I have recently had someone drop out of a campgain, and I am looking for someone to fill in the hole. The party includes a cleric of Life, a bard, and a tanky ranger. The party is still level 1. The only restrictions on character creation is that if you want to use your own homebrew, please let me read over it first, and please use Standard array or point buy for ability scores. In your backstory, I will need why your character left their home, one short term goal, and one long term goal. I am so excited to start an adventure with you!
I have a crude sense of humor. I face problems head-on. A simple, direct solution is the best path to success.
Ideals
Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral)
Bonds
Those who fight beside me are those worth dying for.
Flaws
I have little respect for anyone who is not a proven warrior.
Gevaar Divlja-Zvijer, a young Goliath nicknamed "Stalker." The lone child of older, rather unremarkable Goliath shepherds. A gifted natural hunter and tracker. Gevaar is desperate to prove himself to his tribe and improve lives of his family. Gevaar has departed from his mountain home to make a name for himself and bring honor and glory to his tribe.
Born to and growing with the heard has taught me many things about surviving in the wild conditions of the plain. As younglings we learned to hunt and kill. When i reached 20 I left my heard to find adventure and bring glory to myself and my heard!
Appears to be wearing nothing but Fur Pants stopping just above his knees and a cloak made of a bear he killed with the head still attached and covering his bald head. His Great axe is slung over his back and his 2 hand axes hanging at his sides. A pack slung over his shoulder holding all his belongings with a bed roll tied messily to the bottom and a rather messy hunters trap hanging off the side. With a pale grayish-white skin and scars all over he is standing with a grin.
Short Term and Long Term goals would be to smash foes and find glory. (Not a very intelligent character... Very good at smashing heads!)
BONDS:I sold my soul for knowledge. I hope to do great deeds and win it back.
long term - Power and revenge on former teachers
backstory
being born with some innate magical ability Thenon was sent to the local "university" to learn and manage his skill. however after years of being bullied due to his "hellish" appearence Thenon went often to the shore to meditate in seclusion. One night during his meditation the Old One appeared to him offering him the chance to gain power . for just a small price...
Thenon made the deal and left the university that night, wandering in search of whatever knowledge he can gain
Description: Jark was once an alchemist, a decent one as well, he used to help a dark wizard with potions and rituals, he lived slightly better off than the rest of his kin under the wizards heel. The beatings were less frequent, he managed to get leftovers, even learnt things like hunting and fighting, however, one day he became disillusioned with his state of affairs. He turned his weapons against his cruel master killing...admittedly after he had been mortally wounded by some actual heroes because Jark hadn't even woke up for the actual battle but this is beside the point, he became a folk hero amongst his kin!
Jark has since then become convinced of his own destiny to be a hero and makes every effort to live up to this ideal, he has been battered, had his bones broken and all manner of other unpleasantness and still, he tries undaunted by setbacks, screw-ups and the occasional death of the people he is saving. Unfortunately, his antics have a tendency to go badly, he looks a mess, comes across as borderline insane and most of the time gets by on sheer dumb luck. However, amongst the common folk, he is praised for his good intentions and his deeds...even if technically he killed a troll in a freak accident and someone had to get him to the nearest village for medical attention in a wheelbarrow.
Short term goal: After finishing his first few years of training at the academy, Harik received a letter from the famed wizard Astrimarius to study under his tutelage. Harik followed the instructions of the letter, but when he arrived at his new master's abode, he was informed that the wizard had recently left, offering no explanations and only a vague directions on how to reach him. For the last year, Harik has been pursuing the wizard, all to no avail. His master remains as elusive and mysterious as ever.
Long term goal: As mosts wizards are, Harik is ultimately interested in knowledge. Whether arcane, historical, or otherwise, information is the prized currency of his ilk. However, Harik is particularly interested in the science and application of the forces of nature, particularly of fire and its relation to his own ancestry. Ultimately, Harik pursues mastery over this force (and any others he may acquire along the way.)
