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101 DnD Character Ideas

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  • #16
    Originally posted by The young man in the cafe View Post
    16) NPC idea, An future old man in the tavern in training, giving out slightly less important quests to young future adventurers. Except this time he has been sent to find some adventurers to protect the quest giver academy from a powerful threat.

    This where my user name comes from by the way

    Old man from the future? Maybe he gives the quest to his younger self!


    17) The Skinless Hand, a death cult primarily meant to serve as an antagonist group for heroic adventurers (or maybe employers for the not so heroic). Most of its higher ranking members are necromancers, or some other practitioner of the dark arts who's ultimate goal is to obtain immortality. Its hierarchy in order from lowest to highest is as follows: Muscle, Tendon, Bone, Hand. But these are not merely gruesome titles meant to signify position among the cult, each rank holds a significant meaning.

    Muscles - the largest and most active part of the cult. Muscles are the grunt force who are tasked with carrying out most of the orders and seeing the hand's operations completed.

    Tendons - Just as a muscle can not function without proper working tendons, the grunts can not function without officers to keep them organized.

    Bones - While tendons may provide the means to function, a hand without bones is limp and flimsy. The title of Bone is given to lieutenants who are in charge of administrative duties and providing stability for the rest of the cult.

    Hand - The leader of the cult, and presumably its most powerful member. Muscles, Tendons, Bones, all of these are required to form a properly working Hand, and it is the Hand that guides them towards their next objective.

    Whatever deity or patron The Skinless Hand venerates is a mystery to those not indoctrinated into the cult. But investigators have confirmed that their holy symbol is a raised fist dripping with blood.
    Last edited by Nyrufa; 02-21-2018, 12:08 AM.


    • #17
      18) Johnny Gulch, of the Land of Jor'Gia [Tiefling Bard, College of Lore]:

      A devil went down to Jor'Gia, looking for a soul to steal. But you know the rest; Johnny Gulch, human fiddle player, won a magic fiddle made of gold from the devil (let's say Mephistopheles), who retreated in a huff. But not before quietly placing a hex on the instrument. After a year and a day, Johnny woke to discover the golden fiddle had transformed him into a gold-skinned Tiefling.

      Cast out from his community - whose admiration for his musical prowess and tales of besting the devil turned to suspicion with his transformation - Johnny Gulch had to ply his trade as a bard on the road. His primary goal is simple: find every scrap of lore he can, in hopes of finding a way to reverse his condition, so he can return to his beloved sweetheart back home.

      But there's also another preoccupation that haunts him. He may have beat the devil once, but Mephistopheles won't stay idle forever. Fiends nurse grudges for eternity. Indeed, old scratch appeared to him once, telling him that on the tenth anniversary of their duel, Mephistopheles would come back to Jor'Gia for a rematch. If Johnny wasn't up to the challenge, the devil would just have to amuse himself with Johnny's girlfriend. So the bard is compelled by love, fear, and pride to truly become "the best there's ever been". If he can't, the devil will get his very soul...or that of his beloved.


      • #18
        I am surprised nobody's considered these before...

        19) Warlock + Bard = world famous talent

        20) Wizard + Sorcerer = graduated top of their class

        21) Monk + Barbarian = high functioning psychopath


        • #19
          The Five Free Guardsmen
          Formerly of an elite order of royal guards, these five rapier-using warriors were deprived of their jobs when a populist revolt overthrew the monarchy. Having a very particular set of skills and a bond of friendship born of many battles, the five elected to strike out together as a band of adventurers. They hoped to right wrongs, punish the wicked, and follow up leads about a potential lost heir to the throne, though they have no way of knowing if these rumors are true. To inspire fear in the hearts of evil and hope in the hearts of the innocent, these swordsmen took up masks of animals, leading some to call them the Dueling Beasts.

