I'll fill in more lore and stuff when I am able folks, this is the busiest week of the year for my work. After that we will calm down quite a bit. Recruitment will be open for the whole week before being closed.
Okay...I have rebuilt him as a V. Human. I don't get the reach anymore...but with the feat I picked up tavern brawler, so improvised weapons and grapple as a bonus action when I hit unarmed...that should make for some fun.
Name: Jorgin Tellerwith (aka Wailer Jo)
Race & subrace if applicable: Human (variant) - +Dex/+Str - Barroom Brawler + Con
Class & planned subclass: Fighter - Either Battle Master or Rune Knight (now that I am putting in some grappling having the ability to get large and grapple huge things is attractive)
Other Plans: Might multiclass into a dip of rogue to get expertise in athletics checks...or may pick up the skill expert feat to do that, haven't decided yet.
Background: Guild Artisan
Short backstory that makes sense with the lore above. (ask for more details if needed):
"You don't know the true mettle of a man until you see him take a punch."-Wailer Jo
As a boy Jorgin was always getting into scraps with other boys, but rarely did he find someone that he couldn't best. His father, a blacksmith by trade, was concerned about the wildness of Jo's outbursts and so decided to train him at the anvil about the patience it takes to turn a lump of metal into a functional tool. How heat and pressure can either ruin something, or make it stronger. How water and oil can help hone a sharp edge or leave a piece malleable and flexible. The boy took to the instruction well, but to his father's chagrin, Jo found that working the bellows and anvil only strengthened his body while the lessons refined his mind and world outlook.
Now an adult, Jorgin has taken over the family trade...but he feels he has learned all he can behind an anvil. His true passion is found in challenging his body and mind. And so on most nights he can be found outside the smithy at a local tavern that hosts boxing matches for coin. There Jorgin has earned the nick-name Wailer Jo because of the way he wails on people with thunderous punches. Recently an exciting idea has grasped his mind. If fire and pressure can combine to make the strongest steel, what kind of steel could he fashion his character into if he took it into the fires and pressures of the world beyond the barrier?
List of family members (They can't all be dead.): Father: Jorsephino Tellerwith - retired blacksmith Mother: Telia Tellerwith - deceased Younger Sister: Tilinda Frendleton - singer/songwriter married to a half-elven baker Younger Brother: Jordin Tellerwith - apprentice blacksmith, working on the project that will grant him his journeymanship under his older brother's & father's guidance
When reading everyone's posts I realize that I have much to learn in character building and DnD. I'll do my best to catch up though. Thank you for the inspiration, all of you. 😀
When reading everyone's posts I realize that I have much to learn in character building and DnD. I'll do my best to catch up though. Thank you for the inspiration, all of you. 😀
The main thing is to build a character that you would enjoy playing. There really isn't a wrong way to do that so long as you are keeping your enjoyment and the enjoyment of your fellow players in mind.
If you need any help let us know...I love theory crafting.
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
@Draukarius, you don't need the best put together character, a good character story will help you write everything. Start with what kind of character you want to play. Pick an element or two of the dm's setting that interest you. Then find a story that includes those three things. From there find the race, class, and background that fit into that story. See how those aspects change or add to the story. Finally ask how can this character's story include other players or npcs.
From there choosing the ideals, bonds, flaws should be easy and the problem then becomes trying to stop yourself from writing. Above all have fun!
(Can't figure out how to do the ability scores like you guys while on a phone, so here's just what I went with after 3 set rolls)
Ability scores: 14 12 11 15 13 10
Name: Morgrum Fireforge
Race & subrace if applicable): Dwarf (Mountain)
Class & planned subclass: Ranger
Background: Criminal/Spy
Short backstory that makes sense with the lore above. (ask for more details if needed): After the cataclysm the Fireforge clan had been thrown into disarray, their mountain home had been reduced to a shadow of its former glory, the clan barely scraping by. Morgrum grew up in this environment. Hunting in the mountains to support his clan and hating the dragons that caused it was all he knew for a long time. This background eventually pushed him into contact with some..disreputable figures who promised vengeance and pushed him to hone his long range killing skills and eventually led him to shunned by his parents.
List of family members (They can't all be dead.):
Father: Maugrim Fireforge
Mother: Tryga Fireforge
I am learning fast and enthusiastic, but may make a mistake here and there. Interested in seeing how this campaign will unfold though.
Usually if you are on your phone, you turn it sideways into "landscape" mode and the tools will show up over the editing box. The dice tool is all the way to the right. :)
While this does work on larger phones, the dice part of it still acts wonky on mobile. They really need to streamline that part of it. Especially with the increased use of the player app.
