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nbrs6121
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East Marches of Tantathia Character Bios

Thu Oct 12, 2017 8:37 pm

Figured that it would make sense to have this thread available so that people can post their character bios.  Not that we can't duplicate character roles, but this might keep players from accidentally creating very similar characters.

Edit: Character lists
Geldren - human warlock from Aligindel, alchemist [Austin]
Shaa (retired) - tiefling paladin from Lindur, glassblower [Austin]
Kerejean - half-elf cleric from Barloz, lawyer [Austin]
Mourgrim - dwarf war wizard from Aruthien, magic shop owner [Brian]
Brocc - gnome rogue from ??, scout [Brian]
Venn (deceased) - aasimar sorcerer from ??, ?? [Greg]
Ripley - human rogue from ?? [Greg]
Kord - human barbarian from Rothgorod [Greg]
Yuan-Li, human monk from the Dragon Kingdoms, ?? [Mark]
Langston - human paladin from Barloz, ?? [Mark]
Hoak - halfling bard from ??, shipbuilder [Jason]
Ursu - elf druid from ??, druid [Jason]
Gim - goblin ranger from Tantathia [Jason]
Dusk - tabaxi rogue from ?? [Shawn]
?? - ?? monk from ??, ?? [Shawn]
?? - dwarf cleric from ??, blacksmith [Shawn]
Last edited by nbrs6121 on Sat Feb 29, 2020 6:04 pm, edited 5 times in total.
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Re: East Marches of Tantathia Character Bios

Thu Oct 12, 2017 8:45 pm

Since I liked him so much, I'm going to put Geldren down as my first character in the Adventurer's Guild.  (Modified repost from the Strahd Bios thread.)

Background:
Geldren is second in line to the baronetcy of Sir Gelhedor, his father, after his eldest brother, Pendroke.  Both Sir Gelhedor and Pendroke serve within the Aligindel army, the baronet as a knight-captain and the son as a field marshal.  With little interest in the baronetcy, or in the workings of the military, Geldren was sent to college in the capital city.  It was there that Geldren found his love of fables, histories and religious texts; chief among his interests were the cults of the gods and the tribal religions of those outside polite society.

It was in his sixth year of study that Geldren would have his life changed forever.  Using some of his father's money, he was able to procure an ancient text from Murmanityed, which was said to contain first hand accounts of Naduumian rituals and worship practices that had not been seen or practiced for thousands of years.  Opening this book, however, gave Geldren more than simply knowledge of ancient practices; it connected him deeply to the arcane rituals used by the Naduumian elves.  He saw impossible things.  He felt intangible things.  Time ceased and the world dissolved.

For a while, Geldren thought this was simply a dream, but he noticed that he was not only hearing the thoughts of those around him, but they would hear his too.  Whispers haunted his mind, and vivid nightmares dominated his sleep.  It was not long after that he realized that magic came simpler to him than to some of his peers.  That written words, no matter the language, were always intelligible to him.  He worked hard to keep this newfound skill (or was it a burden?) hidden, and was compelled to return home at the end of the season.

Restless in the family manor, Geldren sought permission to return to Aligindel to "broaden his horizons".  By this time, he knew that he had been granted a gift, and he was not going to squander it on himself.  He had picked up a few tricks, both magic and mundane, to convince those he met to see his way.  Geldren set out to the city to right many of the wrongs that he saw there.  He wandered the city streets for the better part of a year, convincing pickpockets to become craftsmen, prostitutes to become actors, drug peddlers to become barbers.  He would also drop in on parties for the rich and convince them to give lavishly to the poor.  He loved the change that he saw being made, but he grew to hate the city.  It was the city itself, he believed, that corrupted these people.  The servants of his father's estate were never so debauched, and even the the farmers of the nearby countryside were more wholesome than these.

