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Dungeons & Dra.. 4e Character Deve.. The Ten-Minute Background--Post your characters!
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2 years ago  ::  Feb 24, 2011 - 11:12AM #881
Miranda2r14
Date Joined: Feb 24, 2011
Posts: 1

Alithlas Kanethar, Elven Druid

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

  • Alithlas is young and has had more exposure to nature and solitude than she has people. She spends long stretches of time in the wilderness around her mentor’s territory with only her animal companion Eagle.
  • Her mentor is a high level/ranking druid possibly related to her in an unknown way. This man raised her and is for the most part the only person she’s had regular contact with.
  • Her parents/family/past have never been much of a concern to her and her mentor has never felt the need to tell her anything about them or why he’s been the one to take care of her.
  • Having no experience or concept of Law in her life, she emulates the random chaotic element of nature. She takes what she needs and kills to eat, protect herself or further her goals. Killing may not be the first answer but it’s fine to be the last answer.
  • Her mentor has a debt to pay and Alithlas is joining the campaign to fulfill it.

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

  • Nature or Nuture? Is Alithlas destined to be drawn to evil, to make the world a darker place? Will her adventures and choices redeem or damn her.
  • The character has a thirst for adventure, a bit of the wanderlust of her father. She wants to explore the world and gather knowledge.

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

  • Alithlas is drawn to pretty, shiny treasures much the way a raven is. She doesn’t horde these things though. She’s just as likely to leave the valuables by the wayside when she grows bored of them as to keep or sell them.
  • Her mother was evil and committed some atrocious acts (as part of a greater organization devoted to furthering dark goals?), her father was the wandering type who never stayed in one place long enough to feel he could raise a child so he left her with his grandfather to raise in secret in the hopes that Alithlas would not become like her mother.

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

  • Lauron – Mentor. Venerable druid. Great-grandfather to Alithlas. Neutral Good.
  • Tadastar – Father. Wanderer. True Neutral.
  • Ishiliel – Mother. Unknown. Chaotic Evil.

 


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

  • Fear – Claustrophobia. Alithlas is (unknown to herself, she’s never been faced with having to be underground or enclosed) terrified of small spaces or being blocked from the open skies for long periods of time. She’s find being indoors but she never sleeps (4 hour elven meditation) inside or away from the open sky.
  • She has an affinity for creatures of the air. She only summons/wild shapes into avian creatures with a preference for Eagles.
  • Her defining personality characteristic is “Practical.” She looks at the bigger picture of any situation and asks, “Does this benefit me or my goals?”


Image inspirations:

Spoiler: Show





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2 years ago  ::  Mar 15, 2011 - 9:42PM #882
QuestorTelloc
Date Joined: Sep 18, 2009
Posts: 196

Acolyte Volnurin

Step 1
: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
1) He is the last son of the lowest house in the smallest drow city in the Underdark.
2) He escaped into the Feydark, then the Feywild, accidentally, and became a hired killer.
3) After some time, a group of Corellites and he crossed paths, and he was attracted to their teachings. Hesitant at first, the group came to agree that his devotion was true, and granted him an investiture.
4) His back is a network of scars from his sisters' whips, a reminder of the society he left, the society he still hopes to change.
5) For the time being, he adventures because he seeks to understand why his companions were brought into his life.

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) Volnurin wants to destroy Lolth's influence over his people, and he is willing to do terrible things if that greater good is served.
2) Volnurin will also eventually lose his introverted social style and open up, probably when he has a bit more power.

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) Every time he heals another or himself through a divine power, one of the scars on his back heals. He has yet to realize this.
2) His hair is slowly going from white to gray. He has only seen a few gray hairs so far, but as he goes from level 4 to 30, his hair will turn grey and then black.
3) [His power is actually NOT from an investiture by his order. It is his own power, which is what brought him to corellon's attention.
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) Selena Lightfoot- A female elf, and his traveling companion since he came to the natural world's surface. He is slowly falling in love with her, and she is already in love with him.
2) Bill- masquerading as a human bartender, Bill is in fact a Changeling, and a former member of the legendary adventuring superparty known as the Left Hand. Now a member of a watchgroup called the Silver Eye, headed by several members of the Left hand, he is keeping an eye of the elf/drow duo.
3) Lord Elderbow- A human noble who dabbles in undead experimentation. Encountered several times, his labs have a tendency to explode. He is learning much, in spite of having to move locations every so often, or perhaps because of it.

