Showing posts with label Character Bio. Show all posts
Showing posts with label Character Bio. Show all posts

Wednesday, August 11, 2010

In Which The Warlock Summons a New Personality...

With my ranger, Ishmael, on the way out, it came time for me to come up with a new character for Kat's weekly Marrakesh game. Instead of my normal format, I used the "Ten Minute Background" presentation, as found from several sources online. As such, enjoy a look at Sular Etani Mahalesh--a tiefling summoner from nearby Cordoba!

In an attempt to get all the information I need to create stuff from character backgrounds without having to continually push for information, I am asking that you create backgrounds the following way:

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. The Man Who Lived Forever: As a tiefling, Sular is the literal embodiment of one of the djinn, the immortal spirits of the desert. Sular has lived for nearly 275 years, and has shown no signs of slowing down or stopping. He fears little, and carries an attitude of “been there, done that” towards most things.
2. The Pacts of Ancient Cordoba: Sular learned wizardry at the feet of the infamous sorcerer Al-Azif, an eladrin who dabbled in the dark arts. Sular turned his arcane training towards the arts of mental manipulation and assault, and towards summoning. However, it was rumored that Al-Azif’s magics came not from study or inborn talent, but rather through a pact he had made with a creature known only as Iog-Sotot. Further rumor states that Al-Azif’s pact with Iog-Sotot is chronicled in full, along with hundreds of lost spells, in a book known only as the Testament of Carnamagos.
3. A Merchant Dynasty, Fallen: For over 75 years, Sular and his brother, Qatar, ran a successful mercantile caravan, running from the city of High Cordoba, criss-crossing Europa, all the way to Byzantium. Occasionally stopping in Marrakesh, he is passingly familiar with the city, though is clearly not a local. Sular’s merchant empire, however, fell to the Inquisition (see point 5).
4. A Scholar and a Gentleman: Sular, while not a master of all arts, has at least some training in most basic skills. He carries a finely made Cordoban khopesh, and has been known to cross blades with enemies on occasion. He relishes new learning, and can often be found trolling libraries and other upscale areas, reading for pleasure and new learning. Sular has also spent many years refining his courtly manner, and he treats all nobility with a genteel hand.
5. The Inquisition: The crusaders of Erathis, pushing south from the northern coast of Cordoba, have put forward what they refer to as a “Grand Cleansing”. With the support of the Erathian Queen Francesca, they swept south towards High Cordoba, driving out any who did not swear fealty to Erathis. For a desert-spirit like Sular and his family, this Cleansing meant certain death. His assets were seized, his caravans were sacked, and his servants were tortured, often to death. While Sular was able to escape to the south, his parents—in a dreamlike torpor for many years—were left behind. His brother? Not even Sular knows.

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. Locate the lost lore of Al-Azif.
2. Work his way up the nobility of Marrakesh, and reestablish his trade empire.
3. Evade the Inquisition, and find out if his parents—still in torpor—survived the Great Cleansing.

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. (Known) Sular is a member of the Three Lobed Eye—a sect of Ioun devoted to the preservation of “heretical” magics and the like. As the teachings of Al-Azif are among these, Sular takes a particular interest in the Three Lobed Eye’s work. While he himself is not particularly religious, his goals have always lined up with that of the Three Lobed Eye, and he is a respected member.
2. (Unknown) Sular’s brother survived the Inquisition, and has located the Testaments of Carnamagos! He currently has taken up with a group of desert nomads, wandering the wastes surrounding Marrakesh. Qatar has a map that, he believes, will lead to the resting place of Al-Azif’s eyes (Al-Azif was torn apart by Erathian fanatics after his death, with the fragments buried separately), which may hold the forbidden tome.

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. (Friendly) Rahman Abu al Kayeff, human Priest of Ioun. Rahman is a high ranking member of the Three Lobed Eye in Marrakesh. A vestige-pact warlock, Rahman often will debate arcane theory with Sular over a bottle of brandy or a hookah of hashish. Rahman is of a similar temperament to Sular, though he has less of an “aura of invulnerability” compared to his tiefling comrade.
2. (Helpful, but Indifferent) Nawal Salimah, half-elven Spice Trader. Nawal was affiliated with Sular’s mercantile group, when it was still active in Cordoba. Widowed of her arranged marriage at age 17, she stood to inherit her husband’s lucrative spice trade. Assuming control of it at age 23, she forged an alliance with Sular that was mutually beneficial. When Sular’s enterprise fell, due to the Inquisition, her business took a substantial hit. However, she persevered, working with other purveyors, both Narbonne and Marrakeshi.
3. (Actively Hostile) Amadis Baldomero San Marcos, human Knight-Paladin of Erathis. Amadis is an agent of the Erathi Inquisition, charged with the extermination of heretical magics. Amadis has been following and killing mages of all sorts for many years, and is quite the tracker. Amadis has sailed for Marrakesh in search of the book known as the Revelations of Glaaki, though has heard rumors of a much more dangerous tome, currently held by refugees of High Cordoba. The tome? The Testament of Carnamagos.

