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1 year ago  ::  Jan 19, 2009 - 2:07PM #1
The_Stray
Posts: 1,165
Date Joined: 12/13/03
I like Von Jeggett for a nice, German sounding surname. I also like Von Kaje and Von Kruger.

And a TMB on a whole culture? Rock on!
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1 year ago  ::  Jan 19, 2009 - 9:22PM #2
Zousha_Omenohu
Posts: 2,125
Date Joined: 04/20/07
And here's another of the colorful cast of Firepoint!

Gar Mawtooth

"You're testin' my patience. People who test my patience usually learn not to do so again."
Background and Character Information Show
1. Gar Mawtooth is the until recently undisputed kingpin of Firepoint's criminal element. Gar's crime syndicate, the Mawtooths, control all smuggling that goes through Firepoint, as well as running a few protection rackets on the side.

2. Most people would not think a dragonborn would stoop so low as to become a criminal, but most people have never met Gar. He stands an intimidating six foot four, and his body is full of muscle. He keeps his acid-green scales polished, and dresses in functional but snappy clothes. If pressed though, he is more than handy with a weapon, and any who've tried to take him out, whether they be a Razor Guild assassin or one of his own cronies making a play for the top, have met a grisly end on the wrong end of his favorite mace.

3. Gar founded the Mawtooths as a small criminal gang, not unlike how Miss Cutter's Razor Guild got its start. They started mainly as racketeers and legbreakers for bigger and meaner criminals, but Gar thought they could be more. He started to become more and more involved with the competing smugglers in the city, eventually claiming one organization for himself. By that point, the other smugglers had come to rely on him and his gang, and one by one, they were swallowed up by the Mawtooths until they had a monopoly on all contraband in the city, a monopoly which has never been contested until now.

4. While Miss Cutter's Razor Guild had criminal origins, the guild has tried to take Gar's head for years. They couldn't arrest him on conventional grounds. He covered his tracks too well, and his transactions were all throtoughly laundered. Furthermore, Gar enjoyed the company of some of Firepoint's nobles, who in return for his syndicate's services helped him avoid the arm of the law. Eventually, the Razor Guild decided to do things the old-fashioned way and assassinate the upstart criminal. They dispatched a squad of assassins to track down Gar. Only one returned, battered to within an inch of his life and scared stiff. He recounted with horror how Gar had singlehandedly killed the rest of the squad, letting them dangle and taunting them as they tried to score a hit on him, while he mercilessly bashed their brains out. At that point, the Razor Guild simply stopped trying. They figured if the Mawtooths ever got out of hand, there'd be plenty of foolhardy adventurers and do-gooders who'd be willing to take a crack at the crimelord.

5. Gar's current issues primarily involve the arrival of competition in Firepoint. The halfling-led thieves guild of Lunaer, known as the Lords of Luck, have come to Firepoint fleeing the destruction of their home-city. Gar immediately offered them a place amongst the Mawtooths, knowing the cunning halflings to be good businessmen and burglars from his smuggling deals with them in the past. The guild's head, Lady Killi Took, declined Gar's offer. Instead, the Lords of Luck set up shop in Firepoint as rivals, prefering to keep their independence. They soon started undercutting his smuggling profits and thieving from the people who payed the Mawtooth's protection money. To Gar Mawtooth, who was used to getting what he wanted, was enraged at Lady Took's defiance, and has since started a shadow war to wipe the Lords of Luck from Firepoint.

"Only a thug tells people what he wants. Do I look like a thug to you?"
Goals Show
1. These days, Gar's every waking hour is dedicated to figuring out a way to wipe out the Lords of Luck, whom he sees both as a threat to his supremacy and as insolent wretches who had the gall to challenge him. Gar's anger is so great that he refuses to accept anything less than each member of the Lords of Luck dead, and Lady Took's head on his desk as a paperweight.

2. Gar's other problems mainly relate to how the smuggling economy has changed with Lunaer's destruction. In addition to uprooting the Lords of Luck, the loss of the city also ruined much of Gar's profits. He's currently looking to salvage what he can, pressuring Firepoint's smuggling neighbors to increase profits.

