Character biographies and rewards

Your characters' general information and background/origin should go here.

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Character biographies and rewards

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Character Biographies

In order to encourage deeper character development, the DM team offers an incentive to write character biographies, providing a small reward and greater engagement with your character's background. It is also a requirement for any 'unusual characters' (see below) to seek biography approval to make the character concept valid.

Unusual characters
It is expected that the player shows a good sense of understanding of how the character fits in with the Forgotten Realms setting. This doesn't mean that you cannot play something outside of the norm - in fact we are very happy for you to! What it means is that we expect you to show through the biography how and why the character diverges from the norm, how it fits in with setting expectations, and what it means for the character's history and future.

As stated in the server rules, any 'unusual' character concept MUST involve biography approval to make such a concept valid. If in doubt, please contact the DM Team with your concept before creating the character.

RCR and biography approval
Once a character biography is approved, any major changes must be discussed with the DM beforehand. Unapproved revisions may result in the loss of DM support, retraction of the biography, removal of any granted heirloom items, and denial of future submissions for that character.
The reward for the biography is:

20000 experience points
or
20000 gold
or
An heirloom item (see "Heirloom items" section below)

Additionally, characters that have either 17 levels in Favoured Soul or 10 in Dragon Disciple may request wings after approval of their biography, which will involve one or two quests from a DM. See the end of the post for more information on wings.

The benefit of a biography will also mean that what is approved will be respected by the DM team in DM events and RP. Examples of this can be, but is not limited to: Contacts "back home" for characters of foreign lands; local contacts, both inside and outside server areas (if events take place in other geographical areas); mentors, teachers, colleagues, fellow students from background; Being an Underdark Race living in the Surface, etc.
What will not be accepted?
(The DM team reserves the right to alter this list as we move forward)
  • Royalty backgrounds.
  • Noble backgrounds where the character still is regarded as nobility (being disowned or abandoning the nobility can be accepted).
  • Excessive plane travel backgrounds, especially from other Primes.
Tips on what the DM Team is looking for in a biography
  • Compliance. All aspects of the biography must be compliant with General Server Rules and with the Narrative and Expectations of the server. For example, the detail in the biography should fit with the Content Rating of the server.
  • Character concepts outside the norm. Where concepts deviate from the norm, they should be consistent within the setting in terms of AD&D / Server Lore.
  • Detail and consistency. The DM team generally assess how the character's race (and physical description/features), divine worship, class abilities, background, and history fits in with source material (and where it does not, an explanation for why is helpful). Useful sources to consult in preparing a biography include Races of Faerûn, Faiths & Avatars, Powers & Pantheons, Demihuman Deities, Forgotten Realms Campaign Setting 3rd edition. Other AD&D and 3.x sourcebooks related to specific regions are also helpful. PDFs of these can be found online. It helps the DM Team and speeds up your application if you provide us with the exact citation of more exotic/finer details in your character's biography.
  • Coming up with your concept. It is up to you as a player to write the detail of your character, their background, ancestors, patrons, etc. Whether your character knows all the aspects of their background or not is up to you. It is not up to to the DM Team to write details for you (e.g., we will not come up with your character's tiefling ancestor or why their brother no longer speaks to them), although we may provide feedback on what is written.
How to submit a biography?
To submit a biography, send a PM to the DM team with your character's written biography. You can also post it publicly if you wish to, but this is not required. For the biography to be approved, no information can be omitted of the character's background in the version sent to DMs. Restrictions on AI generated content apply to submitted biographies and can be reviewed in the server rules.

Please note that each player may only submit a maximum of 2 biographies within a year and may only have 1 biography under review at any given time. This includes if you play characters across multiple accounts. This is to ensure a manageable workload for the DM Team and so we can provide more support in DM plots to characters intended to be played.

Below is a form that can be used. You can choose to style your own form too, and some of our posted examples have indeed used different forms. But if using a custom form, it's important to include any required information (relationship to dogma for divine classes, family members, ancestor for the relevant classes/feats, etc.).

In reviewing the application, the DM Team will provide feedback on aspects of the biography that could be clarified, or may request changes to ensure the character concept complies with server expectations. Most biographies receive feedback, so please do expect it. Our aim is to support you to flesh out a coherent concept that fits with server expectations.
Heirloom items
Heirloom items are items of low epic quality that can potentially receive upgrades through DM plots and events. This item cannot be traded away at any point, and is tied to the character. If this is the reward you choose you have to present three options for us to build upon. These options must be relatively vaguely described - certainly no actual stats. Note that if you receive an heirloom item reward as part of an approved character biography and then choose to RCR your character into a different race, class combination, or otherwise change defining features of your character that were not part of the originally-approved biography, the heirloom item may be considered forfeit. After approval of your biography, if wanting to RCR your character to change significant details of their class, you are required to send an update of the biography to the DM Team.