His attempts to convince the lowly to higher station were not always successful, however, and Geldren had to fight his way out of more than a few scraps.  It was his failed attempts at converting the highborn that lead him to flee Aligindel for Barloz.  His distaste for the city took him through Bardoon and Perdaith.  When he heard of efforts to tame the wilds of Tantathia, Geldren knew that was where he needed to be.  If new places were being built, they may as well be built right.

Build:
Variant Human Warlock
Stats: Cha > Int = Dex > Wis > Con > Str
Skills: Arcana, Deception, Insight, History, Nature, Perception, Persuasion, Religion (2 Warlock, 2 Haunted, 1 Human, 3 Skilled feat)
Languages: Western, Deep Speech
Patron: Great Old One
Pact Boon: Pact of the Tome
Background: Haunted
  • Harrowing Event: You opened an eldritch tome and saw things unfit for a sane mind. You burned the book, but its words and images are burned into your psyche.
  • Personality Trait: I spend money freely and live life to the fullest, knowing that tomorrow I might die.
  • Ideal: I try to help those in need, no matter what the personal cost. 
  • Bond: I would sacrifice my life and my soul to protect the innocent
  • Flaw: I have certain rituals that I must follow every day. I can never break them
  • Trinket: A necklace formed of the interlinked holy symbols of a dozen deities.
Characteristics:
Geldren avoids combat whenever possible; when it is not possible, he prefers to blast his enemies with magic at considerable range.  Outside of combat, he thrives on social interaction, where he is friendly and complimentary, often trying to win people over to his side.  He is not above using deception or magic to get what he thinks is best.

Geldren stands a bit over 5'7", with a slender build.  His eyes are a greyish-blue, his skin is pale, and his sandy blond hair is kept long and well styled.  He sports a neatly groomed goatee that is slightly darker than his hair. He is formal in his speech with everyone, no matter their station, being respectful even to the lowest of the low.  He smells the faintest bit of jasmine at all times.  He wears fine clothes, but not ostentatious ones; good fabric, not fancy design, bring him joy.  He spends his money freely, both on himself and on others.

Though deeply invested in culture and religion, Geldren is not very religious himself, nominally adhering to the tenets of Kath, as his family has done for generations.  Geldren's world exists largely in his own head, with the "real world" simply being one way to look at things.  He is intellectual, and desires to hear all kinds of worldviews, but often only so that he can better rebut them.

Geldren wishes the best for all people, even if they do not wish the best for themselves.  Rather, Geldren wishes what he thinks is best on all people, even if they disagree with him.  He is firm in his convictions on what a "proper" life is, and will seek to convert as many as he can to it.  (A "proper" life is one that is quiet, pastoral, intellectually stimulating, surrounded by loved ones, and generous to a fault.)  He speaks fondly of the fresh air, open skies, tilled soil and green grass of the countryside, and speaks poorly of the cramped, foul, dirty and dangerous cities.  He wishes to see all men "saved" from urban life.

In addition to wanting to operate and maintain the greatest library in Tantathia, Geldren expects that he will be able to utilize the lessons he learned in the College of Aligindel to craft potions and otherwise dabble in alchemy.  Additionally, he fancies himself good with money, and expects that the life of a merchant could suit him well.  On the road from Perdaith into Tantathia, Geldren met a man and his family also traveling north.  This glassblower went by the name of Shaa and Geldren was able to convince him that a business partnership was in the best interest of both. Geldren also felt much safer having made friends with a tiefling knight than making an enemy with one.
Last edited by nbrs6121 on Fri Oct 13, 2017 12:22 am, edited 1 time in total.
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Re: East Marches of Tantathia Character Bios

