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Dungeons & Dra.. 4e Character Deve.. The Ten-Minute Background--Post your characters!
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Sticky: The Ten-Minute Background--Post your characters!
2 years ago  ::  Oct 17, 2011 - 2:40PM #901
Thukad
Date Joined: Jun 25, 2008
Posts: 193

Lord Gregory White Haven


Good


 


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


  1. Lord White Haven is a retired adventuring knight that now rules over a growing and increasingly more ethnic realm on the tropical coasts of the New World Continent of Nekoti
  2. Is a charismatic and loving ruler that believes in a fairy tail version of the world.  His knights and he work endlessly to raise the common man to be the BEST at whatever they do, be that fishing, masonry, or adventuring.
  3. Lord White Haven is actually quite cunning and is almost overpoweringly worried about the state of the world, especially in the empires of Felizeen.  He makes great efforts to send adventurers out to every corner of the known world to gather information and make allies.
  4. He believes passionately that the jungle tribes of his realm and the settlers from the Felizeen can live peacefully as a unified people that draws strengths from it’s different cultures and promotes this cultural understanding any way he can.
  5. While old wounds prevent him from adventuring with the younger generations, Lord White is one of the deadliest fighters in his realm.  Perhaps even on the continent.


 


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. Lord White Haven wants to build up the kingdom to such an extent so that when it is time to hand it over to his son it will not only have the material resources but also men and women strong enough to stand up with his son to face the apocalypse that he sees coming.
  2. It would be nice to see him finish his story in the feywild by turning into a traveling spirit that blesses fairy tale styled adventurers on their quests.


 


 


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. Unknown to most the life forces in the world are dwindling.  More and more creatures are being raised or become undead every year.  Lord White Haven has learned through his sages that there might be a limited amount of life energy in the world at this moment and that something is using it up.  He now searches for what could be the cause.
  2. What caused the dwindling of life force was the closing of all feyfalls and the feywild connection as a whole in Felizeen.  Unknown to all but a few chosen cultist leaders the Arch-Devil Malfegor through his followers convinced the great kingdoms centuries ago that all fey were evil and must be exterminated.  With the life energy of the fey cut off only the Gods continue to provide the life force needed to keep the world in balance.  Now Malfegor is targeting the feyfalls in the continent of Nekoti while hunting down the Saints of the Gods in Felizeen.


 


 


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. Lady Asharel’lin White Haven.  The last of her family besides a few retainers and men at arms that follow her, Lady Asharel’lin was rescued by White Haven from the castle of a necromancer that was about to sacrifice both her and her servants to a demon.  When Lord White Haven lost his lands due to political intrigue in Byrtonil the married couple were posted in an almost forgotten stronghold along the Nekoti coasts.  Dearly loved by all her subjects she is bedridden now, sapped of energy by strange dreams of death.
  2. The Wolf Spirit.  A primordial wolf spirit that lived in the ancestral lands of White Haven.  Due to the extermination of all fey spirits in Felizeen the Wolf Spirit had gone nearly dormant until the day when Gregory White Haven was cheated out of his lands.  He crossed the Great Ocean unseen by White Haven and his men, interested in seeing what they would do.  The Wolf Spirit now wanders Nekoti, popping in to lend a hand or to warn of danger. When in White Haven his image is seen in the stain glass window on the highest level of the castle.
  3. Lord Terrance Walpole.  The man chosen right before the rise of the Great War to take over White Haven lands in Nekoti for the Starry Realm of Byrtonil.    Lord Walpole was disgraced when forced to flee White Haven castle and has devoted his resources to reclaiming the castle ever since.


 


 


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


  1. Likes to sing and hear folk songs and rewards any bard that can teach him a new song.
  2. Loves watching his people in athletic tournaments and even joins them sometimes.
  3. Terribly fond of bubbly blueberry pies.

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2 years ago  ::  Oct 26, 2011 - 10:49PM #902
GuildedWind
Date Joined: Oct 26, 2011
Posts: 1
What a great resource this is, very helpful! I really jump-started my character in no time.
I'm pretty new to D&D, so please forgive any faux pas. I'm still learning the universe into which I dive. 

Zedra "the Humorless" Ivnaoth, Eladrin Wizard:


-Background:
“As is the father, so is the son.”

