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.



 
Assassin:  Sundras Tilbarg

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.


 Wizard: Gwendolyn Woods

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.

 

 Dwarf Brewmaster: Drugen Greyfoot

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 (Raidō), bless the harvest with (Gebo), or seal away curses with (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—̸—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 (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.

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