"Who Am I?"
A brief guide to persona (character) creation in Amtgard
by Arch Duke Sir Egil "Tree-Speaker" Njalsson of Dragonspine
(March 1999)

INTRODUCTION

A newcomer to Amtgard has a lot of things to think about as they're getting started. Besides getting to know the rules and learning the customs of the club, there is the matter of coming up with everything you need to become your own person among us. The most outwardly-visible items are the ones that tend to receive the most focus -- weapons, clothing, armor, and other equipment tend to grab all the attention. But even more fundamental than these is the concept of creating a character (referred to as a "persona") which will be your alter ego anytime you are among fellow Amtgardians.

If you remain in Amtgard for a long time, you will discover that over the years you will go through many sets of clothing, weapons, and other equipment. They will wear out and be replaced, from time to time. But through it all, the one thing that will most likely stay with you is the persona that you created when you first began. Therefore, character creation deserves a lot of attention as you're getting started.

There is no one uniquely "right" way to develop your persona. A variety of methods can be used, and it is up to you to decide which path you will follow as you get more into it. But the following guidelines should help you if you're stuck.

SETTING

According to the rulebook, Amtgard personas should be based on any historical period before 1650, or on any swords-and-sorcery type of fantasy world. Right away, you are given a huge choice. And keep in mind that just because you are historically based does not mean you cannot add fantasy elements to your character, or vice versa; but you will tend to lean more toward one side or the other.

Are you a fan of history? If so, of what period? As you progress in your Amtgard experiences, you may run into vikings, celts, Renaissance courtesans, pirates, Roman centurions, members of African tribes, ancient Egyptians, mongol barbarians, and possibly even cavemen. (Your character can't be later than 1650, but there is no limit to how early it can be!) Or perhaps you have studied some other culture or time period which you long to experience for yourself. If so, pick the time and culture, and use that as your starting point.

Or perhaps you are more fantasy-oriented. One of the things that makes Amtgard different from many other clubs is that we are open to people deciding that they are dwarves, elves, trolls, or shapeshifters. Though defining yourself in such a way does not affect the abilities you will be able to use on the field, it can make for very interesting opportunities to roleplay when facing others on or off the battlefield.

When we say "fantasy," we are referring to any genre in which swords and magic tend to predominate, without the use of advanced technology. Thus, you can drop yourself into any such setting which interests you. You are welcome to develop a character which is an inhabitant of J.R.R. Tolkein's "Middle Earth," Terry Brooks' "Shannara," or Stephen R. Donaldson's "Thomas Covenant Chronicles," to name just a few. Or perhaps your persona is derived from movies such as "The Princess Bride," "The Dark Crystal," or "Krull." Some even go so far as to create their own world, inventing in great detail the geography, climate, culture, and religious beliefs of the land of their origin. Obviously, the more active a part you take in flushing out the setting, the more real your persona will become to you and to others.

BACKGROUND

Now that you know where you came from, figure out where you fall within society. Are you a merchant, or a runaway slave, or a nobleman's daughter? Perhaps you come from peasant stock, and are seeking your fortune. Or perhaps you have some dark mysterious past which you try not to talk about (but bits of which escape from time to time when your guard is down). The more detail you throw into your background, the more fun it is; not only for you, but for those around you.

Some personas can tell you their history dating back several generations, including places they or their ancestors travelled to and what they did there. Their background may even be reflected in their mannerisms or speech -- you should be able to tell a peasant from a nobleman no matter what they are wearing, because you can see their status in their behavior.

Then there are other Amtgardians who have never bothered to figure out any of this information. They just come to Amtgard to have fun with their friends, which is a wonderful reason (and they are more than welcome to be here!); but I can't help but feel they are missing out on a lot of potential fun.

It also adds to the fun if your character has one or two quirks. Perhaps they are afraid of red hats, or have a great admiration for wandering minstrels. Maybe they get obsessed about a particular food or ideology. Or maybe they just like to sniff people they are meeting for the first time, or they believe anything a wizard says to them. Though such traits are by no means required, and adding a bunch of them would be too complicated, one or two can be fun.

NAME

Now that you have decided where you came from, what kind of names are in use in that setting? If it is a historical or fantasy setting which you have already explored through books, films, or other research, you probably already have an idea of the sorts of names that would be common there, or at least would blend in with those around you in that time and place. Of course, you can always just make up your own name, completely ignoring the setting your character came from; but if you truly want your persona to feel as if it belongs in your chosen scenario, then you want to find a name which truly fits.

One big restriction is that you are not allowed to give yourself titles which can be awarded within Amtgard. Thus, you cannot call yourself "Sir," "Countess," "Lady," or "Viscount" (to name a few examples) until such titles have been granted to you by your monarch; and for most of us that takes years, if it happens at all.

