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T O P I C    R E V I E W
The Arcanamach Posted - 26 Nov 2013 : 20:25:46
I'm starting this thread because I'm curious about everyone's homebrew PCs and NPCs. You don't have to include a full write-up or anything, just tell us some interesting or unique facts about them and how they fit into your game world (especially interesting back stories). I will share several but will start with this one...

Alhanna Ambyrgyles
Str 14
Dex 18
Con 16
Int 16
Wis 20
Cha 18

Cleric/Figther (actually Dawnmaiden, see below), NG 1/2ef, 5'10/140lbs. with blue eyes and auburn hair

Dawnmaiden: In my campaign, Dawnknights/Dawnmaidens are a paladin-type class unique to Lathander's followers. Alhanna's classes should be noted as Cleric/Dawnmaiden in stead of fighter.

Special Equipment
Dawn's Glory: Gifted to Alhanna by Keldath, this mithril plate mail is enchanted to grow in strength as Alhanna's faith in Lathander does. Forged by the elven smith Athelas, this armor is much lighter and less restrictive than other specimens of its type. It has been treated to be everbright but has a light rosy (hot pink) color to it and is engraved with the symbol of Lathander on the breastplate along with beautiful etchings and artwork. It has a minor enchantment that causes it to shimmer softly with the colors of the dawn. Its powers are as follows:
Clr1: Masterwork Mithril Plate, Dawnshimmer (described above), Resist Acid 10%.
Clr3: Armor +1, Resist Fire 10%.
Clr6: Armor +2, Resist Fire 30%.
Clr9: Armor +3, Resist Fire 60%.
Clr12: Armor +4, Fire Immunity.
Clr15: Armor +5, Dawnglory 1/day (a rosy-hued Meteor Swarm that affects undead only with no saves for half and no fire resistance/immunity allowed.

Dawn's Rising: As with her armor, this shield was also forged by Athelas and gifted to Alhanna by her foster-father. It is a medium-sized mithril shield with Lathander's symbol prominently engraved on its front with a phoenix curled around it. Like her armor, it is everbright with a light rose color to it and shimmers softly with the colors of the dawn and grows in power as Alhanna does. It's powers are:
Clr1: Masterwork Mithril Shield, Dawnshimmer, Resist Acid 5%
Clr3: Shield +1, Immune to Disease
Clr6: Shield +2, Immune to Poison
Clr9: Shield +3, Immune to Fear
Clr12: Shield +4, Immune to Energy Drain
Clr15: Shield +5, Summon Phoenix 1/week

Dawn's Herald: This morningstar has been endowed with the same traits as Alhanna's armor and shield. The spikes of the weapon's head look like flames coming from a larger central flame. The weapon glows with a light rose-colored faerie fire effect. Its powers are:
Clr1: Masterwork Mithril Morningstar
Clr3: Rosefire (+1d4 holy damage)
Clr6: Rosefire (+1d6 holy damage), Impact (identical to Keen quality)
Clr9: Rosefire (+1d8 holy damage)
Clr12: Rosefire (+1d10 holy damage), Speed
Clr15: Rosefire (+1d12 holy damage)

Background
Alhanna (originally named Varanna Myrimar) was raised in Beregost by her foster-father Keldath Ormyrr, High Priest of Morninglory Temple. Keldath was part of a caravan traveling between Beregost and Athkatla when it was attacked one night only a few miles from that city. A number of undead swarmed the camp, slaying most of its people before being driven off by Keldath and his adventuring band, the Dawnknights. He rescued Varanna from certain death, but not before she witnessed her family's death firsthand. Her last memory of that night was seeing her parents devoured by the undead before Keldath smote them with rosy fire. Soon after, Keldath and his band settled in Beregost and founded a temple to Lathander. There he cared for and raised Varanna, a child he would come to love as his own...and soon discover that she was touched by the hand of Lathander himself. Varanna was certainly as quick-witted as she was beautiful, but she was also wise beyond her years. One evening, as the temple was holding a vigil in preparation to herald in the dawn, undead attacked. It was the eve of Midsummer morning...and Varanna's 16th birthday. A battle ensued, and Keldath ordered the laymen into the temple, including his daughter, while he and his priests and knights destroyed them. She did not obey him this evening. Filled with the power of the Morninglord, Varanna moved to destroy the blasphemous creatures. Keldath would later describe her as moving with a tranquil wrath as she smote ghoul, after ghast, after wight in her path. As the morning sun crested the horizon, Varanna...in the tradition of the priesthood of Lathander, took a new name...proclaiming herself Alhanna Ambergyles, Dawnmaiden of Lathander.