"Our idea of rules modules has a wide range of scope; sometimes, our rules modules might just be small tweaks and variant rules, while other times they could be large-scale changes and entirely new subsystems. We want people to make the game their own, and that means provided a whole array of possibilities based on what you, the players, tell us that you want." -D&DNext Q&A Blog, 8/29/12, Answer #3.
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2 years ago  ::  Mar 30, 2011 - 9:58PM #883
LordArchaon
Date Joined: Jan 14, 2006
Posts: 2,143

Feb 24, 2011 -- 11:12AM, Miranda2r14 wrote:


Alithlas Kanethar, Elven Druid

Spoiler: Show






The background is great, but the artwork is even better!! Can I ask the source of it?


Join the Zendikar D&D Campaign Setting group: discover the fantastic world and contribute to make Zendikar a playable setting!
   - Warning! Spectacular visuals and lore ahead! ... Take a look...

Play-by-Post and my D&D blogging! Show

*All my latest rolls!*

Campaigns and Characters:
Zendikar: Covenant of The Forgotten Relics
- Cylonea: Merfolk (Elemental Priest) Shaman(World Speaker)/Artificer --> Sheet, Obsidian Portal's, Fluff
- Vurokk Dahvre: Shade (Escaped Slave) Blackguard of Fury --> Sheet, Obsidian Portal's, Fluff, Blogs (1, 2)
Nature's Allies
- Carwyn Sihderfein: Half-Elf (Tuathan) Blackguard of Domination / Binder of Gloom --> Sheet, Fluff, Blogs (1, 2)

What monster Am I? What class am I? Show
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2 years ago  ::  Mar 31, 2011 - 9:04PM #884
Netherscape
Date Joined: Mar 28, 2011
Posts: 7

Erkathun Kelspawn, adopted "Outlander", Tiefling Rogue
Lawful Neutral Alignment
 
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) A Human Slaver-Gang, "Hand of Tiamat", invaded the Tiefling Slums he grew up in outside of a human city, killing his family and neighbors, when he was a mere 8 years old.
2) Without a home, Erkathun is reduced to being a child-theif for the local gangs in the human city, where he starts to pick up his trade.
3) After being tricked into slave-labor by a Human merchant, his skills are honed when a enslaved Elf, whom teaches the Human Bloodline how to fight, hones Erkathun's skills as a rogue, then tricks him into murdering the bloodline.
4) Staying under the radar to avoid the law, Erkathun fights in an underground Arena, "Bane's Battlefield" to survive. Being a mostly human-gladiator ring, the patrons nickname him "The Outlander" to which he adopts as his new name to try to move away from his past.
5) Gaining a reputation in the ring and through a growing underground fame, a Dragonborn Paladin (a close friend of mine) is sent after him under suspision of murder. Drugging him, he learns of Erkathun's past and allows him to go free in hopes that he will live a normal life.
6) Now living in the Human City he grew up in, Erkathun makes his living off of being a Bounty Hunter where he gains an unwanted fame as "The Outlander". Through this fame, he is reunited with the Dragonborn and starts on their journey as "Heroes".    


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) Short term - As the Character, Find the Elf who tricked him and gain his revenge. As the player, Overcome the need for Revenge and move on.
2) Long term -  Come to grips with his new life, as he harbors intentions as a freed prison immate might.
     
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) Erkathun keeps his past a secret and covers up his Tiefling heritage from the people in the city. Using a cloak, he is able to hide his horns, skin color, tail, and other features.
2) Unknown to Erkathun, a fellow Party member, an Elf, is directly related to the Elf who tricks him into murdering the Human family. This will resault in a confrontation in which he must get over revenge and his past and move on to his new life as a "hero".
 
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) Unnamed Dragon Paladin - Lawful Neutral; Allowed him to turn a new leaf (fellow party member)
2) Unnamed Elf - Lawful Good; A direct relative to the Elf who tricked him to murder (fellow party member)
3) Atherios - Chaotic Evil; Became evil-minded when enslaved by Humans to teach. Mentor and Betrayer to Erkathun. An enemy.
     
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) Living in a human city, Erkathun needs to hide his Tiefling features. He wears a cloak which covers his face, arms, and hands when walking through the streets. His tail remains wrapped around his leg.
2) During his time as an Underground Gladiator, he recieved a ritual tattooing (consisting of black designs, somewhat irl tribal would look like) which covers the majority of his body; He files his goat-like horns down to a mid-point, and has capped them off.
3) Erkathun is almost robotic in nature, as growing up in a violent enviroment has caused, where he speaks little and is a brutal fighter.
4) Although having his life destroyed by Human Slavers, he holds no poor feelings towards the Human race as other Teiflings do. He is understanding, and can see where people's motives come from.
5) Not being formally educated through family, Erkathun get's his intellegence from using his skill to steal books as a young adult/teen.

Being new, I didn't know where to go to get history on race backgrounds, so I've done the best as I could. Appearence-wise, Erkathun hides behind a cloak, ritual tattooing, a hidden heritage, and various equipment. Social-wise, Erkathun is a quiet, and more reserved individual. Any help in developing this character further would be much appreciated and welcomed.

