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Generate Backstory based on following information Character Name: Red Sky at Morning Character Race: Solar Character Class: Night caste Output:
There is a turtle waiting for me in the water. I am only just becoming a woman and I am alone on this island with its strange plants and noisy frogs and jagged reefs and there is a turtle just outside the cove. It is a giant, and it will eat me whole if it catches me. I am surviving. In the dark in the hold of the ship I must be quiet or they will find me. It is not the ship I used to call home, it is large and well provisioned. I do not eat more than I need, do not take anything that might be missed. I breathe with the waves like mother taught me. We have been at sea so long and I do not know where this boat full of strangers is headed but I will not panic. If I only take what I need, if I stay quiet, they will not find me. I am a child and this is my life now. The sun on the island is hot and bright and the sea and sky stretch out forever. The nearest island is a faint spot on the horizon and I do not know its name and couldnÕt swim that far if I tried. I am alone and I do not know how to make a boat and there is a turtle in the water as big as a hut, that rests on a sandbar just outside the cove at low tide, and I know it sees me and it knows I see it. It is waiting for me to make a mistake. I am a child and I am hiding in my motherÕs trunk and I am very quiet while the man who named me yells at her. I have to stay out of his way. She tells me later that he is a good man and he takes care of us and we would not have food or a place to stay without him but I hate him anyway. He makes her sad and afraid and he named me a bad omen and when the other men come they talk with him and give him coins and I have to hide. His name is Indomitable Typhoon, and I am going to kill him. Ursoni Bright Eyes holds me on her hip. I am young and the world is large and bright and the city streets are crowded with merchants and travelers and so many people rushing from one place to another. Ursoni pretends to cry and tells the strangers that she needs money to feed me and IÕm supposed to cry and say that I am very hungry but sometimes I forget and she hits me when weÕre away from the crowd. I am always hungry. Ursoni wears a rag over her hair and sometimes I forget IÕm not supposed to pull on it and she gets angry with me. There are other beggar children on the street, no matter what street we walk on. The vendors shoo us from their carts, wary of thieves. My hair is turning blue in the sun. So many years hidden away in the holds of ships, only coming out at night to peek above decks or transfer from sea to land or ship to ship, my hair had turned black as pitch. Now I am in the sun every day and it makes my skin brown and my hair blue, and there are no people here, no one but the frogs that chirp Òko-kiÓ in the night and the turtles that meander through the reef and up the streams and sometimes carry the little frogs on their backs in the tidal pools, and the turtle in the deep that is waiting for me. I am surviving. I am a child in bed with my mother. The sheets are soft and the blankets are heavy, the mattress is worn but comfortable and I sink into it a little. I never want to leave. The door slams open and a man stomps in. He grabs me by the wrist and I cry out in pain and surprise. ÒLeave her alone!Ó my mother yells. Indomitable Typhoon yanks me out of the bed and releases my arm, launching me into the wall. Instinctively I duck and lead with my shoulder, bouncing off with only a bump. He glares at me as he takes my place in bed, black eyes tinged with red from too much rum and shouting. I am supposed to leave when a man is in motherÕs bed. I never forget this one thing. I skulk out quietly, shutting the door without a creak. I have to go somewhere and hide and be quiet. There is a turtle waiting for me in the water. I imagine myself asking him where my mother is. I could not find her on the ship. I imagine myself tying him to a chair, beating him, making him cry. I imagine letting him see my face, making sure he knows that itÕs me as he dies. I imagine a lot of things. The room is dark. He does not know I am here. I will not ruin my chances by giving in to curiosity or spite. The knife feels heavier in my hand than it really is. I hit the water badly. The men who threw me overboard laugh as I bob up to the surface, proud of themselves for finding the stowaway. It is the first time IÕve been caught out. I thought I was quiet enough, careful enough, but now I am in the water and there is an island in the distance and if I do not reach it I will surely drown. I donÕt look back at the men again. Getting to shore is the only thing that matters. I am surviving. ÒI canÕt take her any more,Ó Ursoni Bright Eyes says. ÒSheÕs too big now, I donÕt make any money with her.Ó My mother frowns. ÒThe ship is no place for her.Ó ÒThen send her to an orphanage, or sell her,Ó Ursoni insists, shoving me away. I start crying, but she just shakes her head and leaves. ÒItÕs alright, Red Sky,Ó mother tells me. ÒWe knew she wouldnÕt be able to watch you forever. YouÕll just have to learn how to get by on the ship.Ó I nod and rub the tears away with balled up little fists. I am too young for this. At first I think it is a normal turtle nearby, but the water here is so clear it takes a moment to realize it is a giant turtle far away. Far away but getting closer. I swim with all my might towards the island, it is not far away now. Even if the turtle is racing towards me, even if it is a creature of the deep and I am already getting tired. All I can hear is the sound of my arms breaking the surface, my own gasping breaths. I donÕt dare to look again below or behind me, it will cost too much time. I can see the shoreline clearly, there are trees and rocks ahead. ÒShe is too young for this!Ó My mother yells. I am hiding in the trunk and I hope he does not look for me in here because IÕll be cornered. ÒYou spoil her. The girl needs to work,Ó Indomitable Typhoon says. ÒThen let her work in the kitchen, or on the decks. SheÕs good with a mop and sheÕs a fine eye for a lookoutÉÓ ÒI donÕt need a lookout, or a scullery maid! Now you bring her to me or I will have her in shackles on the next ship bound for the Wild!Ó ÒI donÕt know where she is,Ó she lies. ÒYou know that girl is always hiding herself away.Ó ÒYou find her, and you bring her to me,Ó he growls. I have to keep quiet. My hand hits the sand and I scrabble onto the shore, disoriented and unsteady on my feet. The turtle is behind me, pulling itself up easily on the land and lunging towards me, enormous mouth open wide and full of spikes to pull still-living prey down its gullet forever. I run and shimmy up the nearest tree, turtle snapping behind. It breaks the trunk I am climbing and I have to jump into the branches of the next tree, grasping desperately. The turtle is so large if you made a bed of its shell five grown men could sleep comfortably without touching. Its eyes are like cannonballs, huge and black and impenetrable. Its shell bears scars from things too terrible to imagine, marks from the teeth of sharks and the hooked suckers of giant squid and the beaks of octopuses, and another deep gash that looks like nothing more than an enormous sword wound. It has survived things I cannot imagine. It is still surviving. The hurricane comes and I am not ready for it. How could I be ready for it? Three seasons on this island and I still donÕt know how to start a fire or braid a strong rope or build a boat. There is never enough water, I survive on fish and gulls and jackfruits when the trees deliver them, but the trees know the hurricane season is on us and there are no ripe fruits to steal. The crabs have all left the reef and the fish are cowering, and I have nowhere safe to be. There is a turtle waiting for me in the water The wind is too much and I am carried off my feet and far into the sea, the waves choppy and gray under the dark sky. I break the surface badly, plunging into water choked with debris churned up from the depths and washed out from the land. I canÕt see. ÒYou have to go away,Ó my mother says. ÒYou have to leave the ship and never come back, do you understand?Ó ÒI can hide,Ó I say. ÒHe wonÕt find me.Ó ÒYou cannot stay. Hide on another ship.Ó ÒBut mama!Ó She shushes me. ÒDo you want him to find you here? Do you want to be taken away to the Wild?Ó ÒNo, mama.Ó I donÕt want to be crying, I want to be brave. ÒYou must be quiet, you must be careful,Ó She says. ÒI have a water skin for you and some clothes in a bag, it wonÕt be too heavy. Always make sure you carry water with you on a ship. Never drink the sea water.Ó ÒYes, mama.Ó She opens the porthole and hands me the bag. ÒHurry,Ó she whispers. ÒBe careful.Ó I climb out and dive into the water. Even with the bag, I barely make a splash. I am surviving. I throw the turtle a jackfruit. He gulps it down, then butts the tree with his head. I pull another of the yellow-green, bumpy fruits away from the trunk and hurl it down, catching a faint whiff of the syrupy sweetness as he snaps it in half. While heÕs busy rooting in the sand for the rest of it, I jump to another tree. He groans, belatedly, and starts shaking the tree I was in just a moment ago. I have to keep moving. ItÕs hard to keep quiet in the canopy, but I know IÕll be safe if I just keep moving a little longer. IÕm all turned around, the hurricane water is all around me and I cannot see the island or the seafloor itÕs nothing but gray sky gray waves and I sputter and choke when I mistake one for the other. I try diving down to find the bottom, thinking if I can find the slope I can follow it home. ItÕs dark down here and I donÕt know if the turtle is around but IÕll drown if I stay out too long. Even below the surface the waves are strong, but I can handle this, I can do this, then something too strong comes and I am tumbling my head my head my head I canÕt It is dark as night in the hold of the ship. ÒIÕm scared, mama,Ó I whine. I clutch at her skirt with my tiny hands in the dark. ÒI donÕt want to stay down here.Ó ÒHush, Red Sky,Ó she says. ÒThereÕs nothing to be afraid of. WeÕre alone down here, just you and me and the rats, and the rats are so much smaller than a big, strong girl like you.Ó I donÕt feel big and strong. I miss Ursoni and the market. ÒThe dark is nothing to be afraid of,Ó she says. ÒYou are the scariest thing in this room.Ó In the dark, I plunge the knife deep in his chest. I wake up on the shore, the storm clouds still overhead but brighter than before. I cough and gag salt water, turning to let it all out, gasping for fresh air. I was in the waterÉ my headÉ I find the sore spot with my fingers and wince. Must have hit it on the rocks in the cove. Something is breathing on me. I turn and the turtle is there. Its head is so big I could curl up inside, its nostrils flaring wider than my fists. I donÕt scream. I have to be quiet. The turtle nudges me with its snout, mouth closed. Why hasnÕt it swallowed me whole? Why am I on this beach? My forehead burns, bright golden light blaring out, illuminating the dank little room like midday. Indomitable Typhoon looks at me, horrified, as the glow intensifies, building up in a towering aura behind me. Glittering feathers drift to the floor and fade to nothing, peeling gently away from the wings of a great, golden albatross. ÒBad omen,Ó he laughs. He sputters, and there is no more. I dive in the water, not knowing what to do. The turtle is there waiting for me. I expect him to be afraid, but he swims right up to me and I grab onto the edge of his shell tightly. He still trusts me. We swim for hours into the open water, until my glow begins to fade and the sun begins to peek above the horizon. Stowaway. Murderer. Urchin. Anathema. Red Sky At Morning is right.
Generate Backstory based on following information Character Name: Sker êshvalr Character Race: Dwarf Character Class: Druid Output:
(Notes: Both names derived from Old Norse: first name pronounced like the English word Òscare,Ó last name pronounced ees-kvAl-r. DonÕt ask me why they pronounce h like k before a v, but they do. Also, "Martian" refers to being from our campaign world's sea-faring country of Mars, not the irl planet.) Sker was born the same as all Martians, on a boat. Now I could lie, and wax poetic of how he entered the world in the throes of a raging storm, amongst a tumult of waves and wind that threatened to rip the very clothes from your back, and this was to be an omen for his rancorous disposition and later druidic callingÉ but the truth is he was born on a clear day in mid-summer, and his early childhood was quite uneventful. No one can say where his surliness came from. To outside observers, he seemed to bear the weight of the world on his shoulders, and the weight of ice in his heart, although anyone who cared enough to see past his exterior quickly realized there was no malice behind his barking. Still, his hard abrasiveness was enough to earn him his True Name. Dwarves of Mars do not name their young at birth, but prefer to wait and watch until a True Name arises that fully encompasses the individualÕs core. This first name stays with them always, as a label of sorts, and it is unthinkable to shorten it or alter it in any way. Over time, dwarves may earn additional names commemorating moments of personal growth or achievement. Their full name is their full story. ÒSkerÓ is the dwarven word for a small rocky protrusion jutting up out of otherwise calm waters, and that indeed is who he is at heart Ð a solid, stubborn mass sticking out like a sore thumb amongst his peers; a hardened, inhospitable one-man mountain impeding the natural flow. Yet, though he is a dedicated curmudgeon, he also exudes a sense of unwavering strength and competency, with his words as wise as they are biting, allowing him to act as a firm anchor point for those willing to trust him. (It should be noted that non-dwarves who meet him usually assume his name is a purely physically-descriptive moniker, claiming his dark stocky frame looks uncannily like a rocky outcropping when he is treading water. They are not entirely wrong on that point.) He earned his second name as a wee lad of 26 years. The story goes it was the dead of night in the dead of winter, and he had just stumbled onto the deck of the ship in a drunken haze, carrying two bottles of dwarven ale and singing loudly of the many ways the rest of the crew could bugger off. At the peak of his accompanying gesticulations to this little ditty, he lost his balance and fell right over the side of the ship. Though the sailors on night watch tried desperately to locate him amid the chopping waters, it was as though he had been swallowed whole by the sea. Nine nights later he was found by a passing trade ship, floating unconscious in the ice. When he came to, his skin was completely numb, his head hurt, his joints ached, he had difficulties hearing, and he claimed to have no memory of what had transpired during his time in the sea. The merchants wrote it off as a case of the bends coupled with extreme elemental exposure, and went about trying to track down his kin. Later, back on board his ship, his family noticed he was different, changed beyond just a simple case of decompression sickness. The merchantsÕ healer had alleviated his physical symptoms, but still the partial hearing loss persisted with no apparent medical or magical cause. He also seemed eerily calmer than normal, quieter, gazing out at the water with a faraway reverence that no one could explain. It was clear he remembered something, but he refused to talk about what happened. Over the course of the next few weeks, rumors abounded on the ship. ÒHe was punished by the gods for his terrible demeanor and even more terrible singing!Ó some said of his partial deafness. ÒNo,Ó others joked, Òhe almost died, but the ocean saved him because he offered it two bottles of our best ale!Ó Still he kept the truth to himself. Despite his injury and the ordeal he went through, he couldnÕt wait to get back into the water; it was almost as if he felt more comfortable there than on the ship. It was only when he started publicly correcting the elders on matters relating to their surroundings, matters he should only have a passing knowledge of (their maps of the region, the local environment and weather patterns, the sea creatures they encounteredÉ ) that they started suspecting what had really happened. Their suspicions were confirmed when, while their ship was under attack by a band of pirates, he unwittingly shot ice from his hands in self-defense. As the pirates turned tail in fear, it was clear to the wisest of the shipÕs leaders that Sker had formed a mystical connection with the frozen ocean, and was able to channel its power and magic to his own ends. They gave him the name Òêshvalr,Ó meaning Òwhale of the icy watersÓ (inspired by that great Jštunn of legend), to mark his new life as a creature permanently tied to the sea and the elements. Since he was still a child by dwarven standards, his parents felt uncomfortable sending him off for training, so they instead invited a respected druid by the name of A_albjšrn S¾varr (pronounced ah-thahl-byurn sai-vahr, and meaning Ònoble bearÓ Òdefender of the seaÓ) to travel with their ship and instruct the boy in the basics. So life continued for a time. Eventually, Sker, a quick study, mastered all there was to be taught, and A_albjšrn recommended he seek out further guidance from the Order of Benthos, the largest association of druids in that region of Mars. His parents grudgingly consented, knowing there was nothing more they could do for him, and recognizing that a rookie magic user on board was more of a liability than an asset. Thus it came to pass that Sker saw out the rest of his childhood on an unmarked forested island bordering Althean waters, deepening his bond with the natural world and learning all he could from the small conclave of masters there. During that time he never managed to endear himself to an animal companion, or any animal, really, since they seemed to react to him in much the same way as the people he had known. Instead, he grew to worship the ice-covered ocean, seeing its neutral coldness and harshness, which somehow still managed to support the lives around it, as a reflection of his own temperament. At 40 he was conscripted into five years of naval service, the standard for all who come of age in Mars. He found the strict discipline and chain of command antithetical to his nature, and constantly butted heads with his superiors. At the end of his required tour, he was happy to part ways with the military, and they were happier to see him go. For the past 18 years, he has hopped around from ship to ship as a freelance sailor and cartographer - sometimes on a fishing vessel, sometimes engaging in underwater prospecting or dungeoneering expeditions. He has gained the nickname ÒThe Irascible Old Man,Ó due to being brusque and hard-of-hearing. Though he is generally seen as unpleasant to work with, he is recommended based solely on his skills and wide range of magical abilities. Also, there may or may not be a running bet at the local portside bar to see how long crews will put up with him. Catchphrase: ÒI donÕt give a goshdarn damn!Ó
Generate Backstory based on following information Character Name: Jaspermunk Hildybin Bibbertyfimble Character Race: Gnome Character Class: Swashbuckler Output:
Jaspermunk Hildybin Bibbertyfimble had always wanted to be a pirate. The only hitch in this aspiration was the fact that good girls did not run off to become salty sea dogs. Her parents tried in vain to interest her in the noble arts of illusion and engineering, but Jaspermunk jokingly used what little magic skill she had to thoroughly annoy her siblings instead of taking her studies seriously. After shaping her dancing lights into a ghostly humanoid to scare and chase around her little sister, using ghost sound to produce phantom pirate catchphrases such as ÒArrrrrÓ and ÒAye-aye captainÓ while her elder sister was trying to read, and making all of her younger brotherÕs food taste like fish and barnacles with prestidigitation, her family finally gave up on dissuading her. She longed to leave the cursed Dwarf-occupied town of Bibbertysnoob and set off towards the high seas (maybe even exploring far away continents). She was tired of listening to Dwarven epics about how each warrior had managed to fell Ò50...no 100!Ó Drow each, and she was equally tired of the stench of Dwarven ale that hung about the city like a plague-ridden fog. As if that wasn't enough of a reason to get the heck out of Dodge, there was also the little ÒincidentÓ last year when a large chunk of the city was carved away by a burning beam of death, due to the incompetence of Koshka and his band of bungling brethren. And the girl who tagged along with them in their shenanigans managed to get herself eaten by a sea-beastie in the process... not an entirely intelligent course of action. Jaspermunk was sure she could have done a much better job of handling the situation if she had been old enough at the time. Recently, Japermunk finally got her chance for real adventure. She was enamored of a group of experienced adventurers that were passing through the town, and resolved that through swash or buckle, she was going with them. Comprised entirely of humans and elves, the group laughed and patted her on the head when she approached them, mistaking her for a much younger child. That night she snuck out to their caravan while they were in one of the taverns, and stowed away within the luggage. Upon awakening, she sheepishly gazed up into the eyes of four very angry humanoids, but decided to stick to her guns and put on a brave face. She told them that she would become the greatest pirate ever to sail the seas, and that if they let her stay she would fight boldly and not even request a share of the loot. They looked into the adorably hopeful face before them and sighed. They explained that they had journeyed to Bibbertysnoob to meet up with a friend of their employer capable of high level magic. While she had slept in, the entire group and their gear had been teleported to a jungle far from her town, and that at present they did not have the time or money to get her safely back home. They grudgingly accepted that the only solution was to protect her for the time being, and try to get her home after the mission was completed. She discovered she had fallen in with a group of treasure hunters retained by a human nobleman to seek out lost magic items and artifacts for his collection. Their current goal was to find a specific scythe, a relic hidden within the temple of a long-dead religion. She was to follow alongside the party closely, and learn as much as she could from them to protect herself. They had no small-sized weapons to loan her, so she was stuck grappling with a too-big rapier. To their surprise, she got the hang of it relatively quickly, and was soon wielding it with an uncommon grace. Jaspermunk explained that she was simply destined to be a pirate, and that the art of swordplay ran through her veins instead of blood. As they hacked and slashed their way through the wall of humidity and vines perforating the jungle air, the group told her stories of the original inhabitants of the temple and their monkey-headed god. They laughed as Jaspermunk perched on top of a nearby stone performing a close approximation of said deity, puffing her cheeks out and holding her hands out for tribute. Over the course of the three-day journey to the temple site, their initial anger subsided, as her continual antics had the effect of increasing the groupsÕ moral. She also proved rather more capable at combat than they had anticipated, for her agility and speed far outweighed the hindrances of her size and strength. She helped slay tigers, panthers, reptiles, and other assorted jungle fauna, and managed to dodge out of the way of poisonous gnome-eating plant life. Jaspermunk was overcome with awe as they finally made it to their destination. A dilapidated mountain of carved stone towered over the trees, like an ornately crafted caltrop set upon the land by a titan. They group wended their way through the maze of fallen rocks and statues, and into the main sanctuary of the temple grounds. Jaspermunk looked up to see a statue more than six times as tall as her, bearing the tell-tale monkey face of the forgotten god. One of its outstretched arms had broken off and shattered across the floor, and she couldnÕt help feeling sorry for him. At the base of the statue one of her companions released a hidden lever, and the floor slid back to reveal a mold-covered stairwell. Descending into the darkness, their path was only slightly lit by a growth of bioluminescent lichen along the walls. They were heading into what appeared to be a maze of catacombs, and the pungent fragrance of the air suggested they were the first living visitors in hundreds of years. Their goal was rumored to be stored in the back left corner of the dungeon, so they set out in that general direction. The rogue managed to disarm the Òpit of spiky death,Ó but most unfortunately missed spotting the Òtrap of acid-spewing deathÓ which hit him full-on in the face. The party immediately became somber and cold at his loss, yet they knew the dangers of their profession, and resolved to move forward with the mission. Seeing that Jaspermunk was inevitably more nimble of finger than the rest of them, they grudgingly handed her the fallen thiefÕs tools and had her attempt to fill in as best she could. The tank took point in an effort to be a fortitude-saving trap-sponge, and Jaspermunk did her best to lock-pick and disarm the few obvious obstacles. Luckily the grace of her reflexes saved her from her more-than-occasional snafus, and the tank decided it was probably easier to bash through the rotting wooden doors than to rely on her skill. At last they chanced across the room they were searching for, the hidden treasury of artifacts. The problem arose when they discovered a giant cube of gelatin had taken residence, and was not taking kindly to the notion of leaving. The tank quickly pulled Jaspermunk behind him as the spellcaster blanketed the ooze with fire and brimstone. Then, wading through the sticky and partially-digested remains of the once-glorious treasury, they set about looking for the scythe. Taking smaller treasures for themselves as bonus payment, they finally spotted their quarry hanging on the far wall. Unfortunately for the group, no one prepared them for what they were about to discover. Worse than a mantle afraid of the dark, worse than a sphinx with a lisp, worse than a horde of flumphs... the scythe was intelligent. Not just intelligent, but imbued with the soul of the most sniveling, nagging, curmudgeonly priestess ever to have walked the earth. (A priestess who just happened to speak a close-enough dialect of common to still be understood) Every five minutes the scythe would go into a rant about how ÒThis entire group combined does not have half the brains of a plague-rat... How dare you even presume to set your hands upon me? My son UnÕkbuut would smote you heathens, bless his soul, if he were still alive...Ó On and on it went until the group seriously decided leaving the scythe behind at the risk of not getting the noblemanÕs reward. Jaspermunk thought it was no wonder the scythe had been locked away, and seriously doubted she would remain sane for much longer with the ceaseless caterwauling from the enchanted weapon. The plan was to hike another few days to the coast, where they would meet up with a ship to take them back to the northern continent. Jaspermunk had never actually seen the ocean or ridden in a ship before, and she was almost bouncing with excitement as they were nearing the end of their trek. The ranger had brought them out fairly close to the meeting site, and they could see the ship anchored in the distance. Jaspermunk had to seriously stop herself from running and paddling through the saltwater with glee and hugging the bow of their transport. She was finally going to be face-to-face with real sea dogs. As the rest of the group sorted out the financial and practical end of things, mainly finding a chest big enough and dense enough to muffle the noise of the relic, Jaspermunk was given a brief tour of the ship. Disappointingly, the sailors all spoke normal common instead of her imagined pirate-speak, but she giggled every time she heard words such as ÒstarboardÓ or Òrigging.Ó They even laughed and let her climb up into the crowÕs nest to get a better view. They set sail that evening, and at first she was having the time of her life. She drank grog and learned how to sing shanties, and the sailors had her practice tying knots so that she could help with the rigging the following day. However, that night as she was sleeping in her hammock a storm hit, and she was not entirely pleased to have the ship swaying all about when she had a perfectly good hangover. After a few days, though, she got used to the rhythm of the ship, and didnÕt even mind eating hard tack, questionable meats, and moldy cheese for almost every meal (although she decided to stick with the rationed water instead of having a repeated run-in with the sailorsÕ firewater). She missed bathing, but at least the cold salt air up on deck was fresher than the steaming sweat they had faced in the jungle. All in all, she was quite content to be living like a real swashbuckler, and was sad to think of having to make port. She lost count of the days, but eventually they sighted their destination in the distance. Upon nearing shore, the three remaining party members told her that even though she had come into the party uninvited, she had proven her worth and therefore was entitled to a share of the reward. They had planned on splitting the pay four ways anyway, and felt she deserved to have the rogueÕs share for herself. Jaspermunk didnÕt even know what to say, and the others just accepted her silence as thanks. Apart from being inside the town mayorÕs mansion, Jaspermunk had never been near royalty. Once they docked, the three companions led her to the estate of their lord, and she was allowed to freshen up from the journey. She tried to make herself presentable by wearing the only half-decent outfit she had stuffed into her travel bag: a pair of flaming orange pants and her best purple and yellow tunic. However, once they were in the receiving room, she felt out of place next to the elf in flowing green robes, the human fighter in his hand-polished armor, and the ranger in her simple gown of burgundy. The nobleman, a baron, took one quizzical look at her, and his fears were confirmed by the curt nods of the others. The told him the full story of her addition to the party, of the rogueÕs untimely passing, and of her contributions in his stead. Instead of giving her a share of the money, he gifted her with a mithril shirt. Then he proceeded to lecture the group on leaving their luggage unattended, and on taking a child on such a dangerous journey, even if she proved capable. He also gave Jaspermunk a full rant about worrying her parents sick and wandering off with strangers recklessly, although she caught a twinkle in his eye which hinted that he would have done the same thing at his age. He was delighted with the scythe, and seemed fascinated in talking to it, much to the horror of the party. That evening he threw a grand feast in celebration, but warned Jaspermunk that she was to be sent home via carriage the next morning. Her parents had already received a sending spell informing them she was currently safe and in the BaronÕs care...
