for Grund. 3) Grund is even more surly than an average dwarf, and has a tendency to curse and use foul language a lot. Due to his unpleasant demeanor, Grund was never able to navigate the politics of the Soulforge and never attained the high position which was expected of him by his father and everyone else. 4) Disdaining the politics of the Soulforge, Grund has concentrated on his magical crafting abilities, and considers the construction and enchanting of magical weapons and armor his primary vocation. 5) At heart, Grund is a family man. After perfecting his craft, his primary desire is to find a nice dwarf girl and settle down to continue the Shinesmith line. Due to his off-putting demeanor, this had been difficult. Step 2: List at least two goals for the character. Spoiler: Show 1) Grund would like to craft a weapon that becomes so legendary that is becomes part of the history of the Darkstone nation, or even of all dwarves. 2) Grund and I would like to see him impress his father by attaining a high position in the Soulforge and continuing the Shinesmith line. 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. Spoiler: Show 1) Grund's mother, Ondella, suffers from a genetic, degenerative neurological disease that makes her an invalid. The family is slightly embarrassed by this and she doesn't often make public appearances. Ondella is Grund's favorite immediate family member, and a good deal of his time is spent caring for her. 2) Grund has the same disease as his mother, though he doesn't know it. His propensity for cursing and inappropriate outbursts is a rarely manifesting early symptom of the disease. 3) For the DM to determine. Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. Spoiler: Show 1) Grund's father Berylus (LG Dwarf Wizard) is an important part of his life. Berylus loves Grund, but he is slightly disappointed in his inability to rise high in the Soulforge, though he is impressed with his magical crafting ability. The slight disappointment shows through sometimes, and Grund and his father have a somewhat strained relationship, though Grund does care for and admire his father as much as any dwarf (which is to say, a lot). 2) Ondella (LG Dwarf) is probably the most important woman in Grund's life. He will do almost anything for her. Thankfully she is a saintly lady, and a lay devotee of Berronar Truesilver (the divine consort of Moradin), so she does not ask much of him except to please his father. This inadvertantly puts more pressure on Grund. 3) The Shinesmith family has one other scion, Grund's younger brother Krondak (LG Dwarf Paladin). Krondak is Grund's polar opposite- charismatic, outgoing, handsome, and having no propensity for enchantment or forge work. Krondak is a paladin of Moradin and serves as an officer in the holy guard of the Smith God's temple in Kazakh Thohir. Though Grund and Krondak agree on fundamentals, their differing personalities often make them butt heads. Step 5: Describe three memories, mannerisms, or quirks that your character has. Spoiler: Show 1) Grund remembers the first time his father let him forge and enchant a warhammer without out any interference or supervision. He nearly burned off his whole beard, causing himself great shame. At this point he made the decision to never make another mistake in magical smithwork again. 2) Grund is a good Darkstone dwarf, and scrupulosly keeps his book of grudges, recording even minor slights against him. He is not so concerned about getting repayment for these lesser insults, but he does want his posterity to know who has wronged the Shinesmith clan. 3) Grund's favorite insult to to call someone a "knife gobbler", or "elfin knife gobbler."
Sigga Barr
Dragonborn Paladin|Sorcerer Step 1: Write 5 background and concept elements that you feel are important to your image of the character. "Everything is illuminated by the light of the past." Step 1: Character Concept/Background Show 1) As a young dragonborn, Sigga was accepted as a recruit into the Order of Light, an organization of Paladins devoted to Amaunator, to which having membership was considered both important and very prestigious. A number of Sigga's forefathers had been notable members themselves, and his following in their footsteps was rather a point of honor for his clan. 2) Young Sigga had considerable raw natural talent, and quickly rose to the top ranks of his recruitment class. However, the majority of Sigga's talent stemmed from the Arcane rather than the Divine, and though he did not himself entirely understand this, he did sense that there was a difference between his own talents and those of the other recruits. Through careful observation and mimicry he was able to disguise the differences from all his fellows and masters, but he did confide his secret in one friend, Aodren Dubhan, a fellow recruit also near the top of the class. 3) Some time after divulging his secret to Aodren, Sigga was found out by his masters and expelled from the Order in a very public manner. He was shunned in the community as "One Who's Prayers Go Unanswered", and disowned by his clan for the grave dishonor his expulsion had brought to their name. To this day Sigga does not know if his masters discovered his secret on their own, or if he was betrayed by Aodren. 4) Without home, family, or dignity, Sigga was left to fend for himself on the streets. After a short time Deckard Belile (see contacts) found him nearly starved and took him in, caring not for the disapproval of the community, and recognizing that with his guidance the broken youth may yet become a valuable servent to Amaunator. 5) Years later, Sigga is grown and has, by Deckards contention, gained all that he can from his tuteledge. To truely become a champion of the values of Amaunator, he must not only come to understand that those values are part of a balance, but also come to understand the balance itself. The balance between civilization and the untamed. The balance between order and disorder. The balance between light and darkness, between death and rebirth. These are understandings that can only be bestowed by experience, and thus, at the behest of Deckard Belile, Sigga Barr has begun his adventuring life. Step 2: List at least two goals for the character. "You cannot truely value that which you do not know. You cannot truely know that which you do not understand." Step 2: Secrets Show 1) To gain the understanding of the world that his mentor has assured him his youthful mind lacks. 2) Though such desires run counter to what Deckard has taught him, he wishes to gain a reputation, or even a fame, such that his estranged clan members no longer speak of his name as being synonymous with shame and dishonor, and to perhaps once again even be a source of their pride. 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. "Time is the scale on which all things are balanced." Step 3: Goals Show 1) Sigga will freely tell those he meets that he was raised by Deckard, if asked, but frequently keeps to himself why, letting the insinuation be made that his family is dead when in fact he was disowned. This is entirely a secret of convenience. He no longer feels any shame over the ordeal, but has found that people deal more easily with the orphaned than the abandoned. 2) Sigga does not know that Aodren in fact did betray him, and that Aodren's father played a good bit of politics to have the ordeal be made as public as it was. Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. "'You want to be great? Well let me tell you that greatness requires talent, skill, and dedication. You have the talent already. I can teach you dedication. And with these, time will provide you with skill. Let this be your first lesson.' '...That I will be great?!' 'That you are yet lacking.'" Step 4: Contacts Show 1) "Old Man" Deckard Belile - Old, firm yet not overbearing, and iconoclastic. He served the Order well but without distinction for many years, including a number with a respected but now long-dead patriarch of Sigga's clan. He himself has become reclusive in his old age, partially in disdain for the changes he saw growing within the local society, and partially because though he also worships Amaunator, he holds different beliefs about the god than the others of the community. The two share a strong teacher-student bond that sometimes borders on father-son, fostered by many years of living together. Though Deckard has never possessed much technical skill as a Paladin, Sigga reveres him for his wisdom and guidance, and values his word and his company above all others. 2) Aodren Dubhan - Intelligent, charismatic, and connivingly manipulative. The son of a well-connected nobleman, he is a fast rising member of the Order of Light who's considerable political aspirations are more than encouraged by his father. It was he who, years ago, betrayed the secrets young Sigga had confided in him, and may not need much encouragement to move against him once again, should he display any threat to his political hopes or any signs of becoming a loose end that needs tying off. 3) ? Step 5: Describe three memories, mannerisms, or quirks that your character has. "It is simple too see where you have been and know how you have gotten where you are, but hard to see where you are and know how you will get to where you will be." Step 5: Memories Show 1) Though he has learned to forget the unbearable shame he once felt, it has left it's mark on him. He has developed a reserved nature, prefering oftentimes to stand aside and quietly observe things as they unfold, and though he holds supreme confidence both in his abilites and in the teachings of his mentor, the quiet that he conducts himself in is frequently interpretted as meekness. 2) Mostly as a vestige of his time spent within the Order of Light, Sigga has a tendancy towards being deceptive, and is cautious about any information that he divulges to others. It is a point of honor to him that he never lies, but he has no qualms with allowing people to misinterpret the things he says, or even with leading them into doing so, so long as the words he actually speaks are truthful. 3) As a result of the upbringing provided by his mentor, Sigga is very Spartan. He values simplicity and function over form almost to a fault, and holds virtually no sentimental value for material things. This caries over onto the battlefield, where he dons leather armor for it's utilitarian combination of protection and freedom of motion, and where he uses the staff almost exclusively, even though he is familiar with the use of "finer" weapons.
Name: Lyra Vo
Concepts
Goals
Secrets
Associations
Quirks
Name: Urzen Thes
Alignment: Unaligned Step 1
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Decius, Unaligned Warlock
"Who am I, you ask? I am the sole survivor of a noble house that has stood for a hundred generations. I am a wanted fugitive with a bounty of twenty thousand gold on my head. I am the mortal slave of a demonic despot and my soul is damned for eternity....and I am the man who is going to kill you." 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.
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.
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.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.
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.
Archibald Hathmount [Rapier wielding Artful Dodger Rogue] Step 1: Background & Character Elements Spoiler: Show 1. Born the oldest son of Lord Commander Augustus Hathmount, along with his younger brother Alistair they form the scions of House Hathmount, a once powerful military line that has lost much of its influence, surviving currently only on the reputation of the Lord Commander as a keen strategist. . 3. Archibald grew up constantly overshadowed by his younger, more capable brother- this caused him to just quit trying- whatever he didn’t show an instant aptitude for he didn’t bother with, instead choosing to spend his days drinking, gambling, womanising and drug taking. 5. But it was unavoidable and the pressure of an inevitable relegation to a life of warfare, duty and stuffy upper class parties caused Archibald to act in even more wilder and wilder ways in the hope to get his aging father to name Alistair the true heir. It was during this period that Archibald undoubtedly learnt the basics of a thief’s trade from the various lowlifes and malcontents he associated with. 7. Archibald however was not fooled- after spending half his life learning how to lie like a master and play people like fiddles he recognised someone who was just skilled as himself, along with a few days research telling him that she had a less than savoury reputation for unscrupulousness and cruelty. 9. And so following the rehearsal dinner the night before the big day Archibald engineered a meeting with her in chapel, bringing along an expensive bottle of wine and his most charming smile. 10. She proved surprisingly amenable (it would make for good blackmail material) and he was soon successful, he however had slipped something in the wine to ensure they both slept soundly, having sent out a number of forged messages that would make his brother, father and various members of the bride’s family come to the chapel early. 11. Sure enough next morning they both awoke to find a congregation of people looking on in horror and disgust at them half naked at the altar. 12. Alistair was furious and hurt at his brothers betrayal and so was the bride’s family, in an effort to salvage the mess and tentative alliance between the two houses the Lord Commander was forced to disinherit his son, stripping him of his title and exiling him. 13. And so Archibald left for distant shores, forced to make his living off of his wits as a thief, conman and sometime spy with a reputation for doing the most insane and dangerous capers. 14. Personality- charming, affable and quick witted, every inch the “loveable rogue” but also a vain, arrogant, manipulative adrenaline junkie who is so riddled with guilt and self loathing that his behaviour can sometimes border on the masochistic. Has a penchant for melodrama and hedonism. Is also a ruthless pragmatist- to him the ends always justify means, further compounding his guilt when he must do questionable things. 15. Looks- Tall and sinewy with dark colouring, very handsome. Wears his hair short with designer stubble. Wears a beat up suit of dark grey leather armour under a large black wool greatcoat with a high collar and many pockets in its lining. Step 2: Goals & Development Spoiler: Show 1. To find a way of redeeming himself in the eyes of his family, regaining his title. 2. I’d like him to grow up, lessening his self loathing and arrogance as he proves himself and grows to consider the adventuring party as a surrogate family. Also needs to get some come uppance. 3. As I intend to use the frostcheese combo for a DPR boost I thought it would make more sense for a martial character to gain faintly magical abilities by him finding the frost/chillwind weapon under mysterious circumstances, he gains the corresponding feats by the weapon subtly changing his nature with its magic. It’s up to you (the DM) to decide the story behind said weapon. Step 3: Secrets Spoiler: Show 1. Despite his protestations to being nothing other than a morally bankrupt scoundrel he has a conscience buried under layers of self hatred, whenever it flairs up he tries to drown it in alcohol and women. 2. The now disgraced Lady Daphne has realised she was outplayed in her attempts to take over the House and seeks her revenge, planning on how to utterly destroy Archibald. Step 4: Associates Spoiler: Show 1. Lord Alistair Hathmount- Archibald’s brother who he made a cuckold with his actions, a highly capable soldier with a strong sense of duty and honour, he is however naive and idealistic, always thinking the best of people. He was severely wounded by Archibalds actions and regularly tries to fathom why did it. 2. “Tiny” Ochre- a Halfling and Archibald’s key underworld contact, Tiny acts as a black marketeer, information broker and fixer, he is well connected and has a reputation for being fair and relatively honourable, however his loyalty to Archibald stretches only as far as the next paycheck- if offered enough with assurances of never being found out he would sell Archibald out without a second thought. 3. Lady Daphne Janussen- A highly ambitious and ruthless woman, she is a skilled manipulator and no stranger to inflicting suffering on others, she now plots to humiliate and kill Archibald, undoubtedly has a network of spies and agents on the lookout for him. Step 5: Quirks, Mannerisms & Memories Spoiler: Show 1. Dyes his hair blonde to make it harder to recognise him, as well as a form of self flagellation. 2. Before leaving Archibald stole back his nobles signet ring, which he wears in leather pouch around his neck, when he gets stressed or nervous he tends to fiddle with it. 3. Has a tendency to use the phrase “The 1st rule of thieving/lying/being a scoundrel is.....” whenever he succeeds at a task.