1.) The Ivnaoth family hails from one of the larger Eladrin cities, Skieholm. Zedra’s father, Zirin, is a retired officer of the Eladrin military and highly esteemed scholar of Arcane Arts - he is known for being serious, straightforward, and elitist.
2.) Zedra has an older brother, Dakyr, who is a skilled rogue. Dak left his family tradition of academics and magic behind to explore the world and make himself a name in it.  Zedra keeps some contact with his brother but must hide the communication from his father, who disowned Dakyr completely.
3.) Zedra resembles his father more than either of them would admit. He left home as a young man to step outside his father’s shadow, and be known for his own words and deeds. Zedra also seeks to find his brother, rumored to have been captured or killed by unknown evil forces.  
4.) Travelling outside the familiar setting of the Feywild, Zedra does not volunteer information about self or home. He does not feel bound by or subject to any laws or traditions outside his own society. Arrogance pushes Zedra past his comfort and knowledge: surely with his brains and magical ability, no harm could befall him...
5.) Slim of frame and soft of voice, other races cannot readily tell if Zedra is male or female - a topic Zedra pointedly dismisses as irrelevant.
6.) Zedra is very intelligent, but completely inept in social skills: bluffing, street smarts, etc. Zedra is subdued and blunt. Others view Zedra as painfully slow in considering decisions and somewhat boring company, as he tends to prefer reading to engaging in social activities. Highly social individuals tend to find him downright unpleasant.

---------------------------------------------------------
-Goals:
“All experience is knowledge in rough form. You must learn to polish and make use of it, then you will be on your way to wisdom.” -advice to Zedra, from Tember Freewind

1.) To be someday recognized as a great wizard, not just the talented son of a great wizard.
2.) Find his brother, or at least learn what happened to him.
3.) A high and lofty eventual goal of Zedra’s is to be the curator of his own library.

-------------------------------------------------------
-Secrets:
“What is an officer, but a piece of a greater entity? I want to be a greater entity.” -Zedra Ivnaoth

1.) Zedra was offered bribes to join the Eladrin Arcane Military as an officer, but he declined.

2.) Unknown to Zedra or his family: Dakyr was indeed captured by the dark forces seeping into the Prime from the Underdark. Fueled by bitterness after being cast out by his father, he turns to evil. Dakyr becomes a useful spy and assassin for his new allies.

---------------------------------------------------------
-Contacts:
“Someday, somewhere, everyone finds themselves in a pit from which they cannot escape without help. Living as if you are alone in this world is a good way to ensure that you will be.” -Donovan Wintersong

1.) Dakyr “Swift-Hands” Ivnaoth, Zedra’s brother, is probably the only person who knows Zedra beyond the “clone of their father” everyone else sees. The brothers have powerful sway over one another, despite their separation. One could be persuaded by the other to abandon his current faction.

2.) Tember Freewind, gnome craftsman extraordinaire, is one of the few non-Eladrin residents of Skieholm. Tember is owner/operator of a shop specializing in magic tools and resources, and she is renowned for her skills in woodcarving and gemcutting. Zedra enjoys visiting the shop, for both the fine wares and Tember’s constant supply of gossi...information.

3.) Donovan Wintersong is a half-elf wizard who is a frequent guest of the Arcane Arts Library in Skieholm, though he is not a resident of the city.  Zedra and his father respect the man’s skill, but despise having a “bastard half-breed” in their beloved library.  Donovan and Zedra could have a great professional and personal relationship, if they get past their pride and mistrust. Donovan has many useful connections in the mortal realm.

-------------------------------------------------------
-Memories:
Barmaid, with a wink: “Why don’t you come home with me?”
Zedra, stoic: “Please m’lady, save your energy. It is lost on me.”

1.) Zedra has never known love, or even lust. He is not sure to which gender he’d be attracted. He wonders idly if he is asexual, which would be most fortuitous in his quest for knowledge and disregard for social graces.

2.) Zedra remembers the day his brother left the city for the last time. He recalls with great clarity a faint melody carried on the morning’s haze, while his brother’s face has been blurred by time.

3.) The scent of Star Jasmine blossoms instantly snaps Zedra back to the long summer evenings he spent in the estate gardens, practicing longsword technique with his father and brother.



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2 years ago  ::  Nov 02, 2011 - 2:21PM #903
SterlingRat
Date Joined: Nov 2, 2011
Posts: 5

So.... here's my character, Bellamin the Half-Orc Ranger:
1)
Bellamin is originally from a secluded agricultural / religious community that sprung up around a river in a desert (think early Egyptian or Arabian). When he was born, he and his mother were exiled because the leader of the community, a cleric, had a dream/prophecy that the mother & child would bring the River God's wrath on the community.