Here's an example of an heirloom item:
Potential items for a female paladin of Tyr named Fiona Starmeadow:
  • Ring of Starmeadow
    An ancient family heirloom of the Starmeadows, passed from mother to daughter for at least 30 generations. It carries the family crest.
  • Mediation
    This warhammer was passed to Fiona from her mentor as he died.
  • Mar-Talloc, the Heart of Justice
    An amulet, at first glance looking like an ordinary symbol of Tyr, this magical pendant was given to Fiona by her mentor when she finished her initiation into the Knights of Holy Judgement.
Minimum age per race
Please note that all characters must fit the age rule for your race as stated in the server rules here.
RaceMinimum age
Deep Imaskari25
Drow120
Dwarf (all types)50
Elf (all types)120
Gnome (Rock)45
Gnome (Deep)25
Half-elf (including half-drow)21
Half-orc18
Halfling (all types)22
Human (all ethnicities)18
Orc18
Planetouched18
Tanarukk18
Profile

Full name:
Age: (see above on minimum ages)
Race: (also specify subrace, e.g., lightfoot halfling; or ethnicity, e.g., Chondathan)
Sex:
Date of birth:
Place of birth:
Alignment:
Patron deity:
Profession: (e.g., Adventurer, Priest, Hunter, Merchant, or another role they work as or are understood as)
Classes: (Initial class, and future classes if planned in build)
Primary language:

Secondary languages:
(Feel free to add degree of fluency. We also advise, but not require, explanation of how and why the character has learned the individual languages. See also ruling on 'animal' language which represents wild empathy class ability.)

Physical description:
(Describe such things as, but not limited to: Eyes, hair, physique, scars, typical style of attire, general health. This section is expected as at least paragraph or so. Ensure it is consistent with the norms for races in Races of Faerûn, and where it does not, e.g., use of hair dye, please explain.)

Psychological description:
(Describe such things as, but not limited to: Personality, temperament, personal philosophy, likes and dislikes, habits and hobbies. This section is expected as at least paragraph or so.)

Religious views:
(Religion in Faerûn is polytheistic and largely synonymous with the various cultures of the lands; all characters have relationships to the different faiths. Please describe your character's relationship to faith, including specific churches, their patron deity, and other deities they may give blessings to regularly. If they currently have no patron or are faithless, the detail of this should be outlined here.

(It is also mandatory for the following classes to outline how your character upholds the dogma of your deity as part of receiving divine abilities:
  • Blackguards
  • Clerics
  • Druids
  • Divine champions
  • Divine seekers
  • Favored souls
  • Paladins
  • Rangers
  • Spirit shamans)
Pact:
(FOR WARLOCKS ONLY. This must include the name and type of the entity providing the pact [if devil, what kind of devil? if demon, what kind of demon? If it is not one from lore, please also include a bit about the entity]. It must also include specifically the conditions of the pact, on both sides. Supported pacts are devil, demon, fey, slaadi and celestial, as mentioned in the source book Complete Mage.)

Ancestor:
(Required for sorcerers, bards, planetouched (aasimar, tiefling, air genasi, earth genasi, fire genasi, water genasi) and characters with heritage [fey, fiend, dragon, etc] background feats. Specify name and type of ancestor. Whether the character knows of it or not. Anything else of note about the ancestor specifically or the relation between the ancestor and the character.)

Biography

Family
(This can include, but is not limited to: Names of parents, siblings. Status of family members. Character's knowledge of family members [for example mentioning the name of the character's father doesn't mean the character knows who the father is].)

History
(This is the bulk of the character biography. A free text area, so to speak where you can add the character's childhood, training, how they were called to their paladinhood, how the warlock pact was established, and so on. We expect this to be fairly substantial. You should detail how your character became the class(es) they are, and how they ended up in the Western Heartlands region)

Future
(This section is to describe your characters goals, ambitions and motivations. Where are they headed? Why are they headed there? This does not need to be super detailed, but it helps to understand what their primary goals are. This will be important if DMs want to pick up your character's biography as part of their plots.)

Heirloom item
(Give at least three options for heirloom items. If wanting only either gold or XP as a biography reward, you can note this instead.)

Plot hooks
(Add at least two plot hooks that DMs may find interest in picking up. It's not a guarantee that they will be used for potential character plots, but it gives us a choice, and also some idea of what you might find interesting.)
Wings

Additionally, characters that have either 17 levels in Favored Soul or 10 in Dragon Disciple may request wings after approval of their biography.

To do this, after the biography is approved, please send in a request to the DM team for the wings. To achieve the wings, one or two small events will happen, either following the guidance of an appropriate dragon or being proven worthy of a manifestation of Faith, which may result in the wings being granted.

Favored Souls of good aligned Gods receive feathered wings, of evil gods receive batlike wings and of neutral gods may choose one or another. Dragon disciples receive batlike wings according to the colour of their dragon type! - Wings can be used for flight in RP where winged shapechangers and wildshapes could be, but provide no mechanical benefit.

NOTE: Having wings may attract positive or negative attention from NPCs; Also, while wings function as a cloak appearance and are mechanically removable by unequipping the cloak, doing so in character - as in, in any area that isn't the nexus or the fugue - will likely result in unconditional removal of the wings. They are NOT removable IC and are considered too bulky to be covered.

Also, note that the colour of the wings is noted by the DM team and players are not allowed to change it. Doing so, as above, may likely result in unconditional removal of the wings. They are not a fashion accessory to be modified at will and are, ICly, fully functional wings.