          22) Pierre Gosse [Human Fighter, Battlemaster]:
          Educated in the arithmetic of battle, Pierre Gosse worked as the captain of the royal guard. As such, he takes the dethroning of the king as a personal failure. In many ways, the whole campaign of adventuring is one long attempt to compensate for this. While he wishes to do good for the common people, Pierre is, at his core, an ardent Royalist. For this reason, he pursues any lead for the missing royal heir he can (within reason), in the hopes of putting a rightful monarch on the throne. That the common citizen may not desire the return of monarchy is immaterial.

          23) Felix Trois Fontaine, "The Cat" [Tabaxi Bard, College of Swords]:
          A jovial and gregarious feline-man, Felix "Three Fountain" found his way into the service of the crown when he came to the king's court and performed. As his particular bardic training favored the blade, he slotted into the ranks of the royal guard, when he wasn't entertaining the court. With the power to enchant, cut, and heal with his words (and blade, where appropriate), he was invaluable. It was the Tabaxi who, more or less, inspired the taking on of animal personas following the uprising. Curiously, Felix will wear a cat mask OVER his already feline face, simply as a joke. As a hobby - and out of sentimentality - the bard collects coins stamped with the old royal seal. As these coins were declared outlawed by the new revolutionary government - to be melted down and cast anew with the Republic's seal - the collection grows slowly but is treasured all the more for it.

          24) Egart Tallfellow, "The Rat" [Halfling Rogue, Swashbuckler]:
          Gourmand though he may be, this Halfling's appetite slows him little. Rather, he drifts about the battlefield, using the environment and his own allies to employ hit and fade tactics. Between his speed, evasion, and that Luck peculiar to the Halfling race, Egart is a tenacious and slippery bastard. This fact and his size landed him the nom de plume "Rat". At times this annoys him, but noat others it is his source of pride. Generally, pride is something he had very little of, even before the fall of the king. Having been brought up from the gutter, Egart found a sense of purpose in the royal guard that he never had merely being an urchin thief. So when the revolution came, Egart went against his first instinct to default to a life of crime, and joined Gosse's party. While their perspectives differ greatly, Egart greatly respects the human, and would follow him into the Nine Hells. On the other hand, Egart's chaotic leanings would incline him to be the underhanded, pragmatic Guardsmen the party needs; Egart doing all the shady stuff in the shadows, so Gosse and the rest can stay noble and pure.

          25) Music des Rosiers, "The Fox" [Tiefling Wizard, Bladesinger]:
          Bastard son of a nobleman to a Tiefling maid, the one who would become "The Fox" benefited from the hush money paid to his mother. That coin went towards his education, and his enrollment in the Royal Academy of Magic. Eschewing the normal schools of magic, the Tiefling chose to work with bards that often found their way there. Instead of learning their ways as-is, he tried to decipher the underpinnings of their melodic mysticism. His development (or perhaps "rediscovery") of Bladesinging went over poorly with the Academy - which considered the theory too radical - and he was forced to depart. Not before, however, taking the virtue name "Music", as a personal challenge to refine the Bladesinging arts to their logical conclusion. Seeing that they lent themselves best to martial pursuits, Music joined the royal guard in an effort to receive both martial training and prestige. Since the revolution, however, his goals have shifted. With the fall of the monarchy came a fall of the magical academy, who were considered a tool of the royals by religious revivalists among the masses. (As well as a general hatred by poor workers of the wizards, who were often nobility or the monied). Music sees in the adventuring life an opportunity. As his fame grows, he could potentially cause the scattered wizards of the country to flock to his banner. If the party can actually find an heir, even better, as it could lend legitimacy to Music's founding of a new, more progressive magical academy.

