Adventurers come from all walks of life, and each has their own reason for choosing their path. Some seek fame, others advance causes or deities, but most have a simpler goal in mind: wealth and riches. You, however, are cut from a different cloth than most adventurers. For you, adventuring is a chance to make your mark on Faerun, the land of your birth. Regardless of what race, gender or religion, you see value in all Faerunians, and feel that they deserve a better land to live in. There is far too much violence and evil in the world, and you feel that it is your duty to to bring goodness and peace back to the land.
Where this sense of righteous patriotism comes from is up to you. Perhaps you received a vision from your Deity to bring light to a dark world. Or maybe you were on path of violence and destruction yourself and someone or something gave you the opportunity to change your ways and become a force for good. Regardless of the origin, you set out on your personal quest to make Faerun a better place, and along the way you found like-minded individuals that shared your passion. Together you have become a group of adventurers that fight for a higher purpose.
Fame, fortune and glory are all worthwhile pursuits, but after a while jewels cease to sparkle, gold loses its luster, names fade from memory, and all that is left is a stone with a name on it in an empty graveyard. The true reward is the legacy that you leave behind when you pass from this realm. The fact that you fought for something greater than yourself, that you devoted yourself to helping others, regardless of whether you received anything in return, and that you left Faerun a better place than it was when you first entered into it. That is what you fight for, and that is what you will forever be remembered for.
DM: N7 EMT. I have quite a bit of experience playing D&D in the Forgotten Realms, having played almost exclusively in that setting since 2nd edition AD&D back in 1989. I have experience with 3.0 and 3.5 D&D, and have avoided 4th edition like the plague. I am new to Pathfinder, but find the rules to be a more polished version of D&D 3.5, which is definitely a good thing.
System: Pathfinder supplemented with materials from Dungeons and Dragons 3.0/3.5 sourcebooks.
Setting: Forgotten Realms. The game will be set in the year 1376 DR.
Restrictions: Chaotic Neutral and Chaotic Evil are restricted alignments. True Neutral is also restricted, unless it is a requirement for your character class. Evil races and character classes that require an evil alignment are also restricted.