Generate Backstory based on following information Character Name: Sil Andelmaus Tetheril Character Race: Elf Character Class: Cleric Output:
Sil was taken by drow slavers from her family when she was a child. She was sold as a domestic servant, which she did into her teenage years. Her servitude ended in what started as an unremarkable day. She was washing some dishes when the goddess Sehanine whispered to her that her chance to escape was at hand. Without hesitation, Sil heeded the divine guidance and followed its careful instructions leading her away from the house she worked in, through the depths of the Underdark, and into the sunlight of the world above. Sil was taken in by the family of elves who found her wandering the forest. She grew into a career of smuggling slaves escaped from the drow out of the Underdark and to contacts on the surface to start life anew. That is until her adopted sister fell in with a band of questionable folk with a nose for trouble.
Generate Backstory based on following information Character Name: Mek LethÕOsh Character Race: Half-orc Character Class: Fighter Output:
Mek LethÕOsh was born to Tagg LethÕOsh and Marianna Urquart on a muggy summer night nineteen years prior. Her unwed parents, both adventurers by trade, had been a bit too Òover-celebratoryÓ and not quite so Òover-celibatoryÓ after the conclusion of a particularly arduous quest. Upon discovering her condition, and weighing the possibility of finding employment as a rogue with a -25 modifier to stealth due to Òscreaming baby,Ó Marianna promptly inclined to leave her unnamed daughter in the care of the childÕs father. Henceforth nine months later, Tagg was not-so-pleasantly surprised to find a small shrieking bundle carefully laid inside the hut of his village, with only a small note, ÒThanks for the memories Big T, but I believe this loot belongs to you,Ó as explanation. The village didnÕt think twice about her mixed parentage, as TaggÕs well-known heroic deeds had put him in a class above reproach. And a few years later, Tagg found he rather enjoyed being a father. His hardened warriorÕs face softened with laugh lines as his small toddling daughter tried to put on his helmet, and proceeded to fall over due to the relative weigh of metal to child. Tagg dazzled his young daughter with stories of his adventuring days: how he had single-handedly slain an entire band of marauding kobolds, how her mother had deservedly gotten a face-full of magic missiles when she tried to sneak a peak into a trapped chest they were supposed to be guarding, and how he had distracted a mock dragon long enough for her mother to sneak around behind it and deal a crippling blow. Mek doted on her father, who was slowly starting to show his age, and vowed to make him proud by becoming a fierce fighter herself. At the age of eight she begged him to let her learn swordplay. Although he was hesitant to let her do anything dangerous (his fatherly nature winning against his Orcish bloodrage), he soon could be found dueling sticks with Mek in the village center (every so often exclaiming ÒArgh, you got me!Ó and falling overdramatically to the ground amidst his daughterÕs fits of giggles.) By the time she was thirteen, Mek was starting to show signs of womanhood. She was easily considered the prettiest girl in the village, owing to the fact that her human blood had softened her Orcish features into something approximating femininity. She was hard-pressed to find any suitors, however, because Tagg seemed to stare down any boy that looked even slightly amorously at his daughter (much to his daughterÕs pouting). At the age of sixteen, Mek was ÒacceptedÓ into the Guard of the Crimson Paw Ð a special branch of the village guard allegedly tasked with Òescorting village elders to and from the big cityÓ which lay a half-dayÕs journey away. The elders went once or twice a month to stock up on hard-to-come-by supplies for the village, and to sell local trade goods. She was told the journey to the city was long and difficult, and that she had to be ever-vigilant for danger. (In actuality, though, the village elders simply did not want teenagers sneaking off to the city alone. They had cunningly devised the ÒguardÓ as a way for teenagers to have a safe and sanctioned way to travel there without knowing that it was they themselves who were the ones being chaperoned. The adults in the village are in on the joke, and persist in telling dramatic lies about the trip being dangerous to further discourage wanderlust. The elders feel it is a win-win situation, however, as they are happy for the company, and they enjoy seeing the teenagers proud faces brimming with responsibility.) Tagg, of course knowing full well the true aims of the guard, decided to make a big show of being proud of his daughter anyway because he didnÕt want to ruin her enthusiasm. He gifted her with her first suit of armor, a shining breastplate with an emblazoned paw print on the front. Now nineteen, Mek still assists with the guardÕs Òeducational field trips.Ó Being an adult, she helps the elders watch over the Ònew recruitsÓ who are visiting the city for the first time, delighting in teasing them with wild stories about potentially ferocious bugbears and hobgoblins who might be waiting to ambush them at any minute. She can still feel her parentsÕ adventuring blood pumping in her veins, though, and wishes that one of those tall tales would actually come true so she could finally prove herself as a fighter and make her father genuinely proud. However, the closest thing to action she has seen so far was when a particularly stupid band of thieves tried to intercept their group on the road. The scoundrels were instantly caught in a reverse gravity spell from one of the elders, as the whole of the Crimson Paw looked on and roared with laughter.
Generate Backstory based on following information Character Name: Lady Orelka Meloros NÕDare Character Race: Human Character Class: Sorcerer Output:
[Lord Archibald Regulas NÕDare is a sprightly and vigorous human noble of 68 years. Being blessed with 13 daughters and one son, he has taken it upon himself to preserve his bloodline at all costs. His eldest two daughters were married off to gain alliance with the local nobility, and the remaining girls have each been trained in one of the core classes with the specific goal being for them to serve as council and bodyguards for his heir. However, his 17 year old daughter, Orelka, has proven somewhat of a problem child...] From an early age, it was known that Orelka was a ÒspecialÓ child. Her great-great-great grandfather had been some sort of air-based outsider, and it was very clear she had inherited his temperament. Calm and gentle at one moment, she would fly off the handle at the slightest provocation. She would also spend hours perched on the roof spires like a gargoyle, claiming she liked to be near the sky. Between her furies and her fearlessness of heights, she drove her parents to righteous indignation. She was a beautiful child in an eerie sort of way, though, being dark-brown skinned with shimmering blue-white hair that almost seemed to blow by itself. Recently her father apprenticed her to a sorcerer, hoping that she could channel her growing elemental powers into a more useful and controlled format; however Orelka seems to care little about her duties, and has instead developed a vanity for her unique physique and abilities. He once caught her showing off for the local teenage ruffians by showering his freshly manicured court gardens with bolts of electrical damage! This simply would not do. She was going to learn to be a responsible and pedigreed Lady if it killed her. When the announcement came of an elite police force being assembled, it was music to Lord NÕDareÕs ears. He could ship her off into service, let someone else sort out her Òlittle quirks,Ó and have her come back home with battle experience to boot. Thus, equipped with a bag of supplies compiled by maidservants, an outfit that was ostentatious enough to seem out-of-place, and a tornado of an attitude, Lady Orelka Meloros NÕDare was thrust into the outside world...
Generate Backstory based on following information Character Name: Jemma Aurelian Character Race: Human Character Class: Fighter Output:
Jemma's last name isn't Aurelian, but her gold hair and love OF gold has earned her the title. The bounty hunter doesn't tell anyone her real last name, as it seems to be connected to a past she doesn't like to talk about with just any stranger or employer. It's not that she's unfriendly, so much as she simply keeps her conversation firmly focused on the present. Most at least know that she's originally from Waterdeep, and moved to Baldur's Gate nearly five years ago. That city has been her base of operations ever since, but it's not uncommon for her to go traveling far afield at the prospect of earning better money, or to track down particularly contemptible criminals. As a bounty hunter, Jemma's known for taking on bounties that fit with her own sense of right and wrong. This has lead her to accept jobs from all over the spectrum of legality on the Sword Coast, and to sometimes broker deals to settle jobs rather than stick to strictly capture/kill. Consequently, some of her employers respect her, while others feel her in-the-moment decisions undermine their authority. She occasionally mentions that she'd like to save up for a day when she can take on any job, regardless of the payout, so she can really start to do some good in the world.
Generate Backstory based on following information Character Name: Kira Westfall Character Race: Human Character Class: Rogue Output:
Kira has no memories of her family. She was raised at a well-known dueling academy near the Sea of Fallen Stars, where she attended classes in fencing, history, and etiquette along with the children of nobles and rich merchants. Most kids only stayed for a few years, but the academy was the only home Kira ever knew. She excelled in her schoolwork, and she also learned a few stealthier arts thanks to the kinds of things that lightly supervised teenagers tend to get up to while at boarding school. She and her friends let themselves into the school's administrative offices one night and learned that Kira had been left at the school at four years of age by someone who paid her entire tuition and fees in advance, but there was no record of who this mysterious benefactor might be. Kira began to believe that she was born out of wedlock to someone who had enough of a sense of responsibility to see to her welfare, but they clearly didn't want to be part of her life. That was fine by her though. When she graduated, she was planning to become an instructor at the school, but a pair of strange men arrived and explained they were taking her home. Even if they were on the level, Kira had no interest in rejoining the family who abandoned her. Unfortunately the men weren't inclined to take no for an answer. They tied her up and tossed her in a carriage. By the time she was able to escape, she decided it wasn't a great idea to go back to her school. That's the first place they'd look, and her presence would cause trouble for the people who'd raised her. Kira began to travel, and she moved from place to place often. Sometimes she still saw signs of pursuit. But after a year without any trace of being followed, she believed her supposed family may have given up hope of recovering her. She joined up with an adventuring group, and they did fairly well for themselves. Kira thought they were people she could rely on. Then they stumbled into a tavern and overheard the wrong set of rumors, and the next thing she knew, her companions had her drugged and bound and were looking around for a potential ransom. After a few nearly successful escape attempts, the group decided not to wait on the people who were looking for Kira. They found a group of slavers who knew there was a price on her head, and then they sold her. The slavers were secretly working for a medusa who had the habit of petrifying some of the more interesting people she captured. Kira was turned to stone for several years, until she was rescued by a different group of adventurers who'd hunted down the medusa. She'd been hidden away in the medusa's garden for long enough that Kira now hopes her family, or whoever they were, has stopped looking for her.
Generate Backstory based on following information Character Name: Quenten Auleris Character Race: Human Character Class: Warlock Output:
quenten was too cool for the rest of the normie warlocks in his city so he left to find a more fitting patron to serve. after wandering upon a black glass obelisk and being put through a trail of will in the shadowfell quenten was given the grace of the raven queen. he now serves her in the realm of the living finding her interesting souls to collect before they go to the 9 hells.
Generate Backstory based on following information Character Name: Blorp Blerg Character Race: Slime Character Class: Shapeshifter Output:
He was born by the toxic waste of a magician in the deepest trail of a strange dungeon. He can morph into anything and by doing that he attracts confused people to eat them alive.
Generate Backstory based on following information Character Name: Sir Poppin Loksalot Character Race: Elf Character Class: Bard Output:
Hip Hop Bard
Generate Backstory based on following information Character Name: Lestyr Moore Character Race: Human Character Class: Rogue Output:
A chaotic neutral amnesiac whose mood changes like the wind. The trauma that gave him his amnesia also gave him minor psionic abilities.
Generate Backstory based on following information Character Name: VaeÕUlov Dawn-Widow Makiogolai Character Race: Goliath Character Class: Ranger, fighter, knight protector Output:
1078: Times our camp moved to follow the seasons, the streams, or the hunt. 182,509: Berries I have gathered for evening feasts. 2531: Games of goatball played. 1764: Times my team won. 36,512: Stories of glory and victory heard around the campfire. 532: Baskets I have woven while talking with friends. 14: My age when I was first chosen for the hunt. 3906: Beasts felled by my hammer. 70: My personal best for kills in one day. 8: Minor shuns I have received for being willful. Growing up in a peaceful and sheltered setting: Priceless My childhood was simple. The kind you would expect of any other Goliath youth. We played, we hunted, we shared in challenge and honor, we lamented the loss of the once-proud, and we sought for ways to live life as fully as possible. Occasionally we ran into a Dwarven outpost, or passed by a group of adventurous Humans, and we would trade our goods for weapons and crafts. Mostly, though, we kept to ourselves. I progressed within the tribe from berry-gatherer to weaver, then to assistant den-mother, and finally to hunter. I was gruff, opinionated, homely, not well-spoken, and generally off-putting, but by the time I was 18, my skill with the business-end of a hammer was enough to gain the honor of my tribe Ð and the heart of a man. Our Dawncaller, GulÕmok, fancied me for his wife. I told him he could have me, but only if he could beat me in a climbing race Ð a race I did not anticipate losing. I was over-confident in my skills, having never lost a fair match in hunting, wrestling, or rock scaling. We agreed to a race up the cliff-face and back - whoever touched the ground first, won. I was already halfway down by the time heÕd even scaled the summit. In an act of desperation and love-blind bravado, he jumped off the top of the cliff instead of climbing to the ground, and while he did in fact reach the bottom before me, he broke his leg in the process. I sighed at him and his childish stupidity, realizing I never technically specified he had to climb both ways. Yet, in that moment I was also touched by how hard he was willing to fight for me, and decided to honor our bargain and marry him after all. He spent the next two weeks being shunned while he recovered from his injury. During that time I only looked at him once, but he was smiling that ear-wide grin of his. By all accounts we were a happy couple, always challenging each other, but never fighting. A year later I bore him a son, but it was born early and weak. It was the second-hardest lament I have endured in my life. Later that year, GulÕmok woke early to sing the dawn praises, as was his custom every morning. I left a while later with the hunting party, but when I returned that evening, GulÕmok was still absent. He should have reached camp hours before me. Suddenly I heard my name, gasped and hollow like a cave wind, and I turned. GulÕmok was crawling into camp. I could barely recognize him, so coated in blood was he. He tried to speak, but all I could make out was ÒMove...camp...Orcs...hundreds...Ó The Orcs had always stayed north of our mountains, kept in check by the Goblins of Hob. It was never our fight or our concern...until now. The fact that the Orcs were boldly pushing as far south as here meant that HobÕs power must be weakening. If they were attacking and invading any peoples who stood in their way, without provocation or ethics, than we had a large-scale problem brewing. Our tribe, while harsh, had always lived life by rules and fairness. These Orcs, however, lived by little more than violence and depravity Ð mere savages whose breath was as dirty as their fighting. With HobÕs defense cracking, someone had to step in and uphold the balance of order, to remain a steadfast wall in the face of impending destabilization, and somehow this called for more than a good shunning. The elders were not going to charge into a fight they could not win, though, and immediately made plans to move camp again. I knew GulÕmok would not survive the night, let alone a move, so I asked that we be exiled together rather than leaving with the rest of the tribe. I bit my tongue as I watched my people embark on a path of fear, running with their tails between their legs while our enemies went unchecked, while my husbandÕs assailants went unchecked. I was vehement and filled with a vengeance I could not contain. The Orcs had crossed a line, and I would not let any more suffer like my husband had. In the morning I planned to seek out a way to bring the Orcs to justice. Even if I stood alone, I would protect and restore our lands, our way of life, our honor. I would always remember the cacophony of that night Ð the cries of the lamenters amid the chaos of packing and carting Ð fading into a still silence as in one pivotal hour all I had ever known vanished down a darkened mountain path, leaving my world shattered. Alone with my husband, sitting by the smoldering embers of the dying fire, I tried to bandage his wounds. I knew it was in vain, but it kept my mind focused. We fell asleep in each otherÕs arms, and I awoke holding death. Once-proud VaeÕUlov Feast-Bringer re-forged into exiled VaeÕUlov Dawn-Widow. I set off toward the only peoples I thought might aid me in my cause, an outpost of Dwarven border guards we were on friendly terms with. It was a one week hike south through the mountain passes, and I was never very good with directions. It took me twelve days to find my way. When I reached the outpost, the Dwarves were in full battle gear. Apparently word had spread of the Orcs uprising, and the Dwarves had sighted incursions into their own territory. Admitting we had a common enemy, I asked if I could help. The outpost allowed me to camp with them, and in exchange for aiding them with hunting and standing watch, they offered military training so I could better defend myself. Over the next 169 days, they bored me with stories of their kings and nobles, taught me to ride a horse and wear plated armor, equipped me with gear of unspeakable craftsmanship, and did their best to ÒcultureÓ me as we fought side by side. When the news finally came that HobÕs last stronghold had fallen, rumors began to spread that a group of warriors from every race were gathering into one untied army to make a definitive stand against the Orcish hoard. I was invited to ride along with the local Dwarven envoy, having proven myself an able-bodied ally...
Generate Backstory based on following information Character Name: Fœ g_ xi_ng ying Character Race: Catfolk Character Class: Bard Output:
Fœ g_ xi_ng ying was born in a remote catfolk village, nestled along the tree line of the auspicious mountain range that cuts through the province of Anhui in Lian. The runt child in an ominously-numbered litter of four, her parents always feared for her fate Ð for while she was beautiful and captivating, her health was far more frail than her brothers and sister. Thus, while her siblings busied themselves with fur-flying tussles and childish games, she was kept apart due to worries over her delicate constitution. She often found herself drawn to keeping company with the elders who sat in the town square playing small metal drums, beating earthen fou, and marking time on fish-shaped muyus. The echo of the percussion seemed to echo the heartbeat and rhythm of the village itself. She was fascinated by this innate ability of sound to evoke such vivid images of life Ð how hearing the drums instantly brought up visions of her mother banging around in the kitchen, or how the muyus seemed to mimic the clacking of wooden sandals on brick. In time she would grow to see the world through these terms. If you were to ask her now where she comes from, she would play you the sound of wind howling through Huangshan pine, of rain cascading off a tiled pagoda, or cicadas humming against cypress bark. She would simulate the hammering of craftsmen, the gentle scraping of ink against stone, the soft swish of silk beizi over hand-embroidered floor mats, the skittering patter of kittens running underfootÉ To her, vocal communication is inefficient. Any attempt to describe a sunset, or a rainstorm, or a memory, or a feeling through words is reductive, derivative, and imperfect at best Ð like a child trying to draw a flower, it loses something in translation. She views pure sound, unshackled from the bonds of language, as a higher form of art. The others in her village initially laughed at the idea of this girl who barely speaks, and who views singing as Òthe high-pitched caterwauling of women masquerading as perpetually-surprised children,Ó wanting to train as a bard, but they eventually relented, recognizing her natural talent of turning any object she found into a percussive foley tool. Through the course of her studies she not only perfected her soundscape talents, but was also taught the ancient clan art of Anhui Nuo dance - a fearsome performance of stilts and masks. She learned that although she was physically weak, she could combine her skills to control the battlefield - frightening enemies down to their very core without needing to land a single blow. Now, no longer a protected flower but a fully-empowered adult, she has set off on her own paws to explore new lands and discover new sounds.
Generate Backstory based on following information Character Name: Creedy Character Race: Elan Character Class: Psychic warrior Output:
Created by undersea horrors to infiltrate and destroy humanity, creedy quickly blew his cover in an attempt to seem honest and avoid confusion. As an immortal human pretender, he strives daily to be accepted and find affection from those he was sent to destroy.
Generate Backstory based on following information Character Name: Olliechock "Ollie" Erralfizflin Norrfoodleis Queenipper III Character Race: Gnome Character Class: Scout Output:
Olliechock Erralfizflin Norrfoodleis Queenipper III, ÒOllieÓ to non-gnomes, was born in the small haven of Fotsblogginfarb along the coast of the Wetsprockett Sea. From an early age, Ollie learned that if he spent enough time tinkering, he could pick up just about any skill (much to the infuriation of his parents and siblings when he knew more than he should, could get into more difficult places than he should, and had othersÕ possessions in his keeping more often than he should). However, he doesnÕt consider himself a thief or anything of the sort, he simply believes in the equal distribution of goods and information, and in mandatory charitable donations. Being a dashing (well, he has good hair at least), daring (machismo), courageous (dumb bravado), andÉ wait, no, he doesnÕt really care all that muchÉ youth, he was always the first to rush into situations, yet he had enough wits about himself to not be completely reckless (i.e. to blame the other guys first). When he was 53, he left his hometown because he honestly believed that he was too manly for the good of the village. If he had stayed, the other men would have felt inferior and jealous by comparison, and the girls would have fought over him and had their hearts broken. He wanted to save the villagers from this cruel fate by going to live amongst other races who might not be as vulnerable to his virile charms. (The townspeople kindly waited until he was out of hearing range to double-over in laughter.) After he left home, he made his living by doing odd jobs that piqued his fancy as he traveled, including scouting, bodyguarding, negotiating, recovering ÒlostÓ objects, and the occasional childrenÕs party. One day he chose to start worshiping the deity Kord because he heard Kord was strong and muscular - the epitome of manliness - and he figured they had a lot in common; although Ollie prefers the masculine grace of dexterous athletic skill over pure mindless brawling. He fancies himself a sort of ÒChuck Norris Robin Hood,Ó but in actuality he has more in common with the likes of Nobby Nobbs. He likes to be prepared for anything, and has pocketfuls of junk that he keeps in his vest because he never knows when it might come in handy, although he is often not resourceful enough to ever use the items in any helpful way, so they continue to pile up. OllieÕs quirks include never being able to say no to an attractive (to him) female, calling everyone he meets ÒgirlieÓ regardless of their actual gender (because no one else is as many as he is), taking every opportunity to pose and show off his manly physique, and whittling.
Generate Backstory based on following information Character Name: Erlen Character Race: High elf Character Class: Wizard Output:
At a young age, Erlen found his way into a ancient ruined mage's lair, where he learned to use magic, as well as the dwarvish language. Ever since, he searched for other ancient knowledge, and eventually decided to take up adventuring in order to discover the secrets in even the most dangerous places.