          26) Naal Dalanthan, "The Raccoon" [Shad'r Kai Elf Warlock, Hexblade Patron]:
          The pale elf of unknown breeding arrived at the king's court one day, a magical black rapier on his hip and an open desire to join the king's forces. No one knows where Naal came from, from whom (or what) he derived his shadowy powers, or why he was interested in serving. Nevertheless, he proved competent, powerful, professional, and ultimately loyal. So eventually, he came to stand with the royal guard, defending the crown with gloom and hexes. Neither were sufficient to avert the end of the monarchy, however. Always a suspicious figure, Naal was nearly killed by his fellow guardsmen when the revolution happened, as they assumed he had some hand in it. When heads cooled, however, it became obvious that there was no obvious signs of treachery, least of all from the Shad'r Kai. It was as it appeared to be: an uprising by a disaffected and angry populous. Naal, for his part, accepted the development - the Shadowfell Elf was, as a rule, fatalist to a fault - but enrolled in Gosse's party anyway. He seemed particularly interested in the idea of instating a royal heir to the throne (if one could be found). Not out of any royalist urge, however. Rather, it seems as though he acts, in all things, out of some predetermined marching orders, supplied by parties unknown. He seemed intent on protecting the crown then, and on restoring it now, yet be serving his own, separate master(s). Perhaps that black rapier of his...if the weapon itself is not a minion of some greater force...


          • #20
            27) ​Circle of Predators: even among the followers of the Old Faith, members of the Circle of Predators are feared throughout society for their barbaric savagery. They believe that all life, regardless of intelligence, should live in accordance with the ways of animals. No amount of higher cognitive functions will change the fact that fauna is still fauna. They identify life based on a predator / prey relationship. Anything too weak or foolish to defend itself properly is prey, while anything that proves a threat to their lives is a predator. The Circle of Predators does not seek to establish themselves outside the food chain, but rather to elevate themselves to the top of it, as the apex predators of the natural world.

            The Circle of Predators was abandoned long ago by the more civilized races, who eventually started to distinguish themselves from 'lowly' animals. But the order still exists among the more primitive monster races, especially those who resemble animals themselves. In keeping with their predatory mindset, they will happily consume any form of meat which they can safely digest, including the flesh of intelligent creatures. The hunt for meat is a sacred practice for those of the circle, and anybody who proves unwilling to collect their own food is deemed unworthy of survival. Likewise, those who are incapable of hunting due to lack of physical or mental aptitude are seen as a liability that weakens the rest of the pack as a whole. Children receive special exceptions to this rule, but they are encouraged to develop these skills quickly; because they lose such privileges the instant they reach maturity.

            Contrary to popular opinion, the Circle of Predators is not inherently evil in the traditional sense. Yes, they literally treat people like animals, but that is due to their reverence for the natural order, rather than harboring malicious intent. Those who do take pleasure from their apex status have corrupted the Circle's philosophy into an excuse for self indulgence. Like any rabid animal, such reckless conduct threatens to disrupt the ecosystem these druids are supposed to watch over. So when the Circle of Predators finds one of these corrupted druids, they attempt to drive them from the area, or even kill them if they refuse to get themselves under control.


            • #21
              28) Nedani (Tiefling Druid, Circle of Anathema): Life in the Abyss is hard, especially when it never wants to stay consistent for any great length of time. Such was Nedani's formative years, born and raised on the 600th layer of the Abyss, under the dominion of Baphomet, himself. The denizens of that realm were savage and bestial, to the point where Nedani was forced to emulate them in order to survive from one day to the next. But while others were focused primarily on their own self gratification, her halfbreed nature allowed Nedani to see things from a much broader perspective. The inhabitants weren't chaotic because they chose to be, they were chaotic because it was ingrained into their very nature. When the very world around them was an ever shifting mass of destruction and madness, how could they possibly comprehend being anything else?

              Once she realized this, she began to dedicate more time and energy to studying the nature of the Abyss and how to better commune with it. As ridiculous as it sounds, Nedani's studies eventually lead her down the path of the Druid, connecting her with the very spirit of chaos itself. She would have been content to learn more, but a foolish wizard seeking a demonic pet summoned her from the Abyss. Thankfully for her, the wizard was a novice and failed to create a proper binding circle, allowing her to swiftly dispose of them. Now free among the mortal plane, Nedani has taken to traveling the world, sowing the seeds of chaos and corruption along the way.