I might actually take you up on that offer, I want to move this character eventually towards a Beastmaster (Primal, if I read correctly). Right now I envisioned him as a loner that became bitter after seeing what his family was reduced to due to the cataclysm, this resentment focused squarely on the dragons that in his mind caused this downfall. Growing up this way would have pushed him towards the lonesome ranger lifestyle (with his favored enemy being dragons) with him focusing on long range attacks.
I wanted this to have lead to him coming into contact with some criminal organization that forced him to do a job, that went south and caused the death of a woman he cared for.
But I have to roll the above into the current character I have created storywise and make it match up to the lore.
Thank you for the advice! This helps a great deal, especially with regards to checking how my characters story can include or lead to other players being included.
Also I'm Dutch and English isn't my main language so I might make the odd mistake here and there. I'm looking forward to fine tuning my character and seeing how he will fit into this campaign as it progresses.
Race& subrace if applicable): Human w/ Eldritch Adept
Class & planned subclass: Wizard
Background: Sage
Short backstory that makes sense with the lore above. (ask for more details if needed): Gillion knew the stories of godly wars waged at the expense of the little folk, but his mind was on his own issues now. The walls of magic holding back chaos seemed to be weakening, and Gillion knew this intimately. He couldn’t be sure which patron of the planar realms was reaching into his mind, and he found himself deeply effected in the past months.
he was being called to action, but in who’s service? For now he still held control, and he felt his actions would be for good, for healing, and also if he survived, would lead him down the path to stronger arcane knowledge and powerful connection to the sources of magic.
hopefully the arcane skills he earled through study and practice would outpace those he was receiving from god knows where! Was it Tiamat in his mind? Or was it Bahamut? Someone even more sinister? Perhaps an elder god of good? whether by choice or by attraction, be it a push or a pull, Gillion was going to find out just how big the world was, and how big he could become in it.
List of family members (They can't all be dead.):
Dillion Dale (Father) scribe, spent his life learning the art of penmanship, helping write many treaties and copying ancient texts.
Giselle East (Mother) homemaker, gave birth to 3 children after leaving the countryside to marry Dillion
Walter Dale (older brother) merchant, purveyor of all things cultural and expensive
Phillis Dale (younger sister) parchment maker, creator of a special formula and process for making magical and high end parchment
Margaret Mills (love of youth) unsure, Gillion’s best friend and lover of one evening during finishing school, who went to work for a different Mage as him, he always wonders what she is up to these days.
Pensworth Spark (mentor) mage, Gillion has worked and learned under Mr. Spark for the last 15 years.
Your character link goes to something different than your proposed character, could you fix that for me please? :)
This post has potentially manipulated dice roll results.
Name: Klok
Race & subrace if applicable): Lizardfolk
Class & planned subclass: Druid/Circle of the Stars
Background: Hermit
Short backstory that makes sense with the lore above. (ask for more details if needed):
Klok's family had lived in the forest prior to the shielding. The shielding took place when his parents were young. His parents explored the woods and mapped them out before Klok was born. Klok grew up using those maps exploring the woods. Klok loved living in the woods, tending to animals, and caring for fey that came under attack. During his explorations, he met a fey druid. This druid took Klok in and taught him the way of nature. Klok continues to live in the woods tending to nature. Over his life he has ventured into town healing those who need it, helping care for farm animals, and preventing famine. He is caringly known as "Old Klok" by the villagers who enjoy his stories while their young children enjoy his magic tricks.
List of family members (They can't all be dead.):
Dad: Klep
Mom: Trok
Sorry for struggling with the rolls here.....I have only played on Discord using Avrae....trying to figure out the right command.. Figured it out.
Ability scores: 131414121318
Ability scores: 131113171310
Ability scores: 111412151512
Unfortunately lizardfolk are not a valid race for this campaign if you want to rework that? :)
@Draukarius, a few things to consider while including setting elements that Felgrimm gave into your character story idea:
The dome is several miles in diameter. So being in the "wilds" and a loner will probably mean he hangs out by the shield wall about 3 to 7 miles from the village, as that's as far away as one can get. Or maybe his wilds are underground.
The lifespan of every race is about 120 years and the shield has been up at least 200 years, so there probably isn't anyone left who was born outside the shielding. If they are really old they might be the child or grandchild of someone born outside the dome. Most young coming of age characters will be 6th plus generation under the shield. So maybe his opinion of his idealized family level before comes from stories a family member tells him about or a title they carry no one respects.
No one enters the dome or leaves the dome. Does he learn his favored enemy dragon skills from someone teaching him, visions, books?
With no one able to leave the dome the criminal organization is still here, if he didn't kill them all, and he can't escape from the repercussions of the job he did for them. Does the village generally know what he did? Was he punished or banished? Does the organization or someone else black mail him about the job if no one knows generally?
I hope that helps you get to know you character better!
