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MAKE YOUR

CHARACTER MATTER

THE DEEP DICE PRESS

Make your characters the stars of your show with this approach
for the world’s greatest roleplaying game
MAKE YOUR
CHARACTER MATTER
Credits
Lead Writer & Project Manager: Bruno Amaro Special thanks to our playtesters:
Additional Writing: Paulo Patrus Alexandre Ferraz, Angela Feltrin, Bruno Butti, Caio Alves,
Editing: Roberta Lapertosa, Paulo Patrus Danilo Simões, Elen Arevalo, Felipe Veiga, Fernando Bakonyi,
Art Director & Cover Illustrator Giancarlo Siervo Giancarlo Siervo, Juliana Oliveira, Matheus Passeri, Matheus
Additional Art Direction: Roberta Lapertosa Temporini, Olga Bagatini, Paulo Patrus, Pedro Temporini,
Illustrators: Caio Fernando, Giancarlo Siervo Pericles Nascimento, Renato Povia, Sergio Manfro, Stefano
Graphic Designer: Nicole Partos Wrobleski, Vitor Deyrmandjian

Original Page Background and Graphics: Darrin Scott


(inspired by Dungeons & Dragons products). Original images
have been adapted and modified.
Special thanks to: Laura Hirsbrunner, whose
Simple Microsoft Word Template provided clear guidelines
to apply the Fifth Edition style

The Deep Dice Press Contributors


Executive Producer: Bruno Amaro
Principal Designer: Paulo Patrus
Art Team: Caio Fernando, Sandro Miyashita, Giancarlo Siervo
Graphic Designer: Nicole Partos
Marketing & Communications: Roberta Lapertosa,
Paulo Patrus, Matheus Temporini

ON THE COVER

Kara Hakonbrüd swings her greataxe on a


wooden bridge against a flock of Aarakocras,
protecting her party from the perils of the
Cormyrian Stormhorns, in this action-filled
painting by Giancarlo Siervo.

Disclaimer: Love hurts, and you may fall in love with


your characters after reading this book. Beware,
engaging a life of adventuring is of extreme danger and
your characters may die - this is your decision. Never
travel in the wilderness alone. You are responsible for
learning about and avoiding hazards, including mimics
and gelatinous cubes. The Deep Dice Press bears no
responsibilities for serious injuries or death of your
characters, but if they do die, make sure their death
are either epic or tragic, and remember to spread their
legend for all eternity.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, all other Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement
for Dungeon Masters Guild.

All other original material in this work is copyright 2022 by Bruno Amaro and published under the Community Content Agreement for Dungeon Masters Guild.

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Contents
Make your character matter in 7 steps 5 Realization 12
Seven steps for an engaging campaign 5 Recollection 12
Redemption 12
Step 1: Build connections among characters 6 Rencounter 12
Old buddies 7 Revelation 12
How to make friends and influence others 7
Step 6: Check characters’ goals and motivations 13
Step 2: Tie backstories into campaign plots 8 How to create goals and motivations 13
Bring your backstory to the frontstage 8 Sample characters’ goals and motivations 14
How to co-create backstories and plots 8
Inspirations for campaign plots tie-ins 9 Step 7: Think of moral dilemmas and plot twists 15
Backstories with tension and surprise 15
Step 3: Define initial characters’ attitudes 10 Moral dilemmas 15
What are attitudes 10 Plot twists 15
How to roleplay attitudes 10 Light the sparkle 15
Types of attitudes 10
Friendship 10 Who we are 16
Affinity 10
Neutrality 10 Sidebars
Tension 10 A simple but powerful idea 5
Conflict 10 Previous connections: Siblings in arms 6
Previous connections: Colleagues turned friends 6
Step 4: Plant the seeds for future adventures 11 Previous connections: Lost children 7
How to use sub-plots and NPCs 11 Backstories and plots tie-ins: Barbaric invasions 8
Factions & organizations 11 Backstories and plots tie-ins: Court intrigues 9
Patrons & enemies 11
Allies & rivals 11 Appendix: Exclusive characters and backstories 17
From backstories to campaign hooks 11 Kara Hakonbrüd, Half-orc Barbarian 18
Selise Astorio, Human Cleric 22
Step 5: Put backstories at the frontstage 12 Thorandir Gantoril, Dwarf Fighter 27
That’s you in the spotlight 12 Olga Darendaal, Human Paladin 31
How to use the 5Rs 12 Merric Goodbarrel, Halfling Rogue 35
Alvyn Daergel, Gnome Wizard 39

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4
INTRODUCTION

Make Your Character Matter In 7 Steps


ew things are as frustrating in a D&D

F
campaign as the feeling that players are a
bit distracted and struggling to connect
with the story, isn’t it? In such moments,
Dungeon Masters try to be creative and
adapt the session, but many times fall short
from recovering the adventure rhythm.
Unfortunately, this feeling of disconnection is sometimes
well grounded. Players often put time and energy building
their characters’ backstories, only to find their effort was in
vain and their characters are, in fact, an underwhelming part
of the campaign story.
If you, just like us, have been through that and would like
to take your gameplay experience to a deeper level of
immersion and engagement, this booklet is for you.
This simple and direct seven-step approach will disable
this trap with swashbuckling virtuosity, preventing you from
ever going through such an unpleasant situation again. Seven Steps For An Engaging Campaign
Just like our adventuring parties, this approach is a team
effort of co-creation. Someone, however, has got to light the The following steps establish an alternative framework for you
sparkle. So, answer the call for adventure and be the one to bring and your group, players and Dungeon Master alike, to design
this exciting change for your group experience, once and for all. a new D&D campaign together. We developed this simple
We hope this convenient approach takes your group approach to enhance the roleplaying and storytelling elements
campaign from conventional game sessions to surprising of our homebrew D&D campaign, and, as such, is intended
and thriving journeys every time the dice start rolling. for groups who value those elements at the core of their
gameplay experience.
A Simple But Powerful idea This seven-step approach will discuss how to:
Many times, players create their characters’ backstories only after • Step 1: Build connections among characters
the campaign plots were already established by the DM alone.
Sometimes, players even create their characters completely apart,
• Step 2: Tie backstories into campaign plots
without knowing what the campaign plots will be. In both cases, their • Step 3: Define initial characters’ attitudes
characters’ backstories and motivations end up only loosely related to • Step 4: Plant the seeds for future adventures
the campaign plots. • Step 5: Put backstories at the frontstage
That is not how storytelling is built in other media, and there is a • Step 6: Check characters’ goals and motivations
reason for that. We establish our connection to a given story through
its main characters. We see the world through their eyes, and feel their
• Step 7: Think of moral dilemmas and plot twists
feelings. In D&D, that is even more important, as players are audience, This method considers your group will have a Session Zero,
actors, and writers of the story, all at once. where you will tackle each of those steps together. Before
In short: to achieve great roleplaying and storytelling moments
in a D&D campaign, players must feel they actually are the main
going over them, it is important that the group establishes
characters of the story. Players must care about their characters, some important common grounds, such as: house rules, play
and their characters must care about the story. But how do we make style, flavor of fantasy (genre) and campaign setting (either an
sure that happens? existing or an original one).
This booklet explores a simple but powerful idea: campaign plots Before Session Zero, the Dungeon Master may draft an
should be created starting from the player characters’ backstories,
and not the other way around.
initial list of campaign plot points, and players may draft
This seven-step approach helps us making sure the characters’ an initial character backstory, as well. Doing so, while not
backstories developed by our group of players are actually relevant necessary for this approach, tends to make it easier going over
throughout our entire D&D campaign.In this method, a DM and a group each of the seven steps.
of players discuss, together and before the start of a new campaign, This booklet includes sidebars with an example of six
what kind of story we want to tell. In other words, we develop, together,
the campaign plots and characters’ backstories. As an additional benefit,
characters’ backstories and campaign plots we have
both of them are typically enriched through this process. created. They all make part of a single campaign, and are
We expect this approach creates a strong connection of characters’ used throughout the booklet to illustrate each of the seven
backstories, goals and motivations with the campaign plots. steps. This booklet also includes, in its appendix, all those
Such connection drives deeper player immersion and emotional six characters with their detailed backstories, presented in
engagement with the campaign, enhancing the gameplay experience
for everyone.
a revamped character sheet that we have designed for
campaigns with a strong focus on roleplaying and storytelling.

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STEP 1

Build Connections Among Characters


ome of the highest points of a good

S
movie or series are the relationships Previous connections: Colleagues turned friends
among the main characters, especially Kara Hakonbrüd is a half-orc adopted and raised by an old lady of a
when there are sharp dialogues and a human barbarian tribe. Her mother died during her birth. Her father is
one of the orcs who had pillaged her tribe. Kara had to prove herself
developing story arc. Two detective all her life simply because of her orcish blood. She swore she would
partners with very different personalities, avenge the sufferings of her tribe, and she would often explore the
but who would protect each other with Stormhorns to hunt orcs down. She learned how to think like her
their own lives. A tough master who is actually very fond enemies, and became a relentless killer. One day, she came back from
of the talented apprentice. Wouldn’t it be great to have a hunt and found her village burnt down, along with all her tribe’s folk.
Having nowhere to go, she found a new way of life in Sembia, where
this kind of dramatic impact in our D&D campaigns? she became a mercenary for the rich merchants of that nation.
Why, then, sometimes it feels so difficult to create That’s how Kara met Alvyn, an affluent gnome merchant who
similar situations? Why sometimes it feels hard even became the closest person to what she would call a friend.
for player characters to establish any relationship at Alvyn Daergel was born in a wealthy gnome merchant clan. His
all among themselves? clan established its influence through decades of merchandise trade
and issuance of credit notes and bills of exchange. The Daergel clan
At times, the answer will simply be that certain players founded numerous trading yards and exchange houses under a true
are less inclined to roleplaying, which is perfectly fine – Merchant Corporation, with close ties to the political leaders of the
there are many aspects in a D&D game to have fun with. Forgotten Realms. In his youth, Alvyn took interest in studying the
But sometimes we, who love roleplaying, cannot find a Art, and his clan finally agreed to send him to study wizardry with
way to establish any dynamics among player characters. a powerful tutor. Alvyn and his tutor, however, were never able to
establish a good relationship, and Alvyn left the Mage Keep after a
Why does that happen? while. Ever since, he specialized in the trading of spell components and
The answer is: the lack of any sort of connection among magic potions, and rose to become an important member of his clan.
characters. If there’s no common experience for characters Kara and Alvyn come from different backgrounds, but they share
to share, there are nothing for them to talk about, and no a strong connection, as they are business partners turned friends,
relationship to be developed. Our first step tackles this issue. journeying through the trade routes of Cormyr and Sembia.

Previous Connections: Siblings in arms


Olga Darendaal, Viscountess of Arabel, was trained since her childhood
to become a skilled swordfighter. She was granted knighthood at a
young age, following a long family tradition. An intricate tapestry at her
family estate holds many emblems of her renowned ancestors, to honor
their deeds. Olga dreams of the day her name will be sewn into that
tapestry. And for that, she is willing to prove her value. Olga is a paladin
of Tempus, God of War, and a strict follower of his code of honor: “Arm all
for whom battle is needful, even foes. Retreat from hopeless fights, but
never avoid battle. Disparage no foe and respect all, for valor blazes in all
regardless of age, sex, or race.”
Olga holds an officer rank at the army of Cormyr, where she met and
came to respect the dwarf Thorandir, an officer of the same rank as hers.
Thorandir Gantoril was born in the Mines of Gantoril, an
underground complex at the Stormhorns mountains. His father was
the commander of the dwarven army. Thorandir was taught about the
art of war since he was a child, and became knowledgeable about the
military history of the Forgotten Realms. He knows details about all great
battles, war heroes and tactical geniuses. Thorandir’s youth was marked
by a great tragedy: a horde of orcs, led by Chief Yevelda, executed a
surprise strike at the Mines of Gantoril. His father was heavily injured in
action, losing his mobility and his right eye. Humbled and defeated, the
dwarven survivors sought refuge in the neighboring realm of Cormyr.
Both Thorandir and his father joined Cormyr’s military ranks, seeking to
rebuild their purpose in life.
Olga and Thorandir come from different backgrounds, but they share
a strong connection, as they are siblings in arms in the Cormyr military.

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Old Buddies
Establishing previous connections among some of the player
characters is an effective way of bringing their backstory to
the spotlight and setting the ground for great roleplaying
opportunities among players.
Such connections may be a result of any shared
relationship, life event or time spent together in the
past. Characters may be relatives, love interests, friends,
acquaintances or competitors, for instance. They may have
lived close to one another, studied together or taught to one
another, worked for or with one another, conducted business
with, or competed for status within any kind of organization.
Whichever their connection may be, the common elements
in their backstories will offer a previous story from which
to develop their story arcs in the campaign, as well as many
“talking points” with one another, fostering roleplaying
among the group.
Establishing previous connections among characters
also provide the DM with opportunities to explore
common elements of their backstories and bring them to
the frontstage of the campaign. As old events are revisited,
those characters may find themselves with common or
opposing goals, which in turn may change their established
relationship, leading them to cooperation, competition or should carefully listen to one another and try to provide
unstable alliances, for instance. suggestions to adjust, adapt and develop all ideas. In the end,
it is important that your group feels comfortable that you
have developed, together, characters that you all want to play
How To Make Friends And Influence Others with, and that have a good fit with a campaign that you all
The best way for you to work through this step, as well as all want to run together.
other steps in this approach, is through co-creation among Previous characters’ connections may arise from campaign
your group, players and DM alike. The idea is that DMs pitch plots, characters’ backstories or may even be built from
plot points and players pitch characters’ backstories. Everyone scratch. A seafaring-themed campaign, for example, provides
opportunities for characters to have worked together in the
same ship or in the navy. They may be fishermen or market
Previous Connections: Lost Children workers who have become friends, or they may have lived
Merric Goodbarrel is a halfling orphan raised in the streets of together in a small outpost or colony overseas.
Suzail. His mother died when he was still a baby, and his father was Another way of building those connections is actively
murdered as retaliation for claiming better working conditions for the looking for opportunities to tie-in similarities between two
city dockers. Alone and parentless, he was welcomed by a brotherhood
of marginalized kids, who survived the hardships of the city through
characters’ backstories. Two or more characters, for instance,
small thievery and misdemeanors in the docks. A human girl in her late may have migrated from the same small village, or studied
teen years was their leader. She sheltered the band and protected the together. Players may even create their backstories together,
youngest and weakest of them. She was like an older sister to Merric, such as spellcasters who had the same tutor or a paladin and a
and taught him not only to survive the streets, but the importance of cleric affiliated to the same Order.
values, such as helping and sheltering those in need. Merric grew up to
become a prominent member of the Suzail Dockers Guild.
The sidebars in this and in the previous page present some
Merric’s best friend in this urchin brotherhood was another orphan, examples of connections among our six characters:
a girl named Selise. They got themselves in and out of numerous
troubles, using their wits to survive together. • Siblings in arms
Selise Astorio was born in a rural community in the Dragon Coast. • Acquaintances turned friends
Her family crossed the sea towards Suzail when she was yet a child. • Lost children
During their trip, they were ruthlessly assaulted by an undead ship,
and Selise still has nightmares about the death of her family and crew. The ideal number of connections in a group really depends
She was the sole survivor, taken by the water currents to the shores of upon the campaign style you want to play. Characters could
Suzail. She walked the city streets alone and frightened, but was soon be completely unknown to each other if it better suits the
welcomed by a band of urchins who lived through small crimes. One
day, she tried to steal the pendant of an old dragonborn, who was a
campaign. Or they could be all members of the same spy
priest of Lathander, God of Dawn. They became friends, and through cell. They could even be unaware of an existing connection
the meditations of Lathander, Selise felt the power of renewal running among them, from siblings separated at birth to secret
through her veins. members of the same organization. Those last examples show
Merric and Selise come from different backgrounds, but they share a the importance of your DM actively participating in all steps,
strong connection as lost children of Suzail, who had to outwit together
the hardships of the streets to thrive.
so to weave the surprising parts of the story that players will
only find out many game sessions in the future!