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2 years ago  ::  Apr 01, 2011 - 9:00AM #885
Formosus
Date Joined: May 14, 2002
Posts: 76
Grund Shinesmith
LG Dwarf Wizard

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

Spoiler: Show
1) Grund is a member of the Soulforge, an ancient order of dwarf wizards and artificers specializing in using elemental fire to forge magical weapons and armor for the dwarves of the northern parts of the world. The Soulforge has its headquarters deep in the bowels of  Kazakh Thohir near lava flows. Because of its location, most members are Darkstones, but occasionally is has members from other dwarven nations; Grund and the Shinesmiths are ethnically Darkstones.

2) Grund's father Berylus was once the Forgemaster (the elected head) of the Soulforge; he is now retired. Because of this people had high expectations for Grund.

3) Grund is even more surly than an average dwarf, and has a tendency to curse and use foul language a lot. Due to his unpleasant demeanor, Grund was never able to navigate the politics of the Soulforge and never attained the high position which was expected of him by his father and everyone else.

4) Disdaining the politics of the Soulforge, Grund has concentrated on his magical crafting abilities, and considers the construction and enchanting of magical weapons and armor his primary vocation.

5) At heart, Grund is a family man. After perfecting his craft, his primary desire is to find a nice dwarf girl and settle down to continue the Shinesmith line. Due to his off-putting demeanor, this had been difficult.


Step 2: List at least two goals for the character.

Spoiler: Show
1) Grund would like to craft a weapon that becomes so legendary that is becomes part of the history of the Darkstone nation, or even of all dwarves.

2) Grund and I would like to see him impress his father by attaining a high position in the Soulforge and continuing the Shinesmith line.


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

Spoiler: Show
1) Grund's mother, Ondella, suffers from a genetic, degenerative neurological disease that makes her an invalid. The family is slightly embarrassed by this and she doesn't often make public appearances. Ondella is Grund's favorite immediate family member, and a good deal of his time is spent caring for her.

2) Grund has the same disease as his mother, though he doesn't know it. His propensity for cursing and inappropriate outbursts is a rarely manifesting early symptom of the disease.

3) For the DM to determine.


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

Spoiler: Show
1) Grund's father Berylus (LG Dwarf Wizard) is an important part of his life. Berylus loves Grund, but he is slightly disappointed in his inability to rise high in the Soulforge, though he is impressed with his magical crafting ability. The slight disappointment shows through sometimes, and Grund and his father have a somewhat strained relationship, though Grund does care for and admire his father as much as any dwarf (which is to say, a lot).

2) Ondella (LG Dwarf) is probably the most important woman in Grund's life. He will do almost anything for her. Thankfully she is a saintly lady, and a lay devotee of Berronar Truesilver (the divine consort of Moradin), so she does not ask much of him except to please his father. This inadvertantly puts more pressure on Grund.

3) The Shinesmith family has one other scion, Grund's younger brother Krondak (LG Dwarf Paladin). Krondak is Grund's polar opposite- charismatic, outgoing, handsome, and having no propensity for enchantment or forge work. Krondak is a paladin of Moradin and serves as an officer in the holy guard of the Smith God's temple in  Kazakh Thohir. Though Grund and Krondak agree on fundamentals, their differing personalities often make them butt heads.


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

Spoiler: Show
1) Grund remembers the first time his father let him forge and enchant a warhammer without out any interference or supervision. He nearly burned off his whole beard, causing himself great shame. At this point he made the decision to never make another mistake in magical smithwork again.

2) Grund is a good Darkstone dwarf, and scrupulosly keeps his book of grudges, recording even minor slights against him. He is not so concerned about getting repayment for these lesser insults, but he does want his posterity to know who has wronged the Shinesmith clan.

3) Grund's favorite insult to to call someone a "knife gobbler", or "elfin knife gobbler."

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2 years ago  ::  Apr 08, 2011 - 3:27AM #886
pete5528
Date Joined: Jul 26, 2010
Posts: 376
Sigga Barr
Dragonborn Paladin|Sorcerer

Step 1: Write 5 background and concept elements that you feel are important to your image of the character.
"Everything is illuminated by the light of the past."
Step 1: Character Concept/Background Show

