Suzy Mey
The newfug
Characters can start with an upper ceiling of being a "skilled adventurer" or skilled in whichever profession they may chose. If your character calls for a weak character, go for it. Fighters cannot take armies on all alone (maybe 4-5 average other warriors at once) and Mages do not possess the power to shatter continents... yet.
Races available
You may also make a half and half of any race. (or 1/4 if you feel like it)
Character Origins
Character Origins
These very basic backstories are merely to give an idea to the player, if they're unsure of what they want. They are not meant to replace your characters Bio/ Backstory. You do not need to pick one that's seen on this list, they are potential ideas, to help character creation along.
Craftsman: Having been born in the cities and being taught your father's (or mother's craft) from birth to take over the family assets when their time has come. They are often associated with the local guilds and have learned advanced skills in a certain craft at a young age.
Woodsman/Farmer: Having grown up in a forest settlement or out in farming villages, far away from the cities a Character with this origin has lived a simple existence. Whether out in the forest as a lumberjack, a hunter, a fisherman perhaps or just a simple farmer, very little in life has been given to you, and up until now every day had just been one looking to survive until the next.
Tribal/Barbarian: Generally disregarded by society with a sneering attitude, those not living under the law of the land as laid down by the local lord are seen as outcasts, and any interaction with them is seen as a bad omen, a transgression of what a civilised person is ought to do. In reality of course these men and women simply life their lives out in the secluded parts of the land, whether coursing the steppes or praising their strange gods in the high north, they have come to know the world through their own customs and society.
Noble: Born of higher status, you're expected to show honor, charisma and proper manners. Depending on their family they may hold alot, or very little sway with other noblemen and are universally accepted as the ruling caste. As such, an act of agression against a noblemen is often seen as an act against society as a whole and punishable by a quick death. Though whether their status in society, granted only by birth is fair is not for the common man to ponder. 'Knights' can only come from this background.
Bandit/Thief: In a society bound by tradition and caste, some may view their lot in life as unfair, and may aspire for greater riches and status, even if by nefarious means. As a result of this, some less moral humans turn to banditry and thievery, living in the shadows of the forest or the cities to make a quick fortune out of anyone not smart enough to watch their back.
Military/Guard: With the stories of glorious campaigns fought by the lords in faraway lands or the calling of your fellow man to protect them against the vile scum of society, you had taken up arms in your past to stand and fight. As a soldier you have joined your lord in his campaigns fighting the enemies of your religion, your lord's own liege, or just a different lord that gave him a bit of a slight. While as a guard you devoted your life to standing ever vigilant to protect your town/city and it's people. Though to some, fortune is enough to motivate them and they are led into the fold of a mercenary company, eager for new recruits. This of course has granted you a fair amount of battle experience which you can draw upon during combat.
Merchant: Whether by ship or caravan, you have travelled much to bring goods from faraway lands to the local markets, and to then bring the locally sheared wool to yet another place of high demand. As the world began to grow safer and bandits terrorised the roads less, the role of a merchant in society became ever more important as they were some of the few daring people to go out and bring goods from one point to another, all the while turning a tidy profit. And in a poorly connected and dangerous world, their services are paid handsomely.
Rangery: Forest protectors, hunters, and do-ers of good. Strange, anti-social lot who prefer the quiet of woods and the company of animals. The men and women who look dirty and smell like all the forest, who you avoid in a tavern for them looking "shadey" but those reliable hunters and trackers you run to when someone is lost in the woods, or stolen away by evil things from the forests.
Social Outcast: Poor, destitute and living off the street. Their 'skills' serve no purpose to acceptable society, but they have the determination to survive their poor luck. If their particular skills draw attention, these outcasts may be drawn in to a shady orginization, or resort to crime on their own. There are some outcasts who chose to live their lives in the forest, and may in time, become a Ranger.
Roguish fellow: A criminal, a burglar and a sneak. A swindler of men, truth-breaker and cut-throat. They see themselves as no common bandit, they're charismatic robin hood figures! Except for the fact most steal from the poor and keep for themselves, murder men who threaten them in bars and do anything for personal gain.
Adept of Magic: Up to this point you have worked on wielding and mastering the magical and the arcane. The forces of creation that find their way around the world you have only just learned to bend, or maybe after years of practice have already mastered. Mages are often looked up to with a sense of awe, and the largest of mage academies teach you to use this power for the common good, or the advancement of magic as a whole. But maybe you have other plans, maybe you have grown up out in the wilds, learning from the witch circles about the more liberating ways magic can be applied.
Religious Service: Whether as a clergyman, monk or a travelling friar, maybe even a divinely chosen warrior of fate, your life is devoted to the service of your deity. Teaching it's creed to the common man, or defending the faith against it's foes, with the powers (allegedly) bestowed upon you, the divine realm is given a face to be identified with in the form of you, and your brothers and sisters of the faith.