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STEP 2

Tie Backstories Into Campaign Plots


any D&D players and DMs have felt

M
how hard it may be to establish a good
adventure hook. The adventure is about
to start, and yet, you, as a player, is asking
yourself: “What does my character have
to do with this hot mess in the first place?
Why would my character even get involved into that?”
Situations like that may be equally frustrating for Dungeon
Masters: you’ve got a great adventure and you know that, but
you feel the struggle to get player characters involved in it.
Those are common symptoms of misalignment between
what players chose as characters and the campaign plots
they are facing. Situations like that typically lead to
low-energy game sessions, with very poor player engagement.
It’s just boring.
Now imagine a plot like this: an old noble was framed
by a rival and taken into prison by a crime he didn’t
commit. He is a war veteran and a skillful sword master.
The quest, as you imagine, is proving his innocence.
The four-player party consists of his young daughter,
an old friend, one of his disciples and an investigator, a war
veteran like him, who believes in his innocence. All four
characters are invested on taking the quest, and the players
eagerly engage in the adventure.
How do we make sure our campaign reaches this level of
player engagement?
The easiest way is addressing the issue at its very roots:
having DM and players working together to tie in their
campaign plots and characters’ backstories. Backstories and plots tie-ins: Barbaric invasions
After 10 years of peace, the Kingdom of Cormyr is again at the brink of
war. A Barbarian Horde of orcs loom on the Stormhorns, ready to strike
Bring Your Backstory To The Frontstage at any time. Queen Raedra has assembled the Purple Legion and set
This is a key step in this approach. The idea consists of camp on the northern frontier to protect the realm.
The lack of intel on the Barbarian Invasions has fostered discord
building your campaign plots around player characters’ in the Purple Legion’s leadership. Scouts and spies sent to surveil the
backstories. It means neither building campaign plots in orcish forces have never returned. There is no knowledge of the horde’s
separate, nor before players build their backstories, but size, leadership, motivations or tactics. But Queen Raedra has an ace
really together, in a Session Zero, as explained in the sidebar up her sleeve: a small party of courageous adventurers, who would be
“A simple but powerful idea”, on page 4. more apt to the task of surviving the many hazards presented by the
Stormhorns.
Doing so makes your campaign intimately related to your Queen Raedra has picked two of her most trusted officers to recruit
group characters. It is a solid foundation for player immersion adventurers and lead the party to the heart of the Stormhorns: the
and engagement in a D&D campaign. human amazon Olga Darendaal and the dwarf soldier Thorandir
Gantoril. While Thorandir is honored to be personally chosen by the
Queen, he knows part of his task will be to confront his past. One of
How To Co-create Backstories And Plots the locations where the orcs are gathered are the Mines of Gantoril, his
homeland, violently conquered by orc tribes years ago.
But how can you co-create a D&D campaign in
One of the adventurers they recruit is Kara Hakonbrüd, a half-orc
a Session Zero? mercenary who knows the Stormhorns like the palm of her hand.
It boils down to an exercise of creativity and careful Kara has hunted down orcs in the Stormhorns for years, and is used
listening, followed by more creativity and more careful to their enemies’ ambush tactics, which makes her a valuable asset to
listening. It goes like this: the group. Kara would be more than pleased to bring vengeance upon
those who slaughtered her family and cursed her being.
Your Dungeon Master pitches the idea of a mystery-
How would Thorandir and Kara react to going face-to-face with their
themed campaign, in which the DM would love to use common enemies of old? The answer was up to our players, but they
mythical creatures such as mummies, minotaurs and were more than eager to journey into an adventure developed straight
medusas. You and the other three players find the idea exciting, from the backstories they had created for their characters!
but are worried it may not match what you have thought for

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your characters so far: an Archeologist Wizard, an ex-convict You all go back home stoked to build your characters (and
Shadow Monk, a Death Cleric and an indebted Pirate. prepare the first session). This could have been a dispersed,
You fear such starting point will inevitably take you to low-energy campaign, but turned out quite the opposite:
the same point of your previous campaign: characters and an exciting story, starring larger-than-life characters with a
adventures too unrelated for you to have tight, exciting game colorful personality – yours! And you know what else? All
sessions. But you all take a deep breath and start to bring ideas of you are playing the game and the characters you originally
to glue all of that together. Every new idea sparkles another wanted to play.
one, and after adapting, expanding and selecting the best of
them, you end with this: Inspirations for campaign plots tie-ins
The Shadow Monk receives news that her old master has
been turned into stone in an expedition to an underground As you may notice by the previous examples, such an
ruin. She asks some questions in the criminal world and finds approach ends up raising multiple plot points, which is great,
out that an Archeologist Wizard may know the possible as it adds to the storytelling.
causes and cures for that. Her investigation attracts the The sidebars in this and in the previous page present
attention of a Death Cleric, who has a lead: a Death Knight, some examples of tie-ins between our six characters and the
responsible for the death of his family, is raiding ancient campaign plots that we created along with them:
tombs in search of magical objects for his collection. He • Barbaric invasions
knows the Death Knight is in possession of the Elixir of the • Court intrigues
Medusa, and he knows which might be the Death Knight’s
next targets - but those targets are scattered all along the Sea You will see, in those examples, the strong link between
of Fallen Stars. Lucky them that the Shadow Monk knows a player characters and story, and will probably be able to
Pirate in need of coin who would be willing to take the party imagine how compelling those plots were for our players.
around in her ship. Thus, a wonderful journey starts, taking If we build our campaign plots together with our
the four of them to mysterious ruins filled with mythical characters’ backstories, we make sure our campaign story will
creatures (and treasures, and archeological rarities), as matter for the characters. That increases player immersion
they search for the cure for petrification and try to thwart and engagement, enhancing their contribution to the story, as
the actions of the Death Knight. well as the gameplay experience as a whole.

Backstories and plots tie-ins: Court intrigues


Queen Raedra has proven in the past to be a victorious military chief, a
keen politician and a noble leader. In recent years, however, scandals
too close to the Crown have shaken her reputation.
One of those scandals was in fact a personal tragedy for the friends
Selise Astorio and Merric Goodbarrel. They had grown up together with
a band of urchins in the streets of Suzail, living out of small crimes.
Eiloanne was the leader of the band, and someone they regarded as
their older sister. Once they reached adulthood, the band was no more,
but all three remained friends.
Eiloanne had become a single mother, and to their terror, one
night her child was killed in what seemed to be a thievery attempt.
Eiloanne, in despair, made a revelation and an accusation: her child
was a bastard cousin to the Queen, and the Queen would have been
purposefully careless in Her orders given to the town militia on
mishandling the case, so to let the bastard infant die. Eiloanne would
never forgive the Queen, and neither would Selise and Merric.
Time went by, and Selise and Merric now find themselves in the
presence of the Queen, facing a matter much greater than their
personal grudge. What would they do: put aside their resentment for
the time, refuse helping the treacherous Queen, or use the opportunity
to get closer to the disloyal sovereign?
The answer was up to our players, but they were more than excited
to face a plot with moral dilemmas and alternatives that came directly
from the characters’ backstories we had worked out together!
STEP 3

Define Initial Characters’ Attitudes

H
uman relationships are very colorful, and character attitude is that one. That is what will actually create
much of that color is well captured in films the roleplay opportunities we are looking for, and what will
and series: affection, tension, camaraderie, allow the attitude itself change and develop in the future.
rivalry, inside jokes and even non-verbal Some of the characters may not know each other from the
communication, such as an intimate start of the adventure, and that is OK. As soon as they get to
exchange of looks. Wouldn’t it be great if know each other, their players should formulate what will be
this kind of nuanced interaction could be captured between their characters’ initial attitude and why.
characters in our campaigns? Attitudes may usually be set by the characters past
We should at least avoid its opposite: blank and flavorless connections with each other, if any, their involvement with
interactions among player characters. But how to avoid that? plot points, and even the similarities or dissimilarities on
How to stimulate some snarky, tong-in-cheek interaction? their believes and philosophies.
Or others that are joyful and fun, or tight and dense? Maybe a character has been tricked in the past by a bard and,
This step helps players develop this kind of interaction because of that, sees all bards with suspicion; or they have been
among them, thinking through initial characters’ attitudes wrongly rebuked by a soldier, and deem all soldiers as small
toward each other. tyrants. They may have a childhood admiration for dragons
and, because of, that would love to befriend a dragonborn.
What Are Attitudes Of course, there may be more than a single cause which
would direct an attitude of a character towards another, and
Attitudes are ways of characters thinking or feeling they may even be contradictory. That is not a problem, as it
about aother character. In our approach, we establish five actually adds nuance to roleplaying opportunities.
possible attitudes for player characters: friendship, affinity, As in the previous example, a character could be excited
neutrality, tension and conflict. to finally interact with a dragonborn, only to find the
NPCs’ attitudes are discussed in the Dungeon Master’s dragonborn is a veteran soldier. How would that play out?
Guide, but player characters’ attitudes have some differences. Was the character misjudging soldiers? Was the character
First of all, NPCs’ attitudes are only three: friendly, romanticizing dragonborns?
indifferent and hostile. Among player characters, however, it
is important that attitudes are more nuanced, to differentiate Types Of Attitudes
life-long friendships from a mere positive attitude, for example.
We also strongly recommend that characters’ attitudes don’t We explore below a short definition of each type of attitude.
go as far as hostility. Player characters that are hostile towards We use examples from our six characters, presented on this
each other could prevent the story from developing and really booklet’s sidebars, to better illustrate each of them:
turn a game session down. That is the reason why our negative Friendship. General trust, support, loyalty and affection
attitudes stop at tension and conflict. towards another character. That is the case of Selise and Merric,
Finally, player characters’ attitudes don’t inform dice who grew up on the streets together when young.
rolling. Their goal is to set a starting point for roleplaying Affinity. Positive attitude towards another character, based
among player characters. They should be used as colorful on a first impression, shared stories and believes, or admiration.
“talking points” for some fun roleplay within the party. Just like Kara and Alvyn, who travelled together enough times
Attitudes should not be considered as stationary elements, to get to know, respect and admire each other’s stories.
quite the contrary: how each character initially sees and Neutrality. Neutral attitude towards another character,
acts with each other, and how they change and evolve typically for the lack of contact. It may also be there are neither
throughout the campaign, are interesting and exciting strong affinities nor tensions between them. It is the case of
elements for each player, and helps them developing their Selise and Kara, who don’t know each other and don’t have
own characters’ story arcs. much in common or in opposition.
An initial character attitude, for instance, may be set by Tension. Negative attitude towards another character, based
misconceptions and prejudices, just like our own limited in conflicting stories or believes, or even misconceptions or
stupidity insists on doing time and again - only so it may be prejudice. That is the case between Thorandir and Olga. While
deconstructed by getting to know the individual behind the they share a connection as officers in the army of Cormyr,
foolish label, as the campaign develops. and respect and trust each other in the battlefield, they are in
opposing political sides. Olga and her family are rivals to Queen
How To Roleplay Attitudes Raedra, while the dwarf is a loyal subject.
Conflict. General mistrust or rivalry towards another
In this step, each player should define what is their character character. Conflict is the attitude of Thorandir towards Kara,
attitude towards each other character in the party, and take as she is daughter to orcs of the Stormhorns, precisely those
note of it. More importantly, you should think why your who were responsible for the destruction of his homeland.

10
STEP 4

Plant The Seeds For Future Adventures


Patrons & enemies

o
nce your initial character premise is
established, it is not always easy to expand The Dungeon Master’s Guide talks about villains as party
and detail it. From a great premise to a antagonists. Xanathar’s Guide to Everything focus on
great story, there may be a big step. characters’ enemies, which is a discussion more relevant for
An ex-convict Shadow Monk, who is enriching your individual character backstory.
reformed and restarting her life, sounds Tasha’s Cauldron of Everything has a chapter on Group
like a great premise. But if you stop there, you will struggle Patrons. While the focus of our approach are individual
even to talk about your character past and establish characters’ patrons, the eight examples of patron archetypes
connections with PCs and NPCs. Was she part of a criminal are helpful: Academy, Ancient Being, Aristocrat, Criminal
organization? Why and how was she captured? What does Syndicate, Guild, Military Force, Religious Order, Sovereign.
she think of those who imprisoned her? What made her life Players may rely on those archetypes to create individual
change? Does she maintain contact with former associates? patrons and enemies. Some of those archetypes are affiliated
How does her former organization see her, especially its boss? to factions and organizations. But patrons and enemies are
In other words, what is her backstory? NPCs who have supported or opposed your characters
Once you create great sub-plots and NPCs for your actions in the past. Providing them with a name and a brief
backstory you will have a much richer guideline to roleplay description gives them a face, and allows the DM to use them
your character and establish meaningful connections with to further connect your characters into your campaign.
your own party and NPCs. Above all, you will provide your
DM with campaign hooks, planting precious seeds for future Allies & rivals
adventures. Xanathar’s Guide to Everything brings ideas for allies and rivals
This step helps you expanding your character premise into in its “This is Your Life” session. They cover family members
an exciting character story. and friends, love interests, members of affiliated or rival
organizations or any other person a character might have met
How To Use Sub-Plots And NPCs and established an important relationship during a life event.
Such NPCs help to further develop characters’ goals,
We call the life events of our characters’ backstories sub-plots, motivations and personalities. More importantly, they
to differentiate them from main campaign plots. A sub-plot provide the DM with means to bring their backstories to life.
function is to expand and detail a character premise, adding Once those NPCs are established, the DM becomes able
depth and color. Many sub-plots require interaction with to bring them at certain points of the campaign, allowing
supporting characters, which is an opportunity to create key characters to interact and build on their backstory. The DM
NPCs related to your character. may even connect those NPCs to campaign plots, allowing
As always, this is a co-creation step, as sub-plots and NPCs players to further develop their characters’ story arc.
may be related to other player characters’ backstories, and
should be used as future adventure hooks by your Dungeon From Backstories To Campaign Hooks
Master. DMs should actively participate in this step,
suggesting and requiring changes as needed, to make sure See below an example of how we applied this framework to
everything fits together in your campaign. Merric Goodbarrel, a halfling rogue, one of the six characters
The end result should be one or two pages of character presented in this booklet’s sidebars.
backstory, and several DMs notes on adventure hooks for the
Merric, one of the six characters presented in this booklet. In his
campaign. Consider three groups to help you create sub-plots boyhood, Merric regarded Eiloanne, the leader of the band of urchins he
and NPCs for your characters: Factions & organizations; was part of, as an older sister. As an adult, Merric became a member of
Patrons & enemies; and Allies & rivals. the Dragonmere Dockers’ Guild, where he met two of his friends: Dench
Blacksail, a half-orc ex-pirate with an inclination for literature and
Factions & organizations revolutionary ideals; and Romero Pisacar, a charming Turami and an
old friend to Merric’s father, who defends those who are oppressed with
The Dungeon Master’s Guide e dedicates a couple of pages on the same passion he engages in gambling carousing.
factions and organizations, such as academies, guilds, temples,
religious orders, military forces, political organizations, All those are potential hooks: Merric is affiliated to an
crime syndicates, secret societies, clans, tribes and others. organization, the Dragonmere Dockers’ Guild. There, he has
Associating characters as members, former members or two trustworthy allies who know him well, Romero and
enemies of one or more organizations is a great way to set Dench. Eiloanne is a former patron. The murderer of his
important elements for a backstory, including goals and father is an unknown enemy. NPCs and sub-plots like those
motivations, personality traits and mannerisms and sub-plots help bringing the character backstory alive. They also offer an
that may be used in future adventures. They also help you extensive playground for a DM to connect those hooks and
create relationships with NPCs, such as the following ones. bring them later into your campaign.