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. Sitting at the feet of Al-Azif, questioning the master on the nature of the Elemental Chaos while eating dates and sipping coffee.
2. Fighting off caravan raiders alongside Qatar, in the early days of their shipping empire.
3. Escaping through the back alleys of High Cordoba, losing sight of his brother, and sailing for Marrakesh, when the Inquisition reached High Cordoba.

Tuesday, April 14, 2009

In Which The Warlock Is Unable to Take On His Original Plan...

So, remember my New Year's Resolutions? One of them was to include some images of the minis that the PlatinumChick and I have been painting, all this time.

Unfortunately, that's one resolution that just isn't going to take place. Grrr.

Despite my best efforts, I couldn't get a good picture of my latest attempt--a new figure for one of my favorite characters: Nordling. I finished painting him at our last game night, and really wanted to show off my (really pitiful) painting skills. But, at any rate, I might as well give you the background for him.

Nordling is a perennial character that I play during WEGS games, often frustrating El Willy to no end. Nordling's a "Humz Trickster"--something of a Human Rogue/Thief, if you want to put it in D&D parlance--and always seems to show up in the weirdest of circumstances.

Nordling's biggest quirk is the fact that he's survived every WEGS game I've ever played him in. He lived through his first appearance at "Pigskabb's Skool 4 Wizzards", getting away from Chef ToeGash. He survived the classic "Dwarf Walks Into a Bar", when Ebbs ran for the first time. He escaped from the clutches of the Column-Golem and Cthulhu, in "From Dusk Till Dead". He weaseled his way out of KlattaBarraBoo's tomb (and garnered some multi-classing into Mage, while he was at it!). And, most lately, he managed to sneak away from a wrathful Ring Reaver in "Over the Reaver and Through the Wyrds" at WittCon VI.

It's hard not to celebrate a character's success rate, when it's as high as something like this. In Ebbs' "Pyramid of Shadows" 4e game last year, I couldn't help but laugh when one of our henchmen--yet another human rogue--rolled a stat array that put any of our player characters to shame. That rogue, dubbed "The Goddamned Jim-Bob", became the great-great grandson of Nordling I...who weaseled his way out of Pigskabb's woods all those years ago.

As I've said before...it's no surprise that the cards for Tricksters are in yellow. ;)

At any rate, if I manage to get my camera to cooperate, I'll find a way to put up the pictures of the now-painted Nordling. Till then, some reminiscing will have to suffice...and some plans for the Power Play sessions at Origins. :D

Monday, March 30, 2009

In Which The Warlock Changes His Persona...Again...

With the demise of "Shadows of the Cold War", Kat has taken up the mantle of GM and is prepping us for our first session of Ravenloft this evening, using an Island of Terror of her own design.

I, for one, am ecstatic. In all my years of GMing--now almost to 15!--no one has ever run Ravenloft for me. I've loved the setting for years, as it was the second D&D setting I'd ever read, but no one would run it. I've run it myself countless times, but few seem to be up to task to put together Gothic Horror with Medieval Fantasy.

That is, until now. So, without further adieu...my Ravenloft character: Nadia Ir'Ralya, burgeoning sorceress!

Name: Nadia Ir’Ralya
Age: 28
Race: Human
Location: Port-a-Lucine, Dementlieu
Parents: Unknown (both). Raised by Varrek Ir’Ralya
Siblings: Unknown
Friends: Camille DelaCroix (deceased), Eriol
Faith: “Gods? Are you kidding me?”
Fav. Food: Blanquette des veau over potatoes, with deep red wine.
Pastimes: Juggling, practical jokes, drinking. When alone, drawing and writing.
Party Role: Stealth and reconnaissance, social skills, raw damage potential.
Strengths: Stealth, high damage capability, high defenses, versatile skill uses.
Weaknesses: Low AC. Low physicality (negative Str).