1)  As a young dragonborn, Sigga was accepted as a recruit into the Order of Light, an organization of Paladins devoted to Amaunator, to which having membership was considered both important and very prestigious.  A number of Sigga's forefathers had been notable members themselves, and his following in their footsteps was rather a point of honor for his clan.
2)  Young Sigga had considerable raw natural talent, and quickly rose to the top ranks of his recruitment class.  However, the majority of Sigga's talent stemmed from the Arcane rather than the Divine, and though he did not himself entirely understand this, he did sense that there was a difference between his own talents and those of the other recruits.  Through careful observation and mimicry he was able to disguise the differences from all his fellows and masters, but he did confide his secret in one friend, Aodren Dubhan, a fellow recruit also near the top of the class.
3)  Some time after divulging his secret to Aodren, Sigga was found out by his masters and expelled from the Order in a very public manner.  He was shunned in the community as "One Who's Prayers Go Unanswered", and disowned by his clan for the grave dishonor his expulsion had brought to their name.  To this day Sigga does not know if his masters discovered his secret on their own, or if he was betrayed by Aodren.
4)  Without home, family, or dignity, Sigga was left to fend for himself on the streets.  After a short time Deckard Belile (see contacts) found him nearly starved and took him in, caring not for the disapproval of the community, and recognizing that with his guidance the broken youth may yet become a valuable servent to Amaunator.
5)  Years later, Sigga is grown and has, by Deckards contention, gained all that he can from his tuteledge.  To truely become a  champion of the values of Amaunator, he must not only come to understand that those values are part of a balance, but also come to understand the balance itself.  The balance between civilization and the untamed.  The balance between order and disorder.  The balance between light and darkness, between death and rebirth.  These are understandings that can only be bestowed by experience, and thus, at the behest of Deckard Belile, Sigga Barr has begun his adventuring life.     


Step 2: List at least two goals for the character.
"You cannot truely value that which you do not know.  You cannot truely know that which you do not understand."
Step 2: Secrets Show

1)  To gain the understanding of the world that his mentor has assured him his youthful mind lacks.
2)  Though such desires run counter to what Deckard has taught him, he wishes to gain a reputation, or even a fame, such that his estranged clan members no longer speak of his name as being synonymous with shame and dishonor, and to perhaps once again even be a source of their pride. 


Step  3: List at least two secrets about your character. One is a secret the  character knows, one is a secret that involves him but that he is not  actually aware of yet.
"Time is the scale on which all things are balanced."
Step 3: Goals Show

1)  Sigga will freely tell those he meets that he was raised by Deckard, if asked, but frequently keeps to himself why, letting the insinuation be made that his family is dead when in fact he was disowned.  This is entirely a secret of convenience.  He no longer feels any shame over the ordeal, but has found that people deal more easily with the orphaned than the abandoned.
2)  Sigga does not know that Aodren in fact did betray him, and that Aodren's father played a good bit of politics to have the ordeal be made as public as it was.

 
Step 4: Describe at least three people that are tied to the  character. Two of them are friendly to the character, one is hostile.
"'You want to be great?  Well let me tell you that greatness requires talent, skill, and dedication.  You have the talent already.  I can teach you dedication.  And with these, time will provide you with skill.  Let this be your first lesson.'
'...That I will be great?!'
'That you are yet lacking.'"

Step 4: Contacts Show

1)  "Old Man" Deckard Belile - Old, firm yet not overbearing, and iconoclastic.  He served the Order well but without distinction for many years, including a number with a respected but now long-dead patriarch of Sigga's clan.  He himself has become reclusive in his old age, partially in disdain for the changes he saw growing within the local society, and partially because though he also worships Amaunator, he holds different beliefs about the god than the others of the community.  The two share a strong teacher-student bond that sometimes borders on father-son, fostered by many years of living together.  Though Deckard has never possessed much technical skill as a Paladin, Sigga reveres him for his  wisdom and guidance, and values his word and his company above all others.
2) Aodren Dubhan - Intelligent, charismatic, and connivingly manipulative.  The son of a well-connected nobleman, he is a fast rising member of the Order of Light who's considerable political aspirations are more than encouraged by his father.  It was he who, years ago, betrayed the secrets young Sigga had confided in him, and may not need much encouragement to move against him once again, should he display any threat to his political hopes or any signs of becoming a loose end that needs tying off. 
3) ?


Step 5: Describe three memories, mannerisms, or quirks that your character has.
"It is simple too see where you have been and know how you have gotten where you are, but hard to see where you are and know how you will get to where you will be."
Step 5: Memories Show

1)  Though he has learned to forget the unbearable shame he once felt, it has left it's mark on him.  He has developed a reserved nature, prefering oftentimes to stand aside and quietly observe things as they unfold, and though he holds supreme confidence both in his abilites and in the teachings of his mentor, the quiet that he conducts himself in is frequently interpretted as meekness.
2)  Mostly as a vestige of his time spent within the Order of Light, Sigga has a tendancy towards being deceptive, and is cautious about any information that he divulges to others.  It is a point of honor to him that he never lies, but he has no qualms with allowing people to misinterpret the things he says, or even with leading them into doing so, so long as the words he actually speaks are truthful.
3)  As a result of the upbringing provided by his mentor, Sigga is very Spartan.  He values simplicity and function over form almost to a fault, and holds virtually no sentimental value for material things.  This caries over onto the battlefield, where he dons leather armor for it's utilitarian combination of protection and freedom of motion, and where he uses the staff almost exclusively, even though he is familiar with the use of "finer" weapons. 

