Character Concepts

A D&D campaign in a unique setting, run by Plaidrhino.
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plaidrhino
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Post by plaidrhino »

In an effort to complete planning the new campaign, can you guys please post your character concepts. I want to make sure that my plans jive with your collaborations.
Some people are like Slinkies ... Not really good for anything...... But they still bring a smile to your face when you push them down a flight of stairs.
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Wintermute
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Post by Wintermute »

Santiago, an Elven Paladin over two centuries in age, is captain of the Seneshal. Once serving as a Lieutenant in the royal navy, he has since retired and now seeks to make his way as an honest merchant sailing from port to port. Those that deal with him know him not only for his fair business practices, but also his benevolence, willing to help those in desperate situations and stop injustice. Still, darker rumours circulate, for many have speculated that the Captain is a comissioned privateer, these rumours no doubt fueled by the Seneshal (indeed, it is uncommon for simple merchants to captain 10-cannon sloops).

Santiago is not a typical Paladin, but a Paladin nonetheless. Being elven, he is ruled by his emotions, taking up causes on a spur of the moment, and sometimes dropping them just as quickly. One would be ill-advised to think of him as a knight, for although he is called to fight evil, he finds little comfort in aristocracy and swears no fealty to those of station. Instead, he seeks out those with pure and innocent hearts, those who fight evil as he does, and those in whose life he feels his influence will be beneficial.

So long as nobody is planning on playing an outright evil character, I think we should be fine. Certainly those with less than noble aims and more fluid understandings of the law may find some strife with Santiago, but forgiveness is something he believes strongly in, and is not quick to bring violence for minor transgressions (instead, he is likely to attempt to make amends with those wronged).

It is also important to understand that while Santiago on occasion keeps motley company, his elven arrogance is still quite apparant. He willl fight honorably against those he deems worthy, but lesser races (orcs, goblins, etc) are afforded no such thing. Indeed, his treatment of these lesser races can at times appear cruel, dealing with them as one would vermin. I'll try to have his code up on a new character page sometime later this week.
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Neuro
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Post by Neuro »

Gertie left home early. It wasn't really on purpose, it just sort of happened one morning. The first few days were alright, but then there was a misunderstanding about dinner in a strange little town and they "locked her up". That was pretty curious, too, and she left after everyone had gone to bed, so as not to disturb them, as they all seemed very upset about the whole thing.

In one of those little towns along the seashore, Gertie went exploring on a ship. The first one was pretty entertaining! The second one had a great big wheel. By the third or fourth one, Gertie was tired and she curled up amidst this or that, well out of the way, and went to sleep. Gertie, you see, could always sleep anywhere. Sometimes she rolled out of bed and stayed asleep on the floor. It was better than being out in the town at least, since there had been misunderstandings there, too.

It was a rude awakening by a surly cook who found her asleep behind some of his stores with the captain's spyglass in hand. Taken to the captain, she offered him the spyglass, as it was lovely and he might really have use of such a thing, and a half dozen other things that it seemed might be useful on boats. Sooner or later as they talked, she even offered him her favourite marble of the moment. The captain patiently took all of this in, then pointed out that the ship had been underway an hour and a half after she mentioned that she should take her leave. Gertie hardly believed him! She bolted aft, then up on the railing, peering out as far as she could peer, leaning out as though a nose-length might make clear where she'd went to sleep and how she'd wound up here. Then, as unceremoniously as is imaginable, she fell into the water.

The crew hoisted her out of the water and the captain took her under his wing, the better to keep an eye on her before she upset the crew. The little kender made herself useful and once the initial misunderstandings were over, the crew took a liking to her. She stayed aboard the Seneschal. Nothing ever quite broke her of her tendency to take unexpected swims. In fact, she couldn't help with dishes without half-drowning the galley. Almost instantly, Captain Santiago became Uncle Salty, and with mocking fondness of captain and crewmates, Gertie became 'Soggy'.

The rest of her raising happened on the Seneschal. She grew at least aware of the strange ways of men but never achieved the kind of comprehension that might mar her innocence of freedom. A good ship's hand and a quick thinker, she loved life at sea and did well at it, in years and with maturity becoming the Seneshal's first mate. Fiercely loyal and endlessly loving, Soggy is led by the adventures, needs, and whims of her "family" and friends. People are often surprised by her ferocity and competence, tempered as it is with such joyful simplicity of spirit.

Soggy will get on well with anyone who is kind at heart. Mean, evil people will be thrown overboard.

In fact, that happened once, back several years ago, you see, one of her aunts....
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Digital_Boy
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Post by Digital_Boy »

A travelling mage, sent out by his master to seek out knowledge to attain his goal of title of Arch Mage, Tandel Terath, since leaving the academy, has lead a life of a wanderer, seeking out arcane knowledge following the return of magic to the land of Vannai. Following his path, he finds himself in the locale of Ostyr, and looking for passage via sea to follow the quest.

Tandel adheres to the side of good, believing that the forces of the light ultimately lead to true knowledge and power, however, he keeps an open mind to opinions and arguements from followers of gods who follow rigid codes or those who believe in the randomness of the universe.

(more to be added later)
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Post by smartmonkey »

Ardar Kym was born the poor son of a sailor. Following his father into the trade, Ardar always longed for a scholarly life. He got his chance when his father apprenticed him to a scribe/printer in a port town for a hefty fee. His new master, a man known as Thym, was more than a simple printer of broadsheets and pennyy-dreadfuls - rather, he was the agent of the Order of the Philosophers stone, a rather informal convocation of like-minded philosophers and scholars intent on divesting the human soul of its material tethers (i.e, the body) as well as attaining immortality - thus creating the "perfect soul". Though the Order had accumulated a vast store of lore and wisdom, they were far from achieving their goal. Through meditation and a bizzare ritual used on him by his master and the Elders of the order, he became something more than human. Gifted with incredible powers of the mind - with control over time and space as well as more physical phenomena, he also grew rigidly, even dogmaticly, moral. As his powers grew, other promising canidates in the order were subjected to the ritual. A few attained the same abilities as Ardar. The others perished. Perceiving these new creations - Elan, as they were called - not as those who have achieved enlightenment, but rather tools, the order sent them out into the world - seeking to gain a secular base of power. Not only seeking power and wealth, the order has decided to become a force for the "greater good", whether people like it or not. Ardar was assigned to serve as ships navigator for an elven captain aboard a trading sloop - one that exhibited a certain favor from the gods... He's only recently joined the crew - likely the last time the ship was in port, and seems to be competent, if a bit distant from the more "common" elements of the crew.
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