Generate Backstory based on following information Character Name: Lady Gwynedd, "The Mask of Thorns" Character Race: Half-elf Character Class: Bard, vigilante Output:
Lady GwyneddÕs Grandfather had been a merchant with a knack for choosing wise investments. Using his charm and acumen he managed to curry favor with the king, earning himself a title in exchange for his contacts and expert council. With her grandfatherÕs aid, the king was able to expand trade routes further than ever before, importing exotic luxuries and a wealth of new information. However, after the kingÕs second son murdered the heir apparent and attempted to assassinate his father in a play for the throne, GwyneddÕs family knew their privileged life was on the verge of toppling. Before word of the kingdomÕs troubles spread, GwyneddÕs grandfather secured a betrothal for his son, then a boy of only ten, to a young Elven noble far across the sea. He had hoped to train his son in the mercantile trade, but the boy was too spoiled and lacking in wits to be any kind of protŽgŽ, so potentially marrying him off to cement a bond with the Elves was the only use that could come from him. Eventually the prince succeeded in his machinations and ascended to the throne. Her grandfather visited the usurper in the hope he could somehow continue to live in the lap of luxury, but the new king was bold and arrogant, and rejected the old manÕs help. However, by a stroke of good fortune, the prince soon took an Elven bride, and her grandfather used his influence with the Elven people to win her ear and monopolize trade routes between the two kingdoms for the next several years. GwyneddÕs father, now a strapping young officer of 18, finally came of age to marry his betrothed, but shortly after the wedding, GwyneddÕs grandfather fell victim to a freak storm and his ship was lost at sea. Her father was now the sole heir to a vast trade empire, suddenly making him a very wealthy and powerful noble - a wealthy and powerful noble with the business sense and charisma of a decomposing turnip. He squandered most of the money away on lavish gifts for his new wife, who, it turned out, was just as much of a ninny as him, and within a few years they had run the company near into the ground through mismanagement and incompetence. By the time Gwynedd was born, the family was destitute and cut off from all lines of credit and influence, yet still clung proudly to their noble title. Lady Gwynedd was a child cursed by fate. Born with exceptional beauty and flawless talent, she was scorned by women and objectified by men. Seeing in her gifts a last ditch effort to regain favor with the other noble houses, her parents decided to use her as a pawn. She was trained to sing, dance, recite poems, and play a variety of instruments, and then paraded from parlor to parlor like some exotic caged bird. Admirers fought for her presence at their parties, and showered her with presents (all of which were pawned to make ends meet and keep up appearances). As she grew up, she was better able to hone her skills to captivate and charm her audience, and soon had a following of potential wealthy suitors. When she reached the minimum legal age, her parents married her off to the wealthiest of the bunch, expecting her to supply them with the necessary income to maintain their immoderate lifestyle. Her new husband was an abusive drunkard with no respect for her, though, and she saw a chance to escape after he got himself killed in an alcohol-induced altercation. She was sick of being a pawn, and disgusted with the petty childishness of her family and the rest of the corrupt nobility that approved any and all methods of keeping themselves in power - even to the point of letting a murderer sit on the throne and letting liches infiltrate the city. She decided to take her husbandÕs wealth and her freedom into her own hands, transforming herself into a secretive vigilante, ÒThe Mask of Thorns.Ó In her new role, she helped a group of adventurers rid the city of the undead threat, then turned her attention to the arrogant elite and lowly bandits that ran rampant through the streets, both having an equal hand in making life miserable for the common people. Her calling card was a stem of thorns, symbolizing the choked and stagnant state of the kingdom. Though her punishments were harsh, they were non-violent Ð her goal was to shock and scare (and possibly humiliate), not to kill. (Perhaps she should have studied combat more effectively, though, as she met an untimely end at the hands of a 4-armed sniper during the very first wave of the demonic invasion of the city. Trying to hide behind a well in an open courtyard is apparently not sufficient to avoid impalement by a guy double-wielding bows.)
Generate Backstory based on following information Character Name: tangaloca Character Race: Dwarf Character Class: Cleric Output:
a transexual dwarf that hate humans
Generate Backstory based on following information Character Name: Laurelian Faradrim Character Race: Half-elf Character Class: Druid Output:
Hermit
Generate Backstory based on following information Character Name: Ilia Lianodel Character Race: Elf (high) Character Class: Wizard Output:
Acolyte
Generate Backstory based on following information Character Name: Matthias Hertz Character Race: Human Character Class: Cleric Output:
Matthias was born to a wealthy family of engineering tycoons. His family was responsible for many advancements in travel, creating steam powered engines for boats and trains. Matthias himself was a talented student but not in the subject one might expect of his family's name. He was skilled in medicine and he had a compassionate heart. Most of his time was devoted to the study of healing. A group of powerful clerics took notice of his talent and offered to teach him how to channel his energy into healing magic. Matthias accepted the offer and learned to use his newfound magical abilities quickly. He rose through the ranks of these clerics at a fast pace and eventually became their trusted leader.
Generate Backstory based on following information Character Name: Kura Pasar Character Race: Half elf Character Class: Rogue Output:
kura was born to an a wood elf mother (deepa) and a human parent (gizem). her parents met when gizemÕs trade caravan passed through her motherÕs clanÕs forest and requested shelter for a few days. deepa found gizemÕs curious and humorous nature charming and one thing led to another and by the time the caravan moved on she was pregnant with kura. passing the child off as a product of her an elf from another neighboring clan, deepa tried to hide kuraÕs true heritage, and was moderately successful until kura was around ten or eleven and it became very obvious by her height and build that she was half human. outraged by deepaÕs actions, the clan elders banished kura and her mother from their forest, forcing them to try and find a home in the nearest human city, masayume. with nothing but the clothes on their back, kura and deepa lived in destitution for many years. away from her family and her home, deepa fell into depression. it hurt kura to see how sad her mother was and she made a promise to herself that sheÕd do whatever it took to make her at peace again. as a teenager, kura wormed her way into masayumeÕs underworld, bouncing between minor gangs and thieves guilds, picking up whatever skills she could along the way. eventually she gained a reputation as a jack of all trades wrt shady business and for a while was in high demand for both gang leaders and noblemen alike who needed their dirty work done. kura took whatever job was handed to her in the hopes of saving up enough money to get her and her mother off the streets; eventually she was successful and was able to buy her mother a small home on the outskirts of town with a few acres of land (and some goats :) ) it was around this time she was offered a body guard position for a young noblewoman named aino. aino was recently betrothed to a man from a foreign kingdom and had received multiple threats from former suitors and so her father wanted someone discrete to protect her. kura and aino immediately took a shine to each other and eventually fell in love. after many months, their affair was discovered and ainoÕs father kicked kura out of their home and forbade her from ever seeing aino again. bribing a servant, kura was able to get a letter to aino and the two came up with a plan to run away together. unfortunately, another servant loyal to ainoÕs father intercepted these letters and tipped him off; on the night of the planned escape he and his private militia cornered kura and aino in the forest outside of town. he ordered kura to be killed right then and there but aino begged him to have mercy. moved by his daughterÕs tears, the lord spared kuraÕs life, but swore that if he so much as heard rumors of her being in the city, he would have his men hunt her down. with no other options, and now no source of income, kura accepted her loss and left the city to become a rogue-for-hire.
Generate Backstory based on following information Character Name: Harper Harris Character Race: Human Character Class: Knowledge cleric Output:
Harper grew up in a small farming village in the countryside. His family wasn't destitute but they weren't well off so when he started to show some magical talent he went to the city to study and hopefully apprentice someone. While in school he caught the eye of a fairly prominent wizard by the name of Luce who asked Harper to become his assistant. Harper quickly discovered, unfortunately, that Luce was not a wizard but a powerful lich that enjoyed practicing necromancy and other dark arts and bound Harper to him to do his bidding. He was stuck under Luce's control for many years until the goddess Wee Jas appeared to him and promised to help free him if he destroyed Luce and pledged his life to her. He agreed and with his new divine powers he banished Luce and was able to rescue the other souls trapped in his mansion. After that Harper became a wandering cleric until he eventually met Sei, an elven healer, and his daughter Sera. Sei and Harper fell in love and eventually married, and now run a clinic together. Harper now occasionally does freelance work for the (since retired) world renowned detective/author Renee Redmoore.
Generate Backstory based on following information Character Name: Poe Character Race: Tiefling Character Class: Warlock Output:
Poe always felt alienated in her home town, so one day she ran away to live in the woods. There she met her future wife, a fae duchess, who also became her warlock patron and gave her powers. Poe began living nomadically, helping around the country where she could.
Generate Backstory based on following information Character Name: Mr. Giggles Character Race: Halfling Character Class: Barbarian Output:
Mr. Giggles, as he likes to call himself, is a dude who just doesnÕt understand life. To him, dad jokes are real, pizza is scary, and his best friend in the world is his axe named Helga. But Mr. Giggles isnÕt crazy. Rather, heÕs just clueless how to live among people. It all began many years ago when Giggles was born Felldrop Smartbriar to the Smartbriar clan of Halflings in the village of Forgetmenot. FelldropÕs father Spelldrop and his mother Dropdrop (known as Dropsie) had a long history of eccentricity, even in a place as weird as Forgetmenot...a town that was named, incidentally, after the regional government forget all about it for over a century due to a drunken scribeÕs geographic oversight. Located high in the Neverease Mountains, Forgetmenot was visited only by local yak herders, lost mountain climbers, and holy pilgrims. Among even this village of loners, Spell and Dropsie were even further ostracized. Spell, an herbalist and tea maker, had congenital narcolepsy, and would often fall down in the streets due to what his neighbors referred to as the sleeping sickness. Spelldrop explained away his episodes with regular exhortations about being up late the previous night, or inadvertently mixing his herbs. Hence, the nickname Spelldrop. (No one recalls, nor cares, what his real name was and because Spelldrop secretly liked the attention, he avoided his real name as well.) Dropsie, like her husband, had a moniker that fit her personality. She was clumsy. But because Dropdrop was her given name (something about how her parents liked hearing the sound of rain, which itself was unusual so high in the mountains), itÕs difficult to say if the name made her clumsy or if her parents were simply augurs. Either way, if a villager wanted something broken, heÕd hand it to Dropsie. SpelldropÕs friends tried warning him of his girlfriendÕs powers inopportune powers but, alas, he had a narcoleptic episode in the middle of their speech and they neglected to finish the story when he awoke. Conventional wisdom suggests either that Dropsie performed one of her clumsy maneuvers on her son or his father had an episode atop him, or perhaps both. No matter how you cut it, though, Felldrop never had a chance at a normal life. This led to much resentment and anger. By the time he was thirteen, Felldrop was known for his temper, and the local boys would tease him mercilessly just to watch him fly into rages. A passing holy man saw one of these events and gave Felldrop a small hand axe, thinking it would allow the boy to focus his passion. Instead, it led to bloodshed: Felldrop slaughtered every small animal he could catch. The town boys quickly learned to avoid him, especially when he had the axe with him. And in a village as small as Forgetmenot, this was no mean feat! At twenty, Felldrop had proven that he was incapable of being around others. His friends had long since abandoned him and even his parents were scared to be around him. He had taken to talking to his axe, which heÕd named Helga, and he treated it like a girlfriend, often being seen caressing it in public. On the eve of his 21st birthday, then, it was no surprise when Felldrop announced that he would be leaving Forgetmenot with the next yak herding caravan that passed through town. Felldrop traveled with the yak herders only a short time. Within two weeks, heÕd realized that there was far more to the work than just yak wool, and far more to his temper than just small animals. It came to a head one night when he attacked one of the yaks. The animal, far larger than he, gave him a good drubbing. Felldrop ran off into the night, smelling of yak and urine. For many months, Felldrop roamed the lands, eating wild berries and scavenging raw meat from smelly carcasses. In that time, he saw no other people, and the wild rages of passion quickly overcame him. By the time he wandered into another civilized town, Axeborough (a fitting name) 300 miles from Forgetmenot, he had lost the ability both to speak the common tongue and to interact properly with other humanoids. He had become a full barbarian. For approximately three years, Felldrop lived on the outskirts of Axeborough, only rarely interacting with other humanoids. It wasnÕt until a band of orc raiders attacked the town that Felldrop was drawn back into social contact. When the orcs attacked the town, a vicious battle ensued. Felldrop watched from a safe distance and was amazed at the prowess of the raiders. They mowed down the town guard with such ferocity and precision that Felldrop was awestruck. Afterward, when the fighting had ended and the raiders had made off into the night with their booty, Felldrop gave chase. He came upon their came about an hour later and walked in like he owned the place. He was quickly overwhelmed and tied to a roasting spit. The orcs danced around him and laughed, forcing him into deeper and deeper anger. When the tide of emotion finally broke, Felldrop let out a primal yell, snapped his bonds, lifted the roasting pin over his head and plunged it into the chest of the nearest orc. Before any of the orcs could react, their leader, a half-Orc man in his fifties or so, approached Felldrop. He admired the little runtÕs tenacity and decided to teach him how to be a raider, especially since they currently had an opening thanks to FelldropÕs anger. The leader of the orcs, named Kruger, was himself a barbarian, and he carried an icy hammer on his back and wore little more than the orcs themselves. He was as battle-hardened and as bloodthirsty as they were, and so Felldrop couldnÕt have asked for a better teacher. And yet Kruger was merciless to Felldrop, always inciting him to anger and always at unlikely moments. KrugerÕs approach was to keep Felldrop guessing, but Felldrop was never able to make the cognitive leap required to read a scene and to surmise how events might play out. As a result, Felldrop would go into his battle rages at all the wrong times, such as when eating, or getting ready for bed, or doing his business in the bushes. Kruger found this all kinds of hysterical and never bothered to inform Felldrop of the right way to do things. Felldrop spent several years traveling with Kruger until the band was decimated by a patrol of Elven cavalry, which had been hunting them for some time. Kruger was killed in the battle and Felldrop was ÒsavedÓ when the warriors thought he was a child. Felldrop eventually got away from the elves, who had tried to adopt him and teach him their ways, and has been wandering since. On the rare occasion that he crossed paths with other humanoids, most were drawn to his passion but put off by his anger. And, in the end, Felldrop was left wanting something he couldnÕt even name. Eventually, he attempted to draw people to him to ward off his loneliness by adopting the moniker ÒMr. GigglesÓ. Some kids once called him that and he likes the idea that if anyone laughs at him, it will be the last thing that person ever does.
Generate Backstory based on following information Character Name: Lucrezia di Conza Character Race: Human Character Class: Inquisitor Output:
Lucrezia hails from the fair city of Firenze, Italia. While unacknowledged, she has had access from a young age to an excellent education and privileges as the bastard child of Pope Clement VIII. Upon his death in 1605, her position in society became much more tenuous. She is seeking to consolidate her position within the Catholic Church as an inquisitor through the accumulation of magical items.
Generate Backstory based on following information Character Name: Euzalia Character Race: Teifling Character Class: Sorcerer Output:
Euzalia grew up surrounded by family on a isolated homestead. Her grandmother directed this small clan of tielfings in their daily labors of farming, sheep herding, and all the other tasks necessary to maintain the homestead. They lived not too far away from a small human settlement where they often traded their products for the goods that they could not produce themselves. Despite multiple visits to this village, Euzalia remained naive to human traditions as the human's prejudice against tieflings kept her and her cousins from making any close friends there. As Euzalia grew she started to manifest many magical powers, often creating floating lights to entertain her little nieces and nephews and once stopping a group of sheep from running away in fear with her magic. Her grandmother identified this talent as the gift that occasionally appeared in family members due to their tiefling heritage, but no one encouraged Euzalia to develop her gifts, viewing them as interesting, but not particularly useful. As a young adult, Euzalia was once sent to trade at in the village without the supervision of her older family members. This visit ended in disaster when she lost her temper at a rude shopkeeper and set his house on fire. Euzalia insisted that it was a complete accident, but it seems more likely that the only accident was how out of control the flames became. Although no one was hurt in this incident, the villagers were understandably upset. Seeing the risk of mob violence, Euzalia's family, led by her grandmother, sent her away under the cover of night with instructions to not return until she had mastered better control of her powers and some time had past to allow tempers to die down. Euzalia respected the decision of her family and set our to see a bit of the world. As she traveled, she discovered that there was a lot more to the world than small villagers and homesteads. She loves seeing new things and is very curious about new people and places. Although she can be hesitant to trust strangers, she can be overly trusting of her friends and very easily influenced by peer pressure and others' opinions. Her immediate instinct is often to protect herself at the expense of others, but if reminded that that action would be morally wrong, she will decided to do the right thing (unless under the threat of mob violence, which she wants to avoid at all costs). She is much more likely to do go when others are watching as she wished to give a good impression of tieflings. She cared about her own personal honor, but not about the laws of some distant king. Despite her families' concerns, she has no fear of her sometimes uncontrollable magic and will laugh at the unintended consequences of her spells.
Generate Backstory based on following information Character Name: Kalta Character Race: Human Character Class: Fighter Output:
Kalta was part of an all female guard at a temple in the mountains. While she was guarding the temple with her partner something attacked and knocked her out cold. When she came to her partner and a precious relic from the temple we gone. She has gone down into the world to search for them in a sort of self imposed exile from her tribe. She is not wise to the ways beyond the mountains and is driven to meet her basic needs as hopes to find what was lost and who took it.
Generate Backstory based on following information Character Name: Grim Character Race: Half-orc Character Class: Paladin Output:
A child abandoned by his original parents, he was found left on the doorstep of a church of Bahamut, and taken in by the clergy that lived there. He was raised as one of them, growing to learn the ways of the faith. A cult of Tiamat caused them constant troubles, and while the rest of his adoptive family did nothing to stop it, Grim grew increasingly angered at their lack of action. This culminated when he was a young man and the church returned from an outing to find the temple defiled. Enraged, he decided he would stand idly by no longer, and took an oath of vengeance against these cults, and any other organization that would attack the innocent.
Generate Backstory based on following information Character Name: Eikarr Character Race: Tiefling Character Class: Bard Output:
Eikarr is a Teifling born to a Human mother and a Teifling Father, born to a less than comfortable life. Both his parents work hard as Carpenters in the main city of Penmouth, Mostly fixer-uppers for housing, but they work together to make wonderful pieces of artisan furniture. Unfortunately, because the prices for the matierals, they donÕt get to make them more than once a year, and any profits made goes right back into the next artisan piece. EikarrÕs Father, Helikr, made him his first wood instrument at the age of five, and HeÕs been enamoured with sound ever since. He, and his younger sister, Reikr, worked tirelessly with their parents until the age of 15, when EikarrÕs voice started dropping into something more usable for song. He then went along with a performance troupe, trying to work his way up the ranks to main performer (and if a little fey magic was needed to persuade the audience, well, whoÕs to say?). He sends almost all of his money back home when he has the chance. Since then, Eikarr has become a local hit, swaying the minds of the masses on taverns and stages alike with his music, and has fallen into bed with about the same amount.He is free with his emotions and loves people, loves a good jab and even more a wicked tongue. He has travelled around the Rosewood area giving performances and exploring where he can, but mostly he has stuck around his local haunts in Penmouth.
Generate Backstory based on following information Character Name: Tinker Spin Character Race: Unicorn Character Class: Mage Output:
Appearance and objects Tinker Spin is a unicorn. His coat is red, copper colored (# D48E02, strips on the horn # 9C6802), and the mane is brown, almost black (# 4A3901). The shape of the mane is a narrow (3/4 of the distance between the ears) and relatively short (just below the ears) vertical brush, extending to the neck. Purple eyes (# E70AFF). Cutiemark - three pulleys of different diameters, connected by straps. The unicorn himself is quite muscular, tall and tightly knocked down. He is dressed in a cuirass. It automatically opens the wings, allowing the unicorn to soar, and not to fall from high places. The cuirass is additionally covered from the inside with a warm cloth. As a weapon, the unicorn uses two broadswords, inlaid with singing stones: the first with a flaming topaz and a glowing amethyst, the second with an icy sapphire and a glowing amethyst. Since recently, the unicorn wears the red fragment of Stalliongrad as a cloak with the coat of arms on its entire back. Steam was also put on all four hoofs. A small crossbow with a 6-bolt loading mechanism is attached to the left front nugget. Parents and Childhood Tinker (for friends simply - Tink) was born and raised in the north, almost on the very border with Yakyakistan, in the Crystal Mountains in a small village. Even before his birth, his father, adventurer and warrior Whirlwind (Whirlwind, Whirlwind) left his mother, going on another adventure. No one in the village knows his real name, Whirlwind is a nickname given to Tink's father by fellow adventurers for his crowning reception - Blade Whirlwind. Both Tink's father and mother are unicorns. Tink's mother - Snowdrop Radiance (Snowflake) is a graduate of the Royal Academy of Mages. She is a silver-colored unicorn with a white mane and a cutie mark. After graduation, she decided to fight evil, joining a group of adventurers, in which there was Whirlwind. Whirlwind and the Snowdrop became friends after a dangerous adventure, in which they were left alone in the middle of the ziggurat and only the swords of the Whirlwind and the protective magic of the Snowflake helped them to escape. They became a couple and could no longer imagine life and adventures without each other. After a couple of years of active adventure, Whirlwind and Snowdrop got married and went to live in a remote northern village to peacefully build a future for their children. The villagers took the couple favorably. A graduate of the Royal Academy, and even a doctor, quickly found a job in the village, as well as her husband, who owned super-powerful telekinesis capable of raising a small log cabin. After several years of peaceful rural life in this small oasis in the middle of the icy mountains, Snowflake began to notice her Virl more and more with a distant and unfocused look. She was already at that time on a short pregnancy with Tink and his twin sister Radiant Solace (Radi) and was afraid to tell Whirl about her burden. Pregnancy passed easily, and inexperienced in the mare's constitution, Whirlwind joked over the fat, in his opinion, Snowdrop. She doubted for a long time, but when she was determined to tell that day and that morning, Whirlwind disappeared from the village. He left a confusing note that he loved Snowflake, but that the old enemies found him here and that he does not want to bring trouble to her and his fellow villagers, will carry away the danger behind him. At first, Snowdrop had a very hard time and suffered from such a hasty disappearance of her husband, but two months later she found the strength to cope with this and successfully resolved from the burden with the help of kind-hearted fellow-villagers, whom she helped several times already. Two foals appeared in the world, which surprised Snowdrop and her fellow villagers. Young unicorns grew quickly, listening to the mother's stories about adventures, dangers and true love. On the questions about the their father, she always responded with the words of his note and sincerely believed that he was still alive and protecting Equestria from evil. But, despite this, Snowdrop did not agree to teach the children her magic. Tink was fascinated by his father's images and wanted to become like him. His art of telekinesis grew rapidly. Foals learned to write and read. For several years of living in the village of Snezhinka with Whirlwind gathered a small library. Some of the books Snowflake brought with them, some they bought from visiting traders. Tink read out the "Adventure Guide". At the age of fourteen, her mother reluctantly let him go to a neighboring town, agreeing finally to train and Radi, realizing that she could not keep them forever under the light of her horn. Youth Once in the city, Tink was struck. Stone houses ascended to an unreal height in 4 floors, and the tower of the Town Hall - on 8 floors with a belfry. A diverse, multiracial crowd of the central market took him to the station, which Tinka most surprised him-he was lucky enough to get into the city exactly at the time when the train left the station. A huge mass of cars moved and went by herself, without the help of a pony. A young unicorn ran around the station trying to understand how it happened, but it was necessary to go to the master. The snowflake sent Tinka as a disciple to her friend, the unicorn technician Steam Flare. At the beginning, Flare gave Tink simple tasks - he did not know what Tink was capable of. Tink learned how to screw up nuts and screws with telekinesis, lift and move complex mechanical devices without namagicizing them. Gradually the master warmed to the pupil, trusting him with more and more responsible tasks. Master told Tink how different mechanisms work. The unicorn, though absorbing the knowledge of jerkcraft as a sponge, still missed the house, wrote letters to his mother and sesres, and once every two or three weeks the master let him go home. After a couple of years of training, Tink learned to at least write and read. The master taught him to read and create drawings. Tink met the age of complete ignorance, although he was sure that his life would be connected with the jackcraft. Once in the workshop to Flare came a strange client - he was clearly not a city dweller, from his saddle bags looked the handle of something resembling a sword. He was dressed in a black cloak, connected with a black helmet-mask with strange protruding ears on his head. He asked to make for him an unusual device - a pistol shooting a hook with a rope, which this mechanism should pull up. The master entrusted the creation of this mechanism to his student. Strange customer demanded to monitor each stage of creating the device - the master did not refuse him. Tink drew a mechanism, showed the master and the client and began to collect it. The client did not fill anything in the drawings, but trusted the word of the Master, who, with a grin, said that the mechanism would work as the client wants. In the process of drafting, Tink kept throwing short glances at an unusual client. He did not seem to notice them, studying the goods and details of various products. In the end, curiosity prevailed over Tink and he asked why the client had such a strange weapon. In response, the strange pony smiled and began to tell the working Tinka about his adventures in big cities with skyscrapers and strange ponies that want other ponies only evil. His stories were full of daring arrests and pursuit on steam wagons. Tink listened and remembered the mother's stories about his father and their adventures. Gradually, in his telekinesis, a device with three large pulleys emerged, activating its elements from a small steam engine on the crystals. Turning the last bolt into the device, which took the form of a strange kind of knight, Tink felt a strange tingling in the sides. Suddenly the light shone from him in all directions - the unicorn got its own cutie mark. Three pulleys on the cutie mark resembled those that were on the device. The master went down to look at the strange light shining in the workshop. Tink handed him the device for verification. - Excellent design, and this drive, even I, I think, could not come up with more effective - praised the unicorn Flare. With this praise began the creative life of the red pony. An unusual pony left his business card: Darr Veter Senior Lecturer, Chairman of the Scientific Council Higher Technical College of Stalliongrad "So that's where you come from!" - Tink remarked with surprise, and the master only grinned into his apron. - If you are interested in adventure and technology, come to study with us, Tinker. Your task was an entrance exam. - on a muzzle of the young unicorn, surprise, joy and uncertainty turned in turn. He turned to the master. - Again, you take away my pupils, a cunning fox, - Flare looked at Darr Vetra with a light reproach, but through it shone difficultly hidden heat. - His invitation to anything you do not oblige Tinker. "All right," the unicorn picked up a business card with telekinesis and hid it in saddlebags. "I'll take this into consideration," he said, trying to be as neutral as possible Adulthood But, despite all the neutrality and coldness in his voice, Tink could not refrain from knowing what kind of Higher Technical School he had been invited to. Mother Tinka on this occasion came to the city with her daughter, who by that time learned a lot from her mother. The mother initially objected a little, but was convinced Flare of the need for this training for the better future of her son. Obliging Tinka to write letters and, if possible, go home, his mother and sister went back to the village, and he began to collect things. The journey on the Stalingradsky train even more convinced him of the fidelity of his path. Tink settled in the hostel of the VTOS. Around him, a small group of like-minded people gathered and found several enemies - the unicorn stood out in a stream that consisted mainly of an earth-sitter - in one of the parallel groups Pegasus studied, who also joined the mug, as they were called on the stream, "Crazy Inventors". The school required attendance at lectures and good progress, but provided some freedom for its students. Members of the circle Tinka had time to learn and work - they had little money, which they spent on the purchase of various details. Then the circle gathered and often, in the silence of the night, explosions and gnashing of metal rattled. The administration of the hostel made comments and punished them, forcing them to sort out the consequences of their failures. But high scores in various competitions inside the VTsU provided this pony with immunity from exclusion. After the third year, most of the guys from the "Crazy Inventors" at a special meeting about their next victory were invited to join a secret organization - the Gray Knights. Those who could not receive training for various reasons, erased the memory. Of those who remained assembled the team and began to teach the possession of weapons. Tink was one of the first who learned to own swords. The team's talents gradually developed. The team was gradually invited to clean ziggurats, first as support. Magic unicorn himself studied, improving what turned out better. At the same time, for money, saved from dangerous adventures, Tink bought a cooperative 5-room apartment near the VTUs. His official work was the repair and creation of new models of electric and steam transport.