Short term goal (though he doesn’t like to talk about it): Find his parents killer. ( This May or may not be a fools errand because I’m his mind all criminals are his parents killer and his quest for vengeance may never end. )
Long term goal: “to make a world where no other 8 year old would ever have to lose his parent's, because of some punk with a weapon”
Back Story: Wruce was shocked to see his parents being murdered by a criminal in front of his very eyes. Now orphaned Wruce took refuge in a nearby monastery. The Monks there fed him and clothed him and in return they asked for personal perfection through contemplation and rigorous training. When Wruce was older and his skills developed he was sworn to isolation, promising only to emerge to serve as a spy or assassins at the command of their leader, a noble patron. Wruce refused to take another persons life, thinking he would be no better than the thug who killed his parents. He escaped and ran from the monastery. He now wanders looking for his parents killer and fights crime to ensure no child ever goes through what he did.
Calith is the fifth son of a travelling merchant from Neverwinter The child of a human father who met an elven woman in his travels. Upon his return to the same land later on he was presented with his half-elf son, Calith. His father took him at a young age as he was rejected by his mother's people. His older brothers, all fully human, treated him poorly, and while his father treated him well Calith recognized that his racial make-up would not lead to a great inheritance. He also knew that he did not possess either the intelligence or charisma needed to engage in his father's business of trade. He spent his time among the caravan guards of his father's merchant business. He also served in the Flaming Fist as a soldier and grew in stature as well as earning a well deserved reputation for his prowess in combat. He found that he did not like the rigid control of the military life and he left at the earliest chance and returned to work for his father as a caravan guard where he had greater freedom and could travel wider.
Work with his father's caravan guards allowed him to travel and gain experience in other languages other than his own. Proficient in Common, Elvish, Dwarvish and the trade language of Undercommon he could communicate with those he came into contact with while working the trade routes. He prefers to spend his time playing dice with soldiers and other guards. While he is comfortable in rough taverns he also knows how to behave in respectable inns. Unfortunately for Calith, his gambling issues have caused problems for him. His father has removed him from his position in the caravan guards. With his pack, weapons and some coins Calith is now on a new path...
He hopes to one day get back in the good graces of his father and return home. In the meantime he plans to find see what is out there, off of the main roads that the caravan's ride.
Name: Krimorn Race: half-elf Class: wizard Background: After his parents were killed he was taken in by a wizard who wanted a student and was surprised to find he was quite good at the art. The old wizard turned to necromancy, which impacted Krimorn greatly and helped to focus his own studies. His goal would be to master the arts with a necromatic focus especially. He had to perfect the basics before attempting any difficult arcane rituals though. Brief backstory: dead parents, raised by wizard, wants to be a necromancer
Personality traits, I am big and I don't speak I choose to not speak.
Bonds, my little chiwawa that I carry every where.
Flaws, I don't speak witch can lead to bad circumstances.
Backstory, when I was a child I was traumatized by seeing my parents brutally murderd by a kaijit I always carry my dog around because cats don't like dogs. I am searching for a way to turn every thing on the planet into dogs for it would be wonderful.
Short Term Goal: To survive in the city, just to make it till the next day.
Long Term: To bring aid to his people, he is one of the last of his clan. His people are slowly dying out by an unknown means and he came to the city to look for help from any who would.
I left my home because I got tired of trying to survive the day to day in a city that knew me. Being a Halfling meant I was always alert to try to stay out from under foot. So now I'm looking for some adventures and some loot!
Short Term Goal: Find a group of like minded individuals who wish to seek justice, just as she wants to.
Long Term Goal: Go on an adventure and complete it to return home with pride.
Backstory:
Arlyssa was born into nobility and is the youngest of 4 brothers. Despite having their protection, she was determined to learn to defend herself, knowing that they will not be with her forever. Her brothers were already in training in becoming paladins, and she often watched them in awe, but when she asked her parents to allow her to train as well, they declined and forced her to into more "lady like" activities. As she aged, she grew more and more frustrated, her brothers taking notice and training her in secret. They eventually ended up showing their parents what Arlyssa was made of, and showed how she had such potential to join in the ranks.