"You're starting to get nosy. Do you know what happens to nosy people?" he eyes you wickedly as he fingers the handle of his mace.
Secrets Show
1. Gar has made contact with the shadar-kai of Narsopath to discuss the trade of contraband and such. He knows not to trust Firepoint's immortal enemies as far as he can throw them, but he's eager to recoup the losses that Lunaer's destruction brought in any way possible.

2. Gar has been contaced by Gethyn Orak, Firepoint's wealthiest noble, who seeks to enlist the Mawtooths' aid in driving the Pelorian church out of Firepoint. So far Gar has ignored Orak's requests, believing them to be short-sighted and stupid. He has no quarrel with the Pelorians, especially since they're not picky about who's injuries they heal or suspicious about where said injuries took place. Gethyn has recently promised him aid against the Lords of Luck however, causing Gar to start reconsidering.

"Unfortunately it's not polite for a gentleman to reveal his associates' identities."
Contacts Show
1. Gar's most prominent associate in Firepoint is Avagdu, Miss Cutter's second-in-command and the unofficial leader of the Razor Guild, given that Miss Cutter's duties are now the affairs of the city, and she can't manage the Guild as personally as she did in the past. Avagdu, an ambitious and skilled elf, hoped that Miss Cutter's new position meant the leadership of the Razor Guild would be passed to him. Unfortunately, Miss Cutter didn't agree with him. She has made no indication of turning the guild over to Avagdu. Thus, Avagdu takes any opportunity he can to subvert and hassle Miss Cutter's duties, spitefully working against her. This is why he works with Gar, since his syndicate has been a thorn in the side of the Razor Guild for a while. Avagdu keeps Gar posted on happenings in the city and keeps the rest of the Guild from hunting him down, but there is nothing Avagdu can do about the Lords of Luck as a strike against them would be too obvious.

2. Gar's single-most hated adversary is Lady Killi Took, leader of the Lords of Luck. Gar believes Lady Took's refusal to unite her guild with his as a grave insult. Lady Took, in turn, believes Gar to be a brute and a bully who hides behind a tissue-thin veneer of politeness. Her naturally independent halfling spirit wouldn't allow her to spend the rest of her life toadying to the likes of Gar. The two crimelords thoroughly hate each other, but Lady Took has no idea just how far the Mawtooths are willing to go to eliminate them.

3. While there are no laws legalizing or outlawing prostitution in Firepoint, Gar nevertheless keeps tabs on the brothels of the city. Most of them pay him protection money and offer a discount to his men. One of these is the Orange Lounge, which has the reputation of being one of the most expensive in town. The madam, a tiefling named Charity, has resignedly accepted the Mawtooths' protection, but Gar does not indulge in the Orange Lounge's services for several reasons. Firstly, Gar finds sexual intercourse boring, and has never understood the warmer-blooded races obsession with it. Secondly, he finds both Charity and her employees extremely unattractive even by humanoid standards, since Charity demands that any prospective employees undergo a period of fattening and pampering before they start work. Very few people know this however, which makes the Orange Lounge a bit of a mystery. Gar, however, knows the Orange Lounge's secrets, and both it and its madam disgust him.

"You're wasting my time. Time is money, and you're costing me a fortune with these prying questions."
Memories Show
1. Gar's favorite memory was that of his first gold coin. He was barely ten years old, and he remembered meeting a noble kid whose father had been going slumming. He threatened to beat the kid up if he didn't give him some money, and eventually got the kid to cry before handing over the money. Gar used that money to buy a cudgel, his first weapon ever. He never saw the noble boy again.

2. Another memory of Gar's was the night he effectively took control of Firepoint's smuggling. It was a stormy night, which isn't uncommon in Firepoint, given that it rains constantly. But Gar could almost feel the electricity in the air as his men seized control of one of the smaller smuggling dens. Normally the smugglers would have come down on the head of the usurper, exept that the usurper's men were the ones they would have sent to do the job. The leader of each cartel met with Gar in private, one by one, until by midnight, Firepoint's entire smuggling network belonged to him.