Generate Backstory based on following information Character Name: Thynemarine Character Race: Tiefling Character Class: Bard Output:
Charismatic; a true performer and an artist. Really intelligent and insightful, but generally considered a layabout even though he has two degrees from University (History and Philosophy) and is welcomed as a guest lecturer whenever he passes through. Adopted into a rich, noble elf family as a baby but has spent most of his adult life willingly skint and nomadic. His lifestyle is one of travel, poverty, and hedonism whenever he gets a chance - this lifestyle he believes is essential to artistic enlightenment. There may be some truth to this, as he is both well-known and acclaimed as a bard and a lutist. He is very street-smart (as a Tiefling in certain parts of the world, you almost have to be), but definitely prefers outwitting or escaping enemies rather than engaging in battle where his talents lack. When the DnD campaign starts, he is on a new continent he has never been to before, and relishes the chance for new inspirations, fresh crowds of admirers, and further avenues to debauchery. If this sounds really familiar, it's because he's a clone of Dandelion from the Witcher series - I'm new to this and still getting used to original character development.
Generate Backstory based on following information Character Name: Tixodabix Cusawum Character Race: Human Character Class: Thief Output:
Me and the One Behind My ghost He is everything I yearn to be He is the shadow of the dreams I dream The one behind, the one before Now the one trapped behind our doors. My ghost Mirrors they do show him time to time I see his image and the life that could be mine The one inside, the one less shown Do you see him, the life he wishes to own? My ghost, my self I am that shadow that lingers and attacks the human that remains inside Wishing to be something, to be someone I am not I am my own evil pelting at my own worth with razor tides Until I am a shadow once again.
Generate Backstory based on following information Character Name: Ilenia Torech Character Race: Elf Character Class: Ranger Output:
Ilenia grew up among a secret colony of elves, when she came of age, she decided to venture into the wider world to learn what she could. She made her way as a dancer, her elven beauty earning her access to private parties of many wealthy citizens. Dancing for such illustrious citizens, she began to hear secrets and gossip, and quickly learned that she could earn extra money selling these things to the right people. One of these people, was a priest of Vecna, seeing the potential in Ilenia, he began to gradually induct her into the cult of Vecna, which she joined wholeheartedly. After several years of working for Vecna, Ilenia returned to her home tribe, where she ritualistically sacrificed her father to the dark god. Quickly found out, she fled the village and has since been traveling the world, searching for secrets and making offerings to the dark god.
Generate Backstory based on following information Character Name: Teriel Gundolphin Character Race: Elf Character Class: Gunslinger/wizard Output:
Grew up in an abandoned dock with only the remaining supplies, of which there were many, to sustain him. Learned magic and how to build guns from the computer systems. Managed to combine the two. At a certain point the dock ran out of food; then he went and lived a life of adventure, soon leading to where he is now.
Generate Backstory based on following information Character Name: Bluegeared Character Race: Mechanatrix Character Class: Artificer Output:
When he was a lad of merely five, bluegeared was kidnapped from his astral home by space pirates. Shanghaied into their service, his only respite was crafting small intricately carved turtles, which would scuttle about doing his menial chores for him. Seeing his natural talent in artifice, the pirates tasked him with producing new peglegs and hook hands, magically enhanced weapons and tools which propelled them to new heights. When he came of age, bluegeared faced off against the pirate captain, slayed him in single combat, and took command of the fortressship, dread omnikaiser.
Generate Backstory based on following information Character Name: Aku Character Race: Demon Character Class: Sorcerer Output:
Long ago in a distant land, I, Aku, the shapeshifting Master of Darkness, unleashed an unspeakable evil! But a foolish Samurai warrior, wielding a magic sword, stepped forth to oppose me. Before the final blow was struck, I tore open a portal in time and flung him into the future, where my evil is law! Now the fool seeks to return to the past, and undo the future that is Aku!
Generate Backstory based on following information Character Name: Thulas Warpweb Character Race: Chitine Character Class: Sorcerer Output:
Thulas was a simple spider furry who wanted more out of life than spinning dope silk walkways in a cave, so he left the Underdark and went on vacation. During this vacation, he discovered that light sucks actually, and so attempted to magically blow a hole in a cliff to use as a sweet secret lair and get some respite from the sun. This endeavor quickly went awry when the spell backfired, sending the wand he was using straight through his head... except instead of dying, he somehow now has a brain full of magic and is EXTREMELY hyped about using it to its greatest potential. AKA weird science. Also he's on a train now.
Generate Backstory based on following information Character Name: Vazri Character Race: Human Character Class: Monk Output:
They were raised in a religious assassin cult (think the House of Black and White from GoT) but became disillusioned when they realized they didn't actually carry out the divine will of the god(s) of justice, they were just paid assassins. So they ran away to become and adventurer and do good deeds. This would have gone a lot better if they had any knowledge at all of the outside world, but luckily they joined a band of plucky adventurers who actually know things like what forks are.
Generate Backstory based on following information Character Name: Esther Mourningwood Character Race: Half-elf Character Class: Cleric Output:
Esther is the youngest daughter in the Mourningwood family, the second highest ranking noble family in Remus. Because she will inherit nothing and lost one of her older sisters to an assassination, she decided to become a cleric of Selune devoted to healing others. She soon becomes wrapped up in being a Crimson Champion, a protector of Remus and the Crimson Isles, after she volunteered once her cleric studies had been completed.
Generate Backstory based on following information Character Name: Brak Character Race: Half orc Character Class: Wizard Output:
Brak the Cursed It is the year 6133. Brak the Cursed was born in the year 6108 to Lorkus, a female Orc Shaman once revered by her tribe for both her visions and for the herbal healing potions she would prepare during times of disease or battle. However, Lorkus fell into disfavor with the tribal elders due to the bizarre circumstances surrounding BrakÕs conception and birth. Shortly before BrakÕs conception, Lorkus began to have visions and dreams of an impending doom that would be visited upon her tribe or perhaps all of Middle Earth. During one of her visions, she was visited by a human glowing in blue light who laid with her. At first she dismissed the event as a mere vision, but then 6 months later she gave birth to a thin Half-Orc baby with strange glyph birthmarks covering his back. Despite all previous service that Lorkus had provided to her tribe, the elders saw LorkusÕ vision, her mysterious pregnancy, and BrakÕs strange birthmarks as bad omens. The baby, they declared, was cursed with what appeared to be Elvish Ruins. Lorkus and her newborn baby were banished from the tribe. For months Lorkus travelled alone through the wilds on the outskirts of both Orc and Human society. She eked out a meager existence that allowed her to nurse Brak, but slowly drained her reserves. One night she was attacked by wolves. While she protected Brak from harm, Lorkus was mortally wounded. With her life force draining and knowing that any Orc will likely make a sacrifice out of Brak, Lorkus carried Brak in the direction of the nearest human settlement. As twilight breaks she found herself on a farm at the outskirts of New Breverik. With luck, the farmer was blind and did not appear to recognize her Orcish nature. The kindly farmer took them both in and he tended to LorkusÕ wounds as best he could, but it was clear from the moment of her arrival that she was on borrowed time. Grateful for his kindness in her final moments, Lorkus confesses her story and her nature to the kindly farmer who promises to care for Brak after her passing. After her passing, the farmer placed LorkusÕ effects aside and buried her on his farmstead. The farmer, Olaf, nursed and raised Brak as his own. At first, the people of New Breverik were disturbed by OlafÕs young ward and many complaints are made before the town council. But the council was unable to discover any precedence to act upon and tells the people of New Breverik that they must honor and respect the decisions that Olaf makes; especially those that are made upon and regarding his farmstead. While the people of New Breverik were never truly accepting of Brak, they eventually accept OlafÕs decision and resign themselves to the fact that Brak will be sharing their valley for the foreseeable future. At the age of 10 Brak is large enough to start running the farm under the management and tutelage of Olaf. Brak works the fields and tries to avoid contact with the humans of the valley and only occasionally goes into New Breverik. In the evenings, Olaf teaches Brak reading, writing, and arithmetic and is pleasantly surprised at BrakÕs ability to quickly learn complex concepts. After BrakÕs arrival the farmstead only retains one regular visitor, Skallagr’m. Skallagr’m is a local herbalist who is fast friends with Olaf and is fascinated with BrakÕs story. While Brak is still a youngster, Skallagr’m discovers that Brak has an amazing gift for preparing herbal remedies, perhaps inherited from his mother. During his visits, Skallagr’m teaches Brak about herbs and their preparation and application. When Brak is a young man of 16 years he witnesses an event of immense cruelty in the town of New Breverik which reminds him that Human culture and Orc culture are not divided by that wide of a gulf. Unn, one of the daughters of the farmer Eirik, is accused of witchcraft, sorcery, and wizardry after she cures a boy's leg which had been crushed under an ox cart. After a perfunctory trial in front of the town elders, and despite the fact that no one was harmed by her magics, she is sentenced to death by fire in the town's center. Olaf Doomhammer, New BreverikÕs high priest to Thor and also a Dwarf, tried to interfere with the town eldersÕ judgment and the building of the pyre; however, the people of New Breverik feared UnnÕs potential magic more than they feared ThorÕs potential wrath. Olaf is held fast while Unn is burned alive. During OlafÕs waning years, Brak comforts him by preparing herbal medicinals and poultices that alleviate OlafÕs chronic pain. In the year 6129 Olaf passes, but not before performing two final acts. First, Olaf passes onto Brak the possessions that Lorkus had left behind when she died on the farmstead years before. Second, Olaf arranges for Skallagr’m to take Brak on as his understudy. Brak buries Olaf on the farmstead and quietly departs for Skallagr’mÕs camp. Skallagr’m lives in an abandoned mining camp in the mountains just south of New Breverik where he roams the rough terrain in search of the herbs, roots, and other ingredients for the herbal treatments that he sells to the citizens of the valley. Brak spends a short time with Skallagrim, but is restless following the death of Olaf. Brak decides that it is time to try and make a connection with his Orcish side and sets off to locate the tribe of his mother. Brak spends a few years in Orcish society, but ultimately determines that he is even more of an outcast there than in New breverik. Both Humans and Orcs shun and ostracize Brak, but at least Human society is filled with a range of viewpoints and philosophies on the world that range from good to evil and from lawful to chaotic; here Brak at least fit on the spectrum. In Orcish society, Brak only witnessed slavish obedience to cruel and evil masters. In 6131 he returns to New Breverik and to Skallagrim. Skallagrim is happy to see Brak return. Shortly after, Skallagr’m takes Brak into his confidence and shows Brak that he, Skallagr’m, is in actuality a Wizard who has retired from adventuring following a tragic encounter with a Landshark that killed his friends and left him as the sole survivor. Since moving in with Skallagr’m, Brak has found it necessary to travel into town more often in order to make purchases for the camp and while delivering the herbal remedies that Skallagrim makes for the people of the valley. Brak has been befriended by a man in town named Fordin. Fordin runs a small business where he employs mule barges and teamsters to ferry goods up and down the river. FordinÕs enterprise is responsible for about 15% of the river traffic in and out of New Breverik and his travels provide him with a greater understanding of the world's diversity and a more open mind regarding BrakÕs Half-Orc nature. Brak begins to learn the ways of magic. Skallagr’mÕs first lesson for Brak is to be very careful with whom he takes into his confidence regarding his studies of the magic arts. He is reminded of the trial and punishment of Unn. Beyond the simple teachings of the magic arts, Skallagr’m shares two more things with Brak; his theory of magic and his compendium of renowned users of magic. Skallagr’mÕs theory of magic is based upon years of study and travel and the review of ancient manuscripts. On occasion, Halfdan Runeaxe, a cleric to Thor, has been of great assistance to Skallagr’m. Halfdan is a Dwarf attached to New BreverikÕs Vigilance Committee and is also a collector of rare and ancient manuscripts. On many occasions he has assisted Skallagr’m with the research and formation of his theory. Skallagr’m is confident that his theory accounts for all the evidence that he has accumulated. Skallagr’mÕs theory is only known by a few magic using friends that he has shared it with, and Skallagr’m admits that not many other users of magic appear to care about the potential sources of their powers. Skallagr’mÕs compendium of users of magic is based mostly upon his review of HalfdanÕs manuscripts. It represents knowledge that he was not initially looking for, but could not ignore or avoid as he was researching his theory of magic. He felt it best to record some short notes regarding each user of magic that he encountered in the ancient scripts. Very recently Brak and Skallagr’m have noticed that BrakÕs dreams occasionally appear to be related to events that occur in the future. Skallagr’m believes that Brak may have inherited these abilities from his mother and has begun to study Brak in his sleep to see if he can determine how and when such predictive dreams are triggered.
Generate Backstory based on following information Character Name: Astrid Character Race: Human Character Class: Paladin Output:
Astrid It is the year 6133. Your first memory is from the year 5783, the end of the Fourth age of Chaos and the beginning of the Fourth Age of Mankind. You were discovered wandering the wooded hills in the southern reaches of Middle Earth by a patrol of humans; though you have a vague sense that you had been wandering in a daze through the greater region for weeks if not months. The humans surprised you while you were feeding on a recent catch and they would later relate to you that you were feral in appearance and action and that it took the entire party to subdue you. The humans took you back to their commune, a settlement of several hundred humans hidden in the middle of the Hyborean Bog. According to stories, songs, and lore of the commune, it had been founded near the beginning of the Fourth Age of Chaos by several local farming communities that had been overrun by Orcs, Goblins and more. At first they were excited to see another Human as their commune had not seen outsiders in approximately 25 years. Their patrols had been encountering fewer and fewer Orcs, Goblins and the like and the discovery of a Human seemed like a good omen. However, their initial excitement waned when they discovered you were not Human and turned to disappointment and suspicion when they discovered they could also not classify you as Elf or Half-Elf. Despite their disappointment, the commune nursed you back to health. Over the course of a few weeks your senses were gradually restored and your feral nature became recessive. The commune was organized along traditional male and female roles which didnÕt sit right with you, but it seemed to be a voluntary arrangement by both sexes so you swallowed what felt to you like an injustice in order to keep the peace. Restless, eager to find clues to your past, and desiring to prove your worth; you volunteered for every patrol as soon as your mental and physical health were restored. While the patrols did not lead you to any clues regarding your past, you did prove your worth to the commune and allayed most of their suspicions. Month after month you patrolled and each month the patrols extended out further and further before they encountered signs of Orcs and Goblins. In the year 6134, following months of patrols without a single encounter, the men of the commune voted and determined that it was time to leave the bog and resettle the fertile farm valleys to the north. You helped the commune organize, move, and found a farming community which they named Everdale. Shortly after founding Everdale, the Human patrols encountered a community of Hobbits and regular trade commenced. With trade, the Humans had their first taste of beer, a luxury they went without in the bog, in nearly 2000 years. The men quickly determined that the women of the community should not be allowed to drink and just when you were about to approach the town elders to voice your concerns, you came across a man who was beating his wife in the streets. It seems that he had been drunk the night before and had returned to his home where he demanded his wife honor her matrimonial obligations despite her protestations. The next morning the husband was appalled to discover that his wife had entered her cycle. It was forbidden in the community for women to share a bed with their husbands when they were menstruating. The husband dragged his wife from the bed by her hair and was beating her in the streets as he continued to drag her to the town elders for judgment. You interceded and beat the man into unconsciousness and then, in a moment of inspiration, you cut off his left nipple. The town elders arrived too late to stop you, but just in time to witness the nipplotomy. They dragged chairs into the street and with the townspeople gathering around they proceeded to immediately judge the matter. It did not take them long to judge that your actions required punishment. Owing to the considerable service that you had provided the community over the previous year, the elders decided that your punishment would be lightened. Your punishment would be to have both right and left nipples removed followed by a period of indentured servitude to the man that you had assaulted. You glared back at the elders and at the townspeople. You gave a stirring speech regarding the inequities within the community that you had witnessed. At the end of the speech you stated that you did not accept the council's decree and instead declared your own judgment upon the community. You declared that you would be the unseen protector of all women within the community from now until the end of time and that you would return to pass judgment on any man who so openly abused the women of the community. With your closing words you threw the still bloody nipple onto the ground at the feet of the town elders. The townspeople and elders looked around nervously. With their eyes they pleaded with the fighting aged men of the community to do something with this woman who defied them. But all of the fighting aged men of the community were they same men that you had patrolled with endlessly over the last year and it turns out they were more loyal to you than they were to the town elders. You pushed your way through the crowd of townspeople, gathered your meager belongings, and left the town. For a month you camped far from town and avoided all of the patrols. At the end of the month you returned to town in the middle of the night. You selected the home of one of the men from the village who was known for treating his wife and daughters poorly. You snuck into his home, gagged him, and cut off his left nipple. Not having been in town for the last month you did not know if he had abused his wife or daughters, but you knew it would be reasonable that everyone in town would believe that he had. You knew this act would create terror in the minds of the men in town who would believe that you truly must be watching over the town and exacting vengeance as you saw fit. Despite the fact that you no longer remembered your past, these actions felt right to you. Moreover, in recent months prior to the altercation in the streets, you had become aware of a spiritual presence in your life that not only guided you, but aided you with the supplement of some simple cantrips and other abilities. The exact nature and identity of your deity remained as much of a mystery to you as your memories, but it is clear to you that your relationship with this higher power was longstanding. Though your curiosity remains intact, you have also decided to give into your instincts which guide you through your daily devotions. Your instincts provide you with something else. While you cannot remember into your past, you possess an inward sense of foreboding regarding who you are, what you are, and your fate to come. After leaving Everdale you decide it is time to search Middle Earth for the clues that will connect you with your past and your destiny. During your extensive travels you appear to have the unconscious habit of encountering groups who are obsessed with prophesies. These groups are generally very isolated and are cultist in nature; regarding the prophecy itself as a thing to worship. The Taarakian Promise, PhilmoreÕs Prophecy, The Quaranian Codices, The Prophesies of Eiselfane are just a few of the bizarre prophesies that you have encountered. The Taarakian Promise was a fanatically held belief by a small city in the mountains that their city was protected by a single warrior called The Taarakian. You never saw any evidence of this warrior, but the city did appear to have survived the preceding Age of Chaos unscathed so perhaps there was something to it. PhilmoreÕs Prophecy was kept by a small band of humans hidden away in a mountain valley who believed that a Savior would one day return to Òundo what had been doneÓ. A blind sculptor was at work carving The Savior into stone on the side of a mountain, presumably by divine inspiration. It did not yet possess any recognizable features when you last saw it several hundred years ago as most of the work accomplished by that time was clearing the surrounding land and preparing the rock surface. They people of the valley believed they were cursed and that The Savior would lift the curse from the valley. Many strange events occurred while you visited the valley and you did not doubt that there appeared to be some curse upon these people. However, you did not see how you could help them and eventually you wished them luck and travelled out of the valley. The Quaranian Codices dealt with a series of manuscripts that described how The Lost God would either be freed from her underground prison, or would have her soul destroyed forever depending upon the exact sequencing of events during a prescribed ritual. The Quaranian Codices also described where the Lost God would be found. Humans and Gnomes worked side by side exploring a vast network of underground caverns in search of the Lost God and you spent many weeks in those caverns as well assisting them before you determined that it was time to move on. The Prophecies of Eiselfane are a series of seemingly unrelated and bizarre rantings of an insane Beholder who the men of Trillingham discovered and captured in the forests near their village. Completely overcome by insanity, the Beholder was incapable of mounting any resistance and was easily captured by the humans who brought it back to Trillingham as a totem or as Òcounting coupÓ. Eventually the villagers began to believe that the Beholder which they had named Eiselfane possessed prophetic powers and began to record his bizarre rantings. These recollections are merely the most interesting of encounters with prophesy mad Demihumans as you recall encountering many more than described above. You never stayed in these communities long and it is difficult to recall specific details regarding the many groups and prophecies you encountered. Throughout the hundreds of years that you have travelled Middle Earth you have found scant clues to your past. Your only lead seems to be that your identity is occasionally mistaken for a man who shares similar features and temperament to yours. His trail has led you to a small town in the north called New Breverik. This man has not been seen in New Breverik, but the trail of sightings that you have followed indicate that he may be in this region. You have decided to base yourself out of New Breverik while you wait for word from the many contacts you have developed in surrounding communities. While waiting to hear word, you have had some friendly banter with a group of budding adventurers who have gathered in New Breverik. You have always had trouble relating to normal humans and other demihumans who do not possess the mentality of a fighter. You find that there is a certain purity and purpose in patrolling uncivilized lands, meeting the monstrous, passing judgment, and delivering justice all in one short episode and that only fellow fighters can truly understand this purity and purpose. One other curious detail likely connects you to your past. From 33 June through 3 July each year and when bathed in the full moon as always appears on those dates, you can make out the faint traces of a strange symbol that appears on the palm of your dominant hand. While you are an open book about much of the past that you remember, something tells you that this symbol is deeply personal and private. You have not shared its existence with anyone.