His mother was human & father was a nomadic desert Orc who occasionally traded with the farmers. They loved each other, but mother could not survive desert life & father could settle for no other, so it was a secret love until she was with child. When Bellamin and his mother were exiled, his father's tribe of nomads took them in and protected them as much as possible. Mother died slowly over the next 5 years, and Bellamin learned to survive the deserts with his father. A child's memory, his father's stories and her kukri are all he has of her - but she was fierce and independent and beautiful and her last words to him were how, even if it killed her, being exiled with her son and her love was the best thing that ever happened. If her lungs had only been strong enough to survive the climate...


His time in the desert defines most of his dress and behavior - he normally wears full, flowing robes over loose clothes or armor (in the desert, protecting yourself from the sun is more important than staying cool), a turban (with a face scarf to protect nose, mouth & eyes from dust storms) and sandals. Stays mostly silent, communicating thru gestures or very short, firm statements in most cases (in the desert, opening your mouth wastes moisture).


Armor is generally worn under the robes & weapons are kept out of site unless he's planning to use them. He carries his mother's Kukri on his back - but that is a tool, never a weapon. He has 2 Katar that are weapons, which are the weapons used by his father's clan. His Father's people do not use kukri - considering it a farmer's tool, not a weapon of war - while his mother's people use Kukri in both war and farming. Father's clan survives by raiding and trading, not farming, although they do not hold farmers in disdain, believing that all people should do as they are destined.


When the boy Bellamin manhood, against his father's wishes, he returned to the agricultural community to get his revenge on the leader who had exiled them. Naturally, the truth is that they were exiled because the cleric loved his mother, and insulted him by choosing an Orc over him. However, the prophecy was fulfilled when the River God abandoned her cleric and allowed the young man his revenge. Afterwards, he was sent into the world by his disappointed father.


His father believes that the Sun god gave him his wife and child by sending the dream to the leader of the village, and to "take revenge" on him for the gift he gave was murder, not justice.



2)
He's a simple desert-dwelling Half-orc with simple desert-dwelling Half-orc goals. He wants to make enough money to put together a trading caravan of his own and return to the desert. He misses the smell of the sand and the feel of the sun.... and everything is just so wet around here - he constantly feels the need to dry off and sometimes has trouble breathing the moist air.


He would like to earn his father's respect, which he lost by committing mindless revenge.



3)
He occasionally has dreams about both the Sun & River Gods, during which time they talk to him about whatever is going on in his life as though he were their child. Sometimes even when he's awake. Strongly suspects he's going crazy.


These two gods are really Isis and Horus-re. His mother & father were sympathetically affected by their the Gods' feelings for each other. They keep an eye on the boy, whom they consider a nephew. He's not really "chosen" for anything, and his mother & father were very much in love, but the gods definitely gave it a "kick start" and feel a certain affection for the boy.



4)
Rekard (Father, Orc Paladin of Horus-re) - currently not on speaking terms, but not hostile either. Still traveling the deserts with his merchant (raider) caravan. Not famous, but known among other orcs as a traitor to their God for choosing to worship Horus-re.


Staga (Friend, halfling rogue) was one of the first people Bellamin met when he arrived in civilized lands. He's not *quite* evil, but he and the Law are not on friendly terms. Sometimes malicious, often funny, definitely hates authority of all sorts - tends to drag Bellamin into fights when he gets caught


Lady Iriestina Milner (human cleric of Isis) daughter of the cleric Ballamin murdered, current leader of the farming village since his death. She is essentially a good person and knows that Bellamin is a good "man", but Bellamin killed her father in a rage as revenge for something done 17 years earlier at the behest of their god (or so she believes). Her father didn't kill his mother, merely exiled her from their village... she could have gone to more civilized lands away from the desert instead of choosing to live with her Orc lover.


5)
The only physical feature he remembers of his mother is her sparkling blue eyes shining from around a light tan turban. He has a thing for blue... eyes, gems, clothes... everything.


He carries a Kukri but will not use it as a weapon - only as a tool. He cherishes it, as it was his mother's.


Remembers many stories that his father told him after his mother passed - but he rarely understood the lesson that was supposed to be imparted by the parables. For some reason, he always missed the point. Doesn't do well with vague instructions... really needs things spelled out for him.