Personality
Alhanna has been described as a 'serene beauty' due to her habit of walking quietly about observing others, often with her hands held behind her back and a small smile on her face. She is a thinker and seems always to know things before others are even aware that there is [i]something[i] to know. She is seldom surprised by the acts of others and often provides insights into the reasons for people's actions and reactions (what she calls the 'why' of things). There is a reason for this. The Myrimars are often latent psychics with a penchant for minor precognition and possess an even rarer, perhaps unique, [i]ancestral memory[i] trait. This trait causes them to pass on memories from one generation to the next, albeit without control as to what memories are passed down. Over the centuries, the Myrimar children have inherited enough memories for upwards to eight lifetimes (in game terms, she has already gained the full benefits of aging on her mental stats).
Alhanna is possessed of a quick and impish sense of humor, often playing small pranks on those she cares about (and knows will not take offense). She is quick to smile and is always ready to lend a hand, an ear, or a shoulder to those in need. With the exception of those who are wantonly cruel and evil, she genuinely likes and cares for others, regardless of personal habits, poor intellect, points of view, or lack of manners. She is a stranger to no one and is just as comfortable speaking with a drunken sailor, tired farmer, or pompous king. She is friendly in a quiet, reserved manner, more prone to listening than to talking (though she is quite adept at making conversation). Alhanna wishes to experience the world around her but, more than anything, desires to make the world a safer place and to one day have a family of her own. Due to her experiences as a child, Alhanna will not abide any child being hurt and will go to great lengths if it means easing a child's pain.
Alhanna has no real conceits, but she is very proud of her gardening skills and has developed an arboretum at the temple. She enjoys cooking, dancing, and singing...and loves nothing more than languishing for hours in a hot bath after intense lovemaking (having willingly given herself to a young acolyte at the temple at a rather young age...the boy, Karamon, died in the attack at the temple, Keldath believes this was the final catalyst for her transcendence that night). She has also loved a young woman named Diana, though she left the temple some time ago and her whereabouts are unknown at the present time.
If there is a flaw in Alhanna, it lies in her hatred for the undead. Despite her extensive memories and an amazing ability to cope with pain and loss, the night her family died has scarred her deeply. She is still little more than a youth and is haunted by nightmares (often seeing her parents beckoning to her for some unknown purpose), even in her wakeful hours. It takes a great deal of will power on her part not to attack them on sight, especially the intelligent variety. To this end, she has spent her last years at the temple honing her skills and researching the undead. She is wise enough to know that eradicating them is impossible, but she will do everything in her power to see to it that her little piece of the world is free of them.

Special Notes:
Diana: A former lover of Alhanna's, Diana was taken to Baldur's Gate for an arranged marriage to a nobleman in that city. Diana is quite unhappy with the arrangement but does her 'duty' for her family. If she were to see Alhanna again, their romance could resume, though she will not abandon her husband, her familial loyalty is too great for that.

Alhanna's Sister: Alhanna's family was attacked by vampires (and their undead servitors) when she was 'in transit' to that city several years ago. If she ever gets wind of their whereabouts, Alhanna will insist on tracking them down so that she may lay her sister's spirit to rest. Launa will prove to be a ravenous vampire whom her master can only release when many kills are needed and almost always has to accompany her personally to keep her under control. Launa appears to be quite insane and often speaks to her parents (who do not appear to be around...they were devoured by ghouls). In fact, Jarin and Mirrana do live on as ghosts who cannot rest until their daughter's spirit is at peace.
Alhanna has suspected this for several years now, her latent precognitive abilities having revealed limited information to her already. As such, she has done what she can to prepare herself for the eventual encounter. Nothing, however, could prepare her for her sister's utter vileness as one of the undead. She is now Alhanna's polar opposite, hating all things, reveling in the torture of her victims prior to killing them, and enjoying nothing more than the tormented pleading of children before they die...slowly. Launa will speak at length about her taste for cruelty...just to hurt Alhanna.

That concludes my first offering. I hope you folks find her interesting.
11   L A T E S T    R E P L I E S    (Newest First)
Artemas Entreri Posted - 06 Dec 2013 : 23:17:01
OP- I noticed your characters have some pretty high stats. Are you playing under 2E? If so, how do you roll your stats?
Cbad285 Posted - 06 Dec 2013 : 07:02:15
gonna make this short.

I've got an elven fighter named Nafayal Redmoon who originally was a pc but the player had a falling out and I turned him into a pretty decent npc.

