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Pre-Made

Characters
you will find a printed character sheets in a separate file, complete with stats
and equipment, describing five pre-generated player characters. They are
designed as a group who share a common goal: to better understand the
darkness of Davokar. Aside from this, they have their own personal goals, and
it would be fair to assume that they will not always see eye-to-eye…

Their plan is to venture into the blight infested


parts of Davokar, searching for samples to study
and ancient knowledge buried in ruins from the
days of the Symbarian Empire. Their individual
NOTE: If you are fewer than five players, just pick
reasons for wanting to do this vary, but officially
one each, or roll dice to decide if you cannot agree
their main ambition is altruistic in nature: they
who gets which.
want to contribute to making Ambria safer and
more prosperous, to the benefit of all.

Elma/Elgai of House Ardagal,


Common Goal The Knight
As a collective, the pre-made player characters have You lost everything in the Great War – your family,
joined together hoping to learn more about, and your estate; you even desecrated your House’s good
possibly even understand, the dark forces plaguing name by deserting from an already lost battle
the Davokar region – that which Ambrian scholars near the city of Kandoria. Since arriving in the
call Corruption. This is not a new phenomenon to Promised Land three months ago you are determi-
the Ambrian player characters, but it seems to be ned to redeem your honor. You also seek to better
stronger and materializing in different ways, com- understand the evil forces that destroyed your life.
pared to what they are used to from old Alberetor. You will never flee again, never back down in the

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face of danger or horror. At least that is what you Ulifos/Oulia,
tell yourself... The Treasure-hunter
You are in Thistle Hold intent on launching a You were born eight years ago, in Thistle Hold where
series of expeditions into Davokar, with the primary your mother worked as a servant in the house-
aim of searching out locations suffering from the hold of Erok the Dark. From early on, the famous
blight of corruption. To aid you in your ambition treasure-hunter and his colleagues were fascina-
to study the forces of the Eternal Night, you have ted by your un-goblinlike smarts and your sharp
assembled a group of like-minded explorers. After senses. Sure, they treated you like a beloved pet,
having known each other for a couple of weeks, you but you were there to observe them in action, quick
are soon ready to embark on your first excursion. to pose questions, learning more and more every
day – about the making of drugs, about fighting
Personal Goal: You want to restore your personal with agility and smartness.
honor and, in time, see the status of your House resto- A couple of months ago, Erok caught you sniffing
red. Before the end, you hope to have lands to govern around in his cellar vault, fiddling with the many
and children (your own or adopted) with whom you mystical and other nice, shiny treasures stored in
can start rebuilding the name of Ardagal once more. there. He kicked you out, and maybe that’s for the
For this to be even remotely possible, you must best. Using your sharp intellect, with a mixture of
conduct yourself in accordance with both laws and truth and lies, you have managed to convince a noble
the highest moral ideals – you cannot afford being human that you are an experienced wilderness guide.
associated with anything or anyone that does not The knight (the player character Elma/Elgai) wants
live up to this standard. to go out in the woods searching for knowledge; you
are joining the expedition for very different reasons…
Hador/Halea, The Witch Hunter
Born after the end of the Great War you have Personal Goal: You want treasure – shiny, valuable,
lived your whole life in the slowly dying land of amazing treasure! In time, you will build a vault just
Alberetor, moving further and further north in like Erok’s, and you will have a nice house where
the hunt for fertile soil and fresh water. With your your mother can live, waited on by underpaid
father and older siblings dead, it was up to you to human servants, except when she is baking you
feed yourself and your sickly mother – something her famous bark biscuits. Nothing and no one will
you managed by hunting prey on the estates of hold you back!
already migrated nobles.
When your mother perished a couple years ago, Inder/Indra, The Theurg
her confessor took you in. This was not purely an act When someone asks you, you have a hard time expla-
of kindness; the theurg was also after your hunting ining why you chose to remain in the dying Alberetor
skills to combat the growing threat from undead when most others emigrated north. Maybe it was
and resurfacing cultists in the area. Finally, the your love for the land, maybe your unwillingness to
situation grew unmanageable and the two of you admit defeat? Or maybe, it was curiosity – a desire
decided to join the wave of refugees heading north. to study and gain a deeper understanding of the
Needless to say, learning that the powers of the enemy, the Hordes of the Eternal Night? Whatever
Eternal Night are also spreading in the Promised the truth may be, together with a young hunter you
Land was something of a blow. Both you and your took under your wing (the player character Hador/
spiritual teacher immediately vowed to do whatever Halea), your final years in the Dying Land were spent
you could to stop Ambria from meeting the same combating and studying the spreading darkness.
fate as the realm you left behind. About six months ago, you finally abandoned
your beloved sun temple – partly since a horde of
Personal Goal: In truth, you don’t care about deadwalkers was drawing near, partly because of
“understanding darkness.” You already understand rumors trickling down from the Promised Land:
it well enough: it is evil; it must be rooted out and the new home of the Sun God’s people is also expe-
destroyed, or it may infect the bodies and souls of riencing a spreading darkness; maybe you and your
everyone in this new land. You have seen it happen hunter companion can use your knowledge and
again and again, down south. Your know-it-all com- skills to help stop the plague?
panion, the high and mighty theurg (another player You are in Thistle Hold now, where you have
character, called Inder/Indra ) who regards you as teamed up with a peculiar noble, called Elma/Elgai
a mere servant, refuses to listen. But maybe some of of House Ardagal, hoping that Davokar’s fabled cor-
your new acquaintances are of a different mindset? ruption will help you gain a better understanding