The default colorations for the Wings are in the Spoiler below
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Favored soul with good aligned god
ColourHexcode
White #ffffff
Gold #ffee99

Favored soul with neutral aligned god (feathered)
ColourHexcode
Grey #ababab
Light green #a7dda7
Light blue #aaccee
Light red #deabab
Favored soul with neutral aligned god (batlike)
ColourHexcode
Grey #bababa
Light green #abdeab
Light blue #aaccee
Light red #deabab
Favoured soul with evil aligned god
ColourHexcode
Black #333333
Red #990000
Chromatic dragon disciple
ColourHexcode
Black #324332
Blue #75baff
Green #a8ffa8
Red #ff3300
White #ffffff
Metallic dragon disciple
ColourHexcode
Brass #ffaa00
Bronze #ffef42
Copper #db8700
Gold #ffdd00
Silver #a8dfff
User avatar
Ghost
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Joined: Wed Nov 12, 2014 12:12 pm

Character biographies and rewards

Unread post by Ghost »

Code for easy copying of above template:

Code: Select all

[font=Lucida handwriting][size=121][color=#0080FF][b][i]Profile[/i][/b][/color][/size][/font]

[color=#FF8000]Full name: [/color]
[color=#FF8000]Age: [/color]
[color=#FF8000]Race: [/color]
[color=#FF8000]Sex: [/color]
[color=#FF8000]Date of birth: [/color]
[color=#FF8000]Place of birth: [/color]
[color=#FF8000]Alignment: [/color]
[color=#FF8000]Patron deity: [/color]
[color=#FF8000]Profession: [/color] 
[color=#FF8000]Classes: [/color]
[color=#FF8000]Primary language: [/color]

[color=#FF8000][u]Secondary languages: [/u][/color]


[color=#FF8000][u]Physical description:[/u][/color]


[color=#FF8000][u]Psychological description:[/u][/color]


[color=#FF8000][u]Religious views:[/u][/color]


[color=#FF8000][u]Pact:[/u][/color]


[color=#FF8000][u]Ancestor:[/u][/color]

[font=Lucida handwriting][size=121][color=#0080FF][b][i]Biography[/i][/b][/color][/size][/font]

[color=#FF8000][u]Family[/u][/color]


[color=#FF8000][u]History[/u][/color]


[color=#FF8000][u]Future[/u][/color]


[color=#FF8000][u]Heirloom item[/u][/color]


[color=#FF8000][u]Plot hooks[/u][/color]
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Ghost
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Posts: 7240
Joined: Wed Nov 12, 2014 12:12 pm

Character biographies and rewards

Unread post by Ghost »

Example biographies


These are example biographies, some fairly ordinary and some of the more outlandish variety, but still things we would approve. These are not characters that have or ever will be played - we simply wrote them as examples for inspiration and expectation.


Durnir Irondrake - Gold dwarf knight
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* * *
Name: Durnir Irondrake
Race: Gold Dwarf
Alignment: Lawful Good
Profession: Lesser Noble, Knight.
Age: 138
Birthplace: Khôltar, the Great Rift
Height 124cm
Weight: 71,5 kg
General Health: Impeccable (18 Con)
Eyes: Hazel
Hair: Long, brown, curly hair
Skin: Light brown
Languages:
  • Common – Common trade language. Necessary to know for every dwarf
  • Dwarven - Native language. Taught by his parents
  • Gnome - The languages of sages and the Forgotten Folk. Khôltar boasts with numerous gnomes living within it.
  • Shaaran - Language of the humans of the Shaar steppes and citizen

Patron Deity: Moradin

Appearance:
Durnir Irondrake is a stocky, muscular person. Contrary to popular stereotypes, he has a well-groomed beard; long, well-taken-care-of curly hair; no needless amount of fat on his body. He usually smells of saffron- a perfume he commonly uses.

His face contains a few, small scars, and parts of his torso have visible burn scars from fire. Hands are covered with thick, rough skin. His eyes, at the same time, hold little light in them. It seems like battle and hard work are not unknown to him.

Items of Note:
Black Greatsword - Forged from Darksteel, Durnir says this weapon is his family house's heirloom. He never allows others to touch the weapon if even as much as breathe upon it. The dwarf is very protective of it.

Personality Profile:
Durnir Irondrake is, as most gold dwarves, proud. Proud beyond compare. Edging on downright arrogance, he is quite vocal about his beliefs in Gold Dwarven's superiority over all others. Rarely does he laugh or is even seen smiling- a near-constant light frown graces his fine forehead and the tone of his voice is particularly unyielding and filled with confidence.

He is a dwarf of hard principles. To him, dwarven traditions of the Great Rift are greater than all. It may be surprising, as a result, that he has decided to travel away from his beloved home. Durnir treats everyone through the same lens- his principles, the dwarven traditions and the letter of Moradin's law.


Habits and Quirks:
-Hates barbarians of any sort. Due to historical fights of his kind against the nomads of Shaar, he considers the uncivilised to be little better than animals.
-Holds to a strict code of honour as denoted by Mordinsamman. He believes that breaking it makes one no better than orcs and, as such, is the first step towards a civilisation's downfall.
-Durnir covets finery other than gold and gems. He is particularly pleased with exotic drinks, fine textiles and paintings.

Weaknesses and Flaws:
-Overly Arrogant. He is downright racist to anyone who's not a dwarf.
-Overly Lawful. He will -not- budge from the principles, traditions and laws as decreed. Even if they are thousands of years old and outdated.
-Too direct and short with others. He favours honesty over being diplomatic.
-Generally, more stubborn than a mule.

