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WilWheaton

WilWheaton

Los Angeles, CA
June 2005

MAR 10, 2009 12:46 PM

While all D&D characters begin as a collection of numbers (on paper, my Eladrin Avenger is 14,12,14,14,16,12) those numbers don’t mean anything without a story to bring them to life. Maybe it’s because I’m a writer, maybe it’s because I have an imagination that I’ve always had to actively keep under control, but as long as I’ve been gaming, creating backstories for my characters has been as much fun – in some cases, more fun – than actually plunging them into a dungeon.



This comes from the backstory I wrote for Aeofel Elhromanë, the Eladrin Avenger I played for the most recent Penny Arcade D&D podcast. Though I have created hundreds of NPCs and dozens of PCs in my life, Aeofel was the first character I’ve created in about twenty years. As you are about to find out, I spent a little bit of time fleshing him out...



Two days’ journey from Mithrendain, beneath a thick canopy of leaves in the Forest of Astranz, there is a school, where, for countless human centuries, Eladrin have lived and trained, under Melora’s watchful eye.



Aeofel Elhromanë lived in this school for his entire life, devoting each of his 142 years to the service of Melora. He trained beside monks and clerics, and though he never saw battle firsthand, many of his instructors were veterans of the war with the Drow. He never knew his parents, but his fellow students were his House.



Eight nights ago, during the Court of Stars, the school was attacked by Goblin and Kobold raiders, lead by a human warlord. The school’s alarm, which had been silent for a generation, shook Aeofel and his brothers from their daily trance, and they ran from their quarters, ready for battle.



Aeofel dashed across the training grounds, ready to push the invaders back, but all he found was a trail of bodies –– attacker and defender alike –– from the school’s entrance to its shrine. Near the gate, a few warlords skirmished with kobolds, and wild magic crackled in the field beyond, but the attackers had fled the grounds.



His master, the great Avenger Immafen, stood beside the shrine’s entrance. His sword was slick with Goblin’s blood, and he breathed heavily.



“Master,” Aeofel said, “what has happened? Why were we attacked?”



There was no war. There was no reason. The school’s wealth lay in the knowledge it gave its students, and its power was in their training. Why would anyone attack? What could they possibly gain?



“They have taken the Crest,” Immafen said.



Aeofel gasped. The Crest of Melora was a powerful artifact.



Hours later, when the few remaining Kobolds and Goblins had been captured or killed, the surviving students and teachers gathered in the school’s arbor, where Lady Caelynna, an ancient Sword Marshall who was the school’s headmaster, spoke.



“We know that this attack was well-planned, and our captives prove it did not originate in the Feywild,” she said, her milky violet eyes shining with righteous fury.



A murmur of concern passed among the students. Entrance to the Feywild from other planes wasn’t impossible, but it was infrequent. Whoever lead the invasion was powerful, indeed.



“We do not know who took the Crest or why,” she said, “but should it fall to disciples of Ocrus, it could provide a disastrous bridge from the Shadowfell - or worse.



“All schools guard and hold a different artifact of great power within their walls. We were charged with protecting the Crest of Melora,” she said, her musical voice darkening, “and our failure has placed all Eladrin at risk.



“Many of you have never left this place, but you are our most powerful warriors. The fate of the Crest, and perhaps the fate of us all, is in your hands. You will gather with your masters, and follow their instructions.”



The arbor remained silent long after she left. Gradually, the gathered students broke and found their masters.



Immafen put his hand on Aeofel’s shoulder. “You will travel to the mortal world, at a crossing in the Winterbole Forest.”



“The mortal world is vast, Master. How will I know where to look?” Aeofel said.



His voice was kind and reassuring. “You are Eladrin, child. When the crest is near, it will call to you.”



Aeofel self-consciously gripped the hilt of his longsword. “What if I do not hear it, Master?”



“You will,” he said. “At the crossing, you must open yourself to Melora’s grace, and allow her to guide you. She will tell you where your quest begins.”



He took Aeofel’s hand, and gave him a small implement fashioned from dark Sennalwood into the shape of a shell. “Take this, and carry your House with you as you travel, my student.”



Aeofel closed his hand over it. “By Melora’s Grace,” he said. 



Immafen gazed, unblinking, upon him, for a long while. “By Melora’s Grace.”



+=+=+



In the Winterbole Forest, far away from any path, there is a clearing among the oldest trees. At the center of this clearing can be found a trio of stones, just taller than a halfling. To those who are unknowing, they are little more than an anomalous monument, perhaps left by forgotten ancients, or deliberately built by mischievous children to confuse those who happen upon them. To those who would use them, though, they mark a fey crossing, one of many points where the boundary between the fey and mortal worlds is thin and passable to those who know the way.



