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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. 

 

 

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Crimson was born on a northern isle in the Deadfire Archipelago. A Death Godlike born to parents that tossed him out soon as his "gifted nature" became clear, he found himself friendless in an unforgiving land. By virtue (or vice) of his inner strength to take what he needed to survive from whoever crossed his path he fell in with a rough gang of highwaypersons (they were equal opportunity). As the years past and the boy who assumed the name of Crimson became a young man the screams and cries of his victims became to become louder in his dreams. The killing that was a part of the lifestyle became too much after the night that changed his life.

 

He will never talk about what happened, but after that he hung up his sabres and swore never to take another life in the name of greed. He wandered and fell in with a group of paladins from the Kind Wayfarers. His mentor was a lady of Eothas who instructed him not just in protecting the travelers of the road, but also of redemption. Crimson was sick of his homeland and set forth on the road once he felt the confidence to proclaim himself a member of the Kind Wayfarers. Roads turned to boats as he traveled further and further north towards the Dyrwood. He had no particular plans in mind. It was simply another route to travel on to instill his brand of protection. The word of cheap land offered no temptation for a perpetual wanderer, but the word of persecution of fellow believers of Eothas was just the motivation to make this more then a quick travel through another nation of troubles. Perhaps he could finally find some troubles that would sooth his troubled soul in the eyes of Eothas, and himself.

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Crimson was born on a northern isle in the Deadfire Archipelago. A Death Godlike born to parents that tossed him out soon as his "gifted nature" became clear, he found himself friendless in an unforgiving land. By virtue (or vice) of his inner strength to take what he needed to survive from whoever crossed his path he fell in with a rough gang of highwaypersons (they were equal opportunity). As the years past and the boy who assumed the name of Crimson became a young man the screams and cries of his victims became to become louder in his dreams. The killing that was a part of the lifestyle became too much after the night that changed his life.

 

He will never talk about what happened, but after that he hung up his sabres and swore never to take another life in the name of greed. He wandered and fell in with a group of paladins from the Kind Wayfarers. His mentor was a lady of Eothas who instructed him not just in protecting the travelers of the road, but also of redemption. Crimson was sick of his homeland and set forth on the road once he felt the confidence to proclaim himself a member of the Kind Wayfarers. Roads turned to boats as he traveled further and further north towards the Dyrwood. He had no particular plans in mind. It was simply another route to travel on to instill his brand of protection. The word of cheap land offered no temptation for a perpetual wanderer, but the word of persecution of fellow believers of Eothas was just the motivation to make this more then a quick travel through another nation of troubles. Perhaps he could finally find some troubles that would sooth his troubled soul in the eyes of Eothas, and himself.

 

Funny thing, I'm also building a story for a Death Godlike that was raised in Deadfire Archipelago. Her name is Scarlet! Also abandoned by her parents and forced to a life of crime before a certain event changed her life. I have not decided yet what was that event exactly. The difference is that she's a barbarian. 

 

Great story though, I really liked the Paladin twist. 

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Crimson was born on a northern isle in the Deadfire Archipelago. A Death Godlike born to parents that tossed him out soon as his "gifted nature" became clear, he found himself friendless in an unforgiving land. By virtue (or vice) of his inner strength to take what he needed to survive from whoever crossed his path he fell in with a rough gang of highwaypersons (they were equal opportunity). As the years past and the boy who assumed the name of Crimson became a young man the screams and cries of his victims became to become louder in his dreams. The killing that was a part of the lifestyle became too much after the night that changed his life.

 

He will never talk about what happened, but after that he hung up his sabres and swore never to take another life in the name of greed. He wandered and fell in with a group of paladins from the Kind Wayfarers. His mentor was a lady of Eothas who instructed him not just in protecting the travelers of the road, but also of redemption. Crimson was sick of his homeland and set forth on the road once he felt the confidence to proclaim himself a member of the Kind Wayfarers. Roads turned to boats as he traveled further and further north towards the Dyrwood. He had no particular plans in mind. It was simply another route to travel on to instill his brand of protection. The word of cheap land offered no temptation for a perpetual wanderer, but the word of persecution of fellow believers of Eothas was just the motivation to make this more then a quick travel through another nation of troubles. Perhaps he could finally find some troubles that would sooth his troubled soul in the eyes of Eothas, and himself.

