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Zaimos Curi Race: Island Amauna Class: Rogue Culture: the Living Lands Background: Scientist Zaimos Curi started out a small time thief who was not the most cruel and uncaring thief but did what was necessary to make a living. He was relatively intelligent and good with picking locks and looking into the mechanism of booby traps and disarming them. He was also clever and brought a rationale approach to matters. He became a friend and lover of another Amauna named Saebat Holai but she was not a thief and was instead a scientist studying the relationship between plants and animals and the soul magic of animancy. She wasn’t to any degree awakened or sensitive to soul magic but rather she was collaborating by writing correspondence and reading/research to other scientists or animancers and studying to find any animancy relationship to conventional categorizing and physiological biology of animal, plant, and mushroom organisms including mystical beasts. Zaimos found he had a knack for science in particular building apparatus using his mechanics skill and he also pitched in to contemplate matters of reading research findings and case studies. And finally research demands money and materials including rare reagents and as a thief he could contribute there as well. Eventually his love died of a sickness and rather than try to continue her project in the Living Lands he elected to travel to Dyrwood Caravan and restart his life there. He is wounded from his loss of his love and still is neither cruel or uncaring but also not the most benevolent and honest and is more self centered on becoming powerful and wealthy and falls in with the Doemenels but again he is really not cruel and not at all sadistic. ——————————————————- Stats so far (assuming I remember correctly and don’t make error): Rogue Level 10 Might 17, Constitution 10, Dexterity 12, Perception 16, Intellect 13, Resolve 10 Skills: Stealth 1, Athletics 1, Lore 2, Survival 1, Mechanics (everything else) Back row Gun switching fighter and after 2 guns are shot off then can switch to one handed (two melee slots options so can hit through immunities) of vulnerable targets but try to avoid being targeted himself. A glass cannon type. 4 total weapon slots. 1: Blinding Strike 2: One Handed Style 3: Dirty Fighting 4: Vicious Fighting 5: Escape 6: Quick Switch 7: Crippling Strike 8: Arms Bearer 9: Withering Strike 10: Weapon Focus Ruffian Plan for future?: 11: Deathblows (a full party helps enemies have multiple status afflictions)? 12: Shadowing Beyond? 13: Smoke Cloud? 14: Backstab? 15: Feign Death? 16: Enigma’s Charm? Marksman or Gallants? Defensive talent?
I've recently created a new character in Pillars of Eternity. Being an avid roleplayer, I've written a profile and backstory. I'm posting it here to show it, and I'd love to hear what people think! Alendra Davar Full name: Alendra Eleanna Davar. Birthdate: 2808 AI. Age: 15-16. Titles: The Watcher. Race: Meadow Folk. Class: Cipher. Culture: Aedyr, Living Lands. Background: Aristocrat bastard (originally), Colonist. Backstory: The bastard daughter of Lord Santach of House Anuasal - an Aedyran noble family - and Gwreiddyn, a housemaid who died giving birth to her, Alendra was raised amongst the nobility for the first decade of her life. However, as she was a bastard, she did not receive her father’s noble name, taking her mother’s given surname of Davar instead. Alendra’s maternal grandfather, Caillte, was a Glanfathan tribal who, in the year 2784 AI, had been forced into indentured servitude in House Anuasal for reasons unknown. At the age of 10, it came to light that Alendra had the mental abilities of a Cipher, and a powerful one at that. Filled with prejudice and fear of her abilities, Alendra’s “noble” father had her, without warning, unceremoniously thrown out of the house and onto the street one rainy autumn morning. Alendra was forced to survive for weeks and months, begging and stealing for food. Almost a year after she had been cast out, Alendra was found by a man named Anam Cara, a member of her grandfather’s Glanfathan tribe who had come in search of his long-lost kin, but found Alendra instead. Anam Cara was a Glanfathan warrior and a Cipher like Alendra herself, and he took Alendra under his wing to foster her, teach her and train her in the ways of the Cipher as well as physical combat. With the help of an animancer, they also discovered that Alendra and her mother were essentially the same person; upon death during childbirth, Gwreiddyn's soul had immediately reincarnated into her daughter. However, Alendra does not possess any memories of her previous life. Due to ignorant persecution of Ciphers, the two had to leave the heart of the Aedyr Empire. As Anam Cara did not wish to return to his tribe, they signed up with a group of colonists and travelled to the Living Lands while keeping their Cipher abilities a secret. Alas, a few years after arriving at the colony, they were found out. The colonists proved to be far more ignorant and fearful than even Lord Anuasal, and they gathered a mob, complete with pitchforks and torches, to lynch them. Anam Cara sacrificed himself, staying behind so that Alendra could escape. After these harrowing events, Alendra travelled the world aimlessly, with no destination in mind...that is, until she joined a caravan heading to the Dyrwood under the leadership of Caravan Master Odema. Name etymology: Santach; Gaelic word that means “selfish, greedy”. Anuasal; a Gaelic word that means “lowborn, ignoble”. Gwreiddyn; a Gaelic word that means “root, origin”. Caillte; a Gaelic word that means “lost”. Anam Cara; a Celtic phrase meaning “soul friend”. Credits: Sathynae, for the image.
I was surprised not to find a huge thread containing the backstory of every Watcher you've created, so I'm starting it. I mean, yes, you used to be a raider from Deadfire Archipelago but why did you become one? Why did you leave your old life? Why are you traveling? Did you have any friends? A love, maybe? Who are you really and what made you the person you are today? It would be nice if you included an image of your character as well as their initial stats. Since this isn't related to character building but more to story telling I decided to post it here. If the mods think this is the wrong place, please move it to an appropriate one.
I don't actually make it a habit to playing games through multiple times, but like many of you when I do so I try some things differently the second time around. However, the issue I often run into is that there is a latency period at the beginning of the game before my character has had the chance to make any choices, or at least before those choices have had a chance to affect the gameplay experience. Even if later on in the game's trajectory a lot of differences do come into play, the beginning of successive playthroughs always seems to feel the most repetitive part and skipping through the same exposition cutscenes becomes a chore. Thus I wonder whether people could see the main character's backstory being customizable in the manner described in this thread, or if it's something that people feel is out of PE's scope or is undesirable regardless. Given the amount of effort being put into PE's setting, and the fact that it features multiple races, I thought it would be cool if certain elements of your character's background could even affect your character's starting location. The first objective could still be "report to large city X" or whatever it is, but this would definitely add a lot more variety in the game, as long as we were willing to part with a bit of linearity. I realize that this may interfere slightly if most locations are designed around relevance to specific quests that you're not supposed to reach until later in the game, but one would hope that there are at least enough self-justifying locations that a handful of them could be used as starting locations.