Of course, you can call yourself "Grall the Fierce," "Kalil Grey-hair," or "Fritzel the Happy Dwarf;" but such descriptive terms are not considered "titles" for the sake of this discussion. For a list of restricted titles, consult the Corpora (our administrative manual) or just ask around.

For more practical reasons, it's a good idea to try not to use a name which is currently in use in your land, or which is used by a well-known Amtgardian in another land. There is no written rule saying you can't use another's name, but it does tend to create confusion, and should be avoided for that reason. If you have a name in mind, but aren't sure whether or not it's taken, just ask around. Your local leadership -- especially your chapter's Prime Minister -- should be able to sort out whether or not your chosen name is likely to lead to difficulties. (Chances are, it won't.)

EQUIPMENT

Now that you have a rough idea of your background culture and your place within that society, it is time to create your look. What would a 14th-century spice merchant wear? How about a sword-for-hire from Shannara? Think about your social status and how that would affect your wardrobe and weaponry.

This is also the time to start thinking about character classes. Though you are always welcome to play multiple classes (and most of us do, though you are normally limited to one class per battle), as a beginner you will probably tend to focus on one which most suits your personality. Look through the rulebook to get ideas for how a bard would dress, or a barbarian; and what kind of weapons they would use. For example, a scout and a wizard should be easy to tell apart even without their colored sashes, because they would typically be wearing very different ensembles and carrying different equipment.

Though it is not required, the creation of a personal symbol adds to your identity, and gives you an easily-recognized way of marking your garb, equipment, and followers. Your symbol can be as elaborate or as you desire. If you are well versed in medieval heraldry, you are welcome to develop a heraldically-correct device to use. However, most personas did not come from the few cultures which used extensive heraldry; so for the rest of us, symbols may be simpler or non-existent.

With these things in mind, choose a basic wardrobe and weapon selection which best suits your persona in its beginning stages. The limitations are minimal, and are spelled out clearly in the rulebook. If you need help coming up with an overall look for yourself, ask the veterans (who can, for instance, warn you against color combinations or symbols which may be unofficially restricted) or consult what you know about the setting your character came from.

SPLIT PERSONALITIES

As you're getting started, you might already have a very firm idea of exactly what setting you want to place yourself in, and what kind of character you want to be. If so, that's wonderful. But many people find the choices a bit overwhelming at first.

If you are unsure, what you might want to do is to create two or three characters in your mind, giving each one as much detail as you care to, before deciding on the one that has the strongest appeal to you. You might keep the others in the back of your mind just in case you change your mind down the road.

Occasionally, you will run into Amtgardians with two or more personas, any of which might be present on a given day. In general, this is not encouraged, though it is also not forbidden. The main drawback is that this tends to cause confusion. Especially as you're getting started, you want to narrow down the potential complications.

RESTRICTIONS

Really, whether you are deciding on a historical- or fantasy-based persona, there are very few limitations. Probably the most important is that your character must be original. You can't be Alexander the Great, Conan the Barbarian, King Arthur, or Xena; but you are welcome to call yourself someone who used to hang around with them, or perhaps someone who used to serve with them or against them. For obvious reasons, also avoid copyrighted names. As long as you are using original ideas (within the setting you have chosen for yourself) you will be fine.

Every once in a while, someone decides to press the boundaries of our imagination. I had a newbie ask me once if it was okay for them to be a time-travelling Vulcan, and I told him that was too much of a stretch. Though we have a few people who call themselves time travellers, and you will sometimes find characters based more on science fiction than fantasy, there are limits. If you want to be a Vulcan, I can put you in touch with the local Star Trek fan club (and you are welcome to be in both groups); but Amtgard is a place for those characters which fit more easily into a sword-fighting or magical environment.

IN CONCLUSION...

Once you have your basic ideas sorted out, fill out a "character record sheet" which the Prime Minister will provide for you. This sheet is the one on which all of your records will be kept, and it is also a place to record the basics of your character's identity. Although this doesn't make your decisions "written in stone," it does tend to formalize them and give you a sense that this character now exists just as you defined it.

Remember that the main reason you and the rest of us are here is to have fun, with others who are also having fun. While it is okay to create a persona which "hates" non-humans, for instance, remember that any time you act on that trait you should try to help others have a good time, rather than detract from it. If you start a vendetta against another person (without mutual, roleplaying-based consent) it will only harm your relationship, and bring damage to the club. Lighthearted roleplay, on the other hand, is highly encouraged. If your "campaign" helps others to have a good time, and doesn't hurt anyone's feelings, then go for it.

Also remember that you are not alone here. One nice thing about joining Amtgard is that your local chapter has a lot of ready-made friends just waiting to get to know you. They want you to be here, and to have fun alongside them: the more people we have, the greater the opportunities for having fun. Don't be afraid to ask questions or ask for training. Those who might not have the time or ability to help will at least steer you toward those who do.

And if you run into me somewhere, feel free to ask me about my persona. (I love talking about myself.)

Return to Egil's home page