 

Funny thing, I'm also building a story for a Death Godlike that was raised in Deadfire Archipelago. Her name is Scarlet! Also abandoned by her parents and forced to a life of crime before a certain event changed her life. I have not decided yet what was that event exactly. The difference is that she's a barbarian. 

 

Great story though, I really liked the Paladin twist. 

 

 

Scarlet & Crimson sound like they could've been BFFs XD or members of the same supervillain group, hehe. Ty for the compliment as well ^^

Edited by kaiki
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My hunter was from a small wild orlan village in the Ixamitl Plains. Very proud of their freedom from the larger kith races (unlike their hearth orlan cousins), they lived almost as wild as a pride of lions out there in the fertile savanna. They stayed away from larger kith villages (like human settlements), and mostly hunted and foraged for food instead of farming. As she told Caliscia, my orlan was largely responsible for hunting for her village. She stalked wild antelope by blending into the tall dry grass with her golden fur, inching just close enough to loose arrows. She eventually bonded with a wild warthog, who helped her hunt by circling, herding, and keeping prey closer to her bow.

 

Ora loved her family and village, so nothing could have driven her out just short of exile. Which is exactly what happened: a hard season drove the hunters to search farther and take greater risks. A less seasoned hunter wanted to seek out an elephant graveyard (a river ford where elderly elephants whose last row of teeth have worn down go to eat softer river plants until those teeth wear out and they slowly die of hunger, leaving a lot of elephant skeletons in their wake) since a whole elephant could feed their whole village for a season. He gambled on the meat, lost to the tusks. Since he was beloved by the community, everyone blamed her for the accident (since, as the senior hunter, she should have known better than to try to take on a desperate elephant with nothing but a few bows and spears), and Ora was all but driven out.

Edited by Faerunner
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"Not I, though. Not I," said the hanging dwarf.

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Huh. How to explain...

 

Killf*ck Soulsh*tter was a very angry boy. He got angry at his brothers, he got angry at his sisters, he got angry at his anger. He got so angry that he would claw at himself because if he hit other people he'd get in trouble. One day he realized that he was hurting himself for no good reason, so he beat up his brothers and sisters and when his parents came to punish him, he beat them up too. Of course, he couldn't beat up everyone, so he had to run from the village.

 

In the wild, he found the freedom he'd always wanted. He could stub his toe, get angry and beat up anything he wanted and nobody would stop him. He'd tear up bushes, rip up saplings and he even punched a deer in the face! Everything changed when he found a discarded, rusty sword and killed a boar. Beating things up just wasn't enough anymore.

 

He eventually tried going into a town to see what he could trade for with all the animal skins he had, but one thing led to another (his self-made clothes were perfectly fine no matter what some stuck up prissy said!) and he couldn't really stick around for long. He gathered a few things, spun in place a few times and headed off in the direction he faced. He eventually wandered across a caravan headed out west and considered fighting them, but they took one look at him and said very nice words, so he decided to hitch a ride instead of hiking through the mountains. Things got weird from there.

 

(low INT barbarian. Such fun.)

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For my second character, I wanted to make a pale elf fighter who was an aristocrat from the White that Wends. The idea of being highborn from a place that is essentially the South Pole just struck me as funny. I am probably going to name him Korhil after that buff White Lion elf from Warhammer (may he rest in peace).

 

The story as I envision is as follows:

 

Korhil was born the fifth son of an elven king who ruled over a portion of the White that Wends (assuming there is more than one kingdom in the area). Despite being last in the line of succession, Korhil was beloved by his father and the court for his skill as a warrior and as a charismatic leader. The king even made Korhil heir to a formidable castle of ice and stone that was situated along a bountiful coastline. Control of this castle and the surrounding territory would make Korhil perhaps the second most powerful lord in the realm, something his older brothers cared little for. To unseat Korhil from his claim, his brothers brought to the king’s attention certain rumors that Korhil was having an affair with the king’s mistress. As hoped, their father became enraged and stripped Korhil of his inheritance and assigned him to a bleak outpost on the edge of the kingdom.

