Guild Character Guidelines
The following Character races are allowed:
Human, Elf, Dwarf, Halfling, Half Orce, Half-Elf or Gnome.
Exceptions are possible IF the race appears human-ish our strickly hominid and would blend in like any other human-like being.
You must write a background story for your character that you work with the DM to fit into the world. See the World Background Guidelines below. Your character is part of the story and that “you” (the player) help build. A few good practices are to make sure you are friends with one of the PC’s, consider a character signature (item or behavior or goal), and ensure your part of the world. Embrace the history and story of your character and together we will create and experience and epic story.
All characters will start at 1rst level (except by exception) If you need a blank character sheet here is a pdf or ask the DM and I’ll get you one.
Character classes must be from the “Players Handbook” or “Xanathars’ Guide to Everything” except by exception.
All Characters in the in-person Games should have a ‘miniature’. If you don’t have one the DM will provide one (3D Printer). If you want a custom one made, this is a recommended service that makes custom D&D Miniatures:
https://www.heroforge.com/
All characters must provide a copy of their character sheet to the DM.
Player’s are encouraged to get ‘fancy’ with their character sheet and related accouterments (leather character holds, custom dice trays, etc. ) see an example:
On Etsy
Guild games will include a lot of aesthetic items to turn the game into an experience that we may at times also record.
Building a back story
Ideas for developing a back story can include (you don’t have to use these but in an effort to help characters fit in). Feel free to be creative :-
- You served as a squire to the younger son of a local lord, a minor political figure. Two years ago he moved to the city, to study magic and indulge in debauchery, and released you from your service (and your salary). You’ve heard that Bordertown has a use for someone with the skill of arms, and so you’ve hopped onto the first coach available.
- You were a normal farmer, nothing special about you. Over the years, your farm started losing money and you had to let more and more of your staff go until it was just you left. One day when you are at the local inn drinking your problems away and adventurer walks through and buys the entire inn several rounds of drinks from his large sack of golden coins. Since that day you have sold your farm and used the money to buy some basic adventuring supplies and head out to build your fortune.
- You grew up as a milkmaid, over the course of your childhood you realized that you had a special connection with all animals and nature. One day on your way back from town bandits jumped out from the side of the road and attacked you. Startled, you this your hands out towards them and magic shot out from your fingertips. The next day you packed your things and headed out to learn more about what you had just done and how to control it.
- Your father was a miner, your mother, and innkeeper, you spent your childhood poking the ashes in the fireplace waiting for something to happen. One day a halfling fell down your chimney and talk you into hiding him in your room, his only name that he gave you was Miro, but he taught you many things over a few nights, once he felt ‘it’ had blown over he packed his things and invited you to join him. He trained you to be a master thief and became almost a second father to you over the course of 2 years. Until one day he set you up, and ran away with the treasure leaving you to rot in the king’s jail.
- You grew up on a small farm. Your family was poor, but you managed. You idolized your older brother as a child, even though he wasn’t always nice to you in return. Then one day your brother was conscripted into the army, and you haven’t heard from him since – none of the money he promised to send home, not even a letter. You have finally come of age yourself and set out to find him, or at least find out what happened to him. When you were a teenager, you stopped by a fortune teller’s stall at a festival, just out of idle curiosity. The fortune-teller performed her rites and examined you, and promptly burst out laughing. She refunded your money and refused to tell you what she had seen. All she told you was, “Good luck!” You were a middle-aged craftsman/woman with a successful business, several children, and a happy life. One day you came home to discover your spouse was cheating on you. Newly divorced, you had a bit of a mid-life crisis and spent all of your savings on a [book of magic/set of shiny armor/fencing lessons/musical instrument/etc]. Gosh darn it, you want to have an adventure!
- Your parents are scholars, historians specifically, and you’ve been raised on countless trips to archaeological digs, libraries, and lectures with them. You may or may not have taken to the studies as much as they’d like, but when the restless need to spread your wings and get away from home took hold, they were excited to request that you document all the things you discover on your adventures and bring them home to share.
- You were the oldest child of a prosperous peasant. You had a life of beer, bread and barn dances to look forward to. Then, you went into the big town on a religious pilgrimage, and were knocked out and press-ganged into the army. Turns out, you loved it and never looked back. Your dad had other kids. Too bad the Goblin Wars are over now and your lord disbanded his army.
- You were a slave, on a big estate. One day, a charismatic leader got the slaves to rise in rebellion. You’re pretty sure there are others who didn’t end up crucified, but you’ve never met any of them. Here in the city, nobody has any idea the rebellion even happened. You were a village priest. Births, deaths, rites of passage. Holy cow, was it boring? You renounced your vows and moved on. You’ve never suffered from this: the gods have never wrought revenge upon you. You get the feeling they don’t care, or they’re not there. Some of the things you learned (healing, counseling) have proved pretty useful.