So Nafayal is a duelest, long sword/long sword. the character ran with a pretty goodly group for a while before going evil and having to leave due to the paladin in the group. When he re-emerged, I went with a pre-used angle of giving the character clones. I had a necromancer clone him several times and built a standing hatred for him by the players as a bad guy they just couldn't kill. I then reintroduced the real nafayal and had him confront the pcs on a position of ego. IE 'Those clones are half of my power. The lot of you would be dead if you had faced the real me" anyway, the plot of Nafayal is that he is the last of a long line of kings from Mythdranor and with the return of the elves to the mainland, he is in line to suceed as king. The Pcs are put in a position to help, or hinder his cause...Considering his stance as slightly evil and their history with his clones, they are not completely on board, but he is the rightful prince and he does have the elves in mind, though regardless of human political position.
Entromancer Posted - 04 Dec 2013 : 00:23:59
Volker Brandt

Barbarian Battle-Mage

Backstory:

Volker Brandt's prowess in the arena allowed him to rise in the ranks of the Igniter's Firebolts (a sort of "special ops" group for the barbarian tribe that keep an eye on the unusual mutations and abberrations that came about from the Spellplague). During the Thirty Years' War - fought for religious, dynastic and commercial reasons - Volker led a charge against some rogue sahuagin. His courage broke and he ran in fear as the sea devils charged his men. Their screams were intermingled with the wet ripping sound of the sahuagin disembowling Volker's men and women with their tridents.

Volker was brought before the head of the Firebolts, an elder shaman known as the Breath. As Volker was taken into the depths of a volcano so that the dragon's blood (lava, really) could rend his flesh and free the salvageable parts of his soul, he threw his captors into the volcano and fled into the wilds.

Over the course of several years Volker followed Tiamat's call as he assembled an army of mercenaries that fought for various sides of the conflict. He saw the horrors committed by people on both sides - the firing, looting, assertions of dominance - and felt a sense of vindication for his cowardice. Volker was visited by Tiamat again and given a missive to travel to a land where the godly gods reign to protect a child that those gods would have killed.

Disgusted, Volker takes his mercenary company for those lands. Along the way he decides to prove himself a Dragon in truth by butchering those of Tiamat's followers who're trying to reestablish the Cult of the Dragon. Volker's nickname of "the Dragon" comes from his brutal fighting style.

To Volker's surprise the girl Tiamat sent him to protect has grown into a young woman in the care of a well known socialite. Priests of the goodly gods have appealed to the downtrodden to rise up against the corruption of the upper class that are protecting the girl. Other priests of the goodly gods are encouraging the lower class to take a more peaceful stance as befits their god. This has led to a sort of gangland warfare where the gang leaders are paladins beholden to the goodly gods. Some are fighting to protect the young woman while others want her dead since she's Tiamat's.

Personality:

Volker speaks in certainties: "I will..." "We will..." etc. However, he is slow to speak because he has come to realize the power of speech; thus Volker tends to spend a lot of time thinking before speaking. The destruction of his tribe at it's leaders hands in the 30 Years War has given him a short fuse when it comes to political leaders and Chosen. His biggest flaw is that Volker sees the Chosen as Fools beholden to the gods. He believes that the Chosen seek to impose their misery on the rest of Faerun. The irony in this is that Volker could become a chosen of Tiamat if he abides by her scripture.

Volker is a proponent of Arcane spellcasting. He believes that the gods of Faerun are sorcerers and wizards who are given power through knowledge. Thus Volker enjoys studying anatomy and physiology as a hobby. He believes that somewhere in the body is the key to spellcasting. Volker has yet to find this hypothetical organ and thus enjoys using his funds from mercenary work to by the tools necessary to capture beings of all different races for dissections and vivisections.
The Arcanamach Posted - 02 Dec 2013 : 23:38:25
Thanks for the submissions so far folks. Here is a dwarf I came up with some time ago:

Torgar Thunderhammer
Str 18
Dex 16
Con 20
Int 12
Wis 16
Cha 16

A LG shield dwarf and follower of Moradin (and Clangeddin and Dumathoin). Classes: Cleric/Paladin/Soulforger. The Soulforger class is basically an Expert with emphasis on armor/weapon/blacksmithing and alchemy (to enhance the alloys worked). For instance, a Soulforger can add the Keen quality to a weapon without it being magical as the alchemical mixture causes the blade to be exceptionally sharp.

Background
Torgar was recently forced to abandon his ancestral home in the Galena Mountains after it was overrun by a powerful fiend and his durzagon lieutenants and army of derro. He is now leader of Clan Thunderhammer (his father having been slain in the assault) and has come to the Sword Coast in search of the Thunderhammer. It is said that the Thunderhammer was sealed away in Durlag's Tower when he went mad along with the remains of the former thane of the clan.
Torgar's father, Worden, was once possessed by the demon that overran the clan and forced himself on a young dwarven woman. The girl left the clan in shame despite all attempts to assist her, and Worden refused to ever speak of the crime (for which he was not held accountable by the clan due to the circumstances...Worden never forgave himself). Unknown to anyone, Torgar gained a younger brother from this tragedy, though he has never met him. His brother, Barundar, recently took up a life of adventure on the Sword Coast after his mother's death.

