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Generate Backstory based on following information Character Name: Ragnar Character Race: Dwarf Character Class: Fighter Output:
Enforcer for the local farm magnate until he began to realize the harsh conditions the workers toil under.
Generate Backstory based on following information Character Name: Gremdal Character Race: Dwarf Character Class: Barbarian Output:
His family was killed by giants. Now roams the land helping where he can, killing giant-folk on site, and trying to bury his sadness.
Generate Backstory based on following information Character Name: Captain Blackfist Character Race: Dwarf Character Class: Monk Output:
Captain Blackfist was a captain of a mighty vessel before ending up in the city of Neverwinter. He entered into the Underdark where his wits and skill were put to the test
Generate Backstory based on following information Character Name: Quake Thunderbottom Character Race: Dwarf Character Class: Fighter Output:
Was raised by a strict mining family but decided it was easier to take gems from bad guys than dig for them. Firmly believe that starting a fight will solve most problems.
Generate Backstory based on following information Character Name: Dain of Edivito (or just Danny Devito) Character Race: Dwarf Character Class: Barbarian Output:
A war hero fell on his head in the middle of the wilderness and got some serious brain damage, making him forget about his past and view almost everyone as a friend
Generate Backstory based on following information Character Name: Tyrem Character Race: Dwarf Character Class: Fighter Output:
Tyrem's parents raised him to be a blacksmith. When he came of age, he joined the dwarves military where he learned to fight. Now he carries out missions as a member of the dwarf army.
Generate Backstory based on following information Character Name: Carreg Killfinger Character Race: Dwarf Character Class: Sorceror Output:
After contributing to a critical failure in defending the fortress hold of the Killfingers, the exiled Carreg set off on a quest of redemption, seeking to find a spell to re-ignite the now extinguished hearth fires of his home.
Generate Backstory based on following information Character Name: Lira Truestone Character Race: Dwarf Character Class: Fighter Output:
Seventy years ago, Lira's husband set off for the wars, leaving her in the mines supporting their children. He never returned. She waited patiently as each child grew to adulthood and the city aged around her. When the last child was married, she set out to find what had become of him.
Generate Backstory based on following information Character Name: Kalstar Character Race: Dwarf Character Class: Fighter Output:
Kalstar was born in the gladiatorial slave pits of Draj, where he quickly distinguished himself for his ferocity and lack of self-preservation. During the Great Sandstorm, he was able to escape the pits with a group of fighters. They formed a mercenary group and set up a home outside of the free city of Nefrim.
Generate Backstory based on following information Character Name: Gustšv Ironface Character Race: Dwarf Character Class: Fighter Output:
Left home as a mercenary to avoid being pushed into being a craftsman like the rest of his clan. Spent time as a privateer in the eleven navy before being dishonorably discharged for sleeping with the captain's daughter. Leaving the eleven lands behind he fled to human lands when he hopefully wouldn't be killed by an angry dad.
Generate Backstory based on following information Character Name: Tommy Universe Character Race: Dwarf Character Class: Fighter Output:
Tommy is 4'3 and relatively slight for a dwarf, because he is still quite young. He wears scale mail, carries a light shield, a warhammer and a large pack of "Useful Items" He has an eagerness for adventure and an undeserved confidence, since he sincerely believes he is the son of the god Moradin. He wears a large holy sigil of a hammer round his neck.
Generate Backstory based on following information Character Name: Ulgrod Character Race: Dwarf Character Class: Dwarf paragon Output:
Formerly a wealthy jeweler, Ulgrod helped smuggle women and children out of his home city during the end of a goblin war. As a refugee, he faced many hardships and was treated very badly by his fellow dwarves. This culminated in him shaving off his beard and declaring himself no longer a dwarf! This began a political movement which rapidly evolved into a religion with Ulgrod as the messiah.
Generate Backstory based on following information Character Name: Captain Shortbeard Character Race: Dwarf Character Class: Druid Output:
Once a pirate captain, he fell off the ship one day and discovered a giant crab below the waves. It was love at first sight, and being a captain meant he could officiate at his own wedding! His giant crab wife inspired him to learn the ways of the druid, protecting nature at all cost. Most druids protect the forests, but Captain Shortbeard protects the sea and all the fishes.
Generate Backstory based on following information Character Name: Dargomir Bhalmur Character Race: Dwarf Character Class: Wizard Output:
Many years ago he studied to be a warmage, but he accidentally caused a massive explosion that killed his sister. He has since then sworn never to hurt another living being. He distracted himself with women and drink, and has fathered well over 27 children, but his soul never found peace. He is currently very unhappily married and has decided to leave. He is currently on the run from his nagging wife.
Generate Backstory based on following information Character Name: Richard Longshaft Character Race: Dwarf Character Class: Ninja Output:
From birth he was unnaturally tiny as his human mother had cheated with a dwarf. To fix this embarrassing problem she hired the village shaman to perform an enlargement spell however it went terribly wrong when the shaman targeted the wrong part of the poor boys body, namely the penis. This has left Richard with a dick at least twice his size! He has since learnt to use his appendage in battle.
Generate Backstory based on following information Character Name: Crucibjorn Hjornblovver Character Race: Dwarf Character Class: Wizard Output:
A former Soldier who showed promise in the Arcane arts, Crucibjorn became a wizard's apprentice and spent years studying magic from the Abjurers of his clan. Now he has graduated from those lowly ranks, but before he can claim the title of Battle Abjurer, he must spend 2 years in the world away from his people seeking more worldly knowledge. His success, or failure, at this will be clear to his mentors when he returns.
Generate Backstory based on following information Character Name: langley elford Character Race: Dwarf Character Class: Druid Output:
she grew up poor in her home town and wasn't ever able to hold a job. eventually got involved w a bad crowd, took a gig and helped blow up her home town's largest temple which was dedicated to a particularly nasty and vengeful god. he cursed her and she's currently on a quest to try and get that fixed, though isn't exactly apologetic about having done it in the first place so she isn't trying too hard
Generate Backstory based on following information Character Name: Grembil Hammerfist Character Race: Dwarf Character Class: Artificer Output:
A scholar with an insatiable appetite for knowledge, Grembil would delve deep into lost lore and research. However his wife was less appreciative of his thirst for books instead of her. She divorced him. This came with it's ups and downs. The upside is that he no longer had to even try to balance his research with a home life, and he learned how to brew powerful alcoholic beverages. The downside is that he fell into a deep depression and became an alcoholic.
Generate Backstory based on following information Character Name: Atticus Stonesun Character Race: Dwarf Character Class: Bard Output:
Atticus comes from a dwarf family of minor nobility. One of his house's ancestors was a legendary dwarven epic poet, the founder of a certain genre of performance and an enduring school of bards. Atticus wants to be a worthy successor to this ancestor and to become a legendary poet himself. To this end he pursues a life of adventure, hoping either to participate in great deeds or at least to witness the great deeds of others, so that he can immortalize them in chant.
Generate Backstory based on following information Character Name: Jasmine Character Race: Dwarf Character Class: Thief Output:
Jasmine has always had a love for mischief which has lead her into trouble on more than one occasion. As a young child she was fascinated with her dodgy uncle, the black sheep of the family, especially when she got old enough to understand just why all her respectable relations would look at him askance. Years of begging eventually persuaded him to train her up in his trade and now she's forging a name for herself, sharpening her skills and stealing just about everything that isn't nailed down... or alternatively, stealing the nails.
Generate Backstory based on following information Character Name: Bronkev Steelfist Character Race: Dwarf Character Class: Ranger Output:
Son of a king that scorned his forge work, Bronkev has worked tirelessly to gain his father's respect. But after one too many outbursts from his father, Bronkev left his homeland with the dwarves in search of his calling. Though he was never good with a hammer or axe, he could shoot a bow with great precision. But many bows were either too big for him, or he was too strong so he snapped them. So he began his quest: to make a bow that was sturdy enough for him to wield but not too large for him to pull back.
Generate Backstory based on following information Character Name: Baba Raavan Character Race: Dwarf Character Class: Wizard Output:
Baba Raavan has travelled many places and is revered for his meditation stint of a year on the great Himalayas. He is an Indian figure who is proficient at black magic, he ,through meditation,knows various mantras that can freeze time, rewind incidents and bring the dead back. The Hindu god lord Shiva has blessed him to be immortal. But Raavan is mean and misuses his power...he loathes anyone who is taller than him. But he has a got a soft corner for dwarfs, so the only way to trick or deceit him is by convincing him that you are the petiest being.
Generate Backstory based on following information Character Name: Serigus Decarly Character Race: Dwarf Character Class: Wizard Output:
It's not unheard of a dwarf to be born with magical capabilities but it certainly is uncommon, to the point Serigus hid his skills so he would not be asked to show it off like some kind of street trick. Disguising himself as a warrior was the easiest way he could have some peace for himself as using magic required the most dire situations before puling it out or his so carefully created persona would be ruined in an instant. Eventually Serigus got too afraid of his neighbors discovering what little spells he could cast and so he departed to travel the world
Generate Backstory based on following information Character Name: Cobb Character Race: Dwarf Character Class: Druid Output:
After an ill-considered romance with a chieftain's daughter (that resulted in an adorable son and some bitter feeling all around), Cobb moved to the city and started a brewery. This was fine until some unsavory types tried to hire him and he started seeing his exact double around the brewery. In what was possibly not his best decision, Cobb burnt down the brewery with his double inside, feigned insanity, and spent two years in Sunview Asylum. And that's where he met his new friends! (Also his sister-in-law ordained him as a druid, mainly so she wouldn't have to get her hands dirty. Dwarf families are weird.)
Generate Backstory based on following information Character Name: Brumbar Ironcoq Character Race: Dwarf Character Class: Barbarian Output:
Brumbar comes from a long line of weather-vane smiths who served many Elvish clients. The name Ironcoq is the name the Elves gave to his family for making roosters of iron. Coq is Elvish for rooster. It was at this time that he learned Elvish Brumbar was a petulant and inattentive child and thusly unsuited for smith work. He was sent to live with his uncle higher up on the mountain. His uncle adopted the young dwarf and was treated as a son. It was through his uncle that he earned his bear totem. One day Brumbar and his new family were walking on a small path when they ran into Sangzor, an infamous and evil mountain goat. Brumbar's family was killed in the battle, but he eventually slew the goat. He now carries the goat's head with him on his journey. With his family dead, Brumbar left his home and started a life of adventure.
Generate Backstory based on following information Character Name: Forin Stormfist Character Race: Dwarf Character Class: Wizard Output:
Forin Stormfist was the greatest dwarven wizard that ever lived. Hailing from the Stormfist clan of the Troll Mountains, Forin made his name clearing out the monstrous denizens of the Crater Ridge Mines. Upon defeating the cult of the Temple of Elemental Evil, he, along with his companions, the Sons of Shraeltir, formed a city state that would become a beacon of hope and civilization in a world of chaos. His arcane pursuits saw him study the ways of blood magic, which allowed him to empower his spells to devastating effect by sapping his own life force. The lure of blood magic lead him down the path of studying the magical forces controlling death itself. By studying a forbidden tome, the Book of Unlife, he discovered a process that would make him immortal, but for a heavy price. He would become a lich, a creature of such unnatural terror and power the likes of which mortals could not comprehend.
Generate Backstory based on following information Character Name: Argus Fordham Character Race: Dwarf Character Class: Barbarian Output:
Argus is from a hill dwarf tribe that broke away from the mountain dwarves generations ago and lives in uneasy peace with human barbarian tribes. Their society has a kind of unofficial rumspringa where younger dwarves will choose to leave their tribal lands and explore the world, which Argus has chosen to do. A sensual and uncharismatic man, he has taken a liking to tripping near-constantly by intentionally poisoning himself with ergot, attempting clumsy and unflattering impressions of mountain dwarves in deeply flawed acts of subterfuge, and collecting the teeth of the monsters he's slain. His best friend is an elf druid named Bud who lives in the woods and with whom he licks toads and blisses out. He has recently lost a finger, gotten a part-time job at a coffee house, and discovered the joys of the opium den. Civilization may not be the best place for Argus, but he's finding himself. He remains extremely good at killing.
Generate Backstory based on following information Character Name: Roerdin of Fireforge Character Race: Dwarf Character Class: Fighter Output:
Roerdin, although neither eloquent with his words nor musically inclined, grew up with a deep and abiding fondness for music, and in his youth left the halls of his clan to become an acolyte at a temple of Milil. There he served for some time, until a cleric, Lewk, tarrying there bade that the temple provide him a bodyguard, for he was likely to be in some danger carrying out the work of Milil, and Roerdin, recognizing Lewk as the grandson of a human who once did a great service for Clan Fireforge, volunteered for that position. Some time after, Roerdin learned that Lewk, while undoubtedly a cleric, seemed to be a cleric of no specific god - he carried abridged scriptures of and holy symbols for every known deity, switching between them as the occasion suited - and decided that he had best remain this man's bodyguard for a time longer, lest he die an ignoble death and bring dishonor to his grandfather's line.
Generate Backstory based on following information Character Name: Tommy Universe Character Race: Dwarf Character Class: Fighter Output:
Tommy is 4'3 and relatively slight for a dwarf, because he is still quite young. He wears scale mail, carries a light shield, a warhammer and a large pack of "Useful Items" He has an eagerness for adventure and an undeserved confidence, since he sincerely believes he is the son of the god Moradin. He wears a large holy sigil of a hammer round his neck. He keeps stealing money from the party and sending it "to his mother". He also is very keen to recover his lost hammer. In fact he is sending money to a blackmailer who knows that he used the lost hammer to kill his mother after he discovered that his father was not Moradin, but in fact his mother worked as a sex-worker and his father was one of her clients. He has semi-successfully repressed those memories and only has random flashes of true memory, triggered by lying, or maternal dwarven figures. He adopted the surname universe because he sometimes believes that his father created the universe. He has a fascination for standing in boxes.
Generate Backstory based on following information Character Name: Ulfgar Character Race: Dwarf Character Class: Barbarian Output:
Ulfgar was born a second child. His family have held tradition for many generations that the first born becomes an arena champion, to great success. One day Ulfgars oldrr brother is mercilessly killed outside the arena, by people wanting to change the champion. With tradition being the single thing Ulfgar holds dear (as well as being well mannered), he took up the mantel of the family. Ulfgar became skilled with the famil maul, Second Chance. This combined with his spear Blood Spiller became his signature fighting style. One day however, after a night of dwarven drinking, Ulfgar woke up in a wagon, unable to see the outside and Chained up. Obviously someone had slipped something in his drink when he wasnt looking, must have been strong. The chains however, were not. He quickly broke out of his restraints, and along with another captive escaped to a nearby cave, just soon enough to witness a sand worm destroy the transport and any others still with. Ulfgar was the other side of the world, a years travel from the arena he called home. What had happened and why was he here?
Generate Backstory based on following information Character Name: Hagg'n Steinhammar Character Race: Dwarf Character Class: Wizard Output:
The hitchhiker's guide to Faerun has this to say on the subject of the SteinhŠmmŠr clan: They produce the tenth finest drinks in the multiverse. The first finest is yet to be discovered, but due to the current understanding of multiverse theory, that spot will remain open for the foreseeable eternity. This fact has not deterred the SteinhŠmmŠr clan from using the slogan: "10th finest Ale in the Multiverse!" The destiny of Hagg'n, or so his family believes, is to continue the name of the SteinhŠmmŠr Brewery. Hagg'n spent most of his youth in books of magic. He believes that through magic, the SteinhŠmmŠr Clan can achieve the rank of sixth or fifth finest ale in the multiverse. Or at least find a portal to the finest ale and reverse engineer it. Yet it was through deeper study that he discovered that this half-baked theory that magic could improve ale was a plausible and practical theory. This plausible theory led to other half-baked theories such as a Skein of holding, boots of walking straight, and a ring of carbonation. After helping an adventuring guild defeat a half-dragon, he has headed to the city of Waterdeep for two reasons: Mingle with nobles to fund his family's brewery, and find that portal to the finest ale in the multiverse.
