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Post by irishmagician on Dec 26, 2011 17:34:05 GMT -4
Hey!
Post your character sheets and background you'd like to share here. Be sure to pass your background/sheet by me first, just in case things need to be tweaked before hand.
Thanks!
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Post by Naerwen on Jan 16, 2012 22:39:32 GMT -4
Abridged Background: Naerwen was from L’Thonriel. Her family lived between Tal’ Silvas and Riversmeet near the water. Her grandparents were members of the Grand Court. Her mother was a librarian at the Grand Library, and her father assisted her grandfather. She also had an older brother. Naerwen's first year at Oakdale Academy was met with boredom. She already knew most of the subjects being taught, and she missed being outdoors. Often times she would be caught gazing outside through the window counting down the time until she could go outside and explore with Tiriel, her eagle. Some days she would explore the mountains north of the University. Other days she would wander to the marketplace to barter for items. One day at the market when she was purchasing sunflower seeds she overheard a farmer complaining about rodents damaging his crops. She approached him and offered her help. Tiriel hadn’t been able to hunt much while they were at the university. The farmer paused and eyed her for a moment of thought. Finally he agreed. Over time they became friends. Naerwen would take Tiriel with her to catch rodents for the farmer, and the farmer would give her fresh produce and seed in return. Eventually Naerwen was accepted into the portion of the school that taught Druidry. She happily moved from the common dorms and into the Hunter’s Lodge. She felt more at home within the forest surrounded by nature and animals. The classes here were more involving and interesting. They taught the ways of magic and nature. After classes the students were allowed to explore the forest. In her explorations she found a small creek that flowed into a spring fed pond. The water was crisp, pure, and cold. You could watch the minnows darting through the sparkling water. As you moved closer to the spring there was a shaded clearing with various wildflowers and woodland flora. Moss covered rocks dappled the edges of the pond. Near the inlet small stones shone through the water. Depending on the season tadpoles would frequent the pond. Later you could come and enjoy the songs that the crickets and frogs made at dusk. Fireflies would flicker and reflect off of the water. Some could be seen shining in the forest. An old mossy tree trunk was at the edge of the clearing. It was covered in mushrooms and lichens. Each tiny part of the forest had its own ecosystem. Each ecosystem was tied to another and another until they were all connected in a web of life. Not everyone could appreciate such beauty and intricacy. Light and shadow danced together in the reflections of the pond. The sounds of the creek brought peace. Scents of the soil, water, moss, and trees came together to make a lovely earthy aroma. Strangely enough Naerwen never really saw others in this place. She would visit every afternoon to watch the animals and enjoy nature. On weekends she would visit the farmer. Sometimes she would treat the animals to seed she had received. The squirrels seemed to love corn. As she learned more in the arts of stealth and blending she would play hide and seek with some of the animals. Sometimes she would let the squirrels get close enough to eat out of her hand. They would startle and look confused if she accidentally giggled when they tickled her palm as they ate the seed. She would reward them with more corn when she startled them. Tiriel liked to fly up into the trees and look out over the forest. When the sun went down Naerwen and Tiriel would return to the lodge for supper and stories around a campfire. Sometimes they would go watch the music and plays of the bards. Before bed Naerwen would meditate and work on spells for the next day. Sometimes she would make scrolls. Tiriel would sleep on the post of the headboard when she grew too sleepy to watch Naerwen. Eventually Naerwen would climb into bed and wrap up in her blankets finally drifting off to sleep. Attachments:
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Post by blackhawk on Jan 17, 2012 22:28:08 GMT -4
Character Sheet: EDIT: Character sheet currently being reworked because I was stupid. (and the old one selectively lost things.) docs.google.com/spreadsheet/ccc?key=0AvuEzCkoFUlidDFXU2dIWlpsbmhnM1ZjdWFLTzRLaUEVulgrim Forgwynd of the IronHammer Clan has traveled to Oakdale, in full honor and of his own will, to teach and practice the art of the forge. The metals from the Ridgeback mountains are generally famed, and, Having lived with the clan for most of his life, he wished to get away for a fair amount of time and discover what the rest of the world was like, especially in the area of metals and weapons. Relocating to Oakdale was practical, as the mountains were much closer and allowed gathering of Metals without nearly the travel it would normally be. When he arrived in Oakdale he set up a shop on the square, collaborating with the local smith of fair renown. His mundane weapons are slightly superior than others in subtle ways due to the effort he puts forth; each piece he creates is an homage to his god Torag. Several of his pieces he has donated to the Temple of Mysteries. His passion for studying weapons and their crafting always drives him to look for another technique to try in his crafting. His primary goal around the Oakdale Academy is to learn and teach aspiring smiths, but his curiosity regarding weapons and their crafting will not tie him down should he see an opportunity to move on. [This is not all the character, but is enough for the character to develop more in RP]
