Die Alten Hofs
Contents
Barbarian
- Jederman
Drow
Elf Bard - Elendrial Iluvatar
Assassin
- Sundras Tilbarg
Bretonian
Knight Maiden - Helga of Helgoland
Wizard
- Gwendolyn Woods
Dwarf
Brewmaster – Drugen Greyfoot
Albion
Druid Runemaster – Anilah
Barbarian:
Jederman
In the unforgiving
mountains of Korga, where the snow-capped peaks touch the sky and the air is
thick with the whispers of the ancients, a legend was forged in blood and fire.
Jederman, a name that strikes fear into the hearts of his enemies and inspires
awe in those who hear it, was born of the harshest wilderness.
Jederman's
early life was a testament to his unyielding spirit. Born to a tribe of nomadic
warriors, he was trained from a young age in the art of combat and survival.
His parents, Gorath and Thrain, were renowned warriors who instilled in him the
values of strength, courage, and loyalty. Jederman's childhood was marked by
rigorous training, hunting, and battling against the unforgiving environment.
When
he turned 16, Jederman underwent the Trial of the Bear, a rite of passage that
would determine his worth as a warrior. He ventured into the heart of the
Korgan Mountains, seeking out the fearsome Ice Bear, a beast legendary for its
ferocity and strength. For three days and three nights, Jederman battled the
bear, his will and strength tested to the limit. Emerging victorious, he
claimed the bear's claw as a trophy and wore it as a symbol of his unyielding
ferocity.
Jederman's
wanderings took him across the land, from the scorching deserts of Zahran to
the mist-shrouded forests of Eldrador. He battled against fearsome foes, from
giant spiders to dragonkin, and forged alliances with other warriors and
tribes. His legend grew, and his name became synonymous with bravery and
strength.
He
is driven by a fierce sense of loyalty and justice. He will stop at nothing to
protect his friends and allies, and he has no patience for those who would seek
to exploit or harm the innocent. Despite his fearsome reputation, he has a deep
sense of compassion and will go to great lengths to defend those in need.
Strength
and Combat: Jederman wields a massive sword imbued with the power of the Ice
Bear's claw. He is a force to be reckoned with on the battlefield, capable of
cleaving through even the toughest Armour.
Jederman's
experience in the wilderness has taught him the skills necessary to survive in
even the most hostile environments. He can track, hunt, and navigate with ease.
In
the heat of battle, Jederman enters a state of fury, increasing his strength
and resilience. His enemies fear this state, for it signals a relentless and
merciless assault.
He
fought against a frost giant that threatened his tribe's winter camp. He
single-handedly defeated the giant, earning the respect and admiration of his
people.
Jederman
formed a group of adventurers seeking to uncover the secrets of an ancient
labyrinth. He battles against treacherous traps and fearsome creatures,
claiming powerful artefacts as his own.
Drow Elf Bard: Elendrial Iluvatar
In
the underground city of Menzoberranzan, where the dark elves’ dwell in the
shadows, Elendrial Iluvatar was born to a lineage of skilled bards and
musicians. As a member of the esteemed House Iluvatar, Elendrial's destiny is
intertwined with the art of music, magic, and the whispers of the cosmos.
Elendrial's
early life was marked by the strict traditions of the Drow, where music and art
were seen as tools for power and manipulation. However, Elendrial's natural
talent and passion for music soon set him apart from his peers. He discovered a
love for the stars and the celestial bodies and began to weave their stories
into his music.
As
Elendrial grew older, he became increasingly devoted to the art of music,
mastering the intricate melodies and harmonies of the Drow. He learned to play
the lyre, the harp, and the flute, and his music became a reflection of his
soul. Elendrial's music was said to have the power to charm, to heal, and to
inspire, and he soon became known throughout Menzoberranzan as a talented young
bard.
Elendrial
is a free-spirited and creative individual, driven by a passion for music and a
desire to bring light and hope to the darkness. He is a natural performer, and
his music reflects his emotions and experiences. Elendrial's motivations are
complex, and his actions are guided by a mix of artistic expression, a sense of
wonder, and a desire to connect with others.
Elendrial
is a skilled musician, able to play a variety of instruments including the lyre
and the harp. His music is enchanting and mesmerizing and can charm and inspire
those who hear it.
His
music is inspired by the stars and the celestial bodies, and he can tap into
their power to create magical effects. His music can heal, charm, and inspire,
and can even call down the power of the stars.