Generate Backstory based on following information Character Name: Ordran Ironshod Character Race: Dwarf Character Class: Cleric Output:
Before the Event, Ordran was a sergeant in armies of the great Dwarven Kingdom. In the aftermath of the Event, the Dwarven Kingdom fell. Its forces scattered as the soldiers tried to survive in the blasted remains of the old world. Ordran managed to keep his squad together; they even prospered for a time. Sadly, the cataclysm had left more than destruction in its wake. It had also brought forth ancient terrors, long forgotten by the world. Ordran and his men fell afoul of such a beast. They fought valiantly, and even managed to defeat the creature, but at much too high a cost. His men were all killed, and Ordran himself was wounded near to death. He doesn't remember crawling his way to a temple door. He doesn't remember the horrified faces of the priests when they first found him on their doorstep. He doesn't even remember the months of care it took to heal him. His first memory, after the battle that took his men, is waking up in the temple, and hearing Clangeddin Silverbeard's voice calling him to serve. Since then he has dedicated himself to protecting those who can't protect themselves. He will use his god's gifts as well as his mastery of battle to safeguard what little is left of the world.
Generate Backstory based on following information Character Name: Arkul Rubytooth Character Race: Dwarf Character Class: Wizard Output:
Arkul Rubytooth is not the typical dwarf, nor is he a typical adventurer. When he was younger (he's almost 300 now) he spent much of his time as a typical Wizard, but soon found that history, specifically the history of magic (in our DM's typical high fantasy world) was far more interesting. While he did not abandon the arts of magic, he pursued an archaeological lifestyle instead. He worked tirelessly to uncover lost spells and artifacts, and over time found himself working in demon magics. To him it was worth the taboo opinions of his colleagues. It was history! If our ancestors practiced this it should be studied and understood. The practice of it could be carefully supervised, but the historical society wouldn't have any of it. Demonology was dead. It had been dead for centuries and would remain dead for many reasons. Arkul was given a couple warnings by close colleagues, but he wasn't the type to have many friends. Life for Arkul was trip after trip to ancient ruins. When he was finally kicked out, Arkul tried to continue his work. Eventually he lost control of a demon that he had summoned and was tossed in jail. Our DM's campaign was designed about being tossed in jail and becoming "Squad Zero" or a suicide squad, though far less psychotic.
Generate Backstory based on following information Character Name: Ragnar Fireblood Character Race: Dwarf Character Class: Druid Output:
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Generate Backstory based on following information Character Name: Elfrum Earthbreaker Character Race: Dwarf Character Class: Barbarian Output:
Parents were merchants. I worked at their shop in Saerloon, watching over our wares, preventing thievery. Then joined the Silver Ravens for a while, before experiencing a traumatic event during active duty. He led a company that was hired to be security detail for a caravan of merchants who were delivering a prized jewel to a particular client. Knowing the risk of traveling on common Sembia roads, the Silver Raven company took the caravan down a secret path only known/commonly traveled by them. While on the path, they were ambushed by a large group of raiders. Elfrum, having a passion for protection, leapt for the chance at defending this caravan. He fought valiants beside his brothers in arms, until he was betrayed by one of them, literally stabbing Elfrum in the back, leaving him to die. The raiders then killed the rest of his company and all of the merchants and made off with the prized jewel. He never found out who betrayed him, but he vowed to avenge his lost brothers and retrieve that jewel. He left the Silver Ravens on his own quest of finding answers to his questions, which brought him to Ordulin. It was an unnamed jewel to me and my company since it was pretty much just another job to us. If you don't mind, I think it'd be better and probably easier for integration if you determine the client and destination. I didn't really have anything in mind. The most important part of this was that he was betrayed by his own brother in arms and he has vowed to get revenge.
Generate Backstory based on following information Character Name: Bjorn Lodestone Character Race: Dwarf Character Class: Cleric Output:
Bjorn was his village's healer, living on the edge of the mining settlement where he could stay clear of the bustle but still be close enough to set bones and salve wounds when something went wrong. Dwarves, he thought, were careless as the rule rather than the exception. With the mines, the sawmill and the workshops nearby, Bjorn seldom had time to do much else than picking herbs and healing the sick and injured. One day, when Bjorn was spending a day in the small gallery of his own pit, the ceiling collapsed in a cacophony of groaning stone and splintering timbers. Trapped and half-buried, he was alone. As the hours passed and delirium set in, Bjorn gradually began to accept the futility of hope. But then with the gentleness of a dawn breeze, he saw dim light trickling in through the top of the rubble, and his limbs flushed with renewed strength. He began to shift rocks Ð gingerly at first, and then with urgency Ð until he could free himself and lie gasping on the grass outside the mine's door. In the cold, clear autumn air he wondered: what whispered to his being down in the darkness? Was it his failing body's final call to action, or was it something more Ð more mysterious and more powerful? Such thoughts came back to him over the following months, when he noticed that the bones of his patients knitted faster and their wounds soured less often. Worried for his own sanity and hungry for answers, he left his village. What had happened in the pit? Was it delirium down there, or a new god? The hills of his homeland could only tell him so much. The rest was at the other end of the open road.
Generate Backstory based on following information Character Name: Thrakk Gunnerson Character Race: Dwarf Character Class: Fighter Output:
Still a young Dwarf, 60 year old Thrakk Gunnerson is guy looking to the future. A natural engineer, he kept the clan mining machines running as efficiently as possible, while making improvements wherever he could. One day whilst talking to a trader, a rare visitor in the deep underground mining town of Azulgrung, he heard of a combination of powders that could turn stone to dust. Gleaning enough details from the human, he set to work experimenting with different combinations of the chemicals until finally coming up with the best mixture. After more testing, his black explosive powder was ready for a demonstration. Obviously unable to keep the testing of his new discovery a secret, dwarves gathered from all over town to see what had become known as "Gunn-powder", in action. As the crowds gathered and Thrakk went through his final checks, a group of dwarves were making sure that the show didn't go as planned. The town had always been governed by more traditional groups, and worried that this new Gunn-powder might put hard working miners out of a job, they paid a group to secretly sabotage the explosive charges Thrakk had painstakingly assembled. Unaware of this treachery, Thrakk was ready to go. With his family beside him, and the town watching on, he ignited the charges. After the dust had cleared, the scene was one of devastation. The charges, rather than detonating in a controlled fashion, had blown shards of granite and ore throughout the chamber. Scores of dwarves laid injured or dying, blood covering the floor and walls. Angry at this disaster, the clan leader; Brazk Ironbeard, bellowed for Thrakk's arrest. Thinking quickly, and with the guards still reeling from the shock of the explosions, Thrakk made his escape. Wishing to spare his family from his own failure, he ran back to his workshop, quickly gathered some belongings and some unfinished experimental devices, and fled the town. Now on the open road, trying to get some distance from the chaos and pain he believed he caused, he has found some work as a guard for caravans and traders...
Generate Backstory based on following information Character Name: Roscoe Strongarm Character Race: Dwarf Character Class: Fighter Output:
The Strongarm Clan is one without decency, character and most importantly honour. We're reavers and thugs. Who only follow the flow of coin and hold loyalty to the highest bidder. We are the worst Clan of Stonemire. Or more accurately, we were the worst clan. For I, the youngest son of Ragnor, are the last living member of the Strongarm Clan. Being the youngest by 50 years, I was allowed to travel to Blackrock and learn the craft of forging. My elder brothers, Ramon and Rickar, and my elder sister Rulvana, stayed in Stonemire to assist father and my Mother, Ramila, helping them run the family business. We had just been risen to Lords of Stonemire, and the children of Lords are sent away to learn from the masters of Blackrock in their chosen field of study. I would spend 30 years at the forge, hearing of the deeds of the Hammers and the Majesty of the Allhammer himself. I began talking to the other Clansman as well. It was here I saw the truth about my Clan, about what we really were. I knew we were low, but if only 1 percent of things I was being told about my Clan were true, we were in fact the lowest. Others would mock me with these facts, my time in Blackrock was lonely with few friends or celebrations. I vowed that when I returned home, I would leave the Clan and cut ties for the rest of my life. Unfortunately, I never got that chance. For when I arrived 30 years later, I had just missed the massacre of my family. A week before, the other Lords of Stonemire used a workerÕs strike to mount a coup and take over their business. There were no survivors but I. I did not feel saddened by their deaths. I was instead saddened that I'd never be able to tell them how horrible they were. So, I buried what I could find of them and said a short prayer to the Allhammer and left. They were my kin after all. As I left a thought came to my mind. I was free from their name. And I could make it my own. The Strongarm's of the past were all gone. I'm the only one to survive and I can do anything I wish with it. I feel no hatred for their killers. If it wasn't them that day, it would have been someone else later. I forgive them and leave their judgement to the Allhammer. So, I will raise up the name, build it upon a sturdy foundation of decency and respect. Use the timbers of truth and stone of honour to build its walls. And it will rejoice in the flames of the Allhammer's Soul forge for eternity. My Vengeance will be honour! The City Guard have put me in a cell for my own protection. The Clans that took down mine will think me an enemy, but when I revoke my claims and take pilgrimage they should let me leave. But they will soon have to let me go, and I can start my quest.
Generate Backstory based on following information Character Name: Alvin Ulfsonn Character Race: Dwarf Character Class: Druid Output:
Alvin Ulfsonn - son of Ulf Stonehand, of clan Stonehand. (commented sections "#" are information not known to Alvin) Ulf adventured for some 30 years with a ranger named Alvin. on their last adventure, Alvin was mortally wounded, and died in Ulf's arms. he promised to memorialize his friend, and so named his first son Alvin. Ulf retired from adventuring and became a guard at Stonehand Hold. # when Alvin was very young, some deepminers of the hold made a discovery. they found a seam of blue-silver ore that was warm to the touch. after determining that the heat was not from any nearby magma, they retrieved several samples for study. the samples kept their heat. it was determined that the ore was unsuited to weaponmaking, but several artisans began using it to make jewelry and decorations. small plates were also made of the ore, to keep under mattresses and keep beds warm.# # as Alvin grew up, the elders of the Hold began to noice an increase in stillbirths, as well as of crippled or slow dwarves. what's more, even formerly healthy dwarves began to show signs of poor health. eyesight began to fade prematurely, hair began to fall out, illness and weakness began to creep into the dwarves. believing the apparent plague to be caused by evil magic, they ordered the creation of a statue to their god, in hopes of invoking divine favor to heal the hold.# as the plague began to manifest, Ulf told his son to take word of what was happening in the hold to the outside world. he was given a letter, signed and sealed by the elders, to deliver to [nearest major dwarven settlement], explaining the situation. # the statue was cast from the blue-silver ore, as the elders believed it's unique properties to be a sign from the gods. their suspicions seemed to be confirmed when the mold for the statue was broken open, and there was a bright flash of blue light. the six strongest, healthiest dwarves of the hold were chosen to carry the glowing statue through the hold, visiting the sickest dwarves, while the healthier dwarves gathered in the great hall, where they would all pray for help. it didn't work.# Alvin reached [nearest major dwarven settlement] after a few days, but upon reciept of the letter, they had Alvin exiled, believing him to be a plague-carrier. driven from Dwarf lands by his own people, it took 12 years for Alvin to make it back to Stonehand Hold. taking a few bones from the empty hold, he spoke to many holy men and clerics, all said roughly the same thing to him: "some evil has corrupted the remains. there is nothing we can do." now alone, believing himself to be the last living member of Stonehand Hold, and distrustful of other dwarves, he began to study the ways of Druids, hoping that perhaps somewhere in their knowledge of the natural world he could find a way to at least cleanse the bones of his kin. he also hopes to someday find whoever released the plague upon his Hold. # there is no plague. the dwarves found a large seam of highly radioactive metal. having no model for the threat such materials could cause to living things, they only considered the naturally occurring warmth of the metal, and it's appealing color. given enough continuous exposure, even dwarven constitution would succumb to constant irradiation. Alvin's baldness and scraggly, patchy beard, are the result of prolonged exposure to radiation when he was young.#
Generate Backstory based on following information Character Name: Rogan Hammerdown Character Race: Dwarf Character Class: Fighter/cleric Output:
Youngest of five sons, our family was cast out of (Dwarf city) when my grandfather was found selling weapons directly to non-dwarves/dragonborn instead of through guild channels. Our once respected name was struck from the records and our guild membership revoked. I was very young when this occurred and don't remember much but my brothers and father all remember our home fondly. We moved to (nearby town) and continued doing what we did best, blacksmithing. It was a decent life, but I was restless, often getting into fights. When I got older, that upgraded to petty crime and backalley brawls. That changed when my father decided to go into business with Arl, a Halfling merchant with a gift for finding customers who didn't mind our non-guild status. We were more prosperous, to be sure, but the Halfling's sister Anelia was what had the most effect on me. We fell in love instantly and married within a year of meeting each other. Her only demand was that I leave the fighting behind. She had no stomach for violence and couldn't stand the thought of growing old with someone who fought like I did. For a while it wasn't too hard. I focused more on helping at the smith, but over the years the restlessness returned. Even the birth of our daughter Vinna wasn't enough to quell the urges I felt. When the rebellion started and the opportunity to regain our name was offered, my brothers were the first to sign up. I barely cared about the rebellion and didn't have any real connection to the home we'd left behind so long ago, but I joined anyway. I told Anelia it was for my family but really it was because I wanted to pick up my hammer again. She didn't buy it, or maybe she didn't care. We argued for days before I simply packed up and left. I played a very small part in the war. My brothers and I being relegated to supporting the true, honorable warriors. But when our camp was attack we took up arms just the same and were captured along with the rest of them. When the rebellion ended and we returned, bearing the brand that each captured soldier received, the Dwarven high clans begrudgingly upheld their end of the deal and restored my family's name. My father and the two brothers who survived the rebellion returned to (Dwarf city) immediately, but I went back to (nearby town), expecting my wife and daughter to welcome me with open arms. Arl told me that, while I was gone, Anelia and Vinna were caught up in one of the many anti-dwarf riots that occurred during the rebellion, and were both killed. Enraged, but not wanting to dishonor her memory, I fled the town and made it five miles into the wilderness before letting loose. Decades passed in a blur of violence, rage, and squalor. I had taken up with a group of bandits who raided caravans when my life changed for a second time. We attacked a small group of what we thought would be easy prey, but turned out to be clerics to the god of war and conflict. They easily repelled us, but while the rest of my group ran away I stayed and fought. They must have seen something in me because, after knocking me unconscious, I awoke in their camp, being tended to by their medic. They were impressed by my ferocity but dismayed at my lack of control. The clerics brought me into the fold and taught me that my strength could be put to righteous aims. They taught me to temper my fury and unleash it only when needed. In essence, they taught me how to live with myself. After traveling with them for many years I decided to return to the town and seek out Arl and make amends if I could. I found him at the end of his life, desperately hoping to see me again so that he could apologize. He told me that Anelia and Vinna hadn't died during the rebellion, though he hadn't heard from them since. Anelia had left and taken Vinna with her. She felt betrayed by my choice to fight instead of stay with her, and when Arl defended me, she took that as a sign that he valued business over family. He said that it was true, he didn't want to offend my father and lose their partnership. He didn't know that my father would leave the town as soon as he was able, with little regard for the business they had built together. When I returned, Arl was in financial ruin and lashed out at me, lying about Vinna and Anelia to hurt me. I don't know where they are or if either of them are still alive, though Anelia would be quite elderly for a Halfling by now, but I intend to find them. If my daughter is alive, I plan on making up for all of the years I missed. If my wife is alive, I don't know how I'll react. I understand her frustration with me, but I have trouble with the idea of forgiving her for taking our daughter. For now the only goal is to find them, and do good on my path.