Personality
Torgar is you're standard fantasy dwarf. He is a dour, no-nonsense, straight-talking, hard-drinking, stubborn-arsed dwarf who also likes to gamble. He is loyal to his clan and those he deems worthy of his friendship and is quick to slay orcs, goblinkin, and giants when he finds them. His bravery is unquestionable and he fears nothing (although he does understand that discretion is sometimes the better part of valor). He is a deeply spiritual dwarf and serves Moradin, Clangeddin, and Dumathoin faithfully. He is completely devoted to his family (he married and had two children at a young age) and is committed to restoring his clan to their ancestral home.
Alystra Illianniis Posted - 01 Dec 2013 : 03:44:14
My two main PC/NPC's are Lothir E'Terrin'dar, a drow Bard/Bladedancer (a bardic homebrew PrC) and Beznik Bogglewort, my gnome Wizard/Pyromancer/Artificer. Lothir is a CG prankster and flirt, who loves to dance- in fact, his fighting style is actually a kind of "dance"- and he sings and plays the lute. Beznik is CN, near-sighted, extremely clumsy, and a pyromaniac, hardly an auspicious combination. He is also surly and cantankerous, fascinated with anything flammable or explosive, and dislikes elves intensely for unknown reasons. (But he is often seen traveling in the bard's company...)

Lothir's other two companions are a pair of Moon elf/Gold Half-dragon twins, Vala and Palaxendor Seyr Quirin. Palax is a Paladin/Knight of the Storm (a specialty paladin of the sky god from my HB world) and Vala is a Sorceress/Spellsinger(a song mage). Vala is Lothir's wife and the mother of his children. She is kind, generous, and compassionate, and will help others in need even when they are of questionable background. Palax is stuffy, stoic, and hates drow with a passion, making his sister's choice of a mate very distasteful to him. He also is honorable and honest to a fault, hates evil and wickedness in all forms intensely, and is loyal and protective toward his sister.
Demzer Posted - 27 Nov 2013 : 11:33:07
Great stories so far, The Arcanamach. Here is one of mine, the NPC uber-psion final boss of a 17th->28th level campaign.

"Primo"
Str 24
Dex 30
Con 30
Int 40
Wis 30
Cha 30

NE Human Paragon (from 3e ELH) psion/metamind

"Primo" was born with another name (now forgotten) in a family of Sembian merchants devil worshippers. His parents traded their souls and those of their other sons and daughters to get the "perfect" heir, a little boy destined for greatness. He was that boy, gifted with otherwordly grace, strenght, toughness, intellect, charisma and resolve. His parents never told him about his 4 older brothers prematurely gone from this world thanks to their vile pact, nor of their many illicit dealings damning other souls (customers, friends, workers) to the Nine Hells, but when "Primo"'s mother got pregnant again, his father started to grow concerned. All went well for the family and for the two brothers until, on a cold night of Nightal during "Primo"'s 8th winter, devils stormed their house. The fiends wanted their pay, the soul of the now 6 years old girl, the parents were heartbroken and refused, saying they already paid for the pact. The devils didn't took this defiance well, while some butchered the rest of his family, a dark and beautiful angel with red wings told everything about his parent's pact with the devils to "Primo" before thrusting a longsword in his guts and departing. "Primo" staggered on his feet and left his family house ablaze with the bodies of his parents and his little sister still warm inside. He travelled north, to a place he had heard his father talk about, a monastery of sorts, were clerics and monks of some religion tended to madmen, outcasts, poors, invalids and orphans. The monks found him, face down in the snow, a few feet outside their gates and brought him in, it was the First of Hammer, so they called him "Primo". After being nursed back to full health, "Primo" started wandering the halls of the monastery and it took him only a couple of days to realize he had fallen in another nightmare. The "monks" and "clerics" were all cultists led by demons, the "monastery" was a prison were people were tortured, abused and milked dry of despair and suffering before being sent to the Abyss for another eternity of torment. "Primo" endured the tortures and abuses in perfect silence, slowly building a steely resolve and training his mind for a future escape, after 10 years of that, he had enough power and enough rage to get out of that place. Counting only on his resilience and on the power of his mind, he cut a bloody swath through the ranks of the cultists, the demons and the other prisoners until he reached the gates and burst them open, fleeing that place of torment and vowing vengeance against the Lower Planes. For years he wandered, destroying fiendish cults wherever he encountered them often alone, sometimes with the help of clerics, paladins or crusaders of various faiths, sometimes with hired mercenaries. All this fights, all this struggles, slowly built inside him the certainty that as long as the Lower Planes existed, he would have been confronted with countless cults and an infinite supply of fiends to slay. To put an end to all that, he had to muster an army and march against the fiends, storm their homes and teach them to leave Toril alone. To do that, he needed an army and he needed a way to get that army to the Lower Planes; since he was travelling the Shaar at the time, he decided the outlaws, nomads and monsters inhabiting that land would do. He would take that army to the fabled land of archmages, Harluaa, and force those to build for him a portal to the Lower Planes. All went well until a party of skilled adventurers showed up, paid by merchantes and nobles of the surrounding lands that felt threatened by the emergence of this Leader of the People of the Plains. In a glorious battle that lasted three days he was chained, bound and buried deep beneath the Council Hills. That was not the end for "Primo", after years of imprisonment he was released by another band of adventurers, servants of demons (as he learned later), tricked into freeing him in their efforts to prevent his own "Crusade" against the Lower Planes. Following closely the actions of these adventurers he stalked them around Faerun, showing up to fix what they broke and demand support for his Crusade. Ironically, the adventurers efforts were all going to "Primo"'s advantage and soon he joined forces with a veiled High Priestess of Lathander that pledged her aid and her spells to his cause. In 2 years "Primo" and the Priestess mustered an army of dominated, charmed and bought mercenaries and of holy crusaders from all over Faerun. When the servants of the demons tried to unleash a Shadow Weave disaster on Harluaa, "Primo" got the magical backup he needed. Accepting the concerns of the Priestess and the crusaders, he choose to open the Portal to the Lower Planes in the desert of Anauroch. The 20th of Marpenoth 1375 the gargantuan portal was powered and all types of fiends started pushing through, after 3 days of bloody fighting, the fiends were pushed back and the Crusade swarmed the Plain of Infinite Portals meeting the fierce resistance of demons and, surprisingly, devils too. The fourth day, "Primo" led the charge with disturbing thoughts of betrayal clouding his mind, after a few hours of fighting those concerns became reality: the wards and spells fashioned around the Portal by the veiled High Priestess vanished completely, at the same time, the demons and devils renewed their assaults with unholy might showing that they had intentionally lost ground so far. With his men butchered all around him, "Primo" gave all he'd got to win the day, already thinking about how to get out of there and plan revenge for this failure. Then the adventurers that freed him appeared, still serving the demons after so much time, mightier than before and bolstered by fiendish magic. On the blood-soaked battlefield of the First Layer of the Abyss "Primo" fell, on the blood-drenched sands of Anauroch the might of the Crusade was shattered.
Barastir Posted - 27 Nov 2013 : 10:36:08
In my 2e campaign I have some NPCs who accompany the adventurers for some time, others are recent additions to the party, and some that will be temporary. Besides, most of the other NPCs in the game come from published sources, sometimes with a little modification.