Background:

Varrek Ir’Ralya was a “second story man” working for the Bleakers—an up-and-coming thieves’ guild in Port-a-Lucine—when he came upon something that he, to this day, has never been able to explain.
Varrek was commissioned by his Guildmaster—the enigmatic Melancholy—to break into a house in the High End. Port-a-Lucine’s High End was the most wealthy and elite district, and this house was no exception. Varrek slipped his way in and began cleaning out the lower floors. When he got to the second floor, though, Varrek had no words to describe the strangeness found there. On the floor, a married couple—still in their bedclothes—lay scorched and bleeding. Scant 5 feet away, though, a young girl of 3 years old—presumably their daughter? –lay sleeping on the floor.
Varrek was immediately faced with a feeling he rarely felt: guilt. Taking the sleeping girl with him, he looted the remainder of the house and made his way back to the Guildhouse. While the Guild Undermaster wasn’t happy with Varrek’s choice, they kept the girl around as something of a mascot at first, but later as a trainee. Nadia, as such, grew up in the absolute roughest of circumstances…and reveled in it. She proved adept at stealth and lockpicking, as well as swindling and baiting hapless men in taverns. Nadia always had an ‘exotic’ loot about her, which attracted many…and often left their purses lighter.
While Nadia enjoyed her work and her training, she had few friends. Among those few were an elf, Eriol, and another orphaned human girl, Camille. Eriol was fun, but had the typical arrogance of the Sithican elves, which made him annoying for long periods of time. Camille, though, was something different. She was wild, like Nadia, and the pair would spar in the training hall with abandon.
However, Nadia was continually haunted by strange dreams—dreams of whirling colors and oozing, amniotic seas, in which…things…swam. In the darkest of these dreams, a hideous figure would float through the sea towards her: a tatterdemalion, but one of royal bearing. A proverbial King in Rags and Tatters. She would often wake up screaming from these dreams, with no one left to comfort her.
The dreams soon became worse, over time. In fact, Nadia began to manifest sorcerer powers as the dreams compounded…which led to tragedy. Nadia, at Camille’s request, tried to keep use of the powers to a minimum—keeping them only for emergencies.
Such an emergency came as the pair, alone with Eriol, attempted to lift a supposed “religious artifact” from the vaults of Councilor Dominic D’honaire, at the request of Guildmaster Melancholy. When the trio was caught by the guards, they attempted to fight their way out, only to be vastly outnumbered. Camille, swiftly surrouned, begged Nadia to use her sorcery. Nadia summoned her mental reserves, blasting out with waves of psychic fire, consuming the guards…and Camille. Nadia shrieked, but the carpets of the vault had begun to catch fire, and Eriol was forced to pull her, still screaming, out of the manor house.
Since that day, Nadia has kept to herself. Guildmaster Melancholy has all but forced her from the ranks of the Bleakers, putting her out on the street as a liability. As such, Nadia has stowed away on the La Perle Volante, believing that a new land might give her a new start. She worries daily about her burgeoning powers and how she possibly learn to control them. She has no friends, only underworld contacts, and feels like this world has abandoned her. If there was only a way to control this raw power, any price may be worth it.

Monday, December 08, 2008

Bonus Post! In Which The Warlock CrossDresses for his New Game...

I figure that I've been running behind on posts, so here's a bonus one. Our Friday night game has a new DM--Fred, who wanted some tweaks to the 4e system to make it more classless, and more RP-oriented. I had originally come up with two ideas--a flail-wielding elf fighter trying to rectify the situation between his estranged elven homeland and his former mercenary company, who was bent on invading said homeland, or an amoral human warlock raised by a thieves' guild and trying desperately to escape the consequences of her pact.

As such, I ended up rolling neither.... Naturally. :D

Below, is my newest character. It's been a while since I've played a female, so this should provide for something interesting...

Name: Unsere Sehkmet-Sabath
Alignment: Good, with slight Neutral Leanings
Age and Gender: 27, Female

Appearance:
Tomboyish, with a green ponytail and wire-rimmed glasses. Slight of build (5’3”, 120lbs.) Often wearing work-gear (overalls and the like), or grease-smudged traveling pants and comfortable shirts. Always wearing a belt full of pouches and various tools. Carries a bastard sword on her back.

Pop Culture Inspirations:
Lucca from Chrono Trigger.
Pepper Potts (Iron Man film)
New Hawkeye (Young Avengers comic book series)
Huntress (DC Comics)

CatchPhrases:
“Let’s go to work…”
“Science H. Logic!”
“A little magic can solve this…”
“Just like back in Applied Alchemy…”

Upbringing:
Born to a family of tieflings outside of Thromstorm, Unsere was very much a city girl. Roaming the streets was commonplace for her, weaving through the foundries of the city, and marveling at the various arcanotechnological devices being wrought around her. Unsere was the only child of Thamuz and his wife Shabriri. When Unsere was 6, her mother—having developed several psychoses that were designated untreatable—was institutionalized. As such, Unsere often was unable to attend school and was treated to ‘on-the-job’ training the in the Calixis forges with her father, who raised her primarily.