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2 years ago  ::  Nov 07, 2011 - 3:14PM #904
Ux-Kurik
Date Joined: Feb 29, 2008
Posts: 6
My favorite chara ever (I'm playing him since 3.5 Tongue Out): Abraxas Ux'ythcaex Moonscale, Drakatha Ux Bahamuti (Dragonborn Paladin of Bahamut)

Note: the draconic words used here, are a combination of the words from the lexicons in Races of the Dragon (3.5 book) and Draconomicon: Chromatic Dragons, and arranged in the best possible way. I'm not good with fictional languages yet... Frown

Background

"Est Sularus Oth Mithas" (My Life Is My Honor) - Solamnic Knights Oath


1). He is the last scion of a powerful martial hero of the long lost empire of Arkhosia. His father, Balasar Ux'zechs, wanted that Abraxas would be a high ranking soldier in the local militia of his town, so carefully taught him at a young age the rudiments of war, honor and the way of the sword.

2).  Its silvery scales, his frost dragon breath, and the rare form that the shell of the egg from which he hatched took, were seen by many as an auspicious sign of a promising future, and by the faction of Bahamutans, as an omen of the birth of a new hero in the Dragonfall War.

3).  His father died in the most mysterious conditions during a mission that the local militia carried out in the ruins near the town, and his clan was forced between deciding to keep their honour or be expelled to the wilderness. To maintain their honor, the clan chose to send Abraxas into the exile and he was abandoned to his fate at the age of 8.

4). He was found by a female dragonborn, Yllahana Yrthas, who lived in a nearby village, who saved him from starving to death and adopted him. However, after a few years of comfortable life, she was murdered out in the open by the minions of a tyrant local noble, in front of an impotent Abraxas who was powerless to save her. Abraxas had to flee to the mountains to save his life.

5). In the mountains, Abraxas came across a silver wyrm, called Dalagh’Ixthvalam, who by chance of fate was a follower of Bahamut. Dalagh welcomed him and showed him the path of the paladin. Now, Abraxas is traveling on pilgrimage, not only to further the cause of Bahamut and deliver righteousness and justice where needed, but also to acquire great glory and honour on his own, to then return to his hometown to do justice for what was done unto him and his parents.

Goals:

Yth claxjeret. Ariothokent clax malsvir, kurik vur durah? Vethirenthisj, *thric*. (We must choose sides. Any smart person would choose the side of evil, strife and greed? I say, no.) - Abraxas, about his opinion of choosing sides.

1). One of his main goals is to find out what happened to his father. Abraxas suspects that his father was killed by followers of Tiamat, but he wants to confirm that. And find out who was carrying the sword that made the killing blow.

2). Abraxas also wants to be ordained as a Platinum Templar of Mount Mertion, the holy order of the Bahamutan knights.

3). Abraxas has devoted himself to the way of the sword. One of his goals is to become a master with the ancestral weapon of the dragonborn, the katana (according to Races and Classes preview for 4e, the katana -or bastard sword, were made by dragonborns of Arkhosia).

Secrets:
Yththurclax chronos, arichronos ythclax. (We may not have chosen the time, but the time has chosen us.) - Dalagh’Ixthvalam, greeting for first time to a starving Abraxas.

1). Kuyutha, exarch of Bahamut, appeared to him in dreams, revealing his role in the Dragonfall War. As Abraxas trains to become a powerful warrior, he should keep a low profile, to avoid being hunted by agents of Tiamat.

2). Abraxas fiancé, a dragonborn sorceress named Biri-Kaar, is searching for him. She bears a grudge against him for "fled" the arranged marriage, but she doesn't knows why Abraxas had to flee in that time.

Contacts:

Thurirl mandra (Friends are a trove.) Abraxas, about friends.

Dalagh’Ixthvalam: His mentor and best friend, is a silver wyrm. Some legends claims that Dalagh is one of the surviving dragon lords of ancient Arkhosia, but the wyrm nor denies or confirms that. The habitants of "his domains" call him "the Guardian Wyrm", because he so often aids humanoids. Though he avoids human society and politics, Dalagh seems fascinated by individuals. He has healed and sheltered many lost, lonely, or hurt folk.

Edoras Sunstrider: An elf ranger, and one of his most trusted allies. Abraxas knew him in one of his first adventures, and since that time, they work together for the White Gryphon mercenary guild. 

Biri-Kaar Koalinthas Loremark: His fiancé. See about her in the secrets section.


Other details:
I live but to serve - Abraxas, about him, in the rare moments when he uses the Common tongue.