3. A more recent and more painful memory for Gar is the reply he recieved from Lady Killi Took to his proposal of joining the Mawtooths. He thought he had worded it politely enough, even if all it really said was "Join the Mawtooths or suffer the dire consequences of refusal." Lady Took's response however, couldn't have been more blunt. He recieved a small envelope, and was shocked to discover that the note was written on the inside of the envelope. The note read: "No, you..." followed by a number of impolite expletives and racial slurs. As if that weren't insult enough, she thought so little of him that she didn't even bother to write the note on a seperate sheet of paper to put in the envelope. What followed after reading it was a blur, but afterwards Gar's office needed a new desk...and a new wall.
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1 year ago  ::  Jan 20, 2009 - 8:33PM #3
The_Stray
Posts: 1,165
Date Joined: 12/13/03
I really, really enjoy the Firepoint NPCs you post, Zoshua. Keep it up...it's nice to see detailed campaigns like this.
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1 year ago  ::  Jan 20, 2009 - 10:52PM #4
Zousha_Omenohu
Posts: 2,125
Date Joined: 04/20/07
Hell, we haven't even arrived at Firepoint yet! It'll be amazing when we finally get there!
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1 year ago  ::  Jan 20, 2009 - 11:34PM #5
The_Stray
Posts: 1,165
Date Joined: 12/13/03
Yeah, I know the feeling. Some of the NPCs I've posted the characters have met maybe once or twice, while some they haven't met at all yet. But I find it useful to have lots and lots of stuff ready, so that I can add in things as the players progress. It allows me some flexibility when creating stories, because I can introduce elements and see which things the players seem excited about.
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1 year ago  ::  Jan 21, 2009 - 1:32AM #6
The_Stray
Posts: 1,165
Date Joined: 12/13/03
I have some new villains that I introduced over the last few sessions, thanks to a returning player who wanted to pick up where he left off. So, I introduce:

The Fetch hunters of The Wild Hunt

The Ten-Minute Background of Tasha Darkthorne, Scion of Royalty

Step 1: "Listen to me, and listen well. I've let your antics go by without comment before, because you are the best damn tracker I know, and you used to be the best damn archer, too. But your bleeding heart is getting in the way of our job, and I will not tolerate another failure like this. Do your job, or you will suffer their fate. Are we clear?"

Background Show
1) Tasha Darkthorne is the daughter of Our Lady Wynowill, the queen of Minas Mesidii. Not only is she nobility, she is eladrin royalty, because she is the granddaughter of Emperor Nyroni Goldenbow. She rose through the ranks of the Wild hunt due to the influence of her mother, whom none want to cross.

2) Tasha has many expectations placed on her by her mother. Her mother wants her to become a strong and effective leader, because one day she may rise to governance of Minas Mesidii--or even beyond, if her mother has her way.

3) Tasha herself hasn't had a lot of freedom to choose her path in life, so she tries to live up to her mother's expectations. She puts on a cold front and brooks very little insubordination, but inside she is insecure and unsure of herself.

4) Currently, she is operating a small band of hunters outside of Avaleron's borders and inside the Coralton. This band poses as raiders targeting caravans, but her real orders are to hunt down and destroy Changelings fleeing the Feywild through the "Faceless Underground."

5) Unfortunately, the command she's been given is less than ideal. Her second-in-command is a certified psychopath. Her main tracker has no heart for the work, and seems to be actively incompetent. She has her own doubt about what they are doing, and is beginning to fear that she will fail, and that her mother will reject her. So she hunts the changelings with as much ferocity as she can muster.


Step 2: "Mother, what do you expect me to do? I have one hand on a madman's leash, and the other on a whip to get your enforcer moving! why have I been saddled with such liabilities?"
"You will persevere, my child. I expect nothing less of my own blood."
--Tasha and Our Lady Wynowill, during an argument.


Goals Show
1) Tasha is an enabler for several plots. She's an antagonist but not one that is entirely unreasonable. However, her overbearing mother and insecurity may have her overcompensate for her shortcomings. She also pushes forward the "Shards of Jillian" storyline. I can easily see her causing a situation when she first meets Mai'ali or Dominique, which is what propels gameplay.