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of the deep shadows that are stretching across the
land of Queen Korinthia.

Personal Goal: You cannot say that the years of


study and reflection have led to any revolutionary
insights regarding the forces of evil, but deep
down you are convinced that the teachings of the
Lawgiver are correct, expressed most clearly by
Father Abramar in the holy book, The Lightbringer:
“Darkness thrives in the wild and untamed; to root
out evil, humanity is tasked with taming, ordering
and cultivating nature.” This is what you intend
to prove, and then you are determined to lead all
loyal followers of Prios in battle against the wilds!

Friend, The Wizard


Some years ago, maybe five, possibly a dozen, you
came wandering out of Davokar. You were empty,
confused and very hungry, and there it was, in a
forest glade – the solitary cabin of what came to be
your Master. He took you in, gave you a hot meal and
called you Friend. Actually, you still don’t know who
he was, why he lived alone so close to Davokar and
what (if anything) he was hiding from. But he gave
you a language, a purpose, something like a life. And
he taught you things, mystical things, before he died.
Accompanied by your flaming servant Flaro, you
have made your way out into the big, scary world
beyond the glade, and recently arrived in the settle-
ment of Thistle Hold. On the road, you learned that
people don’t generally like you very much, because
you are different. And others that look like you make
fun of you for being small and scrawny. But a kind
human named Elma/Elgai (another player character)
has offered you companionship and possibly a new
purpose in life: studying the darkness of the forest,
to learn how to fight it. He calls it “evil,” but you are
not so sure. For some reason, a part of you always
feels sorry for those who dwell in the shadows of the
wilds. To you, they seem angry, not evil.

Personal Goal: With Master dead, your first goal is


to learn about the world. Sure, Master taught you
well, about history, mystical objects and practices,
reading and speaking various human languages.
But when it comes to handling real-life social situ-
ations, you are nothing but a child.
Later, you must solve the mysteries of Master
– who was he; why did he avoid contact with other
humans; why wouldn’t he teach you any mystical
powers, only rituals? You don’t have much to go on,
but maybe it has to do with those “They” he often
mumbled about, saying: “They are the real monsters,”
“They are awakening the dark,” “They cannot see that
fighting only makes it worse.”

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