Fri Oct 13, 2017 12:18 am

Backstory:
Shaa Kalthalaj was a resident of the windswept merchant town of Baerrel in Lindur, south of the Gulf of Ordren.  His entire clan fled the onslaught of the armies of Manath as it marched its way across old Murmanityed.  As were many other Linduri, Tribe Shaa was saved at Ulf Canyon when the ground was torn asunder, with the army of Manath on one ridge and the refugees on the other.  Even among the refugees, however, the children of Shaa Bashsh stood out. While most of the refugees were humans, elves, dwarves or flen, the Shaa were not.  For some, the infernal blood coursed strongly in their veins.  Luckily for young Kalthalaj, his heritage could easily be covered.  For a tiefling, his horns were short and swept back, and could easily be covered by a hood when he needed.  The dull red of his skin helped him blend in among the Bronze elves, or the sunburnt humans.  But kids can be observant and cruel, so most of the Shaa children found kindred spirits with the mephits who were the original inhabitants of the region.

Shaa Bashsh was close with the merchant Shaemaril, who invited the Shaanites to establish themselves in Baerrel in the first year of his rule as exarch.  The tiny desert village of Baerrel was already gathering merchant traders and was establishing guilds, and Bashsh knew his family needed to join one or remain as outsiders among outsiders.  Having no issue with the heat involved, Bashsh took up the art of glassblowing.  This is the world Kalthalaj was born into.  In a large tent inside the walls of Baerrel, surrounded by family and mephits, and twinkling with exquisite glasswork, Kalthalaj was taught of his history and his two responsibilities.

Shaa, son of Aermin, was a prominent bronze elf in the courts of the Murmanityedi city of Murdamiya.  He fled the court just before those who became known as the Silent Heroes brought their wrath upon the Witch-Queen.  As the city was being sacked by the armies of the Northern Kingdoms, Shaa huddled in his house and prayed to his gods for an escape.  An avatar of Goz granted his request - but exacted a price.  Shaa and his descendants to the third and fourth generation would be cursed with the mark of Goz, both on the body and in the soul.  Recognizing that he had sold his soul for a few more years of life, Shaa sought to make sure that he would not give others an excuse to judge him.  Though he had treated slaves cruelly and had practiced all sorts of abominations in Murdamiya, Shaa sought refuge among the tribes in the hills, serving them faithfully and humbly. This informs the first Shaanite responsibility: do not let the evil inside overpower the good you can choose.

Despite his work, few trusted Shaa at first, so he worked hard to earn their respect.  If they could not trust his heart, they could at least trust his hands.  So Shaa began to make things.  His time in the court of the Witch-Queen had exposed him to much of the arcane arts, but the goatherds and barley farmers of the hill country had little use for his spells, so Shaa put his hand to spinning fibers.  It took years, but Shaa became known as the finest spinner, turning even coarse wool into the softest yarn.  This informs the second Shaanite responsibility: work with your hands always, and prove your value through your craft.

As much as any of his forebears, Kalthalaj took these two tenets to heart.  His father apprenticed him to a dust mephit named Grine, who taught Kalthalaj to blow glass.  At first, Grine taught him how to blow as the humans and elves do, but this was not good enough for the young boy.  Grine's glass was always more clear, more colorful, smoother and more intricate, so he asked to be taught as Grine taught his mephit apprentices.  It took years to master, but soon Kalthalaj's work could not be distinguished from that of his elemental coworkers.  His pieces sold well, he had earned his journeymanship, and he was proud of his work, but he knew that he could be better.  He worked day and night, storm and sun, but Grine's work always exceeded his own in quality.  It wasn't until one night that Kalthalaj overheard two other apprentices whispering about how Grine had let slip in a drunken stupor that he was afraid that Kalthalaj would surpass him if he was ever taught the true mephit way.  This enraged Kalthalaj, who stormed into his master's tent and demanded the truth.  Grine denied withholding any secret techniques and, when Kalthalaj bristled with anger, begged the young man to believe him.  Kalthalaj did not.  In his anger, he struck his master, breaking many bones in his fragile body.