Elendrial's
drow heritage gives him a unique perspective on the world, and he is skilled in
the art of stealth and deception. He can move unseen and unheard and can use
his cunning and wit to outmanoeuvre his foes.
He
performed a magical concert under the stars, using his music to charm and
inspire the audience. The concert was a huge success, and Elendrial's
reputation as a talented bard was solidified.
Elendrial
discovered an ancient instrument hidden deep within the ruins of an old castle.
The instrument, a lyre of starlight, is said to have the power to charm and
inspire, and Elendrial has dedicated himself to mastering its secrets.
In
the dark alleys and hidden corners of the city, where the shadows whisper
secrets and the moonlight casts an eerie glow, Sundras Tilbarg was born to a
lineage of skilled assassins and spies. As a member of the enigmatic Nightshade
Guild, Sundras' destiny is intertwined with the art of deception, manipulation,
and death.
His'
early life was marked by the harsh realities of the streets, where survival
depended on stealth, cunning, and ruthlessness. He was trained from a young age
in the art of assassination, learning the intricacies of poisons, blades, and
misdirection. Sundras' mentor, a veteran assassin named Arcturus, taught him
the ways of the Nightshade Guild and the code of silence that bound its
members.
As
Sundras grew older, he became increasingly devoted to the Nightshade Guild,
mastering the art of assassination and rising through the ranks. He proved
himself to be a skilled and ruthless operative, taking on high-risk missions
and eliminating targets with precision and efficiency. Sundras' reputation as a
reliable and deadly assassin earned him the respect and fear of his peers.
He
is a mysterious and calculating individual, driven by a desire for power,
wealth, and the thrill of the hunt. He is a master manipulator, using his charm
and wit to extract information and gain the upper hand. Sundras' motivations
are complex, and his actions are guided by a mix of self-interest, loyalty to
the Nightshade Guild, and a sense of detachment from the world around him.
Sundras
is a skilled assassin, trained in the art of killing quickly and quietly. He is
an expert in poisons, blades, and misdirection.
He
is a master of stealth and deception, able to blend into the shadows and
manipulate those around him.
Sundras
is skilled in gathering information, using his network of contacts and
informants to uncover secrets and stay one step ahead of his enemies.
He
was hired to eliminate a high-ranking noble, known as the Red Vesper, who had
been speaking out against the Nightshade Guild. Sundras successfully completed
the contract, but not before discovering that the noble was not what he seemed.
As
Sundras' mentor, Arcturus, was betrayed by a fellow guild member and left for
dead. Sundras tracked down the traitor and exacted a bloody revenge,
solidifying his reputation as a ruthless and efficient assassin.
Bretonnian Shield Maiden: Helga of Helgoland
In
the land of Helgoland, Helga of Helgoland was born to a noble family with a
long history of producing brave and noble knights. From a young age, Helga was
trained in the art of warfare and the code of chivalry, and she quickly proved
herself to be a skilled and dedicated warrior.
Helga's
early life was marked by her family's strong sense of duty and loyalty to the
land and its people. She was taught the importance of protecting the weak and
defending the innocent, and she vowed to uphold these values in her own life.
Helga's parents, both respected knights, trained her in the ways of combat and
the code of chivalry, and she quickly became a skilled and formidable warrior.
As
Helga grew older, she became increasingly driven by a desire to prove herself
as a worthy knight and to bring honour to her family. She trained to join the
Bretonnian Order and participated in tournaments and battles, distinguishing
herself as a brave and skilled warrior. Helga's sense of justice and her desire
to protect the innocent led her to take on a quest to rid the land of a great
evil that had been terrorizing the countryside. She now wears the blue steel
mail of the Bretonnian Empire and carries a shield bearing their Fleur de Lis
Helga
is a noble and chivalrous individual, driven by a strong sense of duty and
loyalty to her family and her people. She is a natural leader, and her bravery
and skill in battle have earned her the respect and admiration of her peers.
Helga's motivations are guided by a desire to uphold the code of chivalry and
to protect the weak and innocent.
Helga
is a skilled warrior, trained in the art of combat and the use of various
weapons.
She
is a true adherent of the chivalric code, and she strives to uphold its
principles in all aspects of her life. She is a natural leader, able to inspire
and motivate others to follow her into battle.
Helga
participated in the Tournament of the Golden Griffin, a prestigious tournament
that brought together the greatest knights from across the land. She
distinguished herself as a skilled and brave warrior, and her performance
earned her a great deal of recognition and respect.