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2 years ago  ::  Apr 25, 2011 - 10:53AM #887
Vestras
Date Joined: Feb 24, 2011
Posts: 347
Name: Lyra Vo
Concepts
  1. Goliath Female Seeker, slender muscular build with dark green tattoos over her ashen skin.  Her hair is shoulder length and wild with hints of moss or some kind of reed woven/captured in her hair.  Her cloths are taught leathers dyed a rocky gray and stained by mud, or perhaps long dried blood. 
  2. Lyra's eyes a re a piercing sea-green. Her gaze gives one a sense she is analyzing everything she sees as a threat, always checking the corners, and subtle tilts of her head bely her other senses acuity. 
  3. She carries 2 powerful hammers at her hips, each on a hook and marked by a sigil depicting three hills and a river between them.  On her back, a vicious crossbow that has seen its time in service before she ever took it up.  All the weapons are well crafted, if old, and scaled to her towering stature.
  4. She yearns for more than her home valley has offered, but out of boredom rather than a desire for adventure in and of itself.  She has no patience for fools, and lacks her mothers deep spirituality or her fathers leadership skills. She relies on her wit and fists when pushed, and her hammers guided by the spirits to  strike and return to her. 
  5. Lyra is not the most desirable of her sisters, and while strong, she has no plans for family or duty.  But in the wide world, she has found herself the target of much attention from males of many species.  She often meets these would be suitors with a fist and harsh words, but she often will take them to her side for the sake of fun. 


Goals

  • Character - Lyra is not out for any cause or reason other than simply to be and do that which is presented to her. But at the same time, she understands her eventual responsibilities: to become a wife, a mother, and a chieftain herself.  Tools and people that will help in this goal are valued to her, even if she won't openly discuss why. 


  • Player - To test the field as a seeker, and to develop a well rounded character to act as a scout and part time controller. 



Secrets
  • Known - Lyra is set to be married within the next year, and to assume her place as a spirit walker among her people. But, when she was first presented to the current spirit walker, the spirits all but rejected her, save those of the wind, who are still with her.  Other spirits will not answer her call now, and it deeply worries her even if she won't acknowledge it. 
  • Unknown - The rejection was because her path is not with her people, but in service to another people. This path will take her further and further from home than she ever hoped, but cost her dearly. 

Associations

  • Gron - Lyra's uncle of her mother's family.  A towering barbarian in his prime, he now lives as a bouncer in one of the larger cities.  He has a deep connection to the spirits, but liquor and the city have dulled him.  He is a shadow of the goliath he once was.  


  • Jin - A Changeling bard who masqueraded as a Goliath while passing through one winter.  They struck up a friendship before Jin had to move on.  Jin still wanders in traveling shows or with her partner, an Illusionist. 

  • Rokab - Originally Lyra's betrothed, he abandoned her for a more powerful warrior. But due to pacts made by their parents, he is bound to track her and bring her back for the ceremony, whether he wants to or not.  A womanizing beast and unclean even by hill standards. (Secretly, he left her for a dwarf girl)

Quirks


  • Lyra gets bored quickly, be it with men, tasks, or conversations. When she gets bored, she hits someone/thing.






    • She whispers with the wind, never expecting a reply, but often listening for one when left to her own devices. 









    • She once punched a wizard. That's right, you heard me.  








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2 years ago  ::  Jun 05, 2011 - 2:55AM #888
snakeoilsage
Date Joined: May 30, 2011
Posts: 11
Name: Urzen Thes
Alignment: Unaligned

Step 1
  • Urzen hails from Thay, and has the regal (some say arrogant) bearing and height common to humans of Mulan blood prominent in that realm. Unlike his more pureblooded fellows Urzen's skin is paler, his shoulders and hands broader, and his smoky black hair and eyes reflect men of the north, Rashemen in particular.
  • He was raised on the traditional values of Thay: arrogance, deviousness and ruthlessness. He seeks greater personal power and fears his own weaknesses, making him brazen, impatient, and short-tempered, but also charismatic and passionate. Those who treat him with respect earn it in kind, and find Urzen blunt, but friendly for a red wizard.
  • Like any Thayan wizard, Urzen suffered all manner of indignities to earn his education from his callous mentors, who subjected him to an agoge-like test of will, throwing him into the streets of Eltabbar. There he rose to a leadership role with his fellow apprentices, protecting them from slavers by day and undead by night. Despite the hardship, Urzen looks back on these experiences fondly.
  • After earning the tattoos of his station (a red dragon on his scalp) Urzen travelled to Undumor, enchanting weapons for the vampire knights of the Dread Legion. Detesting his lot in life, he organized local red wizards with the ultimate goal of overthrowing Undumor and declaring it a free city, but was betrayed by Imam Rusk, his oldest friend. Urzen's allies were slain, and he fled to Aglarond with little more than the rags on his back. He spent months hiding his identity and pandering for coin before being taken in by the red wizards of Rose Keep outside Veltalar. With the help of local adventurers he secured his lost family fortune, and uses it to fund further adventures in search of greater power.
  • Urzen has no interest in Thay any longer, or the plight of any nation or faction. He keeps an ear to the ground, learning all he can about current events, but only involves himself with the plights of others if the reward is worth it.