2) Her own goals are complex. Right now, she is trying to prove herself to her very demanding mother, and prove to herself that she can be the leader that her mother expects her to be. But her command is not an easy one, and she has grave doubt about what they are doing to the changelings.


Step 3: "No. Oh, nonononono...no, please...go away...go away..."--Tasha, during a Trance

Secrets Show
1) Tasha has been having strange visions of meeting people who are wearing her own face, which is something she greatly dreads. These dreams spur the hunt of the changelings, because she secretly fears that she might not be an eladrin, but a fetch in disguise.

2) Tasha is one of the Shards of Jillian. The Queen of Air and Darkness, seeking to reunite all the Shards and become a goddess in full, has been sending her the visions. She is hoping that Tasha will be drawn to the other Shards, and thus bring them together.

3) Tasha is related to Dominique Leroux. In fact, she is technically Dominique's aunt. Our Lady Wynowill had an affair with a human, and the child was spirited away to the World by Old Leroux. That child lived out her life in the World never knowing that she was descended from eladrin royalty.


Step 4: "Yes, mother. It will be done."

Contacts Show
1) Our Lady Wynowill, queen of Minas Mesidii and wife of Landril Goldenbow, heir to the empire of Avaleron, is Tasha's mother. And she never lets Tasha forget that great things are expected of her.

2) Old Leroux is her contact within the White Fox Society. He provides her with the information she needs to pursue the changelings that get into the World, but Tasha doesn't entirely trust his motives.

3) Ehrrol Karolinis, a human ranger from Notre Dame and another member of the White Fox Society, has begun investigating the mysterious deaths along the "Faceless Underground," and Tasha suspects he may have learned something. She fears he may expose the Wild Hunt to Coralton forces, which will cause a massive uproar, so she has had him watched and his contacts attacked. The man himself, however, has managed to elude her pack.


The Ten-Minute Background of Trae'var Kale'enon, Fetch Hunter

Step 1: "Run, fetch! I love it when you run! It makes slaughtering you that much more fun!"

Background Show
1) Eladrin Madness is a strange things. It usually does not occur until an Eladrin has reached an advanced age. But occasionally, it strikes earlier. Sometimes, it is with an eladrin from birth. Or perhaps instead of being born mad, Trae'var was simply born without a conscience or a soul. Whichever it was, it was clear from a young age that there was something wrong with Trae'var.

2) Trae'var was always interested in causing pain. He is a sadist and a sociopath, so he was channeled into a career where those traits would serve him well. He has been a member of the Wild Hunt for decades now. His brutality and his sheer glee at committing atrocities unnerves many of his fellow soldiers, but his skills were beyond question.

3) Trained as a swordmage, Trae'var is adept at keeping his quarry close and preventing them from escaping. He was gifted with a blade known as "Shapeshifter's Sorrow," which aids him in finding and exposing shapeshifters and those who use illusions.

4) Trae'var was assigned to Minas Mesidii, and placed under the command of Tasha Darkthorne. He doesn't really care who he serves, just as long as he has license to indulge himself, and Tasha seems to have realized this.

5) Trae'var despises changelings, seeing them as things masquerading as people. Not that he cares very much about other people--he tends to see everyone around him as toys to torment for his own amusement. But something about the idea of people who can take the faces of anyone they choose irritates him beyond reason. So he hunts down the Fetch and eliminates them so that he can rest easier.


Step 2: "Fetch aren't people. Fetch are little pieces of fairy magic that came to think of themselves as people. They don't have souls. They're just twigs and leaves and glamour that fake their way through life. Nothing about them is real. Not their faces, their emotions, or their blood. They are simply...trash. Trash to be discarded."

Goals Show
1) I want the players to hate him. Not just the characters--I want to get a real, emotional reaction from my players. I'd like them to find him so nasty that killing him becomes a goal for them.

2) Trae'var's goals are simple: hunt and destroy Fetch and satisfy his apatite for murder.


Step 3: "I'm going to let you in on something. I really don't care if the thing beneath my blade is a fetch, a human, or another eladrin. It really doesn't matter to me what's screaming--I just like the screams."