Design Notes- Spoiler: Show Very chuffed with this background, I love morally dubious and pragmatic characters which fits this one to a T- was he acting in the best interest of his House and family, or was he just looking to ruin his brother’s happiness whilst getting his end away? Are his fits of self reproach genuine or a case of “Me lady doth protest too much”? It would also be very easy to make Lady Daphne into sympathetic character if given a strong enough motive. Whilst I’d love to take the credit it was all KaganFindel’s work. Cheers once again mate. G'thagn of R'ylei 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)Dark blue Dragonborn, Tall and broad. Weilding Great Axe. 2)Ex-Military, he fought with his People in a single campaign which ended before he was able to bring honor to his family, a big thing to his community. 3)Is Cannibalistic, Ritualistic, but not Evil or Chaotic-infact Lawful Good. His community believes in consuming the strength of fallen rivals, when worthy. 4)Older Brother Daegon of R'ylei is a Paladin of Bahamut, worthy of training for valor on the field, G'thagn has a bit of a chip on his shoulder for not being permitted the same opportunity. 5)Left his community in order to seek another path to greatness. Tolerates being discriminated against as a beast by the more human looking peoples hes met on this journey. 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. 2) To see the Character survive into the ending tier.
1)Gthagn is aware of an oncoming war that may kill his people. his actions and attempts at regaining honor with his people is so he will be allowed to fight and defend them. his party is unaware that the adventures he is taking part in are in his eyes, simply training. 2) It was Daegon that betrayed G'thagn, for his protection. This lead to his Discharge before being called to fight. 1) Sardis- A Genasi Swordmage who has been his partner in battle since the two started travelling together. 2) Daegon- His brother, who while friendly has betrayed his brothers trust. 3) Travaeus- A Dwarf Thief who, initially, served as a friend to the group, turned out to have a dark motive, and is now in hiding. Should Gthagn, or Sardis, Find him, they will have words. 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) Collects Teeth, Horns or Claws from his Beast Kills, forming a tribal necklace/jewelry. 2) Will play up his Bestial Appearance when intimidation is required of the party. 3) Impatient type mostly. Sark Summers Half-Orc Swordmage 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) Tall, but not too bulky for a Half-Orc, toting a bastard sword. 2) Desiring to fit in with the human culture he lives in, he strives to be kind, honest, and hard-working. 3) Has taken to worshipping the Sovereign Host and is particularly fond of Boldrei, taking her tenets of the sacredness of the home, as a place of respite from ill feelings, to heart. 4) Learned his abilities as a swordmage as a teenager working at the docks, the sum total of various little tricks learned from travellers unified through self-expirimentation. 5) Believes his Orc father to be a heroic adventurer who disappeared shortly after his birth, is quick to defend both his father and his Orcish heritage, and is quick to anger on the subject. 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) Sark has both a violent temper and an instinct for battle that he tries to suppress. What he tries even harder to hide is that he thoroughly enjoys himself when he loses control. 1) Elisa Summers: Sark's mother and sole caretaker. She loves her little green boy and would do anything to protect him; even lie about his father. 2) Carter Wess: Dockmaster in Sark's hometown, and a father figure to Sark. Although he was initially using Sark to get to Elisa, Carter has come to see him as the son he never had. 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) Likes to hear adventure stories, particularly about sea voyages. 2) Will often not refuse to help with trivial things, even when he personally is annoyed. 3) Tends to grin when getting angry. Vlaidaxe Gefahr Lebenehmer Step 1
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(Note: This is my girlfriend's character.) 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) Petite, with long, green hair, and an acid scar on her left forearm. 2) A part-time bounty hunter who moonlights as a serial killer, she gets a thrill from ending someone's life. 3) Is intrigued by the cult of Zehir, although she knows little about the religion itself. 4) Has an immense, sadistic hatred of children, particularly those that behave like brats, stemming from the ruthless bullying she suffered as a child. 5) Is very loving towards her family, and will exhaust every possible option to avoid conflict with them. 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) Ahria murdered her late husband when she caught him cheating on her, and she framed his mistress for the crime, who was promptly executed. 1) Shathys: A Shadar-kai assassin whose signature weapon is his greatsword. An adrenaline junkie who hunts giants for fun, he is Ahria's potential love interest. 2) Aeral Baequieplith: Ahria's older brother, known throughout many lands as a great detective and lawbringer. Though she loves him, she knows she must stay away to avoid a potentially fatal conflict. 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) Ironic as a serial killer, she has an acute phobia of the undead, fearing her victims might one day rise from the dead to get her. 2) Has great natural talent for playing the saxophone, as she discovered haphazardly. 3) Is a cannibal for practical purposes. You never know when you might go hungry...
I have been massively inspired by this thread. This wont follow the format exactly, but here is my current character. This, as will become apparent, is an Ebberon campaign.
Malamud ibn Ahbed "The Bloodthirsty" Lawful Good Dragonborn Fighter background Show
demeanor Show
Personal Philosophy
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goals (I'm still working on this part.)
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Secrets
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People Malamud knows
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Awesome thread. Loads of ideas here! Really inspired me to crank up the old 'noggin and put some effort into the character.
Caisaadi Half-Elf Invoker/Shaman Good 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. Appearance wise; Long black hair, 5'7" tall, slim build. Would not be regarded as 'beautiful' but has a wild sort of attraction about her. 2. She was found as a baby one day by fairies living on an isolated island, washed up on the shore, barely alive. Seems aquatic spirits kept her from drowning. Caisaadi was raised amongst fairy folk and other fey and developed a close bond with primal spirits. 3. Caisaadi began to exhibit a natural affinity for communicating and interacting with primal spirits and forces, even as a young child. 4. While travelling during her early adulthood 'rite of passage', encountered an avatar of Mielikki in the form of a wounded beast, whom bestowed a holy symbol upon Caisaadi for showing compassion to it. Has had a close tie to the goddess ever since; it seems Mielikki has taken a liking to Caisaadi. 5. As a result of her upbringing, she isn't charming nor intelligent, but has a great deal of common sense, woodlore and is in excellent physical health. Lacks the usual half-elf traits; is a bit more reserved until she is certain of something. 6. Caisaadi is fairly naiive to the ways of the extended world, having lived among fey all her life. 7. Her caretakers insist she travel the world and see its splendors; to see more primal forces at work and witness Mielikki's actions and whims. 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. Caisaadi wants to honour the requests of her caretakers. She is determined to learn as much about Faerun as she can and wishes to travel all over. 2. I would like to see the mix of primal and divine powers that she exhibits expanded upon. Her existence is auspicious, it should signify something. The formation of a new primal force, or the budding steps of a new god. Opposing forces should begin to track her and attempt to take her/stop her for their own purposes. 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. Caisaadi knows who her parents were. She wasn't meant to; but a spirit of earth whispered it to her one night after her caretakers were discussing her fate. It seems they were quite high profile religious figures elsewhere on Faerun. Knowledge of her existence would have caused a political upheaval, so she was supposedly abandoned. She doesn't know who they are, their names, or where they are from, though. 2. Her natural aptitude for the primal and divine has begun to attract opposing forces as her skills develop. Shadowy figures have begun to move, intent on finding out who she is and if her existence is a threat to their plans. Partly demonic, partly beings of shadow. 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. Caisaadi's spirit companion; Juhra, a spirit panther. Their bond was formed early in her life when she had stumbled out of they fey village on her own and was beset on by the island's predators. Hearing her cries, Juhra, whom is very intelligent for one of his kind, rushed to her aid. He felled her attackers with a vicious fury but suffered mortal wounds in the process. Caisaadi wept bitterly over him, and Mielikki, whom even then was aware of her existence, decided to reward Juhra for his bravery and reunited him with Caisaadi a year later, reborn as a powerful spirit companion. 2. Klom, an oddly mischievous spirit of earth, who delights in spying on others and hoarding knowledge to cause a ruckus later. Has followed Caisaadi around for as long as she can remember, though he is independent and refuses to create any meaningful impact on the mortal realm beyond that which brings him amusement. Has the ability to reside in walls, earth, rock etc... 3. Her fey caretakers, the creatures who raised her from a young age. She feels that they are her parents; albeit their racial differences. She never did learn their names, for the fairies guard their names more carefully than their lives. She loves them nontheless and treats them with respect and courtesy. 4. On the island on which she was raised, more than just the fey resided. Imps, goblins and other more infernal beasties roamed the island, coexisting in an uneasy peace with the other fey creatures. One particular goblin, called Bugface, loathes Caisaadi. As a young child she wandered to the goblin village, marched up to Bugface (his actual name is Krunt), and declared him to be so. The other goblins rolled around with laughter at the audacity that a small half-leven child would walk up to their leader and humiliate him so. He has never lived it down, no matter how hard he tried. Though they have never openly fought, some 'convenient' occurences have found Caisaadi confronted by predators far from their usual habitat and the like, having to dodge falling rocks from a ridge once throught to be stable and other such incidents. Bugface is very cunning, very old, and very vindictive. Caisaadi is oblivious to his malice, though, not remembering the event that triggered the animosity. 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. The very first time Caisaadi became aware of a primal spirit was during a festival the fey were holding. The high Shaman, a very respected fellow in the community, made a great show of summoning the ancient spirits, making it appear as an incredibly difficult and dangerous undertaking... Enter Caisaadi, who stares at him and starts giggling. Calls him a silly man and tells him to turn around, the spirit is right there!! Needless to say the villagers were amused, the Shaman, less so. Impressed by her ability, however. 2. Caisaadi sometimes forgets that not everyone can see or hear primal spirits and so has worried some of the less perceptive villagers who have seen her talking to herself, or wrestling with Juhra. 3. Caisaadi lacks patience for more academic endeavours. She can speak and write Common and Elven, something her caretakers insisted she learn (much to the chargrin of her teachers), but after much effort from both sides she had learnt. She knows little of the history of Faerun as the fey were not really interested beyond the happenings of their own island.
Cinder, female Tiefling Pyromancer
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.) Cinder is a voluptuous tiefling with black hair, crimson skin, and downward curved, small horns that frame her face. Her tail is thin and whip-like; punctuated with a devil's spade at the end. 2.) She is a severe megalomaniac. She believes any creature she encounters is her inferior; all creatures are a means to power through killing or manipulation. 3.) Cinder learned Pyromancy from several masters, all of which she treated as evolutionary stepping stones. Once she mastered a particular aspect of fire from a tutor, she would kill them with it and move on to find a new master. 4.) In addition to Pyromancy, Cinder has mastered the art of manipulation and seduction. She is aloof and disinterested when she doesn't have a stake in a social situation; she is sultry, coy and teasing when an oppertunity arises to turn anything to her advantage. 5.) Fire runs deeper through Cinder then just being the focus of her arcane studies; it has literally shaped the woman she's become. Her temper would be legendary, if any who had seen it lived to spread its tale. When provoked, her retaliation is always overkill. Be it physical, or just her pride, when she is hurt, the reaction is always the same: Ash. 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.) Cinder's overall goal is very base: Burn Everything. Cinder dreams of power and dominion over the course of eternity, and the only way for her to attain that is to bathe the cosmos in fire. Her megalomania will eventually drive her to destroy anything not strong enough to withstand the fire she controls. 2.) I personally would like to see Cinder involved in some sort of epic, plane-altering plot before ending her story at level 30. Something I think she could be capable of, or being a part of, is crashing the Elemental Plane of Fire into one of the frozen layers of Baator, like Stygia or Cania, thus sparking a massive inter-planar 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. 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.) Cinder has been visited by devils, frequently. She treats them just as she would if anyone else approached her, usually with disdain and disinterest. What's surprising to her is how these devils are just as susceptible to her manipulations as anyone else is. Instead of the "sell us your soul for power" routine, most devils offer her short term gains in exchange for the manipulation of other people, something Cinder is more then happy to facilitate. She has recently started to appriciate Asmodeus as a diefic figure in her life, and flirting with the devil is something she's not openly talking about. 2.) What Cinder doesn't know is that she is a bloodline heir of Mephistopheles. When the noble houses of Bael Turath made their blood-pacts with the arch-devils of Baator, Mephistopheles approached a house of Turathi mages and promised them the secrets of Hellfire. The arch-magus of the mage tower accepted, and she became the first tiefling of the mages' noble house. Mephistopheles took her as a consort, taught her the secrets of fire, and produced with her a tiefling child. Since that day, and even after the fall of Bael Turath, Mephistopheles has manipulated the noble house's bloodline, selectively breeding the tieflings over hundreds of years. Mephistopheles believes that Cinder is the culmination of his efforts, a mortal being of flesh and blood, but with the ability to command Hellfire like her progenitor. Cinder's recent infatuation with Asmodeus, however, is a growing concern for Mephistopheles. He must now cleverly manipulate Cinder over the course of her adventures if he hopes to sway her away from the influence of the Lord of Nessus... and if he can't, destroy her before she becomes too powerful. 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.) Hector Remus is a human merc-for-hire. He was once a great scout for the land's militia during times of war, but his life has since fallen into disarray. Cinder is the only person who seems to dispise him as much as he dispises himself, and as such has found a kindred spirit in her. Hector knows nothing about Cinder's propensity for fire, or even that she's a mage at all. Cinder uses him as an extension of her own arm; if she has a less-then-savory job to handle, why get her hands dirty, when Hector is more then willing to do it for her. She repays Hector in the form of booze, companionship, or any other simple vice that keeps him trapped in his own prison... and under her heel. 2.) Pus-head is the name Cinder has given to an Imp that regularly approaches her at the behest of other devils. Unlike other devils, however, Pus-head has no alterior motives towards Cinder. Quite the opposite; in awe of Cinder since the first time he saw her, Pus-head has fallen completely in love with her. Not wanting Cinder to stumble into any of the schemes other devils try to trick her with, Pus-head has a tendacy of "accidently" letting too much of what he knows slip out when he's delivering her a message. Not enough to betray the trust of the other devils, but more then enough for Cinder to read between the lines. Mephistopheles has recently discovered this puppy-to-master relationship, however, and now Pus-head must choose between his delusional love of Cinder, or the wrath of the Lord of Cania. 3.) When Hector Remus was finished with his tour in service of the local lord, he return to his family's farmland home to find acres of grassland reduced to ash. The entire village had been reduced to a few smoldering embers, and even the old mage's tower- long had the harmless old wizard mentored various mages discovering their talents!- was nothing more then a charred husk. No one was left alive, and Hector couldn't handle the guilt of not being there to protect his family. His only comfort now comes at the bottom of a bottle, and the only warmth he feels comes from the body of a tiefling who uses him for mercenary work. If he could only get over his guilt, he would track down whoever destroyed his village... and kill them. But the booze the tiefling buys him makes the pain go away, and her body makes him forget... 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.) Cinder doesn't remember anything before the age of 14. Her first memory is that of being terrified, in a small room, fire all around her. Screams echo from beyond the fire. She thinks they belong to her mother, but she can't remember. She just closes her eyes and waits to die... and then she wakes up in a pile of blackened soot. 2.) When forced to be civil in a social situation, Cinder never makes eye-contact with whoever is addressing her. She usually begins to file her nails, play with her tail, or adjusts her clothing in provactive ways. If she can make whoever is speaking stumble over their words, she feels amused but doesn't let it show. If yelled at or scolded, she will immediately fix them with a stare of hatred, attempting to intimidate or otherwise cow them. 3.) Cinder always lies. Always. The less anyone actually knows about her, the easier it is for her to gain the upperhand at a moments notice. If she's ever honest, it comes at times that are so inappropriate, people assume she's telling a poorly-intentioned joke. "Why are they attacking you? Maybe the goblins are working for someone else. Someone who needs a village of dead bodies to raise as an undead army, but who doesn't want to draw attention to themself. I know that's what I would do." It's my first character, hope everything is fine!Winston Slurphnose 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! 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. 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! 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. 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. Chamaeus, Dragonborn Barbarian 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) Crymson dragonborn, both tall and heavily muscled (even by dragonborn standards). twin swords and whip scars all over his back and shoulders. 2)a pacifist, Chamaeus will not start a fight. but inside him dwells an uncontrollable rage, and once the fight start he is no longer aware of what he is doing. 3)Was a slave most of his life, only just recently breaking free of his bonds (literally). 4)possesses intellegence, but due to his broken Common, he apears very slow. 5)His birth name is Ventus, but after over ten years as a slave being called "big one" or "scaly behemoth", he doesn't remember what his birth name is. goes by Chamaeus because that is what the other slaves called him. Chamaeus is a combination of the elven words for Savior and Death (i know not really, but for the purposes of RPing). 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. 2)To return to the village where the other freed slaves now live. he cannot do this until he achieves his first goal. it is a vow he holds himself to riggedly.