My PCs:
- an elven female bladesinger (house rules for bladesingers);
- a specialty priestess of Tempus (from the Moonshaes);
- a knight errant of Silverymoon (a fighter).

I have two inactive PCs, one retired and one missing:
- a rock gnome specialty priest of Garl Glittergold;
- a Sembian witch (CG).

And there is one PC that have died, so far:
- a knight of Daggerford.

My NPCs;
- an elven archer, recently married to the bladesinger (house rules for archers);
- an elven fighter/priestess of Corellon Larethian;
- a tallfellow halfling thief (adventurer, not bandit).

- an Uthgardt barbarian (fighter/ tracker);
- a former priest of Tempus (Northman fighter);
- five Northmen barbarians (fighters, to go back to the Moonshaes).

- three soldiers from Silverymoon (fighters);
- two knights from Daggerford (there were three, one died).

- a young thief (guided by the gnome priest to be a nice guy);
- a young gnome priest.

- a valantra girl (gipsy; followed the witch but after she disappeared went to the gnome. The witch also had a fighter follower who died fighting undead).

- a fighter girl who left for her home town after being saved by the party in Waterdeep (this one referenced in a sourcebook but developed by me).
The Arcanamach Posted - 27 Nov 2013 : 09:09:50
Marcus Roesone
Str 18
Dex 16
Con 18
Int 12
Wis 16
Cha 20

LG hm Clr/Pal (Torm), 6'4/266lbs with blue eyes and black hair.

Background
Marcus is the younger of two sons born to Lord Aaron Roesone. Both his father and his older brother Darius are knights of the Golden Lion . The Roesone's are nobles in Baldur's Gate, although they own a country estate and maintain only a token presence in the city. The family estate is known as 'White Oak Manor' and is located just north of the city. For the most part, the family has never aspired to politics and has a long-standing tradition of membership in the Order. It is believed that the Roesone's were among the first to join and help establish the Order centuries ago. The boy's mother, Marlae, was also a Lady Knight of the order but died in battle several years ago. Marcus, only 8 at the time, held a vigil for her. He refused all nourishment save water and did not sleep for seven days. It was at this time that Lord Roesone realized that his son was possessed of a mettle beyond the norm. After Marlae's funeral, his father began training him in earnest as a knight. Marcus excelled in his training. More than most postulants, Marcus seemed to divine the true meaning behind the Order's teachings. He was ordained a Knight Squire at only 16, having shown mastery of all the basic requirements for knighthood. By tradition, Knight Squires must travel with a Lionknight for a period of time (usually until 7th level) before they can be formally inducted into the Order. In Marcus' case, visions sent to his superiors required that Marcus travel without such aid. It is unknown why Torm required this , but his superiors harbor little doubt that Marcus will succeed in the tasks set before him.