 

Not long after this the king died in his bed, though whether due to stress from the scandal or even poison is up for debate. Shamed at court and scorned by his siblings, Korhil gathered his remaining possessions and made his way to a small port where he took a ship to northern lands. Burdened by his past and the risk of assassins sent by one of his brothers, Korhil has traveled to the Dyrewood and will perhaps continue further unless something comes up… 

Edited by Venatio
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Kurgan, Aumaua from Rauitai.

 

After being disinherited by his father and exiled Kurgan decided that raping and plundering your neighbours was not the greatest of ideas. So Kurgan grabbed his estoc which he had named Stabby and his pollaxe named Polly and headed in a search for adventure. Naming your weapons on a drunken binge does not make up for cool, terrifying names.

 

Kurgan heard about some Lord who was doling out land at a place called Gilded Vale. Kurgan had plans, he was going to build himself a log cabin and ferment some moonshine and spend the rest of his life in drunken stupour peddling cheap alchohol.

 

But Fate was no so kind, on his way the caravan master told Kurgan to pick berries for his unusually bad hangovers. Kurgan was sent off with a blond warrior bimbo, she gave him a cold stare when he asked her about her chainmail bikini. She probably played for the other team anyway, told him that she was going to meet her "sister" yeah right.

 

After picking some berries and slaughtering some poor wolves that didn't manage to run away Kurgan was happily suprised when he and the warrior bimbo, whose name he didnt recall, got ambushed when doing more menial chores. A couple of savages came running out of the forest shouting something. Kurgan quickly drew Stabby and charged point first driving his 6 foot estoc through the first savage and still continuing his charge using his tremendous strenght impaled the second savage onto his estoc. Kurgan grinned stupedly while he exclaimed "Two for one".

 

 

To be continued at later date

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Laethryn was the child of Aedyran farmers, both of whom who perished in an epidemic before their baby girl could even speak. Having no remaining kin nearby, the child was taken to the village's Eothasian temple and was raised there by the priests in the faith her parents had followed while they lived. (Is raising orphans something Eothasian temples would actually do in Aedyr? I don't know, but they do it in this story!)

 

Laethryn was only 6 when the news of St. Waidwen's apparent destruction reached the temple, but the child only nodded when she was informed and said, "Then it is just as he told me." She could not be pressed to elaborate further, but the priests were sure that she had had some sort of vision in the final days before their god's disappearance. 

 

Thus it did not surprise her elders when, having reached adulthood, Laethryn announced that rather than remain with the temple, she wished to travel to the Eastern Reach to spread the faith. She knew the risks any self-professed Eothasian would take in the land of the Godhammer Bomb, of course, but she insisted that was precisely the reason she was needed there. 

 

And so Laethryn departed everything and everyone she'd ever known, taking a ship to Readceras, where she was welcomed warmly by many locals. It would have been easier to stay in that pious land, but duty called her to press south into the place where there were so many suffering kith who needed to know that the Shining God had not abandoned them. She soon got word of a Dyrwood lord inviting settlers to his lands, and she knew it was the opportunity she needed.

 

***

This character is a Meadow Folk Aedyran Clergyman Priestess of Eothas, max Res, because I wanted to RP someone who'd have a strong personal reason for doing random quests for people in the middle of trying to solve her own problems. She's going to win the hearts and minds of the Dyrwood for Eothas with her Benevolent questing. Unless they reject the teachings of the Shining God, like Raedric, in which case they will get rekt. :D

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I will be not original then:

 

Serafin, Moon Godlike, priest of Eothas from Ixamitl with troublemaker past (dissident). He is passionate character as benevolent, sometimes agrresive. He has negative opinion on animancy. Speaks fluently Aedyran and Katl (Ixamitlan). Some Glanfathan. Poorly Vailian.

 

He was born at the middle of Readceran Lake of Pales at dawn as a 'child' of Lady of Lament, but also Shining God's 'bastard' (because of growth on his head reminding many two sickles or two crescents). His mother had fled from Readceras with some Eothasian priests disagreeing with St. Waidwen's rules, later she died after giving birth to her only son. Serafin had lived with other Eothasians in Ixamitlan town for 23 years, preparing for a role of priest.