1)When Chamaeus broke free of the slave camp, he was in a berzerker's rage, and killed all the slavers. dispite the fact that he honestly beleives that the slavers deserved it, he is haunted by the fact that he was the monster who slaughtered them all. 2)The ex-slave Morgan, a young elven girl, is tracking Chamaeus. see step 4. 1)Morgan Strife, female elven twin swrod warrior. Morgan is the slave who gave Chamaeus his name, and she was one of the slaves saved by Chamaeus' "outburst". She worships him, thinking he is an angel of the Raven Queen. Chamaeus revears (reveres?) her because she is the one who gave him the only name he remembers. 2)Daveth, Goliath preist. Daveth was a slave along with Chamaeus. when chamaeus broke free, it wasDaveth who lead the slaves through the wilderness to a nearby town, which is where the ex-slaves still live today. Daveth made preperations with the town's church for making sure the slaves, almost all of them children or young teenagers, would be taken care of, and then set out to find Chamaeus, who left without telling him why. 3)XXXX, human slavemaster. the slavemaster of the camp which CHamaeus destroyed got away because he ran while the other slavers tried to fight. Daveth was the only slave who saw this happen, and has told no-one, not even Chamaeus. 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 and moves slowly, as if afraid he is afraid of creating a "bull in a china shop" situation. 2) When a fight is over, Chamaeus's bloodrage won't end emediately, and he will continue attacking his last opponent for a few seconds before he returns to normal. 3) when he was a slave he did not have a shirt/tunic. now that he's free, he still doesn't wear upper torso clothing/armor because it feels weird and uncomfortable. I just found this system, and it's the answer I've been searching for! Thanks a million! Lysander Murk, ??? Wizard 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) Lysander Murk suffers from complete amnesia. He does not know who or what he is, where he came from, or how he came to acquire his arcane talents. Even so, he is drawn by a certain sense of purpose that leads him wherever he goes, though he may not know where it is taking him. 3) Though he knows nothing of his origins, he has a near-flawless memory and has an innate knowledge of arcane lore, religion, and history. His quiet attitude hides an astounding level of intelligence. 4) Lysander speaks only when he deems it neccesary. When he does happen to speak, it is slowly and deliberatly, as if he has just learned the language. 5) His knowledge of arcane lore is not limited by the moral character of a "good" wizard. He knows much of the area of black magic, and utilizes it when he deems necessary, which is often, whenever he encounters a threat to his person or his companions. 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) I would like Lysander Murk to acquire as many tomes of lore and magic as possible, since his purpose is one of gaining knowledge. 2) I would like him to find out, at the climax of the campaign, or wherever deemed fit, what his true nature is. 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) Lysander is steeped in forbidden lore and black magic as well as in traditional magic, reveling in the power the arcane brings. He prays to no deity in particular to grant him the knowledge he requires, but has never recieved an answer. 2) Lysander Murk is a being known as a Lorekeeper. His race is immortal, created by Ioun to be a race of astral scholars serving him as scribes, librarians, researchers, and magical soldiers in the inevitable second coming of the primordials. Lysander happened to be corrupted by a tome of blackest magic that found its way to his section of Ioun's great library, which vanished soon after. Ioun banished him for this crime, and declared that he shall never again enter his domain unless he finds the tome and destroy the foul book. 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] [i]1) Eric Gane was once an apprentice to the local wizard, Burgmund. Unfortunatly, Burgmund was slain by a creature of shadow on the top of his tower just outside town. Eric managed to flee before his master's demise, and ran into Lysander. Lysander felt a strange attraction to the youngling, not quite 13, and has adopted him as his new apprentice. The bright lad helps him make sense of his new surroundings and is a key to interpreting the people around the strange being. 2) Rierdran Trop, a changling bard, is another of Lysander's traveling companions. He feels that he has some connection to him, being an outsider himself, and has become a good friend of Lysander. He is chatty and amiable, always strumming a tune on his lute or humming some diddy he made up on the road. 3) Harold Schmitt, the Captain of the Fallcrest Guard, has never liked Lysander. He finds him untrustworthy and alien to the world, and feels like he does not belong in his town. He feels that a man without a face is no man at all, and wishes him gone. He tolerates him for the time being, because he is actually quite docile with the public, even friends with most of the notable people in town. 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) Lysander recieves a vision whenever he rests, the vision of an old tome bound with black iron atop an obsidian pedestal, illuminated by an eerie shaft of light. When he finally makes it to the pedestal and reaches to open it, he wakes up. He has never opened the book. 2) Lysander has a strange gait when walking. He sways slightly from side to side, as if in a trance. 3) Lysander often stares at he empty pages of his spellbook, as if willing words to appear. Lord Gregory White Haven Good
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!
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.
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!
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.
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.
What a great resource this is, very helpful! I really jump-started my character in no time.
I'm pretty new to D&D, so please forgive any faux pas. I'm still learning the universe into which I dive. Zedra "the Humorless" Ivnaoth, Eladrin Wizard: -Background:
“As is the father, so is the son.” 1.) The Ivnaoth family hails from one of the larger Eladrin cities, Skieholm. Zedra’s father, Zirin, is a retired officer of the Eladrin military and highly esteemed scholar of Arcane Arts - he is known for being serious, straightforward, and elitist. 2.) Zedra has an older brother, Dakyr, who is a skilled rogue. Dak left his family tradition of academics and magic behind to explore the world and make himself a name in it. Zedra keeps some contact with his brother but must hide the communication from his father, who disowned Dakyr completely. 3.) Zedra resembles his father more than either of them would admit. He left home as a young man to step outside his father’s shadow, and be known for his own words and deeds. Zedra also seeks to find his brother, rumored to have been captured or killed by unknown evil forces. 4.) Travelling outside the familiar setting of the Feywild, Zedra does not volunteer information about self or home. He does not feel bound by or subject to any laws or traditions outside his own society. Arrogance pushes Zedra past his comfort and knowledge: surely with his brains and magical ability, no harm could befall him... 5.) Slim of frame and soft of voice, other races cannot readily tell if Zedra is male or female - a topic Zedra pointedly dismisses as irrelevant. 6.) Zedra is very intelligent, but completely inept in social skills: bluffing, street smarts, etc. Zedra is subdued and blunt. Others view Zedra as painfully slow in considering decisions and somewhat boring company, as he tends to prefer reading to engaging in social activities. Highly social individuals tend to find him downright unpleasant. --------------------------------------------------------- -Goals: “All experience is knowledge in rough form. You must learn to polish and make use of it, then you will be on your way to wisdom.” -advice to Zedra, from Tember Freewind 1.) To be someday recognized as a great wizard, not just the talented son of a great wizard. 2.) Find his brother, or at least learn what happened to him. 3.) A high and lofty eventual goal of Zedra’s is to be the curator of his own library. ------------------------------------------------------- -Secrets: “What is an officer, but a piece of a greater entity? I want to be a greater entity.” -Zedra Ivnaoth 1.) Zedra was offered bribes to join the Eladrin Arcane Military as an officer, but he declined. 2.) Unknown to Zedra or his family: Dakyr was indeed captured by the dark forces seeping into the Prime from the Underdark. Fueled by bitterness after being cast out by his father, he turns to evil. Dakyr becomes a useful spy and assassin for his new allies. --------------------------------------------------------- -Contacts: “Someday, somewhere, everyone finds themselves in a pit from which they cannot escape without help. Living as if you are alone in this world is a good way to ensure that you will be.” -Donovan Wintersong 1.) Dakyr “Swift-Hands” Ivnaoth, Zedra’s brother, is probably the only person who knows Zedra beyond the “clone of their father” everyone else sees. The brothers have powerful sway over one another, despite their separation. One could be persuaded by the other to abandon his current faction. 2.) Tember Freewind, gnome craftsman extraordinaire, is one of the few non-Eladrin residents of Skieholm. Tember is owner/operator of a shop specializing in magic tools and resources, and she is renowned for her skills in woodcarving and gemcutting. Zedra enjoys visiting the shop, for both the fine wares and Tember’s constant supply of gossi...information. 3.) Donovan Wintersong is a half-elf wizard who is a frequent guest of the Arcane Arts Library in Skieholm, though he is not a resident of the city. Zedra and his father respect the man’s skill, but despise having a “bastard half-breed” in their beloved library. Donovan and Zedra could have a great professional and personal relationship, if they get past their pride and mistrust. Donovan has many useful connections in the mortal realm. ------------------------------------------------------- -Memories: Barmaid, with a wink: “Why don’t you come home with me?” Zedra, stoic: “Please m’lady, save your energy. It is lost on me.” 1.) Zedra has never known love, or even lust. He is not sure to which gender he’d be attracted. He wonders idly if he is asexual, which would be most fortuitous in his quest for knowledge and disregard for social graces. 2.) Zedra remembers the day his brother left the city for the last time. He recalls with great clarity a faint melody carried on the morning’s haze, while his brother’s face has been blurred by time. 3.) The scent of Star Jasmine blossoms instantly snaps Zedra back to the long summer evenings he spent in the estate gardens, practicing longsword technique with his father and brother. So.... here's my character, Bellamin the Half-Orc Ranger: His mother was human & father was a nomadic desert Orc who occasionally traded with the farmers. They loved each other, but mother could not survive desert life & father could settle for no other, so it was a secret love until she was with child. When Bellamin and his mother were exiled, his father's tribe of nomads took them in and protected them as much as possible. Mother died slowly over the next 5 years, and Bellamin learned to survive the deserts with his father. A child's memory, his father's stories and her kukri are all he has of her - but she was fierce and independent and beautiful and her last words to him were how, even if it killed her, being exiled with her son and her love was the best thing that ever happened. If her lungs had only been strong enough to survive the climate... His time in the desert defines most of his dress and behavior - he normally wears full, flowing robes over loose clothes or armor (in the desert, protecting yourself from the sun is more important than staying cool), a turban (with a face scarf to protect nose, mouth & eyes from dust storms) and sandals. Stays mostly silent, communicating thru gestures or very short, firm statements in most cases (in the desert, opening your mouth wastes moisture). Armor is generally worn under the robes & weapons are kept out of site unless he's planning to use them. He carries his mother's Kukri on his back - but that is a tool, never a weapon. He has 2 Katar that are weapons, which are the weapons used by his father's clan. His Father's people do not use kukri - considering it a farmer's tool, not a weapon of war - while his mother's people use Kukri in both war and farming. Father's clan survives by raiding and trading, not farming, although they do not hold farmers in disdain, believing that all people should do as they are destined. When the boy Bellamin manhood, against his father's wishes, he returned to the agricultural community to get his revenge on the leader who had exiled them. Naturally, the truth is that they were exiled because the cleric loved his mother, and insulted him by choosing an Orc over him. However, the prophecy was fulfilled when the River God abandoned her cleric and allowed the young man his revenge. Afterwards, he was sent into the world by his disappointed father. His father believes that the Sun god gave him his wife and child by sending the dream to the leader of the village, and to "take revenge" on him for the gift he gave was murder, not justice.
He would like to earn his father's respect, which he lost by committing mindless revenge.
These two gods are really Isis and Horus-re. His mother & father were sympathetically affected by their the Gods' feelings for each other. They keep an eye on the boy, whom they consider a nephew. He's not really "chosen" for anything, and his mother & father were very much in love, but the gods definitely gave it a "kick start" and feel a certain affection for the boy.