Although they weren't pleased, they allowed it. When the years passed, they slowly learned to accept that is what she wanted to do. Now it is the first time she is going out on her own, wanting to return home to show her parents that this is what she was meant to do.
Aeydof the Dragons || Wood Elf / Way of the Ascendant Dragon Monk Demetrios Zalaoras || Protector Aasimar / Paladin of Torm Hawke || Kalashtar / Circle of the Moon Druid Morticia || Half-Aasimar Rogue Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm /ᐠ。ꞈ。ᐟ\
(Deleted previous post 'cause I wanted to try to get this guy in instead)
Name: Ananymos Unnown
Race: Changeling
Class: Warlock/Great Old One
Short: Please my master, do whatever It tells me to do.
Long: Spread It's word across the entire world, so that all can finally see the light. Yes, yes, the light! The light that is dark, the fear that is pleasure, the light, the light! [insert mad laugh here]
Backstory:
It was living a perfect life as Ashla Wyva, an elven musician. It had a purpose. It had someone it loved. It was happy. But sadly, all good things come to an end. It was discovered as a changeling and driven out by the enraged villagers who thought that he killed Ashla and replaced him. They were mistaken, the poor changeling had invented Ashla, wanting to belong in the world of men. It fled down into a nearby cave, hoping to escape its pursuers. It succeeded, but became lost in the deep cave system. It wandered for ages, until it came upon a group of people performing a strange ritual. It watched, and heard, and It spoke to It, It whispered in Its ears. It had a place in It's heart for the shapeless, faceless, ever changing creatures of Its race. It joined in the worship of It, and It was granted a name. And with a name, one gains a purpose. One gains power. Ananymos now had both. Ananymos conferred in this place of worship with It for many years, and Ananymos slowly grew in power until the day that It saw fit that Ananymos was to be released into the outside world. It is wise, It knows what is best, so Ananymos obeyed It, and Ananymos left for the above.
Ananymos does not know who its patron is, and simply refers to it as It. For a time, Ananymos regretted its choice. But slowly, Ananymos' mind started to go, until nothing was left except madness. Slowly, Ananymos' madness grew, and soon it couldn't be contained within one vessel. So Ananymos made another. Ananymos was scared, so it took its fear and made a vessel for it. But soon, its madness grew again, so it made another vessel, and put its mania into it. But now Ananymos was filled with nothing but its rage. Ananymos felt nothing but rage, and the rage whispered to it, and the rage made it do bad things. But it wasn't Ananymos who hurt those people. It wasn't Ananymos who made them scream. It wasn't Ananymos who smiled as their lifeblood spilled from them. It was the rage. The rage had thrown Ananymos into a dark room and thrown away the key. But Ananymos didn't give up. It searched around until it found a crack in the wall. Then Ananymos dug and chipped away at the crack until it had a tiny hole. Then a bigger hole. Then, eventually, Ananymos squeezed out of the dark room and found itself surrounded by carnage. The rage had killed everyone, even the one that Ananymos loved. Everyone that Ananymos had known as Ashla Wyva was dead. Ananymos took its rage and threw it into a new vessel, then locked away the vessel in a deep, dark dungeon. Ananymos hoped that it would never escape, but sometimes it finds holes in its prison. Ananymos does its best to fill those holes, but sometimes the rage gets through, and does things that Ananymos regrets. Ananymos still has madness within it, but it is manageable, and whenever there is too much, Ananymos just gives it to one of its personas.
Ananymos is an 'Out' changeling, openly displaying its
Ananymos has taken it's personas too far, actually believing that they are real people and often having conversations at length with them.
Ananymos' personas don't have one race, one look, one name. But they have their own way that they act, their own way that they talk.