Aeofel Elhromanë appeared in their center, in a crackling flash of azure light. He clutched his chest as a cry escaped his lips. He had never been to the mortal world, and feeling his House, his people, his entire land ripped away from him was a pain almost too great to bear.



“If I do not retrieve the Crest,” he reminded himself, “I will feel nothing but that pain for the rest of my days.”



He reached into his robes. On a strap around his neck, he wore the implement Immafen had given him. He held it now, and spoke softly.



“Meloratoh Ancien Ethlochmir. Fea galena sindath.”



Where there had been silence before, he heard the thundering of a river, and knew that it he would find it, several leagues away, through thick forest that would be unpassable, even to Sylvans. A gust of wind blew into his face, swirling leaves into his long hair, and around his face. A voice heard only by him whispered, “Fallcrest.”



With his free hand, he touched one of the stones. He could see the feywild within, the way a footprint remains on the beach, after the sea has washed over it. 



“I will not fail,” he said. “I will return the Crest, and I will punish those who stole it from us.”



He walked into the forest, and began his journey.



***



Now I don’t think it’s reasonable to expect the average gamer to write a fucking novel about their characters like I do, but I love that D&D makes it possible if they want to. D&D is all about engaging your imagination and encouraging you and your friends to build a world and tell a story together. Because I knew exactly where Aeofel came from and why he sought out Acquisitions Incorporated, I knew how he would act in just about every circumstance. I knew why he carried the equipment he carried, why he cared about ridding the world of evil, and why those basic numbers were laid out the way they were.



Here’s a little insight into how I designed him, and why:



STR 14 - Slightly above average. He has spent his life training with other warriors, be they clerics, monks, or warlocks, and while a fighter would be buffed up, Aeofel uses different powers to vanquish his enemies.

CON 12 - Aeofel has never traveled beyond the Feywild, so I decided that being in The Mortal World made him a little woozy, giving him basic, average constitution. While purists will probably argue with me that this should only be a temporary condition, I thought it was more interesting than, “it was the closest I could get to a dump stat.”

DEX 14 - Average for an Eladrin. He hasn’t put a lot of effort into gymnastics.

INT 14 - Also average for an Eladrin. I honestly should have increased this stat by one point, and if I was creating him again, I’d take it from STR, mostly because the Avenger’s might comes not from his physical strength, but from his intelligence and wisdom.

WIS 16 - Wisdom is an Avenger’s prime, so I wanted to make sure my +3 went here. From a storytelling perspective, though, this reflects Aeofel’s lifetime of study at the feet of masters who have seen the mortal world and lived through the war with the Drow. While humans need to get out into the world to truly become wise, I decided that Eladrin are fundamentally more enlightened, and can therefore acquire wisdom in ways that humans can’t, like studying and listening to their elders. (This clearly means that there is no such thing as an Eladrin teenager, obviously.)

CHA 12 - Not only has he lived in a school for his whole life, he’s rarely interacted with non-Fey creatures. He desperately misses his House (which is what Eladrin call their family), and he carries the burden of his quest with him. Put all that together, and you get someone who isn’t the most charming or diplomatic person in the world.



All of these stats are at 3rd level, so there’s plenty of room for him to grow and develop as he gains experience. Depending on a whole host of different factors, we may see Aeofel develop a stronger constitution, gain deeper wisdom from his travels, or even become more charismatic as he adjusts to life in the mortal world. As his player, I have some idea of where I’d like him to go, but I prefer to let his actions (via the choices I make during the campaign) shape his destiny. It’s important to me that there is a logic to how he grows, so that he remains a “he” who I genuinely care about, instead of an “it” that’s just a collection of numbers.



It's easy to create a character these days, and much faster than it was when I was a kid, but if you have some time and your imagination is willing, grab some paper and dice, sit on the floor surrounded by your PHB, DMG, and Adventurer's Vault, and take some time to get to know your character while you're creating him or her. Speaking from personal experience, it's well worth the investment.



It was just Wil Wheaton’s imagination, running away with him.





Ticktockman

Ticktockman

Raleigh, NC
April 2006

MAR 11, 2009 08:00 AM

A nice write-up and gets to the heart of why we enjoy these games. You can act in, direct, or write a play, or whip out an rpg and do all three. You can enjoy a TV program or movie because you like the characters or plot (or because you happen to be in it, heh), or you can take out the dice, be a character, and drive the plot yourself. It's a wonderful thing.