Staga (Friend, halfling rogue) was one of the first people Bellamin met when he arrived in civilized lands. He's not *quite* evil, but he and the Law are not on friendly terms. Sometimes malicious, often funny, definitely hates authority of all sorts - tends to drag Bellamin into fights when he gets caught Lady Iriestina Milner (human cleric of Isis) daughter of the cleric Ballamin murdered, current leader of the farming village since his death. She is essentially a good person and knows that Bellamin is a good "man", but Bellamin killed her father in a rage as revenge for something done 17 years earlier at the behest of their god (or so she believes). Her father didn't kill his mother, merely exiled her from their village... she could have gone to more civilized lands away from the desert instead of choosing to live with her Orc lover. 5) He carries a Kukri but will not use it as a weapon - only as a tool. He cherishes it, as it was his mother's. Remembers many stories that his father told him after his mother passed - but he rarely understood the lesson that was supposed to be imparted by the parables. For some reason, he always missed the point. Doesn't do well with vague instructions... really needs things spelled out for him.
My favorite chara ever (I'm playing him since 3.5
): Abraxas Ux'ythcaex Moonscale, Drakatha Ux Bahamuti (Dragonborn Paladin of Bahamut) Note: the draconic words used here, are a combination of the words from the lexicons in Races of the Dragon (3.5 book) and Draconomicon: Chromatic Dragons, and arranged in the best possible way. I'm not good with fictional languages yet... ![]() Background "Est Sularus Oth Mithas" (My Life Is My Honor) - Solamnic Knights Oath 1). He is the last scion of a powerful martial hero of the long lost empire of Arkhosia. His father, Balasar Ux'zechs, wanted that Abraxas would be a high ranking soldier in the local militia of his town, so carefully taught him at a young age the rudiments of war, honor and the way of the sword. 2). Its silvery scales, his frost dragon breath, and the rare form that the shell of the egg from which he hatched took, were seen by many as an auspicious sign of a promising future, and by the faction of Bahamutans, as an omen of the birth of a new hero in the Dragonfall War. 3). His father died in the most mysterious conditions during a mission that the local militia carried out in the ruins near the town, and his clan was forced between deciding to keep their honour or be expelled to the wilderness. To maintain their honor, the clan chose to send Abraxas into the exile and he was abandoned to his fate at the age of 8. 4). He was found by a female dragonborn, Yllahana Yrthas, who lived in a nearby village, who saved him from starving to death and adopted him. However, after a few years of comfortable life, she was murdered out in the open by the minions of a tyrant local noble, in front of an impotent Abraxas who was powerless to save her. Abraxas had to flee to the mountains to save his life. 5). In the mountains, Abraxas came across a silver wyrm, called Dalagh’Ixthvalam, who by chance of fate was a follower of Bahamut. Dalagh welcomed him and showed him the path of the paladin. Now, Abraxas is traveling on pilgrimage, not only to further the cause of Bahamut and deliver righteousness and justice where needed, but also to acquire great glory and honour on his own, to then return to his hometown to do justice for what was done unto him and his parents. Goals: Yth claxjeret. Ariothokent clax malsvir, kurik vur durah? Vethirenthisj, *thric*. (We must choose sides. Any smart person would choose the side of evil, strife and greed? I say, no.) - Abraxas, about his opinion of choosing sides. 1). One of his main goals is to find out what happened to his father. Abraxas suspects that his father was killed by followers of Tiamat, but he wants to confirm that. And find out who was carrying the sword that made the killing blow. 2). Abraxas also wants to be ordained as a Platinum Templar of Mount Mertion, the holy order of the Bahamutan knights. 3). Abraxas has devoted himself to the way of the sword. One of his goals is to become a master with the ancestral weapon of the dragonborn, the katana (according to Races and Classes preview for 4e, the katana -or bastard sword, were made by dragonborns of Arkhosia). Secrets: Yththurclax chronos, arichronos ythclax. (We may not have chosen the time, but the time has chosen us.) - Dalagh’Ixthvalam, greeting for first time to a starving Abraxas. 1). Kuyutha, exarch of Bahamut, appeared to him in dreams, revealing his role in the Dragonfall War. As Abraxas trains to become a powerful warrior, he should keep a low profile, to avoid being hunted by agents of Tiamat. 2). Abraxas fiancé, a dragonborn sorceress named Biri-Kaar, is searching for him. She bears a grudge against him for "fled" the arranged marriage, but she doesn't knows why Abraxas had to flee in that time. Contacts: Thurirl mandra (Friends are a trove.) Abraxas, about friends. Dalagh’Ixthvalam: His mentor and best friend, is a silver wyrm. Some legends claims that Dalagh is one of the surviving dragon lords of ancient Arkhosia, but the wyrm nor denies or confirms that. The habitants of "his domains" call him "the Guardian Wyrm", because he so often aids humanoids. Though he avoids human society and politics, Dalagh seems fascinated by individuals. He has healed and sheltered many lost, lonely, or hurt folk. Edoras Sunstrider: An elf ranger, and one of his most trusted allies. Abraxas knew him in one of his first adventures, and since that time, they work together for the White Gryphon mercenary guild. Biri-Kaar Koalinthas Loremark: His fiancé. See about her in the secrets section. Other details: I live but to serve - Abraxas, about him, in the rare moments when he uses the Common tongue. Abraxas tend to talk in draconic, even in front of no-draconic speakers. Abraxas often walks alone. He does that when he needs to think about something important. His childhood nickname is "Frosty". Vern of the Mudspittle tribe Bullywug
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!
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
Vigyull Malek-kon Hobgoblin Hybrid Bard/Warlock
Neutral Evil 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) Middle-of-the-road height and build for his race, dressed in leather armor and a lavish fur coat. 2) Was exiled from his tribe for openly consorting with fey creatures, which he continues to do. 3) Worships The Traveler as the ideal he strives for, and has strong ties to the Unseelie Fey (including his pact). 4) He plies his trade as a bard with the one memento he has of his old tribe: A set of war drums he uses as bongos. 5) Often shuns direct conflict in favor of deception and avoidance. 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) Vigyull hides the fact that he sees people as resources or pawns to be manipulated. He is well aware of the dangers such a mindset could put him in. 1) Seluundra of the Wilds: An elf with strong Feywild connections, she and Vigyull were taken into a brief, passionate affair. Although they both agreed their love would never work out, on account of their respective races, distance makes the heart grow fonder... 2) Hraenor Malek-kon: The half-elf, half-hobgoblin child of Vigyull and Seluundra. Vigyull is unaware of his existence, which is why Seluundra seeks him out. 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) Is expirimenting with drugs, and is addicted to one called "Angel Dust". 2) Believes in telling everyone a little about himself to keep them from asking a lot. 3) Is very appreciative of physical beauty of both genders, never specifically denying anyone sexually on the basis of gender. Aria Orgost Female Tiefling Hexblade 1) Aria is the last person left from her tribe. When she was young an evil wizard ravaged the land and basically erased her tribe off the map. He left her to live, but in the processed cursed her causing her to do his bidding. Do to this she has very dark powers on top of her very powerful Infernal Hexblade powers. 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) While Cursed her main goal is to protect the evil wizard to the bitter end 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) Secretly she knows that her is done for, but she hopes it isnt 2) She doesnt know the feeling of love at all, but she feels an attraction towards a warlock in the players party because he is the most similar to her. 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) Worlock she meets in the players party (Drushus) who is very similar to her. She is attracted to him, but doesnt understand the feeling 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.
Rolen the Verdanian, Elf Seeker
Step 1 1) Rolen was born in Verdania, a small forest now called The Dead Wood. When he was a child undead creatures started to infest the woods. The town sat at a gate to the Feywild that led to an eladrin city called Glimmermoon. 2) When Glimmermoon closed the gate, the elves of Verdania were abandoned to deal with the undead on their own. Shortly after Rolen's birth, the elves retreated from the forest, leaving it to the undead. 3) Upon reaching maturity, Rolen discovered he could commune with the primal spirits that followed him from Verdania but the connection is weak. They aid him as much as they can but, to him, it isn't enough. 4) The sorrow Rolen feels for the tenuous connection between he and the primal spirits bought him the attention of The Prince of Frost (described in issue #374 of Dragon in the article titled "Court of Stars: The Prince of Frost". Basically, I just made him the Unseelie son of Sehanine). The Prince offered Rolen vengeance against the eladrin of Glimmermoon in exchange for service. {Unseelie Agent Theme} 5) Rolen discovered that the weapon the Prince gifted him with amplifies the powers he can draw from the primal spirits. Step 2 1) Rolen wishes to reopen the gate between his lost home and the city of Glimmermoon. 2) Can Rolen work his own goals into the plans of the Prince of Frost? Will the Prince ask too much of him and what will Rolen do then? How important is reopening the gate? Step 3 1) Rolen knows the Princes goal is to become a god. The Prince has carved out the Domain of Sorrow for himself which is only his first step. In addition he must steal two domains from other gods. Rolen is a willing Agent in the Prince's plans. 2) The Prince of Frost is responsible for the closing of the gate that led to the fall of Verdania. Glimmermoon was a city dedicated to Sehanine and her eyes in the city were too close so the Prince had her blindfold herself. Step 4 1) The Prince of Frost: Over a couple of years of service, Rolen has earned enough trust from the Prince that he is counted as an adviser as well as an agent. The fact that Rolen hasn't shared the Prince's plans with anyone is just more proof of Rolen's loyalty and loyalty could be rewarded. 2) Vahst aka She of the Wood: Vahst is a banshee that is also in service to the Prince. She was once an eladrin of Glimmermoon but the death of her husband (orcestrated by the Prince of Frost, but she doesn't know that) was such a blow that her sorrow was unending. She committed suicide and became a Wailing Ghost. She is the leader of the undead army that makes it's home in the Dead Wood. Rolen has agreed to work with her, thanks to the Prince, to expand her power beyond the Dead Wood to the entirety of the valley in which it stands in order to spread sorrow. 3) Mason Stonecutter: A dwarf of Grimlode, mining settlement in the Bone Tear Mountains that surround the valley. Mason despises the elves for what he percieves their cowardice for abandoning their home. Mason has plans of his own, involving the valley. They include cutting down the forests for timber to shore up the mines of his home and the destruction of the Dead Wood. He also plans to rescue the communities of the valley and bring them under the dominion of Grimlode. These goals are at odds with the Prince's plans and thus Rolen's. Step 5 1) Rolen isn't evil at heart. Though he has no love of the men and women of the valley because they and the dwarves of Grimlode didn't answer Verdania's call for aid, he wishes no more bloodshed than is necessary. He works hard to ensure that as many lives are spared as possible doubling those efforts if they would spare women and children. However, if there is resistance or people do not surrender when offered the chance, he has no qualms about ending their lives if all attempts at leniency fail. 2)Rolen is plagued by dreams through which he feels the primal spirits are trying to tell him something. The dreams are confusing though and he struggles to make sense of them. 3) When Rolen kills, whether it be for food or in battle, he offers their bodies to the Primal Spirits. Due to his oath to the Prince, their souls belong to him, but Rolen feels some part of his efforts should be to appease the Primal Spirits. I need a little help with the antagonist. Mainly, confirmation of whether that counts as an NPC or not. Thanks in advance! (see underlined section) Step 1: 2) As a youth, Jin was oblivious to his true nature. He appeared as a Dwarf (though slight of build), and was ridiculed for his peculiarities. He was fair tempered, easy-going, and quick to pick up new concepts. He excelled in academics, and earned the ire and jealousy of his peers. He was on his way to being a great engineer. 3) As a young adult, Jin would spend a lot of time at the shrine to the water spirit, where he could be alone. One evening, he was greeted by the spirit, who revealed to him his true nature . She explained that he was destined for greatness, but that the only way to realize this destiny was to strike out and see the world. She then placed her hand on his head above his right brow and marked him with fey magic that just as quickly vanished. From that moment on, he had a fraction of her power to use as his own. 4) One night shortly after, under the cover of darkness, Jin ran away from home. He snuck by the guards by using his new-found nature to assume the identity of a local ranger who frequently came and went by the Dwarven stronghold at odd times. In this way, he was able to leave without a word to the guards. 5) Once out in the world, Jin traveled from town to town, assuming different identities of his own devise in order to hone his new ability. When he encountered dangerous situations, he discovered the more offensive powers the water spirit had bestowed on him were adequate to the task of defending himself. Step 2: 2) I would like to see Jin develop his multiple personalities throughout the region. Ultimately, he should be well known and well liked in almost every settlement, albeit under different identities. Step 3: 2) The water spirits true motivations are probably selfish. Also, whatever happened to the real Jin the Dwarf who he was switched with at birth? Step 4: 1) Shortly after leaving home, Jin was tracked down by the Ranger, Culver, whose identity Jin had assumed to leave home undetected. Jin confessed everything to the Ranger in an emotional torrent. Culver took pity on the (as Culver still saw it) young Dwarf, and vowed never to reveal Jin’s secret. He accompanied Jin in his early travels to keep an eye on him, until he realized Jin was capable of taking care of himself. 2) The water spirit occasionally checks in on Jin, appearing in wash basins or road-side streams. She informs Jin of opportunities for heroics, and suggests identities to assume. She represents the only direction Jin has in his new life. 3) Recently, Jin has been waylaid on a few occasions by a creature of pure shadow. It manifests as vaguely humanoid, and assaults Jin when he is alone. Jin’s various identities do nothing to dissuade the attacks, and the water spirit will not comment on the occurrences when Jin asks. When in a settlement, Jin sometimes gets the feeling he is being watched. (Does this count as an NPC?) Step 5: 1) When Jin uses his offensive powers, a glowing white sigil briefly appears above his right brow where the water spirit touched him years ago. This happens regardless of what identity he is assuming. Luckily, most who see this mark never live to tell. Also, Jin tends to appear as pale-skinned individuals, making the mark harder to distinguish. 2) Jin remembers the moment his true nature was revealed intensely, and relives it every night before falling asleep. In the moment the water spirit touched him, he lived a hundred lives in an instant. The experience was so complete, Jin even remembered how to speak the languages of the individuals whose lives he lived. 3) Jin is careful about having any revealing mannerisms carry over from one identity to the next, but he loves hearing stories about his other identities exploits, and never misses an opportunity to sit and listen to the latest rendition. He even occasionally chimes in with embellishments he, "heard about that guy!”