View of Persons and Factions:
-Elves - Respects them for their longevity and capabilities to create strong realms. That's it. Seeing as all of their empires fell and they're on the self-proclaimed "Retreat", he views all elves as weak, mercurial peoples who are unable to defend their own lands and betray their racial duty to their people.
-Dwarves - Virtually the best possible race to ever exist. To attest to that, he brings up the Great Rift. The sole dwarven empire that has never been destroyed- only significantly harmed at most. It is impossible for him to admit to any flaw within dwarvenkind.
-Humans - As varied as humans are, so is his opinion on them. Generally, he considers them to be nothing more than clueless children that don't understand how real adulthood works. Seeing as humans wage wars against one another on a constant basis, he holds no faith that they will ever achieve anything truly great. Their destiny is on fading pages of history, where all humans will end once they drive themselves to extinction.
-Orcs - Vermin to be exterminated. Nothing more.
-Halflings - One of few worthy peoples, though not industrial enough to seize their true potential. He views them as too lazy for their own good.
-Gnomes - Durnir respects gnomes highly. They have the industrial drive, the innate curiosity for all things technical. They have a strong moral backbone and hardline deities of war, metallurgy and defence- all things that dwarves value. Based on that, he finds it mindboggling that gnomes have never founded any realm of their own. To this day, he is not sure where their weakness lies, but once he finds it- he will make it known loud and clear.
-Denizens of Underdark - The Great Rift's history in fighting against all manners of horrors of the Underdark has left Durnir, as to be expected from a gold dwarf, absolutely hateful of all aberrations, drow, duergar and otherwise.


Hobbies and what he likes:
Collecting works of art, primarily paintings. Reading historical annals. Glassblowing.

Other Skills:
Knows how to cook, having spent a long time travelling across Faerun. Metallurgy and armour repairs are basic skillsets taught to every warrior of the Great Rift, no matter how rich or poor. Despite that, he does not fashion himself a smith and prefers others to do actual repairs for him.

Background:
Durnir Irondrake was born and raised in the sole Gold Dwarven empire: The Great Rift. The turbulent history of rise and fall from glory- but never to ruin- has been etched into his young mind since early ages. He has received the standard military training and has been very much so indoctrinated by the priesthood of Moradin into the way the society works in the empire as the right one.

Why did he leave, then? Surely a dwarf of a minor status of a military knight would like nothing better than to remain in a land he so holds dear.

The fact is: While it is true that the Gold Dwarves may boast of a great and unrivalled realm- they cannot say the same for their society. It is doctrinal- theocratic, even- where nobility has less power than priesthood, despite the royal family being the proclaimed rulers. Nobles are forced to vie for power amongst one another in petty squabbles and political bickering. Often, victims of such are people who never had an interest in the manoeuvring of such a landscape. Durnir is one such victim.

He was betrayed by his own family. A sister that married into a stronger, more renowned clan than his- she concocted a plot in which her original clan would lose standing for dereliction of duty and her new one would then gain more- along with military duties of clan Irondrake- as a result of the transfer of holdings from one family to another. The scapegoat for this ploy was Durnir, who at the time was holding a guardsman post at a "frontier armoury post". In a set of multi-step machinations, he was lured away, monsters lured into the armoury, his sister's soldiers "liberated" it and Durnir was blamed for endangering critical military infrastructure. It did not help that he swore that he didn't do that, despite all "witnesses" testimonies.

So great was the shame he brought on his family that he was exiled and his name struck from family annals. Unable to return but too bitter to remain in the vicinity of the Great Rift, he decided to travel until he finds a place he may grow fond of.

Now, he has arrived at Baldur's Gate.

Goals:
  • Re-establish his clan.
  • Become rich. After living in poverty for many years, greed has found a place in his heart.
  • Make his name viewed with respect by ALL dwarven communities.
  • Reach a high status. Preferably among rulers of any dwarven community.
  • Spread gold dwarven culture to the savage masses of the shield dwarves in the North.
Possible Plot-Hook Ideas and Misc Facts:
  • He swore off alcohol. He collects expensive drinks for the sake of having them and being able to boast about them.
  • He pretends that his family is dead.
  • While he's not a cruel person and he is generally prone to help people in need- he sure is going to make it known how grateful should those people be for getting him to help them.
  • Followers of Abbathor are able to corrupt him and turn him into an envious, greedy dwarven would-be nobleman.
Blune Coramar - Rock gnome alchemist
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Name: Blune Coramar
Race: Gnome (Rock)
Age: 48
Body type: Short, chubby
Origin: Waterdeep
Skin: Rosy
Eyes: Dark Green
Hair: Dark Brown
Patron Deity: Waukeen
Alignment: Chaotic Neutral
Languages: Common, Gnomish
Profession: Alchemist
Classes: Rogue/Wizard


Appearance
Blune is short, even for a gnome, and slightly chubbier than average. Her dark curly hair is kept just above shoulder-lenght, usually messy and tangled, with a hairband to keep it away from her face. Her skin is pale but always has a tint of pink, a contrast to her dark green eyes kept behind a pair of thick glasses.

She seems to like light colours, always wearing shades of cream or pale versions of bright colours. She always has quite thick belt around her, with many pouches attached. Sometimes one can catch a glimpse of herbs coming from one, or hear the clinking of vials from another.


Personality
At first glance, Blune is shy and quiet. Her voice is breathy and always at a low volume. Her eyes, however, dart around with speed, especially when in a place she hasn't been before. She appreciates jokes and pranks, especially when she does them.