Abraxas tend to talk in draconic, even in front of no-draconic speakers. 

Abraxas often walks alone. He does that when he needs to think about something important.
His childhood  nickname is "Frosty".
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2 years ago  ::  Nov 25, 2011 - 5:30AM #905
ReesestheBitten
Date Joined: Nov 14, 2011
Posts: 4

Vern of the Mudspittle tribe


Bullywug


 


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


  1.  Vern was born in the bayous of Mudspittle.  His tribe is the only friendly, thriving settlement around for miles, although they hardly get visitors because one, they’re too far away from most traveled roads and two, they’re bullywugs
  2.  Vern is the official tribe-appointed historian, although just about all Vern’s family knows everything there is to know about everyone in Mudspittle, because they’re all related
  3. In Mudspittle everyone’s favorite things to do is hunting and music.  It’s believed that the local animals have become somewhat enchanted by the songs, which could explain the over population of swamp critters
  4. Vern is one of the few in Mudspittle that doesn’t hunt like his ‘normal’ cousins.  He’s said to be both gifted and loony, depending on who’s talking.  Vern uses magic which is rare in his tribe, but he uses non-primal spells, which has never been heard of in Mudspittle before.
  5. The tribe wants to make Vern the next leader, if only because he has unique talents like Pa.  Vern has voiced how he has no intentions of trying to replace Pa but he still seems the best candidate



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.  Vern longs to travel and see what happens outside his tribe.  He knows nothing of other planes, very little of the gods, and not much about other races since any visitors that come by get swallowed by Sheila.  She spits most of them out but they leave running soon afterwards.
  2. He wishes to put his spells to good use, doing something more with his abilities than hunting and scaring the occasional cousin
  3. I want this character to be the comic relief of the group.  Insert hillbilly accent and some renamed spells and we’ll hopefully have a good time.


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.  It is said that bullywugs hope to be reborn/transformed into slaads one day.  Mudspittle has done away with such myths long ago but Fred is obsessed with the idea.  He has heard tales of what slaads can do from an orc years ago and has since tried to figure out how to gain such power.  Vern knows that his cousin is crazy over tales of slaads but doesn’t think anything of it.  Fred also plans to kill Ma and Vern once he has obtained the knowledge of slaadhood.
  2. Vern’s abilities are limited by the swamp of Mudspittle.  Once he leaves his relatives, his abilities will fully manifest.



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.  ‘Ma’ is the matriarch of the tribe.  The tribe used to be under the guidance from the patriarch, ‘Pa’, but he was eaten by Sheila when Vern was only a hatchling.  Ma is the only one who can convince Sheila to spit out her food but she didn’t try so hard when Pa was eaten.  Ma can’t commune with the spirits like Pa could, but it doesn't seem to be affecting the tribe's welfare.
  2. Sheila is the tribe’s pet crocodile.  She is the largest croc ever recorded in Mudspittle and she herself is a ‘matriarch’ of the local crocs.  Her offspring are used as riding mounts and provide for occasional meat.
  3. Cousin Fred is Vern’s only relative that’s interested in Vern’s gifts.  The two are quite close and often hunt just by themselves.  Vern kinda prefers it that way though they don’t bring back much food. 



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


 


  1.  The entire tribe is a talkative bunch and Vern is no exception.  He always talks about his relatives with adventuring buddies.  Anything that reminds Vern of his relatives will trigger another story.
  2. His spells are somehow tied into something that reminds him of one of his relatives. 
  3. When he drinks alcohol he goes into a mad hiccupping fit.  Mudspittle makes their own unique celebratory drinks but it is much different than alcolhol and whenever he tries wine, dwarven ale etc it takes a couple hours for him to stop hiccupping. 

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1 year ago  ::  Dec 31, 2011 - 9:17AM #906
GloriousDemon
Date Joined: Nov 12, 2010
Posts: 123
Vigyull Malek-kon Hobgoblin Hybrid Bard/Warlock
Neutral Evil 


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


1) Middle-of-the-road height and build for his race, dressed in leather armor and a lavish fur coat.


2) Was exiled from his tribe for openly consorting with fey creatures, which he continues to do.


3) Worships The Traveler as the ideal he strives for, and has strong ties to the Unseelie Fey (including his pact).


4) He plies his trade as a bard with the one memento he has of his old tribe:  A set of war drums he uses as bongos.


5) Often shuns direct conflict in favor of deception and avoidance.