-TTm

mydogfarted

mydogfarted

Waldwick, NJ
June 2003

MAR 11, 2009 09:07 AM

Dude... you have WAAY too much time on your hands. tongue

Weatherpunk

Weatherpunk

Japan
June 2008

MAR 11, 2009 09:21 AM

D&D has certainly become more appealing to a non-veteran these days, but I'll always reserve my rare gaming for Shadowrun.

There's just something about being a grumpy ork who's the last member of his neighborhood's biker gang that grabs my attention more than some high fantasy adventure. biggrin

LeBoucanier

LeBoucanier

Turners Station, KY
February 2004

MAR 11, 2009 11:17 AM

While I may agree with MDF..... tongue

I am also very intrigued. I haven't played D&D since 1984. Your writings and enthusiasm about it make me want to play again. I like that.

WilWheaton

WilWheaton

Los Angeles, CA
June 2005

MAR 11, 2009 11:46 AM

mydogfarted said:
Dude... you have WAAY too much time on your hands. tongue



Man, it always makes me sad when people say this to me.

I'm a creative person. I create for a living, and for my own enjoyment.

I don't have way too much time on my hands. In fact, I don't have nearly enough time to create all the things I want to create.

motorfirebox

motorfirebox

Pittsburgh, PA
March 2004

MAR 11, 2009 12:11 PM

WilWheaton said:

mydogfarted said:
Dude... you have WAAY too much time on your hands. tongue



Man, it always makes me sad when people say this to me.

I'm a creative person. I create for a living, and for my own enjoyment.

I don't have way too much time on my hands. In fact, I don't have nearly enough time to create all the things I want to create.


i hear you.

MadViking

MadViking

USA
February 2008

MAR 11, 2009 12:16 PM

The story and the history of the characters always add so much to the game. I had a 5 year Champions campaign that I had all the players leave 20 to 30 points of disadvantages as "mystery points" that I could use as plot devices. These include:
-One player found out that the veteran hero that started the group was his father.
-One player found out that that the same veteran hero above knew he was her father but had an affair with a mutant that gave her fire powers.
-Led to some great awkward conversations when these two teammates that had been flirting now know they are related.
-Both started working together when veteran hero gets kidnapped by his old nazi-foe.
-And my favorite, a player that was a avater of a goddess of rightfull justice found out that the first time time she spilled innocent blood she started to bleed from her own hands and take body damage. The player thought it was great and changed his own behavior about the characters actions.

Ticktockman

Ticktockman

Raleigh, NC
April 2006

MAR 11, 2009 12:18 PM

It's quite true. Exalted is my game of choice these days, and I'd love to have more time to develop plots and directions for the games I run, and more time to rewrite the rules I don't like. Hell, I'd like to be a player again (with rare exception, I run the groups' games). But I'm busier now than ever and have little time to plan for my current games, much less anything else. There's never enough time, if you're doing it right.

-TTm

Walstafa

Walstafa

United Kingdom
August 2003

MAR 11, 2009 12:26 PM

I can remember when I first did LARPing in my late teens, I was with a group of people where the measure of your character was how long your background story was. I wrote some pretty cringeworthy epics in those days.

These days I've been playing tabletop games with the same group for about a decade. We always create characters at the same time and that lends itself to working out our group role and dynamic. It also clues the GM into the things we're interested in seeing in-game.

Sometimes I miss writing the detailed backgrounds, but my roleplaying experience hasn't suffered for it. Still it's always cool to see someone talk up their character!

CobraR

CobraR

Charleston, TN
August 2006

MAR 11, 2009 01:07 PM

I haven't played D&D in ages. I suppose that I could get back into it now that I've been laid off, but I'd probably just end up neglecting my character sometime down the road.

These days, I really have little choice in getting my Role Playing fix other than 3D form, which isn't bad on certain points, but I do miss the level of intimacy that you get from creating a character and backstory from your imagination.

neverender

neverender

Pleasanton, CA
January 2003

MAR 11, 2009 01:42 PM

WilWheaton said:

mydogfarted said:
Dude... you have WAAY too much time on your hands. tongue



Man, it always makes me sad when people say this to me.

I'm a creative person. I create for a living, and for my own enjoyment.