11
STEP 5

Put Backstories At The Frontstage


ou are now super happy with your their backstories alive into our campaign adventures

y
character’s backstory. You got one or Realization. The act of becoming fully aware of
two pages full of interesting life events something as a fact. It means that a fact in a character
and NPCs. The campaign starts, some backstory will reveal itself as something different or bigger
10 sessions go by and… nothing of your than the character knew, or a mystery will be revealed.
backstory shows up! Alvyn, the gnome wizard, never really understood why his
Of course, you are frustrated that all mage tutor would bully him, but throughout the campaign
effort you put didn’t turn into anything, but the real issue he had to come to terms with his past, and finally realized
is that, if your characters’ backstories are not showing up what was his tutor’s beef with him.
in the campaign, it means the characters (and players) Recollection. The act of remembering something. It
could be much more involved in the story. And for usually provides blissful or melancholy moments, as it may
groups who value roleplaying and storytelling, player be triggered by the visit to someone or somewhere of the
immersion and engagement usually inform how good character’s past. Thorandir, the dwarf warrior, had the
a D&D campaign actually is. chance to visit the now decadent home of his youth, the
Step five show how players and Dungeon Masters can put Mines of Gantoril, where he could remember simpler times
backstories on the frontstage of your campaign, using the 5Rs. and reconnect with his clan traditions.
With this step, the cool stories your group created for Redemption. The act of saving or being saved from sin or
your characters will come alive in the very adventures you error. In a character backstory, it provides the opportunity
are playing, allowing your characters to shine as they are for a character to confront and correct his wrongdoings, or a
supposed to: the main stars of your show. related NPC to do so. Merric, the halfling rogue, and Selise,
the human cleric, blame Queen Raedra for their nephew’s
That’s You In The Spotlight demise. Fate made all of them come together. Would Queen
Raedra be able to redeem herself of her deeds?
This is the point where the DM will think how to Rencounter. An archaic word that means a “chance
connect into the campaign everything the players have meeting” (come on, a fifth “R” makes all of it sound much
created so far. This includes NPCs and sub-plots from better…) This is a simple and powerful one: a character
characters’ backstories, and how they could be used unexpectedly comes to meet again NPCs from their past.
for future adventures. Kara, the half-orc barbarian, was considered not worthy of
As in previous steps, this one requires much co-creation: joining the Cormyr army before she became a mercenary.
the DM may, and probably will, provide suggestions and Now, she meets the Purple Dragons of Cormyr once again.
request adjustments on what the players have thought. Such How would she react to their request to work with them?
suggestions and adjustments may be things like changing Revelation. The disclosure of a surprising and previously
dates, locations, NPCs or factions, adding or establishing unknown fact. It is similar to Realization, but instead of
new connections, and many others. Secretly, the DM will a character’s own discovery, a revelation is a deliberate act
be thinking what kind of challenges (and troubles) those of someone else. It may deliver impactful plot twists for a
adjustments could bring to the players in the future. character backstory. Kara, the half-orc barbarian, had the
The Dungeon Master should discuss with each player opportunity to meet again her hateful orc father, Gothram.
their backstories, think how they could be linked into Little she knew of the surprising revelations he had for her…
campaign plots and adventure hooks, and take notes to If you are a DM, keep the 5Rs in mind when talking to
use them in the future. players, in order to fine-tune their characters’ backstories. They
This may be a demanding task, and a simple framework are a powerful tool to source backstories sub-plots and NPCs
may prove helpful for the DM to structure ideas: we call to further develop stories and adventures for your campaign.
it the 5Rs. They are the tools that will make your characters the main
starts of your campaign. And now, that your characters’
How To Use The 5Rs destinies and legacies are at stake, you will feel the
exhilaration of action, the apprehension of failure, and the
The 5Rs are: Realization, Recollection, Redemption,
glory of victory, as you roll the dice along with your friends.
Rencounter and Revelation. They help a Dungeon Master
to consider the different ways characters’ backstories may be
brought into future adventures.
Below, we explore the definition of each of the 5Rs and
how they may be applied to develop campaign plots. We also
provide examples of how we applied each of the 5Rs in the
six characters presented on this booklet’s sidebars, so to bring

12
STEP 6

Check Characters’ Goals And Motivations


ou go along with an adventure hook just There isn’t a box in a character sheet to note goals and

y
not to spoil the group fun, but you really motivations, but if you are a player who values roleplaying,
never bought into it. Or worse: your having them thought through and written down will help
Dungeon Master has to deal with the you a lot on portraying your character.
awkward situation of one of the player One source of inspiration for your characters’ goals and
characters refusing or hesitating to take a motivations are the ideals and bonds presented in the
certain quest. Many of us have experienced Player’s Handbook. Ideals are “the things that you believe in
moments like that in our D&D sessions. most strongly, the fundamental moral and ethical principles
Carefully considering characters’ goals and that compel you to act as you do.” Bonds “represent a
motivations solves not only problems like those. Players a character’s connections to peoples, places and events in the
re audience, actors and co-writers of a D&D adventure, world.” Ideals and bonds are not goals and motivations, but
all at once. Just like in any story, if there’s little at stake they are a good starting point, as they can work “driving a
for the main characters, the audience immersion and character’s motivations and goals.”
engagement is limited. In the tables bellow, we compile the best ideals of
Likewise, if there are real stakes for their characters, players’ the Player’s Handbook and other sourcebooks, as well
immersion is much deeper, and their engagement is much as a few new ones, and present them in four groups of
more exciting. Think, for instance, about Ylon, an NPC who ideals: individual, moral, social and relational. They may
is a childhood friend of two of the group’s characters. During be a good starting point for you to think about your
the first half of the campaign, Ylon provided decisive help for character’s goals and motivations. You can pick one or
the party. Now, he was kidnapped, and faces mortal danger. more, or roll dice to determine them randomly. Remember
The party is highly engaged on Ylon’s rescue, and there is that character’s ideals do not need to be restrained by their
good reason for that: they have an emotional connection that background nor alignment.
was previously established with this NPC. That is the kind of
experience we want in our game table.
Quests, adventures and campaigns whose objectives are
highly (or at least minimally) aligned with player characters’
goals and motivations significantly enhances the gameplay
experience. But how to make this happen in your campaign?
That is what this step is about.

How To Create Goals And Motivations


Goals and motivations are the rational and emotional
aspirations that drive a character’s actions.
If characters’ backstories are their past, goals and
motivations are their present and future aspirations. A great
starting point to consider them are precisely backstories and
relationships established so far. A bit of extra creativity here is
in order: it really feels more important for both characters and
players if what drives them are not only heroism or cynicism.
In the end of this session, we offer some source of inspiration.
It isn’t only a matter of establishing your characters’ goals
and motivations, but also making sure they are fit for your
campaign. The best way to tackle this issue, as always, is
having DMs and players work together to discuss and align
them before the campaign starts. Plus, having a group think
together usually results in more creative and exciting goals
and motivations for all characters.
While players articulate a few goals and motivations,
the DM should test potential hooks that could be used in
future adventures. If there isn’t a match, some fine-tuning in
characters’ backstories or campaign plots are advisable, as it
may be a sign that there are still different expectations among
DM and players regarding your campaign.

13
Characters Ideals Sample characters’ goals and motivations
d20 Individual Ideal d20 Individual Ideal See below some application of goals and motivations to the
six characters and campaign plots previously introduced on
1 Ambition 11 Indulgence
this booklet’s sidebars. Notice how the characters have their
2 Anonymity 12 Infamy own particular reasons to take the adventure hook. That was
3 Changeability 13 Influence only possible because the plot was created along with the
characters’ backstories.
4 Daredevil 14 Knowledge Queen Raedra presents all characters a quest: infiltrate the
5 Destiny 15 Mastery location of the orcish horde to bring intelligence back for the
army of Cormyr. Why would each character accept this quest?
6 Discovery 16 Power
Olga and Thorandir are, of course, officers at the army
7 Glory 17 Redemption and will follow the orders of their Commander-in-Chief.
8 Greed 18 Renown
But it’s not only that: Olga has an aspiration of becoming an
amazon as brilliant and heroic as those of her lineage, and is a
9 Immortality 19 Self-Knowledge strong follower of the code of honor of Tempus, God of War.
10 Indifference 20 Wanderlust Her code compels her to minimize collateral damage caused
by war, and this quest could be a great chance in that regard.
d4 Relational Ideal d4 Relational Ideal As for Thorandir, it is an opportunity for him not only to
revisit his homeland, taken by the orcs, but also to avenge his
1 Community 3 Friendship clan’s downfall.
2 Family 4 Love Kara is also moved by vengeance against those who have
slaughtered her tribe’s folk and have cursed her with their
d12 Social Ideal d12 Social Ideal own heritage. Her friend and contractor, Alvyn, is an envoy
of the Merchants Corporation to the war front. His guild
1 Change 7 People
has lent a large sum of coins to finance the Queen’s war, and
2 Equality 8 Preservation is concerned about its developments. Alvyn was sent by his
3 Independence 9 Prosperity
guild to assess the risks of the war, and what better way of
doing so than seeing by himself?
4 Justice 10 Protection Selise was sent to help on the Lathander temple at the
5 Nation 11 Security war front. Her task is to bring religious comfort for the
soldiers, and help however she may on preventing tragedy
6 Nature 12 Self-determination and bloodshed. The Queen’s task is an opportunity for her
to contribute for that. Lastly, Merric may be compelled to
d20 Moral Ideal d20 Moral Ideal join, so he may help and protect his friend. Or it may be an
1 Beauty 11 Honor opportunity for him to get closer to the Queen he so much
despises. Beyond that, the Suzail Dockers Guild has business
2 Charity 12 Live and Let Live
interests with Alvyn’s Merchants Corporation, and this quest
3 Creativity 13 Logic may be opportunistic for him to earn the gnome’s trust…
4 Empathy 14 Loyalty
As it may be seen by those examples, having DM and
players take time together to think through characters’ goals
5 Fairness 15 Might and motivations brings rewarding results. It is an opportunity
6 Faith 16 Respect to ensure they are closely tied into the campaign plots.
That, in turn, allows the party to be fully engaged with the
7 Free Thinking 17 Responsibility campaign from its very beginning, even when their characters’
8 Freedom 18 Retribution individual goals and motivations are distinct.
9 Greater Good 19 Sincerity

10 Honesty 20 Tradition
STEP 7

Think Of Moral Dilemmas And Plot Twists


ow you have an actual great starring character

N
with exciting backstory, relationships and
attitudes, as well as goals and motivations. You
can really relate with your character, and you
are excited about your party’s characters as well.
You are stoked to see the world through
your character’s eyes.
But all of it will be for nothing unless it is an interesting
world to see. The story has got to be interesting. After
all, it is your story. And how do we make sure it will be an
interesting story?
Well, for starters, we spice it up with some tension and
some surprise. That’s what this step is all about.

Backstories With Tension And Surprise


This is another step that requires much co-creation between sidebar, for example. Olga is an honored amazon who would
DM and players. The reason is: it will add moral dilemmas probably give her own life to protect Cormyr. However,
and plot twists for the characters, and both get much she and her family are critical of Queen Raedra, and much
more interesting for players if they don’t know about them more aligned to the Queen’s political rivals. As Olga executes
beforehand. Queen Raedra’s orders in the battlefield, she is at the same
That means that the Dungeon Master should think about time protecting the realm and providing more political
potential moral dilemmas and plot twists for each character power to the Queen she dislikes. That creates a moral
as the players pitch their backstories. It also means that dilemma for Olga.
part of the Dungeon Master’s suggestions and adjustments
to their backstories should start from these questions:
Plot twists
• What moral dilemma could arise from this sub-plot Plot twists are unexpected or unlikely, though logical,
in a character’s backstory? revelations or evolutions of a sub-plot in a character
• What plot twist could be made out of this sub-plot backstory. The whole idea of having exciting backstories
in a character’s backstory? tied to the campaign plots is bringing them to the campaign
adventures, as discussed in step five. Well, so much better
Once again, this should ideally be done without the
(or so much more wicked) that, when characters meet their
players knowing whether the DM’s suggestions will
own past once again, they find themselves in an unexpected
implicate in moral dilemmas or plot twists for the
turn of events.
characters, and which ones.
The characters presented on this booklet’s sidebars were
Remember: this approach not only considers that
created for our homebrew campaign. Our group had agreed
backstories and campaign plots are co-created by DM
our campaign would be as unpredictable as possible, so
and players alike, but also that there is other six steps of
it became clear for our Dungeon Master and players alike
links and connections that should be built together.
that characters would run into many plot twists along the
A player may ponder that a certain suggestion from the
campaign. It was no surprise that when the past came back to
DM could lead to a future moral dilemma or plot twist
haunt our characters, not everything ran as Olga, Thorandir,
for a character, but they would hardly know it for sure,
Kara, Alvyn, Selise and Merric would have expected.
as there is so much that is being created together.
But we’ll spare you from those spoilers. ;-)
Moral dilemmas
Moral dilemmas are situations where a character faces a
difficult decision, as all choices seem to present an ethical
Light the sparkle
cost. In other words, there seems to be no alternative of These seven steps aim at creating a more engaging and
action that feels totally correct. Situations like that are very immersive D&D gameplay experience through a co-creation
engaging, as they require careful pondering, and often reveal effort among players and DMs.
strong personality traits that players have chosen (or will have Be the one to light the sparkle. Share this booklet with your
to choose) for their characters. group of friends and turn your D&D campaign into your
Take one of our characters presented on this booklet new favorite epic story.