 

But in a day of his vows, he escaped from the temple, resisting imposed priesthood. His rebellious nature led him to demi-monde, where he joined underground dissident organisation. They wanted changes in social order of Ixamitl like diminishing strong cast system, authority figures, churches, nobility and so on. Culminative point of dissidents' work was coup leading to overthrowing of town present governance. They brought new governace, but not of that kind Serafin imagined. New rule turned out to be even worse than old one, resulting in terror and rebellions of many people. Dissapointed and embiterred such development, Serafin dissociated himself from dissident organisation. He tried to found his own group, which would realise true values he had bled for. Old dissidents couldn't stand Serafin's 'betrayal' and declared war on him and all his allies.

 

The town transformed into field of dissident accounts. Drawing innocent people to war caused butting local Eothasians into not their business. Town separated into three dominant groups: old dissidents ruling town, new dissidents with Serafin and town people with Eothasian clergy. Priests of Shining God tried to finished that mad bloodshed, but as a result they became enemy of dissidents (espiecially old ones). Not being able to destroy his enemies by his own, Serafin wanted to make temporary alliance with Eothasians. Whole plan failed when Serafin had been captured by foes, who brought him to animancy experiments. As a result of brainwashing massacre occured and town set in fire, taking lifes of many families. 

 

After coming to his senses, heartbroken Serafin decided to withdraw from conflict. But people didn't want to forgive him his crime. A crowd gathered to execute Godlike by stoning him to death. Seriously injured, Serafin was being cared for by Eothasians. Believing that Eothas saved him from death, Serafin wanted to fight no more. His heart filled desire of serving Shining God as it meant to be. But dissident war was yet undone. Serafin didn't wish to cause more suffering, that was why Eothasians offered peace. Ultimately both sides worked out that Serafin had to leave town, then war ended. Godlike agreed. He left as ultimatum said to be so far from his past as possible. Before him rose new life Eothas had given to him. A life in which he found inner redemption and mercy, but also new suffering. His journey to Eastern Reach showed if there would be a place he could call truly home...

Edited by White Phoenix
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John was a normal human child. His parents were traveling merchants in Old Vailia and had seem most of that land by the age of 12. Intelligent and perceptive, he could learn anything faster than most, provided he had an interest in it. At 12, his parent's caravan was attacked by bandits and he was the only survivor. With no relatives to take him in, he had to live in the streets and learn the tricks of a rogue in order to survive. His wits, quick learning ability and keen senses allowed him to always have more than enough money while keeping a low profile. He always had the habbit to question everything and hated being in the dark, and while honest at heart, he often had to make hard choices to protect himself and that included the manipulation of others through words... read him and tell him what he wants to hear became his motto. One thing he had seen time and again, was people who died a horrible death because they could not see further than their nose, and that became a lesson to always keep the big picture in mind, no matter how focussed on a detail you are.

At 16 he was eligible for the army (and had a few too many grudges from other criminals), so he decided to turn a new page and lead an honest life. He joined and soon showed a talent with the bow, however his fate was not to be an archer as parts of the training for the reqruits were meant to decide if they could be used for special roles (like spies or assassins) and he was chosen to become an assassin. Most of the targets he was asked to kill he already knew from his days as a rogue and knew they deserved worse than a quick death, however things turned sour when 4 years later he was given an order that he could not obey. The order was to place a bomb that would kill dozens of civilians and make it look like a local lord gave the order, so that the population will rebel against him. The plan was for him and the bomb maker, to carry a part of the bomb each, and meet at the target location with another 4 people who had the rest of the parts... the bomb maker would assemble the bomb, John would place it and all 6 of them would spread rumors and fake evidence to make the lord look guilty. Unwilling to follow that order, he set out for the location pretending that he would do it, but midway he killed the bomb maker (a psycho who was way too happy to watch the crowd blow to pieces), threw the bomb parts in the river and ran off to the nearest port town. Knowing that his superiors will soon find out about it, he got on the first ship out of port and ended up on Dyrwood

Edited by teknoman2
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The words freedom and liberty, are diminishing the true meaning of the abstract concept they try to explain. The true nature of freedom is such, that the human mind is unable to comprehend it, so we make a cage and name it freedom in order to give a tangible meaning to what we dont understand, just as our ancestors made gods like Thor or Zeus to explain thunder.