Anger:
- Races/Looks: Anger tends to be untrusted or evil races, such as Drow, Duergar, Tiefling, or Half-Orc. Sometimes when it is angry, it'll take the form of a horrible monster, such as a Werecreature, Thri-Kreen, Gnoll, or Sahaugin. It is always horribly disfigured in some way, partially hiding it with a piece of cloth or something like that, but leaving some of it exposed, so that others can look on with revulsion. It tends toward male forms.
- Description: Red is a complete sadist. It would shoot a man in Reno, just to watch him die. It is known in the criminal underworld as a ruthless assassin who kills for sport.
- Personality trait: I never felt a single thing from the day I was born until my first kill. Now I just cant stop.
- Ideals: Thrill. Without killing I'm dead inside. this is all I have.
- Bonds: My victims. the only connection I can make is with those I kill.
- Flaws: After every kill I am still left feeling empty inside. I will find fulfillment, even if I have to kill everyone in the whole world.
Mania:
- Races/Looks: Mania tends toward Dwarves, Tabaxi, Elves, and occasionally tries to pass off as a very tall halfling or gnome. It is always rosy cheeked and bright eyed, and a smile is always on its face.
- Description: Mania is a constantly hyper, fast talking, energetic little jitterbug. It constantly takes risks and never talks with its inside voice. Essentially, the opposite of Anger.
- Personality Traits: I refuse to sit still, and I'm always fidgeting with something.
- Ideal: The voices speak to me and usually they forget to tell me about the rules.
- Bond: Once I set my eyes on something I like, I won't rest until I get it.
- Flaw: I say whatever comes to my mind.
Fear:
- Races/Looks: Fear tends towards races that are shunned by others, such as tieflings, kenku, genasi, or some of the more civilized monstrous races. It always looks as if it hasn't eaten or slept in days, and always has a fearful and sad look in its eyes, like an orphaned runt puppy in the rain with 2 broken legs that just watched as the only person that ever loved it was eaten by a giant rabid dire half-dragon cyborg shark.
- Description: They want to get Fear, yes they do! Very bad, very bad. What did poor Fear do to them? Nothing. But they're trying to get It, It knows! They can't hide from It! Always lurking in the dark, waiting to strike. But Fear won't let them, no It wont! It will stay forever vigilant, watching for them, so they can't get It! Yes It will.
- Personality Traits: They are always watching, and will never stop. You can't let them get you.
- Ideal: I’ll stop the spirits that haunt me or die trying.
- Bond: I must constantly strive to stop them, else they get me.
- Flaw: Everyone wants to get me, I just know.
A bit about the cult:
Ananymos worships a strange god, creature, being, who knows what? Ananymos' patron is most commonly referred to as It, but other names include the light that is dark, the fear that is pleasure, the life that is death, the order that is chaos, or basically anything that contradicts itself. The cult finds dark, secluded places to perform their worship, the deeper the better. It's worshipers are mostly harmless, never resorting to living sacrifices, being content with simply taking a wheel of cheese, wrapping some string around it and hanging it from the ceiling, then eating it without using their hands. That is actually a quite popular form of showing your fealty to It. Other forms of worship are rat hockey, toe wrestling, eyeball poking, or just about anything else that only a madman would do. It has It's disciples do whatever It wants on a whim, just because It can. For example, 'you are a beaver now. Go build a dam.' or 'socks? Socks?!? No. No socks allowed.'
I have recently had someone drop out of a campgain, and I am looking for someone to fill in the hole. The party includes a cleric of Life, a bard, and a tanky ranger. The party is still level 1. The only restrictions on character creation is that if you want to use your own homebrew, please let me read over it first, and please use Standard array or point buy for ability scores. In your backstory, I will need why your character left their home, one short term goal, and one long term goal. I am so excited to start an adventure with you!
Name: Gevaar "Stalker" Divlja-Zvijer
Race: Goliath
Class: Ranger
ddb.ac/characters/5415184/8KjFAl
Uthal (Fearless) Katho-Olavi
Goliath Barbarian Outlander
Born to and growing with the heard has taught me many things about surviving in the wild conditions of the plain. As younglings we learned to hunt and kill. When i reached 20 I left my heard to find adventure and bring glory to myself and my heard!