Once someone gets to know her, or even when someone catches her talking to herself, Blune is quite talkative, energetic and curious, her stream of thoughts always rapid, she seems like someone who's smart but prefers to be underestimated by others.


Family
Father: Anderr Coramar, head of the family's merchant business
Mother: Elena Coramar, works alongside her husband
Older Brother: Jaelo Coramar, works alongside his parents
Older Sister: Cecelia Coramar, painter, has acquired mild success
Younger Sister: Lorelei Coramar, full time student


Background
Waterdeep is, if anything, a city full of opportunities. People of all shapes, sizes and races living day by day, trying to survive. To some, it is hardly a challenge, to others life doesn't come on a silver platter. Blune got to know the two sides of that coin.

Born to a well off family, Blune didn't get to know hardship during her childhood, and opportunities easily presented themselves to her, especially when she was able to secure a spot in an academy for arcane arts and studies.

At first, she was a bright and promising student, she did well in class and got herself a part time job working at the academy's library. That prestige, however, didn't last too long. Two years of study had passed before, one night, she saw a professor lock up scrolls in a box inside the library, and curiosity got the best of her when she, late at night, tried to steal it.

Caught and expelled, Blune wasn't accepted back into her family and she had to survive from street to street, getting hit with reality every night, stealing food and using her underdeveloped arcane skills as a means to make coin. Until, that is, another opportunity presented itself to the gnome.

Her arcane knowledge caught the eye of a group of thieves, and she was given a home and safety in exchange for the services her knowledge would provide. She accepted that offer with fervor, and put her alchemical knowledge, an area she was particularly promising in, to use for the group, making poisons and other concoctions. With a roof over her head, she went back to studying the Art, and over the years grew to be quite an accomplished arcanist.

Eventually, the group of thieves she was a part of got caught during an attempt of stealing jewlery, but before she was in handcuffs, she was able to run away. Not wanting to take any chances, she left Waterdeep and made her way south, always in search of new opportunities to be had.


Goal & Hooks
Her goal is quite clear, she simply seeks to climb back up the ladder of life, and be in a comfortable spot.

- She is wanted (albeit at low priority) by the guard of Waterdeep.
- Her family can come look for her.
- Curiosity is a powerful motivator for her, especially regarding things of arcane origin.
Faeranduin Haeleath - Fey blooded sun elven ranger of Titania.
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Name: Faeranduin Haeleath
Race: Sun Elf (Feyblooded)
Gender: Male
Age: Young Adult
Height: ~5'7
Weight: ~120lb
Eyes: Bright Green
Hair: Greens & Browns
Skin: Tanned
General Health: Athletic & Lean
Profession: Hunter & Explorer
Class: Ranger
Deity: Seelie Court (Specifically Titania)
Alignment: Chaotic Neutral
Languages: Common, Elven, Sylvan


Appearance
Faeranduin, or simply Faeran, is a young sun elf, but it is quite obvious that his appearence differs slightly from the norm of his race. Where one would expect maybe bronze or blonde coloured hair, Faeran exhibits a strange mix of browns and greens, ranging from bright to dark. His skin is tanned, but more muted and earth-toned in comparison to his kin.

His eyes are a bright green, almost unnaturally so, and maybe most strange are markings on his face that have a similar colour to his eyes and glow just as bright. He always wears a thick hide armor that covers him well, and has a quiver on his hip, always filled with arrows.


Personality
He is not a man of many words, his voice is clear and strong, but only says a few words at a time. His movements seem calculated yet fast, as if he's always very quickly thinking about what muscle will move next.

On his forehead, a few wrinkles can be always seen as he maintains a serious, frowned expression. He always deflects questions about him, if not outright refusing to answer. Some might compare trying to have a conversation with him with talking to a statue.


Fey heritage
Faeran is descended from an oread named Brundal Rubyglow, a heritage that awoke when he first visited the Plane of Faerie. His decades in the Plane of Faerie have left a mark on him. Over the years, his hair that was once golden brown became simply brown with green strands. His eyes were already green but grew in brightness. His bronze skin dulled and became earth-toned. His physiology changed slightly as well, and those of Faerie origins can likely sense a kinship in him.

Faeran is not aware of his ancestor.

Background
Born and raised in the beautiful Green Isle, the last true kingdom of elves also known as Evermeet, Faeran never wanted for anything in life. A loving family, no strain for food nor warmth, education freely given. He enjoyed the peaceful nature of his city, and grew as a picture of elven culture.
He trained in the sword dances and archery, learned of history and culture, of magic and the many faiths of this realm. Faeran was taught to be kind and giving, to follow his ambitions but to not lose his empathy for the People, he learned to be graceful, to be patient, to be critical and smart, and it was no more than a couple of decades before his true elven adulthood that he disappeared from this very realm.

Faeranduin was turning his 80th cycle when people noticed he was gone, on a sunny spring afternoon. And while Faeran likes to think many looked for him, and that maybe that search even continues to this day, he may never know the truth.
He doesn’t remember all the details, but he vividly recalls he started that morning in his room as he finished his Reverie. He wandered, as he often did, into the forest that surrounds his home, and every tree was familiar up until the point it wasn’t.
The next thing he knew, home was nowhere to be found.

