Creating your character:
This part, even if it might sound obvious, it is the part where you should invest most time. You have the character generator for the physical design of your avatar. You will choose between the different options that the game provides, such as pigmentation of the skin/ eyes/ hair, facial features, and details such as jewellery and scars. Don't hold back in using your imagination to give a unique twist to your appearance!
Taking time to think about the background of your character will help you get to know your character and learn how you should react to different situations as that character. The Warhammer world is rich and full, and you can find so much inspiration just by looking for links with the story and background of Warhammer Online on our main site and beyond. The game has an incredibly rich background story that allows your imagination to fly. Just think about it; what is in your character's past? Who were his ancestors, his relatives? Are they alive, or dead? It is preferable if you keep your character's background realistic. When all the players decide to be High Elven Princes of Caledor, the sons/daughters of the Great Theogonyst, or to be related to very high public figures, it quickly becomes the norm, and who wants to be normal? Not to mention creating characters with names of the prominent figures of the Warhammer lore, such as Queen Morathi, Gotrek and Felix or Archaon is prohibited. It is better if you take the time to develop a story of your own, using the Warhammer world as reference and support for your tale. WAR lore and characters are for everyone, and the public figures should remain public.
Now that you know more about your character's past, it is time to think about the present. Think about the circumstances that took your character to where he/ she is now. What does he do? What are his motivations? What does he prefer and what does he dislike? What friends does he/she have? If you want to join a roleplaying guild, this might be even better because it would give you actual in-game connections and ties to bind your character to the world around you.
What You Cannot See
After you have decided on the background and behaviour of your character, it is time to think about the little details that will bring him to life. Examples include very personal features (like scars that are not visible), a certain expression of his eyes, a deep, rich voice, or extremely fluid movements... just take as much time as you need to imagine all these personal details that would make your character unique. It may help to make notes to keep by your computer so that you remember all of these little details and really help to bring your character to life. When you roleplay your characters, you can add these things in to make sure that those around you discover all these small things through your descriptions.
The Art of Description
So, the hard part is over! Now we have a brand new, original character with plenty of things to tell, and even more to experience. Now comes the part that is easy to explain but might take years to master: how you interact with your environment.
Your character has a 3D physical presence of his or her own, and you have a list of emotes, or special movements that animate your character (you can see the complete emote list typing /emotelist in your chat window). Sometimes though, these emotes are limited and you may feel that your character is restricted in expression because of this. Here, chat becomes your greatest ally; it is all about the power of words, and the description. Try to not only talk as your character would do, but to add some general descriptions of -how- is it done. This provides a deeper perception for others.
The /em channel is your friend here. Everything that you write with the /em command will appear in a bright orange color by default, and you should write in the third person here, because your name will be before it, like this: Thargann frowns and nods reluctantly.
To read on more here at its source: http://herald.warhammeronline.com/warherald/NewsArticle.war?id=581