Personality
Marcus is a consummate knight and pillar of virtue. He is a man of strong moral character and depths of strength unknown in most people. He is a gentleman and a scholar, a man of peace and of war, and a man of purity who leads by example. He is as young a man as they come and yet is possessed of a deep and abiding wisdom. Many expect such a person to be self-righteous and sanctimonious. Not so with Marcus. He truly understands that few can live by his standards and believes that it is his role to see to it that others do not have to do so. He knows that 'his' version of good isn't the only version and even those who live 'in the shadow of the light' (neutrals) have their place. Though he is as quick to put down evil as any other paladin, he is not so quick to judge others simply because they lack his standards. It is his honest acceptance of others, his quiet strength, and his true desire for peace that seems to draw others to him. He is a man whom others find themselves emulating simply because he is so genuine in his principles and their unobtrusive application.

The Arcanamach Posted - 26 Nov 2013 : 21:42:28
This character has the most overt connection to the BG game as one of the Bhallspawn.

Kythsara Moonsilver
Str 14
Dex 20
Con 16
Int 18
Wis 16
Cha 18

Fighter/Rogue/Wizard, CN(G), 1/2ef, 5'6/120lbs. with blond hair and blue eyes. Begins as a follower of Shar (but can easily change to a non-evil deity).

Background
Kythsara was orphaned at the age of 6 and was forced to fend for herself on the streets of Baldur’s Gate. At the age of 12, she was taken in by a woman with many other orphaned children in her care. The children were well cared for, though discipline was harshly enforced. Some children chose to leave rather than remain in Lady Shardra's care or were sent to live in other homes arranged for them. Shardra even had assistance from orphans who once stayed with her. All of this seemed rather normal to most, though Kythsara often wondered why those who left Lady Shardra were never heard from again. But Lady Shardra seemed to favor her much of the time and saw to it that she learned magic and received formal combat training. Kythsara was also taught the doctrines associated with the church of Shar. Though Kythsara never fully embraced the faith, she was drawn to it as one who had lost her mother. She did embrace those doctrines associated with the beliefs similar to 'that which does not destroy you makes you stronger.' Eventually, she was inducted into the Sisterhood of the Raven, a circle of twelve women who serve the Lady of Loss. Kythsara’s induction was somewhat controversial amongst the other members as she lacked the proper temperament and proved very resistant to the manipulative techniques utilized by the First (each member is ranked by number). Nevertheless, Shar required that the Bhaalspawn be destroyed so that she might assume the mantle of Lady of Murder and set a plan in motion by which one of the Ravens would assist a Bhaalspawn in eliminating others of their ilk and eventually betray him. The young and vivacious Kythsara seemed well-suited to the task. Kythsara was told that it was members of the church of Bhaal who killed her mother (this is, in fact, true...but see below). Kythsara accepted the mission willingly.
Among his many secrets, Anorax has a small group of assassin/priests (of Bhaal) who work for him. It was these agents that he used to slay Kythsara's mother as she watched but it was Krammon who left evidence implicating their involvement.

There are actually 13 members. The last, (or truly the first), is called the Prime and is known of only by the First of Twelve. The Prime is the only male member. Together with Shardra (the First), he founded the Sisterhood. Unbeknownst to the Prime, Shardra is actually a Chosen of Shar. But, unbeknownst to Shardra, Anorax is a powerful Bhaalspawn in possession of an artifact that prevents other beings from discovering his true nature and intentions (even Shar). He is possibly the most powerful and most intelligent of all his kin.

Each member is carefully chosen by these two. A combination of methods are applied to ensure their devotion (anything from simple manipulation of the facts/circumstances, religious indoctrination, and magical enforcement are used). Both Anorax and Shardra are master manipulators. Criteria for selection include: talent in a wide variety of areas, intelligence, beauty, temperament, and willingness to do things that most consider distasteful if not evil. In game terms, all have high ability scores and are multi- or dual-classed. Each ‘orphan’ was actually orphaned on purpose by Anorax and Shardra and then carefully watched to see if they could survive on their own. They were constantly tested while living alone to see how far they could push themselves and how much they could endure without breaking. Among other things, this meant hiring people and even gangs to torment them, killing (or better yet, forcing them to kill) people they came to trust, and testing them to see if they could see through the ploys of others.

