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Dungeons & Dra.. 4e Character Deve.. The Ten-Minute Background--Post your characters!
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3 years ago  ::  Aug 23, 2010 - 6:07PM #851
Diachronos
Date Joined: Oct 30, 2009
Posts: 175
Valren Bloodmoon
Drow (Vampire) Swordmage

Background:
  1. While he loathed the ways of the Drow, Valren didn't actively search for a way to escape them. Instead, he decided to bide his time and wait for a chance when he could do so with little trouble.
  2. When he was selected to take part in a surface raid, Valren knew that he finally had a chance to escape the Underdark for good. As the others prepared for the attack, he used some of his magic to create a statue of Lolth, saying that he wanted to ensure that the Spider Goddess witnessed what happened that day. After getting the approval of even the high priestess who'd accompanied the group, he showed them what he'd meant: one blow later, the statue was just a pile of rubble. As you would expect, he had one hell of a time fighting off the outraged raiders.
  3. With nowhere else to go, Valren set out as a mercenary. He learned several of the languages used by the surface races, both to make interactions with them easier and because he was greatly interested in their cultures. Over time, he'd built up a bit of a reputation as an honorable warrior.
  4. Those who knew Valren before he was made into a vampire claim that he is almost the same as he was before, the only real differences being his fangs, occasional hunger for blood (only taken from animals or those willing to let him feed on them), and a preference for being out during the night instead of the day.
  5. In time, he created a sort of "criminal group" that takes part in the black market, but not in the way you'd think. Slaves purchased by his group are freed and receive aid in returning to their former lives, and illegal substances (and those who are buying/selling them) are turned in to the authorities. 

Goals:
  1. One of Valren's greatest dreams is to help forge an alliance between as many races and civilizations as possible. There are enough threats to the world as it is without people fighting each other for petty reasons.
  2. He also wants to find a woman he can settle down with. He could be considered to be something of a womanizer, albeit one who shows great respect for the women he pursues, but he also wants to try for a lasting relationship, preferably one that ends up with the two having children.
  3. I'd like to see Valren's "criminal" group become a widely-recognized force of good, like a large mercenary group who fights for the right reasons instead of just doing whatever the highest bidder wants.

Secrets:
  1. How he became a vampire. One of his contracts had been to rescue an elven princess who'd been abducted by aliens a demon-worshipping cult as a sacrifice to summon the demon they worshipped. Valren had found the cultists and rescued her, but it turned out the cultists used poisoned blades. He held out until he'd brought her back, but collapsed as the king and queen were presenting him with his payment. The daughter had insisted on nursing him back to health out of gratitude, and even offered herself to him as her way of thanking him. While he declined at first, he finally gave in to her persistence. During that particular night, she revealed to him that she was a vampire, and turned him into one.
  2. Valren is actually part demon. At some point in the past, one of his ancestors had had a child with a demon. While there is very little demon blood in him due to how long ago it happened, he's the first of his family to be able to tap into it since several thousand years ago. While he enjoys the power it brings him, he tries not to abuse it, fearing that it might either corrupt him or become detected by someone who wouldn't think so highly of his heritage. His family has always claimed that the demon blood in their veins is that of Orcus himself, something Valren finds to be quite a joke.

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

Memories/Mannerisms/Quirks:
  1. He has a bit of a soft spot for children, and as mentioned above he's quite a flirt with women.
  2. While he doesn't specifically follow any particular deity, he pays respect to all of them and follows the teachings that go well with his ideals.
  3. Valren is always trying to lighten the mood, even in serious situations. Unless you make him mad.

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3 years ago  ::  Aug 23, 2010 - 9:05PM #852
Pashalik_Mons
Date Joined: May 17, 2009
Posts: 7,095
Korrius of Rekkenmark, Tiefling Ardent

 

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. Show

 
1. Korrius grew up poor on the streets of Rekkenmark, a town in Karrnath.  His mother runs a small shop selling magical odds and ends.   As a young boy, his psionic talents began to manifest, and he helped feed his family by telling fortunes.  When he was 16, he joined the Karrnathi army to help defend his town and provide money for his mother and sister.  

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

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

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

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

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

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

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


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


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

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

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


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

 
 
1. Shortly after resigned from the army, Korrius was approached by an agent of King Kaius III.  They wanted him to travel the land, encourage goodwill toward Karrnath, and maybe turn a few things to the King's advantage.  This is why he travels as he does.  Korrius is willing to do this because he believes in his King, and especially his King's message of peace in Khorvaire.  

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


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


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

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

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


Seriously, though, you should check out the PbP Haven.  You might also like Real Adventures, IF you're cool.
Knights of W.T.F.- Silver Spur Winner


4enclave, a place where 4e fans can talk 4e in peace.
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3 years ago  ::  Aug 23, 2010 - 10:12PM #853
Krazed
Date Joined: Jun 7, 2010
Posts: 118
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.
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3 years ago  ::  Sep 06, 2010 - 8:18AM #854
Sharki
Date Joined: Jan 10, 2009
Posts: 59

Maekir the Second, Human Resilient Battlemind (Wilder)

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


Spoiler: Show

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




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


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...

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3 years ago  ::  Sep 10, 2010 - 8:52PM #855
stoloc
Date Joined: Mar 28, 2008
Posts: 963

May 26, 2008 -- 10:45AM, The_Stray wrote:


 


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


[Pelandros Of house Cyredelar]


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


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


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


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


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


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


[Example]


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


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


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


[Example]


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


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


3)


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


[Example]


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


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


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

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


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


[Example]


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


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


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


 


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




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3 years ago  ::  Sep 16, 2010 - 9:13PM #856
Zude
Date Joined: Oct 16, 2007
Posts: 52
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? 
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3 years ago  ::  Sep 28, 2010 - 9:45AM #857
Adromalath
Date Joined: Apr 26, 2010
Posts: 13

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.



 

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3 years ago  ::  Oct 12, 2010 - 4:29AM #858
BrennonSithech
Date Joined: Mar 4, 2010
Posts: 67
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. 



 
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3 years ago  ::  Nov 14, 2010 - 12:11PM #859
Olinswordforger
Date Joined: Apr 9, 2008
Posts: 190

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.

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


 


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



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.
Secrets:


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.


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2 years ago  ::  Nov 19, 2010 - 9:18PM #860
Warriros
Date Joined: Nov 19, 2010
Posts: 5
K. Warriros
Human Bravura Warlord

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

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

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

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