So... I made the mistake again of thinking about D&D and a character popped in my mind. Time to get him off my chest so I can get back to work I guess
![]() Name: Ghrahk Race and occupation: Half-Orc (wild) Sorcerer. 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! - Ghrahk was born in a clan of ruthless Orcs. They razed the town where his mother lived and took her as a slave. His mother died while giving birth and Ghrahk was taken up by the clan. - When he discovered his powers Ghrahk studied in secret for a while. Things went bad when he accidentally killed the father of one of his friends and fled into the wilderness. - After his flight Ghrahk found a group of traveling merchants that weren't at all disagreeable to him. He traveled with them for a while and learned some of the general human customs. - After serving as a kind of bodyguard for a few months Ghrahk decided to move on and take residence in the city. - Ghrahk has trouble getting and keeping jobs. He has been unemployed for a few months now and is seriously considering taking up adventuring as a new career path. 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. - Find out why he has these strange powers. - Find a group of people that will accept him for who he is. 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! - Ghrahk has been involved in a number of raids where he has slaughtered men, women and children alike. He liked the raids a lot, but would never tell any human this fact. - The orc clan Ghrahk is born in is secretly led by a demon. The demon has, as an experiment infused an Efreet soul into Ghrahk's body. This is what has caused his sorcerous power. The Efreet influence is growing and might eventually lead to some horrible thing happening to poor Ghrahk. 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. - Ghrahk's father is still alive. He loves his son but does not know about the sorcerous powers he has gained. He is proud that his son is one of the fastest runners of the clan and of his son's social skills (the kind of skills an orc father would be proud of here are mostly related to the Intimidate skill of course). - Mellin was the leader of the merchant troupe Ghrahk was involved in and is the one who has taught him the basics of human culture. Ghrahk thinks of him as his only real friend. - Tarok is the son of the Orc that died in Ghrahk's experimentations with magic. He has no evidence that Ghrahk was the one who murdered his father, but what Orc really needs evidence to conclude anything? 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. - Ghrahk has been brought up in the orcish belief that women are inferior creatures not capable of handling combat. - While not very intelligent or wise, Ghrahk has a knack for handling social situations. Mostly by thinking on his feet and lying a lot. Also, he has a kind of natural charm to him that you wouldn't expect from someone with orcish blood. - Ghrahk has never really felt like he belonged with the Orc clan he was brought up in. he has made up for this mostly by bullying the clan members that were weaker than him. That was that, now to get back to work
Fetch, Lawful Neutral Human Avenger Step 1: 5 Background Points 1) He is a Mage Hunter working for the Magus Sanctum, a dragon-run mage prison 2) He has unquestioning loyalty for the Sanctum 3) He was orphaned and raised in the Sanctum from infancy as a Mage Hunter (thus his name) 4) This is only his second mission outside the Sanctum (his first being his proving where he hunted down his first mage) 5) He has a strong hatred and mistrust for any who wield arcane magic Step 2: 2 Goals 1) To find, capture, and bring back the rouge mage Sadonis 2) I would like to see Fetch have to confront his hatred for mages and realize how conflated it has become with his hatred for Sidonus, perhaps by having to turn to arcane aid during the campaign or even in his quest to hunt down Sidonus Step 3: 2 Secrets 1) Known only to Fetch and Thorrin, Sadonis reportedly murdered Fetch's family years ago, thus Thorrin assigned the mission to Fetch, although if this knowledge was made public to the rest of the Sanctum he would be pulled off the assignment immediately. 2) Unbeknownst to Fetch, Gerard has also been dispatched to hunt down Sadonis because some of the other Judicars don't trust Fetch for such an important mission. Step 4: 3 People 1) Thorrin is the Dragonborn Sanctum Judicar to whom Fetch directly reports. Thorrin raised him and trained him and is the closest thing Fetch has to a father, although since he is a Dragonborn and a Judicar the relationship is very hierarchical and formal. Nonetheless, Fetch feels an overwhelming sense of loyalty to Thorrin. 2) Gerard is Fetch's only friend, an elf who was given to the Sanctum in his childhood as a gift from his village in exchange for Sanctum protection against an evil forest spirit. Gerard and Fetch grew-up together and completed their provings at the same time, thus they view one- another as brothers. 3) Sidonus is a warlock who has made a pact with dark entities in exchange for the power to free himself from slavery to a Dragonborn noble. In the process of his escape he killed his former master, and Fetch's parents who were servants in the manor. Step 5: 3 Memories 1) Fetch vividly remembers seeing his first mage as a boy, a necromancer who was brought in by a senior mage hunter. As he was being thrown into a cell the necromancer bragged about how he had killed his entire village and turned them into zombies. It was this moment in which Fetch's hatred for mages became real, rather than simply taught to him by the Sanctum. 2) The day on which Fetch passed his first non-lethal combat against a prisoner mage as part of his training, Thorrin told him the story of how he came to be orphaned and promised to discover where Sidonus had fled to so Fetch could find him. It was at this moment Fetch swore an oath of vengeance against Sidonus. 3) The most recent important memory to Fetch is his proving. He was sent after a young man named Darrius. As part of the test Fetch was given no information regarding the crime of the mage, but told simply to bring him in, dead or alive, on faith. When he cornered the young wizard the man said he had simply refused to join the army of the ruling Dragon of the city and then fled to the country-side to avoid retribution. When attempting to capture him, the wizard fought back and Fetch killed him, as the young man begged for mercy. Fetch still has nightmares from this moment. Dig Dug Warforged Barbarian/Warden 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 and a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
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.
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 on your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
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.
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.
I just used this for a game I was hosting. The players got really into it and we had a lot of fun. Thank you for putting this resource here.
Metatron
Warforged Artificer Unaligned 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) At the upper end of his race's height/weight range, coated in a distinctive golden plating. He wears animal hide on his torso, ornated with magical runes. 2) Conducts expiriments of all sorts; has several mechanical representations of his knowledge (Trained in Arcana and Thievery, has Ritual Caster feat and Alchemist theme). 3) Obsessed with altering the fundamental structure of things mechanical, arcane, or organic; he hopes to eventually reconstruct himself into the ultimate being. 4) Is fascinated with the quirks of organic creatures and seeks to understand them, even by altering his own structure. 5) Will go out of his way to help his allies, so long as they don't interfere in his sometimes-unethical expiriments. 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) Metatron, for obvious reasons, hides the fact that Vecna has visited him on a few occasions inquiring into his work. 1) Solitude: Female Tiefling Warlock, a devotee of Vecna. Solitude has a cold, insulting personality, but she and Metatron share a deep respect for each other. She is the closest thing he's had to a friend, and he is unjudgmental about her past. She is unaware of Vecna's true intent as far as Metatron is concerned. 2) Vecna: The god of secrets is somewhere between friend and foe, but Metatron doesn't know this. To him, the Maimed God is a valued, if unexpected, partner in his arcane research. 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) Can be a bit absent-minded, not focusing on conversations, throwing the wrong bottle, etc. 2) Views everything from a formulaic perspective, even divine or primal power. 3) Wants to participate various self-destructive activities that organic creatures partake in (drug abuse, unprotected sex, thrill-seeking) to better understand their thought process
well, this is what i get for reading about newer races online... meet Alive Stormstone
![]() Name: Alive Stormstone Race and occupation: Shardmind Sorcerer (stormsoul) 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! - Unlike most shardminds, the gemstones that make up Alive's body are teal, instead of psionic-pink. - Alive gained his sentience when a rich collecter of unique stones ended up with a stockpile of the rare psionic stones. upon his awakening, he was mistaken for a monster, and the confusion ended in the death of a town guard. - While Alive mourns for the life he ended, his alien thought processess make him seem uncaring. many town guards carry hate for him in their hearts for this. -the first person to speak to him kindly was a half-elf wizard, and so he tends to favor the company of such individuals, even if they are cruel to him. - Alive has a very passive world view, often prefering to watch events rather than take part in them. if given the choice, he will sit and watch a mugging, because he finds the muggers 'interesting'. he also has trouble understanding ideas like personal space or lying. 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. - Find a place in the world - Learn how the world works (and every part of the world, right down to why grass grows) 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! - While Alive doesn't understand the idea of lying, he does understand that some information should not be shared. he does not like information about his awakening, and subsequent imprisonment, getting out into the populous. - Even though Alive was freed from his imprisonment (because he had acted in self-defence, it was not right to hold him prisoner), the local merchants guild hate him, because they think he will attempt to consume other gemstones, cutting into thier markets. 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. - Luc Wormwood is a country wizard/alchemist who came to the city in order to help the city figure out what in the world Alive was. he failed, but was able to teach Alive the laws of civilization, and gave Alive his name. he has since returned to his home, where his skills are required in suppliment to the local cleric. - Task is a teifling bard who took a liking to the crystal being. their companionship is a strained freindship, because Alive still has trouble with common sense and etiquete, and Task has trouble trusting someone who can here your thoughts. both of them have no other real freinds, though, so they do their best to make it work. - Gaff *insert clever name having to do with jewelry* is the collector of rare gems who lost a large part of his collection to Alive's awakening. He has become obsessed with making Alive pay for the sizable loss he caused, regardless of how logical it is. he is the loudest voice against Alive within the local merchant's guild 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. - Alive tends to do things summarily or without preamble, or even tact. many people who he interact with find his bluntness, when combined with his alien apearance, too much to stand and seek other company. - One time while walking through the streets, Alive was startled to discover a would-be theif was trying to steal part of his body. his reaction was to suddenly spin about and catch the theif. but the theif had the unfortunate instinct to hold tightly onto the protruding crystal, causing him to be flung through the air when Alive spun around. the theif, a halfling, hit the ground at a roll, and slipped away far faster than ALive could keep up. that was when Alive started wearing robes, and keeping the hood up to disguise his uniqueness. - while Alive apretiates the strained freindship he has with Task, he misses the long discussions on how the world works, which he used to have with Luc
I have got to give some serious congratulations to Stray for putting this up and forming the foundation for something that has grown into a huge DM/Player support tool. Great job.
To those who have posted their characters, very imaginative. Some of them are exceedingly cool and would be fun to have in a game, some of them are very dark and would be interesting to see played on either side of the table. Reading all the pages here, it makes me want to find some of my old 4th edition characters and write them up here... just a matter of finding out which box all my stuff resides in since the move. Keep up the great work and hope your games are going well.
So Levitash is a character I've been playing for a while.. Lisray was someone who was never fleshed out really. Since I just started playing him, here's my attempt at fleshing him out!