An educated young elf, he understood this to be the plane of the faerie, of legends true and fantastical, where the fey dwell and things are strange, and in his young wisdom he knew there was little for him to do but to try and survive.
For two decades, or so he thinks, Faeran lived in the wild unsullied forests of the Plane of Faeries. He met creatures both friendly and violent, tricksters who steal and, well, trick, but also kinder souls that nurture and help.
One afternoon, like any other he’d seen, he saw himself tracking a stag in the hopes of it becoming that night’s dinner. And much like how he came to be in the feywild, he left. Trees twisted in magical shapes soon turned mundane, the familiar air that filled his lungs replaced by another, denser, more tropical. He never found that stag.

He the saw himself the northernmost tip of Chult’s jungles. Touched by his time in the feywild, he’s once more adapting to an environment unfamiliar to him, though some things never change and woods are still woods. And, with that thought, he started to do the one thing he’s been so good at in this later part of his life: survive, or, how he’d put it, thrive.
His stay at the Chult jungles didn't last that long, however, since no more than a couple of years later he embarked on a ship in Port Nyanzaru and soon saw himself in Athkatla. His journey didn't stop there, however, though he was unsure what exactly he was looking for. Maybe answers as to why he was snatched away from his life for apparently no reason, or maybe a new purpose for his life. In any case, he went north, and currently is spending time in the city of Baldur's Gate, before he continues his journey, wherever it may lead him.


Plot Hooks
- Whatever snatched him away from the plane of faerie may come back to find him.
- His family is still in Evermeet, though maybe they can travel and meet him by chance (or searching).
- Time in the plane of faerie has bought him some friends and foes.
Runjar Medrank - Tiefling paladin of Lathander
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Full name: Runjar Medrank
Age: 42
Race: Tiefling
Sex: Male
Date of birth: 18th of Hammer, 1316
Place of birth: Luskan
Alignment: Lawful Good
Patron deity: Lathander
Profession: Paladin, Knight of Lathander
Classes: Fighter / Paladin
Primary language: Illuskan

Secondary languages:
Fluency 1 - 10
  • Infernal: 8
  • Abyssal: 5
  • Common: 9
  • Chondathan: 6
  • Celestial: 7
Physical description:
As is common for tieflings, two horns protrude from Runjar’s forehead, curving backwards. His eyes are black as night, in contrast to his golden hair. As a veteran warrior, he is quite fit, with clearly pronounced muscle, though this is rarely seen directly because of his full plate of armour.

Besides his armour, he carries of equipment a tower shield with Lathander’s symbol on it, his old enchanted battleaxe from Luskan, and his service helmet from Luskan, though now decorated with Lathanderite symbols.

Psychological description:
Runjar hates evil. Truly hates it. And part of that makes him hate himself sometimes, because he is prone to it due to his ancestry. When his devil blood influences him, he can go into cold rage and even go against all his oaths, torturing and lying to defeat his enemies, or showing absolutely no mercy even to those who would genuinely seek it. This has caused him to fall from grace several times, but the frequency is getting slower and slower. He knows he will never be perfect, but he strives and struggles to be better.

He will never willingly associate with evil, however. Never work alongside evil, even when influenced by his ancestry. His own evil actions have always been directed at others who are evil or at least chaotic. Always trying to do good.

When he manages to overcome his ancestral influence however, he is gentle and kind, and always hopeful. He has no prejudice for anyone, and considers all mortals redeemable, even the most vicious of orcs and the most cunning of drow. He isn’t an idiot, however, and realises that sometimes the effort of saving someone from themselves, may cost too many others and so saving those others take priority.

Religious views:
Lathander is a god of new beginnings - second chances - and Runjar has had many of those. He praises Lathander every day for his forgiveness, and preaches of it to others. Indeed, he has a certain passion for preaching about Lathander to criminals, telling them his own story and how he came to the faith. He hopes to inspire more people to give up their criminal or evil ways and come to Lathander’s light. After all, if he can do it, they can.

Ancestor:
A pit fiend named Drethrak in service to Asmodeus. Runjar doesn’t know of this ancestry himself, and quite frankly has no interest in it, considering it far beyond his reach.

Biography

Family
Father: Hanjar Medrank, NE warrior, captain in the Luskan navy.
Mother: Gertra Medrank, NE secretary to a commander in the Luskan navy.
Brother: Krandon Medrank (Deceased), LE Wizard, one of the Arcane Brotherhood
Sister: Frydi Medrank, CG barmaid in Silverymoon (Runjar doesn’t know)

History
Brought up originally in the faith of Umberlee with family with such ties to the Luskan navy, Runjar and his two siblings were nevertheless never truly devouted to the sea goddess. Runjar himself had simply little interest in the cruelty she threatened and even advocated, but paid lip service, because it was expected.

Following in his father’s footsteps, Runjar served in the Luskan navy for many years as a ballista operator and landing party officer. This too was expected of him from his parents, especially since his brother had shown a talent for magic and become apprentice to one of the mages of the Host Tower of the Arcane. Runjar found himself enjoying the actual fighting and the cruelty he could inflict on his enemies. He didn’t at all believe in the theological or philosophical foundations for the evil of his patron: It was simply embracing his nature, revelling in the fiendish blood he manifested.

One day, however, his younger sister had an argument with their parents about the morality of their faith and how the world wasn’t just a matter of kill or be killed, or using fear and pain to assert dominance and gain power. After the argument with their parents, who had simply told her off, his sister had confronted him privately and he found he had no good answers to her accusations. She knew he simply enjoyed the cruel actions, and they both knew why. He started feeling guilty, but only a tinge of it at first. Lastly, she challenged him to rise above his heritage and be better. That was the last time Runjar saw his sister, for she fled that day, cutting all ties to her family.