Appears to be wearing nothing but Fur Pants stopping just above his knees and a cloak made of a bear he killed with the head still attached and covering his bald head. His Great axe is slung over his back and his 2 hand axes hanging at his sides. A pack slung over his shoulder holding all his belongings with a bed roll tied messily to the bottom and a rather messy hunters trap hanging off the side. With a pale grayish-white skin and scars all over he is standing with a grin.
Short Term and Long Term goals would be to smash foes and find glory. (Not a very intelligent character... Very good at smashing heads!)
https://ddb.ac/characters/5386494/11CmLy
Enna | Wood Elf - Ranger 1 | Eternal Warfare - War Party D
Valnan | Half Elf - Sorcerer/Wild Magic | Coliseum of Conquest
Nyana | Wood Elf - Life Claric 1 | Lost Mines of Phandelver
Thenon
Tiefling Warlock (great old one)
short term goal - gain spell knowledge
BONDS:I sold my soul for knowledge. I hope to do great deeds and win it back.
long term - Power and revenge on former teachers
backstory
being born with some innate magical ability Thenon was sent to the local "university" to learn and manage his skill. however after years of being bullied due to his "hellish" appearence Thenon went often to the shore to meditate in seclusion. One night during his meditation the Old One appeared to him offering him the chance to gain power . for just a small price...
Thenon made the deal and left the university that night, wandering in search of whatever knowledge he can gain
https://ddb.ac/characters/2336704/HRWmCN
Laissez les bons temps rouler
Name: Jark
Race: Kobbold
Class: Rogue
Short Term Goal: To form a team of heroes, because its what heroes are all about these days!
Long Term Goal: To fulfil his probably misplaced belief that he is a hero!
https://ddb.ac/characters/5430013/8coZ3r
Description: Jark was once an alchemist, a decent one as well, he used to help a dark wizard with potions and rituals, he lived slightly better off than the rest of his kin under the wizards heel. The beatings were less frequent, he managed to get leftovers, even learnt things like hunting and fighting, however, one day he became disillusioned with his state of affairs. He turned his weapons against his cruel master killing...admittedly after he had been mortally wounded by some actual heroes because Jark hadn't even woke up for the actual battle but this is beside the point, he became a folk hero amongst his kin!
Jark has since then become convinced of his own destiny to be a hero and makes every effort to live up to this ideal, he has been battered, had his bones broken and all manner of other unpleasantness and still, he tries undaunted by setbacks, screw-ups and the occasional death of the people he is saving. Unfortunately, his antics have a tendency to go badly, he looks a mess, comes across as borderline insane and most of the time gets by on sheer dumb luck. However, amongst the common folk, he is praised for his good intentions and his deeds...even if technically he killed a troll in a freak accident and someone had to get him to the nearest village for medical attention in a wheelbarrow.
Harik Malhoun
Dragonborn Wizard
Short term goal: After finishing his first few years of training at the academy, Harik received a letter from the famed wizard Astrimarius to study under his tutelage. Harik followed the instructions of the letter, but when he arrived at his new master's abode, he was informed that the wizard had recently left, offering no explanations and only a vague directions on how to reach him. For the last year, Harik has been pursuing the wizard, all to no avail. His master remains as elusive and mysterious as ever.
Long term goal: As mosts wizards are, Harik is ultimately interested in knowledge. Whether arcane, historical, or otherwise, information is the prized currency of his ilk. However, Harik is particularly interested in the science and application of the forces of nature, particularly of fire and its relation to his own ancestry. Ultimately, Harik pursues mastery over this force (and any others he may acquire along the way.)