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

1) Vigyull seeks power and immortality by becoming an Archfey, which he plans to achieve by endearing himself to the various factions of the Feywild.

2) I plan for Vigyull's drug habit to eventually become a serious issue which will need to be dealt with.



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) Vigyull hides the fact that he sees people as resources or pawns to be manipulated.  He is well aware of the dangers such a mindset could put him in.

2) The "Angel Dust" that Vigyull is addicted to is actually a poison sold to him by Unseelie agents.  Despite their arrangement, they do not trust him and wish to claim his soul as their prize.

 
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) Seluundra of the Wilds:  An elf with strong Feywild connections, she and Vigyull were taken into a brief, passionate affair.  Although they both agreed their love would never work out, on account of their respective races, distance makes the heart grow fonder...


2) Hraenor Malek-kon:  The half-elf, half-hobgoblin child of Vigyull and Seluundra.  Vigyull is unaware of his existence, which is why Seluundra seeks him out.

3) Ni'olinneth Baenana:  A runaway drow prince in league with the Unseelie, he despises hobgoblins.  He is the one who convinced the Unseelie of Vigyull's untrustworthiness, as well as the one who leads the initiative to kill him.


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


1) Is expirimenting with drugs, and is addicted to one called "Angel Dust".


2) Believes in telling everyone a little about himself to keep them from asking a lot.


3) Is very appreciative of physical beauty of both genders, never specifically denying anyone sexually on the basis of gender.


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1 year ago  ::  Jan 19, 2012 - 8:42PM #907
CheddarJack
Date Joined: May 26, 2011
Posts: 89

Aria Orgost Female Tiefling Hexblade

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) Aria is the last person left from her tribe. When she was young an evil wizard ravaged the land and basically erased her tribe off the map. He left her to live, but in the processed cursed her causing her to do his bidding. Do to this she has very dark powers on top of her very powerful Infernal Hexblade powers.

2) While cursed she has the power of teleporting where ever she needs to be. This helps her extinguish any person the wizard deems evil.

3) While cursed she is forced to wear a black doll like dress with a black hood that covers her face enough so that no one can see it. Sometimes her pure white eyes can be seen piercing through the darkness. While wearing this outfit all her Tiefling features are covered.

4) When the curse is broken (when the players free her) she begins to dawn the clothing that represents her people. She also wears the tribes moon symbol on her earrings. She has bright red hair downed up in a pony tail, with her short horns that are pointed back. Her tail is coverd in symbols and tatoos. These glow when she begins to cast a spell known in her tribe.

5) She feels indebted to the players who free her, so she helps them in anyway they can.


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


1) While Cursed her main goal is to protect the evil wizard to the bitter end

2) While uncursed she is looking for any survivors of her tribe is her main goal in life.


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


1) Secretly she knows that her is done for, but she hopes it isnt

2) She doesnt know the feeling of love at all, but she feels an attraction towards a warlock in the players party because he is the most similar to her.

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


1) Worlock she meets in the players party (Drushus) who is very similar to her. She is attracted to him, but doesnt understand the feeling

2) Jura- Cleric in the players party. He is an exellent leader and isnt araid to charge head first into battle. She sees him as a good role model

3) The evil wizard (cant remember the name), he controlls her with his powers and no matter how much she fights it, she cannot free herself until the players kill him 


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

1) While cursed she stays quiet mostly, unless she is warning the players to stay away. She likes to tilt her head to the side when looking at the players because she is very curious of them.

2) While cursed she remember vaugely her tribe but the curse is effecting her memory. She can remember the story of her tribe and how they got their powers, but everything else is a blur.

3) When uncursed her tail lights up and glows when she attacks. She is also is very confused when it comes to real life situations (as far as relationships or friends are conserned). She doesnt know how to handle them because she never got the chance to feel them or experience them 

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1 year ago  ::  Jan 21, 2012 - 2:50PM #908
Idolis
Date Joined: Feb 6, 2009
Posts: 4,874
Rolen the Verdanian, Elf Seeker

Step 1

   1) Rolen was born in Verdania, a small forest now called The Dead Wood. When he was a child undead creatures started to infest the woods. The town sat at a gate to the Feywild that led to an eladrin city called Glimmermoon.

   2) When Glimmermoon closed the gate, the elves of Verdania were abandoned to deal with the undead on their own. Shortly after Rolen's birth, the elves retreated from the forest, leaving it to the undead.