              As a member of the Circle of Anathema, Nedani is considered to be Chaotic Evil and seeks to make the rest of the world just as vile and corrupt as the one she grew up in. Her Unnatural Dominion includes Fiends and Aberrations

              As one of Baphomet's subjects, Nedani's demonic features resemble those of a bovine. Her black horns are bent at 90 degree angles and her tail has a tuft of black fur on the tip. Her skin is lightly tanned, her eyes are solid black, and she has cow-like hooves instead of human feet. Beyond these otherworldly features, the rest of her body appears as a human female between her early to mid 20's in age. Her hair is short, spiky and colored like soot.


              29) Gedrix (Lizardfolk Monk, Way of Shadow): A woman of few words, Gedrix left her jungle dwelling tribe years ago to explore the world of warm blooded society. And yet despite her decision, she continues to remain aloof when it comes to dealing with them. Having been trained from birth in the ways of stealth and deception, Gedrix prefers to remain in the background, taking swift action instead of debating the ramifications behind a tactical decision. Her laser focus on the task at hand allows her to channel the power of Ki in order to perform feats that would normally seem impossible to anyone of lesser training.

              While traveling with a party of adventurers, Gedrix is the 'oddball' of the group. She rarely initiates dialogue unless she feels it is important. Most of the time, she goes around doing her own thing while her companions are left to wonder what's going on inside her head. Fortunately, she at least makes the effort to not bring unwanted problems down upon the rest of the group. But such intentions are often misconstrued when the warm blooded races have a different point of view than her own. As a result of her reptilian mindset, Gedrix is considered to be True Neutral alignment and follows whatever course of action she believes is the most expedient to accomplishing their assigned tasks.

              Gedrix appears as a frilled lizard, the kind that are capable of running on water. This may come across as amusing for others in the party, who question whether or not her ninja training allows for such feats. Her primary scales are the color of peridot, while her highlight scales are topaz colored. Her typical outfit consists of a gray ninja garb with a hooded veil that obscures all but her eyes from casual view.


              • #22
                While she’s technically for a FATE game I’m in, my new character is still very D&D-y:

                30) Chassath (Kobold* Barbarian/Sorcerer)
                (*Kobolds in this setting span from the familiar little critters all the way up to large Dragonborn, which have been folded into the race.)

                Chassath hatched under a fortuitous alignment of the stars, and grew into the fortuitous circumstances of her birth; she’s the tallest of her tribe, stronger than all but their fiercest warriors, and most notably is covered in shimmering feathers and brilliantly-colored scales. Her elders all agreed that she was the chosen one spoken of in prophecy, destined to forever shake the world, and so cast her out into the wider world to find her fate.

                ...and that’s where things fell apart. The people of the “civilized” lands have strange and barbarous customs, and worst of all, they refuse to grasp her importance in the future of the world. The warm folk are all small and weak, and she is as fascinated by them as she is confused. Her strong arms and innate dragonfire are potent gifts largely gone to waste as she wanders where her curiosity takes her, but she truthfully has no clue whatsoever how to fufill the quest placed upon her.

                For now, she eats odd food, and sleeps in soft nests, and thinks hard and often about kissing some of these tiny ladies.

                Call me Regina or Lex.

                Female pronouns for me, please.


                • #23

                  Razzod Blade-Breaker (Earth Genasi, Monk, Four Elements): Why a royal Dao would decide to couple with an Orc priestess is probably incomprehensible to the minds of simple mortals. Regardless, the result of their union was the Genasi known as Razzod Blade-Breaker, who earned his name by shattering the weapons of three tribal warriors with his bare hands. Raised among Orc society, Razzod's life has been one of nearly constant battle and mayhem. Yet his connection to the elemental power of earth kept him more grounded than the rest of his tribe. In fact, they were almost disturbed by the level of sophisticated calm that Razzod carried himself with.