https://www.dndbeyond.com/profile/Jabthar/characters/5447548
Wruce Bayne
Human Monk
Short term goal (though he doesn’t like to talk about it): Find his parents killer. ( This May or may not be a fools errand because I’m his mind all criminals are his parents killer and his quest for vengeance may never end. )
Long term goal: “to make a world where no other 8 year old would ever have to lose his parent's, because of some punk with a weapon”
Back Story: Wruce was shocked to see his parents being murdered by a criminal in front of his very eyes. Now orphaned Wruce took refuge in a nearby monastery. The Monks there fed him and clothed him and in return they asked for personal perfection through contemplation and rigorous training. When Wruce was older and his skills developed he was sworn to isolation, promising only to emerge to serve as a spy or assassins at the command of their leader, a noble patron. Wruce refused to take another persons life, thinking he would be no better than the thug who killed his parents. He escaped and ran from the monastery. He now wanders looking for his parents killer and fights crime to ensure no child ever goes through what he did.
Calith Enfaren,
Half elf Fighter
Calith is the fifth son of a travelling merchant from Neverwinter The child of a human father who met an elven woman in his travels. Upon his return to the same land later on he was presented with his half-elf son, Calith. His father took him at a young age as he was rejected by his mother's people. His older brothers, all fully human, treated him poorly, and while his father treated him well Calith recognized that his racial make-up would not lead to a great inheritance. He also knew that he did not possess either the intelligence or charisma needed to engage in his father's business of trade. He spent his time among the caravan guards of his father's merchant business. He also served in the Flaming Fist as a soldier and grew in stature as well as earning a well deserved reputation for his prowess in combat. He found that he did not like the rigid control of the military life and he left at the earliest chance and returned to work for his father as a caravan guard where he had greater freedom and could travel wider.
Work with his father's caravan guards allowed him to travel and gain experience in other languages other than his own. Proficient in Common, Elvish, Dwarvish and the trade language of Undercommon he could communicate with those he came into contact with while working the trade routes. He prefers to spend his time playing dice with soldiers and other guards. While he is comfortable in rough taverns he also knows how to behave in respectable inns. Unfortunately for Calith, his gambling issues have caused problems for him. His father has removed him from his position in the caravan guards. With his pack, weapons and some coins Calith is now on a new path...
He hopes to one day get back in the good graces of his father and return home. In the meantime he plans to find see what is out there, off of the main roads that the caravan's ride.
Name: Krimorn
Race: half-elf
Class: wizard
Background: After his parents were killed he was taken in by a wizard who wanted a student and was surprised to find he was quite good at the art. The old wizard turned to necromancy, which impacted Krimorn greatly and helped to focus his own studies. His goal would be to master the arts with a necromatic focus especially. He had to perfect the basics before attempting any difficult arcane rituals though.
Brief backstory: dead parents, raised by wizard, wants to be a necromancer
https://www.dndbeyond.com/profile/Vastor/characters/5466130
Name, Thalstor Spinetoungue
Race, Goliath
Class, Barbarian
Lvl, 1
Personality traits, I am big and I don't speak I choose to not speak.
Bonds, my little chiwawa that I carry every where.
Flaws, I don't speak witch can lead to bad circumstances.
Backstory, when I was a child I was traumatized by seeing my parents brutally murderd by a kaijit I always carry my dog around because cats don't like dogs. I am searching for a way to turn every thing on the planet into dogs for it would be wonderful.
Strength 15, Dexterity 11,Constitution 14, intelligence13, Wisdom12, Charisma10.
Name: Trink Hardfoot
Race: Stout Halfling
Class: Monk
Short Term Goal: To survive in the city, just to make it till the next day.
Long Term: To bring aid to his people, he is one of the last of his clan. His people are slowly dying out by an unknown means and he came to the city to look for help from any who would.
Name: Bokinti
Race: Lightfoot Halfling
Class: Rogue
https://www.dndbeyond.com/characters/5399883
Short Term: Go on a great adventure!
Long Term: Find something challenging to steal.
I left my home because I got tired of trying to survive the day to day in a city that knew me. Being a Halfling meant I was always alert to try to stay out from under foot. So now I'm looking for some adventures and some loot!
If you're still looking c:
Name: Arlyssa Tiltathana
Race: High Elf
Class: Paladin
Short Term Goal: Find a group of like minded individuals who wish to seek justice, just as she wants to.