Generate Backstory based on following information Character Name: Meleskith Hilldelver Character Race: Dwarf Character Class: Druid Output:
Meleskith was born Lorrean Farrower to a family of farmers in the Blacktree community. She was the youngest of 6, and though she helped with the farm as they all did, her age and small size (she was particularly short and somewhat underweight as a child) excused her from some of the heavier work. Whenever that happened, or when her work was finished, she slipped away to go visit their neighborsÕ horses, or the sheep that grazed over the hill past their lands, or to look for rabbits or toads or other critters by the creek behind the barn. Then, her magic started to trigger. The wheat grew taller where she walked, the garden she tended bore larger vegetables, though they turned sour when she was in a bad mood. Her father was thrilled. The Temple of the Blinding Light always welcomed more clerics to spread order in PholtusÕ name, which would not only mean one less daughter to feed, but would also increase his standing in the community, which held Pholtus and his temple in high esteem. Her mother was not happy with this plan. Of the six, there were only two girls, and LorreanÕs older sister was already married. She finally agreed, however; after all, to serve Pholtus was a high honor, and the temple would undoutedly manage to teach the girl not to be so wild. Lorrean overheard them come to their agreement, and was horrified. She did not like their visits to the temple, strict and quiet and perfectly clean. She did not like the clerics who kept the temple and scolded her for dirty feet and talking too much at all the wrong times and coming in with leaves in her hair. She did not want to leave home and her siblings--especially the youngest of her brothers, Dundrig, who played games with her when his work was done. But if she had to leave, she was certainly not going to serve Pholtus. She stowed away in the next trade wagon passing through, abandoned it by a river, and slowly wandered her way out of the farmlands and into the forests. In her loneliness, and desperate wishing for one of her brothers to be with her, her magic called up an animal companion, a badger she called Skur. Together, they found a badger set willing to take them in for awhile. The badgers called themselves the Hilldelver Set, so Lorrean became Meleskith Hilldelver. She and Skur learned to hunt and scavenge, and the badgers taught her to pull in her magic and bend it through leaf and root as a druid does--though animal magic is not like human magic, animals use it the way druids do. It was a rough education, but functional enough. She made contact with the other druids of the forest, the fire brigade. Having lived with badgers for a couple years by then, and having been a farmer before, she did not fit in. Then there was a small incident, a minor experiment with a fire spell--which did not go wild, whatever the supervisor might say to the contrary--and she decided that if they were going to lay down all these rules and try to control her, they were hardly better than PholtusÕ followers. When the Set decided it was time for her to move on--as all grown cubs must--she turned to the towns nearby, then to the cities. Since she had not fit in as a druid, she sought to make her way as a craftsperson, shaping wood and clay to useful things. But she bored quickly with useful things, and decided to try her hand at art instead. It seemed like a good idea at the time. She tried very hard, and was very invested in her art--half-abstract things that felt like a thingÕs magic more than looked like itÕs shape, made of stone and wood bent and woven, or of a living plant growing through a stone shell. Her work did not catch on. Finally, after many yearsÕ effort, she gave in, and accepted (a little bitterly) that her chosen path was not working out. She had been doing odd jobs to survive--repairs, seasonal farm work, digging cellars. Though she still used her druid magic, she never made her living by it. If she were more honest than usual, she might admit that she was afraid that her magic would be rejected as her art was, or that she was afraid her work elsewhere as a druid might backfire or blow up in her face as her stint in the fire brigade had (if not so literally). While Meleskith struggled to find her place in the world, her place in the Temple of the Blinding Light, to which she had already been pledged before she made her escape, was filled by Dundrig Farrower. Though he had little magic himself, his farmerÕs muscles turned well to wielding a hammer in battle. Once his training at the temple was complete, he was assigned to a pair of clerics, to help them carry PholtusÕ law to the unbelievers, to bring order to chaos, and to smite evil with the blinding light of PholtusÕ glory. If he is disappointed that he did not get to live out a quiet life at home, tending to his fields and raising a family of his own, he knows better than to let on to the zealots he works with.
Generate Backstory based on following information Character Name: Thordren Silverheart Character Race: Dwarf Character Class: Bard Output:
Thordren, the first son of Thonrin and Tena Silverheart was born on the floor of Silverstout brewery. Thonrin was clan leader and Tena Master Brewer. Unbending as dwarves can be his mother had refused to leave her work up and to the day Thordren blessed the world, having been quoted saying, ÒNor Battle, Nor Bairn, Nor Quake kenne keep me outta tha BrewÓ. It was this clandestine birth that set young Thordren, unbeknownst to him at the time, toward his destiny and eventual fate. Uncommon to their dwarven kin the Silverheart family traveled frequently to trade and sell the infamous wares of their brewery. Mostly under the protection of Tena and her staff, clan matters keeping Thonrin largely at home. It was on these trips that Thordren became enamored with the wider world, and the cultures he met along the way. The Silverhearts had a reputation and Tena was primarily responsible. Thordren would often accompany her on business deals and would sit and listen as his mother wove wild tales of Adventures and myths, legends and monsters and he would be there after the deals were ÒsignedÓ to clean up the mess. It was no surprise when Thordren asked to apprentice at his motherÕs side, much to the dismay of his father. Under his motherÕs tutelage he developed a natural talent for brewing and became quite skilled in its consumption. Thordren loved his time at the Brewery he felt at home among the masters and understood almost innately how each ingredient influenced and enhanced the spirits and brews that were famous to the Silverstout. This complex understanding lent its way into Thordrens second love, the way of the song. Amongst the vats of boiling liquids and within the bars and taverns he visited as he grew up, he came to learn that with beer came song and with song came pure joy. It didnÕt take too long for his mother to notice that on business dealings in which Thordren accompanied her contracts and profits doubled. It was on one of these trips, dealing with a nearby elvish settlement that Thordrens voice caught the eye of the local Lord and won him acceptance into a prestigious elven Bardic College. At the adolescent age of 45 Thordren embarked on his first adventure away from his family and Kin. College among the elves was strange at first. Being a dwarf amidst elves left him isolated and often cast out from social gatherings, but he quickly overcame the adversity and soon his wit charm and skill had him accepted with the elvish community. Thordren lived with laughter in his heart and he excelled in his schooling there wasnÕt and instrument he couldnÕt play, and song he couldnÕt sing, a tale he couldnÕt weave and an elf he couldnÕt outdrink. It was during his fourth year that he met MaethilÕwyn Talanmyr. MaethilÕwyn was an elven girl of high standing and a bardic student at the college her and Thordren attended. Thordren was smitten almost instantly, his history and experiences of traveling with his parents had chipped away at the natural mistrusting nature of dwarfs, and he found Mae fascinating. Mae was nothing but trouble in her own right as her tendency for mischief and almost instance acceptance of other races set her in opposition of the natural xenophobia of her elven counterparts. They met during a heated drinking competition, which Thordren had started with his big mouth. It would end horribly for him the minute Mae entered. (I imagine the Marion drinking scene from Raiders of the Lost Ark). From that moment on the two became an inseparable pair of trouble and mayhem. (Thordren never confessed his feelings for Mae but remained infatuated) Once graduated the two decided to be a duo of sorts and traveled all around the country side as a Bardic duo, Mae often using mainly her voice and Thordren providing the musical background. They became quote renowned for their performances as well as the wake they left in town, taverns and bars. They had earned enough renown over two years that they drew the attention of a Prominent Elven Lord that they were invited to stay on as employed performers for the court. Mae took a keen interest in this contract while Thordren was iffy. During their year of employment Mae grew increasingly less interested in mischief and rambunctious behavior. (I like to think the Elves have a sort of Rumspringa for the youth to experience some things outside of elven culture but to return to the fold. Thordren has a limited understanding of this and feels that he can sway her, and Mae assumes he has understood her explanations.) Eventually tensions between the two grew as Mae became more and more interested in the affairs of the court than the performing and rowdy nightlife. On the day that Mae was considered an adult her father came to announce that she was to be betrothed to the son of the Lord. Thordren was beside himself with anger frustration and confusion. He engaged Mae in a heavy argument about their relationship and his understanding of things as she relayed with cool elven diplomacy the true nature of who they were, duty bound her to her family and her time for fun was at an end. Thordren stormed out, resigning his position and drowned his sorrows in the local tavern, his whole world having been shattered. The events of that night are not very clear to Thordren. He had never really felt anger before, his whole life and been surrounded by people who were generally happy, intoxicated or a lovely mixture of both. His parents were merry folk and the patrons of Silverstout brewery were mostly equally as merry. Having the nature tendencies for bardic optimism it had never even occurred that he and Mae might end or that his story might end in misery. He had spent his first 50 years of life thinking he was the hero of his story and that there would be nothing but happy endings. Too far into the drink to realize the consequences of his action Thordren set his mind to getting back his happy ending. Storming into the Lords mansion Thordren set to finding the young Lords son, who in his eyes was the sole person responsible for the loss of Mae and ThordrenÕs current predicament. Upon finding him in the mansion gardens sitting with Mae, Thordren lost what little sense he had left. Remembering a spell he learned about he attempted to Dominate the mind of MaeÕs betrothed, to great misfortune. The spell being beyond the ability of Thordren himself but fueled by his anger managed to connect, instantly the dwarf became aware of the thoughts and feeling of the elf, in his rage Thordren will him to forget all about Mae, to leave them alone and never bother them again. His control of the spell was weak and MaeÕs attempted dispel created a magical backlash sending the dwarf and elf into unconsciousness. When Thordren awoke he was in his home among the Hill dwarfs, sober and foggy as to how he got there. He would later learn about his attempts at mind control and the assault of the Lords son. The Elf had suffered severely and was still in a coma, but hopes were high that mages would eventually set him right. The elven lord had advocated death for ThordrenÕs assault but he was returned to dwarven land to face dwarven justice. To save the reputation of his clan a deal was made that Thordren would be banished from his homeland never again able to return. And so it was that at the age of 52 Thordren was ejected from his family and his people. For 23 years Thordren wandered the lands, playing for taverns and keeps, lords and villagers. He kept his shame a secret and hid his pain with loud laughter and raucous behavior. He swore again to never act out in anger and to remain true to his upbringing. His only therapy and redemption for the heartache he caused his family and clan was his ability to bring happiness and joy to those who would listen to his songs and laugh at his performances. During the early years of his exile ThordrenÕs penchant for trouble earned him a nemesis in another traveling bard/thief, the two often encountered each other along the road and would wither end in brawls or gambling losses. In one of these battles Thordren lost a lute, given to him my Mae, in a bet in which his nemesis cheated. He is bound and determined to get it back from him the next time he finds him. Meeting Aldric Stormcrow Near his 65th nameday (Early-thirties for a dwarf) Thordren was participating in a rather intense contest of wills with the Tavern Owner when he overheard a patron mentioning having spotted a group of Flumphs in a cave outside of town. This piqued ThordrenÕs interest. Flumphs, normally reserved to living in the Underdark had always intrigued Thordren. The only nice and relatively peaceful thing to come from the bowels of the Underdark Flumphs were truly ridiculous to behold. Many a tale of the wonders of ÒFlumph FlippingÓ had been told to him by his uncle and Thordren had always wanted to experience this wonder for himself. Excited by the opportunity Thordren quickly left the tavern to find the Flumphs. Wandering drunkenly into the cavern Thordren found the Flumphs in a very agitated state, and proceeded to agitate them further. In a drunken stupor Thordren began to wildly flip the Flumphs over, this being easy to do as Flumphs float on jets of air that they suck in through their mouths and expend through their tentacles. His joy was heightened by finding out that make a sort of slide whistle sound as they flip. Careless of the repercussions of his actions Thordren quickly learned that while mostly peaceful Flumphs still have some defenses. One Flumphs stink spray is enough to nearly incapacitate a normal person, and that night Thordren was hit by no less than 8. Completely drunk and delirious from the smell Thordren discovered the reason for the Flumphs abnormal existence above the Underdark. Thordren awoke a little more sober and a lot more stinky to being tied up and in the company of two trolls 6 goblins and a Bugbear, who had been happily hunting Flumphs and stumbled across him. Aldric Stormcrow had been traveling in the area on contract to kill the Bugbear leader when the smell of the dwarf had caught his attention. Once freed and enemies killed Thordren pledged himself to Aldrics side in offer of repayment. Much to Aldrics dismay this would not be the last time he had to bail Thordren out of a deadly incident. What was supposed to be a yearlong pledge ended up turning into a 10 year friendship of adventure? Facts Thordren Keeps Secret: Only Aldric knows the shame of his banishment in any detail. Thordren keeps a lock of MaeÕs hair, a gift given to him in friendship on graduation. Thordren says his Clan name was Silverheart but it is really Silverstout he changed it to keep from further shaming his clan and their product. Thordren keep his emotions in an almost dangerous check. He never seems to let his anger out, being afraid of how things will turn out. He hides it all with a jovial positive upbeat attitude. No one knows the true pain and shame he feels. Thordren does not know what happened to Mae and her betrothed, as he avoids the areas near his homeland. Thordren has twin younger brothers both Clerics and a younger sister who is a monk. Silverstout brewery survived the scandal and is still a popular brewery. Thordren is melancholy when it is available in an establishment and always orders two pints and drinks only one leaving the other full and untouched shortly after bardic college maewin and I decide to travel a bit. Shes tired of living the stuff life of a daughter to a popular Lord and Trad merchant family.So since I grew up traveling with my family selling our beer and spirits I show her the open road we run into this half drow bard charlatan as he his failing a Con hes trying to run we take him in and help him clear his name, and we convince him to hang with us we have a great time for a couple of years, but hes been running cons for a long time and it is eventually catching up with him He is also falling for Maewin, but her and I are falling for each other eventually we decide this life is too good to pass up and decide to elope, right around the time his dark past catches up with him. In his jealous and desperation to contacts maewins family and runs his con he manages to clear his past, and Maewins family comes to find her and marry her off for political gain. She feels honorbound to her family and agrees. In my heartbreak I attack Dario and we fight a bit, I manged to ruin his con and he is sent to prison, I then turn my rage on Maewins betrothed and put him in a coma Her Trade Merchant Family threatens the ruination of the SilverStout name I am exiled and cut from my family in a deal to keep the 800 year old brewery and family name intact I wander aimlessly for a few years before running into him again a few times. he jumps me one day and steals the lute that I had been given by my family with maewins token on it
Generate Backstory based on following information Character Name: Mud Character Race: Earth genasi Character Class: Stone sorcerer Output:
Wants to see the world.
Generate Backstory based on following information Character Name: Jakk'tril Galanodel Character Race: Eladrin Character Class: Wizard Output:
Prince to the arch mage of the Spring Court. Wants to find a cure for his sister's genetic heart defect so she can be the heir and he can slack off.
Generate Backstory based on following information Character Name: Beetle Character Race: Eladrin Character Class: Paladin Output:
Beetle was raised in a gothic castle in the Feywild by her family who wanted her to be a necromancer like the rest of them. Instead of books, she liked learning how to fight and hanging out with trees, so when the castle moved to the Prime Material Plane as it occasionally did, she ran away. One night, she had a dream where the goddess Melora appointed her the guardian of her sacred groves and she's been protecting them ever since.
Generate Backstory based on following information Character Name: Skurvy Brownbeard Character Race: Eladrin Character Class: Rogue Output:
Skurvy was brought up by seafaring pirate Eladrin. He has spent his life studying the arts of theft and hydrologist science. He is particularly fascinated by the study of different sediments and what they can tell you about river geography. He has a parrot named Splatter. He is gay and has spent some time trying, unsuccessfully to seduce an underage mentally ill dwarven boy. He wears a pirate hat, dark leather armour and is armed with a long sword that he never uses, a dagger and a pouch of shuriken. He also has a jar full of river sediment.
Generate Backstory based on following information Character Name: Skurvy Brownbeard Character Race: Eladrin Character Class: Rogue / sedimentologist Output:
Skurvy is 5'8 inches tall and like all Eladrin he is very slight. He has long pointed ears and long silverish hair. He wears a pirate hat, dark leather armour and is armed with a long sword that he never uses, a dagger and a pouch of shuriken. He also has a jar full of river sediment. Like many of his kin he has a complex relationship to morals. He will generally prefer to stab someone in the back rather than fight fair, and will try and take anything he wants. He worships Melora, the goddess of the wild. With him is his trained parrot, Splatter.
Generate Backstory based on following information Character Name: Giant Michael Character Race: Eladrin Character Class: Fighter Output:
Raised in the human city of Puttum by his strict paternal grandparents, MyÕkhal was always the tallest of his class. Believing himself simply ÔbetterÕ than his human peers, he became something of a bully, demanding tributes and homework tips from his classmates. After his schooling was complete, MyÕkhal quickly rose through the ranks of coast-guardsmen of Puttum, demoralising his subordinates and, basically, abusing his power. But when MyÕkhal returned home one day to find his grandmother had died of exhaustion while furiously scrubbing graffiti from their door, he became shamed into learning better behaviour more suitable to his racial background. Messages along the lines of Ògo back to the sea giant michaelÓ had been appearing daily, and yet his grandparents had attempted to always hide it from him out of a misguided sense of pride. Immersing himself in the history of his family and the society of the sea elves, MyÕkhal set out to undo the wrongs heÕd caused and took an old battered coracle out to sea to visit the island of Gravett. He resolved to go by Giant Michael until he felt deserving of his birth name and made an oath to his grandfather that he would strive to protect the weak and innocent. Three days into his journey, the coracle capsized when Giant Michael leaned overboard to pet a dolphin. He managed to swim to the shore, though the area was unfamiliar to him and he has been left without any clothing or supplies.
Generate Backstory based on following information Character Name: Periphrasta Character Race: Eladrin Character Class: Wizard Output:
Periphrasta is a legal scholar, specialising in demonic contracts. She works freelance, consulting to lordlings foolish enough to bargain with the lords of hell, but rich enough to afford expert advice. Occasionally her jobs take her into hell itself, so for the sake of air conditioning, most of her spells are ice magic.