                  As he grew, Razzod began to instinctively train himself in the ways of the monk. The tribe made dead certain that Razzod's physical conditioning was in peak performance at all times. But his contemplative nature as an Earth Genasi also gave him the focus needed to conduct his meditations. He could spend days in quiet contemplation, provided none in the tribe actively disrupted his solitude. Being half Dao, Razzod also proved to be a natural prodigy when it came to utilizing elemental ki, unsurprisingly favoring the power of earth and stone most of all.

                  At 20 years old, Razzod seems to have inherited the powerful physique commonly seen among his mother's side of the family. He stands at a height of 6'0 tall and weighs 265 lbs, thanks to his large muscles. His skin is the color of polished silver, and his eyes are like brilliant sapphires. His black hair is woven into dreadlocks and those who have touched it may describe the texture as feeling like metal cables. His time growing up among the barbaric Orcs did not teach him the necessity of clothing, and thus he prefers a minimalist approach. A pair of bracers, boots and some pants made from bear hide is his standard outfit, allowing the rest of his upper body to be exposed to the public.

                  The upbringing of an Orc, combined with the patience of earth, Razzod's alignment is Lawful Evil, preferring to conquer his enemies in methodical and precise fashion, rather than charging in screaming.


                  • #24
                    Recently, I came up with the idea for a campaign set in a DnD version of Earth, focused on ancient Egypt. The premise would be that the PCs were all characters who underwent a special form of mummification, developed by the high priests. (It's inspired by the Spell of Life, from Classic WoD, that allowed Mummies to be eternally reborn). The process would allow the Egyptian gods (or even the more ephemeral force of Maat) to bring the characters back to life, whenever the divinity needed their services in the world of the living. Principally as guardians for the Pharaoh's tomb, although more extensive adventures could be spun out as time goes on. Once their current mission was complete, they'd return to the tomb and sleep for centuries until they were next needed.

                    So it would be a campaign playing out over millennia. They'd just start out in ancient Egypt, doing one starting mission where they fought tomb robbers. Then they reappear several times in antiquity, doing slightly longer missions that had them fight monsters and evil wizards. At one point, it would be nice to have them rise during the Bronze Age Collapse, where they have to defend a rapidly crumbling Egyptian kingdom from Sea People, who in this case could be actual marine humanoids, like Tritons. After that, it'd be a succession of missions from after the fall of what we'd call Ancient Egypt proper: the rise of Macedonia, the Greek city states, Rome and Carthage, the rise of Christianity and then Islam. At the higher levels of their characters, they'd be brought back in the 18th century, in order to venture into the heart of Great Britain and steal the Pharaoh's body from the British museum. Dealing with the fact that everyone has guns now, but conversely the modern day needing to deal with DnD characters in excess of level 15 and channeling high magic and divine power.

                    Anyway, I brought up this idea because I came up with several character ideas. If I ran this campaign, I'd probably be giving players characters to run - in order to stay on theme - unless the players came up with better ideas. I'll be going over those in the next several posts.


                    • #25
                      32) Kewap, High Priest of Ra (Human, Light Domain Cleric):
                      A member of a long line of priests, serving as stand-in for the Pharaoh, who was said to be descendant of Ra. Kewap was a prestigious holy man, who worked tirelessly for the glory of the kingdom and for Ra. He beamed with pride...too much pride, perhaps. In his arrogance, he made a political miscalculation, resulting in his wife and sons being assassinated by a rival in the Pharaoh's court. Realizing his error, he fell into despair. When the special method of ritual mummification was developed - what the priestesses of Isis called the "Spell of Life" - he volunteered. Perhaps he aimed to atone for his actions, through service unending. Perhaps he knew, with his sons dead, his lineage was finished, and took the path that would preserve it for all time. Or perhaps he simply longed for death, and the Spell of Life allowed him to gratify that wish...over and over and over again.