Over the next couple of years, Runjar felt he missed his sister, but more importantly, he thought more and more on her words from that day, and his guilt rose. Every time he slew an enemy, he felt a greater and greater pang of guilt. The satisfaction remained too, of course, but his feelings became conflicted. Until one time during a sea battle, he took a stance. He was rising to the challenge his sister had made. He sabotaged the ship, so it had to disengage from the battle and retreat, before escaping on a life boat. He defected then, waving a white flag to the ship of his enemies.

Three months he spent in a prison cell in Waterdeep. During these three months, he was visited every few days by an elderly priestess of Lathander who preached a new dawn for him. A new chance. From the very first meeting, he was deeply interested. He had never heard this perspective before: His parents had always told him that the gods of so-called ’good’ were self-righteous and weak. Instead here he found himself seeing a deep strength in the words of the old woman. And then one day, he was released in her care, pledging himself to work at the temple of Lathander.

And there he worked for two years, dutifully. He served as a temple guard and he helped the priests during sermons. He prayed to Lathander every morning until one day, entirely unexpected to him, Lathander called him to service as a paladin. Weeping, he accepted the call, and thought immediately of his sister and how she had been right. Not knowing where she was, he uttered a whispered thanks to her and to Lathander himself.

From there, he served dutifully as a paladin, though always struggling because of his heritage. He fell from grace and atoned several times, as he continued to always strive to be a better man and to rise above his blood.

Future
The struggle of Runjar’s heritage is a persistent one. He will always be torn between that and his duty, although he improves every day.

Plot hooks
  • Confronting his evil father.
  • Reuniting with his sister.
  • Any battle against evil, particularly baatezu.
  • Challenges where he might again fall.
Solnin Toxinspike - Moon elven blackguard of Talona
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Full name: Solnin Toxinspike (formerly Solnin Rumoro)
Age: 193
Race: Moon elf
Sex: Male
Date of birth: 11th of Hammer, 1166 DR
Place of birth: Silverymoon
Alignment: Neutral Evil
Patron deity: Talona
Profession: Mercenary, field medic
Classes: Fighter 12 / Blackguard 8 / Warrior of Darkness 10
Primary language: Illuskan (formerly elven)

Secondary languages:
Common
Elven (though barely ever speaks it)
Abyssal

Physical description:
Silver-white, mid-length hair and pale skin with a very slight hint of blue. Healthy and muscular. His elven beauty is marred by many scars, though several of these almost seem like ritual scars - magical symbols. He wears dark armour, as befits his place as a blackguard, and carries both a tower shield and a spiked flail.

Psychological description:
Solnin is defeatist and sour. Not a lot brings a smile to his face - indeed he doesn't even really take pleasure in his work: He's not a sadist. He is a zealot to some degree, however. And, perhaps more importantly, extremely vengeful and spiteful. Any insult is to be repaid multiple times over. From his own perverted sense of justice, any injustice he percieves must be disproportionately punished.

He absolutely despises elven culture. It's not a hatred against his fellow elves just for being elves, but the culture he left behind. Of course since most elves tend to favour that culture, they tend to be subject to his hatred either way. He considers the culture backwards, weak and self-righteous and he wants nothing more than to poison any proponent of it.

Religious views:
As a blackguard of Talona, he considers it his duty to poison the enemies of Talona (conveniently usually also the subject of his vengefulness). He's not opposed to casting a contagion spell, or otherwise ensuring diseases spread, but he prefers poison as it is more easily used as a weapon - indeed, he coats his flail with poison often.

He is trained as a healer too, as many Talontar, though he uses this skill reluctantly on those diseased or poisoned. Even if they are willing to praise Talona, he often feels like he deserves some personal praise or apology for their transgressions (often transgressions wholly imagined by Solnin) before he heals anyone.

Biography

Family
Father: Corael Rumoro, Chaotic Good, wizard (abjurer)
Mother: Tahlana Rumoro (formerly Tahlana Ilira), Chaotic Good, painter and sculptor.
Elder brother: Ruaspar Rumoro, Lawful Good, soldier of Silverymoon, died to orcs in 1317 DR
Elder brother: Yahar Rumoro, Chaotic Good, priest of Sehanine Moonbow
Younger brother: Rail'Maiean Rumoro, Neutral Good, soldier of Silverymoon
Younger sister: Zytria Rumoro, Chaotic Good, dancer and actor

History
Born and raised in Silverymoon, Solnin lived for a long while a fairly normal life for an elf of that city. Together with his elder brother, he joined the Silvermoon army, though they were in different companies, and served it for several years, though always had slight troubles with authority and command. He felt personally bullied, both by officers and fellow soldiers, but also he noticed his brother, whose devotion and dutifulness was practically flawless, received even more bullying.

His brother wasn't a great soldier. He had not the talent, essentially. He was clumsy and not particularly strong, and while he wasn't a direct liability, he sometimes was accused of slowing down his company. It never hurt Ruaspar's morale, however: He was always just as faithful a soldier, and did his duty with fervent devotion, both to Corellon and Silverymoon.