Step 2
  • Urzen's short term goals are to hone his magic and maintain his comfortable lifestyle, and believes both are served by the life of an adventurer. Though he avoids any quest that would put him at odds with the law, he only takes righteous quests if the rewards are worth it and doesn't feel compelled to help the downtrodden.
  • If Urzen has any long term goals, the involve unravelling the mysteries around his family line, including the rash of missing ancestors, the latest of which being his own mother. He believes his family is involved in some great destiny, but as of yet cannot fathom what that is.

Step 3
  • Urzen's mother was a powerful, enigmatic wizard. Though she supposedly died on the night Imam Rusk betrayed him, Urzen remains convinced that she somehow survived and has set him on a path to his destiny. He doesn't know if it is for good or for ill, but he intends to be prepared for it.
  • Unknown to Urzen, Imam Rusk was not destroyed on the night of his betrayal. Transformed into a vampire, Imam sold his humanity for a shot at Urzen and failed to kill him. Obsessed but patient, Imam plots from the shadows, waiting for the perfect moment to emerge and destroy URzen for good.

Step 4
  • Lestra Twinsuns is a half-elf simbarch of Aglarond. She doesn't trust Urzen, and their outlooks clash in many ways, but Lestra is often forced into helping him out of fear for the consequences should she turn a blind eye. She secretly envies his freedom, even if she cannot bring herself to forsake others to pursue it herself.
  • Marisl is a tiefling rogue, an ex-slave of Thay. Marisl's creed is greed, and Urzen is her favorite client, as he has the deepest, most generous pockets. When he saved her life, Marisl found her feelings for him torn between their mutually self-serving nature, and her own loneliness.
  • Imam Rusk is a Thayan red wizard who grew up alongside Urzen. While equal in magical skill, Imam lacked Urzen's force of personality and found himself in a subservient role, turning Imam into a bitter sadist and quiet sociopath. He betrayed Urzen for the "gift" of vampirism, but failed to kill him and supposedly died during the attempt.

Step 5
  • Urzen speaks his mind, and while he sometimes regrets his insensitive nature he doesn't believe anyone is served by false sincerity. Impatient and rash, he is prone to pacing and acting on impulse, believing he can handle and consequences from his actions. When angered he growls and isn't afraid to throw a punch to punctuate it.
  • While he no longer sees himself as a Thayan, Urzen still takes pride in being a red wizard, and takes quiet amusement in the befuddled or flustered reactions he gets from others. He never hesitates to announce his occupation and fully expects to be mistrusted and vilified by others for it. He uses this reputation to his advantage: fewer people approach him hoping for aid, and evil folk are more willing to parlay rather than attack him on sight.
  • Having spent time on the streets of Eltabbar and Veltalar, Urzen has learned several tricks for survival, including picking locks. He's also generous with his coin, but only to those who provide him some kind of service.
  • Urzen dislikes spells that rely on fire, ice, and acid, preferring spells with the force and thunder damage types. His favorite spell is Spectral Ram, followed by Force Orb.
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2 years ago  ::  Jun 24, 2011 - 1:25AM #889
NoGravitas
Date Joined: Apr 16, 2011
Posts: 23
Decius, Unaligned Warlock

 "Who am I, you ask? I am the sole survivor of a noble house that has stood for a hundred generations. I am a wanted fugitive with a bounty of twenty thousand gold on my head. I am the mortal slave of a demonic despot and my soul is damned for eternity....and I am the man who is going to kill you."