                      Whatever the case, Kewap returns from his sleep of eons a changed man. As befitting one of his priestly caste, he has an almost royal bearing. He hides his grief well, and throws himself into good work and adventure, as a means of drowning out his abiding shame. He is a sober and generous man, with a developing streak of kindness. Still, his high birth means he possesses a low opinion of the low born; it's not that he hates them, but rather pities and condescends to them. In his melancholy and loneliness, however, he may seek new love, even if he has to find it among peasants. Not all of the people who share his duty are of the upper crust, either, and they at least understand his long existence like no other.


                      • #26
                        [I won't make a habit of using non-human characters in this Egypt campaign idea, since the Real World doesn't have large populations of non-human races. That we know of. Nonetheless, I'm making an exception here, as the idea was just too good to pass up.]

                        33) Kiya, Child of Bastet [Tabaxi, Divine Soul Sorcerer]:
                        The most unusual of the Pharaoh's guardians, Kiya was allegedly the offspring of the goddess Bastet and a human man. Certainly, her father was a human, who wouldn't speak of her missing mother. But Kiya's lineage was clearly evident from her very face, and made all the more obvious by the divine power she began to manifest in adolescence. Perhaps, as some in Egypt liked to say, her lack of a present mother figure explained her actions (no one around to teach her how to be a "proper" lady). Perhaps, it was being descended from Bastet, a warrior goddess, that provoked it. Or perhaps, as Kiya herself says, she was just tired of being locked away by her father, to prevent her being seen. Whatever the case, as soon as Kiya was strong enough, she set off on her own and tore a path of havoc in her wake. Picking fights and causing mischief wherever she pleased, and raising a band of ruffians and cultists and ruffian cultists. Kiya made a nuisance of herself in the lower kingdom, though perhaps her notoriety was simply blended into her divine mother's own legends.

                        Eventually, this unruly child of cats became too great a threat, both to the peace of the nation and to the ruling priestly class. So the priests tricked Kiya into waltzing into their trap, with promises of giving her a place in the Pharaoh's court. They didn't entirely lie, as she was made a part of their retinue...just as an eternal guardian of his tomb. This decision was partially motivated by Kiya being very powerful (and thus a potent guardian and tool of the gods), and partially to avoid the political fallout that might occur if they executed a child of gods who had a populist and martial following. She was given the "honor" of ascending to servant of the gods, which neatly sidestepped that pending revolt.

                        Suffice to say, Kiya was displeased with the priestly class's duplicity. She would have caused a great deal of strife, had she not be clapped in manacles that suppressed her Sorcerer powers. Nonetheless, she accepted the duty (the alternative being death, who can blame her?), grudgingly.

                        Curiously, Kiya's powers and demeanor change over the course of her millennia of service. Originally, her spells were warlike and tied to the sun, as befit a child of Bastet, a warrior goddess of the sun. After the conquering of Egypt by the Greeks - and their subsequent reinterpretation of Bastet as a protector goddess of the moon - Kiya wakes from her sleep of ages to find herself channeling more lunar power. Perhaps her many adventures - combined with her youthful aggression being tempered by time and the weight of the knowledge that the Egypt she knew was gone - also changed her on an emotional level. Certainly, the change in the source of her divine blood could also be a factor. Whatever the case, Kiya becomes more mellow, perhaps even motherly. She was always a people person, and in her young days she treated her cult like family. As her endless duty progresses, she starts to see this same sort of familial relationship blossom among her fellow guardians. The idea of starting a new family, with proper children of her own, may also appeal to her, in time.


                        • #27
                          34) Senusret, Record Keeper [Human, Inquisitive Rogue]:
                          It's hardly a glamorous job, keeping municipal records throughout the Egyptian empire. But someone has to do it. Senusret was a scribe, who began life taking down inventory at a grain storage site. His skill and experience saw him promoted to general inspector for the kingdom. He traveled the land, gathering data the kingdom needed. Sometimes the people being interviewed were evasive, dishonest, or recalcitrant; as such, Senusret learned how to read people. Sometimes he was forced to venture into lawless places, in order to obtain data from people who didn't much like questions being asked; so Senusret learned how to defend himself with his wits and skill. Sometimes, he even came as a tax collector; he made few friends in that capacity, and so really had to learn to both read people and win fights.

