Creating a Bio

All bios must be approved before you can start writing. Items with an asterix * are necessary for your bio to be approved.

Bio Template

* Name:
* Species:
* Class:
* Occupation:
* Gender:
* Age:
* Height:
* Weight:
* Hair Colour:
* Eye Colour:
* Alignment:
* Character Premise:
* Demeanour:
* Attire:
* Skills & Abilities:
* Weaknesses:

* Weaponry:
* Magical items:
* Family:
* Gods/Religion:
* History:
* Signature:


Name: A name can be anything that suits your fancy. If you need help choosing a name, there are several websites listed on the Useful Links Page that can help.

Species: Your character's race will effect how they go through life and how others react to them. A vampire isn't going to open a pastry shop and a unicorn isn't going to walk into a tavern and order a beer. If you want to play an unusual character, be prepared for the limitations.

Of course the species of your character is only limited by your imagination. Keep in mind that some of the more unusual or notorious species may not be welcomed. A Lich walking in the centre of town may find himself attacked by heroes or the Gendarmes, and gods and god-like characters are not allowed.

There are several races that are unique to The Unknown Lands. If you wish to play something more than a human while staying away from the usual stereotypes, you can choose from one of the Races of the Land, and further information on various races can be found on the Useful Links Page under Races & Classes.

Class: A character's class is similar to a profession or career. It's what your character has worked and trained at while growing up. Some examples of class are bard, priest, warrior, wizard, rogue, etc. If you are unsure, ask a member of staff or use commoner or noble. Further information on Class can be found on the Useful Links Page under Races & Classes.

Occupation: Occupation should be specified if it's something other than your character's class. For example, a wizard down on his luck maybe working as a thief, or a fighter after hitting a string of luck may become a lord or innkeeper.

Age: When choosing an age for your character, be reasonable. Being 500,000 years old is just silly. If your character's age is beyond a mortals, also list how old he appears. IE. Age: 174 but looks 35. If your character does not know his age, you still need to list it. IE. Age: Unknown (35).

Alignment: Alignment reflects a character's basic attitude toward society and the forces of the universe. There are nine different alignments and each is described below:

Lawful Good: Character of this alignment believe that an orderly, strong society with a moral government can work to make life better for the majority of the people. When people respect the laws and try to help one another, society as a whole prospers. Therefore, lawful good characters strive for those things that will bring the greatest benefit to the most people and cause the least harm. Lawful good characters keep their word.

Neutral Good: These characters believe that a balance of forces in important, but that the concerns of law and chaos do not moderate the need for good. Since the universe is vast and contains many creatures striving for different goals, a determined pursuit of good will not upset the balance; it may even maintain it. If fostering good means supporting organized society, then that is what must be done. If good can only come about through the overthrow of of existing social order, so be it. Social structure itself has no innate value to them.

Chaotic Good: Chaotic good characters are strong individuals marked by a streak of kindness and benevolence. They believe in all the virtues of goodness and right, but they have little use for laws and regulations. They have no use for people who "try to push folk around and tell them what to do." Their actions are guided by their own moral compass which, although good, may not always be in perfect agreement with the rest of society.

Lawful Neutral: Order and organization are of paramount importance to characters of this alignment. They believe in a strong, well-ordered government, whether that government is a tyranny or benevolent democracy. Laws must be created and obeyed. The benefits of organization and regimentation far outweighs any moral question raised by their actions. An oath is binding, regardless of the consequences. A completely impartial magistrate, or a soldier who never questions his orders are good examples of lawful neutral behaviour.

(True) Neutral: True neutral characters believe in the ultimate balance of forces, and they refuse to see actions as either good or evil. True neutrals do their best to avoid siding with the forces of either good or evil, law or chaos. It is their duty to see that all of these forces remain in balanced contention. True neutral characters sometimes find themselves forced into rather peculiar alliances. To a great extent, they side with the underdog, sometimes even changing sides as the previous loser becomes the winner. A true neutral druid might join a local barony to put down a tribe of evil gnolls, only to drop out or switch sides when the gnolls were brought to the brink of destruction.

Chaotic Neutral: Chaotic neutral characters believe that there is no order to anything, including their own actions. With this as a guiding principal, they tend to follow whatever whim strikes them at the moment. Good and evil are irrelevant when making a decision. Chaotic neutral characters are extremely difficult to deal with. Such characters have been known to cheerfully and for no apparent purpose gamble away everything they have on the roll of a single die. They are extremely unreliable.