Secrets Show
1) Trae'var was born without an eladrin soul. In fact, he serves as the host to a Dreameater, which possessed the child in the womb and has been there ever since. This means that Trae'var is as much of a changeling as the doppelgangers he hunts. Trae'var isn't aware of the nightmare spirit inside him, but it feeds his viciousness and encourages him to become more and more violent.


Step 4: "Point me at them. I have people to kill!"

Contacts Show
1) Trae'var has more enemies than friends. He captured the family of a changeling named Lim, and then lead the assault on the enclave Lim lived in. Lim currently works with the Faceless Underground and despises the psychopath no end. however, his family is still being held hostage in Minas Elendrii, so he can't act against the man openly. But he CAN "arrange" things, and he's hoping to do just that with the help of someone he met recently, a ranger by the name of Ehrrol...

2) Trae'var and Si'ari loathe each other, and there have been several "incidents" involving friendly fire between them. Trae'var is beginning to feel that the fetch hunters would be better off without her, and is making plans to remove her permanently.

3) The dream spirit that has invaded Trae'var wishes to use its "tool" as an instrument to fulfill its function: creating a waking nightmare for the Eladrin people. It doesn't mind Trae'var's current activities, but sees them as "training" for the real work of becoming a terror to haunt the Eladrin people.


The Ten-Minute Background of Si'ari, The Spring Cat

Step 1: "Yes, my lady. As you will, my lady. I am at your command, my lady."

Background Show
1) Si'ari Thor'taeslin is an elf, not an Eladrin. She is an archer, but she walks with a limp and has an eyepatch. Her companions believe that this injury hampers her skills with the bow, but her use as a tracker and hunter more than compensates for this lack. She is quite capable of putting down any target she does manage to hit, thanks to her special training.

2) Si'ari joined the Wild hunt as a young, enthusiastic elf looking to work directly for her childhood hero, Landril Goldenbow, hero of the Hundred Years' Chaos. However, decades of service under Lady Wynowill, Landril's wife, has left her disillusioned, bitter, and weary. Instead of serving the Eladrin Empire, she found herself working as Lady Wynowill's personal enforcer and, occasionally, assassin.

3) Si'ari dislikes hunting changelings. She has no personal animosity towards them, and her fellow hunter's zeal at hunting them down and butchering them leaves a foul taste in her mouth. However, she is not in a position to complain, because Lady Wynowill has her bound into service.

4) She knows some of the Lady's secrets, but because she was the one to implement some of the horrible things the lady has had done, she can't reveal them without exposing herself. She suspects Lady Wynowill is responsible for Lord Landril's madness, but she can't prove anything.

5) Her current assignment is to protect Tasha, the Lady Wynowill's daughter. Her hopes that the girl would be a better person have so far been dashed by Tasha's coldness and cruelty towards the fetch they hunt. She is about three steps from total despair.


Step 2: "Oh yes, ***** queen. Whatever you say, ***** queen. You'll get yours someday, though. I vow it."

Goals Show
1) Si'ari wants to find some way to escape from Lady Wynowill's control and free Landril from her grasp. She has no idea how she might be able to do this, however.

2) Si'ari is a sympathetic character. She is a contrast to the other Fetch Hunters, and can act as an ally for the PCs if they can find a way to help her escape. She has a lot of secrets that might help out the party, as well.


Step 3: "Run, child! Run, and never return, or it will be death for you! Do you hear me? It will be your death!"

Secrets Show
1) Si'ari knows about all of the skeletons in Lady Wynowill's closet. She isn't exactly long on loyalty, either. To prevent her from rebelling against her, Lady Wynowill had Soveliss Greensteel replace one of her eyes with a magical prosthetic that allows Lady Wynowill to look through her sight whenever she desires. It also allows her to punish Si'ari by sending her a jolt of intense, blinding pain. So far, this has proven to be an effective measure, but Si'ari is growing increasingly weary of being under the Lady's control all the time. The eye does not make Lady Wynowill privy to Si'ari's thoughts, just her sights, for which Si'ari is thankful.