Adult Life:
Unsere attended the Great Academy of Thromstorm at 16, where she excelled in their arcanoengineering program. She also excelled as a fencer, preferring a longer bastard-sword to negate her foes’ often-longer reach. Following her graduation, she signed on with the Thar Acquisitions Company, who routinely sought various arcane supplies—mainly mithril ore, adamantine, and deep crystal—from the nearby Underdark mines. Unsere was one of several teams of ‘materials experts’ who were sought not just to procure high quality shipments, but also to defend them against possible incursion. She has made several contacts with the deep dwarves, tieflings, and even drow of the Underdark because of this. As such, she has often come into conflict with rival companies and with human bandits/claimjumpers from Undermine. Because of this, she was asked to take her first life in the line of duty—a human claimjumper.

Following this event, which haunted Unsere dearly, she resigned from Thar Acquisitions, gaining a position as an ArcanoEngineer at Gyrosys Fabrications, which specialized in golem and automaton creation. She was promoted to Lead ArcanoEngineer in her department approximately one year ago. However, Unsere has recently been finding significant errors and re-routed funding within the department she oversees at Gyrosys. These errors, of course, are the result of her supervisor, Kezar Uzarisa, who has been overseeing the creation of a new project—the merging of a stolen soul into a golem-shell…something known as Project Warforged.

Occupation:
Previously—-Acquisitions Expert and Material Procurer, Thar Acquisitions.
Currently—-Arcanoengineer, Gyrosys Fabrications—Engineering Division.

Religion:
Follows: “Science!”
Worship: No particular deity, though has been known to curse Gond Clockmaker at times.
At odds: Racial deities tend to rub the wrong way (Moradin, Corellon, etc.)

Family:
Father: Thamuz—Elemental forger, Calixis Corp.
Mother: Shabriri—Currently institutionalized at Shal-Dei Asylum.
Siblings: None.

Life Events:
Mother’s Institutionalization at age 6.
Graduation from Great Academy of Thromstorm at age 21.
First actual ‘career’, at age 22 (Thar Acquisitions)
First life taken, at age 22—a human claimjumper, from Undermine.
New job, at age 26—Gyrosys Fabrications, Engineering Division.
Promotion, at age 26—Lead ArcanoEngineer, Gyrosys Fabrications.
Discovery of anomalies in Gyrosys records—3 weeks ago (age 27).
Activation of Sheathan—current!

Networking:
Friends in Thar Acquisitions (Dwarves/Tieflings, primarily)
Business contacts among mining purveyors around Tornia.
Former professors at Great Academy of Thromstorm
Best friend/fencing partner, Daria Majestrix.

Enemies:
Near entirety of Gyrosys Fabrications.
Thromstorm militia and guard.
Kezar Uzarisa—Head of ArcanoExperimentation, Gyrosys.

Goals:
--Greater understanding of magics, and they way they work with the world around them.
--Understanding of the fiendish/elemental origins of magic, and the role of the sentient races within that.
--Comprehension of the sentience of Sheathan, as well as Kezar’s role within his creation.
--Discovery of whether Sheathen is, in fact, an actual soul.
--Escape the Thromstorm militia, and the far reach of Gyrosys.
--Find a way to treat Mom.

Social Int.
--Incredibly curious, particularly regarding Arcane magic and Arcanotech.
--Generally optimistic, though growing frustrated with continual lack of fairness.
--Believes in social justice, fairness, generally kind…
--Overly trusting. While nice, she’s not particularly “wise”.
--Easily embarrassed, particularly in risque situations.
--Somewhat tomboyish, and something of a ‘grease-monkey’.

Decisions:
--Can be flustered easily, but very determined once a course of action is chosen.
--Tries to be law abiding, in most things. Will break ‘minor’ laws without thinking.
--Feels for many ‘victims’—hospital victims, orphans (people who have been in her position)
--Absolutely fearful in asylums and the like.

Mannerisms:
Often gets nervous and stammers, if does not know what to do in a given situation.
Does not like bloodshed, if other sentient beings are involved—believes in right to life.
Enjoys cats and other small animals (would have had a familiar, in 3.5e)
Fascinated by any major arcane or arcanotechnological device—will spend hours enjoying them.