I don't have way too much time on my hands. In fact, I don't have nearly enough time to create all the things I want to create.



well said. +1.
great story Wil, cant wait to check out the podcast later.

whiteyford

whiteyford

Clermont, FL
February 2005

MAR 11, 2009 01:54 PM

I think Mooshy Shorts would have been a better moniker. Certainly would make for more interesting introductions, eh?

wink

+wf+

wyrdhunter

wyrdhunter

Hialeah, FL
February 2005

MAR 11, 2009 02:30 PM

WilWheaton said:
I'm a creative person. I create for a living, and for my own enjoyment.

I don't have way too much time on my hands. In fact, I don't have nearly enough time to create all the things I want to create.




QFT!

mad

J24U

J24U

Danvers, MA
February 2006

MAR 11, 2009 03:33 PM

WilWheaton said:

mydogfarted said:
Dude... you have WAAY too much time on your hands. tongue



Man, it always makes me sad when people say this to me.

I'm a creative person. I create for a living, and for my own enjoyment.

I don't have way too much time on my hands. In fact, I don't have nearly enough time to create all the things I want to create.



Word. Besides, how is a good GM supposed to mess with you if you don't give him great story hooks?

obd

obd

Venice, CA
June 2003

MAR 11, 2009 04:37 PM

WilWheaton said:

mydogfarted said:
Dude... you have WAAY too much time on your hands. tongue



Man, it always makes me sad when people say this to me.

I'm a creative person. I create for a living, and for my own enjoyment.

I don't have way too much time on my hands. In fact, I don't have nearly enough time to create all the things I want to create.



That reminds me about Tim Burton's answer to why he still keeps a sketch book, basically he said that we all draw as children and eventually it gets beaten out of most of us. I haven't played D & D for years. Great story.

Yaaka

Yaaka

Las Vegas, NV
August 2004

MAR 11, 2009 07:10 PM

Awesome... you're a great edition to the PA/PVP group... I was excited as shit when I heard they were going to bring you on board...

DLPChris

DLPChris

Las Vegas, NV
February 2005

MAR 11, 2009 07:25 PM

It's good to see someone excited about playing a D&D character as I can get about it. Also, your personal stats are better than mine... I guess I can't complain, though.

mingol

mingol

Singapore
July 2005

MAR 11, 2009 11:29 PM

I love creating characters. I've got a whole file full of characters I've never played, just because I so enjoy creating them.

It's also great when my friend describes what he has in mind for a new adventure and I think "Aha! I've got a character that would work for that."

JustRodan

JustRodan

Baltimore, MD
April 2008

MAR 12, 2009 04:24 AM

Very cool - makes me long for the days I played DnD with my college buddies smile

Kohai

Kohai

I'm lost
October 2006

MAR 12, 2009 05:01 PM

mydogfarted said:
Dude... you have WAAY too much time on your hands. tongue



Meh, that was kind of like when that guy calls Steve Martin "big nose" in Roxanne. It's lazy pot shots like that that give insulting people on the internet a bad name.

We're all taking time to write to people we don't know on a site that is full to bursting with pictures of incredibly attractive naked women. By some reckonings, we ALL have too much time on our hands. At least Wil is doing it to share something he really enjoys, in the hopes that others will enjoy it too.

motorfirebox

motorfirebox

Pittsburgh, PA
March 2004

MAR 12, 2009 05:31 PM

i've never really been one to make detailed backstories for my characters; i focus more on what the character is like, and how they think. to me, the specifics of my characters' pasts are a plot hook waiting to happen; the most important parts of my characters' lives are still in the future.

Deannasman

Deannasman

Beaverton, OR
September 2008

MAR 12, 2009 08:30 PM

mydogfarted said:
Dude... you have WAAY too much time on your hands. tongue



Too much time on your hands is commenting on someone you think has too much time on their hands! hahah

DarthVayne

DarthVayne

Reno, NV
September 2004

MAR 13, 2009 02:30 AM

I am always appreciative of a well put together back story, I've got lengthy background write ups for literally dozens of characters, that I doubt will ever see a tabletop. I enjoy the creation of characters probably more so than actually playing them.

I don't know if it's intentional or not, but I find it amusing that Aeofel's voice almost seems to be channeling Christian Bale's Batman...

FakeDeath

FakeDeath

Portland, OR
July 2007

MAR 26, 2009 03:47 PM

WilWheaton said:

mydogfarted said:
Dude... you have WAAY too much time on your hands. tongue



Man, it always makes me sad when people say this to me.

I'm a creative person. I create for a living, and for my own enjoyment.

I don't have way too much time on my hands. In fact, I don't have nearly enough time to create all the things I want to create.



4th Edition ftw!!!!

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