Generate Backstory based on following information Character Name: Torvald Character Race: Dwarf Character Class: Cleric Output:
Torvald Son of Tormond son of Tharmond, of the Doomhammer clan, from the citadel of Hammerheim, known as Torvald Doomhammer in the lands of Men. Personality: Torvald is young and optimistic, and convinced that with ThorÕs might, all things are possible. He loves books and learning, and thinks people who donÕt read are probably idiots. HeÕs a child of wealth, ignorant of his privilege, which makes him Background: ScholarÕs Apprentice As the apprentice and assistant of a dedicated scholar, Torvald has spent years painstakingly copying ancient manuscripts and translating tales written in dead languages, sorting out forgeries from real antiques, and piecing together stories by weaving together disparate fragments found across many documents. He is at home in a library, surrounded by books. He loves learning new things and sharing what he learns, and has a knack for remembering odd bits of information. Sometimes itÕs even useful. Skill proficiencies: History, Investigation Feature: Possibly Relevant Information Torvald has read many, many books. ThereÕs a very good chance that heÕs run across something like whatever heÕs dealing with in one of them. It might even be true! Backstory As a child, Torvald intended to follow in his fatherÕs footsteps as a brewmaster, but found his calling in the worship of Thor as a warrior priest. For the past 15 years, Torvald has served Halfdan son of Hallbjorn son of Halvor, of the Runeaxe clan, a senior cleric of Thor, first as an apprentice and then as an assistant. Halfdan is an exacting master, but Torvald has thrived under his tutelage, learning to fight and to work through ThorÕs grace in the casting of spells. TorvaldÕs master, Halfdan Runeaxe Halfdan was known in his younger days as a skilled warrior and cleric. As he has aged, he has become obsessed with the collection and study of writings from past ages. At times he seems possessed going days ignoring all things but his various collections of writings; reading, compiling notes, and dispatching letters across all of Middle Earth in search of more. He is regarded highly for his knowledge and is often sought out for his expertise in ancient scripts and the information they contain. Two years ago, Halfdan was asked to represent Hammerheim on New BreverikÕs Vigilance Committee, the counterpart to HammerheimÕs War Council, a position of great honor and prestige. Together, the Vigilance Committee and the War Council oversee the defense and peacekeeping efforts throughout the valley, organizing patrols, staffing and maintaining defensive works and sentry posts. Halfdan has taken up residence in New Breverik in a small but sturdily constructed and comfortable house in the NobleÕs Quarter of New Breverik, near to the Temple of Thor, where he and Torvald assist in services with the high priest, Olaf Doomhammer, a second cousin (once removed) of Torvald. Hammerheim It is the year 6133. Torvald was born in the year 6078 in the glorious Dwarven citadel of Hammerheim. He is of the Doomhammer clan, which has ruled Hammerheim since its founding by Bartel Doomhammer in 2276 CR during the Third Age of Chaos, almost 4000 years ago. The sappers and warriors of Hammerheim played a key role in Third Ragnarok, tunneling underneath the Goblin fortress of Urthag and rising from its depths to slay the Underking Gothmog and deprive Sauron of key allies. In the Fourth Age of Men, Hammerheim gained fame for its fine beers, due in part to the citadelÕs long relationship with the Humans of Breverik, who supplied hops and barley. Today, in addition to the Doomhammer clan, Hammerheim is home to the Runeaxe, Stonebreaker, Steeldriver, Deepminer and Goblinslayer clans. Dwarves of the Stonebreaker, Steeldriver and Deepminer clans are most often builders, smiths and miners, while the Runeaxe and Goblinslayer clans provide warriors. During the Fourth Age of Chaos, with the valley overrun by monsters and fiends, the Humans of Breverik were encircled with no chance for escape or retreat and faced certain death. The Dwarves of Hammerheim worked quickly to save the Humans, carving tunnels from their citadel underneath the town. Then the Dwarves marched from Hammerheim toward the western flank of the forces of chaos, creating a diversion which allowed the Humans of Breverik to escape into the tunnels and to the citadel. The Humans of Breverik spent the entire Fourth Age of Chaos in Hammerheim. At first the Humans were regarded by many Dwarves as interlopers and freeloaders; however, the Humans proved to be capable fighters and loyal allies and soon won over the stony hearts of their dwarven hosts. After nearly 2000 years of shared isolation within the citadel, there was not a single element of dwarf and human culture that was not shared. They spoke each otherÕs languages, shared gods and values, and took each other as apprentices to train in artisanship. New Breverik In the year 5785, with the dawning of the Fourth Age of Man, many Humans and quite a few Dwarves left Hammerheim to return to the valley, founding New Breverik just across the river from the ruins of Breverik. The Heimers and the Brekkers, as the two groups call one another, are close, and while they are fond of teasing each other regarding their cultural idiosyncrasies, they quickly unite against outsiders who show disrespect for either culture. As a sign of continuing gratitude, the Humans of New Breverik throw a feast after the fall harvest each year for the Dwarves of Hammerheim. At the third annual feast, the Dwarves reciprocated by bringing gifts from their artisans for the New Breverik Humans. It is an annual event that both Humans and Dwarves look forward to and has become known as Thanksgiving. Today, as in the past, the Humans in the valley provide two valuable services for the Dwarven citadel. New BreverikÕs position on the river makes it an excellent trading post, where the wares created by Dwarven artisans are shipped and sold throughout the surrounding lands. In addition, the city and the fertile farms of the valley provide a steady source of food, including the golden hops and barley that make HammerheimÕs famous beers so well-regarded.
Generate Backstory based on following information Character Name: Anlyth Character Race: Elf Character Class: Ranger Output:
Anlyth (Vaniion) It is the year 6133. Vaniion was born in the year 6101 in the royal halls of the Silvan Kingdom of Mirkwood. Vaniion is a direct descendant of Oropher, Thranduil, and Legolas. The wood elves of Mirkwood are held in high regard throughout Middle Earth for their role in defeating Sauron at the end of the Third Age of Mankind. Vaniion is the son of the Silvan King, Belwarthien, and Queen, Siohnen. The Queen passed in the year 6128. The Funeral was well attended by all the leadership of Middle Earth. While she was a beloved Queen, it did not stifle the closely held rumors among those nearest the crown who whispered that Belwarthien was not the father of Vaniion. Discrete and noble, the Elves of Mirkwood never discussed their suspicions in the direct presence of Vaniion, yet he is aware of the rumors. Vaniion has one older brother and a younger brother and sister. The older brother disappeared under mysterious circumstances. The younger siblings are twins. Lyestan is the eldest of the four siblings. Born in the year 6097 He went missing from the kingdom in the year 6105 with his Akh Mathor. An Akh Mathor is an Elf that is assigned to both protect and guide children of royal birth until they reach an appropriate age, generally considered around 50. The Silvan Elves searched Mirkwood for close to 2 years without uncovering a single clue regarding LyestanÕs fate, which seemed as odd to the King and Queen as his disappearance. Both the King and the Queen, despite the mysteriousness of LyestanÕs disappearance, have never given up hope that he will one day return. At every meal a place setting is set in wait of LyestanÕs return. While Vaniion does not have many memories of his older brother, the ones he retains are strong. In these memories Vaniion remembers Lyestan as a loving older brother who included Vaniion on all of his childhood adventures. Vaniion was heartbroken when his brother disappeared. Lierin is VaniionÕs younger sister and his favorite sibling. Bercareth is her twin brother. As twins they are very close to one another and do everything as a team. Lierin and Bercareth were born in the year 6115. Lierin is arranged to be married to the heir apparent of the Lothl—rien Kingdom in the year 6215 after they both have achieved an appropriate age and the opportunity to know each other. Lierin finds the Lothl—rien Elves a bit vain and proud and she has not yet noted any endearing qualities in her betrothed, but she admits that she is young and that there is time. She will depart Mirkwood in 6135 to spend a few decades with the Lothl—rien Elves. Both the Lothl—rien and Mirkwood Elves are looking forward to the wedding and the promise for better relations between the two Kingdoms that it portends. Bercareth admits that he will be devastated when Lierin leaves the Kingdom. Yaladasnin is VaniionÕs Akh Mathor and has been his constant companion since birth. Yaladasnin has been present for every major event in VaniionÕs life. Yaladasnin taught Vaniion his first letters and how to wield his first sword and fire his first arrow. There is an intrinsic trust between the two. At the age of 22, Vaniion was placed in charge of one of the kingdomÕs patrols. Vaniion loved patrolling Mirkwood and the surrounding lands and mountains. He was a natural leader and his men and women of his patrol loved him. In the year 6130, Belwarthien left the Kingdom of Mirkwood for Valinor in search of clues related to The MercenaryÕs Creed, a prophesy that he had become obsessed with. In VaniionÕs youth his teachers and his Akh Mathor taught him many prophesies. The Pylotic Prophesy, The Mrin Codex, The MercenaryÕs Creed, and the Prophesy of the Lost Gods are just a few that he learned. Belwarthien always stressed the importance of knowing prophesy and Vaniion knows many older Elves who regard certain prophecies very highly so it was not a complete shock to you when your father decided to depart on a journey in search of prophetic meaning. Vaniion remembers bits and pieces of prophecy, but put most of that learning behind him after he started patrolling. Vaniion knows that only the rich and royalty spend any serious time studying prophecies. With only 32 years of experience behind him, Vaniion was placed in charge of the kingdom with his Akh Mathor assigned as ghost regent. Running the kingdom was never VaniionÕs aspiration and he did not enjoy it. He was much more at home searching the Mirkwood or the neighboring mountains or plains. After two years of enduring the privation and misfortune associated with ruling, and secretly plagued by thoughts that his rule might be considered illegitimate, Vaniion gathered his younger siblings and told them he was leaving the kingdom. Lierin and Bercareth argued that this was not allowed as Lierin had obligations to Lothl—rien and Bercareth was considered too young, even with his Akh Mathor as ghost regent, to rule the Kingdom. Vaniion, they argued, could not avoid his responsibilities. Young and impulsive, Vaniion in company with his Akh Mathor left the Kingdom in secret shortly thereafter. Knowing that his siblings will search for him and that they will send word throughout the known kingdoms, Vaniion dropped his family name and travels under the name of Anlyth. Vaniion avoids discussing his past. Yaladasnin although not completely behind VaniionÕs decision to leave the kingdom, cannot act in any other fashion than to support VaniionÕs chosen path and he has taken the name of Ayas while living outside the kingdom. After a year of constant travel Vaniion (Anlyth) finds himself on the outskirts of civilization in the town of New Breverik. He and Yaladasnin (Ayas) decide that a short rest is in order before moving onward.
Generate Backstory based on following information Character Name: Lars Character Race: Elf Character Class: Rogue Output:
Lars Greentree It is the year 6133. Lars Greentree was born in the year 6095 to Elgalin Greentree and Theran Greentree. Elgalin, your mother was a Half-Elf and Theran, your father was an Elf. Both Mom and Dad were distantly related to the Wood Elves of Mirkwood, but are descended from a long line of adventurers who left the Kingdom of Mirkwood early on during the Fourth Age of Chaos. Both Elgalin and Theran were children born near the transition between the Fourth age of Chaos and the Fourth Age of Mankind and were more comfortable living a life of uncertainty that was common during the time of their births than they were in the confines of civilization. Elgalin and Theran, in keeping with their recent ancestry, were adventurers in a small but modestly successful adventuring party. In the year 6105, Elgalin and Theran Greentree departed with an adventuring group to the ruins of Imrryr, once known as The Dreaming City. It was a campaign that had been years in the planning as the dangers of Dragon Isle were well documented. While the risks were high, the rewards promised to be equally so; the adventuring party had been to the outskirts of Dragon Isle several times and had never been disappointed. The adventuring party never returned. While he has fond memories of both parents, Lars remembers his mother the best as she was sometimes left behind while his father adventured to support the family. Elgalin was a caring mother and a good teacher. In their home on the outskirts of the port city of Bergen she taught him the languages of the Dwarves, Gnomes, and Halflings which she learned in her youth along with the language of Orcs and the peculiar dialect of the Drow which she learned during her adventuring years. She was also fond of regaling Lars with tales of adventuring. On the eve of their departure for the ruins of Imrryr, Elgalin and Theran travelled into Bergen and left Lars with Svavar Gardarson, a human and distant cousin on ElgalinÕs side of the family. Svavar was more than just a distant relation, he was also a close family friend who had helped Elgalin and Theran on numerous occasions. LarsÕ last memory of his mother was her attaching an amulet around his neck and making him promise that he would never remove it. Elgalin claimed that it was magical and would help protect him while she and Theran were away. She warned him that the amulet would now be specially linked with Lars, but that the link would be broken and itÕs magic would fail if the amulet was ever removed. Lars has never removed the amulet. At times Lars wonders if his mother had kept the amulet for herself then maybe she would have survived. At first, Svavar acted as LarsÕs protector and continued his education and raised him as he felt that Elgalin and Theran would have desired. However, as the years wore on and it became apparent that Elgalin and Theran would never return, Svavar began to treat Lars as his own son and raised him in that fashion. It was not long thereafter that Svavar took Lars into his confidence and showed him a whole new world. Svavar is the head of a vast network of thieves and assassins throughout all of Middle Earth called ÒThe OrganizationÓ. Not every thief and assassin in Middle Earth belongs to the organization, but many do. Those that do not belong to The Organization typically deal in small petty crime and are seldom organized in anything larger than a street gang. Thieves and assassins who aspire to greater crimes or who become organized at a higher level are generally approached by The Organization and made an offer that they cannot refuse. The Organization exists on two levels. The outer ring is a network of smuggling, extortion, and similar higher level crimes which require a level of sophistication and organization beyond that of a mere street gang. Those that belong to the outer ring work on the shadowy fringes of society and, while the existence of The Organization is difficult to conceal in entirety, they nevertheless go through great pains to eliminate all evidence that points definitively to its existence. Thieves and assassins take blood oaths and frequently risk themselves personally in order to maintain the secrets of The Organization. Despite these efforts and despite the lack of any direct evidence to its existence, rumors of The Organization and its alleged activities are common throughout Middle Earth. The inner ring of The Organization is a group within the group. The inner ring does not deal in the affairs of organized crime for profit. The work of the inner ring is that of statecraft; corrupting bureaucracies, stealing state secrets, blackmail and extortion at the state level, kidnappings of high officials, and assassinations of those who are supposed to be impossible to assassinate. The inner ring works to obtain political power and leverage in order to advance the interests of The Organization. While operatives in the outer ring sometimes act unknowingly to carry out the interests of the inner ring, only those thieves and assassins that are part of the inner ring know of its existence. Svavar runs a legitimate shipping company in Bergen which allows him to launder money and also provides him the necessary excuses when he finds it necessary to travel on behalf of The Organization. Most of his employees have no idea that they are working as part of a front for The Organization. At the same time that Svavar was apprenticing Lars through The Organization, he was also apprenticing Lars through his legitimate shipping company in order to provide Lars with an adequate cover for his travels and entanglements. Lars has worked as a longshoreman, foreman, dock supervisor, and warehouse manager. While the initial years when the exact nature of their relationship was being forged were difficult for both Lars and Svavar, Svavar has proven to be a worthy adoptive father to Lars and it is plain to both those inside and outside The Organization that he cares for Lars deeply. Svavar his striven to provide Lars with every advantage. Svavar was widowed before taking Lars in and has never bothered to remarry. Without any other children to his name and fast approaching the age of 80, he has made it clear to both the outer and inner rings that Lars will be his successor. Lars, for his part, is well respected both within and without The Organization for his shrewdness and is seen as a worthy heir to both the legitimate and illegitimate dealings of his adopted father. Svavar does not see his activities as strictly criminal. He understands that often times the activities that he is involved in are against the local laws or customs, but he is worldly enough to understand that the laws of mankind are often short sighted or poorly constructed and can vary greatly from region to region. Svavar sees himself as an entrepreneur who is capitalizing on events and situations that would be capitalized upon by others if it were not for the simple fact that he was the first to act upon the opportunity. Through his lens, Svavar neither sees his actions as good or as evil, he sees them simply as necessary. Based upon this viewpoint, Svavar has a rather utilitarian philosophy to his organizationÕs activities. Svavar does not act out of malice and is not willing to commit acts that will do great harm to others if they will only provide some limited good to The Organization. He prefers what are generally considered as victimless crimes, although he is not opposed to doing harm to others when the amount of harm inflicted is considered small and the amount of gain that The Organization will receive is large. As Svavar has aged he has become more and more obsessed with a prophecy that was delivered to a distant ancestor and head of The Organization. Lars never bothered much with prophecies as he was too concerned with the important business of the here and now to worry over such insubstantialities as prophecies suggest. However, Lars could not fully avoid SvavarÕs obsession and was at least aware that this particular prophecy was delivered by the Oracle of Pylos and that it described a time and circumstance when the ÒKingdom within KingdomsÓ would rule and guide Middle Earth through an age of chaos. The Pylotic Prophecy is considered private family business and Lars is unaware of anyone beyond Svarvar who may have knowledge of its existence. Svavar has confided in Lars that he believes that events are on the rise that will provide greater illumination regarding the Pylotic Prophecy and has directed Lars to proceed to the town of Breverik where you are to make contact with Fordin, an operative in the outer ring who acts as The Organization's eyes and ears in that region. While Fordin is ignorant of the inner ring and the Pylotic Prophesy, he has delivered reports to Svavar that lead Svavar to believe that events are occurring in that region that were foretold in the prophecy. Svavar believes these events are connected to the Temple of Thor and has directed Lars, his most trusted operative, to proceed to Breverik and to do his best to monitor the region and the temple along with Fordin. Just prior to LarsÕ departure, Svavar was a bit emotional regarding Lars leaving. In an exceptionally warm and tender moment while Svavar was personally outfitting Lars for his journey, Svavar shared with him the following sentiment. ÒIn the past I have shielded you from certain truths regarding my past. It is unlikely as you go out into the world that I will be able to continue to shield you from these truths. I would share these truths with you now if I knew a path to do so. But I do not. Please know, Lars, that whatever you may learn about me regarding my past that it changes nothing with respect to us. I have and will always love you like a son.Ó Lars thought this was an odd thing for Svavar to say as there was nothing imaginable to Lars that would change the way he feels toward his adopted father. Lars chalked it up to simple nerves and provided Svavar the typical reassurances that such a situation would warrant. Lars backstory for the good people of Breverik is that he has a desire to follow in the footsteps of his late mother and father and to try his skills at adventuring.
Generate Backstory based on following information Character Name: Devona Ashlander Character Race: Tiefling Character Class: Bard Output:
Devona and her twin sister Senra are the last daughters of the noble Ashlander house. Their family's shipping fleet once boasted a hundred ships who made berth in the harbors of the capital when they weren't transporting goods between the nation's many islands. The wealth they earned from this business bought the Ashlanders nobility and renown, and for generations they wanted for nothing. Over time, however, as the political climate of the islands grew more severe, their business began to wane. The Ashlanders refused to employ slave labor or slash the modest wages of their crews. Inevitably, other traders unconcerned with taking on such practices made much greater profits, and attracted the patronage of those who shared their views on how the common people should be treated. By the time Devona and Senra were born, the nobility of their blood existed in name alone. The sisters spent many of their childhood hours playing within the vacant, cobwebbed corridors of the once opulent Ashlander manor. Day by day, the borders within which they were allowed to roam grew ever smaller as more rooms and halls crumbled into dangerous disrepair. Eventually, the abandoned wings of the house grew too unsafe to continue exploring, and the sisters grew old enough to adopt more intricate hobbies - Devona taking up violin, which her sister accompanied with dancing. The two remained one another's sole source of companionship... at least until the day that Senra's acrobatic skills caught the interest of a wealthy benefactor from outside the Capital, who offered to enroll her in a private academy where she could further hone the art of her performance free of charge. The last time the twins saw eachother they were eight years old. Devona would have been lying to say that she wasn't somewhat jealous - why were Senra's talents so much more impressive than her own? - but mostly she just missed her sister. She spent much of the lonely years that followed perfecting her musical abilities and listening to her grandparents' stories. The tales they told were of Ashlander manor during its days of glittering grandeur... of Mol'Darin before tyranny spoiled it... of their own youths spent out on the sea. Three weeks after the marking of Devona's thirteenth year her grandmother succumbed to a wasting illness she'd been battling with for some time. Four months later, her brokenhearted grandfather followed her to the grave... and before the years' close, the letter arrived - a terrible accident, no body to bury, Senra - dead. A part of Devona never believed it - a twin just knew... but her parents put little stock in that superstition. They mourned, they interred an empty casket in the family mausoleum next to those of their own parents, and the manorhouse grew silent. But Devona had been inspired - both by the glimpses her grandparents' tales had given her to the life of splendor their family once enjoyed - and the power which the very words they'd spoken held... and by the mysterious fate of her twin sister. Devona realized she didn't even know where the school Senra had been taken to was located... but she knew she would not find out - or find Senra - if she merely idled in their wasting mansion. It took little effort for Devona to convince her parents to allow her to accompany them on their voyages at sea. Though her parents doubted their business would last to see their child take command of it, they were still eager to keep their daughter close by. Initially Devona merely observed while they bartered and traded, but she was always eager to deepen her involvement, and soon proved to possess a natural charm and way with words. She picked up the skills of shiphandling quickly, and used her free time during the long voyages to continue to practice her music, and, on occasion, entertain and inspire the crew with the same stories she'd grown up with. Over the next seven years she made no progress toward the goal of discovering her sister's whereabouts, especially given that her attempts to seek information about this mysterious school and the man who ran it had to be done in secrecy so as not to upset her parents. Instead, she made many friends among the sailors who'd remained loyal to her family. She learned their songs, and acquainted herself with the ways of the common people from which she'd lived most her life in seperation. It was during this period that she met and grew close to fellow Tiefling and captain in the Ashlanders' fleet Fatua Chaylum, coming to view her as a role model to look up to, and even a surrogate family member, especially after the loss of so many others. When Devona was 20, the ship she and her parents were sailing on went down in a storm. She washed up on a small island nearby, but there was no sign of her parents, the ship, or its crew. It took her some time to recover from the incident, and longer still to make her way back to the capital. When she arrived, she found that her home and her family's belongings had been seized by the nobles who had once been her neighbors. Devona was furious and desperate to take back what was hers, but Fatua intervened. Now that there were no Ashlanders left to ask questions, she was sure that Devona's claim on the property would prove no great obstacle to anyone currently helping themselves to her birthright. With Fatua, and a handful of other sailors behind her, Devona boarded her family's private vessel - The Midnight Star, a small pleasure craft unsuitable for carrying full shipments of goods - and sailed it out of its hidden mooring beneath Ashlander manor under cover of darkness. Watching the lights of the great city sink into the sea behind, she vowed to restore her familyÕs wealth and honor by whatever means necessary. Devona spent the next several years freelancing, taking any job that paid enough to profit - chauffeuring diplomats between cities, working as a courier for smaller loads of goods, even smuggling, and 'intercepting' other shipments if contracted to do so at a high enough price. Not wanting to tarnish her family's name with the more sordid affairs she engaged in, Devona continued all further oceanborn adventuring under the alias of 'Captain Ash', though in situations where a different approach would be more advantageous, she sheds this persona and presents herself as the mild-mannered 'Lady Devona' instead. She still searches for her sister... but with nearly two decades gone since last they met, her hope is running thin.