Generate Backstory based on following information Character Name: Liam Arkley Character Race: Elan Character Class: Psion Output:
Captured at a young age by unknown entities, Liam found himself in a disorienting fugue of pain and fear for years. What little he remembers involved many faced creatures with writhing shapes hidden under their cloaks, as he was subjected to painful and cruel experiments on the limits of a mortal's psyche. His mind was taken and manipulated remotely through crystals and magic that did not conform to the laws of how the world should work, and Liam found himself arguing with splinters of his mind given shape. He has some command over the powers that were used against him, and his mental abilities seem to be able to shape the world around him, energy, time, position, and even fate. He's not sure if he escaped or was let go as another part of the cruel experiments, but he vows never to allow himself to be recaptured by the mysterious cult that stole his life from him.
Generate Backstory based on following information Character Name: Alrin Dalael Character Race: Elf Character Class: Warlock Output:
Urchin
Generate Backstory based on following information Character Name: Ka•lo Character Race: Elf Character Class: Ranger Output:
He has amnesia
Generate Backstory based on following information Character Name: The Wall Character Race: Elf Character Class: Ranger Output:
No backstory as character has an emotional wall
Generate Backstory based on following information Character Name: Dog Character Race: Elf Character Class: Druid Output:
Left his survival-of-the-fittest home jungle and became a farm dog
Generate Backstory based on following information Character Name: Igni Character Race: Elf Character Class: Sorcerer Output:
Neglected child of royalty and he picked up being a street magician
Generate Backstory based on following information Character Name: Timmasine Moonbright Character Race: Elf Character Class: Wizard Output:
Thoroughly psychopathic elf kicked out of her home for her fondness for vivisection.
Generate Backstory based on following information Character Name: Danyal Character Race: Elf Character Class: Wizard Output:
Grandson of elven prince in a secluded kingdom off to discover the world on his own for the first time
Generate Backstory based on following information Character Name: Norian Siankiir Character Race: Elf Character Class: Sorcerer Output:
Researching the planes of existence, opened up a portal to Limbo, the plane of chaos. Gained wild magic sorcery and went slightly insane.
Generate Backstory based on following information Character Name: Wheen Deen Tum Tum Character Race: Elf Character Class: Bard Output:
He«s an ex-circus actor, until his debts caught up to him, now in the run he has become an adventurer to sustain his excentric life style.
Generate Backstory based on following information Character Name: Anithiel tu Animir Character Race: Elf Character Class: Rogue Output:
The daughter of petty nobles with a penchant for theft and pickpocketing, she ran away into exile after inadvertently destroying a priceless relic she wanted to steal
Generate Backstory based on following information Character Name: Feal Character Race: Elf Character Class: Cleric Output:
He's a dual class cleric/fighter tasked with finding the nine blades of ushtarm to slay a deadly hydra that is systematically destroying the churches of his sect, all across the land.
Generate Backstory based on following information Character Name: William Horony Character Race: Elf Character Class: Ranger Output:
AccidentlyÊleftÊbehindÊwhenÊhisÊfamilyÊpassedÊthroughÊaÊlargeÊcity,ÊBillÊHoronyÊhadÊtoÊraiseÊhimself.ÊHeÊlivedÊonÊtheÊstreets,ÊcopyingÊwhatÊheÊsaw,ÊbeggingÊandÊperformingÊtricksÊforÊfood,ÊstealingÊwhatÊheÊcouldÊtoÊkeepÊhimselfÊalive.ÊAÊfagin,ÊIchabodÊHoundsditch,ÊtookÊhimÊinÊandÊtaughtÊhimÊhowÊtoÊsurviveÊwhileÊIkeyÊtookÊadvantageÊofÊBill'sÊnaturalÊquickness.ÊBillÊlivedÊinÊconstantÊfearÊofÊIkeyÊandÊtheÊrestÊofÊtheÊHoundsditchÊgang,ÊandÊheÊsawÊtheÊotherÊchildrenÊroundedÊup,Êbeaten,ÊandÊreturnedÊwithoutÊsayingÊaÊwordÊaboutÊtheÊfaginÊwhoÊputÊthemÊupÊtoÊit,ÊclaimingÊthatÊsnitchingÊwasÊtheÊworstÊthingÊthatÊyouÊcouldÊdo.ÊWhenÊheÊwasÊcaught,ÊheÊdidÊtheÊsame,ÊuntilÊheÊsawÊtheÊbountyÊonÊIkey'sÊhead.ÊHeÊwavered,ÊandÊtheÊsheriffÊofferedÊtoÊtrainÊhimÊandÊprotectÊhimÊifÊheÊsoldÊIkeyÊout.Ê HeÊdid,ÊandÊIkeyÊwasÊimprisoned,ÊwithÊtheÊrestÊofÊtheÊgangÊvowingÊrevengeÊonÊBillÊforÊhisÊbetrayal.ÊHeÊfeltÊsafeÊwithÊtheÊsheriff,ÊandÊstudiedÊwithÊhisÊnewÊmaster.ÊThere,ÊheÊlearnedÊhowÊtoÊhuntÊmenÊwhile,ÊallÊtheÊtime,ÊavoidingÊtheÊnowÊmuchÊlargerÊandÊmoreÊcomplexÊgang,ÊwhichÊhadÊteamedÊupÊwithÊaÊdemon-worshippingÊcultÊtoÊhuntÊhimÊdown.ÊWhenÊtheÊsheriffÊdiedÊofÊoldÊage,ÊBillÊtookÊtoÊhuntingÊbountiesÊtoÊkeepÊotherÊchildrenÊfromÊhisÊfateÊandÊhuntingÊdownÊtheÊmenÊandÊdemonsÊwhoÊtormentedÊhim. As part of this effort, he hunted for the girl who had been kidnapped to replace Keejee. Finding them both, he helped kill the cultists while aiding Keejee and the young child in escaping.
Generate Backstory based on following information Character Name: Alesiev Shadowrunner Character Race: Elf Character Class: Rogue Output:
Abandoned at a young age by his parents, he found brotherhood among the rejects of society. He adapted quickly to a life in the shadows and changed his last name to Shadowrunner. (Work in Progress)
Generate Backstory based on following information Character Name: Almaric Character Race: Elf Character Class: Thief Output:
Lost sword-hand in a fight, replaced with a +3 (to hit and to damage) Hand of Komar (magical gauntlet that acts as a hand and can extend a long sword on mental command). Has 20 charisma.
Generate Backstory based on following information Character Name: Thannon'dal Uruben Character Race: Elf Character Class: Ranger Output:
Once a proud Ranger of Shala'ranth, his home City. He left it all behind to hunt the Dragon that killed his parents. His City declaring him an exile and leaving the woman he loved behind, pregnant with their child.
Generate Backstory based on following information Character Name: Leaf Erikson Character Race: Elf Character Class: Barbarian Output:
My parents were killed at a young age and now I quest to avenge them while sailing the 7 seas. My vengeance isn't against any group of people, no... the world killed my parents and now the world shall pay! Flaw: corn, pumpkin pie, turkey
Generate Backstory based on following information Character Name: Garregwen Character Race: Elf Character Class: Fighter Output:
A former member of the Iwmoniaeth Ardalydd, an elite unit of wood elf glaiviers, Garregwen left her unit and her clan rather than obey the orders of an imperious and irrational commanding officer. By her telling, she went out on patrol one day and simply hasn't reported back yet.
Generate Backstory based on following information Character Name: Kyiralya Character Race: Elf Character Class: Bard Output:
Kyiralya grew up in a small town, a vivacious bard and friendly flirt who knew everyone well and had dated most of them, men and women both. She has a strong sense of duty and wants a world where people can be happy, sing songs together, and fall in love freely.
Generate Backstory based on following information Character Name: Traminar Character Race: Elf Character Class: Rogue Output:
Born in an orphanage Traminar was raised by a group of wizards who taught him spells. His life taught him to be a rogue and how to fight as a warrior. His only weapon is an unbreakable wooden staff capped with diamonds on either end that can extend on a chain.
Generate Backstory based on following information Character Name: Rasmus Stormreaver Character Race: Elf Character Class: Fighter Output:
Rasmus was a drunken, aged warrior who boasted that he was the father of all half-elves and carried around a filthy, crusty sword that as he leveled, the GM would find reasons for it to be cleaned up and discover new magic powers previously covered in grime. I introduced him mid-combat with a bombastic speech that I delivered in six-second installments on my turns.
Generate Backstory based on following information Character Name: Chenoah Character Race: Elf Character Class: Cleric Output:
Forged in battle, as an embattled forrager in the forest he was forged from battle to battle for the forge his father forged from the forges of the Battle of the Forge. Now he forges himself forward to battle with battle-forged ferocity from the battlements of the Battle Forge with his forged batons of battle to batten the burning forge of his battle-forged soul.
Generate Backstory based on following information Character Name: Simple Character Race: Elf Character Class: Bard Output:
Ran away from home to act as apprentice a human bard who passed through his secluded village, collecting the songs of the elves. The village elders cast a curse upon him, removing his original name from the memories of all who knew him. When his human master dies, he sets out to deliver the collected songs to the College of Bards in the big city. His adventures begin on the road to the city.
Generate Backstory based on following information Character Name: Eikenskaldir Character Race: Elf Character Class: Cleric Output:
Perpetually convinced that he's much more charismatic than he actually is, Eikenskaldir travels the lands of Orb sharing the gospel of the god of luck. He lacks much in the way of personal tragedy, just a few cranky moments with an estranged sister, and he is absolutely convinced that the world needs a little more chaos. That is, until he had that one recurring dream about the tree, and the shadow, and the world closing in...
Generate Backstory based on following information Character Name: Avaritia Character Race: Elf Character Class: Rogue Output:
Born in the village of Ramund, the young elf grew up without a father. His mother cared for him, but the streets raised him as much as she did. When she eventually passed away due to an infection, the now 13 year old Avaritia was left alone. He lived as a burglar until being kicked out from the city at age 19 after the guard realized that there was the jails could not keep him in and exeucting him was a bit too severe.
Generate Backstory based on following information Character Name: Kethoro Freanitlarn Character Race: Elf Character Class: Warlock Output:
When she was younger, Kethoro worked for her family's shipping business as a deckhand, eventually rising to first mate. While traveling, one of the main ports of call had a tavern she frequented called the Dancing Phoenix. In that tavern, she met the love of her life and convinced him to run away with her. The ship they were on sank and Kethoro was one of the few survivors, her love dissapearing beneath the waves. A vision appeared to her, the Archfey of Winter Storms. He told Kethoro that he could save her love in exchange for her service. He granted her the powers that would allow her to travel north to find the bones of a dead god. Whether the Archfey is being truthful or not remains to be seen but he is Kethoro's only hope.
Generate Backstory based on following information Character Name: Langlomar Character Race: Elf Character Class: Cleric/barbarian Output:
Lamglomar comes from a rich and noble elf family and, following family tradition, as the second son entered into a monastery to train as a cleric under his uncle. One day, when taking a break from his studies Lamglomar and his uncle went for a short pleasure sail, but an unexpected storm blew in. The sail boat capsized and Langlomar drowned. His body was found after the storm and the clerics were able to revive him, however he had suffered brain damage from the lack of oxygen and he became violent and paranoid, prone to bouts of rage. As the clerics tried to help him he grew more distrustful of them as he could not see why he was treated differently now. Eventually he murdered his uncle for "turning the others against him" and vowed to kill all the elves in the world for their betrayal. -megalomaniac -paranoid -aquaphobic
Generate Backstory based on following information Character Name: Daechir Character Race: Elf Character Class: Warlock Output:
Daechir was a small elvish researcher, studying about various fiends. One day he and his wife were attacked by demons, and they ran for their lives. Being of a somewhat erudite nature, he couldn't run very far before they were about to be overrun. Daechir prayed to anything that listened, asking for help and promising anything in return. Suddenly, he was blinded by a bright flash of light. When the light subsided from his eyes, he suddenly found the strength and endurance to carry his wife to the nearest town. He picked her up in his arms, and ran to he town for hours. When he reached the town, he made sure that his wife was tended to, he suddenly collapsed in a heap. When he next awoke, he had no memories of his wife, apparently just the first of many things that his patron would take from him.
Generate Backstory based on following information Character Name: Qasim Character Race: Elf Character Class: Ranger Output:
Qasim's clan once lived in a prosperous nation, but a new ruler forced them off of their lands and attempted to hunt them to extinction. The clan was cornered into a dank swamp and hid there, mastering guerrilla tactics and surviving off the meager resources they could gather. Qasim was born in this swamp; on his fiftieth birthday, just like the rest of the members of his clan, he underwent a rite of passage by going on a quest to find his spirit animal. Some emerge with the head of the creature they find. Others die in the process. But Qasim brought the alligator he encountered back with him to his clan, and found himself able to speak to the many animals that roamed the swamp. Thus, despite his youth, Qasim advanced through the ranks of the scouts that protect his people from persecution and now aspires to rule his clan someday.
Generate Backstory based on following information Character Name: Soverinn Na•lo Character Race: Elf Character Class: Cleric of knowledge Output:
Since he was young, Soverinn's been interested in knowing as much as he can about the world around him. Over the course of his 122 years, he has spent time in his homeland, learning about religion and the arcane arts, but he didn't become a cleric until he travelled to Hyrule. There, he met the goddess of wisdom, Nayru, and became her cleric. Despite his travels to Hyrule, Soverrin never considered himself much of an adventurer, but rather a scholar travelling to distant lands to learn more about them. However, when he returned home from Hyrule, he found that the power of the goddesses of Hyrule (Nayru among them) had disappeared. He also found that, during his absence, his mother had married someone else, a human, and Soverinn now had a half-sister, Arrivae, who was 32 years old. Soverrin sets out to meet his half-sister, and to learn more about the goddess' power disappearing.
Generate Backstory based on following information Character Name: Theldanon Thornpaw Character Race: Elf Character Class: Druid Output:
Seeing a vision of terror while giving birth to Theldanon, his original Wood Elf clan sent him adrift in a basket - unsure whether or not they were saving the child or themselves from some ominous, impending doom... Luckily, Theldanon was found by a wandering druid who then raised him in the forest, teaching him to respect nature and the balance that must exist for the world to not break apart. Theldanon was content in the forest with his druid master for an untold number of years until his master took ill, saying he could feel the balance of nature splitting and that Theldanon must venture off to find the imbalance and repair it. So Theldanon began to travel, searching for any disruption in the forces of nature and mending it, but never finding anything of significance. That's how he managed to end up in Neverwinter, taking odd jobs to further his adventure to finally put an end to this growing imbalance...
Generate Backstory based on following information Character Name: Wyll Ferryl Character Race: Elf Character Class: Rogue Output:
Ferryl comes from a noble family way up in the D&D version of the North Pole. Her family was awfully cruel to her, treating her only as a puppet to do their biddings and steal and undermine other noble families. She was trained as a hitwoman and a thief: whenever her family needed a dirty deed done, she was made to accomplish it under the threat of death. At the age of 16 (in human years), Ferryl attempted a murder of her parents via poison in their goblets. The next morning, without knowing whether or not she was successful, she ran away from home and did small deeds and thefts for money until she reached a party of hired adventurers, where she met the current party. Ferryl has made it a point to operate under one principle: to give the people like those who have wronged her what they deserve, and help those who have been hurt from their actions.
Generate Backstory based on following information Character Name: Annika Shaye Character Race: Elf Character Class: Wizard Output:
Annika Shaye is a fugitive from God. Her home country, a small mountain kingdom, is devoted to the god of law, justice, and the military. Annika, a child of a single mother whose father disappeared on the day she was born, was trained to be a military wizard. Then, a man appeared in town - her long-lost twin brother, who their father had stolen at birth for reasons unknown. Annika passed her brother military secrets when he asked for them, trusting that if she hid her tracks well enough it would be all right. But God is omnipotent, and called the kingdom to arrest Annika and hold her for trial for choosing her family over the law. Annika was raised to trust and obey her god, and make amends for any sins. But there was a problem: she wasn't sorry. Instead of facing justice, she fled. Now she wanders the land in exile, looking for adventure, and hoping she'll never see her pursuers, and former friends and family, again.