 

-Teknoman2-

What? You thought it was a quote from some well known wise guy from the past?

 

Stupidity leads to willful ignorance - willful ignorance leads to hope - hope leads to sex - and that is how a new generation of fools is born!


We are hardcore role players... When we go to bed with a girl, we roll a D20 to see if we hit the target and a D6 to see how much penetration damage we did.

 

Modern democracy is: the sheep voting for which dog will be the shepherd's right hand.

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My character Grunt, the bluish wild orlan, was born the last of his druidic tribe in a forested island near the Old Vailia province. He, and what was left of his splintered tribe, was captured by pirates and sold into slavery before learning how to speak. Understanding after a provocation with the young orlan that he could change himself into a large bear; The pirates sold him to a small traveling circus touring the mainland. He was given the name "Grunt" by the carnies upon meeting him seeing as how that was his preferred method of communication. He grew up learning lagnuage, and performing his transformation for the entertainment of awed spectators. He became close with the entertainers, and they openly accepted him into their tight-knit family.

 

But, one day the performance became something more than an act. A group of mischievous and misguided children started throwing rocks and clods at the bear they were watching. Grunt's reason lost control to a more primal voice. He charged at the group of kids and viciously mauled at them. Not much was left of them that was recognizable, or of his carnival companions that tried to stop him. When he came to; He was in his original form without company in the forest. He cried and walked. and stopped crying, and then cried some more before stumbling upon the first road he came to. Along the road was a knapsack filled with conveniences and cheap trinkets. There was also a letter mentioning a new opportunity; A chance at a fresh start. A new family...

Edited by selectandstart
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  • 1 year later...

I like the idea, so let's raise this thread from the dead.

 

My Death Godlike hails from Old Vailia. His name is Dhalvaro, his parents were dwarves and he wasn't well liked in his community. He abandoned his home when he reached puberty and joined a group of mercenaries. There he believed to have found his calling, but when war came, only he survived. He looked around on the battlefield and it became clear for him, that he truly was touched by Death. But never again would he allow such a enormous loss of life. Never again would people die, because he couldn't protect them or the life of a scavenger was the easier way out. This oath gave him the strength and the faith to join the Kind Wayfarers and now he is travelling around the world as a paladin to do the right thing. Out of duty and out of guild.

 

I played the game twice with this character build and was very pleased how fitting the background was in direct context with the mainquest.

Edited by Harry Easter
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Well, I’m not sure it’ll make an interesting story as it isn’t quite in line with PoE's story, but here it is.

 

My pale elven priestess (somewhat high Res, Int) was a mystic from The White that Wends, which in this case was a poetic reference for the world beyond this one (or between them? I’m not sure myself). She and her trusty beastslaying other self and a glorious immaterial space piglet came here following her visions. Visions are Tuesday for a mystic, really.

 

In this world she presents herself as a priestess of Eothas (who may or may not had a hand in her appearance) and mostly play the part. She isn't really worshipping him but she respects those ideals he happens to represent. Too bad she arrived too late to have any chance to have any philosophical debate.

 

Big things were happening and she intended to witness them. Surprisingly, she was a “big thing” this time…

 

Thaos connection was handwaved, possibly as Eothas mudding things in a gambit against Woedica, depending on how PoE2 is going to go about Eothas.

 

In the case of Iovara there was no connection in the past but there is now. And my character isn’t hot about the whole reincarnation thing as well as she percieves it as a loss of everything one achieved. So, after the final battle my priestess’ new goal is to find a way to free Iovara from that place without travelling through the wheel of souls. Which, likely, requires god’s intervention. Now, about that dead Eothas business…

 

In the end here there will likely be no gods. It doesn’t mean they (all) will be dead, but they won’t be gods anymore and wouldn’t have grand power over kith. Holders of knowledge rather than rulers.