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mith
Junior Member
Posts: 90
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Post by mith on Jan 18, 2012 18:01:04 GMT -4
Tormoh was born the 5th child in a large and growing family in Savanrae Village. Always more rambunctious and thrill-seeking than the local culture – and constabulary – deemed appropriate, he turned to troublemaking as a young adult. While not a violent or pernicious criminal, Tormoh would steal trinkets or play pranks on the townsfolk and swindle occasional travelers passing through. Sometimes he and a few others would travel the roads near Dorien and, disguised as Human children, play tricks on travelers, merchants, and local farmers. After getting a stern warning and day in the locks from the village Constable – a merchant had returned to town and complained to the mayor after discovering his entire sack of salted venison stolen – Tormoh stowed away on a ship bound for the Gnome island, Bantforth. Unfortunately, his natural curiosity and a touch of luck led him directly to a Watersgate thieves gang composed mostly of other ‘small people’, gnomes and halflings. Within a week, he had garnered a reputation as a reckless dare-taker and go-to-guy for pranks and small sub-legal jobs that were more amusing than profitable. For nearly a year, he worked odd jobs for local merchants to support his barely-profitable pranks and escapades. But he grew more and more interested in the activities and crafts of the merchants he ran errands for, and eventually grew bored in the company of the thugs and rogues in the gang. His substantial intellect and curiosity needed an outlet, which he eventually found in the company of Rumbolton, a trade alchemist with a bustling shop in the center of town. Over several months, he began spending more and more time working for Rumbolton and less time running with the gang. Impressed by how quickly Tormoh picked up recipes, plant names, and material properties, Rumbolton took him on as a full apprentice. An incredibly quick study, it was only two years later, Tormoh had learned most of what the man could teach him, and he again grew bored and wonderlust took him. When a sorcerer specializing in pyrotechnics came through town, putting on fire-and-lightning shows outside of town, Tormoh knew he had to leave. ‘Fantastic Fomoria’ had many admirers when she left the city, but only Tormoh continued following her when her attractive Human glamer faded, revealing her as one of the lizardfolk, a strange race none of them had seen before. Traveling with a lizardfolk, even one as talented as Fomoria, made life difficult as they were frequently heckled, ignored, or attacked by other travelers, and few merchants would deal with them unless Fomoria had disguised herself ahead of time. His usual disguise as a Human child was not helpful, since most people assumed Fomoria had captured or tricked him into joining her, and that she would soon eat him. So instead he maintained his Halfling appearance and took a new name – Grumplestiltskin – to play a part in her shows and maintain anonymity. He learned to use his alchemical devices (smokesticks, thunderstones, and small explosives) as props in her pyrotechnical displays. Despite the discrimination and abuse, the two of them made a decent living between the circus-like shows, Tormoh’s alchemy, and his occasional swindling of other travelers. After circling the island, the two of them booked passage on a ship to take Grumplestiltskin back to Dorien. But the ship broke up in an unexpected storm in the Sea of Tears, and Tormoh survived only by closing himself in an empty but well-sealed rum barrel. Luckily, he washed ashore within two days, finding himself on the shore of Dorien, but far from anyplace familiar. Over the next year, keeping the nickname Grumplestiltskin, he worked his way toward the Oakdale Academy, where he might learn more of alchemy. Between doing odd jobs, assisting merchants, and the occasional robbery, he slowly accumulated the funds to replace his lost alchemy equipment and take up his favorite legal trade. He quickly passed the Alchemists’ entry exams, and has spent the last few years essentially coasting – fulfilling the minimum requirements to advance at the Academy and mostly staying out of trouble, recovering from his overly adventurous youth. Grumplestiltskin (as he goes by most frequently) has carefully crafted a persona of extreme laziness, garnering a reputation as a fun-loving and talented but work-phobic young Halfling. Only his few contacts in the local thieves’ guild know his secret occasional double-life as a minor trickster, and even they rarely call on him, knowing he’d more likely talk them to death or slip them some alchemical ‘surprise’ than help with a “serious” or profitable job. He still relies on his old tricks - disguise and feigned innocence - to maintain privacy and security on the road. Who would bother a child with a lightly-laden donkey? Some less scrupulous highwaymen do, of course, but rarely live to regret it. dl.dropbox.com/u/57925435/Grumplestiltskin.xls