15
Who we are

O
ur purpose is to take your Dungeons
& Dragons adventures to the magical
excitement and deep immersion we
experience with the epic tales and
narratives of humankind.

We are The Deep Dice Press, an independent publisher


focused on developing D&D products for
players and DMs who love roleplaying and storytelling.
Our products use the full IP and content of the core
rulebooks and all other official D&D publications, and are
extensively playtested with our regular D&D groups.

We believe the best way to create great adventures


is getting inspiration from great ideas and great
experiences. I’m sure your experience will inspire us:

• Have this seven-step approach to Make Characters Matter


helped your D&D group? How?
• What other initiatives does your group take to make your
characters matter?

Share your thoughts in our e-mail or social networks:


bruno@thedeepdice.com
@thedeepdice

If you liked this booklet and would like more similar


content, you may want to check our video series How
to create outstanding D&D stories, available in our
YouTube channel.
We share content focused in D&D roleplaying and
storytelling in our weekly newsletter. How to subscribe?
Just click in this link: thedeepdice.com/contact.
If you want to check out a module with the concepts,
characters and campaign plots presented in this booklet, look
out for our new campaign, The Kingdom of Cormyr: One
Purple Raven, available this Summer in print-on-demand
and digital versions at www.dmsguild.com.

Thank you for sharing this moment with us.

16
APPENDIX
Exclusive characters
and backstories

17
Barbarian 1 Outlander
CLASS & LEVEL BACKGROUND PLAYER NAME
Kara Hakonbrüd
Half-Orc Neutral
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

25 6'75" 220 lb.


AGE HEIGHT WEIGHT

Gray Grayish Black


EYES SKIN HAIR

I watch over my friends as if they were a litter of


newborn pups.

I have a lesson for every situation, drawn from


observing nature.

PERSONALITY TRAITS

Glory. I must earn glory in battle, for myself and


for the Hakonbrüds.
IDEALS

I am the last of the Hakonbrüds, and it is up to


me to ensure their names enter legend.

BONDS

k
ara was adopted and raised by an old lady of a
barbaric human tribe in the Stormhorns. Her mother
I remember every insult I’ve received and nurse
died giving birth. She never met her father, one of
a silent resentment toward anyone who’s ever
the orcs who attacked, plundered and sow evil
wronged me.
among the Hakonbrüd.
FLAWS
The girl always needed to prove her worth
simply on account of her orc blood. She swore revenge on those
responsible for her birth, and often climbed up and explored the
Stormhorns to ambush the cursed orcs. She learned to reason like her Origin. Tribal marauder.
enemies and became a ruthless killer. Once, upon returning from a hunt,
she found her village burned down and all the inhabitants, including her
ADDITIONAL BACKGROUND
adoptive mother, killed by a new orc attack. Once more her life was torn
apart by the enemies she had grown to hate, and whose cursed blood
runs through her veins.
She had to be strong to survive. She was an outsider wherever
she went, but what didn't break her, made her stronger. The Believes:
Republican and Loyalist
misfortunes turned her into a mercenary, willing to do any service for a
handful of coins. As a young woman, the orcs were the first to feel the
Vision on Barbarian Invasions: “Nothing would
coldness of her blade. Her father will be the last one. Nothing would make me happier than finding and slaughtering
make her happier than venting her hatred and resentment on those the orc tribes responsible for cursing me.”
responsible for her cursed existence.

BACKSTORY SUMMARY CHARACTER BELIEVES

- Hakonbrüd Tribe -

Kara was raised in a small tribe of human barbarians, in the Stormhorns, north of the Kingdom of
Cormyr. Her tribe was decimated years ago by an orc attack. She is the sole survivor.

ALLIES & ORGANIZATIONS

18
Karanna
Oria Hakonbrüd
Faith BACKSTORY
ALLIES & ORGANIZATIONS

K
ara is a half-orc who was adopted and nobility, titles and pomp of the monarchy made no sense in
raised from an early age by an old lady that environment. In addition, the economic and
mercantilist expansion of the Republic of Sembia meant
of a barbaric human tribe. Her mother
that city streets were filled with foreigners of di�erent
died giving birth. She never met her
races from overseas. Sembia was a perfect haven for
father, one of the orcs who attacked, diversity.
plundered and sow evil among the Hakonbrüd village in
Kara diligently fulfilled with whatever was asked
the Stormhorns.
of her. She intimidated or broke the arms of those who
Her childhood was not easy. The girl always had to owed her masters. She would do any service for a handful of
prove her worth simply on account of her orc blood. Other coins. She spent what she earned on beer and nights in
children never nurtured a�ection for her and openly brothels. She drowned her frustrations and shame in
despised her orc ancestry. alcohol. She wished she could prove her worth. She never
In her youth, Kara stood out for her incredible forgot being rejected by Cormyr's army. She wanted to be
physical strength and bravery, thus gaining respect from recognized by her human half, but that seemed impossible.
other members of her tribe. In addition to being a skilled Even Sembia's merchants treated her like an expendable
warrior, she became an expert hunter with unique skills to savage.
track her prey. Those abilities allowed Kara to locate and One of the few exceptions was an a�uent gnome
hunt orcs down. She swore revenge on those responsible merchant, who would become the closest person to what
for the su�ering of her tribe and mother. She often climbed she would call a friend. Over the course of their journeys
up and explored the Stormhorns to ambush them. She together along the trade routes of Cormyr and Sembia,
learned to reason like her enemies and over time became a what was initially a business partnership thrived into
ruthless killer. She strove to learn the Orc language with something greater.
those who spoke it in her tribe.
Kara feels there is a primal evil lurking within her.
Her village survived through regular raids on the She could swear she sometimes hears, in her dreams, the
farmers of the Kingdom of Cormyr. Plundering was the whispers of Gruumsh, the orc deity, summoning her to
only way of life she knew. Their strategy was to attack and release the rage that boils within her. She feels this
quickly withdraw to the mountains. The barbarians feared exaltation when she engages in melee combat, and at
Cormyr's soldiers and always avoided open confrontation. times like these, she allows herself to unite with this
Unlike the other members of her tribe, Kara harbored a barbaric and primordial energy. She is highly emotional;
sort of admiration for the gleaming armor and purple anger not only quickens her pulse; it makes her body burn.
capes of the Cormyrian troops. In the eyes of the young Insults are like stings of acid to her, and sadness
woman, those were virtuous and exuberant soldiers. undermines her strength. Kara, at the same time, laughs
Once, upon returning from a hunt, she found her loudly and allows herself to enjoy the simple pleasures of
village burned down and all the inhabitants killed by a life. Eating, drinking, fighting, playing the drum and
surprise attack. She ran desperately home, only to find the dancing wildly fill her heart with joy. She is moody and
inert body of her adoptive mother. The footprints and sometimes gloomy, and definitely more inclined to action
tracks left no doubt: those to blame for that massacre were than contemplation, and fists than arguments.
her mortal enemies, the cursed orcs. Heartbroken and with Nothing would make her happier than venting all
no prospects, Kara decided to cross the mountains and her frustration and hatred at the orc tribes responsible for
head to the city of Arabel. her cursed existence. She dreams of finding and
She had always been a barbarian, but she aspired to slaughtering her father. Kara knows better than anyone
become a respected and civilized soldier. Wearing a purple how to track and hunt orcs, knows their strengths and
uniform was her dream. Much to her disappointment, her weaknesses, their habits, and where they hide. All she
enlistment was denied. The Purple Dragons did not want needs is a time and place.
anyone of orc blood in Cormyr's glorious army. A city shines through the open gates before her. A
It was in Sembia that she found a new way of life. few more hours and Kara will have finished the job she was
Merchants in the port region needed protection, and hired for: escorting a trading caravan from Selgaunt to its
nothing better than a brute as security. Kara became a destination. “Arabel,” she whispers, making a grimace
mercenary. She fought for whoever paid the most. with her fangs, and spits in disgust on the floor as she
Republican life taught her that money was true power. The walks through the gates, “no pleasure to be back here.”

19
Barbarian 1 Outlander
Kara Hakonbrüd CLASS & LEVEL BACKGROUND PLAYER NAME

Half-Orc Neutral
RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION +1 Acrobatics (Dex)

+1 Animal Handling (Wis)

-1 Arcana (Int)
+2 PROFICIENCY BONUS
+5 Athletics (Str)

+3
+0 Deception (Cha)
STRENGTH

+5 Strength -1 History (Int)


+1 Dexterity
+1 Insight (Wis)
16 +5 Constitution
+2 Intimidation (Cha)
-1 Intelligence
-1 Investigation (Int)
+1 Wisdom
+1 Medicine (Wis)
+0 Charisma

+1
+1 Nature (Int)
DEXTERITY

SAVING THROWS
+3 Perception (Wis)

+0 Performance (Cha)
12
13 14 +0 Persuasion (Cha)

PASSIVE ARMOR -1 Religion (Int)


PERCEPTION CLASS
+1 Sleight of Hand (Dex)
CONSTITUTION

+3
+1 Stealth (Dex)
+1 30 +3 Survival (Wis)

INITIATIVE SPEED SKILLS


16

HP MAX:

15
2
INTELIGENCE

-1
CURRENT HIT POINTS

HIT DICE 1d12+3 TEMPORARY HIT POINTS


Javelin Piercing Greataxe Slashing
8 WEAPON DAMAGE TYPE WEAPON DAMAGE TYPE
1
2
+5/+3 1d6+3/+1 30/120 Right +5 1d12+3 - Both
ATK ATK
BONUS DAMAGE RANGE HAND BONUS DAMAGE RANGE HAND
DEATH SAVES Successes Failures

+1 Thrown Heavy, two-handed


WISDOM

PROPERTIES PROPERTIES

Handaxe (x2) Slashing


13 HALF-ORC TRAITS
WEAPON DAMAGE TYPE WEAPON DAMAGE TYPE
Ability Score Increase: Str+2.

Ability Score Increase: Con +1. +5/+3 1d6+3/+1 20/60 Right/Left


ATK ATK
Darkvision: 60 feet. BONUS DAMAGE RANGE HAND BONUS DAMAGE RANGE HAND

+0
CHARISMA

Menacing. Light, thrown


Relentless Endurance. PROPERTIES PROPERTIES

Savage Attacks.

10
OUTLANDER FEATURE

Wanderer.

BARBARIAN FEATURES

Rage.
ATTACKS & SPEELCASTING
Unarmored Defense.

Armor: Light armor, medium armor, shields.


Weapons: Simple weapons, martial weapons.
Tools: Musical instrument – Drum.
Languages: Common, Orc.

FEATURES & TRAITS OTHER PROFICIENCIES & LANGUAGES

20
Kara Hakonbrüd
10
COPPER SILVER ELECTRUM GOLD PLATINUM

QUIVER (20 arrows)

HALF- ORC TRAITS


LONG BOW Darkvision: You have superior vision in dark and dim conditions. You can see in dim
light within 60 feet of you as if it were bright light, and in darkness as if it were dim
BACKPACK light. You can’t discern color in darkness, only shades of gray.
Menacing: You gain proficiency in the Intimidation skill.
GREATAXE Renlentless Endurance: When you are reduced to 0 hit points but not killed outright,
you can drop to 1 hit point instead. You can't use this feature again until you finish a
HANDAXE long rest.
( 2 units) Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll
JAVELIN one of the weapon's damage dice one additional time and add it to the extra damage of
(4 units) the critical hit.

SHIELD
OUTLANDER FEATURES
BEAR SKIN OVERCOAT Wanderer: You have an excellent memory for maps and geography, and you can
always recall the general layout of terrain, settlements, and other features around
you. In addition, you can find food and fresh water for yourself and up to five other
people each day, provided that the land o�ers berries, small game, water, and so
forth.

BARBARIAN FEATURES
Rage: In battle, you fight with primal ferocity. On your turn, you can enter a rage as a
bonus action. While raging, you gain the following benefits if you aren't wearing
heavy armor:
*You have advantage on Strength checks and Strength saving throws.
*When you make a melee weapon attack using Strength, you gain a bonus to the
damage roll that increases as you gain levels as a barbarian, as shown in the Rage
Damage column of the Barbarian table.
*You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while
raging.Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if
EQUIPMENT your turn ends and you have neither attacked a hostile creature since your last turn
nor taken damage since then. You can also end your rage on your turn as a bonus
action.Once you have raged the number of times shown for your barbarian level in the
Bedroll Rages column of the Barbarian table, you must finish a long rest before you can rage
again.
Drum
Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10
Hunting Trap + your Dexterity modifier + your Constitution modifier. You can use a shield and still
Mess Kit gain this benefit.

Necklace with tusks of orcs killed by her


Rations -1 day (10 units)
Rope, Hempen
Staff
Tinderbox
Torch (10 units)
Waterskin

INVENTORY FEATURES & TRAITS DESCRIPTIONS

21
Cleric 1 Acolyte
CLASS & LEVEL BACKGROUND PLAYER NAME
Selise Astorio
Human (Turami) Neutral good
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

28 6'15" 175 lb.


AGE HEIGHT WEIGHT

Brown Dark mahogany Curly black hair


EYES SKIN HAIR

I can found common ground between the fiercest


enemies, empathizing with them and always
working toward peace.

I am tolerant of other faiths and respect the


worship of other gods.
PERSONALITY TRAITS

Charity. I always try to help those in need, no


matter what personal cost.
IDEALS

I owe my life to the priest who took me in when


my parents died.

S
BONDS
elise was born in a rural community on the Dragon
Coast. As a child, her family decided to cross the sea
bound for Cormyr. During the voyage, her vessel
Once I pick a goal, I become obsessed with it to
was attacked by a ship with an undead crew. The
the detriment of everything else in my life.
o�ensive was cruel and merciless. The deaths of
her family and other crew members torment her FLAWS
nightmares.
Swept away by the sea currents, the little castaway reached the
shore. Orphaned and traumatized by the disaster, she wandered the
streets of Suzail until she was taken in by a group of outlaw infants who
lived on the capital's docks. Life on the fringes of society made her a
dark, cold, reclusive teenager. Everything changed when an old ADDITIONAL BACKGROUND
dragonborn priest of Lathander took her in. They became friends, and in
the long conversations they had, she felt understanding and
acceptance, and was surprised by the depth of his reflections. She began
Belives::
to follow some meditations to Lathander, and was surprised by the
Republican and Loyalist
lightness and joy of those people. Upon becoming a cleric of the
Morninglord, she learned to manipulate light and use the forces of
renewal to illuminate the darkest moments. Point of view on Barbaric Invasions:
Just as the morning rays cut through the darkness, renewing “All creatures have the right to live and to be
the world and energizing life, she was able to be reborn every time life treated respectfully and worthily.”
tried to take her as a victim.
BACKSTORY SUMMARY CHARACTER BELIEVES

- Priesthood of the Morninglord-


Most important organized religious order of Lathander in the Kingdom of Cormyr. The organization currently maintains
temples and shrines in every city of the Kingdom.