Pillars of Bugothas

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As a serial reroller there are way too many characters I have imagined backstories for. However, this one is an archetype I really like and reused with several classes (from my memory: Druid, Monk, Priest of Eothas and perhaps Cipher or Barbarian):

 

Agiqun - Pale Elf - White That Wends - Mystic

 

Agiqun was born on one of the few Glanfelen (Pale Elf) cities on the Southern Deadfire Arquipelago, from a merchant and a immigrant from the White That Wends. When he neared adulthood, he travelled to a monastery in his mother's land to further his studies of the sciences, history and teology.

 

Since childhood, Agiqun had his flashes of deep insight, often mixed with strange sensations and a surreal disconnection with reality, and with fear of being judged insane he kept those secret at all costs. However, as he aged and grew in both knowledge and independence, the episodes grew more vivid and common eventually culminating in visions.

 

Despite it going against his master's doutrine of humilty, he began to consider the possibility of being in tune with some power beyond this world, perhaps a god, or maybe something even greater, and grew distant from his colleagues.

 

Eventually, it was discovered that he had contacted multiple exiled animancers, as well as spoken and written against the teachings of his group, leading to his banishment.

 

Lost and unsure of where to go, he eventually settled on investigating an old vision he had, of a terrible all-devouring light, which led him to the Dyrwood, where he discovered a different yet very familiar kind of visions.

Edited by DreamWayfarer
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My current watcher is female orlan being known as Aurelia. Hailing out of Deadfire Archipelago, she has been headstrong and mean since her early days, which allowed her to escape slave's fate and instead she went for a profession not usually connected with women, yet alone orlan, pirate. By her own wit, charm and determination to equalize her racial physical weaknesses, she became respected and feared pillager.

 

However as it often happens with the ones leading criminal lifes, her luck wouldn't last forever. Being a part of the crew of feared "Seahunter" vessel, under the command of Captain Skinflint usually ended up in plundering various goods, still, attacking Aedyran cruiser was perhaps too bold even for seasoned buccaneers. Plenty of outlaws managed to make their run on escape boats, none of them though were terribly appreciative of orlan woman bossing around(as it was rumoured, she had an affair with a captain, allowing her to become one of the officers) and humiliating them, which ended up in her capture.

 

No prison would claim her for good although, as she strangled her warden to death and made a run for her life. Very briefly, she tried to work as a sellsword, not yielding much success in that field as Aedyran lawbringers were constantly on her trail.

 

Tired of being forced to look behind her for the rest of her life, she sneaked upon Raedceran slaveship and managed to get away with being a stowaway by mending with the rest of orlan slaves. By reaching the land, she once again sneaked her way to freedom, ending up in Dyrwood. Determined to leave her problems behind, she joined Odema's caravan, full of lowlifes and miscreats, to see where would fate lead her now...

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The de Daccis always were one of the wealthiest familys in Ozia, one of Vialia's richest and most important cities. With Jaquomo de Dacci starting as an small merchant with a small galeone about 300 years ago, the de Daccis have since been able to increase their wealth, ultimately owning a large trading company including a small fleet of ships. However, at some point the republics began to shatter, and the increasing political instability caused Aloferus de Dacci to sell his trading company but one ship and try to bring his family into safer realms. Never having aquired any sort of geographical knowledge (the de Daccis stopped sailing themselves a long time ago), he trusted on the expertise of a guide, Felippe. Aloferus wanted to move to the living lands, as he saw great economic potential there, and so Felippe headed there. During the time on sea, the youngest of the de Daccis, Niccephoros, came to know Felippe's son Fulvano. They soon became friends, and since Felippe had also planned to stay in the living lands and to continue work for the de Daccis, they stayed friends.

 

When they grew men, both decided to study. Fulvano quickly took interest in History and Geography, and he often spoke of wanting to write an book in which he would include every major country and it's sights. Niccephoros however joined the scientists, and he quickly began to specialise in alchemy.

At some point, Fulvano actually decided to set out to his grand adventure, and he first headed for Aedyr. Niccephoros and Fulvano still wrote letters once in a while, this was however quite complicated since Fulvano traveled a lot. But all of this was minor for Niccephoros, he was working on something big. He as an alchemist, a mage and an animancer formed a group. Their goal was it to create artificial soul esence, which then should be used to enhance the power of magical abilities. Nobody believed they could do it, but they tried and tried for years to come.