Long Term Goal: Go on an adventure and complete it to return home with pride.
Backstory:
Arlyssa was born into nobility and is the youngest of 4 brothers. Despite having their protection, she was determined to learn to defend herself, knowing that they will not be with her forever. Her brothers were already in training in becoming paladins, and she often watched them in awe, but when she asked her parents to allow her to train as well, they declined and forced her to into more "lady like" activities. As she aged, she grew more and more frustrated, her brothers taking notice and training her in secret. They eventually ended up showing their parents what Arlyssa was made of, and showed how she had such potential to join in the ranks.
Although they weren't pleased, they allowed it. When the years passed, they slowly learned to accept that is what she wanted to do. Now it is the first time she is going out on her own, wanting to return home to show her parents that this is what she was meant to do.
https://www.dndbeyond.com/profile/Cherri/characters/5618643
Aeyd of the Dragons || Wood Elf / Way of the Ascendant Dragon Monk
Demetrios Zalaoras || Protector Aasimar / Paladin of Torm
Hawke || Kalashtar / Circle of the Moon Druid
Morticia || Half-Aasimar Rogue
Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm
/ᐠ。ꞈ。ᐟ\
(Deleted previous post 'cause I wanted to try to get this guy in instead)
Name: Ananymos Unnown
Race: Changeling
Class: Warlock/Great Old One
Short: Please my master, do whatever It tells me to do.
Long: Spread It's word across the entire world, so that all can finally see the light. Yes, yes, the light! The light that is dark, the fear that is pleasure, the light, the light! [insert mad laugh here]
Backstory:
It was living a perfect life as Ashla Wyva, an elven musician. It had a purpose. It had someone it loved. It was happy. But sadly, all good things come to an end. It was discovered as a changeling and driven out by the enraged villagers who thought that he killed Ashla and replaced him. They were mistaken, the poor changeling had invented Ashla, wanting to belong in the world of men. It fled down into a nearby cave, hoping to escape its pursuers. It succeeded, but became lost in the deep cave system. It wandered for ages, until it came upon a group of people performing a strange ritual. It watched, and heard, and It spoke to It, It whispered in Its ears. It had a place in It's heart for the shapeless, faceless, ever changing creatures of Its race. It joined in the worship of It, and It was granted a name. And with a name, one gains a purpose. One gains power. Ananymos now had both. Ananymos conferred in this place of worship with It for many years, and Ananymos slowly grew in power until the day that It saw fit that Ananymos was to be released into the outside world. It is wise, It knows what is best, so Ananymos obeyed It, and Ananymos left for the above.
Ananymos does not know who its patron is, and simply refers to it as It. For a time, Ananymos regretted its choice. But slowly, Ananymos' mind started to go, until nothing was left except madness. Slowly, Ananymos' madness grew, and soon it couldn't be contained within one vessel. So Ananymos made another. Ananymos was scared, so it took its fear and made a vessel for it. But soon, its madness grew again, so it made another vessel, and put its mania into it. But now Ananymos was filled with nothing but its rage. Ananymos felt nothing but rage, and the rage whispered to it, and the rage made it do bad things. But it wasn't Ananymos who hurt those people. It wasn't Ananymos who made them scream. It wasn't Ananymos who smiled as their lifeblood spilled from them. It was the rage. The rage had thrown Ananymos into a dark room and thrown away the key. But Ananymos didn't give up. It searched around until it found a crack in the wall. Then Ananymos dug and chipped away at the crack until it had a tiny hole. Then a bigger hole. Then, eventually, Ananymos squeezed out of the dark room and found itself surrounded by carnage. The rage had killed everyone, even the one that Ananymos loved. Everyone that Ananymos had known as Ashla Wyva was dead. Ananymos took its rage and threw it into a new vessel, then locked away the vessel in a deep, dark dungeon. Ananymos hoped that it would never escape, but sometimes it finds holes in its prison. Ananymos does its best to fill those holes, but sometimes the rage gets through, and does things that Ananymos regrets. Ananymos still has madness within it, but it is manageable, and whenever there is too much, Ananymos just gives it to one of its personas.