Generate Backstory based on following information Character Name: Aelar Anastasia Character Race: Elf Character Class: Wizard Output:
Aelar Amastacia is an elf researcher who has studied the creatures of the lower plane for 147 years. He was born in a small elf village to parents in the middle of the power hierarchy. By a strange coincidence upon Aelar's 25th birthday, a wizard who had previously resided in the village, Adorellan Xyrphine, returned and asked for an apprentice to assist him at his tower. Many elvish parents offered their children to him, but he choose Aelar because he "looked bored." After returning to the tower, fresh apprentice in tow, Adorellan began teaching Aelar the art of the arcane. Seven years later, after a lecture was interrupted by the sudden heaving of bloody vomit, Adorellan revealed he was dying of a mysterious curse he received while researching his life's work, the creatures of the lower planes. The curse was resistant all the forms of removal attempted; the most that could be done was slow its progress. As it continued to ravage his body Adorellan concocted a plan: acquire an apprentice, train them all he could in his limited time, reveal his plight, and then seal himself himself away with an ÒImprisonÓ spell, locked away by a phrase only his apprentice would know, until the time came that the curse was identified and a cure found. With the parting words of Òcontinue my researchÓ the wizard removed himself from the flow of time until the fated day that Aelar succeeds in his quest. After 140 years of traveling to countless libraries and obtaining any and all information relating to this curse and more generally the lower planes, Aelar realized the easiest way to learn more of them was to encounter the creatures of it in person. Taking the basic knowledge of magic his master had taught him and his desire to learn more of all creatures, Aelar looked for a sufficiently desperate party that was willing to let him join until he came across as strange man with a lisp.
Generate Backstory based on following information Character Name: Bethshaia Katiyn d'Hiveryn Character Race: Elf Character Class: Ranger Output:
In the far north, beyond the mountains called Kinbizah, where humans have long since turned back, and dwarves give up, and goblins stubbornly freeze to death, there in the gaping caldera of an ancient dead volcano lies the great lake of Othavar, and the hidden city of Hiveryn, domain of the Snow Elves. Like lost Shangri-La (from The Lost Horizon), or forgotten Gondolin (from The Silmarillion), it is here the Snow Elves make their way isolated from the world around them. And from this land comes forth Bethshaia Katiyn DÕHiveryn (or ÒShayÓ) on a quest to save her people from certain doom. The youngest daughter of the great Elven House of Katiyn, her mother is a grande-dame of Hiveryn society, and her father a great military hero of the city. Though estranged from her mother, Shay is the apple of her fatherÕs eye. She has two brothers, Ivan-Athur and Wolf, close in age, and together the three of them were the holy terrors of a generation, constantly out baiting yetis (the Snow Elf equivalent of cow-tipping.) and generally causing mischief. She has an older half-sister, Gineva, (from her motherÕs first marriage), with whom she does not get along, and a younger half-elven brother, Thordred, (supposedly her fatherÕs illegitimate son) who lives with human barbarians in the mountains further south. Threatened with the prospect of a political marriage arranged by her mother, Shay joined the Elven Guard, and requested the furthest away posting she could get, the Monastery of Nikolaus DÕMyra in the frozen tundra-lands of the North. There she rose to prominence as an archer of the ÒPrima Sagittariora BorealisÓ, the elite legion defending that sacred site, and she served there for 10 years. Then, one night, on the last watch, she was struck with a mighty vision: She saw her beloved Hiveryn buried under impenetrable sheets of steel-gray ice, devoid of elvenkind, lost to the world forever. And through this vision rang the name ÒSlater FaneÓ. She had no idea who this was, or what was his(?) role in bringing this fate about, but she was certain that he must be found. She returned to Hiveryn and spoke her vision to Elsa Snow-Crystal, the Queen of the Snow Elves. The Queen gave her blessing and leave to go from the hidden city and seek out this person in the wide world. So, under her motherÕs glaring eye, she departed the city, traveling with her brothers Wolf and Ivan as far as the human barbarian camp, then onward with Thordred to the outskirts of the lands of Hythvick. There, he told her, he was not allowed to enter. So, she went in by herselfÉ
Generate Backstory based on following information Character Name: Tasar Character Race: Elf Character Class: Fighter Output:
Tasar was born into the noble family of Gor. Gor gained nobility through the families achievements in war. As time passed and war became a thing of the past the family invested in a new occupation of brewing fine ale. Tasar grew up mostly raised by his draconic tutor who taught him in most academics and the Draconic language when they had the time. He took quickly to history and became proficient in the times of past. He trained under numerous tutors of war from lands near and far he quickly became a prodigy of battle, he picked up the spear and short sword and soon there were no more tutors to best and fighting became what hewas was known for. A dog was what Tasar was to his parents the only time they would speak to him was to inform him of upcoming noble events in which he was required to appear to talk brewing business and display the family's dog of war even though it was in time of peace. Tasar spent his free time in his nights sneaking from the manor to the town to feel truly at home in the taverns where all the common folk would celebrate at his arrival to the party which was every night In the brewing town. He could drink and gamble with uncanniness as he would seem more natural of state would his belly would burn. The locals would laugh as they would watch travelers confidence disappear along with their money at the dice table against him. But Tasar was of good as he found out house Gor was not of which he thought. He found outthe day the shady character was seen walking into his parents office. He was intrigued by the shady man and why he wasn't summoned to secure a new brew contract. Come night as he was opening his window to leap to the ground above for the party that was every night. He saw the town ablaze. He grabbed his spear and sword and his war attire and rushed to town. He arrived to a horde of drow and undead pillaging the town. He quickly rallied the able to fight back. As his Favorite tavern crumbled and he looked around noticing the town folk had gathered around him standing over the last drow who clutched Tasars spear buried in the Drows chest. Tasar was covered in horde and common blood alike. The crowd hand released the spear and fell. Tasar pulled his spear free and pointed it to the night sky and the crowed erupted in victory men covered in soot rolled barrels of ale into the square and exclaimed they saved the booze! Tonight the party will go on. But not for him as he looked up to his family's manor and saw three silhouettes in the window of his parents office shaking hands and opening bottles his family's ale. The bartender of Tasar's favorite tavern now reduced to ash handed him a cup and yelled "Drink tasar! You're a hero and your family will rebuild the tavern!" Tasar took the cup and said "I bet they will". Tasar disappeared into the night not knowing where he was going but he knew he would be back.
Generate Backstory based on following information Character Name: Lysariel Character Race: Elf Character Class: Rogue Output:
Born in The Tilted Lance outside EverlundÕs Upriver Gate, Lysariel grew up running errands and fetching items from the city for the ladies working at the establishment. She never learned which lady was her mother, but was raised communally by all the women. By the age of fourteen she had decided that she did not want their kind of life for herself, and ran away to live on the streets. It only took one night of carelessness for her to lose what few possessions she had brought from the brothel, and she found herself scrounging refuse heaps just to survive. As a result, she learned to sleep with all she owns wrapped in a bundle in her arms. After several weeks of living in alleyways and fighting other vagrants for scraps of food, Lysariel was discovered, gaunt and shivering, outside of The Stag at Bay by Thalon Elendiir. Taking pity on the younger girl, he brought her back to the rooftop hideout of a small group of guttersnipes. Thalon and the other children took turns teaching Lysariel the ÒcodeÓ of the streets, which mainly consisted of who to respect, who to avoid, and when to look the other way. She also learned of hidden ways through the urban sprawl of Everlund, how to secretly pocket items when no one was looking, and (perhaps the most important) how to make a quick escape. Lysariel adapted easily to the groupÕs guidelines, and always shared her finds of food and copper with them as a way of showing her gratitude. Ten years later, Lysariel found herself in the garrison headquarters for the Army of the Vale. Exposure to the elements, severe poverty, and enduring illness had driven her to desperation and she yearned to find a better life. At the age of twenty-four she was physically mature for an elf, but was otherwise still considered a child, and it took a good deal of persuasion (and quite a few lies) to convince the recruitment officer to allow her to sign up for the army. She was placed as a scout beneath the leadership of Adran Veladorn, a cleric of Torm. Though Adran was less strict than most followers of Torm, working with him came as something of a shock to Lysariel after living so long on the street. In addition to reading and writing, formal military training, tactical maneuvers, and field medicine were practices she had never considered she would learn. Adran also tried to discourage her from some of her less honest habits, though when pressed he admitted such skills did came in handy for scouts. She was careful to hide her own religious beliefs from him, however, as she doubted her occasional donations to the Church of Mask would be taken lightly. After five years of routine patrols along the Everlund to Sundabar trail escorting merchant trade caravans, the duo was dispatched as agents of the Army of the Vale to the town of Westerville. AdranÕs commanding officer had heard rumors of problems with the newly discovered silver mines, and wanted the two to follow up. When Adran decided to return to Everlund after issues with the locals, Lysariel took advantage of his departure to send her resignation of commission back with him. Becoming an adventurer sounded much less restrictiveÉ and more lucrative, to boot.
Generate Backstory based on following information Character Name: Kerasian Garivel Character Race: Elf Character Class: Paladin Output:
Kerasian is the youngest member of the noble merchant house of Garivel, the only son of the current head of the house, Lady Naireema Garivel. Having four elder siblings Keras was unlikely to inherit so he was promised at the young age of 75 to the local chapter of the Order of the Golden Lion in Alagh™n, the capital city of Turmish. Until that point, Keras had been the definition of rich idleness, content to lounge in the family manor and spend his night cavorting and gambling amongst others of his station. Once inducted as a Paladin of Torm, however... he remained much the same, the addition of a few hours spent training to appease his family. Several decades passed in this way, with only the changing fashions favored by the young wastrel marking the passage of time before something spurred him into action. Word passed through the Order's barracks (which were frequented by Keras only on the rare days he tired of the gambling house) that one of the senior administrators of the chapter would be retiring in the coming weeks. Believing himself a shoo-in, due to his family's many contributions to the Order, both as members and as patrons over the centuries, Keras met with the head of Alagh™n's chapter and went on at length on his devotion to the tenets of the Order and his desire to do more, all without mentioning his interest in the position explicitly, trusting in the man to read between the lines and offer him the cushy desk job, and the prestige that came with it, on the spot. Reading between the lines, however, is not exactly a tenet espoused by Torm's paladins, and the head paladin, so moved by Keras' passionate words, proclaimed the young elf to be the very model of a paladin and that his talents were being wasted in Alagh™n. Before Keras could get a word in edgewise the elder paladin ordered him to pack his bags and set out into the world, to fight injustice and be a beacon in the name of Torm for the world to see. Keras tried in vain to reverse this decision, pleading with his mother to write to the head paladin, but his cries fell on deaf ears. Naireema, tiring of her son's incessant idleness, agreed with the head paladin's decision, if not his reasoning. Going out into the world and adventuring as his forefathers would be good for him, she proclaimed, and so she handed over the holy symbol carried by the first member of their house to join the Order and bundled him out of their manor so fast that he barely had an opportunity to say farewell to his sisters. With a final, genuine plea from his mother to bring honor to his family, Keras was cast out of his family home and into the metaphorical, and eventually literal, wilds. Keras has been on the road for just under a year at this point and is still naive about much of the world. He knows a surprising amount about trade thanks to his family's connections, but in terms of 'useful' knowledge, he is wholly unprepared. As well, he is unused to encountering poverty in his daily life and is incredibly uncomfortable with it. He has a bit of a gambling addiction but is smart enough to recognize it and tries to curb those impulses most, but not all, of the time.
Generate Backstory based on following information Character Name: Lorac Nightson Character Race: Elf Character Class: Wizard Output:
JOURNAL ENTRIES ( lorac nightson ) i was an elven servator that detested being what he was and that they would not let him advance any higher first level apprentice mage that was to learn no more than serve in his masters. the only reason that they taught him magic was because of his blood line. (to make up for families the treacherous evil acts.) when he was a child before he was put into servitude he overheard bites of a conversation that lead to him becoming a servitor. the reason they taught him magic was to have control over his magic. for him the magic was like candy and he never got enough of it. at times when he was a child it really got out of control. one day he got stressed out and left the house for a while. he went to the forest and was called by the magic and couldnÕt help, but follow the song. and follow he did to a cave protected by magic that for some reason let him pass. as he ascended into the cave the song carried him to the darkest part of the cavern. and suddenly light shot from a corner of the room and lite up a part of the cavern. revealing an alchemist laboratory with four books left on a table in the center of the room and looked through the first three and found low level spells. yet when he looked through the forth, he could not understand such magic as of yet was sure that someday he could master it. then a soothing female voice then told him to take them and learn all he could. he then placed them in his bag and spent the night in the cavern. he awoke in the night to a humming sound coming from a part of the cavern. he stood and walked to the sound and found on a wall part of a scripture and a staff in a stand and it read Óhe who is of the blood of the kin this blade will protect and destroy all others who try to weild it. then he touched the staff and it disapeared. he then left the cave and went back to the manner feeling safe and protected. when he returned to the household of his master. he was confronted with another of the servators and told to report the location of where he had went. so they took him to the masters chamber. when the master asked where he was. he said he went for a walk and came back. then the master said what is this. and took the bag from him and dug through it. when he touch the book he thought was useful. and the master took out the book and had a horrid look appeared across his face and turned to stone. he took the book from the stone hand and fled. coming across the guards at the front gate. they stopped him and pulled there weapons. then a flash of light appeared and he saw the guards on the ground dead with a sword in his hand. it turned into a staff and he used it a walking staff. after a few years of wandering the strange voice returned and told him about the staff and through dreams he learned to use it. now he serches the land to increase his knowledge and power.
Generate Backstory based on following information Character Name: Rhydian Ty'aer Character Race: Elf Character Class: Rogue Output:
Rhydian is the child of Tegerin and Rheala of the old and well respected elven house Ty 'aer. Along with his three siblings, Rhoana, Ciara, and Ti‡n; Rhydian grew up at his father's ancestral home and the seat of power within House Ty 'aer, Caer Hen, a small castle located on the outskirts of Valander. Rhydian's father is a respected and noble born political figure within elven society, his mother Rheala, however, was of lower birth, a fact that did not sit well with many of his father's friends and family. Though due to Tegerin's status as lord of the house, no one dared question his choice of marriage to his face. Though Tegerin is a hard man and staunch supporter of traditionalist elven views, Rheala was much more of a free spirit. Few are sure what drew the two together, but many would agree that they drew out the best in one another and Tegerin was certainly more pleasant when in her company. From a young age Rhydian was trained how to fight properly. His mother was a notably skilled marksman and hunter, though she wouldn't talk about it, Rhydian always suspected she had some history in the military. Though in what capacity he had no idea. When Rhydian was nineteen his mother took him and his younger brother Ti‡n, who was only twelve at the time, on a hunt in the Whitewoods. This was to be Ti‡n's first hunt and a quick excursion before the start of the day's major events. The hunt was a success with Rhydian taking down two deer with one arrow each. This would have been one of the proudest moments of Rhydian's life had it not been for the arrival of a band of marauders knows as the Free Wolves who ambushed them on their return to Valander. The Free Wolves caught Rheala, Rhydian, and Ti‡n off-guard and in an attempt to capture Rheala alive as a hostage for ransom a fight ensued. At his mother's command Rhydian attempted to flee with Ti‡n to safety, unfortunately they were perused and cut off. Though Rhydian escaped with his life, Rheala and Ti‡n perished. A memory that haunts Rhydian to this day. Many would say that following Rheala's death any noticeable joy or kindness in Tegerin abruptly vanished. In his grief he placed much of the blame on Rhydian, which created a great rift in their relationship. Tegerin also became much more driven in his work. In the years following, his relationship with his two children Ciara and Rhydian rapidly eroded. One year after the murder of his mother and younger brother, Rhydian decided that it was finally time to leave his life in Valandar behind and see the rest of the world. Ciara decided to leave with him, and much to the disapproval of their father they set off. In doing so Tegerin disowned them both. Rhydian and Ciara traveled North, eventually settling in the major port city of Nevish. For many decades the twins worked together performing odd jobs that required a more subtle approach. One day Ciara accepted a small job offer from a local crime boss by the name of Johan Wiese. The just was simple, pick up the goods from the provider and drop them off for Wiese's men. Unfortunately, something went wrong and Ciara was killed in a scuffle with one of Wiese's lieutenants Lucian de Vond. Since then Rhydian his left behind his dangerous life and taken up a simple life as a performer at a local tavern. Rhydian wears his sister's sword "Tangwyn" always as a reminder.