Step 1
: Write 5 background and concept elements that  you feel are important to your image of the character. These can be a  concept overview, a list of important life events, a physical  description, a personality profile...whatever you need to get an image  in your mind.     
  • Decius is the sole heir, scion and last remaining member of House Marius, a middling noble house in his homeland's capital.
  • His entire family was poisoned en mass at a wedding feast for one of his brothers: which Decius missed due to being drunk at a brothel. His family was murdered as a result of a long-standing rivalry with another noble house, casualties of the shadowy wars for power in his home city.
  • Blinded with grief and rage, Decius forged a pact with an infernal being known as the Baleking in order to gain power and thus avenge his family's murder.
  • Using his newfound power, he tracked down and brutally killed the culprits, his family's rival, House Ardos.
  • Upon murdering most of House Ardos with his infernal powers, he was declared a murderer and an enemy of the state and is now a fugitive from justice. He fled the city and took to adventuring as a means of excercising his powers and to make ends meet.



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.

  • Despite most of the evidence pointing towards House Ardos, Decius feelings of doubt have bothered him. He believes that there are more conspirators out there, but this may be a result of paranoia or demonic meddling from his infernal patron.
  • Having gotten over the grief and rage over his family's death, he regrets forging the pact with the Baleking and seeks a way to be released from the pact.



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.

  • Decius is a wanted fugitive with an enormous bounty on his head due to his murder of the heads of House Ardos.
  • Unknown to Decius, the murder of his family was not orchestrated by House Ardos at all, but was in fact orchestrated by a cult worshipping the Baleking. They killed his family in the hopes of driving the rebellious youth into the arms of the Baleking and thus transforming Decius into a mortal vessel and champion for their demonic lord.



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

  • Korlash-A dragonborn bounty hunter who was tracking down Decius. When Decius fled into a dungeon to escape the bounty hunter, Korlash pursued and was trapped by a cave collapse. Decius saved him and told him the truth of his crimes, and Korlash agreed to work alongside him as thanks for saving his life.
  • Benn-His uncle's bastard son, and thus Decius' half cousin. He survived the mass murder due to him being a bastard and thus not present at the wedding feast. He helped Decius track down House Ardos and helped arrange for his escape.
  • Ebron Ardos-The sole survivor of Decius' vengeful assault on House Ardos. He was badly mangled and burned by Decius' attack and barely survived. To recover his wounds, he too made a pact with the Baleking in exchange for power and has dedicated his life to tracking Decius down and exacting vengeance of his own.



 




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.

  • A burning hatred and distrust for authority due to his status as a fugitive. Though he tries to lay low, he is suspicious and mistrustful of any professional soldier, watchman, priest or paladin. He is also extremely reluctant to take on any missions or jobs for such authority figures.
  • His demonic pact has an effect on his appearance and environment. His eyes are nearly always bloodshot and he always looks extremely fatigued. Candles and flames burn lower in his presence and shadows seem to swell when he enters a room.
  • As a nobleman, he has a general distate for the common folk and cares little for their problems. He is concerned first and foremost with his own survival and his own quest to be released from his hellish compact.
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2 years ago  ::  Jun 29, 2011 - 3:24PM #890
BrokenBoySoldier
Date Joined: Aug 15, 2010
Posts: 99

Archibald Hathmount [Rapier wielding Artful Dodger Rogue]


Step 1: Background & Character Elements


Spoiler: Show



1.      Born the oldest son of Lord Commander Augustus Hathmount, along with his younger brother Alistair they form the scions of House Hathmount, a once powerful military line that has lost much of its influence, surviving currently only on the reputation of the Lord Commander as a keen strategist.
2.      The Hathmount sons make for an interesting study in opposites- Alistair carries the traditional Hathmount light colouring, and is every inch the honourable, stoic soldier. His brother however bears a dark colouring inherited from the mother, he is also much more flighty and irresponsible, being subject to his own whims and pleasures as well as being more likely to defeat his opponents with words rather than weapons.
.

3.      Archibald grew up constantly overshadowed by his younger, more capable brother- this caused him to just quit trying- whatever he didn’t show an instant aptitude for he didn’t bother with, instead choosing to spend his days drinking, gambling, womanising and drug taking.
4.      Over the years he collected a small string of various crimes and misdemeanours, causing a similar string of scandals, however as the eldest son he was in line to inherit the Lord Commanders title, position and estate, much to the chagrin of everyone involved.

5.       But it was unavoidable and the pressure of an inevitable relegation to a life of warfare, duty and stuffy upper class parties caused Archibald to act in even more wilder and wilder ways in the hope to get his aging father to name Alistair the true heir. It was during this period that Archibald undoubtedly learnt the basics of a thief’s trade from the various lowlifes and malcontents he associated with.
6.      It was at this time that the Lord General scored a small victory for the family- securing a marriage between the Lord Alistair and Lady Daphne of House Janussen - the first daughter of a minor but rapidly rising House, whilst it was undoubtedly motivated by politics the two seemed smitten with each other on first sight.