   3) Upon reaching maturity, Rolen discovered he could commune with the primal spirits that followed him from Verdania but the connection is weak. They aid him as much as they can but, to him, it isn't enough.

   4) The sorrow Rolen feels for the tenuous connection between he and the primal spirits bought him the attention of The Prince of Frost (described in issue #374 of Dragon in the article titled "Court of Stars: The Prince of Frost". Basically, I just made him the Unseelie son of Sehanine). The Prince offered Rolen vengeance against the eladrin of Glimmermoon in exchange for service. {Unseelie Agent Theme}

   5) Rolen discovered that the weapon the Prince gifted him with amplifies the powers he can draw from the primal spirits.


 Step 2

   
1) Rolen wishes to reopen the gate between his lost home and the city of Glimmermoon.

   2) Can Rolen work his own goals into the plans of the Prince of Frost? Will the Prince ask too much of him and what will Rolen do then? How important is reopening the gate?

Step 3

   1) Rolen knows the Princes goal is to become a god. The Prince has carved out the Domain of Sorrow for himself which is only his first step. In addition he must steal two domains from other gods. Rolen is a willing Agent in the Prince's plans.

   2) The Prince of Frost is responsible for the closing of the gate that led to the fall of Verdania. Glimmermoon was a city dedicated to Sehanine and her eyes in the city were too close so the Prince had her blindfold herself.

Step 4

   
1) The Prince of Frost: Over a couple of years of service, Rolen has earned enough trust from the Prince that he is counted as an adviser as well as an agent. The fact that Rolen hasn't shared the Prince's plans with anyone is just more proof of Rolen's loyalty and loyalty could be rewarded.

   2)
Vahst aka She of the Wood: Vahst is a banshee that is also in service to the Prince. She was once  an eladrin of Glimmermoon but the death of her husband (orcestrated by the Prince of Frost, but she doesn't know that) was such a blow that her sorrow was unending. She committed suicide and became a Wailing Ghost. She is the leader of the undead army that makes it's home in the Dead Wood. Rolen has agreed to work with her, thanks to the Prince, to expand her power beyond the Dead Wood to the entirety of the valley in which it stands in order to spread sorrow.

  3)
Mason Stonecutter: A dwarf of Grimlode, mining settlement in the Bone Tear Mountains that surround the valley. Mason despises the elves for what he percieves their cowardice for abandoning their home. Mason has plans of his own, involving the valley. They include cutting down the forests for timber to shore up the mines of his home and the destruction of the Dead Wood. He also plans to rescue the communities of the valley and bring them under the dominion of Grimlode. These goals are at odds with the Prince's plans and thus Rolen's.

Step 5

   1) Rolen isn't evil at heart. Though he has no love of the men and women of the valley because they and the dwarves of Grimlode didn't answer Verdania's call for aid, he wishes no more bloodshed than is necessary. He works hard to ensure that as many lives are spared as possible doubling those efforts if they would spare women and children. However, if there is resistance or people do not surrender when offered the chance, he has no qualms about ending their lives if all attempts at leniency fail.

   2)Rolen is plagued by dreams through which he feels the primal spirits are trying to tell him something. The dreams are confusing though and he struggles to make sense of them.

   3) When Rolen kills, whether it be for food or in battle, he offers their bodies to the Primal Spirits. Due to his oath to the Prince, their souls belong to him, but Rolen feels some part of his efforts should be to appease the Primal Spirits. 
Resident Quitter

Those that say, "It cannot be done!" should not interupt those doing it-Somebody

The guy in the middle.

Night Janitor in the House of Trolls.
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1 year ago  ::  Feb 29, 2012 - 7:55AM #909
RgAgsThMch
Date Joined: May 4, 2007
Posts: 687

I need a little help with the antagonist.  Mainly, confirmation of whether that counts as an NPC or not.  Thanks in advance! (see underlined section)

Jin, Changeling Fey-Pact Warlock
(with Mark of Scribing)


 Step 1:

 1)
Jin is a changeling who was switched at birth with the son of a Dwarven family from the mining cast.  They prayed at the shrine of a water spirit for their son to rise in station in hopes of riding his coat-tails to a life of luxury.  The water spirit (an arch-fey), switched their son with her child without their knowledge.


 2) As a youth, Jin was oblivious to his true nature.  He appeared as a Dwarf (though slight of build), and was ridiculed for his peculiarities.  He was fair tempered, easy-going, and quick to pick up new concepts.  He excelled in academics, and earned the ire and jealousy of his peers.  He was on his way to being a great engineer.