Levitash - Human (ex-deva, boo Baba Yaga) Paladin of Pelor Lisray - Human (was Levitash's celestial steed - now controls their combined body, boo Baba Yaga) Paladin of Avandra. 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! - Lisray and Levitash are two halves of the same whole, two Devas of good-aligned Gods. The two shared a soul (and body) in the Astral Plane before the Dawn War until the shattering of the Living Gate resulted in a fragment striking the cojoined two and splitting their emotions and mindsets into two separate entities. - Levitash wielded a longsword crafted of Githyanki silver during his most recent life. That same blade he himself tempered in a previous life, retrieved in a following life, and struck down a Rakshasa Lisray in yet another - and that same weapon was the fragment of the Living Gate that split Levitash and Lisray in two. The weapon was converted into residuum by an angel of Pelor and the residuum infused into the party's equipment. Somehow, Baba Yaga has been monitoring Levitash and Lisray through this weapon - even through its destruction. - Lisray spent much of his current life serving as Levitash's celestial steed, their souls sharing the same vessel until Levitash deemed otherwise was necessary. This was due to an agreement with Baba Yaga, who removed the taint present on his soul that caused his transformation into a Rakshasa. She returned him to purity; but his payment was service to his soul-brother by rejoining bodies. - While Levitash and Lisray are inherently good at heart, originally being angels and then devas of Pelor and Avandra, several thousand years is a very long time to live. In Lisray's most previous life, he had fully experienced this and lived as a Rakshasa bent on corrupting Avandra's will. He became a follower of the necromancer Acererak and perverted Avandra's teachings, seeking to enslave as many civilizations through undeath as possible. One of these civilizations was a fire Genasi tribe, whom Lisray and his allies wiped out by turning their own magics against them. - The fire genasi tribe whose destruction Lisray orchestrated bears a certain resemblance to a certain shardmind's spirit companion... - Most recently, Baba Yaga once again snatched Levitash and Lisray from the jaws of destruction (after removing their immortality previously) and offered them one last chance, provided they accept her geas. The price for Levitash, however, was to now be at Lisray's beck and call, and Lisray now controls their single body. 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. - Lisray wishes to re-attain divinity and return to the Astral Sea. The realms below feel like a prison to him. - Lisray wishes to atone for his crimes as a Rakshasa by eradicating the followers of Acererak. - I would like to see Lisray find enlightenment and attain forgiveness with Avandra. 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! - The runic scars that were once Deva-esque markings that cover Lisray's (and Levitash's) body are actually the finalization of a containment ritual of sorts that prevents the two from being truly united. This was done as a precaution by both Pelor and Avandra to ensure that their follower remains true to their purpose while on the Realms. - The Githyanki blade that severed Lisray and Levitash's souls still exists, though not in physical form. 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. - Riven, a spirited fire Genasi that Lisray became infatuated with before his attempt to eradicate the tribe. Her defection to Acererak provided Lisray with the information he needed to manipulate their magics with his own. - Tiras, an elvish cleric of Pelor who acted as Lisray's puppet during one of his many campaigns as Acererak's follower. It was through her that a then-pure Levitash learned of Lisray's deception and was able to track him down and eventually defeat him with the Gith blade. - Ghurak, a half-orcish necromancer and follower of Acererak who previously mentored Lisray during his corrupted life, has achieved lichdom and bears heavy hostility toward his previous student, who left him for dead in the field of battle amongst the fire genasi. He has never forgiven Lisray for attempting to use him as a living focus for his necromantic energies, a process that left his body broken and his mind shattered. 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. - Lisray believes that deception is abhorrent, and as such will plug his ears and close his eyes whenever his allies attempt to do something dishonest. - Lisray is impulsive and much prefers acting to speaking; he gets bored very easily. If subjected to inactivity for extended periods, Lisray will often begin to sing to himself or attempt to juggle nearby objects or similarly occupy his hands. - Lisray completely retains his memories as a Rakshasa, though other memories (having been a deva) are fragmented. That was a lot more than ten minutes, but I love the idea. Stealing it now. 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 but not required. Don't feel pressured or at a loss due to unfamliarity with the Scarred Lands campaign world! I'm more than happy to provide elements and more to assist in the process. 1)Kaldred is the fourth child of a large merchant family in Lokil. All of his siblings, without fail, possess some trait or tendency that was above and beyond the norm. First-born Kanter was more silver-tongued. Second-born Alchiro was more graceful. Third born Silvia was always ahead of Kaldred in their studies. Fifth born Nanten was wise beyond his years. Sixth child Nashiro was strong beyond belief. The seventh child, Lamin, is held to be lucky in most cultures. Kaldred was...healthy. 2)Kaldred's father swore a pact with the entity known as Malocchio. He would owe Malocchio his soul if Malocchio would allow him to be a success as a merchant. 30 years of wild success later, Malocchio came to collect. Kaldred offered himself in his father's stead. As part of this deal, Malocchio transformed Kaldred into his current form, bestowing the power of flame and shadow unto him. 3) Kaldred's family recognizes his great sacrifice, but living with them after his transformation was...awkward. Having always been a bit of a scholar, Kaldred decided to take some extended time away from home to pursue arcane lore, particularly that which relates to his situation. 4) Kaldred's control over flame is not absolute, or even that great to begin with. The power is there, but the skill is still in the works. This has had two major impacts on Kaldred. First, even with his family's connections, he is barred from the Library at Lokil. Nobody wants an absent-minded tielfing with poor personal control to undo what great Wars could not. Second, it has lead him to try and master his powers, partly to get into that Library. This hunt took him to the Adepts of Flame at Ukrudan, but they turned him away. He now hunts rumors of a Flame Adept in Mullis Town. 5)Kaldred dresses in the Hollowfaust fashion, and has a bit of academic interest in his old neighboring city-state as well(and wide brimmed hats are great for covering up horns!). Definitely a Solomon Kane with blaster rod image going on. 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. Spoiler: Show 1) Kaldred would like to find a Flame Adept and learn to properly control his power. 2) I would like to see Kaldred find a greater goal or purpose in life beyond his immediate concerns. 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 may also be creating a third secret which you as a player will not be aware of, so expect the unexpected. Spoiler: Show 1) 2) When Kaldred uses his powers to kill, the soul is sent to Malocchio, instead of its proper resting place. He is not aware of this.
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) Kaldred's family is still his family. His father allows Kaldred to rack up small bills in his family's name, in times of need. A night at an Inn, a new coat, nothing grand. He hasn't had to use this yet, though. 2) Kaldred's old teacher, Vern Lamont, lives in Lokil. He remembers his student fondly, and could be persuaded to share magical lore. 3) The ukrudan nomads Kaldred tried to learn the secrets of Flame from did not take to him well. Likely they would not be pleased to learn his search still continued. 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 Show 1) Kaldred remembers the confusion and fear of the night Malocchio showed up the family's dinner. He also remembers the clarity that came when he realized he could do something to help. 2) Kaldred always feels cold, unless invoking fire. His heavy coat and clothes only offset it. He remembers walking through the desert, he was wary of the heat, but it turned out to feel good upon his skin. 3) Kaldred is still getting used to having a tail. He's not always sure where to put it when he sits, but it is still funny to poke people with it. Background - Family/Class/Profession/Institutions Willamin (Ashavis) Wyvernjack Background and Concept: 1. Raised by a Silver Dragon. 2. Parents were adventurers, left him with said dragon. 3. Recruited a band of adventurers to track down his missing parents, but they were all killed by a minotaur/medusa team on their first lead. Willamin was the only one to survive. 4. Brutally honest, Willamin may come off as harsh, but is a loyal friend. 5. Can turn into the species of dragons he has killed or befriended. In order to do this, he needs a token from them. Goals:
Secrets:
Allies and enemies: 1. Zinna Thornsong: A shifter Warden that has trouble around humans, Willamin’s half-human heritage is acceptable to Zinna. Zinna wishes to be with Willamin, but Willamin is currently putting their love life on hold. 2. Thaver Angelbane: A tiefling sorcerer who has the spirit of a mind-flayer mage in his head, urging him to slaughter and pillage. Willamin calmed the ravings to a point, and Thaver owes him his sanity, and signs up to accompany Willamin. 3. Aivoroth, the shadow dragon wyrm: The dragon sought by Willamin’s parents. Still alive, as his parents haven’t found her yet. A devastating creature, described as “The Scaled Raven”. Memories: 1. Has non-healable scars on his left arm from the minotaur’s charges. 2. Was once given a message by Bahamut for some reason. 3. Remembers when he was saved by his dragon protector when he was a boy.
I think that should do the trick. I have two more coming, and I’ll post them when I get them.
Jormungand
Genasi (water/causticsoul) Barbarian Evil 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) JOrmungand holds in his heart a festering hate that is aimed at both nothing and everything at the same time. never once in his life has someone cared about him, with the exception of the Northman he befreinded, who is called Fenrir. because of the absence of love or even freindship in his "developemental years", Jormungand doesn't know how to interact with people in a freindly fashion, and is awkward at best when responding to another showing him kindness. 2) Jormungand was abandoned as a child because he is 'afflicted' (abysall soultype), and raised by pirates. At one point he was hired on a Northmen ship who was short a hand, and his self-relient personality impressed several of the vikings. they took to calling him Jormangund, and he eventually adopted their culture in place of the one he never had. 'Jormungand' is the only name he has ever had, because the pirates who raised him always called him Adder-tongue, and before that 'boy'. 3) Despite his barbaric strength, Jormungand is not musclebound. he has an Ectomorph body type, meaning even though he has developed high muscle strength, the actual muscle mass on his body is relatively low, and so he looks lean, as apposed to bulky. 4) Jormungand uses a glaive as his weapon, and so even when he isn't raging the rapid movement of his long weapon makes his actions appear wild and violent. this is why the Northmen named him after their culture's largest snake. 5) Despite his almost paranoid asumption that all people dislike or even hate him, Jormungand wishes for a sense of companionship, such as a close freind. not the brightest, he doesn't realise that his actions are counter intuitive to his goals. in particular he wishes for another Genasi to talk to, but genasi are the most likely to shun him for his soultype. Eljudni the windsoul genasi is the closest thing he has to this, but she is focused on getting him to stop being so grim, and because of this he considers her somewhere between a rival and a nuesance. 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) Jormungand tries to hide his causticsoul by hiding behind his developed watersoul. He is not entirely succesful because while his personality becomes less caustic, the festering hatred in his heart is still there. that said only other genasi can see through the rouse without Jormangund slipping. Eljudnicaught on that he was a causticsoul, but has completely ignored the fact, to the point that Jormungand doesn't know that she knows. 1) Fenrir: a human barbarian who wields a great axe, Fenrir got the title during a raid when he fought like a wild wolf against outnumbering foes. (to be clear, Fenrir was on the raiders' side). Is Jormungand's one and only freind in the world. 2) Jaque Bruant: a perpetually sour sailor who makes his trade as a pirate. the one who raised Jormungand, Jaque was never a father to the poor genasi castaway. if pushed for why he kept 'the brat' around, he will eventually admit to having a soft spot for underdogs, but this soft spot wasn't soft enough for him to show even the smallest kindness to the child, as Jormungand's youth could almost be described as slavery. the two both frown when they see the other, but they manage to only conflict with each other through bouts of 'who can throw the best insult?'. 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) always speaks either with sarcasm or with a caustic bite to his words. 2) when fighting, Jormungand is almost entirely silent, prefering a smouldering rage to the more traditional battlecry style of most barbarians. 3) Jormungand's lytheness and fluidity of movement make those not familiar with genasi think he is some kind of sea-elf. Jormungand could care less what race they think he is.
Trond Trondson: Minotaur Physician (Warden, Watershaper, Good)
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) "Viking" like, Trond Trondson was named after his father, Trond, who was also named after his father, Trond ect. Like all member of his family (as he knows it) he is required to go a "viking", that his adventure for experiance, profit, and the benifit of his community. Normally this would involve rape, pillage, murder, and a varity of other Evil Minataur deeds. 2) Trond however, is a good doctor. He is the first Doctor in his family, possibly his whole tribe. He learned how to fight from the wilds, his power is in his blood, but he learned how to heal by restoring the many wounds he has suffered. When going viking, Trond seeks to heal and expand his medical knowledge, instead of rape, pillage, plunder. 3)Trond Trondson's family is his inspiration. He loves to tell tails of how is father, and grandfather, ect accomplished great deeds with easy. He might say "MY FATHER, TROND TRONDSON, ONCE KILLED 100 GOBLINS STOMPING ON HIM WITH HIS GREAT HOOF!". This is often done with little context and logic. While Trond may have many big fish stories, he does not have the Charisma, or Intelligance to make them logical and convincing. This also serves a mechanical function, as the DM may make some of Trond Trondsons lies into truths. 4)Trond has a strong affinity with water. While everyone else in his tribe learns to swim and sail boats, Trond can manipulate with water directly. He feels stronger around water, he can swim steadily even in heavy armor, and prefers to feast from the water's bounty. Trond would liken himself to a crocodile, and even confess that he can hear the water speaking to him, but few would take him seriously. 5)Dispite Trond's brash habits, low intelligance, questionable reading skills, Trond is a legitimately good doctor. He could accelerate medical knowledge and practice in any game world his inhabits, but his flaws make others believe he is a fool to be discarded. 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) Trond Trondson goes Viking for the betterment of himself and his community. His tribe is destitute, and their barbaric behaviour has lead to their isolation. Trond knows that great treasures exist, away from his tribe, and if he can impress other people they might treat his tribe with respect or better yet: patronage. He can also bring medical knowledge back to his tribe, ultimately to raise a generation of wise healers. 2) Dispite his constant bragging Trond Trondson knows absoluting nothing about his father. In secret, Trond searches for clues about his fathers, often disguising his questions inside his bragging. Trond would be ashamed if Party members knew he was a bastard. 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)Trond knows nothing of his fathers, a secret Trond would like to keep. He has thus been able to deduce that his father was not a Minataur, but this fact brings only questions, not closure. 2)What Trond doesn't know is his fathers have all suffered a similar life to his own. They have all been born bastards, they have all left their communities for adventure, they have all been paragons of their profession. Such is the life of those cursed with Primordial blood. Each has grown strong, each has mastared elemental water, each has had a child not necessarily of their race, each has abandoned their families, and then each has shed their mortal body to become Primordial. It is a cycle that is a regular as the tides, and it is a cycle Trond can not escape. 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)Leaderous the Worldly's stories of other worlds and times enthrall Trond Trondson. The Bard inspires Trond to come up with more elaborate stories about his fathers, but Tronds tails are never as convincing. Trond is attracted to Leaderous' nurse maid Cynthia. This attraction will ultimantly lead to Trond full filling his fate. 2)Bart Roberts was saved by Trond from being executed for "slowing the party down". Trond treats the navigator/janitor with respect, and Roberts treats Trond with fear and respect. Roberts knows that Trond save his life, and knows that Trond is the only one keeping him alive. However Roberts has no love to the adventuring life and doesn't care for the reviling work of cleaning up after the doctor's many "procedures". 3)Blatz never saw eye to eye with Trond Trondson. Trond is loud, Blatz is quite. Trond is patient, Blatz is hurried. Blatz attempted to execute Roberts for "slowing the party down", but Trond objected. They settled the dispute with a bet, and Trond won. Blatz, feeling dejected settled for waiting until he can kill Roberts. The wait only builds their mutual animosity. 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)Constantly brags about his family. 2)Has difficulty reading, and pronoucing words that contain more then 4 syllables. 3)Loves his pet/mount shark "Kawasaki" If you couldn't tell, I have a lot of fun with this character.
