Chapter One: Character Concept
As you can see by now, BR isn't your typical generic fantasy world.
There is great potential for developing very rounded out and well developed
characters. As a DM, I like an equal mix of role and roll
playing. Interaction is great, but if the swords don't get bloodied
on a regular basis, then things get boring.
I've now read through Return to the Temple of Elemental Evil. It's a good, tough, solid adventure. My only gripe with it is there is a lot of dungeon time. I typically keep my dungeons short and try not to make them the focus of the campaign, but just an obstacle that the group must work together to overcome. Traditional BR campaigns are run this way. We're going to be taking part in something that isn't traditional, but will be fun none the same. I'm going to do my best to work in all of the aspects I've mentioned thus far to make this as much of a traditional BR campaign as possible.
As a player, you need to decide what kind of campaign you want to be involved in. If you like political maneuvering, diplomacy, and the idea of building your own little kingdom, then you should play a blooded character. If you're more of the kick the door in, slay the monster, steal the loot, repeat, type player, then play an unblooded character. I have room for both types at my table. But even the traditional munchkin is often interested in warfare. In this case, you may want to be blooded with the goal of being the leader of an army.
While thinking about blooded vs. unblooded, decide on a few goals. Come up with a short term goal (get enough money to buy Masterwork Chain and a warhorse) and long-term (raise an army and take the Iron Throne for myself--I know one or two, or all of you just might be megalomaniacs). If you want to eventually rule a Realm, then come up with a concept that sets you up nicely for this (for instance, you may want to be one of the Patriarch's Paladin son/daughter).
Group Dynamics is important. As a group, you need to come together. There should be one thing uniting all of you together. For instance, if one (or more) of you decide that you want to be a Paladin and the son/daughter of the Patriarch (and thus the potential future ruler of Elinie), how does the rest of the group fit in? The mage may come from a family that has dedicated themselves to serving the Patriarch for centuries and are in control of the realm's sources. Perhaps he or she is in training to one day take that role. The Ranger could be a childhood friend of either the Paladin or the Mage. The thief could be the bastard son of the Patriarch, or perhaps an agent of an up and coming guild that wants to get in good with the Patriarch. It's easier if we start as one united front. In the future, the Ranger may willingly or unwillingly become the Regent of a realm. He could end up at odds with his childhood friend the Paladin. Perhaps the Mage will be lured to serve the Gorgon with the gift of Magical Sources. Maybe more than one of you are Paladins and thus future patriarchs. What happens when one of you is chosen as heir and the other isn't? Does the unchosen Paladin forsake his vows and go renegade? Anything is possible, but at first you should start united. From there, let the dice fall where they may.
Chapter Two: Canned Concepts
Here are a few "canned" character concepts, or seeds, that you can
use and/or expand upon. I'll give at least one for each class. You are
not limited to these. Consider them ideas.
Barbarian
Human or half-elven barbarians probably hail from Vos or Rjurik. Dwarven
and gnome barbarians are a possibility, but again are probably from Vos
or Rjuik. Goblin barbarians could be from Markazor. There are no elven
or halfling barbarians. Fitting a barbarian character into the party isn't
as easy as the other classes, but it isn't impossible. It's possible that
one of your ancestors was involved in either the first or second defeat
of the Temple of Elemental Evil. You could be on a quest to recover a family
heirloom lost by your ancestor when he/she fought the forces of the Temple.
Bard
Every royal house has a bard(s). Bards play an important role. They
provide entertainment, keep the family chronicle (in the form of song or
poetic prose), and since they know a little something about everything,
their advice is always valued. It could be that the bard's family has always
served the Patriarch and his family. Each of the Patriarch's children probably
would have a bard companion, or trusted lieutenant. This position has one
big advantage: your patron must provide for you. This would include equipment,
horse, weapons and sustenance. The disadvantage is, as a lieutenant, you
can be sent to deal with situations for your patron that could be an inconvenience
(being sent to negotiate a trade agreement when you wish to go adventuring).