She
embarked on a quest to explore an ancient temple that had been lost for
centuries. She navigated treacherous ruins and fought off fearsome enemies, and
her bravery and skill ultimately led her to discover a powerful artefact.
In the heart of the mystical forest, where the ancient trees whisper secrets to the wind, Gwendolyn Woods was born to a lineage of skilled witches and nature's guardians. As a member of the esteemed Woods family, Gwendolyn's destiny is intertwined with the magic of the forest and the whispers of the trees.
Gwendolyn's
early life was spent surrounded by the wonders of nature, learning the
intricacies of magic and the secrets of the forest. She was taught by her
mother, a respected witch and healer, who passed down the ancient knowledge of
the Woods family. Gwendolyn's connection to nature was deep and profound, and
she spent countless hours exploring the forest, communing with the trees, and
learning the language of the animals.
As
Gwendolyn grew older, she became increasingly devoted to the art of magic,
mastering the spells and incantations of the Woods family. She learned to
harness the power of nature, summoning the elements and bending reality to her
will. Gwendolyn's magic was said to be tied to the cycles of the moon and the
seasons, and her spells were most potent during the full moon and the
equinoxes.
Gwendolyn
is a gentle and nurturing individual, driven by a deep love for nature and a
desire to protect the balance of the world. She is a natural caregiver, and her
magic is often used to heal and nurture. Gwendolyn's motivations are guided by
a sense of responsibility to the forest and its inhabitants, and she will stop
at nothing to defend them against harm.
Gwendolyn's
magic is tied to the natural world, and she can summon the elements,
communicate with animals, and manipulate the growth and decay of plants.
Her
magic can be used to heal wounds, cure diseases, and restore balance to the
natural world.
She
has a deep connection to the whispers of the forest and can use her magic to
gain insight into the future and understand the intentions of others.
Gwendolyn
used her magic to calm a great storm that threatened to destroy the forest and
its inhabitants. Her spell-work was successful, and the storm passed without
causing harm.
She
discovered an ancient tome hidden deep within the forest, containing the
secrets of the Woods family's magic. She has dedicated herself to studying the
tome and mastering its secrets.
Gwendolyn’s
familiar is a black cat called Balthazar. Before he was fur and fang, Balthazar
was something… else. He remembers fire. He remembers stars. He remembers being
taller, louder, and far more feared. At least, that’s what he claims.
In
truth, no one—not even Gwendolyn—knows exactly what Balthazar was before she
summoned him. When she cast the Ritual of Binding Breath and Shadow, she
expected to conjure a simple spirit to aid her studies. What she got was a
sleek black cat with amber eyes full of smug secrets and a voice that echoes in
her mind like velvet thunder.
“I
have walked beside queens,” he once said, tail curling with amusement. “I’ve
turned entire cities to salt. I once outwitted a sphinx in a staring contest.”
Gwendolyn
isn’t sure how much of that is true, but she tolerates his dramatics. After
all, he’s proven frighteningly competent. Balthazar can read ancient glyphs,
detect lies, and open locks with a flick of his tail. He is fiercely loyal—to
her, at least—and utterly disdainful of everyone else. He insists he chose her,
not the other way around.
The
magical tether between them is stronger than expected. Sometimes, when
Gwendolyn dreams, she sees through Balthazar’s eyes—walking old ruins, hearing
whispers from shadows, prowling ruins that no longer exist. Some nights she
wakes with words on her tongue from a language she’s never studied.
Rumours
abound in magical circles that Balthazar is no mere familiar, but a fragment of
a forgotten Archmage, or a demon bound in feline form. Others say he was once a
man cursed by the gods to serve until; he learns humility (he is no closer to
that goal). Only Gwendolyn seems able to keep him in check—not through force,
but through a curious mutual respect.
Balthazar
has two important characteristics: the power of Purr, to heal a warrior in
distress, and the power to Stroke Fur, the power to sooth ‘Mostly Dead’
warriors on zero wounds.
In the heart of the dwarven stronghold, where the ale
flows like the rivers and the stone is as solid as the mountains, Drugen
Greyfoot was born to a lineage of skilled brewers and craftsmen. As a member of
the esteemed Greyfoot clan, Drugen's destiny is intertwined with the art of
brewing and the traditions of his people.
