Introducing....Meradoc Bilmfricel

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Paradox159
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Introducing....Meradoc Bilmfricel

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First Name: Meradoc (Meri)
Last Name: Bilmfricel

Appearance:
Race: Male Rock Gnome
Age: 65 years old
Height around 3 feet 2 inches (0.97m)
Weight: around 20 kgs
Skin: Light brown
Eyes: brown
Hair: Greying light brown hair, with a small bald patch visible when not wearing a hat.

Personality Profile: Initially shy - particularly around bigger folk, Meri will often go out of his way to help those need, resolutely opposes those seeking to do harm to others which naively he has little understanding. Naturally curious, he's always looking for something new to try, for new ideas and better ways to do things. However, one project or task can rarely hold his attention for very long.

Firmly follows Gond's tenets he believes in action rather than just talk, preferring to wander and explore if not engaged in a particular task or problem in the hope that he will find something he can lend his skills....or opinions to. If he feels he or his fellow Gondsmen, can do it better he's rarely convinced otherwise e.g. architecture, engineering and crafting of gadgets.


Deity: Gond, Wonderbringer - Holy Maker of All things
Initial Alignment: Chaotic Neutral
Profession: Krii - Seeker of the Tenth Order, Consecrated of Gond with training as an Alchemist, Engineer and Inventor. Adventurer and explorer (typically for alchemical ingredients) when the opportunity/need arises

Base Class & Proposed Development: Cleric (21), Rogue (4), Master Alchemist (5) - eventually becoming a Techsmith of Gond (when available, will replace cleric lvls)

Skill progression craft wise will focus on alchemy, then weaponry, less so armour or traps. Other key skills in order - Spellcraft, Concentration, Heal, UMD and Lore.

Habits/Hobbies: Courteous, generally cheerful, enjoys bartering - particularly for oddities and gems but prone to mishaps - often jumping feet first into things, which careful thought would otherwise prevent. Similarly, discretion's not his strong point.
His nervous enthusiasm will often lead him to innocently blurt out the obvious.

Languages: Common, Gnomish, Lantanese

Weapon of Choice: Mace (While he would/should brandish a Warhammer or light hammer for ceremonial purposes he has little skill with either)

Background:

To cut a long and potentially dull story short....

Meri was born of humble origins to a typically active, loving, gnomish family, in a well-formed but cluttered hole in Lantan, he was initiated into Gond's church after showing promise at an early age for notable inventions including bird feeders of various specification, an assortment of children's toys, a high velocity blow-pipe unintentionally tested on his venerable great-grandmother's enamelled (self-polishing) teeth and a complex system of intruder alarms which backfired, leaving a village elder spinning from a meat hook above the family's semi-feral pet cats.

His time in the church of Gond has been one that has mixed quite contemplation as he scoured the temple complex and wider island of Lantan for plans and tomes as his knowledge and skills increased, trips of exploration and discovery to Anchoril and further afield to Calimport. Calimport in particular was a wonder to Meri's senses (NB: potential notable incidents or plot hooks?)

Back in Lantan, after a crisis caused by 'lost' engineering plans for a new system of aqueducts, Meri left (by his own free will as he tells it) and headed far North to Waterdeep. More settled in Waterdeep and enjoying life at the major Gondan temple complex in the City of Splendours amongst a small community of gnomish settlers and revelling in the opportunities there for new innovations and building works he was finally encouraged to attend the Temple of Gond to attend the Temple of Gond in Baldur's Gate, a city which had now warranted observation after being disregarded by some high ranking members of Gond's clergy.

His recent arrival in Baldur's Gate has gone largely unnoticed other than a curious incident at the Friendly Arm Inn where rumour of interest in a gnomish Gondsman reached his ears. Otherwise, aiding would-be adventurers and mercenaries cleanse the Graveyard of necromancers and their undead plague, battle the stinking vermin in the Hilltop Ruins and brief trading runs (literally runs to avoid goblin attacks) to Beregost have taken up his time outside his worship/ministrations at the template and spreading the word of Gond.

Goals: Discover and sponsor new inventions/constructs in Baldur's Gate and the immediate environs of the Sword Coast, increasing the wealth and influence of the Temple of Gond. Privately, also hoping to increase his reputation as an alchemist and inventor of note as well as advance his role in the church.

Possible Plot-Hook Ideas and Misc Facts:
Possible run-ins with the Temple of Mystra or other rival temples (Talos), building or engineering works, unintentionally ruinous pranks and mishaps, aiding missions to halt the advances of goblinfolk, discovering / taking samples of and sponsoring innovations, crafting items to aid worshippers out of sticky situations, establishing a foothold (and importantly, exclusive routes) for the trade of smoke powder/smoke power grenades, 'discovering' new alchemical formulae, unexpected arrivals from Lantan or Calimport.


Note: First one of these I've ever posted so any help on character and plot development would be helpful. Also, not sure how if this is OK with current timeline?
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