- Port Drakes-
During her childhood, Selise was a member of a brotherhood of orphans who committed petty crimes in the port region of
Suzail. Even though the brotherhood no longer exists, its former members maintain courtesy, loyalty, and friendship among themselves.

ALLIES & ORGANIZATIONS

22
Selise
Oria Astorio
nna Faith BACKSTORY
ALLIES & ORGANIZATIONS

S
elise Astorio was born in a rural felt illumination and lightness. Selise moved to the temple
community on the Dragon Coast. As a and devoted herself to studying Lathander, but vowing
never to abandon her loyalty to those who had welcomed
child, her family decided to cross the
her in her most di�cult moment.
Sea of Fallen Stars bound for Cormyr.
Her studies on Lathander led her to a deep spiritual
During the voyage, her vessel was
sensitivity. Selise experienced a rebirth of her soul. With
attacked by a ship with an undead crew. The sudden
the followers of the Morninlord, she found spiritual
o�ensive was cruel and merciless. Even today, Selise is
weapons to heal herself from her old traumas, even if she
plagued by nightmares associated with the terrible
would still have nightmares about the undead. She learned
memories of the massacre. The ship sank due to the
tools to bring prosperity and happiness, not only to her
damage su�ered from the attack. Young Selise was the
own wounded heart, but to all living creatures. The cult of
only survivor.
Lathander has a temple in each of Cormyr's major towns,
Swept away by the sea currents, the little castaway which recognize Selise as one of their acolytes and o�er
reached the coast of Cormyr. Orphaned and traumatized by her support whenever requested.
the disaster, she wandered the streets of Suzail until she
Queen Raedra recently gathered the Purple Legion
was taken in by a group of outlaw infants who lived on the
in the north border of Cormyr to fight the Barbaric
capital's docks. The group was a brotherhood that lived o�
Invasions. Migratory tribes of orcs are gathered in the
petty theft and misdemeanors. Their leader was the
Stormhorns and threaten to invade the Kingdom once and
human Eiloanne, a mother figure to the group. Eiloanne
for all. Selise was sent by the Priesthood of Lathander to
protected and welcomed them, defending the youngest
the Purple Camp, where an itinerary temple was set up. She
and weakest. The group, composed of almost thirty
will join other priests to lead meditations with the legion.
children and teenagers, was united and cohesive. The
She wishes to actively contribute for the outcome of the
money from the thefts was shared, and they lived together
current military tensions to be as peaceful as possible.
in an abandoned warehouse on the shores of the
Selise has just arrived in Arabel, and she carries a safe-
Dragonmere. Her best friend was an extremely cunning
conduct that will grant her access to the Purple Camp.
and insightful halfling who helped her out of countless
Selise is critical of Queen Raedra. She sees more
troubles. She found in small crimes a way to survive.
failures than successes in her reign, and holds personal
Over the years, life on the fringes of society had
resentments towards the monarch. Years ago, Eiloanne,
made her a dark, cold, and reclusive teenager. Sadness was
her “adoptive mother”, had a young son murdered in what
her companion, and even within the group she could not
appeared to be an attempted robbery. Eiloanne revealed
find emotional comfort for her wounds and traumas. She
that her son was a bastard cousin of the Queen, who would
would often wake up in the middle of the night with a
have been deliberately careless in the orders given to her
sweat-soaked body because of her nightmares stemming
militia, so as to let the infant die.
from the memories of the sinking.
Selise has become enthusiastic about Republican
Her life took a turn when she stole a gold pendant
ideals that defend freedom and prevent the interference of
from an old dragonborn priest of Lathander, god of dawn.
autocrats in the citizens’ daily lives. Although she is
After being chased by her victim, she ended up cornered in
critical of recent moves in the neighboring Republic of
an alley. The elder, instead of punishing her, invited her to
Sembia, Selise believes that the emanation of power from
come with him to the temple of Lathander, where they had
the people and the constant change of political leadership
tea and ate together. Somehow, she could feel the kindness
represent a pulsating blood of renewal, freedom and
in the priest's eyes. She didn't feel judged or scolded. She
creativity, which she understands as fundamental to all
told her story, from the shipwreck to the marginal life she
the peoples of Faerûn. Selise also believes that for these
had. The priest reacted with understanding and
changes to take place without bloodshed, they must be
acceptance, and made connections that surprised Selise.
done according to the law. The rise of the Grand Senator
That day, Selise felt light and warmth enter her Randal Amblecrown gives her hope, as he represents all of
heart. They became friends. She began to visit the priest that.
frequently, and gradually began to make him company in
Selise strongly believes that all creatures have the
some of the morning meditations to Lathander. She met
right to live and to be treated respectfully and worthily. She
more people. She was surprised by the lightness and joy of
understands that war conflicts and the savagery of battles
them. She acknowledged there was belonging and purpose
only lead to death and destruction - concepts that must be
there. Each new dawn renewed life in Faerûn. She could
widely fought and avoided, according to her worldview.
sense that. Where there were shadow and sorrow, she now

23
Cleric 1 Acolyte
CLASS & LEVEL BACKGROUND PLAYER NAME
Selise Astorio
Human (Turami) Neutral good
RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION +1 Acrobatics (Dex)

+3 Animal Handling (Wis)

+2 PROFICIENCY BONUS
+0 Arcana (Int)

+2 Athletics (Str)

+2
+0 Deception (Cha)
STRENGTH

+2 Strength
+2 History (Int)
+1 Dexterity
+5 Insight (Wis)
14 +2 Constitution
+0 Intimidation (Cha)
+0 Intelligence
+2 Investigation (Int)
+5 Wisdom
+5 Medicine (Wis)
+2 Charisma

+1
+0 Nature (Int)
DEXTERITY

SAVING THROWS
+5 Perception (Wis)

+0 Performance (Cha)
12
15 15/17 +0 Persuasion (Cha)

PASSIVE ARMOR +2 Religion (Int)


PERCEPTION CLASS
+1 Sleight of Hand (Dex)
CONSTITUTION

+2
+1 Stealth (Dex)

+1 30 +3 Survival (Wis)

INITIATIVE SPEED SKILLS


14

HP MAX:

10
2
INTELIGENCE

+0
CURRENT HIT POINTS

HIT DICE 1d8+2 TEMPORARY HIT POINTS


Mace Bludgeoning Crossbow, Light Piercing
10 WEAPON DAMAGE TYPE WEAPON DAMAGE TYPE
1
2
+4 1d6+2 - Right +3 1d8+1 80/320 Both
ATK ATK
BONUS DAMAGE RANGE HAND BONUS DAMAGE RANGE HAND
DEATH SAVES Successes Failures

+3 - Ammunition, loading, two-handed


WISDOM

PROPERTIES PROPERTIES

Spear Piercing
16 HALF-ELF TRAITS
WEAPON DAMAGE TYPE WEAPON DAMAGE TYPE
Ability Score Increase: All +1.
+4 1d6+2 -/20/60 Right/Both
Extra Language: Orc. 1d8+2
ATK ATK
BONUS DAMAGE RANGE HAND BONUS DAMAGE RANGE HAND

+0
CHARISMA

ACOLYTE FEATURE Thrown, versatile


Shelter of the Faithful PROPERTIES PROPERTIES

10 CLERIC FEATURES

Spellcasting

Divine Domain: Light.

Domain Spell: Burning Hands.

Domain Spell: Faerie Fire.

Bonus Cantrip: Light.


ATTACKS & SPEELCASTING
Warding Flare.

Armaduras: Light armor, medium armor, shields.


Weapons: Simple weapons.
.
Tools: None.
Languages: Common, Elvish, Orc, Giant.

FEATURES & TRAITS OTHER PROFICIENCIES & LANGUAGES

24
Selise Astorio
14
COPPER SILVER ELECTRUM GOLD PLATINUM

CASE (20 crossbow bolts)


ACOLYTE FEATURE
CROSSBOW, LIGHT Shelter of the Faithful. As an acolyte, you command the respect of those who share your
faith, and you can perform the religious ceremonies of your deity. You and your
adventuring companions can expect to receive free healing and care at a temple, shrine,
MACE
or other established presence of your faith, though you must provide any material
components needed for spells. Those who share your religion will support you (but only
SPEAR you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your
chosen deity or pantheon, and you have a residence there. This could be the temple
SCALE MAIL where you used to serve, if you remain on good terms with it, or a temple where you have
found a new home. While near your temple, you can call upon the priests for assistance,
provided the assistance you ask for is not hazardous and you remain in good standing
SHIELD
with your temple.

CLOTHES, COMMON
CLERIC TRAITS
Divine Domain: Light
BACKPACK
Domain Spell: Burning Hands
Domain Spell: Faerie Fire
Bonus Cantrip: Light
Warding Flare. Also at 1st level, you can interpose divine light between yourself and an
attacking enemy. When you are attacked by a creature within 30 feet of you that you can
see, you can use your reaction to impose disadvantage on the attack roll, causing light to
flare before the attacker before it hits or misses. An attacker that can't be blinded is
immune to this feature. You can use this feature a number of times equal to your Wisdom
modifier (a minimum of once). You regain all expended uses when you finish a long rest.

EQUIPMENT

Hide
Clothes, Cult Vestments
Alms Box
Amulet: Lathander Necklace
Book: Lathander Meditations
Emblem: Lathander Ring
Healer’s Kit
Censer
Incense (10 units)
Pouch
Rations – 1 day (2 units)
Blanket
Tinderbox
Waterskin

INVENTORY FEATURES & TRAITS DESCRIPTIONS

25
WISDOM 13 +5
Selise Astorio
SPELLCASTING SPELL SAVE DC SPELL ATACK
ABILITY BONUS

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED CANTRIPS

1 2 5
Guidance
Light
Resistance
SPELL NAME Sacred Flame
Bane
Bless
Command
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic
3
Detect Poison and Disease
Guiding Bolt
6
Healing Word
Inflict Wounds
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Shield of Faith
Burning Hands
Faerie Fire

7
2

4
8

26
Fighter 1 Soldier
Thorandir Gantoril CLASS & LEVEL BACKGROUND PLAYER NAME

Shield Dwarf Lawful good


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

48 5' 155 lb.


AGE HEIGHT WEIGHT

Silver-blue Fair Brown


EYES SKIN HAIR

I am always polite and respectful.

I’m full of inspiring and cautionary tales from


my military experience relevant to almost every
combat situation.

PERSONALITY TRAITS

Responsibility. I do what I must and obey


just authority.
IDEALS

I’ll never forget the crushing defeat my clan


su�ered from Yevelda’s orcs.

t
horandir was born in the Mines of Gantoril, an BONDS
underground compound in the Stormhorns. His
father, Banthorir, was the commander of the
dwarven army when a horde of orcs, led by Chief My hatred of my enemies is blind and unreasoning.
Yevelda, made a surprise assault on the compound.
His father was seriously injured in action. Disgraced
FLAWS
and defeated, the dwarves sought refuge in the neighboring Kingdom of
Cormyr.
From an early age, Thorandir was instructed in the art of war,
becoming a keen connoisseur of Faerûn's military history. He learned
all about the great battles, the war heroes and the tactical geniuses. He
currently holds a rank as an o�cer of the Purple Dragons. He is the
ADDITIONAL BACKGROUND
swordcaptain of the 18th Company of the 1st Heavy Infantry Regiment of
Suzail, the “Orc Tuskers.” Thorandir believes that friendship among
soldiers is the foundation to ensure any kind of military success, and he
insists on strengthening bonds of fraternity with his comrades. Soldiers Believes:
squeeze to sit at the table next to the dwarf. Some say it is to hear the Monarchist and Loyalist
countless stories of battles he shares. Some say it is to taste the beer he
brews himself on festive days.
Point of View on Barbarian Invasions:
But anyone who knows him knows that, for him, the war to
“The hateful orcs have taken everything from
come is not just any conflict. A horde of orcs gathers north of the
our clan: our honor, our home, our lives, and our
Kingdom. Those barbarians have owed him for years. It's time to collect.
treasures.”

BACKSTORY SUMMARY CHARACTER BELIEVES

- Purple Dragons-
Swordcaptain of the 18th Company of the 1st Heavy Infantry Regiment of Suzail, the “Orc Tuskers”. His company is comprised
of 27 soldiers.