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Post by zeferin on Jan 19, 2012 1:41:21 GMT -4
Character sheet: dft.ba/-trazish_Matts_charactersheet I would say that you should read the full background. It is a lot better read and as a lot more information. If not, read what is in this post. The full background: dft.ba/-trazish_backgroundAbbreviation Backstory: Trazishion Dyear'neldther was born to an Elf mother, Sairahiniel Dyear'neldther, and a human father, Brom of Brynway. Known simply as Trazish, he was born into a family of doctors. He father had been taken the craft after his father, but had traveled as a ship doctor for a few years. Trazish's mother was from L’Thonriel and from an old, well respected family of the Grand Court, but she had no interest in politics wished to pursue studying medicine. When she had finished her studies in L’Thonriel, she when traveled to Dorien to learn from the shorter lived humans. On the way there, she met Brom and the two agreed to work together, with Sairahiniel (Sairah for short) as Brom's assistant. After working together for over ten years, the two fell in love. Sairah decided to stay in Dorien, not to return to L’Thonriel when her time to come home came. In doing so, she had the mark of an outside cast on her. At the same time that the mark showed up, Sairah was found that she was with child. After the child was born, Sairah and Brom raised the young Trazish in Byrnway Village, but were the subject of much gossip with the townspeople uncomfortable with an Elf and a Half-Elf living among an entirely human population. As the gossip got worst, Sairah pleaded with Brom for them to move away, but Brom said that no one would do anything. He was wrong. After Trazish got in a fight with a child and Sairah intervened, the town formed a mob and stormed Trazish's home at night. Sairah, using the little magic she had, cast a protection spell over Brom and Trazish as the mob overtook her and killed her. Devastated by the death of his wife, Brom pack up and took Trazish to Oakdale. After three years in Oakdale, Brom had become the Academy's mortician and spent his days in the libraries, taking care of the dead, and getting barely any sleep. Trazish had grown cold, despising humans and was only able to see the emotional monsters they were. One day, though, his father didn't come home. After going missing for two days, Trazish searched for his father. After looking in every other place he could be, Trazish finally when to the last place he wanted to be: the morgue. In the morgue, Trazish found his father in the middle of some twisted, dark ritual over a corpse. After trying to talk to his father, Brom showed that the body was that of Sairah's. As he finished the ritual by cutting off his own hand, a misty light filled the body, seeming to bring her back to life. Sadly, a hand was not enough of a sacrifice and as the little bit of Sairah's consciousness faded away asking Brom why, the body turned into an Undead creature, attacking and killing Brom. As it turned to Trazish, who had back himself up in a corner, a man busted into the morgue and attacked the creature in the name of Pharasma, the goddess known as the Lady of Graves. After the Undead was slain, the man took Trazish back to Brom's house and had him explain what had happened. After that, the man introduced himself as Inquistor Koil of the goddess Pharasma. Taken aback by this, Koil explained to Trazish that he had every little opions: either become an orphan begger or come along with him and become an Inquisitor. After sleeping on it, Trazish took him up on the offer. Sixteen years later, the two were still together and Trazish was no longer the cold child he was in Oakdale. Trazish was fully fledged Inquisitor and had seen his fair share of people trying to raise the dead, for both malevolent and sympathetic reasons. It didn't matter, though. His job was to stop all those that tried to raise those that have been judged by Pharasma. He had to tell many people, alone and crying in corners, that the goal they had dedicated their lives to was unobtainable. One night, though, Koil got a vision from Pharasma that said that a great threat was befalling the land. She couldn't reveal any more due to the fact that knowing one's own fate could alter it in worst ways. What she did say, though, was that Koil was to head south and that Trazish was to head to Oakdale. As the two discussed the plan, Koil said goodbye to Trazish for the first time that the two had met sixteen years ago, and headed for Talinbrae. Trazish turned the other way and headed to Oakdale, hiding out and finding out any information he could as he took up his father's old profession as the Academy's mortician.