Generate Backstory based on following information Character Name: Zykita Zaroni Character Race: Elf Character Class: Summoner Output:
Zykita Zaroni Cliff Notes I have always been the odd one in the family. I could hear the voices no one else could. I could smell the scents that others had no idea lay layered in the air around all. I could even taste them. I could feel the power that threads through the ground and is laced through the air. I could feel the heat from others living, animal and others. As I grew older, such things became more pronounced. As I grew to maturity I learned not to mention them to anyone else. My family politely ignored my oddness, and never mentioned it to outsiders, not even in the small village that was nearby. We all learned mother's lessons. Strangers are dangerous. It is dangerous to be strange. Granted we are all independent individuals anyway, our parents insisted on it. They had absolutely no intention of raising any of their children to be sheeple. We raised our animals to be slaughtered at need or whims, they did not raise their children to be. They taught us to believe what we wanted, what we knew to be true, and to defend each other and those who deserved it, well other than that? Adults were responsible for themselves, and nature's rule is you will reap what you sow. As such we were raised to answer the call of family first, then of children and to find the laughter needed in life to live well. Nature's rules were the ones that had stood the true test of time after all, not man's. Even then we are all explorers. Our parents taught us well how to live off of the land, and with it as we traveled. We would trade with towns on the far side of the mountains twice a year. We left half of the family behind each time to mind the homestead. We never used the same route twice, come to think of it, we rarely went to the same town twice in a row either. No sense in spoiling them you see. We traded the goods we raised, the herbs we harvested in the forests, as well as the hides of the animals we hunted. All in all my family made a decent living. We never wanted for anything really, and we all worked to maintain that. We had fun, as much as we could contrive as well. They still do. The voices though, well as I said they got stronger every year. They called me, they tugged at me, and they told me to go. They wanted me to follow them to the adventures they promised to lead the way to, those adventures were not at the family homestead. Father understood, he should as they came from his bloodline. He was an elf you see, and born in the trees of the hidden valleys. He had followed them in his youth to find his treasure. Mother had blessed him well with all 9 of us. I was the only one they called so strongly, therefore he considered me his Heir, and taught me the ways of his people the most. He came from a long line of Summoners, and I know I will be the next great one. I am my mother's daughter and I will accept nothing less. As it is, I have managed to Call my summon at last. I named him SlakTing and we are ready to find the adventures hidden in the winds at last. My family has wished me well, and made sure to remind me I am welcome home any time. My littlest brother has solemnly promised I can share his chores whenever I come back. It is a good thing too, we all hate to be bored.
Generate Backstory based on following information Character Name: Daefir NewLeaf Character Race: Elf Character Class: Cleric Output:
Daefir NewLeaf is a Wood Elf, born of Vaxidor BrightStar and Zylralei FastWater. Daefir's child name was Naelar BrightWater. Daefir took his adult name at the spry young age of 80, when he led his first hunting party. Daefir was raised in the Wise Woods, and was brought up learning the ways of the healer, helping his mother Zylralei heal any wounded members of the clan. As well as learning to heal others, Daefir learned the ways of nature, and how important nature is to all life on the planet. 8 years after taking his adult name, Daefir was on a hunting mission by himself, wandering the Wise Woods tracking what seemed to be a herd of some beasts. Daefir followed the tracks to find a sight that horrified him: a clearing had been chopped into the woods, the mangled corpses of the trees tossed aside carelessly and unceremoniously. Scared and distraught, Daefir searched the clearing for any sign of what could have done this to his woods. Amongst some broken branches and some ashes, he found a small knife. Though it was nothing special, there was something off about this knife. Daefir was used to the elegant blades of the elves, but this knife was exactly the opposite: rough, blunt, and cruel - looking. He recalled a story his father had once told him that included blades very similar to the style of this blade. After some thought and pondering, he realized what he had found: the knife of an orc. Panicked, Daefir searched the clearing and quickly found the trail the orcs left as they deserted their camp. They were headed east, straight for the home of Daefir's clan. Daefir ran as fast as he could, tracking the scar the orcs had left across the forest, trying to catch up to them or beat them to his home. He had to warn his family, his friends, and his clan. Daefir ran for 25 miles, as fast as he could back to his home. Upon arrival, all that remained of his clans home were the signs of a battle: Bodies strewn across the forest floor; a few low burning flames; the stench of blood; and lastly, two lone, young lootahs. A rage swept over Daefir as he nocked an arrow and sent it through the heart of the first orc. Before the dead orc had even hit the ground Daefir was charging into the second orc with his blade drawn. A short fight burst out, the orc and the elf attacking with merciless fury. After a few seconds, the orc joined his friend upon the forest floor, dead. Daefir searched his clans home and found his parents, his friends, and every single one of his clan members dead, slain by the orc tribes cruel blades and maces. The elf wept, for a day and a night. Once he could weep no more, Daefir gathered the bodies of his clansmen, gave them an elvish funeral, buried the bodies in 8 large graves, one grave for every family of the clan, and returned them to nature. He then went to the orc bodies left strewn about, and cast them into the forest. From each orc body left behind by their brethren, Daefir took a single tooth. He strung these teeth together to keep as a necklace, and as a reminder of what the orcs have done to his family and to him. Daefir, covered in blood, dirt, sweat and tears, went to a nearby stream to clean himself. At the stream, he met a wizard. The human went by the name of (Daniel's Character), and he was kind to Daefir. The elf and the human became fast friends, and together they left the place that had been forever tainted for Daefir. They traveled north to the city of (whatever the city called lol) in search of knowledge and to bring forth what Daefir had learned: orcs are cruel and evil beings that must not be trusted.
Generate Backstory based on following information Character Name: X'enthaladae Von Rylann Character Race: Elf Character Class: Wizard Output:
XÕenthaladae was born to Baelleron and Meridiath Von Rylann, the patriarch and matriarch of the wealthy Von Rylann noble family. The Von RylannÕs were merchant nobles, purchasing the family title over six-hundred years ago with the vast wealth they had accumulated through their ruthless trading empire. The empire was built over a period of 350 years by Thrennilsif, XÕenthaladaeÕs great-grandmother, before grooming her eldest son, Heraltheon to take over and expand the empire. Heraltheon turned out to be as ruthless as his mother and garnered several monopolies on commodities as well as exclusive rights to many of the most profitable trading routes. Heraltheon built on his motherÕs efforts, expanding the familyÕs wealth to be able to purchase their noble title, hoping to solidify the position of the family among the aristocracy and allow their business to profit from noble law. It was at the height of the Von Rylann merchant empire when Heraltheon passed the mantle of house Patriarch to Baelleron. Baellerion was one of six siblings, and the second son of Heraltheon. The eldest son, Galistriaan, was passed over for Patriarch because Heraltheon thought him weak. Baelleron did not share his fatherÕs view of his eldest brother seeing in him a very keen mind for business. In an attempt to mend the rift between Baelleron and his five siblings placed each as head of different trade routes for the vast empire, with Galistriaan appointed to the most profitable of all routes. This kindness was ultimately BaelleronÕs undoing. With Baelleron relying on each of his siblings to manage their own part of the empire, he no longer had direct information about the day-to-day business. This hands-off approach allowed Galistriaan to manipulate his siblings over the years, consolidate the business holdings and was able to establish a rival company that now held all of the Von Rylann previously owned assets which Galistriaan now held sole ownership of. This left Baelleron and Meredith along with their three children bankrupt. XÕenthaladae was blissfully unaware of any of the machinations by his uncle. Having two older siblings, a brother Mordellath and sister Daesthena, the Von Rylann family had itÕs heirs. Both of XÕenthaladaeÕs siblings were being groomed for the family business, and more power to them. Business was not something XÕenthaladae thought interesting in the least. And being the youngest of three children, XÕenthaladae was left to pursue his life of idleness and wonton spending of the familyÕs fortune. He would pursue one pastime or another, wherever his fancy would lead, which often lead him to women and drink. But, he eventually discovered a talent for the Arcane and was a very good student when he could be bothered to try. The morning that his family was officially bankrupt started out quite normally for XÕenthaladae, that is to say hung-over and in the company of a young lady whose name he couldnÕt recall. He didnÕt believe it when his sister told him, he didnÕt believe it when his brother told him, he didnÕt even believe it when his mother and father told him. It wasnÕt until he was forcefully removed by several heavily armed and armored men that it started sinking in that they might not have anymore money. With no skills and no money XÕenthaladae was left to fend for himself. While his family was willing to put up with his antics when their resources were near infinite, with nothing but their purchased title to their names, he was quickly turned out to make his own way in the world. Each of his family members had a lifetime of dedication and skills which they quickly sought to leverage toward gaining back their wealth, each as their personal skills dictated. His Mother and Father, scraped together some funds to purchase a cargo vessel and put their sea fairing skills to use following in BaelleronÕs grandmotherÕs footsteps. His Brother had married into another Noble family before the fall, and was forced to leverage his wifeÕs fortune toward rebuilding his own. His sister had much of Uncle GalistriaanÕs abilities and after the fall took advantage of all the less than reputable business contacts she had made over the years to apply her skills within the ranks of the underworld. Which left XÕenthaladae alone in a world that doesnÕt care if you are a noble if you do not have money. For months he spent time staying with any of his friends that would have him, but there too he soon wore out his welcome. With no one left to sponge off of, XÕenthaladae was forced to do the worst thing he could imagine. Get a job. That is how XÕenthaladae found himself walking down this road after successfully escorting a caravan to KeskitÉ
Generate Backstory based on following information Character Name: Whirlwind Striker Character Race: Elf Character Class: Monk Output:
JOURNAL ENTRIES (WHIRLWIND STRIKER) This is a journal of my thoughts so I can define my path before me. The monks that raised me suggested that I do this. I personally donÕt know how much it will benefit me, but it certainly canÕt hurt. I guess I should start at the first memories I have. I remember mass confusion, fire, fighting and destruction. There were men on horseback that were killing everyone. IÕll never forget the sight of one of them riding up behind my mother and hauling her up and over his saddle. He knocked her in the head with his sword to quiet her screams and struggles. I was hiding in the old basement of the village church where my mother had stashed me for safety with the instructions ÓDonÕt come out no matter what happens. They must not find you or find out about you for the safety of all of us. Promise me you will stay hidden until one comes that your heart tells you you can trust. Until then you must stay alive and hidden, there is food stashed here for you for a week.Ó I stayed where I was and watched the rest of my village die. They lit the church on fire when they burned the rest of the village to the ground. The church was made of stone so only the wooden pews burned. I watched and I prayed. Prayed to every god that would listen, for understanding and knowledge and most of all for justice for all of the villagers cut down w/o a chance. They fed the fires for 2 days, even then I recognized the mark and stench of magical fire. The only one I saw them carry away was my mother, they may have taken others as slaves or sacrifices, IÕm not sure. The feeling of evil radiated off of them like rays from the sun. They raked threw the ashes to make sure everything was burned. They were not interested in plunder at all, only utter destruction. When they left the fires were but smoke and rubble. There was a pall of despair in their wake. It seemed like the sun had to filter thru a cover of ugliness even at high noon. Carrion eaters wouldnÕt even descend, not that there was anything left for them. Still I prayed. I could do nothing else. I guess I received an answer as I knew that if I betrayed my presence to them it would all have been in vain. So I waited and watched. 2 days after the village was burned a small party of clerics that had dark robes came by. They appeared to be looking for something. I sincerely hoped they wouldnÕt find me. While they were there it seemed as if the cloud thickened and grew more evil. They searched all day and night. As dawn approached they finally passed on. 3 days after the clerics left I felt a change. I could actually feel the sun again, and see the gloom lifting. A man walked to where I was hiding and he seemed to know I was there. He just stood nearby and said. ÓThere will come a day when you know that you must trust your heart as your mother told you, is today that day?Ó Then he stood there and waited, I somehow knew he could wait forever w/o any problems. I listened to my heart that day when I came out of my hiding place and began to follow the monk. We traveled far. We stopped at several different monasteries, but only to pray and rest. In between he taught me the ways and thoughts of a monk. He taught me to always find balance within myself as well as the world we passed thru. Finally we came to a small monastery that I never would have even seen with out his help. It was literally part of a mountain and the monastery was within the mountain itself. It reminded me of a dwarven city that I had heard my mother telling stories about. The monk just walked up to a tree, knocked on it and said, Ó We of the Brotherhood have passed our test and request entrance the Monastery of Learning.Ó Then another voice said ÓWhat tests have you passed that has earned your entrance to this holy place?Ó ÓWe have traveled far and followed the way of our hearts within thru fire, darkness, despair and temptation to come together to this place.Ó said my friend. ÓIf what you say is true, you will find your own entrance and pass thru w/o harm, if you fail you will never remember this place as only the ones who truly follow the inner path may pass the barrier intact,Ó the bodiless voice returned. My friend nodded, took my hand and we walked thru the solid mountain.
Generate Backstory based on following information Character Name: Raloren Character Race: Elf Character Class: Ranger Output:
Born in Aeranel, Raloren was always a trouble maker in his youth, picking fights with other children and showing disrespect to his elders and the undying courtÕs rules. He often ran to the solitude of the forests exploring the trees and hunting and studying the wildlife, while training with a long bow he stole from the guards, far too large for him. He was however, not a very good student and had no real friends, he preferred the solitude that the forest and mountains afforded him. When news of the Last War reached Aerenal, humanÕs searching for any warriors to fight for their kings. Raloren being only in his 20Õs was considered not old enough to fight. However, he snuck on to one of the Brelish boats if at least to get away from Aeranel. A mercenary by the name Erlan found him stowed away in the cargo hold hungry and regretful of his decision. Instead of exposing Raloren to the shipÕs captain, he brought him food and took him under his wing. After arriving in Breland, Erlan brought Raloren to his mercenary company and ask them to accept him into their ranks having seen potential in him. Erlan taught Raloren the way of the sword. Raloren proved a quick study but still preferring the bow to the sword. After 20 years of training with Erlan, Raloren was finally ready to fight and so he did. For the next 70+ years Raloren worked his way up the ranks of his mercenary company, as well as bringing up the station of his company within the Brelish army. He fought many battles and worked with many interesting characters, notably a changeling spy named Tazzak, whose odd demeanor made Raloren question whether he could trust him, but ultimately his raw killing ability made Raloren admire Tazzaks efficiency. As well as bonding with a war horse he named Charger whom he nursed back to health using the knowledge he gained back in the forests of Aeranel. He was a prodigal fighter finding very little match for his prowess with both blade and bow for nearly 70 years. Until one battle, defending the Lurching tower near the Cyre, Breland, and Thrane joint border. During the battle, Raloren saw an enormous man, riding an enormous horse, and shot him off his horse with the same bow that he stole from the guards so long ago. The man was much quicker than Raloren could expect from a man that imposing. He was quickly upon Raloren and slashed apart that bow he has been training with for his entire life, the only thing he had left from Aeranel. With no time to mourn for his prized possession, Raloren pulled out his blades and tried his best to fight back against the man he figured based on the crest on his armor and stories from the front was probably the Hell Hound of the famed Devil Dogs. Raloren moved quick to avoid the Hell Hounds sweeping strikes and parrying when he could. Baited into an opening, Raloren lunged at his opponent who grabbed and shattered his blade at the handle, then kicked to the ground. Without breath and desperate to survive, another Brelish soldier Raloren did not know distracted the Hell Hound with a slash to his back, to which he responded by cutting the man in two. Raloren horrified by what he just saw, attacked at the opening and cut the Hell Hound up the left side of his face. In that moment, the hulking man swung the flat side of his blade right into RalorenÕs breaking it, the two stared at one another with hatred and respect for a moment before Erlan had called for Raloren to retreat, the cyre soldiers had flanked their forces and the battle was lost. After the war, Raloren was unsure whether to return to Aeranel, a place which he never considered a home, or staying in Breland to continue on as a mercenary. Instead, Raloren and Erlan became part of the fledgling nation of Valenar creating of one of the lesser war-clans, the wolf clan, with other members of their mercenary group. Amongst a raid from a war-clan of a much higher status trying to absorb his own Raloren was rushed into the battle killing his fair share of combatants. He noticed Erlan fighting a Dalan Rael, a holy warrior committed to dying like his ancestors. Erlan, who also became a Dalan Rael, submitted to his righteous death at the hands of a greater warrior. Raloren fataly shot the Dalan Rael right before the invader could kill his mentor. After the battle the tribe leader, his old mercenary general whom Raloren shared no love for, Commander Elladar, consulted with the Keeper of the Past to determine what his punishment for dishonoring the ancestors, by saving Erlan from righteous death. Erlan joined the discussions and upon finding that they were planning on punishing Raloren by death, offered the keepers his life in service in exchange for Raloren being exiled. The keepers agreed, but Elladar, seeing both Erlan and Raloren as threats to his leadership, executed Erlan when they returned to the village. Raloren was exiled from all lands of Valenar, Charger was too old to come with him so he was left behind. Raloren was allowed to leave unharmed under the condition that he never returns or he will face death. However, Raloren has dedicated the past 3 years to training so that he can kill his commander Elladar thus allowing him to return as leader of his war tribe. Raloren, for the third time in his life felt like he had no home, returned to Breland. Unable to find anywhere he felt he belonged, Raloren returned to the forests. He lived his days out hunting and subsisting in the KingÕs Forest. Finding a new companion in the form of a dire wolf pup he named Flip, because every time he approached him the wolf would flip over to have its belly rubbed. He lived in the forest just him and Flip for nearly a year until his path crossed a Hound Archon named Bolt, who saw his skill and invited him to join his crew as a protector of his sailors.