Baelor Nerathi,AKA Baelor the Blessed (human Male, ardent)
Step 1 1) The last surviving member of the Nerathi kings 2) He could be described as the ideal king, raised from birth to be an expert in eveything from politics to war, and with the force of personality needed to get others to follow him 3) A naturally kind person, he prefers to solve problems without resorting to violence if possible, but has strong convictions he is unwilling to abandon. 4) A man of thought as much as action, Baelor often spends his time with his nose in a book, expanding his knowlegde base so he can be a better ruler 5) Is often overcome with strong, but fleeting, emotion. Step 2 1) Recreate the Nerathi Empire ushering in a golden age for all 2) Short term, to find all the royal regalia of the Nerathi Empire to lend further credence to his claim Step 3 1) Bealor is not actually the scion of the Nerathi kings. Born Duncan, a poor boy struggling to survive, Duncan was always intensly jealous of those born into wealth and power, and was determined to raise himself up to their level. At the age of 13 he ran away with a local mercenary band where he learned of his abilities as an ardent. Rising up quickly through the ranks, Duncan proved a natural at tactics and strategy. Eventually he earned enough money to leave the band, faked his death, and recreated himself as Baelor the blessed and teaching himself all he would need to know to be the perfect king. 2) Baelor is a sociopath, willing to do whatever is nesscary to achive his goals whole "perfect king" persona was created from whole cloth in order to facilitate his goals. 3) Not everyone was sad to see the Nerathi Empire fall. The Nerathi Empire spread it's borders through conquest as much as diplomacy, and many people still fought to liberate their countries,ultimately hastening the Empire's downfall. The most die hard "freedom fighters" did not settle for just destroying the empire. No those most consumned with revenge met in secret one night after the Empire's fall and swore a pact, to forever hunt down and erase all traces of the Empire, removing it forever from the pages of history. Step 4 1) John (male, elf) One of Baelor's oldest friends, and the only one he trusted enough to keep in contact with after he became Baelor the blessed, John is the leader of the thieves guild in their old town. With extensive contacts in the criminal underworld, John works with Baelor to help him achieve his dream, both for the promise of future reward as well as true friendship. John is who Baelor goes to whenever he needs to some form of deniability, whether it is the hiring of assasins or the pawning of hot goods. One of their favorite tactics is to hire weak assasins to attack Baelor in order to "stop the rebirth of the Nerathi Empire, in order to establish his credibility as a Nerathi king as well as to show off his martial prowess. 2) The Minstrel Nobody knows the Minstel's real name, what they do know is that he is good at his job. The Minstrel is a profesional in the realm of public opinion, famed both for his abiltity to sway the hearts and minds of the people, as well as his complete discretion. Taking only one job at a time, the Minstrel works throughout the realms to gain support for whatever his client wishes, be that a person, or an idea. With over a thousand different persona's the Minstrel can be anyone from the the village gossip, to a traveling merchant, to the court bard. Wherever people go to get their information, the Minstrel will be their, spreading rumors and gaining support for his client. Currently under the employ of Baelor the Blessed, the Minstrel has already written dozens of songs detailing Baelor's heroic accomplishments, either embellished from the truth or made up on the spot, and turned Baelor into a champion of the people. 3) Lanfear (Female, elf, Lich) The queen of a small elven nation, Lanfear was famed far and wide for her compassion and magical prowess. When the Nerathi Empire sent it's armies to her doorstep she knew that her nation would not be able to resist. Desperate for a way to save her people Lanfear turned to dark and forbidden magics. Hidden deep within her library lay a small black book, no more than a hundred pages. It's very existence hidden from all but a select few, bound within this book weret the darkest magics and most evil rituals that they Fey had ever encountered. Given to Lanfear's ancestor's during the War between the Fey, it was spirited away to the mortal world, to be forever hidden from the drow and anyone else who might use it's dark magics. Lanfear was desperate, however, and attempted to use the knowlegde in the book to save her kingdom. Performing a ritual of ascension, Lanfear tried to harness the necromatic power of a thousand dead souls and transform herself into something more than a god. The ritual failed, and all the souls Lanfear tried to harness exploded out of her instead, killing everything withing in her kingdom, from the mightiest god to the lowliest ant. Only Lanfear survived, mad with grief Lanfear blamed the Empire for "forcing" her to attempt that ritual, and began to seek revenge. Transforming herself into a lich, so she might "ever strike at the hearts of herenemy", Lanfear was one of the founding members of the Censure, and it's current leader. Despite her insanity, Lanfear is still a capable leader, and has led the Censure to the heights of power it currently enjoys. Most of the time projecting an image that she is calm and in control, the mask will sometimes slip when exposed to bad news. At which point she will switch to mad ravings and rants as she promises retribution. She always makes sure to kill anyone who has seen her mask slip, it wouldn't do after all, for the common rabble to see her in such a sorry state. Step 5 1) Always tries to take the lead in whatever situation he is in (will eventually backed off if someone more suitable for the job is present) 2) Tends not to like over long plans, instead prefering to rely on his gut. 3) Seeks out the leader of any given community or group and attempts to impress them. (so if the leader is a religious one, will engage in lively religious debate, if a military leader, will swap stories of their heroic exploits.) Picture: browse.deviantart.com/?qh=§ion=&q=ra...
Hey everyone, I'm fairly new to D&D.. Just looking for some feedback on my character.. Here's my 10 minute background..
A couple of things before it tho, I still haven't come up with a name for the city at the end.. Which is why there's ____ in there. Also my DM gave me some creative liberties with some bands of Elves in the world, since I do like Elves a lot.. I made 4 bands with seasonal themes (These aren't all the Elves in the world, just 4 different groups). The Winter Elves of the Great Pine Forest, who are savages and barbarians and totally go against everything an Elf should be.. They live in the northern most forest where it is always snowy, and most trees are dead year round. The Spring Elves would be High Elves (Not Eladrin, but very close to them). They use magic to keep their forest in a controlled growing season year round. The Summer Elves are what most people would think of when they think of Wood Elves. Truth be told, there isn't much that's entirely special about them. (The Summer and Spring Elves I'm still working on, the Winter Elves too of course, but I think Summer and Spring need the most work) My character is an Autumn Elf from the city in the forest known as Autumnhaven. What you need to know about Autumnhaven that isn't down here is that it is a city built higher up into the trees, where humans have settled on the forest floor. Many human house are built around trees, and flow up from Human architecture to Elven architecture as it goes higher. In the center of the city is the grand palace, buit into the largest tree in the city, called the Autumnkeep. Wow that was longer than I thought it was gonna be.. Now that that is out of way! Faelon of Autumnhaven
5 Background Elements
1. Faelon was born in the tree city of Autumnhaven, where his grandfather, The Great Hunter Orion, settled after departing from Faerun, and where his father, Fion, ruled as king.
2. Faelon showed great skill with a bow at an early age, and was taken into the Autumnguard, the Rangers entrusted with to defend the King in the Forest. He has since become an expert tracker and archer, and can was taught how to hide in shadows of forests and dungeons.
3. Autumnhaven was burnt down by demons. Fion ordered Faelon to take some of the Autumnguard as well as anyone they could rescue out of the city. He believes himself to be the only survivor from Autumnhaven however, as well as the Autumnguard’s last member.
4. After the burning of Autumnhaven, Faelon traveled to _____, where he tried to start life a new. He fell in with A Hengeyokai named Vulpe Vulpes, a petty thief in town. However, he found himself still haunted by the burning of the forest, and still lusted for revenge.
5. After a two years of living in _____ Faelon left in the middle of the night, to began tracking and hunting the demons responsible for the destruction of the forest. He left without ever telling Vulpe where he would go.
2 Character Goals
1. I would like to see Faelon finally kill Azazel.
2. Faelon desperately wants to find one survivor from Autumnhaven, so that he can know he did not fail his father’s final order to him.
2 Secrets About The Character
1. Despite being born there, and living there for over a hundred years, Faelon can only remember what Autumnhaven looked like as it was burning.
2. Not all of Autumnhaven was burned completely to the ground, however. The Autumnkeep still stands, and serves as Azazel’s palace in this realm.
3 People Tied To The Character
1. Anarion was a human who lived in Autumnhaven. He was the first human to become apart of the Autumnguard many years after the humans began building their homes around the tree. He was a talented swordsman, and average archer, some would say he might even be above average as far as humans go. Faelon and he were friends, however Faelon believes that he is dead.
2. Vulpe Vulpes is a Fox Hengeyokai from _____. He is a scoundrel who leads a band of thieves in the city. When Faelon came to the city, he saw he had a noble look to him, and tried to steal from him. Faelon caught him, yet did not harm him. Instead, Faelon had Vulpes teach him to thrive in the city as a thief, and the two pulled many jobs together. However, one morning after their biggest heist, Vulpes awoke to find Faelon gone, leaving no indication of where he went, yet leaving his cut behind, leaving Vulpes with the all of their score. He has since become a wealthy trader, and a major power in _____.
3. Azazel is demon from hell who is directly responsible for burning the Autumnhaven. He is known for his ability to change appearance, but is always distinguishable by his yellow eyes.
3 Memories, Mannerisms, Or Quirks
1. Faelon is still haunted by the burning of the forest, and he ofthen has nightmares of the day the forest burned
2. Faelon hates the smell of burning leaves and wood, even campfires.
3. Faelon mistrusts Tieflings ever since one snuck into the Autumnkeep, and slit his grandfather Orion’s throat. Duke – Human Barbarian 1) Duke’s father Gauron was a commander in service to Sigurd and his mercenary warband the Immortal Blade. His mother Nandi was a high class courtesan with roots in a noble family based in the wealthy city of A group of Demogorgon cultists following an ancient prophecy and receiving visions by performing sacrificial rituals believed Nandi was due to have twins. Seeing this as a sign from their demonic god they plotted to kidnap Nandi so that they might raise the children themselves. Shortly before she was due to give birth she was taken by the Cult. The Immortal Blade organised a rescue mission however their efforts were in vain. By the time they arrived Nandi was already dead, murdered in part of a demonic ritual. The Cult’s work was not complete however, they attempted to escape and complete the ritual at a later date. Duke was fortunate enough to be rescued however at a cost. His father had been mortally wounded during the skirmish and with his dying breath had Sigurd vow to look over Duke, his only heir, till he is of age. As for Duke’s twin the Cult have raised him as one of their own and seek to complete the ritual that was interrupted that fateful day. 2) He is an orphan. Following the death of his father he was adopted by his godfather Sigurd, and became a mercenary in the Immortal Blade. Duke spent his childhood in service to his godfather on numerous battlefields. Shortly after Duke started to have recurring nightmares the warband was subject to frequent attacks by strange creatures and cultists. Rumour spread that Duke was cursed following the circumstances of his birth. The stories festered within the hearts and minds of the other mercenaries. Sigurd kept his word and concealed his true feelings till Duke was considered a man on his 16th year. At which point Duke was ostracized by his godfather on threat of death should he ever return. 3) Having been outcast he now plies his trade as a sword for hire. He generally prefers to pick and choose his tasks however is not above getting his hands dirty. 4) Duke has few friends nowadays, usually preferring to work alone. He has a good relationship with a local blacksmith, a Minotaur named Ovid who forged his current equipment and his strange companion and agent Titan the Warforged Doll who often lives in whatever pouch or pocket he finds comfortable. 5) Described as a well built and muscular man standing 6 foot 3 inches tall. He wears armour made from leather and reinforced hide that allows for ease of movement and wields a large fullblade nicknamed Thanatos. 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) Duke seeks to discover the cause of his nightmares. Was his godfather right? Is he truly cursed? 2) Develop his relationship with the other party members and his story. 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 centre 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) Duke often has recurring nightmares where he sees himself in the midst of demons and speaking in tongues. It is due to these dreams that his godfather those of the Immortal Blade suspected him of being cursed. 2) Despite the ritual being interrupted it has had an affect on the twins. Duke’s nightmares are a side effect of the ritual. During times of rest the twins have visions of each others conscious experiences. The Cult track Duke by analysing his twin’s dreams. Duke however is unaware of his twin’s existence and is thus oblivious to this fact. 3) His rages are also a side effect of the interrupted ritual. He has been influenced by the destructive personality of Demogorgon’s head Hethradiah, whereas his twin’s personality has been affected by the deceptive traits of Aameul. 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) Twin – Human - Warlock - Unknown Duke’s identical twin, how has he been influenced by the cult? Is he a willing pawn, a cult leader or does he fight against their will? 2) Sigurd – Human - Warlord - Hostile/Neutral He is the leader of the Immortal Blade mercenaries, the man who raised Duke from birth and taught him the way of the sword. Sigurd always looked down on his adopted son. Part of him hesitated to cast Duke out though he would never admit that to anyone. 3) Titan - Warforged Doll – Rogue - Friendly Given life by a potent rune of power, Titan is a 4 inch tall statue made from a strong metallic compound. He latched onto Duke during one of his missions and often lives within one of his pouches. He considers himself Duke’s agent and is his closest companion. 4) Ovid – Minotaur – Runepriest – Friendly Ovid is a talented blacksmith with skill in forging magical properties into his wares. He knows what its like to fight with your own inner demons and has taken a liking to Duke. He forged Duke’s armour and weapons he is currently adventuring with. 5) The Immortal Blade – Various – Various – Hostile/Neutral They are a well known and feared group of mercenaries. Many of which were of the opinion Duke should have been murdered in his sleep, their hands were only stayed by the wrath of Sigurd, now Duke is no longer one of them however… 6) The Cult – Various – Various - Hostile Demon consorting cultists who worship Demogorgon, they seek to track down Duke and complete the ritual interrupted decades ago. 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 flavour. 1) Godfather casting him out. Confused and frustrated he was forged to abandon all he knew of face the end of their blades. 2) Duke is a closed off and private person who does not make friends easy following his expulsion. If his friendship is gained however he is of a warmer disposition. 3) Confident and imposing he is not normally one to back down from opposition unless it is in his favour to do so.
Haruuc Vra'taash
Hobgoblin Warlord Lawful Neutral 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) Tall and broad-shouldered, brick-red with a blue nose, boasts thick sideburns and thinning hair with a sharp widow's peak pulled back into a ponytail. 2) Is an orphan, in a sense. Though raised comunally by the religious caste like all Hobgoblins, Haruuc is notably the last of the Vra'taash clan in his tribe. 3) Has a bizarre love/hate complex towards his current superior. He idolizes him as an ideal leader, but he despises him and seeks to surpass him in rank and reputation. 4) In his adolescence, he had a brief stint as an enforcer for an organized crime syndicate, during which he distinguished himself as loyal, efficient, and most unmerciful. 5) Seeks to return Goblinkind to a place of prominence in the world, envious of the apparent affluence of the other humanoid races. 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) Haruuc hides the fact, almost to the point of denial, that he idolizes his Eladrin commander as much as he despises him. He finds the fey to be despicable, and holding one in such high regard shames him greatly. 1) Rhaano Vra'taash: Rhaano is the twin brother of Haruuc, who was taken away by their parents as they fled the Rippers' wrath. He has since had a falling out with his family, longing but being unable to rejoin his race. He believes his long-lost brother stands alone as a proud Vra'taash Hobgoblin, and thus he seeks him out. 2) The Eladrin Commander (yet to be named by the DM): The commander of the mercenary group the party belongs to. Haaruc secretly reveres him as the ideal commander, but he fears how his kindred would view this respect. He tries to channel his frustration through competition, but often the pressure boils over as bigotry and confrontational behavior. 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) His full name, as per Hobgoblin procedure: Haruuc Vra'taash-kon of the Rippers, Mercenary. 2) Has a very strict personal bubble and will immediately lash out if someone enters it unpermitted. NO ONE is exempt from this rule. 3) Outside of his race, Haruuc loves authority and will do anything to enforce it. He's not above bullying his comrades into obedience.