This concept works really well when one of the other players is the patron;
however, you then have the problem of having to take orders from another
player.
Cleric
A priest or priestess of Avani would be welcomed into any adventuring
party sanctioned by the Patriarch. A priest or priestess of Haelyn could
be given into the service of the Patriarch as an act of good faith from
the temple trying to get in the good graces of the Patriarch. A priest
or priestess of Avani could be a child of the Patriarch, as could one of
Haelyn (and being that the Patriarch is dedicated to Avani, this would
give some interesting tension between the character and "Daddy").
Druid
If there is a barbarian from Rjurik traveling with the group, a druid
could be a companion of the Barbarian, and vice versa. Perhaps the druid
is the one seeking the lost heirloom or sacred artifact. The barbarian
has been sent to protect him/her, or they could be siblings or even lovers.
There could also be a sacred grove located in Hope's Demise. Perhaps the
small coven of Druids there wish to defend the grove from the vileness
of the swamp. Your character could be sent by the coven to seek the Patriarch's
help.
Fighter
A fighter could, like the barbarian concept above, be searching for
a family heirloom lost at the Temple. If there is a paladin in the party
(son/daughter of the Patriarch) you could be a childhood friend of him/her.
It is possible that you are the tenth child of the Patriarch as well. Perhaps
you weren't cut out for Paladin hood. Why? A blooded fighter could start
the game as a Lt. in the Patriach's army (and probably a member of a prominent
noble family), giving you the opportunity to someday led vast armies. An
unblooded fighter (or even a blooded fighter of common roots, not all blooded
people are of noble birth) could be a Sergeant in the Patriarch's army.
It's not impossible for an unblooded fighter to gain a commision, and thus
someday led armies as well.
Mage
Elinie has set up a College of Sorcery as they have in Khinasi. A blooded
human, or half-elven mage could be a student at the College. Perhaps the
college would order you to accompany a party of adventures in search of
a lost book of arcane arts. You could also be a childhood friend of a paladin
pc (if there is one), or an advisor in training to the Patriarch (part
of your training to take over as advisor would include seeking knowledge,
aka adventure). An unblooded human mage could be a gun for hire. Perhaps
you are looking for a patron to support you in return for your magical
arts. Gnome illusionists share the same role as bards in Cerilia. You could
adapt any of the bard concepts to fit gnome illusionists. The Heartlands
have joined forces with the elves in the past. Perhaps you are an ambassador
from the Sielwood or from the Manslayer himself (and have some darker mission).
Paladin
I think I've covered the possiblilities for a paladin of Avani, but
a paladin of Haelyn could be given the same mission as a cleric of Haelyn,
or could be a child of the Patriarch who was called to Paladinhood, but
not by Avani. A paladin of any religion could be on a quest to find a sacred
item lost in the defeat of the Temple.
Ranger
Rangers make great lieutenants. They know the wilderness, they can
lead shock troops or a squad of scouts. They could be in the employ of
the Druid Coven of Hope's Demise, either assisting the Druid pc (if there
is one) or sent by the coven for the same mission stated above for druids.
They could be childhood friends, or children of the patriarch not cut out
for paladinhood. They could also be in the employ of a guild, and have
been sent to serve the Patriarch in good faith (perhaps with alterior motives).
Thief
The guilders like to stay on good terms with the Patriarch. As a member
of a guild, you could be sent to serve the patriarch, or perhaps you are
looking to start your own trade empire. A good way to do so would be to
get in good with the Patriarch or a future Patriarch. The dwarves tell
of a lost diamond. It is somewhere in the heartlands. If you could find
that diamond, you'd be guaranteed (or so you've heard) enough cash to start
your own guild.
One question always pops up, "What's your restrictions on alignment?" I do not forbid any alignments, however, if a character becomes disruptive, don't expect him or her to live long. If you play a chaotic neutral, play the alignment with intelligence and not as an excuse to do whatever the hell you want. I reward BIG for good roleplaying, but I dock BIGGER for disruptive roleplaying (no matter how many Oscars you may have won).