Generate Backstory based on following information Character Name: Mahon Hithaerdir Character Race: Elf Character Class: Ranger Output:
Rinn Hithaerdir was born into a life of privilege, twenty years after his sister Aoibheann. His father, Loegaire, was a wealthy merchant, his mother Silvren the ranger daughter of a Lord. They lived in a large house on a hill, overlooking the city of Oestramoor in the country of Tamaris. There was plenty of space for he and his sister to run free and play, and they often spent their time in the surrounding Marrowood, running through the black and silver trees. But around the time he was fifty, his sister began to show signs of arcane ability. Strong, frightening ability. She would practice in solitude, often hiding from her younger brother, although he was fascinated by her skill. He was too young to understand that their father would see this as a problem. When she came of age and chose the name Aoibheann, she approached their father asking to enter the arcane school of the Spire. Rinn was not there to witness the fight, but it escalated quickly, her father refusing to let her go for fear it would draw negative attention to their family, as magical abilities were frowned upon in Tamaris. Aoibheann's abilities were too dangerous, he insisted, and she countered that she needed to attend in order to learn to control it. When he told her no such thing would happen, she unleashed a spell by accident in her fury, nearly hitting her father. Enraged, he cast her out. Horrified by the events, Rinn took off into the night after his sister, subsequently getting lost and separated from his parents. He wandered alone for some time, and when autumn rolled in he happened upon a band of gnomish vagabonds in the woods, singing and drinking around a campfire. Hungry, he approached them, and to his surprise they sat him right down and fed him. He ended up staying on. The gnomes were a group of tricksters who made their silver by swindling people in small towns, staying just long enough to finish their 'job' before leaving quickly the next morning before anyone was any bit the wiser. Although dishonest, they were not cruel, and they taught him the value of mirth and a cheerful disposition. He learned many tricks himself, things that would help him along his path later on. He also learned the thieves' cant from them, a language spoken in front of those they were targeting, that only they could understand. The young elf became invaluable to them. He was just as charming and cunning as they were, and soon he was helping them pull off larger swindles than they could have managed on their own. It was here he gained his facial piercings, as the same adorned many of the gnomes. He was invaluable until they needed money. One evening when he was 115, the elf boy was lead away after dinner with the gnomes by the elder, through the woods until they came upon a road. Down a short way, there was a caravan of brightly coloured wagons, on the side of which read "Green Port Circus." As they drew nearer, he heard the roars and growls of animals, kept chained behind the wagons. A lion, a bear, a direwolf. He would later learn they were part of the act. A human in a red and blue striped coat approached them, and handed the gnome a small purse of gold. "Sorry, boy," the gnome told him, "it's only business." Before he could realize what was happening, he was being herded into a wagon. When his eyes adjusted to the light, he saw himself among six others: a dwarf, two female human twins, a gnome with gems encrusted in his teeth, and another elf, who sat clutching a small baby wrapped in a swaddle. At first he begrudged the gnomes for giving him over to the circus troupe, but having nowhere else to go, he stayed on, becoming skilled in acrobatics. He performed all sorts of feats on the high wire, the trapeeze. And over time, he became friends with the troupe themselves. There was the dwarf, called Hamhock, who had amazing strength. The human twins, who did beautiful dance routines, Myra and Lyra. The gnome, Raspip, who did wonderful magic tricks. And then there was the animal tamer, a beautiful high elf with indigo blue tattoos named Caoimhe. Perhaps it was their shared history, but they became fast friends, Caoimhe eventually teaching him to care for the Bear, which lead to his nickname of Mahon, given affectionately by his friend. Caoimhe's son was a half-drow named Oisin, and his birth was something Caoimhe only called "a short and unpleasant story." He had the pale skin of his mother, but rather than share her blonde hair, his was a shocking white, and his eyes red. Though many would view him as abhorrent in the elven community, Mahon said he was only a baby. Mahon and Caoimhe spent most of their time together, developing a dual act involving the lion and the bear. Mahon became so attached to the bear that one evening Caoimhe jokingly offered him a tattoo of a bear. To her surprise, Mahon agreed, and she teased him by saying she would put it on his face. He only shrugged, and so they spent hours in the firelight as she carefully pricked his cheek again and again, until a dark blue bear bloomed there on his face. He couldn't mind, seeing as she was the one who gave him the name he decided to keep, Mahon, "bear." Life in the circus was so grand that Mahon let the thoughts of his family, and his original quest to find his sister, slip entirely. The only problem was the ringleader, Sebastian, who had originally purchased Mahon's services. He was prone to drink, and would become mean. And then one night he threatened Caoimhe's young son, calling him an "abomination." He was repentant in the morning, but to the dismay of all, Caoimhe and her son had fled in the night, leaving not even a note for Mahon. Mahon, realizing he had been in love, was heartbroken. In retribution, he left the following evening, after freeing all the animals in the night. The bear, confused, had tried to follow him. Despite Mahon's attempt to shoo it, Bear came with him, and the two wandered the countryside searching for Caoimhe and Oisin. Eventually they came to Vas Nuar, and he gave up on his search, settling in a house outside the city and spending his time honing his craft. Although many bad things had happened in his short life, Mahon, now 270, seemed content to carry on exactly as he was. He was happy, busy, he figured he had everything he wanted. He had learned long ago to not dwell on the past and what he no longer had. He is no longer searching for Aoibheann or Caoimhe, and has no idea what happened to his family, but you would never know it from his happy-go-lucky demeanor. He's just not one to pine.
Generate Backstory based on following information Character Name: Thorika Bowmaker Character Race: Elf Character Class: Ranger Output:
JOURNAL ENTRIES (Thorika Bowmaker) I am writing this now to help straighten out what I know and am learning into a logical fashion. My story is one of bizarre coincidences to be sure. First off my familyÕs legacy of a magical bow is mine without any instructions. I know my elven relatives are quite affronted by my motherÕs temerity in naming me as the bearer of the bow. I know that it has a long and involved history, even if I donÕt know what that is. It is a family heirloom. The one obvious thing that it does is magically create itÕs own arrows. I know it glows sometimes but I havenÕt decided if it glows around danger or evil, to me or it. My teacher I think knows more but chooses not to tell me for promises to my parents who were great friends of hers. I know that she decided to take me on out of friendship for them and I think, regret that she was not there to help when they needed it most. My parents were well known as heroÕs and adventurers even while they were shunned for being together and even more after I was born. They didnÕt care what their families and friends thought, they belonged together and that was that. The 2 of them together were a sight to see, you could easily visualize their connection. When father died at the hands of some undead minions under the control of the necro Agravated Death, mother knew right away. He had been guiding a group into a new settlement area that was supposedly safe. The only reason mother wasn't with him was because she was working closely with a wizard friend on a secret spell against the undead. Later, after she finished the research she went after his killers. Although she took down the undead that killed him the necro-mage got away, she fell into depression and faded away. There was nothing I could do to help. I had to watch her slowly die. I found out later that the research she completed after father died she paid for literally with her soul. Once her quest for vengeance was over, she had to pay the price. That is why I know that the undead killed both my parents. I have hated and hunted them since. I still don't know exactly what the spell was that she sold her soul for, she just said that the success would help me and my children against the undead. Then she named me as the next bearer of the Family Bow of Red Forest. Only one member from her family attended her funeral and the only reason he came was to pick up the Bow. He was furious when he found out that she had passed it on to me in front of witnesses even he couldn't discredit. He never said a word to me just insisted that upon my death the family had the right to the Bow. I will pass it on to someone who is worthy, for I know that is what she would have wanted. I will never forget the day that I first drew the Bow. It felt as if I'd used it forever. I know there is more to the Bow to discover. I roam the forests now hunting the undead and protecting the forest. About 2 weeks ago I came across some poachers who had discovered the nesting area of a pair of hippogriffs. Unfortunately the only one that survived was the foal that the poachers were trying to steal. I made sure those particular humans would never poach in my forest again. The poor foal was tied up and blindfolded, he couldn't walk, see or even stand up. He was starved and in shock. Even in the horrible shape he was in I could tell he would be a handsome beast indeed. His coloration was very rare. He has a grey dappled hide, darker a little bit towards his hindquarters and on his wings. It reminds me of moonlight reflecting off the lake on a cloudless night. He just now is strong enough to walk on his own. I haven't been able to find another flight that will accept him. He is growing almost daily now and his appetite never stops. He is a good friend to talk to here in the woods. I call him Airienalle and he responds to it now. One day he will fly again, although up to now he has shown no desire to try. He seems content to follow me around. If I leave for more than a few minutes he tends to panic. I have managed to work my way into safer territory so I don't have to spend as much time away from him scouting for danger. There is a small hut that I found abandoned some time ago. It sits close to a little meadow. We can stay there as long as it takes to let Airienalle grow and heal. I am almost looking forward to a short break from hunting the undead. Today, when I was on my way back to the hut I heard a furious scream of rage from Airienalle and sprinted the last mile back to the hut. When I got there I saw Airienalle in a loosing battle with a griffon who had obviously decided the yearling was just the right size for a snack. I quickly drew my bow and helped dispatch the griffon. The amazing thing was that Arienalle had finally figured out how to fly in his desperate run/battle with the griffon. I checked him over thoroughly and he seemed far more pleased with himself than hurt. After I patched him up he decided to try his new flying out. The acrobatics he performed were amazing and glorious to watch. At least they were after a few close calls. I think I can start making plans to go back to work now. I hope Airienalle chooses to accompany me. I will pass the word to the traders I know for a proper saddle to ride him when he turns 2. Another ranger stopped by and delivered some information about some undead armies massing in another forest. From the description of the leader it is Agravated Death. They have put out a call for help to all elves who can help in any way. The community is a small one and an easy target for treachery. Because of its location, without alot of help, it stands an almost futile defense. We all know that despite this we cannot let the monsters a foothold into our world. It is a good distance from here but I cannot ignore the call for help against my ancient enemy. They can certainly use my skills and knowledge for facing my foe. It will be the first major journey that Airienalle and I have taken together. Until now we have pretty much just patrolled our own Forest and the area around it. Airienalle is 2 now and assures me that he is up to it. He has become the best friend I have. I have to stop by the village and let them know I will be gone for an unknown time so they can make arrangements for another Ranger to cover my territory. It was like closing a chapter of my life. I don't think it will be the same when I get back, no matter what happens. The council gave me a list of magical items to look for and bring back from my travels so they can duplicate them in the future.
Generate Backstory based on following information Character Name: Wunjoria Oakstride Character Race: Elf Character Class: Druid Output:
JOURNAL ENTRIES ( WUNJORIA OAKSTRIDE ) My father was a bitter, unhappy man. At least I know that now. Then, he was an angry, abusive, sorry excuse for a living person. He didnÕt play favorites, he just hated us all. 10 kids and a wife who caused all his woes in numerous ways, as far as he was concerned. My mother would put up with it for awhile and then sheÕd blow up too. She wasnÕt as quite as nasty as he was, but it was close. IÕm amazed they got together enough to have 10 kids. Life was a constant battle for survival as truce was never called. On their last fight one of them broke a lantern and they were to determined to win the fight to leave the burning house. They died the way they lived. In full battle with no honour. All of us kids were farmed out to whoever would take us. I donÕt even know there names as we were all referred to as ÓDung-Eater Ó or ÓBitch MistressÓ or other things far less complimentary. I donÕt know about the others, but the farm I was placed in wasnÕt much of an improvement. I did discover one thing on the farm. Animals are cool. They are honest beyond what a human is capable of. They became my friends. They learned all my hopes, dreams and wishes. They heard of the adventures waiting for me, andd the ones that my imagination came up with. They listened and helped me plot against the evil ones of the realms. I freed slaves and purged haunted places. At least I did when I was with the animals. When I was around my foster parents it was a completely different thing. They had only taken me on because their son died the previous winter. They made it very clear I was a poor substitute for their precious son. Every time they saw me I was made aware of more of my inadequacies, usually while they were trying to toughen me up. I personnally believe their son is better off in the afterlife than he was in that household. It was probably a relief to be free of them. I worked hard in the mistaken belief that I would eventually prove to be of worth. I learned to plow, plant and harvest. I spent the winters in the barn for I never "earned" a place in the house, warmed by the fire. I rarely saw another elf as my foster parents were not exactly popular. Travelers never stopped by to pass the news of the kingdom. I learned that I could do some healing on animals and myself, it is the only way I survived. That ability manifested itself after puberty and a severe beating for stealing a radish to feed an animal they no longer had a use for and so had returned to the wild to fend for it's self. I knew if they found out about it they would use it against me and for their benefit only. So, after 3 years and many bruises, broken bones and other various injuries later, I ran away from that household. I made my way as far from there as I could. Driven, unable to stop, I traveled for 2 seasons at least. I worked at inns in the stables to earn my keep. I also would stop and help out farms and such as I continued on my travels. I didn't know where I was going but I knew it wasn't where I was. So, I would travel on after a short time. The summer passed and it became harder and harder to earn my way. The nights became colder, and longer. I would comfort myself with the memories of my time with the animals at the farm and those I had dealt with on my travels. I would dream of finding a place of peace, then I'd wake up to the reality of never having known it. At last I found peace in a small grove. Tired, hungry and hurting, my last thought was ÓItÕs better to die at peace, then die in a useless, honourless battle as my parents did.Ó This was my thought as I fell asleep in the falling snow that night. I woke up in a small, spare room. The feeling of peace hadnÕt left me. I thought that there was a mistake and I had made it to the summerlands. Here I didnÕt even hurt anymore. Then the door opened and a man walked in. He wasnÕt classically handsome, but there was such an aura of peace, and power around him, I immediately felt safe in a way I never known. He invited me to help with dinner and we talked about animals and nature. As the seasons passed I continued to follow him and he to teach me. I learned of nature in all her moods and faces. I learned to heal the hurts of others as he had healed me. I never spoke of my past and he never asked. I know he knew of it, but it was important only in that it brought me here. I learned to talk to the animals in the grove and revere them for what they are. I know there was a village nearby but I never went there. Several of the villagers were healed by me when they came for healing. Then I started wandering and I would stop by the sick or elderly and help them. I never went to town, just the outskirts and outlaying farms. As my wandering took me further, so too did rumors spread. As time passed and rumors spread, I noticed that I liked being out and about. Traveler's I had never met recognized me when I stopped to help them. They told me news of far away places. Fascinating things were happening, and even more were being learned. That is what I valued most from our conversations, the knowledge that they passed on to me without even noticing. No one had an unkind word to say to me. I gradually stopped expecting to get embroiled in a fight every time I came across someone. So I spent more time out and about and less time at the grove. I was learning more and more on my own. I was developing my own interests and hobbies, and though I didn't know why, I was feeling restless. Then one day when I returned I found Wreathe waiting for me. He had a bundle with him and an old quarterstaff that I had seen in his sacred grove for years. I asked him if he was leaving and he just laughed and said no. "This is for you and your journey. I started working on it shortly after you came to me as I knew this day would come. It was made for you and is attuned to you alone. To everyone else it will only be a normal quarterstaff, to you it will save your skin. You are healed and it is time for you to go. The eaglet fledged must fly on her own or she will die. Speaking of which," he nodded his head toward Cyclone sitting on a nearby branch, "You are not the only one who is healed and ready to start her journey. As you saved her from the cyclone that both gave her her name and destroyed her family. A bond has formed between you that will last the rest of your lives. SheÕs as impatient to fly in new skies as you are to see new places. You have a visitor to see before you leave as well." We walked out towards the village road together, I realized I had never taken it before. IÕd seen others use it, but I never had. There was a committe waiting for us. It wasnÕt the entire village, just some of the people I had helped over the seasons, still there were quite a few of them. One who I recognized from healing his wife from a difficult birth. I found out then that he had been elected Mayor. ÓWreath told us youÕd be leaving today. It didnÕt seem right to let you go without some sort of thank you from all of us. This was left at the inn by someone who got in a fight and ended up meeting his maker. It was confiscated by the inn keeper for the room fee. There is 200 and some gold, 38 platinum and 24 gems. There is also a complete set of plate armor and weapons which we know you canÕt use but you can trade them for whatever you need when you get further into civilization. This here is a bag of holding and itÕs a big one so it should hold anything you need it to. There is also 2 mos worth of trail rations supplied by the village baker. The rest of the kit is the fighterÕs traveling gear. YouÕre the only one gonna be traveling from these parts for a while so make good use of them. Last but not least is this here scroll. It was made up by the bookkeeper so you can be proud to have it. Ó He opened it up and I saw that it was a note saying thank you for all your help, and it was covered in signatures. ÓEveryone you ever helped in these parts made sure to sign it so youÕd know how much your help really meant.Ó So it was I took to the road once again in a totally new way.