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Post by Naerwen on Jan 20, 2012 0:28:36 GMT -4
Edited Character Sheet (background bonuses) Attachments:
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Post by myinsanemind on Feb 2, 2012 9:34:12 GMT -4
Background: Born as the 21st child to Hanabi and Ajubar Kijo, Ayame Kijo is the youngest and last child of the Kijo family. The family grew up in Greensmeadow on Banthforth. Aya was babied as she grew, having twelve older brothers and nine older sisters to help look after her. From a young age, Aya was extremely curious even by gnome standards. She would often follow around her siblings, observing and learning many small portions of their daily hobbies or jobs-as well as many of their tricks. Yet despite many of these things, Aya grew to be a very caring and kind gnome. She learned that even other gnomes appreciated a kind, helping hand without having to keep a lookout for tricks or pranks around every corner, so she was able to satisfy her curiosity by being able to stick around and observe. While a bit sheltered for a gnome, Aya developed a fascination for the strange and unusual. Anything that was in any way unique or out of the realm of normalcy would be scrutinized under Aya’s gaze. Even her fellow gnomes began to question some of her habits, but shrugged it off as part of her overwhelming curiosity. One day, when Ayame was in her teens, she went out exploring with her best friend, Jagi. The two roamed the meadows and grasslands, looking for something fun to do away from the rest of Jagi’s prying siblings. From the top of a hill, they spotted a caravan of performers making their way toward town. They sat down to watch and point to all of the different creatures that were traveling along from Pegasi to Hippogriffs. Later that day, they went to the performers’ festival to watch many of the different acts. It was there Ayame had her first dealing with the undead. A witch who was traveling with the circus preformed a haunting, yet beautiful, waltz of undead corpses. While most were unnerved by the act, Ayame was fascinated. She sought out the witch after the performance and begged to be taken on as an apprentice. The witch declined, although Ayame got her to promise that if the witch would return after ten years, Aya could then become her apprentice. After ten years, the witch happened to return. Aya was reluctantly rewarded the apprenticeship. The witch coached Ayame through four years of training before Aya grew to be bored with the witch and ventured off to find other masters. For seven years, she learned from many mentors. She returned home to visit for a while and has since been venturing out on her own to begin challenging and perfecting her skills as a witch. This quest led her to Oakdale to begin learning new forms of magic and honing her skills along with her familiar, a goat by the name of Dumbledore (or Dumbles for short). Character Sheet: dft.ba/-Aya
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Post by Deekin on Apr 2, 2012 19:19:36 GMT -4
Background: Deekin is a kobold native to the Ridgeback Mountains that border the town of Oakdale. Rescued while wandering the wilderness by Sarna, the wife of the inn-keeper for the Dragon's Claw, he had lived at the inn for the past 2 years; earning his keep by assisting with chores and working part-time at the curio shop next door, named "Rin's Odd's n' Ends." Apparently a minstrel of sorts, he finds himself in the company of a band of adventurers attempting to survive the chaos that is plaguing Oakdale. (More background information will become available as discovered by party members) Attachments:
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