Sunday, October 05, 2008

In Which The Warlock Posts Some Character Info...

Well, now that I'm in not one, but two 4e D&D games, I suppose that you might want to hear about them!

I guess I'll start with the Tuesday night game, over at Wittenberg. I'm not hosting the logs here--they'll be hosted at the Wittenberg Role-Playing Game website, here:

The Logs of Gerald Nimbus

As for now, though, here's the background for Gerald Nimbus!

Name: Gerald Nimbus (real last name: Harmattan)
Age: 48
Race: Human
Location: Rawinsonde, a small human hamlet on the eastern continent.
Parents: Garius and Alanna (long since deceased)
Siblings: Cordran (older brother), Maya (younger sister)
Faith: Believer in the ancient spirits (primordials), whom were defeated by the gods. Reveres Ras Shamra (the Great Eye in the Storm), but fears Ithaqua (the Walker of the Frozen Wastes).
Fav. Food: Caraway and Fennel-crusted loin of lamb, served over risotto. Red wine is a must.
Pastimes: Meteorology, rain-making, storm-chasing, oil painting.
Party Role: Crowd control, multi-target damage, ritual usage.
Strengths: High Intelligence, knowledge skills, ability to inflict status effects.
Weaknesses: Middling Defenses, relatively low HP, lack of social skills (cha-based)

Background:
Gerald Harmattan was born in the small town of Rawinsonde, an isolated village that continued to worship the Primordials—beings of great power and might—well after they were defeated by the current pantheon of gods. While several attempts were made by the current churches—most notably the faiths of Corellon and Pelor—the natives drove them out, in favor of their own rites.
Gerald’s arcane abilities came into shape at the hands of Frau Hedda, an ancient crone and hedge witch, who followed the chaotic primordial Ras Shamra, better known as the Great Eye in the Storm. Hedda instilled in Gerald a firm belief that the future could be controlled and manipulated through the pure energy of a natural thunderstorm. As such, she began instructing him in storm magic—how to bring peaceful rain to those who were allied with you, while raining ice, lightning, and blasts of thunder upon those who dared slight you.
After Frau Hedda died, Gerald left Rawinsonde for points unknown. He had attempted to join a mercenary company—the Black Freighter—as a warmage, but his habits of storm-watching and the like earned him the company’s ire, and he left after his first 6 month campaign.
Instead, Gerald teamed up with an adventuring troupe known as the Emerald Eyes of Ekron. They traveled together for nearly 8 years, defeating several menaces, including a hobgoblin horde which Gerald very nearly decimated singlehandedly. However, as the group spent their night and spoils in a roadside inn, a storm brewed up. Gerald immediately went out into it to read the skies. Coming back in minutes later, he announced his retirement from the group, and left without further word. As it turned out, less than 3 days later, the Emerald Eyes were slain to the last man. Gerald then joined up with another group, the Phantom Riders. They too, were slain mysteriously after Gerald left. Again, their deaths came scant days after Gerald retired from the group, following a severe storm.
Gerald has only recently come across this adventuring group, and has been troubled deeply by his joining. Under the advice of one of the Phantom Riders—an elven scout named Caylen, who may be one of the few females Gerald could be said to have loved—he has taken up oil painting. However, the pictures have taken on a disturbing turn—one of great tempests and swirling bodies in the void…as a blizzard-bound behemoth with coal-red eyes looks on. The figure could only be Ithaqua…the long-dead spirit of frost that forever challenges Ras Shamra for the right to the stormy chariot.

Typically, Gerald gets along best with those adventurers who use their brain. Rogues and the like tend to get along with him well, as they use their wits to survive, as do more intelligent fighters and warlords. While not a traditionally “tactical” mind, Gerald’s time in the Black Freighter mercenary company has given him a rudimentary knowledge of squad-level strategy. Concurrently, Gerald typically butts heads with divinely powered warriors—clerics and paladins—believing them to follow false powers into acts of ignorance and zealotry, such as the conversion attempts on Rawinsonde.
As with his prior groups, Gerald has a tendency to freak out his companions with his bizarre behaviors during storms and the like. However, his storm-reveries often lead him towards great insights and prophecies as he “looks into the eye of Ras Shamra for wisdom”. This, coupled with his more-and-more disturbing oil paintings leads many casual observers to believe he’s insane. However, those who actually get to know Gerald—perhaps by sitting down and having a glass of wine with him—will soon learn otherwise.
Gerald often wonders about his former comrades, particularly Caylen. While he knows what the storm-reveries have shown him, he cannot help but hold out hope that she may somewhere be alive.