Character Sheet
Races available
- Human
- Elf
- Half-orc
- Dwarf
- Halfing
- Gnome
- Drow
- Anthropomorphic races (Wolfmen/women, Foxmen/women, Bearmen, Owlmen, ect.)
You may also make a half and half of any race. (or 1/4 if you feel like it)
Character Origins
Character Origins
These very basic backstories are merely to give an idea to the player, if they're unsure of what they want. They are not meant to replace your characters Bio/ Backstory. You do not need to pick one that's seen on this list, they are potential ideas, to help character creation along.
Craftsman: Having been born in the cities and being taught your father's (or mother's craft) from birth to take over the family assets when their time has come. They are often associated with the local guilds and have learned advanced skills in a certain craft at a young age.
Woodsman/Farmer: Having grown up in a forest settlement or out in farming villages, far away from the cities a Character with this origin has lived a simple existence. Whether out in the forest as a lumberjack, a hunter, a fisherman perhaps or just a simple farmer, very little in life has been given to you, and up until now every day had just been one looking to survive until the next.
Tribal/Barbarian: Generally disregarded by society with a sneering attitude, those not living under the law of the land as laid down by the local lord are seen as outcasts, and any interaction with them is seen as a bad omen, a transgression of what a civilised person is ought to do. In reality of course these men and women simply life their lives out in the secluded parts of the land, whether coursing the steppes or praising their strange gods in the high north, they have come to know the world through their own customs and society.
Noble: Born of higher status, you're expected to show honor, charisma and proper manners. Depending on their family they may hold alot, or very little sway with other noblemen and are universally accepted as the ruling caste. As such, an act of agression against a noblemen is often seen as an act against society as a whole and punishable by a quick death. Though whether their status in society, granted only by birth is fair is not for the common man to ponder. 'Knights' can only come from this background.
Bandit/Thief: In a society bound by tradition and caste, some may view their lot in life as unfair, and may aspire for greater riches and status, even if by nefarious means. As a result of this, some less moral humans turn to banditry and thievery, living in the shadows of the forest or the cities to make a quick fortune out of anyone not smart enough to watch their back.
Military/Guard: With the stories of glorious campaigns fought by the lords in faraway lands or the calling of your fellow man to protect them against the vile scum of society, you had taken up arms in your past to stand and fight. As a soldier you have joined your lord in his campaigns fighting the enemies of your religion, your lord's own liege, or just a different lord that gave him a bit of a slight. While as a guard you devoted your life to standing ever vigilant to protect your town/city and it's people. Though to some, fortune is enough to motivate them and they are led into the fold of a mercenary company, eager for new recruits. This of course has granted you a fair amount of battle experience which you can draw upon during combat.
Merchant: Whether by ship or caravan, you have travelled much to bring goods from faraway lands to the local markets, and to then bring the locally sheared wool to yet another place of high demand. As the world began to grow safer and bandits terrorised the roads less, the role of a merchant in society became ever more important as they were some of the few daring people to go out and bring goods from one point to another, all the while turning a tidy profit. And in a poorly connected and dangerous world, their services are paid handsomely.
Rangery: Forest protectors, hunters, and do-ers of good. Strange, anti-social lot who prefer the quiet of woods and the company of animals. The men and women who look dirty and smell like all the forest, who you avoid in a tavern for them looking "shadey" but those reliable hunters and trackers you run to when someone is lost in the woods, or stolen away by evil things from the forests.
Social Outcast: Poor, destitute and living off the street. Their 'skills' serve no purpose to acceptable society, but they have the determination to survive their poor luck. If their particular skills draw attention, these outcasts may be drawn in to a shady orginization, or resort to crime on their own. There are some outcasts who chose to live their lives in the forest, and may in time, become a Ranger.
Roguish fellow: A criminal, a burglar and a sneak. A swindler of men, truth-breaker and cut-throat. They see themselves as no common bandit, they're charismatic robin hood figures! Except for the fact most steal from the poor and keep for themselves, murder men who threaten them in bars and do anything for personal gain.
Adept of Magic: Up to this point you have worked on wielding and mastering the magical and the arcane. The forces of creation that find their way around the world you have only just learned to bend, or maybe after years of practice have already mastered. Mages are often looked up to with a sense of awe, and the largest of mage academies teach you to use this power for the common good, or the advancement of magic as a whole. But maybe you have other plans, maybe you have grown up out in the wilds, learning from the witch circles about the more liberating ways magic can be applied.
Religious Service: Whether as a clergyman, monk or a travelling friar, maybe even a divinely chosen warrior of fate, your life is devoted to the service of your deity. Teaching it's creed to the common man, or defending the faith against it's foes, with the powers (allegedly) bestowed upon you, the divine realm is given a face to be identified with in the form of you, and your brothers and sisters of the faith.
Character Sheet
- Name:
- Age:
- Gender:
- Race:
- Appearance:
- Weapon:
- Clothing:
- Gear:
- Bio
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