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.
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.
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!
Dig Dug is an individual that values strength above all else.
He is arrogant in his own endurance and ability to overcome any obstacle.
His armor and flesh are obviously worn but well taken care of.
A mercenary by trade, Dig Dug is now sought out by a kingdom as he failed to do his job. He will tell people what happened, but doesn’t talk of it unless asked.
Raised in mountains of rock and soil, he idolizes the bulette of which he encountered on numerous occasions.
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.
Dig Dug desires to pick up mercenary work again once he can rid himself of those that want his life.
I would like Dig Dug to focus on being one with the earth around him. This would be manifested in the Earthshaker paragon path and through feats that allow him to have decent senses in spite of wisdom not being one of his main stats.
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!
One job that Dig Dug was contracted for was to help a prince escape as his small kingdom was under attack. When confronted by the opposed forces, Dig Dug fought well, but the prince was revealed to be a coward. All others protecting the prince were killed. Moving on at quite a quick pace, Dig Dug left the panicked and slow prince to a fate that Dig Dug didn’t really care about. Dig Dug was not going to aid such a coward.
Dig Dug’s creation was in a lab of a far off corner of the world. The lab was left in shambles after the wizard’s death and he only recalls being among a tribe of goliath. He has never investigated his past and really feels the past is unnecessary.
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.
Dig Dug’s old chieftain, Baruk, was a goliath, quick and nimble. Though slight, Dig Dug could not beat him in any game of ability or skill.
A once mercenary, a human by the name of Tim Banks hit it big on a job unknown to Dig Dug. They had worked together on and off but now Tim had settled down. A girl and a job as a baker, Tim is showing such weakness that Dig Dug had never seen in him before.
The king of a small nation, King Eisen II, is still vying for the life of Dig Dug. Many a mercenary, thug and bandit have found Dig Dug and now are dead. Dig Dug doesn’t really see why the king is so upset that his coward of a son is dead.
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.
Dig Dug will test his friends until they prove themselves.
Any weakness seen in him will be totally ignored and denied by him.
Sometimes the primal spirits come close and he is completely unmanageable in social situations. He will act distracted and almost fearful, but hides it relatively well.
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 wishes to reconstruct himself into an all-powerful being. He has no ultimate goal beyond that; he simply wants to prove that he can do it.
2) I hope for Metatron to seemingly fulfill this goal, only to realize that he has no further goal or purpose in his life, leading to an existential breakdown.
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) Metatron, for obvious reasons, hides the fact that Vecna has visited him on a few occasions inquiring into his work. 2) Metatron believes Vecna aids him simply because they share a love for advancement in arcane knowledge. In truth, Vecna is interested in using Metatron's research to his own ends, plotting eventually to enslave or dispose of him. 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) 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. 3) Balthazaar the Sage: Metatron's creator, he was formerly a devotee of Ioun until he went mad and power-hungry. He went so far as to name Metatron before deciding to use him in an expiriment meant to test the vitality of his creation. Recognizing that the expiriment would've killed him, Metatron escaped. It is currently unknown what became of Balthazaar.
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
4) Fun trivia: The name Metatron is taken from Christian theology. He is the highest of the angels, who primarily serves as a scribe and pulls double duty as God's primary messenger to humanity. It is also one letter away from the name Megatron.
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.
I'm both chaotic and orderly. I value my own principles, and am willing to go to extreme lengths to enforce them, often trampling on the very same principles in the process. At best, I'm heroic and principled; at worst, I'm hypocritical and disorderly.
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. AnswersShow
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.
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.
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. Spoiler:Show
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.
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
Kaldred was the fourth child of a large, very rich merchant family. His father instilled in him strong value in keeping one's word, perserverance and self-sacrifice. His large array of talented siblings has made Kaldred somewhat competitive, out to prove himself and feeling like he needs to find his own niche in the world to stand out.
He has never needed to work for a living. He's been a scholar by choice, due to a natural curiosity and natural intellect, but it's never truly been a career.
Drives - Primary/Secondary/Tertiary
Kaldred's primary drives are curiosity, compassion, a strong sense of justice, a desire for acceptance, and loyalty.
Goals - Short-Term/Medium-Term/Long-Term
In the short term, Kaldred is looking for a Flame Adept to help him master his newfound power. In the medium/long term, he would like to be able to face his family again. Behind both of these lies an urge to cope with the major burden he has accepted in the form of the curse.
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.
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:
Find his parents, wherever they are.
Lead his new adventuring party and protect them as a stronger ally.
Secrets:
(Known) Willamin knows that his parents went after a legendary wyrm, seeking to slay it.
(Unknown) The truth is he is cursed for one of his parent’s failures.
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.
And the #1 item for the morally bankrupt... Why settle for a statue of a nude elf in your bedroom when you have a real, live nude elf, petrified and unpetrified on your command. She wears a tiara, when you utter a command word, she will be petrified, unpetrified, or disciplined. Any attempts by her to remove the tiara will be futile. Use her only as a statue, or to entertain any debauched desires you may have. 125,000 GP.