Immediately regretting his mistake, Kalthalaj turned himself in to the local guard.  Pleading guilty to his crime, he was sentenced to two years in service to the Arend Perd.  He was assigned to cleaning the stables and the latrines.  True to his family's values, he ensured that none could say anything against him.  His value as a servant quickly won him the favor of the priest-commander of the hippogriff riders, a paladin of Cheleria.  Aluf Peretz named Kalthalaj as his squire, and taught him the ways of Cheleria.  Peretz also taught him how and, most importantly when, to fight.  After serving his two years with the Arend Perd, Kalthalaj was asked to sign on with the company.  The boy became a man serving as a foot soldier in the air cavalry.

During times of peace, Kalthalaj kept his tent just inside the city walls, and blew glass to sell in the markets.  He met his wife, Zaharat Alsahar, soon after he became the rishon of his company, and she bore him three children - Asha, Rueven and Shahessa.  Kalthalaj teaches them the ways of the Shaanites and the way of the Linduri.

Build:
Levistus Tiefling Paladin
Stats: Cha = Con > Str > Int > Wis > Dex
Skills: Athletics, Insight, Persuasion, Religion (2 Paladin, 2 Guild Artisan)
Languages: Western, Infernal, New Skosian, Auran
Oath: Oath of Devotion
Background: Guild Artisan
  • Guild Business: Glassblowing
  • Personality Trait: I believe that anything worth doing is worth doing right.  I can't help it - I'm a perfectionist.
  • Ideal: Community - It is the duty of all civilized people to strengthen the bonds of community and the security of civilization.
  • Bond: One day I will return to my guild and prove that I am the greatest artisan of them all.
  • Flaw:  I am quick to assume that someone is trying to cheat me.
Characteristics:
Shaa Kalthalaj is a kind and quiet man, those who don't know him well might even describe him as meek.  He keeps to himself and his family most of the time, but being cordial to everyone around him.  There are only two things that shake his otherwise unflappable exterior: questioning the quality of his work, or threatening the security of his family.

He prefers to be referred to by his clan name, Shaa, rather than his personal name, Kalthalaj.  As with many Linduri, each member of the family is thought to represent the whole family, and so they prefer to be referred to as such.  Referring to him as Kalthalaj without the closeness of a familial bond is most rude.  Only his wife may refer to him by any nickname - where she prefers to call him Thala.

Shaa is of a very average height and build for most humanoids, standing somewhere between five and six feet tall.  Height can be difficult with tieflings because of the horns.  Shaa's are near pin-straight black spikes eight inches tall. Behind this flows long blue-black hair pulled back and tied off low on his neck. His skin is a dull, rosy rust color, while his eyes are pure silver.  If it were not for the pleasant demeanor he overtly wears on his face, one could not be blamed for finding him intimidating.  As with all tieflings, Shaa has a tail that extends nearly his full height.  When he walks, it flicks behind him; when he stands, he tends to wrap it loosely around his ankles.

Shaa never wears shoes, even in snow and blazing heat, or over rough terrain.  He wears a long, loose tunic of blue and white linen.  The hem is embroidered with stylized eagles and clouds.  If the weather turns cold, he may don a black woolen cloak which drapes to his knees.  On his right wrist he wears a small bracelet of glass beads. When dressed for battle, he drapes a pale blue tabbard over his armor, which he cinches with a black belt which bears his weapons, typically something blunt like a mace or hammer.

Though they are usually covered, his right arm, his chest, back, thighs and the ridge of his tail are marked with tattoos, mostly in light grey or dark red.  Most are very stylized and contain meaning only to himself, but motifs of good over evil can be seen in some of the more obvious images and words.

Shaa speaks New Skosian to his children, Auran to his wife, and Western with everyone else.  This is not because he wishes to keep secrets, but is his way of paying respect to those around him.  New Skosian to his children, to remind them of their heritage, their duty, and their aspirations. Auran to his wife because only the language of the Most High Goddess could be worthy of his beloved.  Western to all others because it is the common tongue that binds the people together.  He does not wish to exclude any, but to welcome all.