2) When Lady Wynowill was consolidating her power, she decided to remove Landril's young daughter so that her own children would be in line for control one day. She tasked Si'ari with eliminating the girl. Si'arli led the girl into the forest, but couldn't bring herself to kill the child. Instead, she chased the child off into the forest, hoping that she could survive but fearing that the child would die. The child did survive, however, and was raised in Shroudmist Grove. The child is Lady Topaz, an adventurer working for the Draconic Brotherhood.

3) Si'ari hates what her life has become, and she's taken to passive-aggressively sabotaging her efforts. She tries her best to help those her band attacks by pretending to be incompetent. However, her training and reflexes often get the better of her. Also, her quiet rebellion has not gone unnoticed by Our Lady Wynowill, who is planning on punishing her horribly for her resistance if she keeps it up.


Step 4: "I know plenty of people. Many of them are now dead. Do you really want to get to know me, too?"

Contacts Show
1) Our Lady Wynowill is Si'ari's lord and master. She has held Si'ari's life in thrall for the better part of a century now, and Si'ari knows her lady better than anyone else--or she thinks she does, at any rate. Si'ari loathes her servitude, but is currently powerless to do anything about it.

2) Si'ari has met a changeling named Lim, who works for the Faceless Underground. She feels a kinship with him, because he's forced to do terrible things against his will, as well. She would like to help him out, but she has her own problems.

3) Si'ari regards the human ranger Ehrrol Karolinus with a mixture of respect, awe, and pity. She admires his conviction and principles, and secretly delights in his ability to frustrate her fellows, but she knows the truth about the secret society he works for, and she believes he may be dangerously naive about its nature. She cynically believes its only a matter of time before he's betrayed and captured by his comrades, and that will be the end of it, but she keeps rooting for him in secret.


design notes Show
This trio of villains is my game's introduction to the politics of the Feywild in my game, especially the empire of Avaleron. They came together out of a desire to create nice group of villains who would draw the party into the problems with The Faceless Underground, and hint at the problems withing the White Fox Society.

In the previous game (on which my current campaign is based) Si'ari was a major NPC, and her history there was very much like the one presented here. When I decided that I wanted the Eladrin Empire to be a major factor in this story, she became part of a unit with some other ideas I wanted to develop.

Tasha Darkthorne was based on two things. One, a friend of mine played a character named "Tash Darkthorne" in a game I very much enjoyed, so I wanted to honor her character. Also, I wanted to introduce another Shard of Jillian, so I could advance that plotline a bit.

Trae'var is meant to be the most hated member of the group, and the one who the party won't hesitate to slay, given the chance. The other two have either sympathetic backgrounds or interesting plot coupons--Trae'var is a villain to be hated and killed. He also highlights some of the worst traits of the Eladrin race. In that way, he's color for the campaign.
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1 year ago  ::  Jan 21, 2009 - 4:13PM #7
Roguemagus
Posts: 642
Date Joined: 03/11/07
  • Winner YMtC'ing with the Stars!
I like these ones. They're perfect for a quirky miniboss squad.
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1 year ago  ::  Jan 21, 2009 - 7:28PM #8
The_Stray
Posts: 1,165
Date Joined: 12/13/03

Roguemagus wrote:

I like these ones. They're perfect for a quirky miniboss squad.


Which is exactly their role in the campaign. Thanks for noticing.

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1 year ago  ::  Jan 21, 2009 - 11:57PM #9
Lord_Ventnor
Posts: 4,108
Date Joined: 07/09/08
  • Heroic Dungeon Master
Another character by me. He's currently being used in a play-by-post game as well.

Galahad Springeme, Fey Pact Warlock

Background Show
1.) Galahad was born in a small, woodland village to an elven mother. He was named after his father, who died before he was born.
2.) Galahad's village was attacked by a Drow raiding party when he was 6. He became separated from his mother during the attack, and fled from the village in fear and confusion.
3.) He was pursued by 2 Drow slavers, but was saved from them by a small group of Eladrin, who killed one Drow and sent the other fleeing.
4.) After discovering no other survivors in the village, the Eladrin took Galahad with them to the Feywild, and he became the ward of the Eladrin Bralani of Spring, Lord Immerial Springeme.
5.) Galahad befriended Immerial's youngest daughter, the Lady Astrianna Springeme. As he grew up, these feelings soon turned towards love, love that Astrianna returned.
6.) Galahad approached Immerial on Astrianna's 20th birthday, intending to marry her. Immerial was not keen on his daughter marrying an outsider, although he acknowledged that Galahad would potentially be a good husband for his daughter. In the end, he decided to give Galahad a test, and sent him to the material plane with a list of objectives to accomplish, should he wish to wed Astrianna.
7.) Before leaving, Astrianna performed an ancient fey ritual on Galahad, unlocking some of his inner magical power. Not long afterward, Galahad departed the Feywild, intending to return to his beloved after completing his tasks.