Generate Backstory based on following information Character Name: Wakachaka Character Race: Goblin Character Class: Monk Output:
Wakachaka's story begins with her swarm as they were raiding a country town - a normal activity for them to do on slow Sunday nights. After slaying the last peasant, they retired to the local tavern to revel in their looting. As the celebration wore on, Wakachaka got up on a table and started taking bets on how much ale she could drink and still remain standing. ?Wakachaka doesn't remember whether she won any bets, but she assumes that she did not... She awoke the next day (maybe?) under a collapsed bed in a back room. It was a trick getting out, and once she did she found the tavern, and the whole town, abandoned. Apparently, buried under shards of wood and chunky blankets, the swarm had given up trying to find her, left her behind, and moved on... or perhaps they'd just been too hung over to realize she was even missing. ?Having never been very good with directions, rather than try to find her way back, Wakachaka decided to make this town her new home. It certainly smelled better than the old den anyway, at least once she got done burning the bodies. The pantries were well-stocked and the tavern was still full of ale, and for two weeks Wakachaka lived in greater luxury than most gerblins ever know... until the visitors came... ?Luckily, it was an openminded band of adventurers (or at least not especially intelligent ones) who first arrived at her door. They thought nothing of the empty town, the wrecked tavern, or the fact that it had a gerblin for a barkeep. Wakachaka, dumbfounded by their sudden arrival, was halfway through pondering how best to slit their throats and take their coin when they just... gave it to her... in exchange for rooms and drinks. ?The next day the adventurers moved on... but they were back within the week, spending freely from the spoils of their expedition. In fact, they were so charmed by Wakachaka's somewhat vicious brand of hospitality that they promised to make her tavern a regular stop in their travels. By their next arrival Wakachaka had even managed to sweep up a bit. ?This continued for a time, and before long other travelers began to filter in, brought by chance or by word of mouth from others who had sung her praises. Before she knew it, Wakachaka had a bustling business - which she named The Broken Bunk after the intoxicated accident that had ultimately led to her inheriting it. Even the empty village surrounding it was starting to attract new settlers to its conveniently vacant housing. Evidently assuming that she was the landlord, farmers and merchants started buying the land from Wakachaka and making themselves at home. ?By this time, however, the ale supply was running dangerously low... but Wakachaka wasn't worried. Down in the caverns of her old den she'd been quite the accomplished poisonmaker, and she was certain she could apply those same skills to brewing. ?It took... a few attempts... and a few houses winding up mysteriously empty again when her patrons sampled from those early failed batches, but Wakachaka eventually found a method that worked, and the ale flowed freely from her tavern once more. For years to follow, Wakachaka diligently perfected her craft and expanded her menu. Her brews won awards and even gained her membership in the kingdom's renowned brewer's guild. Wakachaka became so elated with her string of successes that she began celebrating them with the same raucous fervor that she had the original raid on the town. ?After one incident during which she all but emptied her whole stock herself, Wakachaka fell into an drunken stupor so deep that she slept three straight days, and during that extended unconsciousness, she received a revelation... Wakachaka woke up to find she'd been bestowed secret knowledge and power straight from the drink itself. The next day, without a word of warning to her customers, her employees, or her many taxpayers, she packed away her brewing equipment, emptied the remaining kegs in her storeroom, locked up the Broken Bunk, and disappeared. ?Since then, Wakachaka has lived on the road, taking up a life of adventure like those first guests to come to her humble inn. She wanders the world in pursuit of a most profound quest - to assemble the perfect combination of ingredients needed to brew a beverage of the most sublime taste and highest potency... at which point, for her noble efforts, Wakachaka believes she will ascend to achieve a higher state of being. Along the way she intends to seek out and sample all manner of alchohols of exotic origin to help further hone her palatte for this monumental task.
Generate Backstory based on following information Character Name: Cedric Singed Hellbrish Character Race: Tiefling Character Class: Bard Output:
Child turned street urchin after family home was destroyed by racist cult. Street urchin turned Bard by act of kindness.
Generate Backstory based on following information Character Name: Rorric Vonpel Character Race: Dwarf Character Class: Barbarian Output:
Fishing village home was attached my merpeople, family was killed. Rescued by merchant ship captain, and lived as a sailor for 30+ years. Captain was replaced by a villain, so I left the ship.
Generate Backstory based on following information Character Name: Viet Hlin Character Race: Human Character Class: Wizard Output:
Born in the city of Amthydor, Veit Hlin, a 4 feet 6 inch tall human wizard has aspirations to become the greatest wizard in all of Raia. He trains hard and has a natural intelligence of 26. After he becomes the most powerful wizard, he plans to conquer Pyyroth, the mageocracy rival to his home of Amthydor. If he succeeds at that, he wants to begin killing all of the demigod and absorbing their divine power. Eventually, he wants to destroy the entire pantheon and become the one, true god of everything.
Generate Backstory based on following information Character Name: garmisch partenkirchen Character Race: Half-orc Character Class: Fighter Output:
Raised as a fairy slave until he escaped captivity .
Generate Backstory based on following information Character Name: Rowanbee Catkinglow Character Race: Gnome Character Class: Druid Output:
Entire village was killed by kobolds. She was raised by wolves. She can shapeshift. She is weird abound "civilized" types.
Generate Backstory based on following information Character Name: Amaranthe Character Race: Human Character Class: Swashbuckler Output:
Amaranthe was born into a noble family. Her land was invaded by a great empire, and lost the war. She led a resistance movement against it, defending the true heir until at least she was captured and sent to Exile. Exile was a strange pocket dimension full of mysteries and danger, and the remains of a great evil that was trying to re-enter the world.
Generate Backstory based on following information Character Name: Pteron Character Race: Human Character Class: Monk/spy Output:
Pteron's family were killed in a random act of wild sorcery. He was placed with the monastery afterward. Upon leaving the monastery after it was destroyed in an battle between 2 kingdoms, Pteron was left alone. He met with a group of others and began exploring the kingdom. He rose through the monastic ranks until his order's line died out. He began spying for various kingdoms in an attempt to root out the evils in the world and bring chaos under control.
Generate Backstory based on following information Character Name: Rapscallion Character Race: Half-elf Character Class: Rogue Output:
Sort of a Huckster type, smooth talking half-elf rogue who goes by Cal (short for Rapscallion). Slave of house Arvu, probably originally from some rural tribe or another that one of the merchant caravans happened across. I'm thinking Grandwater took him, and then sold him off to Arvu when they got back to Khemi. Probably one of his parents sold him off, maybe because being a half-breed was shameful to them, but if it works better that he was just taken that's a good hook too. Quickly learned that words and subtle action had more power than violence. He was probably a bit of a bully at first, until someone taught him that lesson. Fast forward a ten-year or so and he's talked his way in the the personal service of one of Leopold Arvu's wives. Would put on shows, tell stories, go out and steal small trinkets for her, etc. I imagine it's not uncommon for both male and female high ranking merchants to keep consorts, but when Leopold found out about it (being a jealous type) he gave Cal over to the researchers of house Arvu who were looking to improve upon the design of their glyph of protection. Unfortunately this process has many trials and errors along the way... and Leopold was counting on an error. Cal was given a modified Glyph (mechanically maybe no protection as it was a total failure, or maybe just on par with a normal glyph at lvl 1 protection) and subjected to a Demon... who possessed him. In true quick talking Huckster fashion though, he struck a deal for their lives (they would kill him and the demon both after all). Leave Cal in control for now, lend him some power, and he would get them out. This process took place in a remote research facility of the Arvu, in a village secretly under their control. The place had a very Area 51 vibe in the cultural lore of the area, with more than the normal rumors circulating, sightings of monsters, villagers gone missing in the night, etc. The whole village is run through with a network of underground tunnels, and there are lots houses with fake doors and no occupants, used as fronts for the research labs and having their only points of ingress and egress as these tunnels. They had more food and fine inks being imported than the populace could possibly use (secretly needed for the researchers and slaves). Cal survived his ordeal, appearing not to have been possessed, and was kept on as a slave for further study and, he suspected, eventual dissection at LeopoldÕs request. So, Cal and the Devil set a plan into motion, leaking little tidbits to the villagers of the sizeable shipments being snuck in to the facilities at night. One evening raiders attacked the village, responding to the rumors of great wealth flooding in, and Cal took his chance. In a gambit he hoped would look to his masters like he was trying to protect their interests, he approached the raiders alone. He was feeling confident that he could talk his way into their good graces and in so doing make his escapeÉ but he miscalculated. He was beaten within an inch of his life, tied in to a sack, and thrown into river. By a true stroke of luck, a war-tattered man (ChrisÕ character) saw this turn of events and plucked him from his watery grave. Mr. Noname brought Cal back to health over the coming weeks, but then snuck off with nary a word. A strange turn of events, to be so indebted to a stranger and have them ask for nothing in return. At least now the Arvu would take him for deadÉ. If he could just find a way to remove the slave mark he might be able to keep them in the dark for a while longer...
Generate Backstory based on following information Character Name: Arjhan Ironbeard Character Race: Dragonborn Character Class: Paladin Output:
A dwarven paladin slew a mighty dragon, which released a magical burst when it died. A nearby dragon egg hatched into the world's first dragonborn. The dwarf took it back to his city, where the dragonborn, now known as Arjhan Ironbeard, was raised. The dwarves simply called him a "tall dwarf," and accepted him as one of their own. He learned a lot about tunneling, mining, and the ways of his dwarven ancestors. When Arjhan went out to adventure as a paladin in his own right, he was stunned to see all of the non-dwarf races in the world, and they were even more stunned to see him.
Generate Backstory based on following information Character Name: Sakis Zcerneboch Character Race: Drow Character Class: Blackguard Output:
Sakis got in trouble with the drow for breaking their cultural norms, and while he was awaiting his punishment, he prayed to his house's demon lord patron, Socothbenoth. Fortunately and unfortunately for the good looking young drow, Socothbenoth is the demon lord of perversion, and immediately took a liking to Sakis, and chose him to be his champion. Sakis was wildly unqualified for the role, being so young and inexperienced, as well as not really being into the whole "evil" thing. His patron threw him into a city plagued with corruption and greed, and told Sakis to go do things and get stronger, until he could be a good champion. Sakis dresses like a member of a black metal band, and tries to do the right thing in ways that seem over the top scary and evil.
Generate Backstory based on following information Character Name: Niershka Character Race: Halfling Character Class: Rogue Output:
Bored with the simple lifestyle of her fellow halfling, Niershka set out to make a name for herself. Along the way, she made acquaintance with a lone inventor. He became her mentor and led her to the People of the Sand, and underground desert society where those of all races gather to form a rag-tag group of misfits, outcasts, warriors, and thieves. Many there do not worship and are prone to logic based thinking, but there is still a strong religious secret within the People of the Sand. As an apprentice, Niershka began to study mechanical contraptions. She soon became adept in tinkering, fixing, and inventing. Once her mentor passed, she took over his shop and has expanded the business. While her shop in the desert is her main business, she also occasionally opens pop ups with mechanical wonders. Despite her mentor's good heart and kindness for others, Niershka does not harbor said trait. She explores the world soley to make a profit and lies and steals her way to fame. What's important to her is to make a name for herself and gather riches to strengthen her shop and mechanical research. She is manipulative and sneaks her way through situation. No one ever expects such trickey from a small halfling female, and she's full aware of that. She is not wicked, but rather very selfish and focused on what's good for her. Despite her small mindedness, she is loved by the people of the Sand, and is considered one of the prices of their community, with many lining up long before her doors open to see what fantastic, new mechanical wonder she has in store for them next.
Generate Backstory based on following information Character Name: Nestadoneth Celegw”n Character Race: Half elf Character Class: Rogue Output:
NesÕs mother was the town baker and her father was a sailor who was never in town. When her mother decided to go off on an adventure to find her father, Nes and her older sister took over the bakery and expanded it to include a brothel,Óbecause they like to make things rise.Ó Eventually Nes went off in search of her own adventure leaving the bakery/brothel under her sisterÕs care. Along the way Nes developed a split personality, Sen, who was trained at a secret assassin school and comes out when Nes is threatened or under stress.
Generate Backstory based on following information Character Name: NÕtalhi Lapis Stonehewn Character Race: Earth genasi Character Class: Cleric Output:
NÕtalhi came into her power very simply. Her family had been protectors of a death god referred to as the Unknown for generations. She was expected to continue this family journey as well. Spreading the word of the Unknown, and living by itÕs rules. As the second child in her family, her brother was to take his place as the head of the temple once their mother chose to step down, while NÕtalhi was allowed to travel more freely. The local lord of their city, Lord Cavannaugh, was a very religious man and encouraged his family to regularly attend worship on the holy days of the Unknown. His youngest daughter, Kalina, was often in attendance. Kalina and NÕtalhi soon became fast friends, and then infatuated with each other. Together they schemed up a political pact that would ensure they could live together without any Òfamily dutiesÓ preventing them from being together. They proposed a Òpolitical marriageÓ that really had little to do with politics and more to do with love. Their parents allowed this, and chose to view it as a political union between the heads of state and the head of religion in their region. One day, Kalina had been acting strangely, and had stopped attending worship at the temple of the Unknown. After about a week NÕtalhi, being of a stubborn sort, tracked her down and realized that not all was what it seemed. Through her connection with the unknown it became clear that Kalina had been killed, her corpse reanimated, and was being used by mecromancers to disrupt the political situation. In tears she struck down the creature that was once her fiancŽe, and carefully brought her body to the temple. Once the body had been slain a second time, it became clear that she had been dead for quite some time. NÕtalhi took it as a personal failure that she and her temple had not been able to notice the infiltration of the undead in their home. She was heartbroken and furious. She offered up a deal to the Unknown- eradicate the sect of mecromancers spitting in the face of their religion, and she would be granted her love back. Whole and unharmed. The Unknown accepted, and NÕtalhi now roams throughout the world, searching for whispers of the black sect, and making sure that no others fall to the same fate as she. Now all she needs is a group of friends to help her carve out the undead.
Generate Backstory based on following information Character Name: Drizzt Do'Urden Character Race: Drow Character Class: Renegade Output:
From the menzoberranzan, Drizzt escaped the ways of the drow to lead his own life of adventure and ass beating.
Generate Backstory based on following information Character Name: Autogar Character Race: Human Character Class: Fighter Output:
Gar's father was a noble with a bad gambling problem and he lost so much money that Gar had only hand-me-down weapons and armor and no warhorse. So, at age seventeen, he set out to make a fortune. His best bet, he figured, was to find a wealthy wife. But, meanwhile, he joined some treasure-seekers.
Generate Backstory based on following information Character Name: Idun "the black flame" Timberson Character Race: Human Character Class: Sorcerer Output:
Oldest child and daughter of Jacob and Irina Timberson (the most prominent Carpenter family in the unapproachable east) Biography: in her youth Idun was plauged by nightmares - which she found out was a result of her heritage. several links back her lineage includes a black dragon and a Pit Fiend. She learned to control her inner chaos, after years of self-punishment and scarification (which she inflicted upon herself). Her "Black blood" as her tutor called her lineage. was also a source of power which she, with the help of her tutor, learned to channel into furious dark and destructive magic. Later on when Idun the felt there was no more to learn from her tutor she killed him in a dark ritual which honed her demonic powers even further. Her powers comes partly from af demonic pact. The demon of question, 'Ashkantosh' was humiliated several times by the Goddess Shar. 'Ashkantosh' found a way to create flames that tap the shadow weave, and hereby lessening Shar's power. This way Idun is able to conjure flames that cannot be put out by normal means. It consumes everything, even magical fire. And hereby it's able to damage creature, normally immune to fire damage (dealing half damage). The only thing that the flames can't consume is Idun herself, demons superior to 'Ashkantosh' and dieties.
Generate Backstory based on following information Character Name: Keezle "Arch Jester Extraordinaire" Arcanodyne Character Race: Gnome Character Class: Wizard Output:
Keezle had thing for jests since he was a wee little gnome. His memory turned out to be astonishing, so a local Wizard took him in as an apprentice(during a memory game contest at one of the many festivals). Though his master was very open to keezle creative ideas, at least in the beginning, it went out of hand, and Master Molton Runesprocket told Keezle to go explore the world and learn from it. Prior to the Time of Troubles, Keezle fought many underdark denizens to protect and help several Gnomen and dwarven societies in the Unapproacheable East. During the time of Troubles, Keezle was of great service to the avatar of Garl Glittergold (though Oblivious to the fact). Garl honoured keezle by making him one of his chosen. This has made Keezle unaging and further helps his vision to make Faerun a bit more jolly. At the moment Keezle enjoys tricking and annoying the evil population of the fallen kingdom of Mhourgh Brak. Currently his greatest enjoyment comes from the Young Adult Deep Dragon that dwells in a cave connected to the old Vault.
Generate Backstory based on following information Character Name: Sir Pyriel Character Race: Human Character Class: Paladin Output:
Pyriel was left broken on the steps of a church as a child. Raised by the priests and priestesses of the church of Bahamut, left him scarred and angry. As a man he was filled with hatred and strong desires for strict order, so he chose the Life of a Paladin to create the order he sought. While in battle, he committed atrocities that angered his God, causing Pyriel to lose his powers. The battle raged still, with Pyriel fighting to near his last breath. At death's door, a demon spoke to him, offering a deal. Follow Lord Dispater, in his city of iron and rust, forge a world of strict, unflinching order in Dispater's name. Become a tyrant and Dispater would Grant him life anew. Pyriel took the deal, cursing the dragon God's name. His armor, previously a vibrant adamantium, darkened. His Lance, broken from conflict began glowing green, as it pulled metal from around it to reforge. Sir Pyriel's faithful steed, shot down by bowmen, rose back to life, shadows clinging to it form. Pyriel's wounds healed and his anger renewed. Climbing atop his nightmare, Sir Pyriel rode once again in the name of order. In the name of the Tyrant God, Dispater.
Generate Backstory based on following information Character Name: Althaea Galanodel Character Race: High elf Character Class: Rogue wizard Output:
The daughter of a noble Elven family, Althaea was brought up in the life of luxury. During her youth though, her homeland was thrown into turmoil as it became embroiled in a devastating civil war. She was recruited to be a spy by the Rebels due to her status as a noble allowing her access to sensitive areas. Althaea's status as a spy and assassin was eventually uncovered and she was stripped of her nobility and forced to ground. She managed to escape by tricking her persuers into believing someone else was her. She later sailed across the seas to the Sword Coast, were she makes a living as a thief, spy, assassin and adventurer.
Generate Backstory based on following information Character Name: Xen Character Race: Human Character Class: Cleric Output:
Xenophobic noble
Generate Backstory based on following information Character Name: Kellis Firewater Character Race: Ghostwise halfling Character Class: Bard Output:
I grew up in The Evermoors, a secluded community of mostly halflings spread across a selection of small islands connected by rickety bridges and natural canals between the mangroves. The majority of our interaction with the world beyond was via trading boats with the nearby city. I would spend hours with my best friend Kaolan looking at the strange wares that the traders brought. Otherwise weÕd be playing in the trees when we were younger or causing mayhem in and around the taverns as we got older Ð we weÕre practically inseparable. One evening, after a few too many tankards of sour wine, Kaolan and I were huddled in the corner of the tavern listening to Bong-Eyed Balthezar the Untrustworthy (heÕd never done anything to make him untrustworthy, there was just an old folk tale about being suspicious of people who donÕt look straight at you when theyÕre talking to you) play a lute and sing of distant lands. I still only vaguely remember professing some level of love to be able to move a crowd as the music was moving me that night but the next morning Kaolan bought me my own lute from the trading boats and I couldnÕt be happier! From then I spent countless evenings creating melodies and singing about the legends of our islands with Kaolan by my side, either helping with the lyrics or lamping anyone who got a bit too close and touchy-feely whilst I was performing (closer than IÕd normally consider tolerable, that is). I couldnÕt have been happier than I was those years. And then Kaolan was gone. His parents had important connections with the trading guild in the city and so he was sent away as part of an arranged marriage to secure a Òfinancially beneficial futureÓ they told me in a rather matter of fact way. Everything on the islands felt cold and unwelcoming. Even when the autumnal bonfires blazed high into the night sky and families would come together, laughing and joking, I felt lost. Turning to rotten mead and wine wouldnÕt bring Kaolan back but it was certainly preferable to clarity. It was during an eve of drinking that Balthezar was weaving tales of travelling musicians Ð dwarves, halflings and the like who traveled the country, living a nomadic lifestyle with the their instruments, each other and nothing more. Early the following morning, as the hangover wore off and I could see in colour again, I packed up my possessions, got onto one of the trading boats, left The Evermoors for the first time in my life and never looked back.
Generate Backstory based on following information Character Name: Alisya Character Race: Half-orc Character Class: Cleric Output:
Alisya was the daughter of the vicious Orc warlord Ugric and the farmer's wife Annisya. Ugric led an army that plundered Annisya's village, murdering her husband and leaving most of the town for dead. Annisya survived, however, and nine months later gave birth to the half-orc daughter, Alisya, who she cherished as a miracle emerging from the darkest moments of horror in her life. As a young girl, Alisya realized a powerful darkness coursed through her veins, and she became a cleric in hopes of atoning for the sins of her father -- and in hopes of holding her own demons at bay.
Generate Backstory based on following information Character Name: Rand DoÕOdon Character Race: Human Character Class: Wizard Output:
Growing up on a farm can be so boring, until you discover that one of the barn cats is your familiar! Turns out she had a natural talent for spells and decided to turn her tllwntvto create spells that released her from her chores, but ishe lost control of the spells and her chores took over the farm and the whole farm got up and walked away. The town wisely called for a mage to come from a neighboring city and train the hapless hedge wizard some magic discipline.
Generate Backstory based on following information Character Name: Pinnifer Cabit Character Race: Human Character Class: Wizard Output:
At only 8 years old, PinniferÕs parents went missing. Turns out they were powerful Witches who stood guard against dark witchcraft and were abducted. A dark spell was placed on Punnifer, causing the town not to recognize that her parents disappeared. So for the next three years Pinnifer had to survive on her own with out the help of the local town-folk. Now at 11 years old, Pinnifer has discovered her parents journal detailing their battle with dark witchcraft and sheÕs taken it upon herself to learn magic and strike out to find her parents and confront the evil witch who destroyed her childhood..
Generate Backstory based on following information Character Name: Sirron Character Race: Half-elf Character Class: Ranger Output:
Father: A Wood Elf named Sindar, member of the Verdant Guard that patrols in and around Syngorn.Ê He is a member of the Wardens of Syngorn Faction and reports up to Verdant Lord Celindar, one of the 4 Elf Wardens. Mother: A human named Sharon, who originally came to Syngorn as a member of a trading party from Emon to The Tarn Ward.Ê She stayed behind to work for an Elven trader. Sindar met and fell in love with Sharon in the course of his duties in the Verdant Guard providing protection in The Tarn Ward.Ê Sirron was their only offspring.Ê Because this birth was not sanctioned by the Office of the Voice of Memory and the general feeling towards mixed race children, Sindar, Sharon and Sirron soon moved out into the Verdant Expanse and Sindar continued his duties around the The Shifting Keep.Ê Growing up in the wilds of The Verdant Expanse, I soon grew to love nature and developed my skills in hunting, tracking, and other ways of the wild.Ê In my mid 20's I started following the teachings of the Dawnfather, Patron of Rangers, supporter of the needy and destroyer of evil.Ê I have spent the last 3 years roaming the wilds and honing my skills.Ê My travels have recently taken me to the city of Westruun.