My character, not yet in play. Hopefully will be able to find a campaign for him soon! Let me know what you think of his background story and what I need to fix, please and thank you!
Background Story Character Name: Elurion Di'ren ("World-Eater") Step 01: 1) Elurion Di'ren is quiet and mostly keeps to himself, but he will also mutter to himself about different things. If any of his fellow party members ask about his past or about his tattoos, he tells them "Its not for you to know." and ends it at that. 2) Elurion was born in the Shadow-Fell, but moved to the Shrouded Pass Citadel to start a new life and get away from the foul memories of when he was young and his village was attacked by legions of undead and the Lich King who commanded them. 3) Elurion has a Shadow Hound that serves him as a loyal companion and follows him everywhere, unless Elurion tells him to stay behind or to scout ahead. They can talk to each other through telepathy and often don't speak out loud to one another. 4) Elurion seems to not want to go back to the Shadowfell, although he must every once in awhile so that he can "crow" about his accomplishments outside of the Shadowfell and assert his position within the Shadar-Kai society. 5) Elurion got the long scar over his right eye, when he was just a youngling and his village was attacked by hordes of the undead that were lead by a great Lich King by the name of ___________. Elurion vowed to exterminate any undead that crossed his path and to hunt down those who seek to rule over the undead; Vampire Lords, Lich's, etc. 6) Elurion is also known as the "World-Eater" by the Shadar-Kai, because his ambition and determination to become the strongest and best of the Shadar-Kai. He takes being a Shadar-Kai to a whole other level and is feared, even amongst his own people. He is stealthy and courageous. People fear saying his name, because they think it will mark them next to fall to his poisoned blades. He appears from the shadows without a sound and leaves without a trace. 7) Elurion believes that when he kills, he is sending the souls of his prey directly to the Raven Queen. Step 02: 1) Elurion seeks to exterminate the undead and those that wish to usurp the Raven Queen's throne (Orcus). 2) Elurion wants the Lich King who attacked his village and scarred him to die by his blade. He will stop at nothing to hunt down the Lich King and have him kneeling before him, as Elurion executes him. Step 03: 1) Elurion Di'ren is a member of the Guild of Shadows, where he is a hired Assassin for the Guild. He is often hired out to assassinate Undead Lords, that are seeking to raise the undead to usurp the Raven Queen's throne or to envelope the world in a complete darkness. 2) The Lich King that once attacked Elurion's village is actually is Elurion's father, who was trying to exterminate his son to gain an ancient ritual that Vecna promised him. The Lich King failed, but he is still plotting on how to kill his son and gain the ancient ritual. Elurion doesn't know that the Lich King was once his Father, his Mother has only ever told him that his Father was a great Shadar-Kai warrior who fell in battle to the Lich King. (I plan on giving a more detailed backstory on why his father decided to become a Lich). Step 04: 1) __________; the Lich King (Hostile): __________; The Lich King, is Elurion's Father and his most hated enemy. Elurion doesn't know that the Lich King is also his Father... 2) Guild Master: ___________ :The Guild Master _____________; trained Elurion in the Assassin ways and taught him, his use of deadly poisons. He often sends Elurion coded messages about his next "targets". 3) Can't think of another one at this moment. Step 05: 1) Elurion remembers when the legions of undead, controlled by the Lich King attacked his village within the Shadowfell. He remembers the ruin that was left, he remembered the screams of his people that fell to the undead monsters. He remembers when his eye was sliced and the cruel laugh of the Lich King that he heard while the Lich tried to kill him. 2) Elurion remembers his first "target" and remembers how that kill made him feel. He felt powerful, he thirsts for his "prey's" blood and longs to send their souls to the Raven Queen. 3) Whenever Elurion gets information about his next "target", he learns all he can about that being and dispatches them as soon as possible. So that way he can move on to the next job. When he executes his victims, he often says to them before they die, "I may have the pleasure of killing you, but my Queen has the pleasure of keeping your soul." (Or something to the effect of that.)
Well, let's see if I know her half as well as I think I do…
Kat of the Vaelhas Forest Human female Seeker 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) Kat was raised among her father's Adventuring Company, practicing to be a ranger like her father. 2) After much begging, the thirteen-year-old Kat was allowed to go on a mission with the company: Providing added security to a prisoner being taken to trial in a large city to the south. 3) A few days into their journey, in the middle of the forest of Vaelhas, the group was attacked by a pack of wolves. Kat was one of three survivors of that attack. One of the other survivors was the prisoner they were escorting, who made his escape during the fighting. 4) While the girl was weeping, alone and afraid, a fox spirit came and comforted her. It explained that it was a spirit charged with protecting Vaelhas Forest and a certain tree in particular. The tree had borne a single seed, its first in millennia, when her party had entered the woods. One of them had stolen the seed, which provoked the wolf pack, but the seed was not found among the dead. 5) Over the ensuing years, the forest spirit trained Kat as a hunter, able to call on the spirits of the forest, and those of any location in which she may find herself. The forest spirit tasked her with hunting down the other survivors to find the seed and bring it home, warning her that the consequences would be dire if the seed were planted in the wrong place or worse, destroyed. 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) Kat's goal is to find the seed to the world tree and punish whoever stole it. 2) I would like to see her naturally become a less coarse person. She's currently very curt and agoraphobic. Getting her to where she likes her current party members rather than simply respecting their battle prowess would be ideal. 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) Kat's father stayed behind when he let his daughter journey into the woods with the prisoner. He no doubt believes her dead with everyone else. By the time Kat had an opportunity to leave the forest, she chose to head south after her quarries, not north to reunite with her past. 2) The Forest Spirit refused to explain to Kat exactly what the importance was of the seed. It was adamant that consequences of not recovering it would be dire, but what they would be was never made clear. It will 'end the world' in one sense, though whether that's a literal death of the world or the dawning of a 'new era' is unclear (and probably depends on exactly what happens with the seed). 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 Spirit of Vaelhas Forest always appeared to Kat as a fox, solid and warm if she ever needed companionship, larger than life and insubstantial when it needed to speak with the authority of a teacher or liege lord. 2) Kat's father 3) Silvertongue: One of the two survivors, an unusually well-spoken Half-Orc. During his time with Kat's father's Adventuring Company, he claimed to be a Paladin of Bahamut, though she would not be surprised (and in fact, assumes) to find this was a lie, since he may have gotten the Company killed for some nefarious purpose. 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) Having been away from people for seven years (and, in the time before that, among coarse, unsavory mercenaries), Kat is extremely uncomfortable among people. She prefers to camp and hunt outside of cities while her party sleeps in inns. She is indifferent to money and other treasures found while adventuring, though she grudgingly admits they're usefulness. 2) She has no problem responding with violence and drawing a bone knife at the slightest provocation (especially where that smug, grabby rogue was involved&hellip 3) She tries to understand the 'spirit of a place', trying to feel how all the living pieces fit together. This is part of why she finds cities so baffling. All the life in the cities are parasites, not predators or prey. From her outsiders perspective, everyone simply crams together trying to feed off of everyone else. She can't fathom why peopl clump up without room to run or hunt or forage when there's a vast wilderness all around their cramped forests of stone trees, why they don't simply leave and survive on their own if they're all so miserable in the city. Name: Tilorn Kain 1) He is a war priest, leading human forces against the forces of chaos and destruction. 2) He is stoic, tall and strong from the constant fighting in the past 20 years. 3) A man of few words, speaking only when spoken to outside of combat. 4) He has many scars across his body, none that stand out, and none on his face. 5) Years of rigorous training and discipline changed his everyday life and distanced him from the common vices of Man. 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) He is sent by his church on a journey to find a great weapon to help against the ever invading hordes of demons. 2) After an epic battle of some sort, a divine intervention takes place that, if he is judged worthy, transcends him to divine status. 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) Slowly loosing sanity, as the voice in his head is slowly spreading seeds of corruption and hatred. 2) No memory of his origin or life before joining the church. 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) My mentor, very old even when I first met him, taught me all I know and has shown me the path to righteousness.
3) My greatest enemies, heretics, blasphemers and the corrupted. My whole life I fought against them, knowing no rest. 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) Wearing a holy symbol around his neck, in dire moments he grabs it and shouts: "For the Emperor!". 2) Never being with a woman his whole life, he gets nervous when approached by women. 3) His most prized memory, the day the Emperor spoke to the people of the church, issuing the order that sent him on his mission.
First time doing this...here goes!
Thom, human fighter (multi-class barbarian) Step 1: Background Spoiler: Show Thom was living (more like surviving) in a small cottage, with a small plot of land he tilled and his small, yet fiery, wife and even smaller baby girl, Rebeka. When they went into town one day to sell some stockpiled goods, a skirmish between a would-be thief and Thom broke out, catching the eye of a King’s-Man. This man, Demetri Skarsgad, noticed Thom’s remarkable natural fighting ability and approached him with an offer to join the King’s Army as a soldier. Good, quick pay for someone with obvious natural talent as a warrior. Thom agreed, on the condition that his wife and child would get the money directly. During his training, Thom found he was much better than Demetri led on, even potentially being better (with time) than his instructor, Master-at-Arms Geros, who had years of campaigning experience before Thom even met his wife. He showed skill with all manner of weapons, his weapon of choice was a huge, two-handed great sword. Then the King called his soldiers to the field in a war over trading routes. Thom was able to visit his wife and young child before heading to war. As he left, his wife gave him a violet silk band that she used to tie her hair up while working. Throughout the war, Thom kept this token on him, tied to his bracers. Arrows seemed to always miss him, blows from sword and axe and spear and mace seemed to always be a glancing blow, so long as he wore that token his loving wife gave him. Then came the fateful day his commanding officer ordered him to kill the opposing general’s family that they had captured. He disobeyed, not wanting to tear apart a family when his own was just beginning to start. Instead, Thom struck off his commander’s head with a single slash, stole his prized horse and rode hard back to his small cottage. When he arrived, he saw a horse he recognized: Demetri Skargad’s horse. Thom kicked open the door into his own house, only to find his loving wife in bed with Demetri. With a roar to put a lion to shame, he threw himself at Demetri, smashing the man’s face in with a single blow. His wife tried to stop him leaving a deep gouge over his left eye, so he backhanded her so hard, he broke her neck. The snap of her neck brought him back to reality and out of his rage. He fell to the floor at her side, cradling her broken form in his lap. When he stumbled from the cottage, he remembered his little girl. He searched desperately for her, but could not find her. Then he saw a small gravestone, on the very fringe of his land. That was the moment Thom ceased to exist. A soul-wrenching, mind-splitting scream erupted from his throat. When the scream died away, all that remained was a large form in chainmail and a pitted great sword, a hollow husk of what used to be a caring man, husband and father. When Thom returned to his cottage, he found Demetri and his horse gone. He put the cottage and his field to the torch, and watched the flames reduce his old life to ash. Thom left in pursuit of Demetri, the fires still burning behind him. Step 2: Goals Spoiler: Show 1. After several years of wandering, selling his sword to the highest buyer, with feeling nothing but rage, memories of feelings begin to surface. Thom tries to suppress these memories, not being able to bear the pain that they bring, yet he yearns for feeling something besides this core-deep fury.
2. Thom’s main goal is to see Demetri Skarsgad dead by his own hand, along with the King who took him away from his budding family. Step 3: Secrets Spoiler: Show 1. Thom’s biggest secret is that he still carries his wife’s violet silk band on him. Most people don’t notice it, for it is forever stained with blood as it is now the grip on his sword.
2. Unbeknownst to Thom, his daughter Rebeka is still alive. When Thom’s wife first took Demetri to bed, Rebeka was appalled at her mother for betraying her father. At the age of 8, Demetri threw her from the house and pronounced her dead, telling everybody a wild animal had ravaged her. In the forest, an elven hermit found her dehydrated, starving and exhausted. He took her in and raised her to be a very skilled druid. Step 4: Relationships Spoiler: Show Friends: About a year after Thom disobeyed a direct order, killed a superior officer and discovered his wife’s infidelity, Master-at-Arms Geros found him in a tavern after a very long and tiring search. Thom thought Geros was there to kill him, when in reality Geros came of his own freewill after disobeying his own orders to kill innocents. They travelled together for several seasons until old age finally crept up on Geros and he could not dodge an arrow in time, punching through his armor and severing his spine from his pelvis. Thom carried him to the next town, and got Geros set up in a small house with a local serving girl to help him survive. Every so often, when Thom’s campaigning brings him close by he stops in to check on him.
Enemy: Demetri Skarsgad told the king of what happened, and by then news of Thom’s insubordination reached his ears as well, so the king put out a notice: Thom was to be killed on sight for murder, stealing a horse and disobeying a direct order. Proof of death would bring the slayer of this man 1000 gold. Bounty hunters are constantly accosting Thom everywhere he goes. Step 5: Memories, Mannerisms and Quirks Spoiler: Show Since losing his family, Thom has experience very little memories of his past. The most vivid that brings both fleeting moments of happiness and pain is the day Rebeka was born and he held her in his hands the first time.
A habit that Thom picked up in his training, that still stuck with him through the war and his campaigns since is popping his neck from side to side, first the right then the left.
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