 3) As a young adult, Jin would spend a lot of time at the shrine to the water spirit, where he could be alone.  One evening, he was greeted by the spirit, who revealed to him his true nature .  She explained that he was destined for greatness, but that the only way to realize this destiny was to strike out and see the world.  She then placed her hand on his head above his right brow and marked him with fey magic that just as quickly vanished.  From that moment on, he had a fraction of her power to use as his own.


 4) One night shortly after, under the cover of darkness, Jin ran away from home.  He snuck by the guards by using his new-found nature to assume the identity of a local ranger who frequently came and went by the Dwarven stronghold at odd times.  In this way, he was able to leave without a word to the guards.


 5) Once out in the world, Jin traveled from town to town, assuming different identities of his own devise in order to hone his new ability.  When he encountered dangerous situations, he discovered the more offensive powers the water spirit had bestowed on him were adequate to the task of defending himself.


 Step 2:

 1)
Jin’s goal is to realize his great destiny, whatever that may be.  He only knows he will not find it back home.


 2) I would like to see Jin develop his multiple personalities throughout the region.  Ultimately, he should be well known and well liked in almost every settlement, albeit under different identities.


 Step 3:

 1)
Since he has left home, he has never assumed his original identity.  He does not wish to bring any ill fate to his parents or his clan, so none can ever know his origins.


 2) The water spirits true motivations are probably selfish.  Also, whatever happened to the real Jin the Dwarf who he was switched with at birth?


 Step 4


 1) Shortly after leaving home, Jin was tracked down by the Ranger, Culver, whose identity Jin had assumed to leave home undetected.  Jin confessed everything to the Ranger in an emotional torrent.  Culver took pity on the (as Culver still saw it) young Dwarf, and vowed never to reveal Jin’s secret.  He accompanied Jin in his early travels to keep an eye on him, until he realized Jin was capable of taking care of himself.


 2) The water spirit occasionally checks in on Jin, appearing in wash basins or road-side streams.  She informs Jin of opportunities for heroics, and suggests identities to assume.  She represents the only direction Jin has in his new life.


 3) Recently, Jin has been waylaid on a few occasions by a creature of pure shadow.  It manifests as vaguely humanoid, and assaults Jin when he is alone.  Jin’s various identities do nothing to dissuade the attacks, and the water spirit will not comment on the occurrences when Jin asks.  When in a settlement, Jin sometimes gets the feeling he is being watched.  (Does this count as an NPC?)


 Step 5: 


 1) When Jin uses his offensive powers, a glowing white sigil briefly appears above his right brow where the water spirit touched him years ago.  This happens regardless of what identity he is assuming.  Luckily, most who see this mark never live to tell.  Also, Jin tends to appear as pale-skinned individuals, making the mark harder to distinguish.


 2) Jin remembers the moment his true nature was revealed intensely, and relives it every night before falling asleep.  In the moment the water spirit touched him, he lived a hundred lives in an instant.  The experience was so complete, Jin even remembered how to speak the languages of the individuals whose lives he lived.


 3) Jin is careful about having any revealing mannerisms carry over from one identity to the next, but he loves hearing stories about his other identities exploits, and never misses an opportunity to sit and listen to the latest rendition.  He even occasionally chimes in with embellishments he, "heard about that guy!”

I need a little help with the antagonist.  Mainly, confirmation of whether that counts as an NPC or not.  Thanks in advance! (see underlined section)

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1 year ago  ::  Feb 29, 2012 - 11:23PM #910
Formosus
Date Joined: May 14, 2002
Posts: 76

Feb 29, 2012 -- 7:55AM, RgAgsThMch wrote:



I need a little help with the antagonist.  Mainly, confirmation of whether that counts as an NPC or not.  Thanks in advance! (see underlined section)





I really like Jin, he seems like a fun character.

As far as Jin's mysterious antagonist being an "NPC," some clarification might be needed.

What do you mean by NPC?

If you mean a character controlled by the DM with his own motivations, history, personality, and character sheet, the antagonist may or may not be an NPC.

Under this definition, he wouldn't be an NPC if the antagonist were merely some kind of reflection or shadow of Jin that's haunting him instead of an independent, DM-controlled person. Of course that doesn't mean a real NPC under this definition isn't controlling Jin's antagonist, which would of course make this mysterious controller the real antagonist.

If, by NPC, you mean any effect that the DM contols and not the player, then yes, it would be an NPC.

Hope that helps.




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