One fateful day, however, Ruaspar's company was ambushed by orcs. Outnumbered and unprepared, the company began to retreat. Ruaspar had seemed to clumsily drop his pack and lose track of his company, running in the opposite direction, screaming something incoherent - or so the sergeant of the company reported when they returned to Silverymoon. The sergeant and the captain both derided Ruaspar for his clumsiness, and in the barracks, his fellow soldiers spoke about how it had just been a question of time before he got himself killed.

As opposed to his older brother, Solnin was an excellent warrior. And once he heard his brother had been killed by orcs and even left behind by his company, he disregarded all orders to stay in Silverymoon and went out alone to slaughter the orcs. And slaughter them he did. Into their camps and cave-lair where eventually, he found his brother. Mangled and dying, Ruaspar smiled at Solnin and asked "Did my company get home safe?". Before Solnin could reply, life faded from Ruaspar's eyes. He hadn't clumsily mistaken the direction of his company. He had heroically dropped his gear to lead the orcs away, realising that the faster orcs would run down the company and kill them all.

Solnin's anguished cry echoed through the dead orcish caverns. He cursed the orcs. He cursed his fellow soldiers. And in this darkness, he cursed Corellon. In an almost catatonic state of rage and sorrow, he wandered aimlessly through the orc lair, eventually stumbling upon the supplies of the orcish shamans. Something spoke to him then. Not with words or any sound, but a sensation. His mind cleared as he stared upon a vial of wyvern poison. He had wanted vengeance, and here a path had been presented to him. He took the flask and with deterimation strode back to Silverymoon.

Confronting the captain and sergeant about what he had realised of his brother's actions, they retorted that he had disobeyed orders and derided him for not even bringing the body of his brother back. But by now, the darkness of Talona had settled in Solnin, and his rage had become unstoppable. Before meeting the captain and sergeant, he had already coated his dagger with the wyvern poison. Now, in his fury, he slashed at the captain's throat, cutting the skin, but not causing fatal injury before stabbing the sergeant in the heart. The sergeant died almost immediately, and the captain got the brunt of the wyvern poison - his stamina failing, he collapsed upon the floor, where he died moments later - after Solnin had left.

Realising what he had just done, Solnin ran away. He gathered his gear and fled the city without word to his remaining family, friends or any collegues. He was a murderer, a traitor and a deserter. And by now, the darkness had so consumed him that he didn't care. It was justice. For whom? For himself. He didn't realise yet, but this had been the design of a chasme in service of Talona, having kept an eye an the young elf as a great warrior for some time, and seeking to corrupt him. Now that he was all alone, it was time for the chasme to reveal itself.

At first, Solnin was understandably hostile towards the disgusting, fly-like demon that appeared before him. However as the demon spun its tale, lies and truth mixed together cleverly to convince the enraged elf that his people were fools, the Seldarine held elves back, and that he should accept the gift he had already been offered by Talona once - justice through poison - he slowly began to cave. Everything fell into place in Solnin's mind. All of it made sense. The lies and truths of the demon had been successful, and Solnin eventually accepted. And so the chasme bid the young elf travel to Luskan, to meet with a priest of Talona, to learn of Talona and be the priest's shield and weapon.

Over the following years, Solnin learned much of Talona from this priest, an elderly human woman named Ugreti Mallow. He served Talona and her priest faithfully until the latter eventually succumbed to to the short life of a human. But now he was a blackguard, a true servant of Talona. He had purpose. Direction for his rage, spite and vengefulness. And in poison, he had a weapon that was lethal even if the injury was not. All of his former life was cast out, as if it hadn't even been his life. Talona's truth was his truth. Curse Corellon and the Seldarine. Curse Evermeet, curse Myth Drannor. He hated all of it.

Future
He seeks to turn more people to Talona's faith, especially elves. Related to this, he wants to spread the fear of poison and disease. He also wishes to disabuse any non-elves of any positive opinions of elven culture and moralisms.

Plot hooks
  • Mission from Talona to poison someone or spread a certain disease.
  • Contact from anyone his family, whom he has had literally no contact with since the death of Ruaspar.
  • Mercenary work, on the evil side of the scale.
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DM Glittergold
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Joined: Mon Jul 24, 2023 7:21 pm

Re: Character biographies and rewards

Unread post by DM Glittergold »

Update - Oct. 2023

After a review of our current biography system, we have decided to add wings as a possible addition to PCs that have certain classes and have gotten their biography approved;
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DM Soulcatcher
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Location: Always in Your Shadow

Re: Character biographies and rewards

Unread post by DM Soulcatcher »

Update - 02/07/2024

Due to some rebalancing of our heirloom item guidelines, we offer for those who have received heirlooms to contact a DM ingame for a slight improvement of their heirloom.
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DM Limerence
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Re: Character biographies and rewards

Unread post by DM Limerence »

Update - 26/04/2025

Updated the guidelines:
  • Formatting/cosmetic changes.
  • New clause that players may only submit a maximum of 2 biographies within a year and may only have 1 biography under review at any given time.
  • New section on 'Tips on what the DM Team is looking for in a biography'.
  • Small edits to what we are looking for in a biography.
  • Made clearer the expectation that biographies fit with server rules and a clearer reminder that unusual character concepts must seek biography approval.
  • Added table to encourage people to stick with minimum ages to fit rules.
"Limerence results from romantic feelings for another person, and typically includes intrusive, melancholic thoughts, or tragic concerns for the object of one's affection and a desire to have one's feelings reciprocated."

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