- Clan Gantoril -
Dwarven clan who, for decades, excavated and lived in the Mines of Gantoril, an underground complex in the Stormhorns.
Years ago, orcs led by Chief Yevelda conquered the mines. Most clan members died in the battle, and the remainder scattered and
sook refuge in the neighboring Kingdom of Cormyr.
ALLIES & ORGANIZATIONS

27
Thorandir Gantoril
Orianna Fait h BACKSTORY
ALLIES & ORGANIZATIONS

T
horandir was born in the Mines of Gantoril, comrades. Some say it is to hear the countless stories of
an immense underground compound in battles he shares. Some say it is to taste the beer he brews
himself on festive days.
the Stormhorns. His father, Banthorir,
He currently holds a rank as an o�cer of the Purple
was the commander of the dwarven army
Dragons. He is swordcaptain of the 18th Company of the 1st
and responsible for the security and Heavy Infantry Regiment of Suzail, the “Orc Tuskers.” He
protection of the place. From an early age, Thorandir was is grateful the Cormyrian army has acknowledged his
instructed in the art of war, becoming a keen connoisseur dedication, but he considers his rank not a source of pride,
of Faerûn's military history. He learned all about the great but of duty and honor. It means the Purple Dragons, and
battles, the war heroes and the tactical geniuses. His ultimately the Queen Herself, have trusted the lives of 27
relatives, all with an honorable military career, told him men and women under his care, and Thorandir is ready to
the stories of those who, in disgrace, led superior troops to sacrifice his life for any of theirs.
unforgettable humiliations because of their arrogance or The dwarf has an enormous admiration for Queen
incompetence. Raedra; he is a staunch supporter of the Crown and is
The dwarven clan thrived for generations in the saddened that his political views clash with his father's.
galleries of Gantoril. They amassed wealth and developed, Banthorir is one of Grand Senator Randal Amblecrown's
through his father's military leadership, a powerful aides, and bears Republican ideas. He knows his father
alliance with their neighbors, the feared cloud giants. A blames the Queen for not sending troops to Gantoril's aid
non-aggression pact and military alliance was sealed during the orc attack; yet, he cannot understand why his
between the two races and to symbolize this bond, the father harbors so much resentment for her. He suspects
giant Fikkaros, Sovereign of the Clouds, presented that Banthorir also harbors this same grudge for Fikkaros.
Banthorir with a valuable axe, the Cumulonimbus The giant promised to defend the Mines, but o�ered no
(sometimes called simply Nimbus). support during the attack of Chief Yevelda's orcs.
Thorandir's youth was marked by tragedy. A horde Thorandir longs to appease the hatred in his
of orcs, led by Chief Yevelda, made a surprise attack on the father's heart, but the two are currently strained and no
Mines of Gantoril. This unexpected military assault dealt a longer speak to each other, due to their political
deadly blow to Commander Banthorir's nation. Countless di�erences. He deeply loves his father and his clan, and he
warriors and many families lost their lives over the course wants to prove that the monarch who took them in is fair
of that fateful night. Thorandir's father was severely and trustworthy. Thorandir aims to rise in the Cormyrian
injured in action, losing his ability to walk and the sight of army to one day lead an attack and reclaim the clan’s lost
his right eye. But his greatest humiliation was witnessing Mines. At these times he shuts his eyes and remembers his
Chief Yevelda taking Cumulonimbus for herself. Disgraced childhood. He holds a detailed memory of the tunnels and
and defeated, the dwarves were left with no alternative but corridors of the Mines of Gantoril, and is confident he
to seek refuge in the neighboring kingdom of Cormyr. could lead an attack on those galleries.
In the following years, Thorandir joined the Thorandir does not see with good eyes the rise of
Cormyrian army, received military training and came to the Order of the Steel Fang within the hierarchy of the
nurture an admiration for the Cormyr monarchy. He Cormyrian armed forces. The congregation is a type of elite
quickly stood out for his discipline, for his rigorous ethical cavalry that professes devotion to Tempus, god of war, and
principles and for his brilliant tactical genius on the has numerous paladins and clerics who have recently
battlefield. His physical abilities, coupled with his vast begun to gain preference in promotions in the army's
historical and strategic knowledge, made him a natural chain of command.
leader within the army. Thorandir is, above all, a His greatest desire is to recover Cumulonimbos,
charismatic person; soldiers like to fight alongside him, the valuable axe in possession of Chief Yevelda. The object
trust his judgments and are deeply loyal to him on the acquired value to his clan and became a symbol of dwarven
battlefield. pride and prosperity. Thorandir dreams of handing over
Thorandir makes a point of establishing a the precious axe into the hands of his aging father. It seems
relationship of broad camaraderie with fellow soldiers of that his prayers have been heard: the Cormyrian army
the Purple Legion and enjoys serving rounds of beer at the mobilizes, and the time has come to attack, under the
gaming tables he shares with his brothers in arms. He leadership of Queen Raedra, the orc tribes in the
believes that friendship among soldiers is the foundation Stormhorns. The time has come for Thorandir to prove his
for ensuring any kind of military success and is always worth on the battlefield and redeem glory in the name of
ready to strengthen bonds of brotherhood with his his ancestors.

28
Fighter 1 Soldier
Thorandir Gantoril CLASS & LEVEL BACKGROUND PLAYER NAME

Shield Dwarf Lawful good


RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION +2 Acrobatics (Dex)

-1 Animal Handling (Wis)

+2 PROFICIENCY BONUS +0 Arcana (Int)

+5 Athletics (Str)

+3
+1 Deception (Cha)
STRENGTH

+5 Strength
+2 History (Int)
+2 Dexterity
+1 Insight (Wis)
16 +5 Constitution
+3 Intimidation (Cha)
+0 Intelligence
+0 Investigation (Int)
-1 Wisdom
-1 Medicine (Wis)
+1 Charisma

+2
+0 Nature (Int)
DEXTERITY

SAVING THROWS
-1 Perception (Wis)

+1 Performance (Cha)
14
9 16/18 +1 Persuasion (Cha)
PASSIVE ARMOR +0 Religion (Int)
PERCEPTION CLASS
+2 Sleight of Hand (Dex)
CONSTITUTION

+3
+2 Stealth (Dex)

+2 30 -1 Survival (Wis)

INITIATIVE SPEED SKILLS


16

HP MAX:

13
2
INTELIGENCE

+0
CURRENT HIT POINTS

HIT DICE 1d10+3 TEMPORARY HIT POINTS


Maul Bludgeoning Handaxe Slashing
10 WEAPON DAMAGE TYPE WEAPON DAMAGE TYPE
1
2
+5 2d6+3 - Both +5 1d6+3 -/20/60 R/L
1d6
ATK ATK
BONUS DAMAGE RANGE HAND BONUS DAMAGE RANGE HAND
DEATH SAVES Successes Failures

-1 Heavy, two-handed Light, thrown


WISDOM

PROPERTIES PROPERTIES

Warhammer Bludgeoning Longbow Piercing


8 DWARF TRAITS
WEAPON DAMAGE TYPE WEAPON DAMAGE TYPE
Ability Score Increase: Con +2 .

Darkvision: 60 feet. +5 1d8+1 - R/B +4 1d8+2 150/600 Both


1d10+1
ATK ATK
Dwarven Resilience. BONUS DAMAGE RANGE HAND BONUS DAMAGE RANGE HAND

+1
CHARISMA

Dwarven Combat Training. Versatile Ammunition, heavy, two-handed


Tool proficiency: PROPERTIES PROPERTIES

Brewer’s Supplies

12 Stonecunning.

Subrace:

Shield Dwarf (Mountain)

Ability Score Increase: Str +2.

Dwarven Armor Training.

ATTACKS & SPEELCASTING


SOLDIER FEATURE

Military Rank

Armaduras:None.
FIGHTER FEATURES
Weapons: Daggers, darts, slings, �uartersta�s, light crossbows.
Fighting Style: Protection
Tools: Artisan’s tools: Tinker’s, Alchemists and Apothecaries.
Second Wind
Languages: Common, Gnomish, Draconic. .

FEATURES & TRAITS OTHER PROFICIENCIES & LANGUAGES

29
Thorandir Gantoril

COPPER SILVER ELECTRUM GOLD PLATINUM

QUIVER (20 arrows)

DWARF TRAITS
LONGBOW
Darkvision: You have superior vision in dark and dim conditions. You can see in dim
light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
MAUL You can’t discern color in darkness, only shades of gray.
Dwarven Resilience. You have advantage on saving throws against poison, and you have
WARHAMMER resistance against poison damage.
Dwarven Combat Training. You have proficiency with battleaxe, handaxe, light
HANDAXE hammer and Warhammer.
(2 units) Stonecunning. Whenever you make an Intelligence (History) check related to the origin
SHIELD of stonework, you are considered proficient in the History skill and add double your
proficiency bonus to the check, instead of your normal proficiency bonus.

CHAIN MAIL Subrace: Shield Dwarf (Mountain).


Dwarven Armor Training. You have proficiency with light and medium armor.
CLOTHES, MILITARY
SOLDIER FEATURE
BACKPACK Military Rank. You have a military rank from your career as a soldier. Soldiers loyal to
your former military organization still recognize your authority and influence, and
they defer to you if they are of a lower rank. You can invoke your rank to exert influence
over other soldiers and requisition simple equipment or horses for temporary use. You
can also usually gain access to friendly military encampments and fortresses where
your rank is recognized.

FIGHTER FEATURES
Fighting Style: Protection. When a creature you can see attacks a target other than you
that is within 5 feet of you, you can use your reaction to impose disadvantage on the
attack roll. You must be wielding a shield.
Second Wind. You have a limited well of stamina that you can draw on to protect
yourself from harm. On your turn, you can use a bonus action to regain hit points equal
to 1d10 + your fighter level. Once you use this feature, you must finish a short or long
rest before you can use it again.

EQUIPMENT

Purple Dragons Swordcaptain Insignia


Clothes, common
Leather Armor
Crowbar
Hammer
Piton (10 units)
Necklace with orc tusks he has killed
Playing card set
Pouch
Rations – 1 day (10 units)
Rope, Hempen
Torch (10 units)
Tinderbox
Waterskin

INVENTORY FEATURES & TRAITS DESCRIPTIONS

30
Paladin 1 Noble (Knight)
Olga Darendaal CLASS & LEVEL BACKGROUND PLAYER NAME

Human (Calishite) Neutral


RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

27 6' 175 lb.


AGE HEIGHT WEIGHT

Brown Dusky brown Brown


EYES SKIN HAIR

The common folk love me for my kindness


and generosity.

Despite my noble birth, I do not place myself


above other folk. We all have the same blood.

PERSONALITY TRAITS

Noble Obligation. It is my duty to protect and


care for the people beneath me.
IDEALS

My House’s alliance with House Amblecrown


must be sustained at all costs.

p
BONDS
aladin of Tempus, god of war. Honorable Viscountess
of Arabel. Olga was trained since her childhood to
become a skilled swordfighter. She was granted
knighthood at a young age, following a long family
I have an insatiable desire for carnal pleasures.
tradition. An intricate tapestry at her family estate
holds many emblems of her renowned ancestors, to FLAWS
honor their deeds. Olga dreams of the day her name will be sewn into
that tapestry. And for that, she is willing to prove her value.
She proudly and haughtily carries an o�cer rank within the
Nobility Title. Viscountess of Arabel, firstborn of
Purple Dragons of Cormyr: Swordcaptain of the 9th Lance of the 3rd
Count Darendaal of Arabel.
Light Cavalry Regiment of Suzail, the “Dawn Riders”.
Olga recently joined the Order of the Steel Fang, a company ADDITIONAL BACKGROUND
formed by elite military personnel aligned with the cult of Tempus. Its
members are assigned to especially dangerous tasks, where bravery in
battle is the main motto. Her companions admire her courage as well as
Believes:
her righteousness.
Republican and Revolutionary
Olga believes that the use of force is the fastest way to resolve
disputes and bring about change, but there is a responsibility associated
with its use. Her ferocity on the battlefield matches the Honor of Point of View on Barbaric Invasions:
Tempus: “Arm anyone who has need of a weapon; disparage no foe; “The orc invaders must be driven back quickly
acquit oneself with bravery; train all for battle; and don’t engage in and e�ectively.”
feuds.”

BACKSTORY SUMMARY CHARACTER BELIEVES

-Purple Dragons-
Swordcaptain of the 9th Lance of the 3rd Light Cavalry Regiment of Suzail, the “Daybreak Riders”. Her lance is comprised
of 20 riders, all belonging to the Order of the Steel Fang.
-Order of the Steel Fang-
An elite military order a liated with the cult of Tempus. Its members are typically assigned to especially dangerous tasks.
.-House Darendaal-
Firstborn daughter of the Count and Countess Darendaal of Arabel.

ALLIES & ORGANIZATIONS

31
Olganna
Oria Darendaal
Faith BACKSTORY
ALLIES & ORGANIZATIONS

O lga is an amazon from a noble family of


Arabel. From an early age, she was
groomed to swordfight and to be part of
one of Cormyr's numerous church
orders. Her ancestors were skilled knights who dedicated
their lives to serving one of the many gods in the pantheon
of Faerûn. Chivalry, aligned with the honorable services of
disparage no foe; acquit oneself with bravery; train all for
battle; and don’t engage in feuds.” Those who poison
wells, taint fields, kill non-combatants or engage in
torture in the name of war are all considered sinners.
Olga is an exemplary member of the Order of the
Steel Fang. Knights and clerics admire her bravery and
strength, as well as her righteousness. The use of force is
the fastest way to resolve disputes and e�ect change, but
a paladin, is a family tradition.
there is a responsibility associated with its use. She deeply
In her family estate there is a vast tapestry with her
respects the Honor of Tempus: war must obey rules, be
family tree, where one can see in wealth of detail the coats
conducted professionally, and respect reputations. Olga's
of arms with the gods and church orders defended by her
qualities make her a natural candidate to lead the Order in
ancestors. Olga recently joined the Order of the Steel Fang,
the future. She believes she has the necessary
an elite military company aligned with the cult of Tempus,
characteristics to receive this honor on a not-too-distant
god of war. Its members are assigned to especially
day.
dangerous tasks, where bravery in battle is the main
The Cormyrian Senate has invested much resource
motto. She dreams of seeing the emblem of Tempus and
in the Order of the Steel Fang in recent months. The Order
her order embroidered on the huge tapestry. To do so, she
gained relevance and power, and added siege weapons,
must prove herself worthy of her honorable genealogy.
fine warhorses, and new equipment to its repertoire. The
Her family has always been opposition to Queen
Order gained elite status among the Purple Dragons with
Raedra's dynasty. Her younger brother married Grand
the ongoing republican-skewed reforms. Knights and
Senator Randal Amblecrown’s brother, and their Houses
clerics of the Order have taken on important positions in
became allies. Her family is enthusiastic about
the Cormyrian army with increasing frequency.
Amblecrown’s renovations. Olga knows him personally,
The appointments of o�cer ranks in the Kingdom
and admires the young aristocrat's sense of justice. Olga
always respected nobility ties. With the ongoing reforms,
understands that there is no revolution possible without
young and talented individuals, many of them members of
insurrection, and that the installation and cultivation of
the Order of the Steel Fang, ascended more rapidly within
justice cannot be subjugated to laws imposed by those who
the military hierarchies. With Olga it was no di�erent. She
wish to perpetuate themselves in power.
is currently the youngest o�cer in the Cormyrian army.
Olga will do whatever is right and necessary to
The Order believes that followers of the god of war are
defend the people from external threats and from tyrants
exceptionally capable of leading and influencing soldiers
in power, even if it means getting involved in the intricate
on the battlefield, and more disciplined to conduct wars
political game. Olga always keeps in mind the greater good
briefly and e�ectively.
of the people and the nation, even if the installing freedom
Olga has been assigned to lead a unit of riders in
and justice depends on audacious means. The code of
Queen Raedra's recent military endeavor against the horde
honor of Tempus advocates doing what is right at all times,
of orcs that threatens the north of the Realm. She will
regardless of the means necessary to do so. Her loyalty is,
promptly take on her position on the battlefront and
above all, to the forces of renewal, and she has high hopes
ensure that paladins and clerics of Tempus play a decisive
in Randal Amblecrown.
role in the decisions and major episodes of the war against
As a paladin of Tempus, however, she understands
the orcs.
that threats to the nation need to be fended o� in order to
Her superiors have entrusted her to be as close as
defend the freedom of the people of Cormyr, and that the
possible to the Queen and the chain of command. She is
might of the Purple Dragons is essential to this.
expected to actively participate in any mission or battle
A Tempus paladin must have the courage to make
that may be key to victory in this conflict. Tempus's fury
tough decisions, and opt for the paths that spare the most
must be at the side of the Purple Legion, and Olga must
lives to achieve the best results in the long run, even if it
ensure that the invading orcs are driven back quickly and
requires some violence in the short run. Conflicts should
e�ectively.
be brief, decisive and as safe as possible for those not
directly involved. “Arm anyone who has need of a weapon;