Personality
Kythsara is intensely free-spirited and resistant to control (of any sort). As an orphan and street urchin she is a tough, no nonsense woman who is extremely capable and self-reliant. Her training, however, has taught her to be diplomatic in her dealings with others and she has learned the value of a coy smile, flirtation, and innuendo to achieve her goals. She is always alert for danger and tends to view others as potential threats, having learned at an early age that even those you come to trust may betray you (in her mind it's a matter of when, not if). She excels at manipulation, having mastered the art of obfuscation without ever seeming to lie and is extremely adept at reading others. Kythsara has the potential to be one of the greatest spies/assassins to walk the Realms, though her softer side tends to get in the way of her ability to kill without remorse.
Despite her mild paranoia of betrayal, Kythsara seems naturally trusting and helpful towards others and will go to some lengths to uphold this facade. Truthfully, Kythsara desires to help others and longs for companions she can trust completely and whom she would be willing to lay down her life to protect, but gaining her trust will take a very long time. More than anything, she longs to find one with whom she can share her life with and, just maybe, have a family someday. Until then, she will content herself with self-preservation, enriching herself, and committing small acts of kindness when she can.

Diffan Posted - 26 Nov 2013 : 20:52:23
All of mine can be seen HERE.
The Arcanamach Posted - 26 Nov 2013 : 20:46:48
My second installment. In case anyone hasn't noticed, these characters are associated with the BG games (although for this one you would have to recognize a certain name below).

Kelthos Dragonheart
Str 20
Dex 18
Con 18
Int 16
Wis 16
Cha 18

Barbarian/Fighter/Ranger, NG hm 7'6/360lbs. with white hair and pale blue eyes. Follower of Tempos.