Ananymos is an 'Out' changeling, openly displaying its
Ananymos has taken it's personas too far, actually believing that they are real people and often having conversations at length with them.
Ananymos' personas don't have one race, one look, one name. But they have their own way that they act, their own way that they talk.
Anger:
- Races/Looks: Anger tends to be untrusted or evil races, such as Drow, Duergar, Tiefling, or Half-Orc. Sometimes when it is angry, it'll take the form of a horrible monster, such as a Werecreature, Thri-Kreen, Gnoll, or Sahaugin. It is always horribly disfigured in some way, partially hiding it with a piece of cloth or something like that, but leaving some of it exposed, so that others can look on with revulsion. It tends toward male forms.
- Description: Red is a complete sadist. It would shoot a man in Reno, just to watch him die. It is known in the criminal underworld as a ruthless assassin who kills for sport.
- Personality trait: I never felt a single thing from the day I was born until my first kill. Now I just cant stop.
- Ideals: Thrill. Without killing I'm dead inside. this is all I have.
- Bonds: My victims. the only connection I can make is with those I kill.
- Flaws: After every kill I am still left feeling empty inside. I will find fulfillment, even if I have to kill everyone in the whole world.
Mania:
- Races/Looks: Mania tends toward Dwarves, Tabaxi, Elves, and occasionally tries to pass off as a very tall halfling or gnome. It is always rosy cheeked and bright eyed, and a smile is always on its face.
- Description: Mania is a constantly hyper, fast talking, energetic little jitterbug. It constantly takes risks and never talks with its inside voice. Essentially, the opposite of Anger.
- Personality Traits: I refuse to sit still, and I'm always fidgeting with something.
- Ideal: The voices speak to me and usually they forget to tell me about the rules.
- Bond: Once I set my eyes on something I like, I won't rest until I get it.
- Flaw: I say whatever comes to my mind.
Fear:
- Races/Looks: Fear tends towards races that are shunned by others, such as tieflings, kenku, genasi, or some of the more civilized monstrous races. It always looks as if it hasn't eaten or slept in days, and always has a fearful and sad look in its eyes, like an orphaned runt puppy in the rain with 2 broken legs that just watched as the only person that ever loved it was eaten by a giant rabid dire half-dragon cyborg shark.
- Description: They want to get Fear, yes they do! Very bad, very bad. What did poor Fear do to them? Nothing. But they're trying to get It, It knows! They can't hide from It! Always lurking in the dark, waiting to strike. But Fear won't let them, no It wont! It will stay forever vigilant, watching for them, so they can't get It! Yes It will.
- Personality Traits: They are always watching, and will never stop. You can't let them get you.
- Ideal: I’ll stop the spirits that haunt me or die trying.
- Bond: I must constantly strive to stop them, else they get me.
- Flaw: Everyone wants to get me, I just know.
A bit about the cult:
Ananymos worships a strange god, creature, being, who knows what? Ananymos' patron is most commonly referred to as It, but other names include the light that is dark, the fear that is pleasure, the life that is death, the order that is chaos, or basically anything that contradicts itself. The cult finds dark, secluded places to perform their worship, the deeper the better. It's worshipers are mostly harmless, never resorting to living sacrifices, being content with simply taking a wheel of cheese, wrapping some string around it and hanging it from the ceiling, then eating it without using their hands. That is actually a quite popular form of showing your fealty to It. Other forms of worship are rat hockey, toe wrestling, eyeball poking, or just about anything else that only a madman would do. It has It's disciples do whatever It wants on a whim, just because It can. For example, 'you are a beaver now. Go build a dam.' or 'socks? Socks?!? No. No socks allowed.'
In short, they all crazy.
"Ignorance is bliss, and you look absolutely miserable."
DM: Could you perhaps explain the setting of this world a bit?
"Ignorance is bliss, and you look absolutely miserable."