




Mjalik, Pym, Oz Harlan and Cthallhister P. Ricard are some of the newest characters I've made. I only recently started to consider the pre-packaged campaign frames and their potential, rather than the frankly obscene amount of time I've devoted to designing my own world.
These four characters were not all designed with specific campaign frames in mind, but they've been adapted as such.
Mjalik
Mjalik wasn't initially designed for Five Banners Burning. (In fact, he wasn't initially designed at all. He's the result of an amalgam of several retired character concepts; darlings I killed to forge something relatively cooler.)
He's a seaborne orc martial artist brawler, who asks the absolutely essential question: what if Azog the Defiler was a surfer dude? With sick tats?
I'm in love with the brawler class. Three of my fourteen ready-made characters are brawlers. None are warriors or guardians, because I usually don't care at all for the classes with no spellcast trait. I like when magic go boom.
However, with a brawler, fists go incredibly boom.
My other two brawlers (including Zarra) are juggernauts, because I enjoy the raw power. But I wanted to make a martial artist, to explore the martial forms. Originally, I thought up a Yoda-like goblin character, but that idea fell by the wayside when I combined a largely uninteresting surfer dude archetype (posthumously named Surfer Dud) and a nebulous tattooed pale orc who needed to be just a little more interesting. The result was Mjalik, an outwardly chill beach bro with dozens of confirmed kills.
Narratively, Mjalik is a character that I want the rest of the party to find — specifically in a cell. He used to roll with Armada (one of the Banners Burning, in case you're unfamiliar) until Hilltop (another Banner Burning) locked him up because they were scared of him. The details of that, I'd leave to a GM who is hopefully better at politics than me.
+1 Agility | +2 Strength | +0 Finesse | +1 Instinct | -1 Presence | +0 Knowledge
Starting domain cards are Forceful Push and Bare Bones.
Other character influences include Santa Monica's Týr, Leverage's Eliot Spencer, and Krod.
Pym
Age of Umbra is interesting. It's an inherently inhospitable world, and thinking about the kinds of characters that can survive in such an inherently hospitable world, and how they can survive, is a fun exercise.
Pym survives by being useful, and is one of those characters who ties his whole worth to being useful.
He's a ridgeborne drakona wayfinder ranger, who is almost entirely inspired by that little wiggly scamper Hræzlyr does when he's up on the rocks. That's the sole reason he's ridgeborne. Pretty much every mechanical decision I made for Pym, I made with Hræzlyr in mind.
Narratively, the Age of Umbra has no shortage of ruins. Pym has made a life of exploring those ruins, and scavenging for potentially useful pieces of history. Magical things, like his staff, he often keeps for himself or sells at a serious premium.
I wanted a character whose business often takes him beyond the borders of settlements and the reach of Sacred Pyres; someone who's handy to have around if you're thinking of exploring the Umbra-touched wilds.
Of course, in Critical Role's miniseries, characters like that (namely Sam Riegel's and Liam O'Brien's) didn't make it to the end. But they almost did.
+0 Agility | -1 Strength | +2 Finesse | +1 Instinct | +1 Presence | +0 Knowledge
Starting domain cards are Deft Maneuvers and Gifted Tracker.
Oz Harlan
This character is made specifically for Colossus of the Drylands. Osgeldi "Oz" Harlan is a long-retired mercenary, getting back in the game to stop the increasingly invasive mining operations of his unscrupulous former employers.
Oz has lived his whole life in the Drylands, and is thus duneborne, and a primal origin sorcerer of mixed ancestry. He's half giant and half dwarf, and a very specific combination of phenotypes that makes him appear human.
Most people think that is the cause of his respiratory issues, but in reality, those are caused by the strain of his particular brand of sorcery on his body. He wields phenomenal power, but in the Drylands, all power comes at a price.
The spindly metal things dangling under his coat were originally part of a simple apparatus to help him walk. He's a tinkerer (or, to quote his actual Experience, a Multi Mechanist). However, as he (read: I) spent more time with them, they evolved into the Otto-Octavius-ass freak show that he hides under his jacket.
If he looks at all scary with that mask, that's by design. I wanted to create a character who was deeply established in the history of Wyllin's Gulch — a man who, during his bounty hunting days, was known as Wyllin's Wraith. A man whose surname I chose very deliberately; perhaps he's related to revolutionary Trace Harlan.
-1 Agility | +0 Strength | +2 Finesse | +1 Instinct | +0 Presence | +1 Knowledge
Starting domain cards are Unleash Chaos and Pick and Pull.
Character influences include Yondu Udonta, Saw Gerrera, and Davy Jones.
Cthallhister Philipii Ricard
Yet another Colossus of the Drylands character. This guy is a totally Legitimate Businessman. If his Experience says it, it must be true.
Cthallhister Philipii Ricard didn't used to look like he does here. He started out as a little blue ribbet, but then I played this humanoid version of him in D&D and ported him to Daggerheart because he was, truly, so much fun to play.
Here, he's a wanderborne aetheris syndicate rogue. I thought it was funny to have this descendant of literal angels be a greedy, largely unscrupulous rat bastard. He's one of those guys who must learn to find value beyond material wealth — especially here in the desolate Drylands.
(I will eventually play a ribbet, but If I'm going to to so, I decided, I'll be playing them totally straight. The contrast is important.)
Conceptually, Cthallhister is one of those quack salespeople who sells quack products. Except he doesn't actually sell quack products. The Nomadic Pack he carries as part of his wanderborne feature is full of doodads whose purposes, I imagine, are as nonsensical as possible until the proper situation arises. Once an item is used for whatever he needed it for, he can keep it and sell it.
+0 Agility | -1 Strength | +1 Finesse | +0 Instinct | +2 Presence | +1 Knowledge
Starting domain cards are Pick and Pull and Deft Deceiver. Somehow, those choices came super easy.