32
Paladin 1 Noble (Knight)
Olga Darendaal CLASS & LEVEL BACKGROUND PLAYER NAME

Human (Calishite) Neutral


RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION +1 Acrobatics (Dex)

+0 Animal Handling (Wis)

+2 PROFICIENCY BONUS
-1 Arcana (Int)

+3 Athletics (Str)

+3
+3 Deception (Cha)
STRENGTH

+3 Strength
+1 History (Int)
+1 Dexterity
+0 Insight (Wis)
16 +2 Constitution
+3 Intimidation (Cha)
-1 Intelligence
-1 Investigation (Int)
+2 Wisdom
+2 Medicine (Wis)
+5 Charisma

+1
-1 Nature (Int)
DEXTERITY

SAVING THROWS
+0 Perception (Wis)

+3 Performance (Cha)
12
10 16/18 +5 Persuasion (Cha)
PASSIVE ARMOR +1 Religion (Int)
PERCEPTION CLASS
+1 Sleight of Hand (Dex)
CONSTITUTION

+2
+1 Stealth (Dex)

+1 30 +0 Survival (Wis)

INITIATIVE SPEED SKILLS


14

HP MAX:

12
2
INTELIGENCE

-1
CURRENT HIT POINTS

HIT DICE 1d10+2 TEMPORARY HIT POINTS


Greatsword Slashing Pike Piercing
9 WEAPON DAMAGE TYPE WEAPON DAMAGE TYPE
1
2
+5 2d6+3 - Both +5 1d10+3 - Both
ATK ATK
BONUS DAMAGE RANGE HAND BONUS DAMAGE RANGE HAND
DEATH SAVES Successes Failures

+0 Heavy, two-handed Heavy, reach, two-handed


WISDOM

PROPERTIES PROPERTIES

Mace Bludgeoning Crossbow, Heavy Piercing


10 HUMAN TRAITS WEAPON DAMAGE TYPE WEAPON DAMAGE TYPE
Ability Score Increase: All +1
+5 1d6+3 - Right +3 1d10+1 100/400 Both
Extra Language: Elvish
ATK ATK
BONUS DAMAGE RANGE HAND BONUS DAMAGE RANGE HAND

+3
CHARISMA

NOBLE (KNIGHT) FEATURE Ammunition, heavy, loading, two-handed

Position of Privilege PROPERTIES PROPERTIES

16 PALADIN FEATURES

Divine Sense

Lay on Hands

.
ATTACKS & SPEELCASTING

Armor: All armor, shields.


Weapons: Simple Weapons, martial weapons.
Tools: Dragonchess game set.
Languages: Common, Elvish, Dwarf.

FEATURES & TRAITS OTHER PROFICIENCIES & LANGUAGES

33
Olga Darendaal
25
COPPER SILVER ELECTRUM GOLD PLATINUM

CASE (20 crossbow bolts)

NOBLE (KNIGHT) FEATURE


CROSSBOW, HEAVY
Position of Privilege. Thanks to your noble birth, people are inclined to think the best of
you. You are welcome in high society, and people assume you have the right to be
GREATSWORD wherever you are. The common folk make every e�ort to accommodate you and avoid
your displeasure, and other people of high birth treat you as a member of the same
social sphere. You can secure an audience with a local noble if you need to.
PIKE

MACE PALADIN FEATURES


Divine Sense. The presence of strong evil registers on your senses like a noxious odor,
SHIELD and powerful good rings like heavenly music in your ears. As an action, you can open
your awareness to detect such forces. Until the end of your next turn, you know the
location of any celestial, fiend, or undead within 60 feet of you that is not behind total
CHAIN MAIL
cover. You know the type (celestial, fiend, or undead) of any being whose presence you
sense, but not its identity (the vampire Count Strahd von Zarovich, for instance).
CLOTHES, FINE Within the same radius, you also detect the presence of any place or object that has
been consecrated or desecrated, as with the hallow spell. You can use this feature a
number of times equal to 1 + your Charisma modifier. When you finish a long rest, you
BACKPACK
regain all expended uses.
Lay on Hands. Your blessed touch can heal wounds. You have a pool of healing power
that replenishes when you take a long rest. With that pool, you can restore a total
number of hit points equal to your paladin level x5. As an action, you can touch a
creature and draw power from the pool to restore a number of hit points to that
creature, up to the maximum amount remaining in your pool. Alternatively, you can
expend 5 hit points from your pool of healing to cure the target of one disease or
neutralize one poison a�ecting it. You can cure multiple diseases and neutralize
multiple poisons with a single use of Lay on Hands, expending hit points separately for
each one. This feature has no e�ect on undead and constructs.

EQUIPMENT

Alms Box
Amulet: Tempus Bracelet
Amulet: Tempus Necklace
Book: The Honor of Tempus
Banner: House of Darendaal
Parchment: Nobility pedigree
Ring: Signet of House Darendaal
Blanket
Candle (10 units)
Censer
Incense (10 units)
Pouch
Rations – 1 day (2 units)
Tinderbox
Waterskin

INVENTORY FEATURES & TRAITS DESCRIPTIONS

34
Rogue 1 Criminal
Merric Goodbarrel CLASS & LEVEL BACKGROUND PLAYER NAME

Lightfoot Halfling Neutral good


RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

26 3' 35 lb.
AGE HEIGHT WEIGHT

Light brown Fair Brown


EYES SKIN HAIR

I always have a plan for what to do when things


go wrong.

I would rather make a new friend than a new


enemy.

PERSONALITY TRAITS

Charity. I steal from the wealthy so that I can


help people in need.
IDEALS

I’m trying to pay o� an old debt I owe to a


generous benefactor – Eiloanne.

BONDS

M
erric Goodbarrel is a halfling orphan raised on the
streets of Suzail. His mother died when he was still a
When I see something valuable, I can’t think
baby, and his father was murdered as retaliation for
about anything but how to steal it.
claiming better working conditions for the
city dockworkers. FLAWS

Alone and with no relatives, Merric was taken in


by a group of abandoned and marginalized kids who lived in the port
area of the city. The group was a sort of brotherhood who survived the
Criminal Specialty. Smuggler
hardships of the city through petty thievery and misdemeanors in the
docks. A human girl in her late teen years was their leader. She sheltered
the band and protected the youngest and weakest of them. She was like ADDITIONAL BACKGROUND

an older sister to Merric, and taught him not only to survive the streets,
but the importance of values, such as helping those in need.
The poor halfling grew up and is now one of the minds behind Believes:
the Dragonmere Dockers’ Guild, an influential organization of Republican and Revolutionary
dockworkers. With thoughts as quick as his hands, Merric always has a
plan for what to do when things go wrong. The halfling has influential
connections and always finds a way out of trouble. His Guild Point of view on Barbaric Invasions:
companions trust his charm and wit with their own lives. �The di�erent and needy are marginalized and
oppressed by the might of aristocratic
governments.”

BACKSTORY SUMMARY CHARACTER BELIEVES

- Dragonmere Dockers’ Guild-


Port workers’ guild of Suzail, capital of Cormyr. The guild is currently responsible for negotiating terms and conditions for virtually
all labor supply related to cargo movement and storage in the port. Over the last few years, the organization gained economic relevance and
invested in new business operations.

- Port Drakes -
During his childhood, Merric was a member of a brotherhood of orphans who committed petty crimes in the port region of
Suzail. Even though the brotherhood no longer exists, its former members maintain courtesy, loyalty, and friendship among themselves.
ALLIES & ORGANIZATIONS

35
Merric
Oria nnaGoodbarrel
Faith BACKSTORY
ALLIES & ORGANIZATIONS

M
erric is an orphan who grew up on the his “big sister,” had a young son murdered in what
streets. His mother died early, and his appeared to be an attempted robbery. Eiloanne revealed
father was murdered for claiming that her son was a bastard cousin of the Queen, who would
better working conditions for have been deliberately careless in the orders given to her
dockworkers. Alone and with no relatives, militia so as to let the infant to die. Merric felt his heart sink
he was taken in by a group of abandoned and marginalized at the hardships of his “big sister.”
kids who lived in the port area of Suzail. The group was a Nowadays Merric is a member of the Dragonmere
sort of brotherhood that lived o� petty theft and other Dockers’ Guild, an organization of dockworkers from
misdemeanors. The leader of the band was Eiloanne, a Suzail. The Guild is currently responsible for negotiating
human who acted as maternal figure the kids. She terms and conditions for virtually all labor related to cargo
protected and welcomed them, and always defending the handling and warehousing at the capital's port. In recent
youngest and weakest. The girl was considered a “big years, the organization has gained economic relevance
sister” to the halfling. Eiloanne taught him how to survive and invested in new businesses and operations.
on the streets, while teaching him important values, such The Guild members are a colorful bunch, as one
as helping those in need. would expect to find in a maritime trading post. From the
Growing up in this environment, he learned to live heavy lifting at the docks to the administrative work,
as an outlaw, but cultivated principles such as charity and people from all places and races and backgrounds may be
political struggle. The group was comprised of almost found at the Guild, but they all have one thing in common:
thirty children and teenagers, and was very united and everybody knows and loves Merric. From Murgen, the
cohesive. The money from the thefts was shared, and they half-orc receptionist, to Growp, the deep gnome
lived together in an abandoned warehouse on the shores of maintenance chief, and from Kailech, the tiefling
Dragonmere. As they grew up, the group of small bandits watchman, to Anvil, one of the most seasoned shoremen.
naturally fell apart. Each went their own way. Some Well, “everybody” and “loves” may be a bit too
changed their lives, others were arrested or died. much. Merric would guess the elf Arianna may or may not
His best friend in the pack became an acolyte to be quite in love while he doesn’t pay a small debt of a
Lathander. Rumor has it that the deity granted him the gift tridragon match he’s lost some time ago, but hey, if she
of manipulating light, and that he would be able to heal the would be willing to go for double or nothing…
wounded with the touch of his hands, but the halfling With thoughts as quick as his hands, Merric always
hasn’t seen him in years. Eiloanne, on the other hand, has a plan for what to do when things go wrong. The
caught the attention of city pimps because of her beauty, halfling has influential contacts and always finds a way out
and the girl at certain point began o�ering pleasures in of trouble. Recently, Osmond, a halfling responsible for
exchange for coins. the Guild’s new business operations, has assigned Merric
Merric admits that only the law is capable of to a strategic task.
preventing profound social injustices, but only as they are Merric is supposed to earn the trust of an Arabel
written with everyone's prosperity in mind. The Queen's merchant. The merchant in question is a gnome, a member
abusive authority, coupled with the nobility's narcissism, of the influential Merchant Corporation, a clan of gnomes
created elitist laws to restrict the freedom of the that controls a significant part of the Kingdom's
oppressed. Merric believes that helping others is more commercial transactions.
important than blindly obeying rules or regulations. He is The Guild's leadership intends to convince the
pleased and personally satisfied with the joy of others. Merchant Corporation to conduct its business through the
Throughout his youth, Merric felt firsthand the port of Suzail, and the halfling was responsible for being
force of government and aristocracy oppression, and the the negotiator of this proposal. The Guild intends to o�er a
ease with which those di�erent and needy are trade alternative via Dragonmere, avoiding the traditional
marginalized. The needless violence of the Kingdom land route through Sembia. Such operation could save a lot
militia has always been a reason for his disgust and of coins in taxes for the gnomes' pockets.
indignation. He sees in the Crown a brutal form of Merric left for the town of Arabel to meet the
oppression and social inequality. gnome merchant. His goal is to establish contact and earn
One event in particular aroused on him great anger the merchant's trust. The Guild relies on his skill and
and sadness against Queen Raedra. Years ago, Eiloanne, charisma.

36
Rogue 1 Criminal
Merric Goodbarrel CLASS & LEVEL BACKGROUND PLAYER NAME

Lightfoot Halfling Neutral good


RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION +7 Acrobatics (Dex)

+0 Animal Handling (Wis)

+2 Arcana (Int)
+2 PROFICIENCY BONUS
-1 Athletics (Str)

-1
+4 Deception (Cha)
STRENGTH

-1 Strength
+2 History (Int)
+5 Dexterity
+0 Insight (Wis)
8 +0 Constitution
+2 Intimidation (Cha)
+4 Intelligence
+4 Investigation (Int)
+0 Wisdom
+0 Medicine (Wis)
+2 Charisma

+3
+2 Nature (Int)
DEXTERITY

SAVING THROWS
+2 Perception (Wis)

+2 Performance (Cha)
17
12 14 +2 Persuasion (Cha)
PASSIVE ARMOR +2 Religion (Int)
PERCEPTION CLASS
+5 Sleight of Hand (Dex)
CONSTITUTION

+1
+7 Stealth (Dex)

+3 25 +0 Survival (Wis)

INITIATIVE SPEED SKILLS


12

HP MAX:

9
2
INTELIGENCE

+2
CURRENT HIT POINTS

HIT DICE 1d8+1 TEMPORARY HIT POINTS


Rapier Piercing Dagger Piercing
14 WEAPON DAMAGE TYPE WEAPON DAMAGE TYPE
1
2
+5 1d8+3 - Right +5 1d4+3 -/20/60 Right
ATK ATK
BONUS DAMAGE RANGE HAND BONUS DAMAGE RANGE HAND
DEATH SAVES Successes Failures

+0 Finesse Finesse, light, thrown


WISDOM

PROPERTIES PROPERTIES

Shortbow Piercing
10 HALFLING TRAITS WEAPON DAMAGE TYPE WEAPON DAMAGE TYPE
Ability Score Increase: Dex +2.
+5 1d6+3 80/320 Both
Lucky.
ATK ATK
Brave. BONUS DAMAGE RANGE HAND BONUS DAMAGE RANGE HAND

+2
CHARISMA

Halfling Nimbleness. Ammunition, two-handed


Subrace: PROPERTIES PROPERTIES

Lightfoot Halfling.
14 Ability Score Increase: Car +1.

Naturally Stealthy.

CRIMINAL FEATURE

Criminal Contact.

ATTACKS & SPEELCASTING


ROGUE FEATURES

Expertise.

Sneak Attack. Armor: Light armor.


Thieve’s Cant. Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords.
Tools: Thieves’ tools.
Languages: Common, Halfling.

FEATURES & TRAITS OTHER PROFICIENCIES & LANGUAGES

37
Merric Goodbarrel
15
COPPER SILVER ELECTRUM GOLD PLATINUM

QUIVER (20 arrows)

HALFLING TRAITS
SHORTBOW Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll
the die and must use the new roll.
RAPIER Brave: You have advantage on saving throws against being frightened.
Halfling Nimbleness: You can move through the space of any creature that is of a size
DAGGER larger than yours.
(2 uNITS)
Natural Stealthy: You can attempt to hide even when you are obscured only by a
LEATHER ARMOR creature that is at least one size larger than you.