Background
Kelthos was born in the Frozen North among the Snow Tiger tribe. As part of their rite of ascension, young males of the tribe must leave their people for at least a moon (one month) and survive on their own before being accepted as a man and being allowed to take a mate. By tradition, males must undertake this rite of passage sometime between their 13th and 16th year. Kelthos undertook the rite at the age of 12. These youths must not only survive during this time, but must also bring back a trophy of the hunt. Most any trophy will do (or multiple trophies, such as several otter pelts). Kelthos returned with the skin of the mighty Snow Tiger. His father, Goranagar, was the chief of the tribe at the time and proclaimed Kelthos sub-chief on the spot. His mother, Braella, was the tribal shaman and had already foreseen that he would do great things. In his first vision-quest (held at the age of 12, just before he left the tribe) it was discovered that his animal guide was the Snow Tiger. Although Kelthos was well-regarded by the tribe, some believed this omen to be false. There was never any reason to doubt the veracity of his claim, but some felt that perhaps Goranagar or Braella had unduly influenced the boy. The aging Goranagar believed he might have to face a challenger for leadership of the tribe, but the boy offered a solution of his own. He declared his intention to depart, stating that he would either return with proof of the omen or die. Though he was considered too young, there were no tribal laws against it. By tradition, children never undertook the right prior to their 13th winter but, in truth, there was no way to stop him as it was his right to declare his readiness and intent so long as it was done before his 16th winter.
Kelthos departed on the Winter Solstice. He set out at dawn with bow, spear, and knife, his winter clothing, and his courage. No food or water could go with him. The moon was full that night, and the wind bitterly cold. Having hunted with his father on many occasions, Kelthos knew the region well. He departed for those areas most likely to have Snow Tigers hunting. For weeks he hunted and fished for his food. For weeks he found or built shelter from the bitter night cold. For weeks he tracked the Snow Tiger he had spotted on the horizon the night he left. Always he would fail to find the tiger's trail until late in the evening or early in the morn. Always the tiger seemed one step ahead of him. Always the tiger seemed to be leading him further and further. A full moon passed before he found what he sought. By then, he had ranged far from his people's traditional hunting grounds. He had scarcely eaten by that time and was beginning to feel the beginnings of illness and fever. But he was driven by the vision-quest and could not turn back. He knew now that this was a test of Will, of Endurance, and soon of Strength. He peered into the cave, allowing his eyes to adjust to the dim light, and moved into the cave where it bottle-necked before widening into the tiger's den. There before him he saw a mighty Snow Tiger and her cub. She was poised to strike, ready to pounce in an instant. Kelthos knew she would easily clear the distance between them. His mind was racing as he scanned the cave for signs of another. This was not his tiger. He retreated to the bottle-neck and waited. His heart was pounding. His mouth was dry. His skin was sweating. But he was calm, ready. His instincts screamed to look behind him...they were not alone and he knew it. She pounced. Up came his spear, braced for the impact. Deep in her chest the spear bit, narrowly missing the heart. She clawed at him furiously ripping open his chest. Out came the knife, opening her throat with one clean swipe. Within moments she was dead.
He pushed her off the spear, the haft having broken within her breast. He turned, knife in hand, to the low growl he heard behind him. There he was...magnificent in his power. His muscles rippling beneath his coat, fangs the size of daggers promising him only a few more moments of life. His tiger. He let out a roar that set the ears to ringing, long and mighty as it was. Kelthos had never known what peace was. The unyielding specter of death always loomed on the tundra. Many had he seen die giving birth, their own children as still as they were. Many had he known who died of illness or accident or during the hunt. He did not fear death, it was a simple fact of life. But this was not some stoic preparation for the inevitable. He simply knew the peace that comes with the acceptance of one's fate. He would not leave here. This area would not afford him protection. The tigress lay behind him, blocking the narrow passage. This one was close though and would not be able to leap at him. It would have to rear up or reach out and swipe. Man and tiger looked upon one another, peered into the eyes of the one before him, and poised for the strike. Kelthos acted first, attempting to distract the tiger with the broken spear shaft. The tiger barely registered the broken spear as he batted the useless thing away. Kelthos countered with a swipe of his knife. He felt the searing sting of his opponents claws across his face, but not before his knife drew blood across the tiger's as well. Kelthos staggered back under the shear strength of that claw. Blood stung his eyes. Still he swiped with the knife as he wiped the blood from his face...only to see the tiger regarding him calmly. Again they looked upon one another, this time seeming to peer deeply one into the other. Again the tiger roared. This time the very stone seemed to tremble with the force of it.
Kelthos awoke to a strange tickling sensation on his face. He shook his head, blinked his eyes, and stared into the icy blue orbs of a tiger cub. It let out a low growl, pale in comparison to its sire...but strong nonetheless. He rubbed the nape of its neck heartily and the cub began to purr with pleasure. Kelthos took stock of the situation. He needed to eat and he would need more clothing. He could still feel the fever of sickness upon his skin. And the cub would have to be cared for as well. He ate well off the 600 pounds of flesh he had won that day. It would last him through the rest of the winter until he returned to his people. The tiger's hide made a fine barrier to the chill and seemed unusually durable to him. He remained in the den for another month recovering from his wounds and his illness. The cub proved a great asset with its keen senses and seemed very intelligent for an animal. Kelthos swore there were times when he knew what the cub was thinking. He saw no signs of the other tiger and it did not return but he knew it was out there. Among his people it is believed that when a man and an animal shed each other's blood, they become part of one another. Kelthos did not know if this was true. What he did know was he would return with proof of his vision-quest.
Three months he spent away from his people. Many thought him dead, even his father had secretly begun to harbor doubts. Only his mother seemed to know he would return. Most whispered that it was simply a mother's desperate desire to deny the truth, but it was hard to deny her simple conviction on the matter. "You will see" was all she would say. And return he did. Shortly before the evening meal when most of the tribe was gathered together, his mother having strangely set an extra portion aside, Kelthos walked into the camp unannounced. Wearing a tiger's hide and carrying a cub in his arms it was impossible to deny the omen. Kelthos was blessed by their spirit totem and the celebration lasted long into the night. As the months passed, Snowfang grew into a mighty tiger and, though it seldom spent its time among the tribe, Snowfang always joined Kelthos on his daily hunts and the tribe ate well. But then the day came when he and Snowfang happened upon the tracks of a large group of mounted horses moving in the direction of their tribal grounds. They raced home, having seen the smoke in the air hours before their return. When they arrived he discovered his people being butchered by a large group of warriors whilst magic was used to hold many of his people in thrall. Though Kelthos knew not who these people were, he recognized the chanting of priests among them. He and Snowfang sprung into action. The nearest group of warriors were dead before they knew they were in danger. They mauled their way to the first group of spellcasters and began slaughtering priests and wizards alike. And then it was over. Before them sat a man dressed in purple robes mounted upon a large tundra horse, a strange symbol of a flame with evil-eyes peering from it above a clawed and scaled hand embroidered upon his chest. Kelthos and Snowfang couldn't move. The man regarded them calmly and began to chant in a strange language and suddenly everything went black.
Kelthos awoke hours later thoroughly bound, gagged, and uncomfortable. There was no sign of Snowfang. Kelthos had no idea where he was or how he'd gotten there. He did know that it was unusually warm despite the dank nature of his cell. Eventually, a guard came and delivered a pathetic meal of raw meat, stale bread, and water...and a cellmate. He was about his size though he was an adult, Kelthos still had many years left to grow. He was unconscious and snoring loudly. Kelthos ate the offered repast and studied his surroundings carefully as he would eventually have to attempt an escape. Some hours passed and the stranger awoke. Soon after, a pair of men entered the area and studied them with appraising eyes. They spoke with a strange accent but seemed pleased if a bit concerned. It would not be long before the two prisoners knew what was expected of them. The stranger was fed and they sat in silence for a time. Then the stranger spoke. His name was Hendak, but before they could exchange stories...

Personality
Kelthos is a grim and stoic man of few words. Although he is good of heart, he is as savage and brutal as the land from which he came. He does not ask for or expect mercy from others. He seldom gives it himself (and then only in special circumstances). He is slow to trust and give his friendship but once he does his loyalty is virtually absolute. He is both honorable and noble in his own way. He never lies and never breaks his word. He is relentless in battle, unyielding in his principles, and fears nothing. Despite his barbaric heritage, Kelthos has taken steps to educate himself and will learn to read/write at the earliest opportunity and, unknown to him at this time, he is a natural linguist.

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