Drugen's early life was spent surrounded by the sights
and smells of the brewery, learning the intricacies of the craft from his
father and grandfather. He was taught the ancient recipes and techniques of the
Greyfoot clan, and he quickly proved himself to be a skilled brewer. Drugen's
love for ale and his dedication to his craft drove him to experiment and
innovate, creating new and exciting brews that were sought after by dwarves and
other creatures alike.
As Drugen grew older, he became increasingly devoted
to the art of brewing, mastering the techniques and ingredients of his craft.
He experimented with new ingredients and brewing methods, creating unique and
complex flavors that were unlike anything else in the stronghold. Drugen's
brews were said to have the power to bring people together, to comfort the
weary, and to inspire the brave.
Drugen is a jovial and hearty individual, driven by a
love for good ale and good company. He is a natural storyteller and a master of
conviviality, able to bring people together with his warm and welcoming nature.
Drugen's motivations are guided by a desire to share his craft with others, to
bring joy and comfort to those around him, and to uphold the traditions of his
clan.
Drugen is a master brewer, able to create a wide
variety of ales and beers that are renowned for their flavour and quality. He
has a refined palate, able to detect the subtlest nuances in flavour and aroma.
He is a skilled craftsman, able to create and repair
brewing equipment, and to craft beautiful and functional ale vessels.
Drugen's ale was chosen to be served at the Great Ale
Festival, a prestigious event that brought together the greatest brewers and
ale connoisseurs from across the land. Drugen's ale was a huge success, and he
was hailed as a master brewer.
He discovered an ancient recipe for a legendary ale
that had been lost for centuries. He spent months brewing the ale, using
traditional methods and ingredients. The resulting brew was said to have the
power to grant strength and courage to those who drank it.
Albion Druid Futhark Runeweaver: Anilah
Anilah was born beneath a sky streaked with falling
stars in the sacred vale of Storrhollow, where the druids of Albion whisper
secrets to the standing stones and listen to the earth’s dreams. From the
moment she could walk, Anilah was drawn to the carved rune-stones that rose
from the moors like the spines of ancient gods. Where others saw meaningless
etchings, she saw living language—the song of the world etched in stone and
time.
Raised among the Circle of the Whispering Nine, a
druidic order devoted to the Futhark, Anilah was trained to interpret and
inscribe the runes not merely as symbols, but as conduits of nature’s deepest
powers. Each rune is to her a spirit, a force, a sacred truth. She could call
down storms with ᚱ (Raidō), bless
the harvest with ᚷ (Gebo), or seal
away curses with ᛉ (Algiz).
Her affinity for the runes surpassed even her elders',
and by twenty winters she was named Runeweaver, a title reserved for those who
can bind multiple runes in living sequence—a dangerous and rare art. But her
talent came with a price.
One winter night, while deep in trancework at the
Stone of Mórrwyn, she uncovered a forbidden rune—ᛟ̸—a
corrupted echo of Othala, the rune of inheritance. This twisted glyph revealed
a vision: a future where the runes were broken, misused by kings and warlocks
to sunder the balance of life and death. When she awoke, the stone had cracked
and her mentor, Eirwen the Ash-Sighted, was gone—lost in a burst of wild magic.
Anilah was exiled for the disruption, but she left
willingly. The Circle feared what she had touched; Anilah knew she had only
begun to understand it. She now walks Albion as a Wayfarer of the Runes,
deciphering ancient glyphs, reclaiming lost sigils, and sealing away twisted
versions of the Futhark before they can be used by those who would enslave
nature to empire.
She is hunted by a mysterious order called The
Unwritten, rune-burned sorcerers who seek the Lost Glyphs to forge a new world
from the ashes of the old. But Anilah has allies: ravens who speak in dreams, a
sentient oak that guards the rune ᚨ
(Ansuz), and the faint, flickering voice of Eirwen that returns in visions
under moonlight.
Anilah speaks softly but carries great authority when
discussing runes. She treats words and names with deep reverence, believing
they shape reality.
“Runes are the soul of the world. To misuse them is to
wound the earth.”
She seeks to restore Eirwen from her fate beyond the
veil and carries a tattered codex of half-lost runes she's sworn to complete.
Obsessive about uncovering hidden meanings she will
risk herself for ancient secrets and distrusts those who use magic without
understanding its cost.
Anilah wields a Runestone Staff, carved with shifting
sequences of runes. Once per day, she can bind a trio of runes into a living
spell that changes based on the runes used. She wears a cloak woven with
strands of mistletoe and thread dyed with midnight ink, each hem marked with
protective glyphs.