CLOTHES COMMON
CRIMINAL FEATURES
Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison
BACKPACK
to a network of other criminals. You know how to get messages to and from your
contact, even over great distances; specifically, you know the local messengers,
corrupt caravan masters, and seedy sailors who can deliver messages for you.

ROGUE FEATURES
Expertise: At 1st level, choose two of your skill proficiencies, or one of your skill
proficiencies and your proficiency with thieves' tools. Your proficiency bonus is
doubled for any ability check you make that uses either of the chosen proficiencies.At
6th level, you can choose two more of your proficiencies (in skills or with thieves'
tools) to gain this benefit.
Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe's
distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit
with an attack if you have advantage on the attack roll. The attack must use a finesse or
a ranged weapon.You don't need advantage on the attack roll if another enemy of the
target is within 5 feet of it, that enemy isn't incapacitated, and you don't have
disadvantage on the attack roll.The amount of the extra damage increases as you gain
levels in this class, as shown in the Sneak Attack column of the Rogue table.
Thieve’s Cant: During your rogue training you learned thieves' cant, a secret mix of
dialect, jargon, and code that allows you to hide messages in seemingly normal
conversation. Only another creature that knows thieves' cant understands such
EQUIPMENT messages. It takes four times longer to convey such a message than it does to speak the
same idea plainly.In addition, you understand a set of secret signs and symbols used to
convey short, simple messages, such as whether an area is dangerous or the territory
Thieve’s Tools of a thieves' guild, whether loot is nearby, or whether the people in an area are easy
Ball Bearings (1,000 units) marks or will provide a safe house for thieves on the run.

Bell
Candle (5 units)
Crowbar
Hammer
Lantern, hooded
Oil Flask (2 units)
Piton (10 units)
Pouch
Rations - 1 day (5 units)
Rope, Hempen
String (10 feet)
Tinderbox
Waterskin

INVENTORY FEATURES & TRAITS DESCRIPTIONS

38
Wizard 1 Guild Merchant
Alvyn Daergel CLASS & LEVEL BACKGROUND PLAYER NAME

Rock Gnome Lawful neutral


RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

27 3'7" 35 lb.
AGE HEIGHT WEIGHT

Green Tawny Brown


EYES SKIN HAIR

I believe that anything worth doing is worth


doing right. I can’t help it – I’m a perfectionist.

I’m well known for my work, and I want to make


sure everyone appreciates it. I’m always taken
aback when people haven’t heard of me.
PERSONALITY TRAITS

People. I’m committed to the people I care about,


not to ideals.
IDEALS

I owe my guild a great debt for forging me into

A
the person I am today.
lvyn was born in a clan of a�uent merchants. His BONDS
clan established its influence through decades of
merchandise trade and issuance of credit notes and
bills of exchange. The Daergel clan founded I’m horribly jealous of anyone who can outshine
numerous trading yards and exchange houses under my handiwork. Everywhere I go, I’m surrounded
a true Merchant Corporation, with close ties to the political leaders of by rivals.
Faerûn. FLAWS

From a young age, the gnome was prepared and educated to


pursue the clan's business, but he always had an inclination to study
magic. In his youth, he studied wizardry under a powerful tutor named Guild Business. Trade of spices, magical
components and issuance of credit notes and
Farel Olmunster, during his stay at the school known as The Mage Keep.
bills of exchange.
Alvyn was a disciplined and faithful disciple, but learned more by
himself. The gnome felt that Olmunster had no a�ection or regard for ADDITIONAL BACKGROUND

him, and treating him as if he were a burden to bear. After learning


everything he would have liked, abandoned the tower and left
unannounced, hurt and on bad terms with his master. Alvyn went on to Believes:
become a prosperous merchant, and continued to study magic on his Republican and Loyalist
own.
Recently, his clan loaned a vast sum to the Crown of Cormyr.
The Crown needed resources to enable the military endeavor against the Point of View on Barbarian Invasions:
Barbarian Invasions. Alvyn was assigned to closely assess the Crown's “Orcs are the embodiment of violence and chaos,
military actions and keep his clan up to date on the risks associated with and the Barbaric Horde is a terrible threat to our
Kingdom.”
the venture – and consequently, their coins.
BACKSTORY SUMMARY CHARACTER BELIEVES

- Merchant Corporation and Clan Daergel -


�l�yn belongs to Clan �aergel, a�uent gnomes who founded the �erchant Corporation. For generations, his clan li�ed
o� trading spices and magical components, as well as granting �nancial loans. Family and business relations o�erlap, ma�ing
Clan and Corporation nearly indistinguishable. They own numerous stores, trading yards and exchange houses in Cormyr,
Sembia and neighboring nations, with close ties to the political leaders of Faerûn..

ALLIES & ORGANIZATIONS

39
Alvyn
Oria Daergel
nna Faith BACKSTORY
ALLIES & ORGANIZATIONS

A
lvyn Daergel, or "Splinters" for close was in danger of being executed as collateral for loans.
friends, was born into a clan of Alvyn felt sadness and confusion. Did his former teacher
humiliate him in retaliation for the debts to his clan? His
prosperous merchants. For decades his
disappointment with his former master grew, as did his
clan lived on trade, transportation of
resentment.
merchandise and, above all, issuance of
Alvyn is a successful merchant from Arabel, a city
credit notes and bills of exchange. The clan owns
he knows as the palm of his hand. His business prospered
numerous trading yards and exchanges houses under a
even more after the economic rise of the Republic of
true Merchant Corporation, with complex commercial
Sembia. The maritime expansion of the neighboring
branches and close ties to the political leadres of Faerûn.
nation boosted the import of magic supplies, and sales
Business is spread across several cities, with trading
soared. Today, he negotiates acquisitions in the port of
centers in the Kingdom of Cormyr, the Republic of Sembia
Selgaunt and trades them to the heart of the Kingdom of
and other neighboring nations.
Cormyr. As a prominent member of the Cormyrian
From a young age, Alvyn was prepared and bourgeoisie, he wishes the Senate to implement trade
educated to pursue the clan's business, but he always had reforms similar to those of Sembia. He saw in the political
an inclination to study and understand the Art. During his rise of Grand Senator Randal Amblecrown a possibility of
youth, he set out to study wizardry under a powerful tutor. greater commercial opening with the nations of the Sea of
He learned everything he knows through his stay with Fallen Stars - a proposal always met with much resistance
Farel Olmunster, a wizard who owns a tower converted by Queen Raedra.
into a school of magic, located on the eastern border of the
The gnome believes that a prosperous society
Kingdom of Cormyr.
must have fair and enforced laws, warranting dignity,
For some time, he was a disciplined and faithful security, freedom and free enterprise to its citizens. Such
disciple, but he learned more by himself; he devoured the an organized society o�ers the means and stability for
books of his mentor's vast library and learned everything citizens to pursue their purposes.
he could with great dedication. He felt that Olmunster had
Alvyn believes that the founding of the Cormyrian
no a�ection or regard for him. His master treated him as if
Senate was a first step towards a government with a well-
he were a burden to bear, and as if the act of teaching was a
organized bureaucracy, and an important counterpoint to
painful obligation. Other students and apprentices were
the Crown and its susceptibility to favoring individual
also mistreated, but Alvyn resented that Olmunster
interests. More changes need to happen urgently in this
imposed greater and more di�cult demands on him than
direction, and legal means must be the way for the laws
his peers.
themselves to evolve.
Alvyn never understood the reasons for his
His clan has recently loaned a vast sum for the
teacher's behavior and became very resentful of Farel.
Crown. The Kingdom is going through a serious political
Alvyn had heard countless stories of how humans often
crisis, and Queen Raedra needed to raise funds for her
exercised prejudice for reasons they themselves could not
military endeavor against the Barbarian Invasions. The
understand or explain. He was the only gnome in the
monarch was promptly attended by the Corporation.
tower, and wondered if that was the reason for Farel's
Alvyn is very loyal to his clan and the Merchant
mistreatment. One day, when he thought he had learned
Corporation, and will always honor his blood and
everything he would have liked, Alvyn abandoned the
tradition. The Corporation is concerned about the
tower and left unannounced, hurt and on bad terms with
unfolding war events, and has designated Alvyn as an
his master. A true tutor should honor his purposes.
envoy to the battle front. The gnome is expected to move
Upon leaving, he returned to the clan's business
into the theater of war, in order to evaluate the risks of the
and specialized on the trade of magic supplies. Nowadays,
conflict for his clan loans.
he trades spell components, magic potions ingredients
He has just returned from Seulgant, in Sembia,
and other items needed by mage labs. He pursues his
together with a wealthy merchant caravan with goods to be
studies with his own resources. On his business trips, he
sold in Arabel. The caravan was escorted by a half-orc
digs up spellbooks, scrolls and anything else he thinks can
mercenary, a companion of Alvyn's on countless journeys,
improve his knowledge as a wizard.
and in whom he has great esteem and trust. Alvyn is now
Over time, he became an important member of the
considering how best to approach the leaders of The Purple
Merchant Corporation founded by his clan. Through his
Camp, in order to fulfill the task requested by Clan Daergel
increasing influence, he discovered that his former master
and assess the risks of war for the Merchant Corporation.
owed his clan a lot of coin. The Mage Keep was pawned and

40
Wizard 1 Guild Merchant
Alvyn Daergel CLASS & LEVEL BACKGROUND PLAYER NAME

Rock Gnome Lawful neutral


RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION +2 Acrobatics (Dex)

+1 Animal Handling (Wis)

+2 PROFICIENCY BONUS +5 Arcana (Int)

-1 Athletics (Str)

-1
+1 Deception (Cha)
STRENGTH

-1 Strength
+5 History (Int)
+2 Dexterity
+3 Insight (Wis)
8 +2 Constitution
+1 Intimidation (Cha)
+5 Intelligence
+3 Investigation (Int)
+3 Wisdom
+1 Medicine (Wis)
+1 Charisma

+2
+3 Nature (Int)
DEXTERITY

SAVING THROWS
+1 Perception (Wis)

+1 Performance (Cha)
14
11 12 +3 Persuasion (Cha)
PASSIVE ARMOR +3 Religion (Int)
PERCEPTION CLASS
+2 Sleight of Hand (Dex)
CONSTITUTION

+2
+2 Stealth (Dex)

+2 25 +1 Survival (Wis)

INITIATIVE SPEED SKILLS


14

HP MAX:

8
2
INTELIGENCE

+3
CURRENT HIT POINTS

HIT DICE 1d6+2 TEMPORARY HIT POINTS


Dagger Piercing Dagger Piercing
16 WEAPON DAMAGE TYPE WEAPON DAMAGE TYPE
1
2
+4 1d4+2 -/20/60 Right +4 1d4 -/20/60 Left
ATK ATK
BONUS DAMAGE RANGE HAND BONUS DAMAGE RANGE HAND
DEATH SAVES Successes Failures

+1 Finesse, light, thrown Finesse, light, thrown


WISDOM

PROPERTIES PROPERTIES

12 GNOME TRAITS
WEAPON DAMAGE TYPE WEAPON DAMAGE TYPE
Ability Score Increase: Int +2

Darkvision: 60 feet.
ATK ATK
Gnome Cunning. BONUS DAMAGE RANGE HAND BONUS DAMAGE RANGE HAND

+1
CHARISMA

Subrace: Rock Gnome.

Ability Score Increase: Con+1. PROPERTIES PROPERTIES

Artificer’s Lore.

12 Tinker.

GUILD MERCHANT FEATURE

Guild Membership

WIZARD FEATURES
ATTACKS & SPEELCASTING
Spellcasting

Arcane Recovery

Armaduras: All armor, shields.


Weapons: Simple weapons, martial weapons.
Tools: Brewer’s supplies, Card game set, Land vehicles.
Languages: Common, Dwarf.

FEATURES & TRAITS OTHER PROFICIENCIES & LANGUAGES

41
Alvyn Daergel
15
COPPER SILVER ELECTRUM GOLD PLATINUM

GNOME TRAITS
DAGGER (2 units) Darkvision: You have superior vision in dark and dim conditions. You can see in dim
light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
SPELLBOOK You can’t discern color in darkness, only shades of gray.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving
CLOTHES, MERCHANT throws against magic.
Subrace: Rock Gnome.
BACKPACK Artificer’s Lore. Whenever you make an Intelligence (History) check related to magic
items, alchemical objects, or technological devices, you can add twice your proficiency
bonus, instead of any proficiency bonus you normally apply.
Tinker. You have proficiency with artisan's tools (tinker's tools). Using those tools, you
can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC
5, 1 hp). The device ceases to function after 24 hours, or when you use your action to
dismantle it; at that time, you can reclaim the materials used to create it. You can have
up to three such devices active at a time.
When you create a device, choose one of the following options.
.Clockwork Toy. This toy is a clockwork animal or person, such as a frog,
mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet across the
ground on each of your turns in a random direction. It makes noises as appropriate to
the creature it represents.
.Fire Starter. The device produces a miniature flame, which you can use to
light a candle, torch, or campfire. Using the device requires your action.
.Music Box. When opened, this music box plays a single song at a moderate
volume. The box stops playing when it reaches the song's end or when it is closed.

GUILD MERCHANT FEATURE


Guild Membership. As an established and respected member of a guild, you can rely on
certain benefits that membership provides. Your fellow guild members will provide you
with lodging and food if necessary, and pay for your funeral if needed. In some cities
and towns, a guildhall o�ers a central place to meet other members of your profession,
which can be a good place to meet potential patrons, allies, or hirelings.
EQUIPMENT Guilds often wield tremendous political power. If you are accused of a crime, your guild
will support you if a good case can be made for your innocence or the crime is justifiable.
Book: Arcane History You can also gain access to powerful political figures through the guild, if you are a
member in good standing. Such connections might require the donation of money or
Bottle of ink magic items to the guild's co�ers. You must pay dues of 5 gp per month to the guild. If
you miss payments, you must make up back dues to remain in the guild's good graces.
Ink pen
Sheets of parchment (10 units)
WIZARD FEATURES
Little bag of sand Arcane Recovery. You have learned to regain some of your magical energy by studying
Small knife your spellbook. Once per day when you finish a short rest, you can choose expended
spell slots to recover. The spell slots can have a combined level that is equal to or less
Representation letter from Merchants Corporation than half your wizard level (rounded up), and none of the slots can be 6th level or
Clothes, traveler’s higher.

Pouch For example, if you're a 4th-level wizard, you can recover up to two levels worth of
spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Wagon
Mules

INVENTORY FEATURES & TRAITS DESCRIPTIONS

42
INTELIGENCE 13 +5
Alvyn Daergel
SPELLCASTING SPELL SAVE DC SPELL ATACK
ABILITY BONUS

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED CANTRIPS

1 2 5
Blade Ward
Fire Bolt
Poison Spray
SPELL NAME

Mage Armor
Magic Missile
Shield
Witch Bolt

3
6

7
2

4
8

43
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