Generate Backstory based on following information Character Name: Velethuil'adar Shalandaerl Character Race: Elf Character Class: Wizard Output:
VelethuilÕadar Shalandaerl was born among elven royalty in the city of ValÕAndaerl, the middle son of Prince Althair Shalandaerl. Velth took easily to being overlooked among his family. He viewed nearly all of his time at court as a vast waste of his life and unceasingly boring. Veleth often snuck away from his lessons to spend time in the Library and Arcanery of the palace. It was here that he developed a love of knowledge and all things arcane. The curator of the place was an elderly wizard by the name of TorÕLial. The two would spend hours together and developed a close bond and TorÕLial taught him of legends and magics and spells long forgotten. Pretty much free to do as he pleased his time at the library went on with the consent of his family. He excelled in his studies and eventually gained employment within the library, being mastered for TorÕLial for eventual curatorship of the Palace collection. On VelethÕs 75th nameday TorÕLial was found dead in his sleep, having succumbed to his old age. Veleth was devastated and retreated into the Arcanum, brooding among the collection for years. The loss of his friend and mentor having made him dismissive of his family and the outer world he retreated into his position as Master of the Arcanum and made every attempt to learn its entire knowledge. One winter's evening years later an Emissary of the Greenbriar Collective came to call upon the palace. This agent was on a mission and needed access to the Arcanum and its resources. The Shalandaerl family being major supporters of the Collective as well as donors were happy to oblige. Alluriel Tarondaelon was a master wizard among the Collective, special professor at large of Evocation and a distant relative of the Shalandaerl family. A prodigy in her own right she quickly became impressed with VelethÕs knowledge of the Arcanums more obscure references and his ability to come to conclusions on her research before she could herself. From VelethÕs point of view she was unlike anything he had ever encountered. Elegant, beautiful and with a mind as razor sharp and as formidable as his. No one since TorÕLial had been able to keep up with him, let alone keep his interest as long as she could. It was with mutual respect that Alluriel approached the Shalandaerl family about his accompanying her on the mission and possible admittance into the Collective. Supportive of their son and pleased with his sudden interest with the outside world again he was granted permission and set out on his first adventure. Thus at the age of 85 Veleth left Val'Andaerl and would not return again for 200 years, when the city fell into shadow from a Drow plot. Veleths first mission involved an Oni and disappearing noble children from the city of Green Water. It was here that they met with Saewon Vanloth an Elven Paladin of Tyr. It seemed that the creature was stealing noble children from the highest of families during the night and running off to an unknown location. Saewon had been called to the area by his god, having sensed an evil presence behind the Oni. TOgether the group eventually tracked the Oni down to a cabin deep in the Verdant Expanse, a thick dangerous forest connected with the Feywild. Here they confronted the Oni and destroyed him, in the process they revealed that it had been infact working for a wild magic sorcerer who escaped with a child deep into the wood. As they pursued the sorcerer they cornered him near a portal to the Feywild. Veleth still new to the use of arcane magics in practical application lashed out with a scroll he had found during the investigation of the cabin. THe use of the scroll nearly killed him and its backlash caused the portal to rupture, wiping the sorceror of his mind and unknown to the group on the other side of the portal a Hag awaited with her coven for the child prophesized to bring her to great power. With the portal unstable it killed most of her coven and nearly her as well as it collapsed. With the child saved and Veleth revived by Saewon the group headed back into town, but not before Tyr gave a warning to Velth through Saewon. ÒBeware the Nights Mistress for shadows gather and the light of the emerald star will fall to darkness.Ó Not knowing what it meant but promising his sword should he need it Saewon and Velth parted ways but would have many missions together until SaewonÕs death at the Shattered Spire in Dragonmount near Razorwind. Veleth's strength of character and will and exemplary investigation skills earned him entrance into the Collective and he was granted membership by Alluriel herself. For another 100 years he studied and apprenticed with various leaders of Arcane and Investigative arts and was Alluriels right hand on missions. During one mission to the Feywild, Alluriel and Veleth were sent to give aid to Queen Titania. It seemed that there was a mysterious contingent threatening the area. members of the Queen's court had been going missing and they were called upon to investigate, The Collective having owed a Favor from the Seelie Court. Upon investigation they discovered Fomorian involvement. Fomorians having their roots in the Feydark hadn't been seen in centuries. Once again as they solved the incursion and with the help of the queens warriors, they disrupted the plans of the Hag who was using the Fey blood to spawn a portal to the Abyss. The ensuing battle sent her down her own portal and at the mercy of its denizens. It was after this mission that Veleth professed his love to Alluriel and found it reciprocated in her as well. At the end of the 3 week mission Veleth and Alluriel were joined by Queen Titania herself. Velth and Alluriel lived a productive life within the collective for the next several decades. Each rose higher in the ranks and at 285 Veleth was granted full Professorship and Tenure. Shortly after this the collective was called to investigate strange rumors emanating from ValÕAndearl. Velth and his pregnant wife rushed to the land of their family to assist the Collective in their investigation. While there they uncovered a Drow plot as VelethÕs own brother had been under the influence of master enchanter from the Drow and had been feeding information and artifacts from the Arcanum to the Underdark fro years. For 2 years a battle raged and during that war with the Drow Veleth and AllurielÕs daughter TiriÕlen Calemmir was born. At the end of the war with the Drow it was revealed that they were being used by a demon from the Abyss and the artifacts and information gained from VelethÕs brother were being funneled to this Demon for an unknown purpose. Once again the Hag was behind the plot but this time she was successful in obtaining a relic vital to her and the Demons plan, she also learned of Veleths daughter and vowed revenge. 75 years passed with the Professor and his family living in peace and prosperity. He became a popular academic and agent of the Collective and a valuable resource for the surrounding continent as well as a formidable wizard in his own right. In his 360th year he and Alluriel accompanied an adventuring group on their investigation of a Hag coven who had ransacked an ancient temple. During the course of the investigation it was revealed to be a trap. Veleth was struck down and almost died as the Hag came face to face with her nemesis. Alluriel fought her with all her might but was in the end also struck down and near death. The Hag then threatened Alluriel with the life of her daughter and offered a compromise. WIthin the Greenbriar collective was a collection of artifacts she needed, one of them strongly tied to the blood of the Shalandaerl Family. In exchange for AllurielÕs power and these artifacts the Hag would spare the lives of her family and allow them to live. Taking the deal the Hag used a dark and deadly spell on both the Professor and Alluriel, wiping their minds of the incident. As the Hag escaped she slayed the adventuring party. When they awoke they were amidst the ruins of the temple and the remains of the party with no knowledge of what had happened. THe Collective could not deduce the cause or purpose of the covens attack or the loss of Alluriels power and the case went cold. One year later the Greenbriar Collective was attacked and valuable artifacts stolen. That same day Veleths daughter disappeared, as the Hag enacted her plot and needed the blood of a Shalandaerl in her plans. For 15 years the Professor searched with the Collectives backing but nothing came to fruition and the case was closed by the Council. Alluriel and Veleth fell out as she left on her own investigation never to return. The Professor closed himself off to the world again like that day so many centuries before when he lost all that was dear to him. He retreated into his studies and lectures and became absent minded in his heartbreak. On his 435th year the Collective called upon the Professor once again, pairing him with a young upstart Samson in hopes of breaking Veleths self imposed exile. They were sent to Harrowmire where he and Samson attempted to stop a Lich that had taken the town hostage. Through the course of the investigation they met a strange and powerful sorcerer named the Woodsman and with his guidance gained access to Harrowmire. In the Process of gaining access The Professor was haunted by visages of his daughter by a Nightmare and granted a wish by a spirit of his lost daughter. Eventually they faced and defeated the Lich as The Professor destroyed the Phylactery but not without having several near death experiences. Surprised at his survival The Professor found renewed believe that his daughter was alive. Requesting a sabbatical from the Collective the Professor returned to study with the Woodsman. It was during this time that the strange little fellow of considerable power revealed that the Professor was under a strange and powerful spell. With a newfound hope for his daughter and a fresh mystery to solve VelethuilÕadar Shalandaerl set off in search of an ancient artifact the Woodsman said would help break the dark magic that had its hold on him and help lead him to the truth.
Generate Backstory based on following information Character Name: Grellis Liadon Character Race: Elf Character Class: Wizard Output:
Grellis is one of the sole living survivors of a protracted assault on a lightening rail by a powerful Lich. As the Lich worked his way car by car toward the artifact he sought, the passengers were killed and raised as zombies to continue the attack, including Grellis' brother. Haunted by these memories, Grellis has thrown himself and the majority of his family's fortune into the study of Necromancy to understand, and one day destroy the undead where they hide in the world.
Generate Backstory based on following information Character Name: La'fein Melval Character Race: Elf (drow) Character Class: Bard Output:
She was born and raised in the Underdark, along with her younger sister, who she wasnÕt particularly close to. Her parents despised the surface world and planned on grooming their daughter into a wizard that could give the surface world a reason to respect and fear the Drow, but she had other plans. Shirking her studies of magic often, sheÕd sneak off and explore the Underdark, and while still quite young, she discovered an underground racing rink, relatively close to an entrance to the surface world. Here, battlewagons consisted of two people (three if they could afford a larger wagon, one if they were particularly confident/foolish), usually a driver and some kind of ranged attacker, whether by spell or arrow. She was instantly taken by the atmosphere, and would sneak off often to watch the racers, intrigued by not only the racing, but also the wide variety of other races that sheÕd never seen before. Realising their efforts were wasted on LaÕfein, her parents focused on grooming their other daughter, who took to it more eagerly. While a little hurt by this, she took it as an opportunity to check out the racers more often, eventually leaving her home completely to shack up near the racers, still a child. It didnÕt take long for her to be discovered, and she was taken to the leader of the rink, an elderly, but still spritely Deep Gnme, who took her in. She spent her youth, and a good portion of her adulthood here. Initially, they tried teaching her to drive, however this didnÕt end so well (resulting in a crashed wagon and a few bumps and bruises). They attempted this a few more times, with equally bad results, before trying a different approach. They asked her what she liked most about the races, and she replied with the atmosphere; the adrenaline it gives people. She wanted to do that for others, so, they showed her to one of the races, one of the carts containing a halfling driver, and a human bard, strapped to the top, playing guitar and empowering their wagon. Immediately, LaÕfein was taken and determined to do just that, so, they taught her, and she took to it quickly. First, she was taught the drums, which she excelled at, keeping a rhythm came naturally to her, though it took a bit more training to keep up the beat for an extended period of time. Then, around in her teens now, she took to learning instruments by herself, teaching herself guitar, with the aid of some mentors. Another racer taught her how to play the harp, which she found boring at first, but stuck with it, eventually using it to sooth stressed racers and such. She also picked up a warhorn, encouraging racers before a race (and inevitably getting on everyoneÕs nerves when she got carried away and overdid it). She studied under many mentors in a variety of instruments and techniques, learning to heal and empower allies, and disable and intimidate opponents. Sadly, during this training, the leader of the ring, who sheÕd come to look up to as a father, passed away. A new leader of the ring was chosen, and after mourning, she was determined to keep at it to make him proud. Before long, she was approaching adulthood, and determined to get into the ring and show off her musical prowess. She initially teamed up with another Drow woman, however while they enjoyed racing against each other, their synergy didnÕt work out too well while in a cart together, so she introduced LaÕfein to a friend of hers, a Moon Elf named Gilthar Killevin. Initially, they argued off the track, but they were in perfect sync while racing. They were both as stubborn as each other, and before long their arguments become more jovial, and they developed a fondness for eachother. She learned that he was a ranger on the surface world. Part of a troop that protected the forests but he came her often on his off time. However due to his work, heÕd have to leave the ring every now and then to work, and she found herself missing him. They grew closer, Gilthar even taking LaÕfein to the surface world a couple times so she could see it, bringing her back home to the Underdark before the sun rose so she wouldnÕt be harmed by the sunlight (and so they wouldnÕt encounter any surface dwellers. She never had a chance to tell him, but while the surface was beautiful, she was far too anxious to ever speak to any surface dwellers, despite to confident, hardcore persona she donned while racing) Before long, they married, and LaÕfein fell pregnant at 103. I young parent for an elf, but she wanted nothing else at that moment. Midway during her pregnancy, her husband got word of an intense mission which would mean he would need to be away from LaÕfein for a long amount of time, however he assured her heÕd be there for the birth of their child. She said ÔI love youÕ and kissed him goodbye. About halfway through this mission is when the Cataclysm hit. It shook the Underdark, the racing ring caving in, killing many racers. She and a number of other racers, including her Drow friend sheÕd race against were lucky enough to find themselves in a pocket under the rubble. A number of them being adept mages, they waiting to ensure there were no aftershocks, before making their way to the surface. There, they saw the damage, and it was absolute. Climbing out from the Underdark and touching the surface ground burned and blistered their hands, and while they, and a couple other small groups of racers struggled their way out of the rubble, it his LaÕfein that the likelihood of her husband surviving such a calamity was near impossible, and she grieved. Time went on and they soon realised that the Cataclysm was not a once off thing. The mages in their group found their magic going haywire, and the radiation was affecting all of them. Some members of their group died within the week, while the others started to suffer from deformities. LaÕfein feared for the safety of her child as her own skin paled and blisters after blisters would appear on her hands, rendering her incapable of much, let alone playing music. A few months went by and LaÕfein was now late in her pregnancy. While things were still grim, and their group now even smaller, they found they could adapt. Her Drow friend became something of a carer for her while the others managed to scavenge for scraps, eventually turning the rubble of their racing rink into a makeshift settlement. Here, LaÕfein gave birth to her daughter. It was a long, painful labour, but to LaÕfeinÕs relief, a successful one. Her child had the same mottled skin she had developed and her bones were deformed in places. Her knee joints bent in odd ways, and the ridges along her spine protruded through the skin, forming tiny spikes, explaining the painful labour, however her daughter shod no signs of pain. A cleric tended to them both and to LaÕfeinÕs relief, they were both alive, and as well as you can be in this new world. She named her Rua. Her little star. In this tiny, makeshift settlement, she raised her child, and all things considered, she had a good youth. LaÕfeinÕs electric guitar from her youth collected dust in the corner of their makeshift settlement, traded in for lullabies and a makeshift lyre. Despite her limp, her child was vital, finding joy in running and playing in the sands around their settlement, finding pieces of charcoal and drawing on whatever surface she could (including LaÕfeinÕs guitar, which she had charmed to keep it there permanently). As her daughter grew, she became just as wily and stubborn as her mother. They argued often, but it was never severe, just the result of sheer stubbornness from both sides. Rua would laugh whenever LaÕfein mentioned her past of playing that old electric guitar on the back of a wagon, saying how ridiculous that was, her mother being anything but her lame old mom. Over time, members of their little settlement left, including her Drow friend. While rare, they had a few visitors. Survivors from other regions, now riding large battle wagons which had become the norm in the large settlements they were supposedly from. Members of LaÕfeinÕs settlement were determined to look for better places, so off they went. Radiation had settled by now, and her hands had time to heal over completely, though now permanently calloused and scaly. As her child grew into a teenager, she showed an aptitude for the sands, and eventually at the age of 98, longed to explore them. A larger wagon happened by their settlement, and Rua begged her mother to let her go with them. Initially she hesitated, but she understood her daughterÕs longing for something more, and refused to let her ingrained wariness of surface dwellers get in the way, so she allowed it. And so, Rua left on her own adventure with a band of unruly, but kind-hearted scavengers. So LaÕfein was left by herself. She tried to help aid in the settlement, but it wasnÕt working for her. A century of staying put in one place had made her restless. So she found her own, smaller wagon, dusted off her old instruments, and rode off in search of her own adventure, far from ready to settle down for good.