Backstory: Seemingly a simple stable-hand, Piers' gift of being able to speak in the language of beasts (a gift passed down through his family) allowed him to secure a lucrative job tending and grooming the horses of a few noble families. As such, he has learned how to 'get around' and make himself and his talents known to secure a good living for himself and his family.
Backstory: Lorzir has no memory of murdering the clan’s old medicine woman… but the clan had overwhelming evidence, and Lorzir cannot remember the particular day it happened at all. Nothing except a strange flash of color. It changed him in many ways. He’s felt his veins on fire. But he could not ask the elders for guidance after the accusation. He had enough support for the council to determine exile rather than death, but death is a rare sentence anyways, even for murder. Now Lorzir is a bit lost., and moving around new lands to find the companionship and home of a tribe.
Something I should know about your character: Lorzir is a bit prone to mumbling, and the giant’s blood runs strong in his veins. His rage is less a thing of hate, and more of fear. He’s a big scaredy cat who acts because he has to. It leads him to being bullied a lot, but when he does act, his mighty thews are plenty loud enough to speak for him.
Backstory: Born of a divine lineage whose ties always involved the protection of Waterdeep, Idoza was groomed to follow in the footsteps of her predecessors. Or so she'd been told most of her life. And yet, she would go on to diverge from the course in joining the Watch over more important orders, spurred on to rebel by a chance meeting with an Urchin, and the wisdom shared about the limits of her course. One day on patrol with her units int he Dock Ward, they were ambushed, and then... when she awoke, she could recall no firm details about the incident. Later she would learn of evidence accusing her of some wrong doing during the event, leading to her termination as a watchman, and probable incarceration, if not for her father's interference. Bereft of the authority, she found herself at a crossroads: Wait for her father's allies within the Watch to come up with evidence to exonerate her, or... take matters into her own hand.
Something I should know about your character: I'll leave to you which is true, but there's a potential for there being two possible major things to be known about her. The 1st being that her family has some connections to nobility, either as branch members or long close relationship with a family line. And secondly, the reason for her memory loss I leave to you. I'm willing to pass along ideas, but either which way, it would be something the character may or may not discover.
Backstory: Ashlynn grew among the noble houses of Waterdeep. She went to all the fancy balls and dances. As she grew up, she befriended a young boy from the street. She began to sneak out of the house to go explore with him and his crew. For years they would go out at night and cause trouble. But slowly her friend slipped towards crime. One day she visited his house to find it surrounded by guards investigating a murder. A few days later his body turned up with a strange symbol on it. Ashlynn knew her friend wouldn't kill someone and so began to sneak out even more to find out what really happened to him.
Cathern grew up in a safe normal home but felt there was something different about her. She ran away after finding out that she was adopted and her real parents were unknown Fending for herself on the streets she took odd jobs being sneaky for the local groups in Waterdeep
Ability scores: 8 12 15 15 13 13
Name: Piers Dawnhollow
Class: Druid (Circle of Shepherd @ Lvl 2)
Background: Courtier
Backstory: Seemingly a simple stable-hand, Piers' gift of being able to speak in the language of beasts (a gift passed down through his family) allowed him to secure a lucrative job tending and grooming the horses of a few noble families. As such, he has learned how to 'get around' and make himself and his talents known to secure a good living for himself and his family.
Race: Human (Mark of Handling)
Sheet Link: https://www.dndbeyond.com/profile/DeltaEdge27/characters/62924549
Notes: I'm aware that dms tend to have mixed views of summoner-type characters. Thoughts?
Aruzhal - Lv 1 Tempest Cleric - Planescape: Lost
Ability scores: 16 18 13 15 18 13
Character Name: Lorzir
Character Class: Barbarian (wild magic)
Background: Outlander
Backstory: Lorzir has no memory of murdering the clan’s old medicine woman… but the clan had overwhelming evidence, and Lorzir cannot remember the particular day it happened at all. Nothing except a strange flash of color. It changed him in many ways. He’s felt his veins on fire. But he could not ask the elders for guidance after the accusation. He had enough support for the council to determine exile rather than death, but death is a rare sentence anyways, even for murder.