Shaa is meticulous in all he does.  His tent is immaculate.  The work he shows bears no flaw he can see.  His clothes are clean, his manner pleasant and words always intentional, even as they are few.  Before any expedition, he will inspect every piece of equipment to ensure that it is in the best condition possible: weapons polished, armor oiled, pack tight and everything in its place.  His preparation is not quite ritual, but it is definitely precise.

Shaa is devoted to Cheleria, and prays to her morning and evening.  He is deeply religious, but fully understands that not all will make the same choice he did.  He wishes others would seek to be uplifted by the Goddess of Air, but seeks unity above conversion.  He especially appreciates the followers of Alyssa and Archgate, as their love of family and community flow from their mother and grandmother Cheleria.

Shaa and his family have joined the expedition into Tantathia so that he can further the reach of the Glassblower's Guild of Baerrel. Guildhouses have been working their way north since the fall of Manath.  Shaa's house was chartered to set up in Aranor Pass.  Since the collapse of Barloz, and the effective abandonment of Aranor, Shaa elected to go further north upon meeting up with Geldren.  It seems the two struck up a friendship and their skills could work together to make a profitable venture, but Shaa still keeps a close eye on the talkative human.
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Re: East Marches of Tantathia Character Bios

Fri Oct 13, 2017 10:56 am

I don't have them rolled up yet, but I will likely make Dominus "Dom" Octavius, Gnome Illusionist; and Remus Hawk, Kael Scout.  Hawk's father, Remus Badger Smith, will likely be a blacksmith of some type in town.

Mostly wanted to post here so I can remember their names and concepts when I go to create them.
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Re: East Marches of Tantathia Character Bios

Wed Jan 02, 2019 5:14 pm

Ok, so forget what I said previously.

Standing 6 foot 2, and sturdily built, Remus “Badger” resembles the potbellied forge that heats his materials before he works them with his trusty hammer. his arms are the size of stove pipes. Badger, while a friendly enough man, tends to keep to himself. His son, Ridley, resembles him in the way that finished steel resembles the starting material. His features are finer and more delicate, his form slimmer and smaller, and a complextion mostly untouched from standing next to a forge. His nimble hands make him a wonder at tooling leather and engraving his father’s work. He is lanky and gregarious, and always seems to be joking. He keeps his dark hair long, but always coiffed neatly — in contrast to his father’s bald head.

Most peculiar of all, however, is Badger’s ward. A boy — likely a couple years younger than Ridley — with a pale complexion and shock-white hair cut short just below his ears. He doesn’t say much, but Badger claims the boy’s name Is “Venn”. He wears simple clothing and tends to help out around the forge where he can. Rumor is that he has some ‘abilities’, like the magic users more common in Aruithen and Barloz.
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Re: East Marches of Tantathia Character Bios

Fri Jan 25, 2019 6:36 pm

Kord, son of Karn, looked out over the grasslands of his people.  His tribe - about 200 men, women, and children - had a full life.  His grandfather's grandfather had left the tribe that follow the great bear and decided to leave the lands of the First Men.  His grandfather had crossed the great mountains and settled in a land to the west of the land of the First Men.  Kord and his people no longer follow the great bear.  Instead, they rely on the ancestors for wisdom.  The great tree that his people settled by is a constant reminder of the cloud of ancestors that led them.  The stars of the night sky are the souls of the ancestors that has passed on before.

Yes, this was a good land.  Plenty of earth to plant, and plenty of wildlife to hunt.  But, it wasn't always safe.  The greenskins and greyskins were a constant menace, and meant that every able-bodied man had to learn to fight.  Even now, if he concentrates hard, he can hear distant drumbeats of an army and smell campfires on the wind.  Quickly, his thoughts are interrupted by his wife, Sumi, and his two daughters, Koa and Meri.  It is time for the great feast, and his father, the Kera-Toa of the tribe, expects Kord to speak to his people.  This is no time to dream up imaginary threats.  It has to just be his nerves playing tricks on him.
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