                          After years of meritorious service as a bureaucrat (and occasional detective, burglar, and knife fighter), Senusret was offered the opportunity to continue that service indefinitely, as a tomb guardian. One would be puzzled at this, unless one realized that the Pharaoh's tomb was filled with treasures. Treasures that didn't just need guarding, but inventorying. Setting aside that Senusret was a competent combatant, someone needed to keep track of the Pharaoh's grave goods into eternity. Senusret also had experience as a sort of diplomat, manager, and fact finder. If Egypt (or its tombs) just needed defending, various fighters and magicians could do the work. If Egypt needed to be rebuilt and administered, it would require a different set of skills. That's what Senusret was there for.

                          Studious, observant, and professional. Senusret was all of these things and more. He subscribes to the old (new?) adage: if a job is worth doing, it's worth doing right. More than anything, Senusret agreed to bear service unending for the sake of having that service done, and done correctly. The idea of the Pharaoh's tomb guardians being left with incompetent managers - or worse, no managers at all - fills him with existential dread. Suffice to say, the fall of Bronze Age Egypt, and the subsequent chaos to follow, is his worst nightmare. Part of his development revolves around learning to accept that the world cannot be totally controlled, and learning to live with the fact that everything he worked for turned to dust in time.


                          • #28
                            35) Nemesis, Desert Expatriate [Human, Storm Herald Barbarian]:
                            Not a native of Egypt at all, the strangely red-headed woman named Nemesis was born in Mycenaean Greece. Her pastoral life in one of the great Bronze Age empires was cut tragically short when her betrothed was struck down by a noble man. As her lover's killer was of higher station, there would be no justice done. Overcome by grief, Nemesis channeled a rage she'd never known, and cut the man down in turn. Horrified by the ferocity of her deed, and knowing she would be prosecuted, she fled. Nemesis stole a fishing boat and sailed into the Mediterranean, until she crashed on the shores of Northern Africa. From there, she wandered the desert aimlessly, tormented by searing sunlight, cutting sand, intolerable thirst, and the boiling anger she carried, which could be turned nowhere but inward.

                            Collapsing to the ground, Nemesis was shaded by the clouds of a coming storm. In that moment, the woman of Mycenae (who had since cut all allegiance to her homeland) was greeted by the specter of Set, Egyptian god of storms, deserts, and foreigners. Perhaps it was because of her unusual hair color - Set was said to have red hair, and so it was seen as a mark of his favor - or perhaps Set simply admired her warrior spirit. The vision taught Nemesis how to turn her Rage outward, to manifest as a storm. And Set brought down cooling rain, that quenched her thirst. When the clouds cleared, their breaking lit the way to an Egyptian village on the outskirts of the empire. Seeing this as a sign from Set, she dedicated herself to defending Egypt, her new home.

                            After defending the people of Egypt from bandits and incursions, Nemesis of the Desert was brought before the high priests. Her patriotism to her adopted empire, as well as her great strength, made her a candidate for service unending. A rare honor for a foreign-born person, and one Nemesis relished.

                            Nemesis prefers twin short scimitars, as she approaches combat like a whirling dervish. Other times, she also takes up the shield and spear. Whatever the case, she surrounds herself with whipping wind, which carries sand that scours the flesh. She either manifests her storm as searing heat or focused lightning; all the better to give homage to her god Set. To her, the god is a great warrior, standing at the prow of Ra's ship, on their nightly battles with Apothis. The idea of Set killing his brother Osiris is filthy Ptolemic propaganda, and Nemesis will stab anyone who says otherwise!

                            So long as such lies aren't said in her presence, though, Nemesis is a solid companion. Years of isolation and time in the wilderness have left her rough and awkward. But to those she seems as friends, she is eternally loyal.