But they failed, and at some point, the group shattered. Niccephoros had by then aquired great knowledge in all matters arcane, alchemistic and animancistic, as well as high mechanical skills. But the years of seemingly pointless work had left their traces: He quickly grew old, and he became a very insecure person. For a year or so he didn't know what to do with his life now, that his life goal became unreachable. But then one of Fulvano's letters reached him. He told Niccephoros that he was now travelling to Dyrwood, and he also said that there was a high number of animancers living there, as well as the powerful mage Conceilhaut. He also told Niccephoros of an young wizard from Aedyr he had met (Niccephoros could not quite recall his name)who came because a local Lord offered new settlers cheap land. Niccephoros de Dacci decided to move to the Dyrwood and settle there. Perhaps he would take an job at some sort of academie, or he would work with local animancers. So he took an ship heading to Saint's Rest in Readceras. From there, he joined a caravan heading to Dyrwood...

Everybody knows the deal is rotten

Old Black Joe's still pickin' cotton

For your ribbons and bows

And everybody knows

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Hm, I guess I can be the first to also post something about my stats and gear

M 17 - Well, I am thinking of this more as magical abilities and "might", so for this well-educated fellow it makes sense for it to be high

C 6 On one hand, he is old. On the other, dump stat ;)

D 14 just to make him better at casting

P 16 same as above I valued p over d for rp again...

I 18 well, obviously

R 6 remember him becoming very unsure? Also dump stat

 

He is a melee wizard, so he is getting out the concealhaut staff And crushes People to death. Being lvl 8 (not 9-no per encounter-staff sadly), in less though encounters he uses an estoc, because wf: adv. (due to the minor blights). When forced into ranged combat, he uses the best wand I can get, right now the endless paths lvl 7 one. However, this is practically not needed since I got an cape with the evasion skill from the rouge... Yes, there are more efficient Capes, but on hard it's good enough. So, he is my way of dealing with enemy casters/gunners while the rest behind the tanks take care of the front line. Also, it is very satisfying to spam fan of flames from

Behind... He is also wearing a breastplate, for combat but mainly for rp, I like the valian touch.

 

Although I am thinking of respeccing into ranged, for an old unsure man melee seems a bit far fetched... But respeccing wizard cost a lot of money :(

Edited by Ben No.3

Everybody knows the deal is rotten

Old Black Joe's still pickin' cotton

For your ribbons and bows

And everybody knows

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  • 1 month later...

My second character was basically the human (or elven) equivalent of a "blah."  I was a little skeptical of this approach but it turned out to be tremendously fun to play.  He was the driest, least passionate person around but it was fun to respond to earth-shattering revelations or assorted villain rantings with basically "yep" or "nope."  It must be infuriating to anybody talking to him. 

 

He was a ranger so I think when asked about his past his response was something like "I shot some deer.  I skinned some rabbits.  I ate some jerky. You know how it goes."  

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  • 5 months later...

Jarek - Meadow Human Rogue, Deadfire Archipelago, Raider background.

As a young man, Jarek sought to rise above his impoverished origins by any means available, initially as a way to support his widowed mother and younger brother. He was eventually recruited by a bandit gang ran by a brutish Aumaua known as Mahaka, operating out of the troubled town of Lachan. Developing a skill for murder through the gangs' increasingly ambitious smuggling operations, he gained enough notoriety to earn the moniker of 'Iron Heart', becoming one of Arawa's most feared enforcers.

With his mother becoming increasingly suspicious of her sons new-found wealth and her family's changed fortunes, Jarek struggled to conceal his associations with Arawa's gang and it's shady activities. Eventually learning of her son's brutal streak, Jarek was ultimately ostracised. Despite this, he would continue to provide for his family by giving portions of his ill-gotten spoils to his brother so that the family would never again struggle financially.

With the guilt of his actions now weighing on him heavily, Jarek became aimless and disenfranchised with Arawa's gang and their brutality. A run-in with Lachan's Executioners saw the gangs numbers halved in a bloody showdown and Jarek used the chaos to escape, finding himself aboard a vessel headed for the Dyrwood.

Edited by Androoh
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