Lawful Evil: These characters believe structure and organization elevate those who deserve to rule. They prefer a clearly defined hierarchy between master and servant. If someone is hurt or suffers because of a law that benefits lawful evil character, too bad. Lawful evil characters obey laws out of fear of punishment or pride of power. Because they honour any contract or oath they have made, lawful evil characters are very careful about giving their word. Once given, they break their word only if they can find a way to do it legally, within the laws of the society.

Neutral Evil: Neutral evil characters are primarily concerned with themselves and their own advancement. Their only interest is in getting ahead. If there is a quick and easy way to gain a profit, whether it be legal, questionable, or obviously illegal, they take advantage of it. Although neutral evil characters do not have the every-man-for-himself attitude of chaotic evil characters, they have no qualms about betraying their friends and companions for personal gain. They typically base their allegiance on power and money, which makes them quite receptive to bribes.

Chaotic Evil: Chaotic evil characters are motivated by the desire for personal gain and pleasure. The strong have the right to take what they want, and the weak are there to be exploited. When chaotic evil characters band together, they are not motivated by a desire to cooperate, but rather to oppose powerful enemies. Such a group can beheld together only by a strong leader capable of bullying his underlings into obedience. Since leadership is based on raw power,a leader is likely to be replaced at the first sign of weakness by anyone who can take his position away from him by any method.

Alignment Quiz

Character Premise: Character premise is what drives your chatacter. It's what gives them purpose and meaning. It can be something as simple as looking for a work, or something more complex as seeking revenge or an object. A character's premise can change many times throughout their lifespan.

The following is an excerpt from How to Write a Damn Good Novel by James N. Frey

What's a premise?

  • Think of premise as the love in a marriage.
  • Think of premise as the abracadabra that puts the rabbit into the hat.
  • Think of premise as the steel in reinforced concrete.
  • It is the reason you are writing what you are writing.
  • It is the point you have to prove.
  • It is the raison d'être of your character.
  • It is the core, the heart, the centre, the soul of your expression.

Demeanour: Describe briefly your character's traits, foibles, habits, mannerisms, etc.

Attire: A brief description of a characters attire will help other writers visualize their appearance. This is especially necessary if they are wearing armour.

Skills & Abilities: If a character has any special skills or abilities that are unique or out of the norm, they should be listed. This include exceptional handling of a weapon, magical skills or even character skills such as stealing, lying and fire-breathing, etc. Godlike characters are not allowed.

Weaknesses (optional): If you wish you may list any weaknesses your character has. For instance a vampire will be susceptible to sunlight and garlic, or a tavern keeper may be an alcoholic.

Weaponry: All weapons should be listed. Futuristic weapons are not allowed as they must fit in with the era. This includes pistols and canons.

Magical items: If a character has any magical items, they must be listed along with a brief description of what they do. Magical items should not make make a character extremely powerful or overly protected. If a magical items gives your character too much power, it should come at a cost, or the bio may not be approved.

History (optional): History is good when developing a character as it adds to their personality and explains why they are the way they are. It is not necessary to provide a history right away, but as your character progresses it is helpful if one is developed. Through the course of roll playing, your character's bio should be updated regularly to reflect any changes or skills they may have acquired.

Signature: Signatures are not necessary, but if you have one it should be no larger than 400 x 400 pixels and be no more than 40k. They should not contain nudity of offensive material. If you need help with a signature, post in the OOC folder and someone will be happy to help. For further information, visit the Signatures section of the website.

 
Once your bio has been approved, your character must be presented IC (in character) either at the Visitors Centre if arriving by land or the Harbour Gates of arriving by sea. Once they are given a pass into the city, you will be given access to all the folders. For further information, see Your First Post and Folder Descriptions. When in doubt, you can look at existing bios in the Bio Folder as a reference, or post to a member of staff in the OOC Folder.

Editing Bios: Edits to Abilities and Magical Items (including enchanted weapons and armour) must be added to the bio in a separate post in the original thread so that it is bumped for approval and brought to the attention of all members. In other words, reply to your original bio and place the additions in the new posts well as adding them to the original post. If members aren't made aware of the changes, they won't be able to respect your character's abilities.

   

   Getting Started
   - advancement
   - creating a bio
   - faq
   - first post
   - folder descriptions
   - glossary of terms
   - job opportunities
   - levels of staff
   - rules & conduct
   - signatures
   - storylines
   - what not to do

   
   People of the Land
   
   Places of Interest
   
   Land Descriptions
   
   Map of the Lands
   
   Misc. Information
   
   The Unknown Lands