Generate Backstory based on following information Character Name: Ander Aurix Character Race: Human Character Class: Druid Output:
His family was murdered by a group of bandits. He spent the next few years hunting them down. Due to anger issues he fought as a barbarian. After a weird dream he came to peace with what happened and started practising his druidcraft again.
Generate Backstory based on following information Character Name: Alto Character Race: Human Character Class: Fighter Output:
Mercenary
Generate Backstory based on following information Character Name: Isagan Bloodybucket Character Race: Minotaur Character Class: Ninja Output:
Bloodybucket is a minotaur trained as a ninja at Clan Ki, in the old empire. Clan Ki located on a stormy island to the south east of the known world. He was adopted by the clan leader after she found him on the island's shore among the shipwreck. Bloodybucket was presumably a baby minotaur that got captured with his parents and transport on a ship before it's shipwreck was found. Minotaur is a creature of unrelenting rage and anger, suitable as guardian who kill before ask a question, but it was creature relatively unknown to south eastern region. He was found in a large bucket filled with blood and burned corpses of two minotaurs with slit wrists next to it. Presumably his parents try to cover their baby with their own blood to repelled the fire burning the ship for the baby. And hence the nickname Bloodybucket. As for the clan leader, she only seen an abandoned baby creature in need of care. Clan Ki masters teached Bloodybucket how to control his rage at the early age. He mastered also the art of deception and martial art. As Bloodybucket come to an age, it's clan's tradition to venture on a pilgrim to find yourself before he can be allows back into the Island. The clan leader told Bloodybucket about his past and the west world beyond the sea, there he must venture forward to find himself. Adventure awaits...
Generate Backstory based on following information Character Name: Ducky Character Race: Halfling Character Class: Bard Output:
Who else but Ducky would hate Geese more in the world? No one. That is the answer. But how did all this come to be, you ask? Well whether you are asking or not, too bad, IÕm going to tell you anyways. Our tale begins in the magical land of Aenora. WellÉ only sort-of magical. Obviously there are wizards and shite, but that is beside the point. 20 years ago to the day this tale was wrote, a young boy by the name of Memely Pepeartly. Not a day over the age of 5 he was, the skipper young lad. His mother, a Halfling Bardess locally known as ÒThe Iron MaidenÓ for her sick luting skills, raised her son lovingly, teaching him the small things about music that he would eventually grow to love. Upon the young halfingÕs 5th birthday, his mother decidedly took him to a travelling fair, of sorts, complete with run magic, rides, and the many animals of the realm. The day couldnÕt had been more perfect. The two were bonding as best a mother and her son could, and even a blind-man could see the love they had for each other. That all changed however, when one the pair decided to visit one of the animals on display to pet and play with. It all happened in a fun exhibit of the fair, for what could be considered the petting zoo of the event. Many sorts of small and exotic creatures were on display for the young ones to play with and pet. Nothing hostile or dangerous of the sort. Memely, curious of a rather large bird out on display with a large sign reading ÒDeep GooseÓ, cautiously walked forward to make friends with the animal. His mother, unaware what was going on, as she too, was interested at some of the cute animals, was unaware that her small, halfing child, holding his ice-cream happily in his hands, was venturing further and further into the exhibit in pursuit of the Goose. Eventually, far out of earshot of MemelyÕs mother, the Goose noticed the food that he had in his small hands. The Goose, concerned with nothing else but the food, attempted to take it from the small child, but only proceeded to pick up the boy entirely, and, scared at the mass now kicking and crying, proceeded to fly and jump over the crowds, over the fence enclosing the place, and, with Memely in tow, out into the woods, far away from his mother. Kicking and screaming, trying to get the Goose to release him, eventually, it let him go, and, seeking its reward, plucked the treat from the halfingÕs small hand, and leaving him there; alone and crying in the woods without a mother, and no signs of any onlookers or rescue. Days went by, as Memely waited for help, finding shelter in trees, and calling out to anyone who would be able to hear him, but to no avail. Each day, he wandered out a little bit further in the hopes of finding someoneÉ anyone; but each day he unknowingly became just a little bit more lost. One day, the halfling happened upon a rather large lake uncharacteristically dominating the once forested landscape he had come to know the past weeks. Finding refuge in this new place, Memely sought shelter within a large, hollowed tree bordering the forest outside of the lake. It wasnÕt until the next morning, upon waking up, that the small halfing realized that, even without blankets, or any means but his clothes to keep warm, he felt a friendly presence around him, and upon further inspection, found that he was surrounded by Ducks; many of them, all huddled around him and sleeping in a group. Perplexed that these birds had taken such a liking to him, he befriended them over the coming weeks, foraging for food, seeking shelter, and learning to swim. Weeks went by, and the halfing, now considering the group of Ducks his family, felt considerably less sad at the prospect of losing his mother. Each day, he became more and more distant from the life he once had, and closer to the one he shared with his family of Ducks. Eventually, he donned the name ÒDuckyÓ, and this being part of his new identity, he slowly began forgetting about his previous one each day. It wasnÕt until the age of 10 that things would interrupt the perfect life he lived with his family of Ducks. He had only just woken up one day, when the most peculiar noises started emanating from a far edge of the lake. It was mystifying to him; after years of hardly any other human, or humanoid, rather, contact of any form, there sat a group of fellow halfings. 3 or 4 of them, all playing a rather calming tune with, what looked like to Ducky, bowls with sticks on the end, with spanning strings down the length of the contraption. He had never heard anything like it. It was a wonderful freeing feeling to hear the notes and harmonies that sailed through the air. Wanting to learn more about it all, and to get a better listen, he neared closer and closer to the halflings that would soon have a defining effect upon DuckyÕs life. Upon further inspection of the group, they took notice of the small boy. It had been years since he had been missing, so unsurprisingly, he was not seen as the missing halfling boy from years prior. In fact, at first they simply laughed at the mannerisms of the child as he approached, dancing all the while, beaming all the while. Setting up camp for the night, the group noticed that the strange child, who, they had figured out, spoke very little common or halfling, had not returned to a family of other halflings they had originally presumed were accompanying him around the lake, but rather took refuge in a large and empty tree. Upon further investigation, they realized that this child seemed to not have a mother or father at all. It was not until the next day that, before leaving, they offered to take Ducky along with them. With the little language that he had retained from childhood, he was able to understand their proposition, and was delighted at the prospect of being with others who looked like him, and others who he had found great enjoyment in the way they played their strange instruments. He told his family of ducks his farewells with the small gestures he had picked up as a child to communicate with them, and was off into the world with this strange band of strangers who had seemed to take a liking to him. The group of travelling performers had quickly realized that Ducky had no family to call on. It had simply been too long, and the search had been long over, so adopting him into their group, they traveled together for many years. Fast-forward about 8, and in that time, Ducky had been taught how to speak fluently in the two languages he grew up with, being Halfling and Common, and learned how to play all sorts of instruments. Though he has very skilled at instruments like the pan-flute, and all sorts of drums, he always took a very particular liking to the Lute, especially. As Ducky was 18 now, he felt profoundly inspired to get a greater education in the music he had come to love from his lively band of misfits, and wanting to do them proud, he went off to Bard College to become just that, a Bard! During his time in Bard college, however, his adventures and discoveries were still in great supply. Ducky, who was keen with people and very apt to being in front of large crowds, had noticed that there was always a good number of people willing to make fun of drawings and picture, seemingly with sarcastic undertones about facts of life, or just jokes in general. He had always been able to steer awkward conversations into hilarious ones when he combined his jokes and conversation with relation to pictures or popular stories in the news. Wanting to know more about this phenomenon, he decidedly began studying up on social interaction of this kind alongside his studies as a bard. The school itself had not had a name for this type of study, so they allowed Ducky time to come up with a name for the minor education he had started. Looking for inspiration on what to call it, he headed out into the woods to play some music in solace. It was there that he had met a being that would inspire him to be the Halfling he is today. There, cautiously looking up at him was a frog; one slightly larger than the average frog, but with very bulbous eyes, and a face that could display emotions of many types. He quickly broke out his sketch pad, and very artfully sketched out the creature, speaking to it all the while. It never spoke back, but it always seemed to understand, and stayed very still, sometimes smiling at the jokes Ducky had put forth. As soon as Ducky had finished the drawing, however, the frog had vanished; nowhere to be found. Looking back down at his drawing, a word, previously uninvented came to him that Ducky believed would describe very well, the study he was in. One that would define a generation many thousands of years into the futureÉ Memes. Ducky had just made the worldÕs first Meme, to which he named ÒPepeÓ, out of impression that the mystical frog had given him. And so, it was decided. Ducky, the little bard from the forest, was to be educated, and pave the way for studies in Memes. His teachers, all very perplexed, yet interested in his studies, found them to be quite insightful, seeing as the school itself was a school for the entertaining arts, and the study Ducky had invented was exactly that; an art for entertainment. Around the age of 20, he graduated Bard College, ready and willing to put forth his magnificent music into the world, and to make the world happy alongside his invention of Memes. Ducky spent the last 5 years, coming up with new Meme ideas, as well as entertaining crowds all over the land of Aenora, and honing his skills as an adventurer alongside companions he has met through his travels; though none of them really stuck around for very long, as many of them were just out looking for work. It was a rather welcome surprise then, when, upon taking up a job in a local tavern, Ducky had stumbled upon the very group of oddballs he would soon become great friends with; travelling the world, and going on his greatest adventure in life yet!
Generate Backstory based on following information Character Name: Delarn Sandburrow Character Race: Half-giant Character Class: Psychic warrior Output:
Dwarven raised half-giant, that roam the desert to free enslaved half-giant tribes.
Generate Backstory based on following information Character Name: Arneriel Character Race: Elf Character Class: Warlock Output:
A foundling child, he grew up in the bosom of a Fae goddess and became her lover. Now he spreads her teachings and songs throughout the lands.
Generate Backstory based on following information Character Name: Crisis Moonglisten Character Race: Wood elf Character Class: Bard Output:
Raised as a painter in the forest, Crisis was a hundred years old when he met the love of his life. Unfortunately, she was a Tiefling, and his parents cut them off and threw them out of the community. They had a happy 30 years together, even raising a half-Tiefling half-elf son, but they knew their time was short. His wife left on a quest to find a way to elongate her life, and was killed along the way. Crisis (which was his wife's name, but he took it after she died to remember her) fell into despair, disappeared from his now grown-up son's life, and has been traveling and drinking as much as he can ever since (about 70 years). He recently picked up the Bard class. He doesn't know whether or not his son is still alive...
Generate Backstory based on following information Character Name: Clarity Character Race: Half tiefling, half human Character Class: Cleric Output:
Clarity's mother, a human, had a tryst with a Tiefling named Excellence. When she realized she didn't have the means to raise the resulting half-Tiefling daughter by herself, she left Clarity with her sister to raise in a human village. The other villagers never liked her, although her foster parents did their best. Clarity finally ran away from home to become a cleric of Shah, the goddess of death. But along the way, she angered a wizard who retaliated by turning her foster parents into stone. One of Clarity's goals is to find a way to turn them back.
Generate Backstory based on following information Character Name: Erin Roxan Character Race: Human Character Class: Ranger Output:
Erin Roxan started out his life working as a farmhand for his retired parents. His mother (Glynda Roxan) had been a popular professor in the field of planar lore, and his father (Jameson Roxan) used to be an adventurer of some renown, as far as Erin knew. As he grew a bit older however, Erin could sense that there was something they werenÕt telling him, as the relationship between his parents had become somewhat strained lately. Little did he know that he would get his answers soon enough, but not in the way he had wanted. One night, a few days after his 19th birthday, Erin and his family were rudely awakened when a group of cultists invaded his home, and proceeded to trash the place. As they were attacked seemingly without cause, Erin tried to be brave by defending himself against one such cultist. Miraculously, Erin managed to disarm the attacker, knocking him unconscious with a shovel, before the young man was overpowered and beaten into submission by the others. As the family of three was held captive in their own home, the leader of the attack revealed himself. A cruel-looking Tiefling with dark-blue skin, he greeted Jameson, revealing that they were very much acquainted with each other. Ignoring JamesonÕs pleas to leave him out of this, the leader prepared to ritually sacrifice the young man, only to be thwarted by another surprise visitor. Two cultists suddenly dropped dead as crossbow bolts pierced through a window and went through their skulls. Seconds later, a mysterious stranger cane crashing through what was left of the window, giving Erin enough of a distraction to slip out of the cultistsÕ grasp. The stranger, a rugged middle-aged man with a ponytail and an eyepatch, proceeded to make quick work of the leaderÕs lackeys, his dual hand crossbows piercing their robes and flesh with deadly accuracy. With no-one else left, the leader cursed JamesonÕs name in a demonic tongue, before teleporting away. With the danger passed, the stranger revealed himself as Braig Zenedar, a human who was close friends with Jameson. And as this was revealed, Jameson now knew he had no choice but to tell his son the truth about him; a truth that ErinÕs mother already knew. Erin learned that night that both Jameson and Braig were members of a semi-secret organization known as The Harpers, though Jameson had since retired from service in order to focus on raiding a family, hoping that Erin would grow up to have a more normal life. In the meantime, Braig had been tasked with secretly keeping an eye on the family, in case something happened to Jameson. Jameson and Glynda had been debating whether or not to tell Erin sooner, which was the cause of the marital strain from earlier. Unfortunately, now that one of JamesonÕs enemies knew where he was, all three of them would have to leave the farm behind, so that Braig could take them to a Harper-owned safehouse, within the city of Berdusk. As a Harper, Jameson has apparently made enemies of the Cult of Worms, a group that worshipped twisted aberrations from the Far Realm. Although saddened and upset by the news, Erin was very grateful to Braig for coming to their rescue when they did. Along the way, Braig learned about how Erin had bravely tried to stand up to the cultists. So when the family was finally set up in the appointed safehouse, Erin was offered a choice: either stay with his parents, where he would be safe, or come to Twilight Hall with Braig, and begin training as an initiate of The Harpers. Although Jameson objected to some extent at this choice, he ultimately conceded that it was ErinÕs choice. Wanting to find more answers about his father past as a Harper, and wanting to get back at the Cult for threatening his parents, Erin accepted BraigÕs offer, and left with him to Twilight Hall. After a yearÕs worth of gruelling mental and physical training, Erin eventually surpassed the expectations of his peers, becoming very proficient in the art of dual-wielding, cutting his teeth on the local goblin and kobold population. As Braig looked on with some amount of pride, having taken a liking to the kid, Erin was able to truly join the Harpers as a fully-fledged Watcher, ready and willing to take on his first real mission for the clandestine organization.
Generate Backstory based on following information Character Name: Grimkhan Character Race: Dragonborn Character Class: Barbarian Output:
Grimkhan was born within a nomadic tribe of dragonborn who respected and revered the gregarious and even-tempered copper dragons. However, his birth was struck by great misfortune when his mother perished in the process, leaving his father, Jhenovan, alone with the infant boy. Stricken by grief, Jhenovan gradually began to resent and blame Grimkhan for the death of his lover and mate. As his son grew, Jhenovan eventually spurned him entirely, leavin him to the care of a tribal elder, who taught him the fighting ways of his people as he matured. Soon enough, Grimkhan grew up to be an effective warrior for the tribe, while his father isolated himself more and more from his friends and tribe-mates, in spite of their pleas, slipping further into darkness. Then one day, the day Grimkhan was to reach the mature age of 15, Khenovan crossed the despair horizon. Unable to move on from what happened, he finally hung himself inside his own home. Having learned of the true ways of the dragonborn, Grimkhan soon grew to resent and hate his father for his cowardice in taking the "easy way out". And so it was that, to this day, the newly-christened warrior vowed to himself never to cower from the challenges of life, and to never retreat from a worthy foe. Seeing nothing else for his home to offer him, Grimkhan decided to leave the tribe to strike it out on his own, and scour the world for powerful beasts and foes to test the limits of his skill.
Generate Backstory based on following information Character Name: Jhuri Character Race: Dragonborn Character Class: Monk Output:
Jhuri never knew her father, and her mother had died shortly after giving birth to her. This would ultimately lead her to be passed down to the care of her criminal uncle, Kagaran the Spade. As a member of the Red Scarves Gang, Kagaran had to keep Jhuri's existence a secret from the other members because of Natalnya, tiefling leader of the gang, who had set down the rule that gang members were not permitted to have children, lest they become "excess mouths to feed". But out of respect for Jhuri's father, Karagan couldn't bring himself to get rid of her, and instead kept her secretly at his meager house in Crossroads City, teaching her calligraphy in order to help him forge documents for the gang. Eventually, he even told her what he knew about her father, mostly that he used to be a skilled adventurer, but allegedly perished in battle, leaving her mother to give birth alone. This was all well and good for a shockingly long time, until Beezle, a kapak draconian member of the gang, spied Karagan and a 15-year-old Jhuri and put two and two together. The moment Natalnya found out, Karagan's former "friends" quickly turned on him, breaking into his home and murdering him in cold blood. When Jhuri tried to fight back against them, she was rewarded for her efforts by being nearly gutted through the belly by Beezle's dagger work. But just as it seemed that Jhuri's life would end, the killers were attacked by a monk from the local monastery, forcing them to flee. Seeing Jhuri in her profusely-bleeding state, the half-elven monk sought to stabilize her out of kindness, and began to carry her to the monastery as she passed out. Days of recovery later, Jhuri's rescuer introduced himself as Vulkan, claiming to be a former friend of her father's, and extended an offer to train her in the martial arts, so that she would be able to better defend herself. Once she was well enough, Jhuri readily accepted, though primarily out of desire for vengeance. For the next four years, Jhuri became a worthwhile monk under Vulkan's tutelage, and quickly learned that anger would only deter her from reaching her potential. Although she would go on to complete her training, she would never fully rid herself of hit, instead burying her emotions under a cold and aloof exterior. Knowing that the Red Scarves would never truly leave her alone, Jhuri eventually consciously left Vulkan's care, seeking to become an adventurer, and become strong enough to tear down the Scarves, and everything they stood for.
Generate Backstory based on following information Character Name: Kriv Character Race: Dragonborn Character Class: Rogue Output:
The first true memory Kriv had upon his hatching was awakening inside the home of a female human thief. At first, when he was still learning to walk, he didn't think much of it, believing that it was somehow normal. But as he starting maturing rapidly over the next few years, he quickly realized that he was too different from the human that had apparently taken him in, and started demanding answers. The thief, Rukia Kazume, tried her best to do so, understanding that she could no longer afford to keep it a secret. Rukia had no idea who the dragonborn's real parents were, because she had found him as an egg, hidden in a section of the sewers she had been exploring in Brindol at the time. Feeling some amount of pity, she had decided to take it back with her, and try to take care of it as best as she could. "Kriv" had simply been the name SHE had given it. Although confused as to why his parents would ever abandon him, Kriv reluctantly accepted Rukia's story. Eventually, as Kriv continued to get older, decided that he wanted Rukia to teach him everything she knew about being a rogue, a request that his adopted mother was more than happy to indulge. Over the course of the next decade, Rukia groomed Kriv to become her successor in the various arts of rougery, starting off from petty theft and pick-pocketing, and eventually graduating to learning all the ways to kill a man, whilst remaining hidden within the dark and shady places that existed beyond the comfort of Red Larch. It was sometimes grim work, but gradually, Kriv became numbed to what he was doing. Not all of the work was dark however, as Rukia also took enjoyment out of stealing from the rich, and giving back to the poor on a regular basis. But ultimately, after Kriv became an adult at age 15, Rukia knew in her heart that she couldn't keep watching over him forever. After a long, heart-to-heart talk, Kriv and Rukia eventually concluded that they would both need to go their separate ways, in order for the dragonborn to continue to grow in his own way, without anyone else looking over him. After a hearfelt hug, and a few shed tears, Rukia left her former protege, packed her things, and left Brindol for parts unknown. Ever since becoming a true apprentice rogue, Kriv has been spending his time accepting odd jobs from pretty much anyone in Red Larch who can pay for his services, plying his beginner skills in the hopes that, one day, he might find a clue that leads him to discovering the fate of his true birth-parents, and finding out what really happened that caused him to be abandoned in the first place.
Generate Backstory based on following information Character Name: Arya Character Race: Wood elf Character Class: Druid Output:
Arya comes from a secluded woodland to the north. While everyone in the village was kind, her father began to get visions from spirits. These spirits encouraged him to be violent, destroying property and harming other villagers. It got so bad that Arya's family was shunned from the community, and they became even more isolated. As Arya aged she was also visited by spirits, however these ones were much kinder, and taught her the ways of nature instead. Eventually she began to follow these spirits into the woods, often leaving home for days and months at a time. These spirits gave Arya powers as she learned more from them, however they told her she needed to venture beyond her home to become more powerful. This is where she begins her adventure.
Generate Backstory based on following information Character Name: Libitia Melandron Character Race: Aasimar Character Class: Wizard Output:
Libitia is the daughter of Eadric Melandron, a revered paladin who had grown lonely in his duties, and desired to start a family of his own. Sadly, this desire was seemingly crushed when a fateful battle with a dark sorcerer resulted in him being struck with a spell that effectively rendered him sterile. Heartbroken by this, Eadric prayed and pleaded to his deity Sune, the Chaotic Good goddess of love and beauty. Felling sympathetic to the decorated paladin's plight, Sune sent down a celestial being to provide him comfort, and angel named Fidele. Through Fidele's holy blessing, she took on a human form, and was able to infuse Eadric with some of her own fertility, long enough to undertake an intensely pleasurable copulation, after which Fidele bore an Aasimar child, and brought her into the material world. Eternally grateful for this second chance, Eadric did everything he could to raise Libitia the best that he could, teaching her the values of goodness and valor, of mercy and helping your fellow man, and of the many dangers that lie within the outside world. Despite having her own celestial duties to attend to, Fidele also took fairly regular departures to the material realm to teach her daughter all about life and love. The birds and the bees, the differences between love and lust, intimacy, the works. As Libita grew older, she quickly developed the signs of emerging divine magic inherent to her kind, but was intensely more fascinated with the arcane schools of magic, much to her father's confusion. She also developed a knack for playing Eadric's old family viol as an instrument, which became her primary hobby outside of magic studies. Her magic skills soon developed after being enrolled into the local wizarding college, and the youthful aasimar developed a curious fixation on the illusory school of wizardry, experimenting with creating visual images that represented aspects of the domain in which her divine mother resided. Libitia was more introverted during this time in her life, and while her beauty caused many a boy or man to pine after her, the aasimar always sought to wait for that "special someone". Someone who would love her for being her. As a young adult, Libitia was growing into an illusionary savant, while also playing her viol for small crowds on the side, but she was also realizing that many people in this world were suffering unjustly, whether under the foots of other who abused their power, or at the hands of the myriad of monsters that roamed the world. It eventually came to a point where she actually felt guilty for the comfortable life she was leaving. This all came to a head one night, when Fidele came to her in an intensely-vivid dream. In this dreamscape, the angel of love told her half-celestial daughter that a woman whose children had gone missing had prayed desperately to Sune for help for two days and two nights. Fidele knew of Libitia's growing uncertainty, and asked her if she wanted a chance to do some real good in the world, to help people like that woman. Libitia hugged her right then and there, emotionally replying...."yes". When the two women came to Earric the next morning, the now-aging father was happy to hear Libitia say that she now wanted to use her developing skills to go further out into the world, and provide real help to those who did not have her comfortable upbringing, and to those who were suffering, even though her magical talents were not what he expected. And so, with Eadric and Fidele's blessings, Libitia voluntarily left the comfort of her home town, and set out on a journey to the town of Oakhurst, where mysterious disappearances and killings had been taking place. Wherever her travels took her, this would be the first step on a testing and trying journey the young Aasimar would never ever forget.