7.      Archibald however was not fooled- after spending half his life learning how to lie like a master and play people like fiddles he recognised someone who was just skilled as himself, along with a few days research telling him that she had a less than savoury reputation for unscrupulousness and cruelty.
8.      The closer and closer the date of the wedding got and the more and more the betrothed seemed helplessly in love the more paranoid and morose Archibald grew- he didn’t know her plans but he could guess, and wanted to save his brother and the House from her machinations, it didn’t take too long before he had a brain wave- the best possible way to foil her plans and get himself disinherited would involve being found in a lovers tryst with her.

9.      And so following the rehearsal dinner the night before the big day Archibald engineered a meeting with her in chapel, bringing along an expensive bottle of wine and his most charming smile.

10.  She proved surprisingly amenable (it would make for good blackmail material) and he was soon successful, he however had slipped something in the wine to ensure they both slept soundly, having sent out a number of forged messages that would make his brother, father and various members of the bride’s family come to the chapel early.


11.  Sure enough next morning they both awoke to find a congregation of people looking on in horror and disgust at them half naked at the altar.


12.  Alistair was furious and hurt at his brothers betrayal and so was the bride’s family, in an effort to salvage the mess and tentative alliance between the two houses the Lord Commander was forced to disinherit his son, stripping him of his title and exiling him.


13.  And so Archibald left for distant shores, forced to make his living off of his wits as a thief, conman and sometime spy with a reputation for doing the most insane and dangerous capers.


14.  Personality- charming, affable and quick witted, every inch the “loveable rogue” but also a vain, arrogant, manipulative adrenaline junkie who is so riddled with guilt and self loathing that his behaviour can sometimes border on the masochistic. Has a penchant for melodrama and hedonism. Is also a ruthless pragmatist- to him the ends always justify means, further compounding his guilt when he must do questionable things.


15.  Looks- Tall and sinewy with dark colouring, very handsome. Wears his hair short with designer stubble. Wears a beat up suit of dark grey leather armour under a large black wool greatcoat with a high collar and many pockets in its lining.




Step 2: Goals & Development


Spoiler: Show



1.      To find a way of redeeming himself in the eyes of his family, regaining his title.

2.      I’d like him to grow up, lessening his self loathing and arrogance as he proves himself and grows to consider the adventuring party as a surrogate family. Also needs to get some come uppance.

3.      As I intend to use the frostcheese combo for a DPR boost I thought it would make more sense for a martial character to gain faintly magical abilities by him finding the frost/chillwind weapon under mysterious circumstances, he gains the corresponding feats by the weapon subtly changing his nature with its magic. It’s up to you (the DM) to decide the story behind said weapon.

Step 3: Secrets


Spoiler: Show



1.      Despite his protestations to being nothing other than a morally bankrupt scoundrel he has a conscience buried under layers of self hatred, whenever it flairs up he tries to drown it in alcohol and women.
2.      The now disgraced Lady Daphne has realised she was outplayed in her attempts to take over the House and seeks her revenge, planning on how to utterly destroy Archibald.

Step 4: Associates


Spoiler: Show



1.      Lord Alistair Hathmount- Archibald’s brother who he made a cuckold with his actions, a highly capable soldier with a strong sense of duty and honour, he is however naive and idealistic, always thinking the best of people. He was severely wounded by Archibalds actions and regularly tries to fathom why did it.
2.      “Tiny” Ochre- a Halfling and Archibald’s key underworld contact, Tiny acts as a black marketeer, information broker and fixer, he is well connected and has a reputation for being fair and relatively honourable, however his loyalty to Archibald stretches only as far as the next paycheck- if offered enough with assurances of never being found out he would sell Archibald out without a second thought.
3.      Lady Daphne Janussen- A highly ambitious and ruthless woman, she is a skilled manipulator and no stranger to inflicting suffering on others, she now plots to humiliate and kill Archibald, undoubtedly has a network of spies and agents on the lookout for him.

Step 5: Quirks, Mannerisms & Memories


Spoiler: Show



1.      Dyes his hair blonde to make it harder to recognise him, as well as a form of self flagellation.
2.      Before leaving Archibald stole back his nobles signet ring, which he wears in leather pouch around his neck, when he gets stressed or nervous he tends to fiddle with it.
3.      Has a tendency to use the phrase “The 1st rule of thieving/lying/being a scoundrel is.....” whenever he succeeds at a task.

 


Design Notes-


Spoiler: Show



   Very chuffed with this background, I love morally dubious and pragmatic characters which fits this one to a T- was he acting in the best interest of his House and family, or was he just looking to ruin his brother’s happiness whilst getting his end away? Are his fits of self reproach genuine or a case of “Me lady doth protest too much”? It would also be very easy to make Lady Daphne into sympathetic character if given a strong enough motive. Whilst I’d love to take the credit it was all KaganFindel’s work. Cheers once again mate.



Time for some thrilling heroics....
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