                            • #29
                              36) Rudjek, the Bandit King [Human, Scout Rogue]:
                              Born into poverty and squalor, Rudjek learned survival by larceny. A charismatic sort, he quickly amassed a following of disposed under his banner. His band of cutthroats and thieves would rush in to raid and pillage villages and small cities, then retreat to the desert wastes. In time, his small company grew into an army, and he came to be known as Rudjek the Bandit King.

                              It was not to last.

                              His desires grew beyond his reach, and Rudjek made a move to raid the great Egyptian city of Thebes. His disorganized rabble was routed handily by royal charioteers, and Rudjek himself was captured. For his thievery, banditry, and blasphemy, he was set to be executed. The only question was where his soul would go. The priests saw in this troublemaker a potent and savvy asset. They presented him with a choice. Either he would be executed like the criminal scum he was, and have his body be cast to hungry jackels, denying him a restful afterlife forevermore. Or he could be executed with honor, and have his body mummified in the magical way, giving him a pleasant afterlife but also service unending.

                              Rudjek, who had long ago cursed the gods and denied their existence, took the second option for a laugh. He swore the oaths and let himself be ritually purified. To him, it was all a big joke, having the priests go to the trouble for nothing. After all, there was no such thing as an afterlife.

                              The rogue remembers little of his time on the other side, save the vividly recalled encounter with Anubis. For but the grace of the gods, Rudjek was a hair's breadth away from being judged poorly, his heart devoured by the beast Ammit, and his soul cast into the black waters of Duat. But he had sworn himself to service, and that tipped the scales of Maat in his favor.

                              The former Bandit King does his duty grudgingly. Oh sure, it's nice to not be consigned to the terrible existence. The Western Lands are a pleasant afterlife, from what he can recall - the memory while alive is hazy - but it is also very boring. Rudjek craves excitement. He also craves freedom. Returning to the living world just to serve is not his idea of a good time. He'd love to find some way of circumventing his duty, so he can forge his own path. But he also wishes to avoid the dark river of Duat. It's a tightrope he walks, gaining the one while avoiding the other.

                              Then again, Rudjek smirks. He has all of eternity to find a way.


                              • #30
                                37) Windy (Air Genasi Sorcerer, Wild Magic):

                                Windy doesn't know who's responsible for convincing mortals that all genies grant wishes, but she would very much like to meet them; so she could deliver a swift kick to their jaw! As with most of her kind, Windy's father abandoned her and her mother shortly after her conception. Times were tough for a while, but eventually her mother found love again in the form of a wizard named Andath Tay. Sadly, this romance was also doomed to end in tragedy, because Andath was a wicked and ambitious man who was only interested in her for the child's lineage. He wanted a Djinni slave and believed that Windy would make for a fine choice. Which is why, shortly after she was born, he had her mother killed and placed Windy under a series of enchantments to keep her enthralled to his power.

                                All her life, Windy has been at the beck and call of Andath, who abuses her latent magical abilities to satisfy his own desires. He refuses to accept the truth about Windy not being able to grant wishes and has convinced himself that she simply isn't strong enough to tap into her full Djinni powers yet. So, in order to rectify the problem, he constantly drives her to improve her abilities, regardless of how exhausting it is on her mind and body. Convinced that he has her firmly under control, Andath has granted her permission to occasionally take up the adventuring life style, knowing that he can summon her back to his location at a moment's notice if he senses she might be in danger, or attempting a rebellion. If there's any silver lining to the situation, it's that the more Windy refines her magical talent, the better chance she'll have of breaking free of Andath's control!

                                Windy appears to be a mostly human looking girl of 19 years in age. Her elemental heritage manifests in the form of pale blue skin and short, bleach white hair that gently dances about as if caught within some perpetual breeze. Her eyes reflect the gentle blue of a cloudless sky and her voice has a slightly melodic undertone to it. She prefers to dress in light garments, preferably ones that flutter in the breeze, as they make her feel more connected with her elemental nature.

                                Background: Slave

                                Alignment: Chaotic Neutral
                                Last edited by Nyrufa; 05-16-2018, 05:13 PM.