Generate Backstory based on following information Character Name: Sileena Blaize Character Race: Tiefling Character Class: Warlock Output:
Sileena Blaize was born amidst a caravan of travelling Tiefling gypsies, gifted in the arts of mysticism, seduction, and occasionally, assassination, depending on who could pay. Even from a young age, Sileena displayed a great degree of magical aptitude, and yet she she had always felt that something seemed...missing, as if there was something keeping her from fully unlocking her full potential. The young tiefling spent much of her childhood learning the ways of her gypsy peers, even practicing seduction on the young boys of either their own, or whatever town they happened to visit at the time. Eventually however, when Sileena reached the age of 16, the gypsies were visited by the spirit that they worshiped with great fervor: a powerful fey spirit, that would often take the guise of a stunningly beautiful eladrin male. It was at this point that Sileena's grandmother, the gypsy elder, presented Sileena before the spirit, as a new pact-mate, for it was the budding magical gifts of the warlock that Sileena had demonstrated during her childhood. But in order to seal the pact, the spirit needed to take her into her bed in a mystical act of intimacy. Trembling with a mixture of fear, trepidation, and anticipation, the young Sileena was stripped down to her nubile body within her own tent by the spirit, before she was laid down to begin. The pact-bonding ceremony seemed to last the whole night, as Sileena's new, pleasurable experience crescendoed higher, and higher. But finally, in one great big climactic moment, the private ceremony was complete, and the Fey pact was sealed. With the full range of her warlock gifts accessible to her, Sileena Blaize would go on to spend the next fifteen years refining, and honing her powers alongside her gypsy brothers and sisters, while also mastering the use of her well-endowed body to seduce whoever she wanted, and making a respectable sum of money in the process. But after such a long time amongst her collective family, the warlock became dissatisfied with her life, believing that setting out, and using her gifts as an adventurer, would allow her to continue growing in her own way. After convincing her grandmother of this, the elder gifted her with a old, magical orb that has belonged to her mother, before she went missing shortly after she was born. She finally left the gypsies on her own, and set out into the wide world, with her first destination being the city of Greenrest. Despite the money she had made in the past, she soon discovered that it would not be enough for her to have a sustainable income. Faced with the uncomfortable possibility of living in the poor house, Sileena started advertising herself as a mercenary at her earliest opportunity, whilst also taking on-and-off work as an exotic dancer for whatever inn would take her at the time, hoping that the eventual rewards of such adventuring would enable her to avoid a life of prostitution.
Generate Backstory based on following information Character Name: Agama Character Race: Tortle Character Class: Monk Output:
Born an only child in Maloren's Rest seemingly destined to carry on the family business of fishing, Agama always dreamed of bigger and better things. On a particular stressing day Agama wandered into the tavern and met someone new to town, a human named Barrotz. Barrotz offered a large sum of money and fame for people to come with him on an expedition to an old ruin in search of evidence of an ancient civilization. Agama blinded by the promise of excitement almost immediately signed up and told his parents he was leaving within a week. Agama, Barrotz, and some others soon left for the ruin and set up a camp site just outside to explore. Unfortunately the ruins seemed picked clean by the time they had gotten there and most left after the initial disappointment, however desperate not to return home empty handed Agama went back excavating with renewed vigor only able to find some faint scratchings that seemed to be written in Elvish script. Asking Barrotz for help, Agama discovered that the language was Sylvan and started to learn the language in order to discover what was hidden. After many long weeks of dead-ends and frustrations Agama managed to find a secret room not yet discovered by anyone. Inside was a preserved scroll written in Sylvan detailing how to control one's Ki, excited about this discovery Agama hurried to Barrotz with the scroll eager to try and learn how to harness the Ki. The two tried to teach themselves from the scroll, Agama was seemingly a natural, able to summon a small puff of wind. Barrotz however wasn't able to do anything after several days of practice, growing frustrated and seeing Agama only able to summon a puff of wind declared that the scroll was useless. Agama was enamored by the teachings of the scroll and saw that the scroll was just one of many. One night Barrotz stole the scroll and left the ruins leaving Agama by himself. Unable to find any trace of Barrotz or the scroll, Agama vowed to find Barrotz and the scroll and also to try and find the remaining scrolls.
Generate Backstory based on following information Character Name: Har Veris Character Race: Dragonborn Character Class: Bard Output:
Har Veris was a promising young troubadour who was expelled from the bardic college after he was caught plagiarizing ballads. He fell into a life of petty crime, and longs to regain his honor.
Generate Backstory based on following information Character Name: Kulima Character Race: Half elf Character Class: Sorcerer/fighter Output:
Kulima Uch grew up knowing only life on the farm with his human mother, Nyali. His father, Utani, had died of mysterious circumstances around the time that Kulima was born making Kulima the man of the household at a very young age. Having to forgo his education in order to make sure that he and his mother were always able to have food on the table. One day the small village where he lived, Kij, was attacked by Orcs, Kulima, strengthened by his long days on the farm, joined the fight only to discover his magic powers which aided him in leading the defense against the Orcs making him the hero of his village. Earning this title has allowed his mother to no longer worry about living off the farm allowing Kulima to leave his village and adventure. Kulima has now traveled to Erdiko searching for adventure and to display his heroism and although many scoff at him he was able to pick up a job to escort a cart to Rudnick
Generate Backstory based on following information Character Name: Chipichanga Character Race: Halfling Character Class: Rogue Output:
Grew up in a family of bards. had to make money w/ (non existent) musical talent. ended up making that money by selling worthless shit to idiots. The Mafia caught sight of her after two years or so. Proposed a spot for her; accepted, age 18. Made a lifelong friend of Haddock [old name Belurimm FriedenswŠchter] (half orc fighter at the time, currently a master carpenter) while in The Mafia. After five years, family found out and disowned, age 23. discouraged, she left The Mafia and set out to wander around to find herself a new family. keeps in touch with The Mafia through Haddock from time to time. has had a few fails in finding a new family. Finds it very hard to trust now because of those failed attempts
Generate Backstory based on following information Character Name: Aria Mournsong Character Race: Half-nymph Character Class: Sorcerer/rouge Output:
Born to a union of the archmage Jericho Mournsong and the nymph Li'lelia, Aria was raised in the very lap of luxury. Possessed of her father's keen and inquisitive mind, and her mother's grace and magical nature, Aria always dreamed of exploring the wider world. But her father's status meant she was unofficially nobility and subject of the customs of the kingdom. That meant arranged marriage. Her fiance was a good man, a paladin and lord of the knights of the realm. By all accounts, she couldn't have done better to be matched to a prince. But she was young, restless and wanted to see the world. She took what she would need to set off, including a ring to hide her from magical scrying and other attempts to locate her, and disappeared into the night. Two days of almost ceaseless walking to reach a port town, then passage on a ship bought under a false name, and she was gone. Two years of adventure built up her confidence in herself, and she let her guard down. Traveling with a single guide through lawless country, they were ambushed by slavers. She was captured, but admitted the truth about her identity to avoid being forced back home, actually preferring to be "sold" into slavery than forced back into her betrothal. Her imprisonment was humiliating, but even stripped and bound, she nearly escaped mid-auction. Recaptured in front of the audience, a wealthy young man paid for her before she could be beaten for the affront. Magically subdued and carted off, she reawoke in his private manor, chained to his bed. Turns out, he was remarkably polite, given the circumstances. He had long suspected that his sword instructirs had been wasting his time to get at his money, and her near escape convinced him that she would help him expose them as frauds. He never forced himself on her, and they worked out a deal. She would pretend to be what everyone believed her to be, his new personal slave. The "master" sword instructors would have a tournament to prove which of them would be the best. The prize, in addition to a hefty bonus and becoming the only sword instructor of the house, she herself was part of the prize. Dressed to the nines, no one expected her to be the one fighting each of the supposed masters. By the end of the day, she was the victor, the frauds were banished, and she became his new, paid, instructor. She stayed for a year, but had no intention of staying permanently, especially aware that her appearance tended to draw affection from all those around her. Including her host. She told him he would need a better instructor to continue to advance and set off once again. This time, she needed a party, friends to watch her back.
Generate Backstory based on following information Character Name: Fall Character Race: Triaxian Character Class: Bloodrager Output:
Fall was born on the planet Triaxus, during the final year of the transitioning from Summer to Winter, in a small insignificant village. He grew up alone, never knowing his parents, and having only one real friend: an orphan named Sickle. The two grew up together, meeting at age 3 and immediately became inseparable. Sickle was all Fall had, and vice versa. And they were happy, but the kind of happiness that can only come from a long period of sadness. As Fall got older, he got more curious. At age 9, he and Sickle had a conversation about where they thought they came from, who they were. Sickle told Fall not to worry about his past, that it didnÕt matter because he couldnÕt do anything to change it. Fall took her advice lightly. He would not rest until knowing his true origins. He left Sickle alone that night, and went off into the wilderness to think, in solitude. That night, Fall dreamt of dragons. Specifically, one bronze dragon that came from the sky and flew into the wilderness behind the village. The wilderness was quickly surrounded by an impenetrable barricade of electricity. Months passed before the barrier was lifted. The dragon flew out, and the villagers rushed in and pulled somethingÉ.someone...out. Fall woke up before learning who it was. Every night since then, Fall would head to the same exact spot and have the same exact dream, waking up at the same exact part where the figure would be revealed. He had to know who they were. He needed to know. Fall kept this up for 3 years until, on his 12th birthday, he arrived. He had his dream, but it was different this time. It didnÕt end where it should have. The villagers in his dream pulled out a Triaxian woman, weak, feeble, barely able to stand and holding a child close to her chestÉ..It was the most beautiful image Fall had ever seen. And at that moment, the dream seemed to freeze and last for hours. Fall woke up the next day, surrounded by carnage. Trees had toppled, animals had been torn to pieces, and Fall was covered in ashes. He jumped up and gazed in horror at the disaster that had just missed him. Of course, he wondered what happened at first. Why he hadnÕt been touched. Fall looked down at where he was resting and, unfortunately, learned the truth. In the midst of the destruction was an untouched silhouette of a young Triaxian boy, with a pair of massive wings resembling lightning bolts made from ashes, sprouting from the figureÕs back. He had, unknowingly, performed his first Bloodrage. The Origin Rage. Stronger than any Rage to come. Taken aback by the scene, Fall fled home, where Sickle was waiting. She told Fall of a lightning storm that had happened in the wilderness. She told Fall of noises, ungodly screams that could only be described as pain. True pain. Pain only known by those experiencing it. She told Fall of the lights. Quick flashes of light, lasting only the blink of an eye, but blinding nonetheless. She told Fall of those whoÕd tried to investigate. Whatever happened to them...she didnÕt say. ThenÉ Sickle told Fall of the blood. It was everywhere, marking the end of the storm in one of the most horrendous ways possible. It had seeped out of the wilderness, and through the village, never stopping or slowing down. It just kept going as far as the eye could see...It was too dark to be Triaxian, or anything native to Triaxus. Sickle asked Fall if he knew anything about the storm. Fall denied everything. A year past, but the memories would not. The blood streak was still present in the village, as full and dark as it had been the year prior. A reminder. FallÕs relationship with Sickle had strengthened much after the tragedy. It strengthened their belief that, if anything happened to one of them, the other would have nothing left. That had almost happened once, and they werenÕt ready for it to happen again. It was now FallÕs 13th birthday. Sickle had done all she could to make this one special, the anniversary of when theyÕd almost lost each other. SheÕd gone so far as to give Fall his first gift, a steel pendant shaped like a maple leaf, inscribed with their names on the back, written in a heart. It had clearly taken Sickle months to get this for him. And to Fall, it was the most memorable gift from the memorable day of his life. That night, he had the dream again. He saw the face of the woman with the child again. And time froze, once again. It didnÕt last as long as Fall remembered. It was nowhere near as powerful, and to his surprise, Fall was able to break out of it multiple times, catching glimpses of what was going on, of what He was doing. The screams came first. Then the gut-wrenching noises. Then his eyes were opened. He saw his village being bombarded by bolts of blue energy. He saw the blood streak, once dark and lifeless, now emitting a strong blue glow, forming a beacon of unknown energy that skyrocketed as far as the eye could see. He saw the townspeople, fleeing for their lives. He saw destruction everywhere he looked. Each time, closing his eyes and wincing as the woman and child appeared in his mindscape, then going dark. Fall awoke, standing among the bodies in the blood-soaked streets. Only one still breathed, barely. At his feet laid Sickle, looking up at him with a hurt look in her eyes. A look of betrayal, anger, but Fall could sense a splinter of love and hope. Her chest was raked with deep claw marks, soaked with light blood. Sickle looked deep into FallÕs eyes, seeking out a glimmer of the boy she had grown up with in the monster that stood before her. And then he had nothing. By the time he had calmed down, the Royal Guards had already come for him. The trial was quick, but painful. Fall was banished from Triaxus, forced to give up everything he knew. He was encased in a capsule, and launched into the unknown. With his time in the capsule, FallÕs dreams changed. No longer was the woman holding a child close to her heart. There was no woman, and the child...the child was a monster, some hellish creature bearing no resemblance to a Triaxian, looming over SickleÕs fragile body, feasting on her. Fall crashed on another planet after some time. How long, he could not guess. The capsule opened, and he was alone in a dark forest, mighty trees his only company. He had nothing. Over time, his dreams got less intense, but no less graphic. His Rage had mostly faded, weakened through long periods of calm, but still very present. It was as if his Rage was locked away, but with every battle a bit of it escapes the locks, strengthening his curse. Fall had learned to control his Rage, for now. It took time, and lots of it. Fortunately, when one is isolated, time is the one thing they can count on. On his 19th birthday, after years of survival training, Fall left the forest and entered civilization, leaving behind everything he had come to know. He had nothing, but the clothes on his back and the pendant around his neck.
Generate Backstory based on following information Character Name: Molasses III Character Race: Slothra Character Class: Occultist Output:
Molasses III lived most of his life not knowing what he was. He was a Slothra, of course he knew that, but what were Slothra? He had no memory of ever meeting another Slothra. He couldnÕt tell whether or not heÕd even seen one before. Did they even exist? Was he a mutation? He couldnÕt tell yet. Molasses was born in and grew up within the forest. His father was nowhere to be found, and his mother passed before he could walk. His only counsel was the forest, the only family he had left. He treated the trees like they were his brothers, the rivers like his sisters, and the animals better than he treated himself. In many ways, he was a Ranger back then. He lived this way until the age of 9, when he woke to the sounds of the forest. It was different this time. The forest was no longer calm and relaxing. Tonight, it was screaming. Molasses burst out of his den and stared in awe at his surroundings. What hadnÕt already been taken was covered with flames, burning bright and true. What had been reached was reduced to a pile of smoldering ashes. Molasses could tell by the fireÕs intensity that it wasnÕt natural. There was something magical about it, he could tell. What kind of magic, he had no clue, but he didnÕt have time to investigate. Molasses turned his back on his burning home and ran. He escaped minutes before the fire had engulfed everything. Everything. It was all gone. After leaving his home, Molasses became a wanderer. With nowhere to go and nowhere to stay, he wandered for three months until he reached civilization, and collapsed in front of the gates. He woke up in a hospital, an armored woman in the bed next to him. She was clutching her side, dark blood staining her hands. It seemed she would have little time left if nothing were done. Molasses rushed out of his bed in search for herbs, crushing them into a paste that he applied to the womanÕs wound. It took 2 months for the woman, who Molasses learned was named Celeste, to heal. In those 2 months, Molasses earned a reputation within the kingdom. He was the mysterious stranger, unknown origin, unknown race. There were some who saw him as a monster, others a refugee. After Celeste healed, she became MolassesÕ mentor. She taught him how to speak Common, among other languages. She taught him how to read, both words and people. Most importantly, she taught him how to fight. Celeste gave Molasses her Earth Breaker, a weapon she had once used daily. Since joining the army, however, sheÕd been limited to sword and shield. They lived like this for 6 years, the happiest years of their lives. They went on countless adventures, looking after one another at all times. After hostage situations, battling armies, killing a lich, and many others, they found themselves in a massive catacombs. In front of them sat an altar, behind them only darkness. Molasses cautiously approached the altar, laying his Earth Breaker on it, and looked around. From the darkness came a creature, something neither had ever encountered. The creature lunged at Celeste with such force, she was defeated instantly. Her body became still and lifeless, but her invisible soul still lingered in the air. Fearing complete abandonment, the soul of Celeste inhabited MolassesÕ Earth Breaker. It was an artifact, in a way, a remnant of both their pasts. After narrowly escaping the same fate, Molasses immediately began researching. He read every book in the library, but it wasnÕt enough. Nowhere in his collection held the key to resurrection. He had heard tales, however, of a book with the answer to summoning creatures powerful enough to restore CelesteÕs form. The Necronomicon. This book, fact or fiction, was MolassesÕ best choice. He risked his life for leads on the location of such a tome, but got nowhere. He almost died many a time, but that didnÕt stop him. Through all this from inside the Earth Breaker, Celeste lived on, unbeknownst to Molasses. She protected him, as sheÕd always done. She also tried to stop him, knowing it was hopeless. Even if he were successful, a body with no soul was still just a body, and she was trapped. Helpless, she watched for years as Molasses tore himself up trying to find a way. He is still searching. Molasses joined the hunt for the Tower for one reason and one reason alone. If the legends are true, the Tower will hold the greatest treasures known by the living. If he could find answers anywhere, itÕs there. MolassesÕ journey is for one thing, and one thing only. Celeste
Generate Backstory based on following information Character Name: Mythheart (Kaval Ergashed) Character Race: Dragonborn Character Class: Paladin Output:
My name is Kaval Ergashed, or, at least it was. I was the firstborn of a poor family in the slums of Draconia. My mother, Shivan, died in childbirth, leaving me to be raised by my father, Gevran Ergashed. Being raised in the poor sections, I was quickly influenced by the violent nature of my neighbors, which my strict father did not approve of. He often told me all he ever wanted was to get me out of there. ÒBut Lord Savras wants us hereÓ he would always say. I was raised by the faith of Lord Savras, god of divination, truth, and fate. When I turned 7 years old, I was recruited into a gang known as The Black Sirens by the leader, a gray dragonborn by the name of Silver. They promised me the usual; fame, fortune, brotherhood. Silver was like a brother to me, so I made sure not to disappoint him. I was trained to gather information, by any means possible. I was forged into a killer. I swiftly moved up through the ranks, and by the time I was 10, had become a ruthless bounty hunter. With each man I killed, my reputation grew. I became known on the streets as ÔThe Heartless OneÕ, as I had never taken mercy on my target. I tried desperately to keep my father blind to what I was doing, as he would never approve. I was only able to keep the charade up for 3 years. When I was 13, I got back from a hunt late at night. My scales were cloaked with blood. I walked in the door, carrying a bloody sword with arrows in my arm. But my father was waiting for me. He took one glance at me and instantly knew what I had become. He told me no son of his would be a killer. He took out his whip and lashed me twice, leaving a large ÔXÕ scar on my back. I lashed out at him, forgetting who he was and going by my training. I killed him in cold blood. By the time I had figured out what I had done, it was too late. He was unhealable. I knew I couldnÕt stay, so I packed my things and made plans to head for the next town over. But as I walked outside, Silver appeared at my door. He peeked behind me and found what I had done. And he congratulated me. He told me my father was only holding me back, and that I could be unstoppable now. Nothing to hide from, nobody to keep me from my future. And the rage hit again. Silver was dead on my doorstep before I knew it. It was because of his gang that I had murdered my father, I was captured by my gang mates before leaving town. I was taken to Black Sirens HQ, the sewers. The leadership had passed to Blaze, a bronze dragonborn. SilverÕs little brother. I was kicked out, and given one day before they would come after me, a courtesy they gave all traitors. If I was ever seen again, I would be captured, taken to Blaze, and killed. It was there, in the sewers underneath the Draconian dump, where I vowed to make things right with my father, and disband The Black Sirens. When I reached the next town, I started cursing to Lord Savras. Out of all the lives he couldÕve given to me, he made me a killer, a traitor and a deserter. I blamed him for all of my problems. But when the rage had subsided, I asked him to change who he had made me. I realized I needed to reinvent myself. I rejected my family name, Kaval Ergashed, and took up my new identity. I became Mythheart, my version of the name the Sirens had given to me, so I would never forget what I am fighting for; but also, it was my way of carrying around my shame. Every time someone says my name, I am reminded of the crimes IÕve committed and the history IÕve made. I would never be worthy of my family name until then. After I left that town, I made way for the forest. I set up camp in a cave I discovered deep within. I stayed there for three nights, but on the morning of the fourth, I was awoken by the sound of hooves beating on the ground. I hobbled out of the cave to find a group of men in heavy armor. They called me by my new name, which I had not yet told anybody. They told me to gather my things, and I was taken away to an old marble monastery. It was there that I was told I had been called to Paladinship by Lord Savras himself. I told them there had to be a mistake, but they told me the instructions given by Lord Savras had been very clear. I attempted to refuse, but they told me Lord Savras would never allow it. Even if they hadnÕt taken me, I still wouldÕve found my way. I was trained, against my will, in the Order of Lord Savras. I was trained slowly, learning the ways of stealth better than anything else. I made good friends with the cooks, an elf named Fern and a halfling named Sun. They had great talent, able to turn anything into a delicious meal. On the night before my official naming as Paladin, I was visited in my dreams by Lord Savras. He told me I needed to be a Paladin, it was my fate, and the world would not be the same if I thought differently. I became a Paladin, much to my dismay. Most Paladins are honored, but I thought of it more as a curse. I was not happy, and I wanted to find a way out. After being released, I committed small crimes to try to rid my life of the power of Savras. But Lord Savras would never allow it. People started looking at me with respect instead of fear. Everywhere I went, I was honored as a Paladin. There were some, of course, who did not take kindly to me. But everywhere I went, I brought my past with. Just because IÕm a Paladin doesnÕt mean I can dishonor my vow to myself. My Paladinship only made my vow stronger. The Black Sirens are evil that I need to rid the world of. Every year, on November 24th, the anniversary of my fatherÕs death, I return to Draconia to visit my parents at the cemetery. I make sure I am not seen or followed. I light a torch for each of them, then leave because I was not not ready to make things right. I needed to be stronger. I go to the monastery, where I stay for the night. IÕve started collecting delicacies from other lands to bring to Sun and Fern. The recruits always ate well that night. When I met the main group in Newton, I was trailing a member on a hunt. I found him in a tavern and discovered he was just a mere rookie. I gave him the choice of death or desertion. He was cooperative. I was glad he had turned away from the darkness. I left the building and prepared to leave Newton, when the fire started. I could not save the rookie. The year before I met up with the group, The Black Sirens found me at the cemetery. TheyÕll be expecting me when I go back, on the fifth anniversary of my fatherÕs death. They must be taken care of when I return. I am ready.
Generate Backstory based on following information Character Name: Ali Kashaam Character Race: Vishkanya Character Class: Bard Output:
Run away concubine and petty criminal
Generate Backstory based on following information Character Name: Kamagumi Yume Character Race: Aasimar Character Class: Cleric Output:
Kamagumi followed a trickster God to earth as small child and was adopted by a pair of gay professors. She lost her leg in an accident, but uses her deity's strength to make difference in the world.
Generate Backstory based on following information Character Name: Reiki Character Race: Half-orc Character Class: Monk Output:
Reiki is the sixth of eight kids born to a strong, strong-willed barbarian mother and mild-mannered (for an orc) shaman father. After an idyllic childhood of hunting, gathering and raiding with all the cousins, it was clear that Reiki needed more structure and so when she expressed interest in the discipline of monkhood, was shipped off with well wishes. Now she wanders the lands, building a name for herself and just punching the everliving crap out of whatever threatens her friends.
Generate Backstory based on following information Character Name: Yaryl Character Race: Halfling Character Class: Calvalier Output:
Yaryl was abandoned as a babe and raised by a mother wolf who had recently lost her cubs from that litter. When she was an adult, her mother was killed by a poacher. She and one of her pack mates left the pack to protect the forests she calls home.