Goals Show
1.) Galahad's big goal right now is to marry Astrianna. To that end, he has journeyed to the Material Plane from the Feywild to accomplish a set of tasks that Immerial has set out for him.
2.) Galahad is also intrigued by the powers that Astrianna granted him, and wants to develop them to see how powerful he can become.


Secrets Show
1.) Galahad has realized that the Arcane Ritual he and Astrianna performed has done more than unlock his magical powers: it also binds their very lives together: he he should fall in battle, Astrianna would perish as well. Likewise, Astrianna has been researching old fey magic in the Feywild, hoping to impart more powerful spells to Galahad*.
2.) Immerial Springeme noticed the ritual used by his daughter and his ward, and is carefully following Galahad's movements in the material plane, for two reasons: to keep his daughter safe, and to determine if Galahad cold possibly tip the balance in the ongoing struggle between him and the Formorian Trungara
3.) For the DM to come up with.

* Learning new powers when leveling up.


Relationships Show
1.) Astrianna Springeme is the daughter of Lord Immerial Springeme, and the love of Galahad's life. She is also technically his patron as well, although the only stipulation of their deal is that he return safe and sound to her. Both beautiful and intelligent, Astrianna is one of the most sought-after princesses in the Feywild, although the only man that she would deign to marry is her "Gally."
2.) Lord Immerial Springeme took Galahad in after the Half-Elf was brought to the Feywild, and he has a vague fondness for him, although as one of the most powerful Eladrin Nobles, he generally devotes more time to politics. He sees potential in Galahad, though his two centuries of life have taught him that potential is not enough in the world.
3.) Trungara is a powerful Formorian warlord who has been Immerial's rival for over century now. Galahad has only seen Trungara once, when the Formorian personally led a raid on Immerial's palace that resulted in Astrianna's kidnapping. She was later rescued, but Trungara still remains at large. Immerial doesn't have the strength to combat Trungara directly, although if the Formorian was killed, the resulting civil war among his many children would probably rip his holdings apart. Whether Galahad will play a major role in this battle remains to be seen.


Memories Show
1.) One of Galahad's most vivid memories was of seeing the terrible Formorian Lord Trungara. He had been hiding with Astrianna in a tower after the Formorian's forces assaulted Castle Springeme, and seeing the monster before him evoked a fear in Galahad like no other. Yet, Galahad stood between him and Astrianna, determined to defend his friend. The gesture was ultimately futile, as the deformed giant merely laughed and easily brushed the half-elf child away before making off with the Eladrin Princess.
2.) Galahad's favorite memory might be his confession to Astrianna. It had been after her 20th birthday gala, and festivities were winding down. Both were outside, and acting on a rare impulse, he kissed her, before telling her his feelings for her. Astrianna said that she in turn loved him.
3.) The powerful fey ritual that Astrianna performed is still in Galahad's mind. It took over a day to complete, and involved both of them taking old oaths that irrevocably bound one to the other.


Design Note Show
The idea behind Galahad is a Warlock powered by love. I just remember during one of those "Warlock Motivation" type threads that pop up occasionally, thinking that a Warlock who's patron, rather than being some evil being, is actually the Warlock's "true love," and that the arcane powers granted by said patron is not a carefully crafted deal, but rather an expression of love, would be pretty cool.
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1 year ago  ::  Jan 22, 2009 - 6:26AM #10
The_Stray
Posts: 1,165
Date Joined: 12/13/03
Very nice. It's interesting to see a character motivated and empowered by love.
When the Cat's a Stray, the Mice will Pray
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