Now Lorzir is a bit lost., and moving around new lands to find the companionship and home of a tribe.
Character Race: Firbolg
Sheet Link : https://www.dndbeyond.com/profile/nschrock/characters/62934069
Something I should know about your character: Lorzir is a bit prone to mumbling, and the giant’s blood runs strong in his veins. His rage is less a thing of hate, and more of fear. He’s a big scaredy cat who acts because he has to. It leads him to being bullied a lot, but when he does act, his mighty thews are plenty loud enough to speak for him.
Paladin - warforged - orange
Ability scores: 17 9 11 13 15 17
Character Name: Idoza Bernhill
Character Class: Cleric(Order)
Background: City Watchwoman(former)
Backstory: Born of a divine lineage whose ties always involved the protection of Waterdeep, Idoza was groomed to follow in the footsteps of her predecessors. Or so she'd been told most of her life. And yet, she would go on to diverge from the course in joining the Watch over more important orders, spurred on to rebel by a chance meeting with an Urchin, and the wisdom shared about the limits of her course. One day on patrol with her units int he Dock Ward, they were ambushed, and then... when she awoke, she could recall no firm details about the incident. Later she would learn of evidence accusing her of some wrong doing during the event, leading to her termination as a watchman, and probable incarceration, if not for her father's interference. Bereft of the authority, she found herself at a crossroads: Wait for her father's allies within the Watch to come up with evidence to exonerate her, or... take matters into her own hand.
Character Race: (Protector) Aasimar
Sheet Link (Google Doc, D&DBeyond, etc.): https://ddb.ac/characters/62901745/hvVDeW
Something I should know about your character: I'll leave to you which is true, but there's a potential for there being two possible major things to be known about her. The 1st being that her family has some connections to nobility, either as branch members or long close relationship with a family line. And secondly, the reason for her memory loss I leave to you. I'm willing to pass along ideas, but either which way, it would be something the character may or may not discover.
Yog - [Tortle]Druid/Warlock - Circle of Stars/Celestial (Libretalia)
Nobody - [Feral-Tiefling]Wizard/Sorcerer - War/Draconic (HoTDQ)
Jack Vicvan - [Eladrin]Druid/Warlock - Circle of Dreams/Archfey
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Hiatus:
Xanrazan - [Earth Genasi]Bard - College of Swords(Shadowthorn's Princess of the Apocalypse)
Ability scores: 13 11 14 13 16 15
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Ability scores: 15 15 13 12 12 15
Lot's of stuff ...
Ability scores: 16 12 13 14 16 14
Character Name: Ashlynn Nightingale
Character Class: Rouge
Background: Waterdavian Noble
Backstory: Ashlynn grew among the noble houses of Waterdeep. She went to all the fancy balls and dances. As she grew up, she befriended a young boy from the street. She began to sneak out of the house to go explore with him and his crew. For years they would go out at night and cause trouble. But slowly her friend slipped towards crime. One day she visited his house to find it surrounded by guards investigating a murder. A few days later his body turned up with a strange symbol on it. Ashlynn knew her friend wouldn't kill someone and so began to sneak out even more to find out what really happened to him.
Character Race: Drow
Sheet Link (Google Doc, D&DBeyond, etc.): https://ddb.ac/characters/62955806/otIdG1
Something I should know about your character: Ashlynn won't drink or use substances due to seeing what it does to her parents.
Ability scores: 9 12 16 16 10 12 reroll cause the first one wasn't working. I'll take the first if it actually rolls-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Ability scores: 16 9 15 16 13 12
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Something I should know about your character:
I'm up for joining you!
Aruzhal - Lv 1 Tempest Cleric - Planescape: Lost
Yes please ill join you