I'm definitely interested, but I need some more information before I start making my character. What's the average person's life like these days? How much do they know about the world now and before? I just really love lore, please give lore. In the meantime, I'll roll up my ability scores.
So basically life was pretty chaotic when the shield wall was put into place. New Commonwealth was a small nameless village before the event and a small amount of people lived there and in the forest and hills nearby. When the walls came up, roughly 150 random humans, elves, and dwarves (some of all the races in the PHB) just appeared there, apparently plucked from their lives across the continent. Divine magic basically ceased to exist and arcane magic was so unstable the most minor of spells became dangerous to the caster and anyone around them.
Without the aid of magic, the different races and cultures initially branched out, some staying in the village and others moving off to the forest and mountains until they realized that the only thing oddly guaranteed for them was the clean water coming in the spell shield from the north and leaving to the south. There was game to be had from the forest and small lakes, but they realized these sources would run dry if they didn't work to replenish them. They came together, building the village up bigger and working out plans to to farm and fish and extend the life of all sources of food.
All adults in the village have a role to play to sustain what they have. Young adults learn those trades from the elders. Heroes no longer exist, but within the last decade or so, magic has begun to stir once again. The PCs in the game will have been identified as special in certain ways and they have been given training to pursue the ways of old. The elders know the walls won't last forever, and they want a group of folks that can rise up and be something more than just another villager.
More to come, after this week I should have much more time to spend on this campaign. :)
I'm definitely interested, but I need some more information before I start making my character. What's the average person's life like these days? How much do they know about the world now and before? I just really love lore, please give lore. In the meantime, I'll roll up my ability scores.
So basically life was pretty chaotic when the shield wall was put into place. New Commonwealth was a small nameless village before the event and a small amount of people lived there and in the forest and hills nearby. When the walls came up, roughly 150 random humans, elves, and dwarves (some of all the races in the PHB) just appeared there, apparently plucked from their lives across the continent. Divine magic basically ceased to exist and arcane magic was so unstable the most minor of spells became dangerous to the caster and anyone around them.
Without the aid of magic, the different races and cultures initially branched out, some staying in the village and others moving off to the forest and mountains until they realized that the only thing oddly guaranteed for them was the clean water coming in the spell shield from the north and leaving to the south. There was game to be had from the forest and small lakes, but they realized these sources would run dry if they didn't work to replenish them. They came together, building the village up bigger and working out plans to to farm and fish and extend the life of all sources of food.
All adults in the village have a role to play to sustain what they have. Young adults learn those trades from the elders. Heroes no longer exist, but within the last decade or so, magic has begun to stir once again. The PCs in the game will have been identified as special in certain ways and they have been given training to pursue the ways of old. The elders know the walls won't last forever, and they want a group of folks that can rise up and be something more than just another villager.
More to come, after this week I should have much more time to spend on this campaign. :)
One last thing: What happened to people older than the new maximum lifespan? Did they just spontaneously die?
I'm definitely interested, but I need some more information before I start making my character. What's the average person's life like these days? How much do they know about the world now and before? I just really love lore, please give lore. In the meantime, I'll roll up my ability scores.
So basically life was pretty chaotic when the shield wall was put into place. New Commonwealth was a small nameless village before the event and a small amount of people lived there and in the forest and hills nearby. When the walls came up, roughly 150 random humans, elves, and dwarves (some of all the races in the PHB) just appeared there, apparently plucked from their lives across the continent. Divine magic basically ceased to exist and arcane magic was so unstable the most minor of spells became dangerous to the caster and anyone around them.
Without the aid of magic, the different races and cultures initially branched out, some staying in the village and others moving off to the forest and mountains until they realized that the only thing oddly guaranteed for them was the clean water coming in the spell shield from the north and leaving to the south. There was game to be had from the forest and small lakes, but they realized these sources would run dry if they didn't work to replenish them. They came together, building the village up bigger and working out plans to to farm and fish and extend the life of all sources of food.
All adults in the village have a role to play to sustain what they have. Young adults learn those trades from the elders. Heroes no longer exist, but within the last decade or so, magic has begun to stir once again. The PCs in the game will have been identified as special in certain ways and they have been given training to pursue the ways of old. The elders know the walls won't last forever, and they want a group of folks that can rise up and be something more than just another villager.
More to come, after this week I should have much more time to spend on this campaign. :)
One last thing: What happened to people older than the new maximum lifespan? Did they just spontaneously die?
120 years is just the average, give or take a decade. Mostly affected were the long lived races like elves and dwarves, whose elders did not spontaneously die, but grew older rapidly over the first decade or so than someone normally would. Somewhere between 25-40 years saw a lot of the elders of these races die off. The races have come closer because of it, as longer lived races tend to alienate themselves as they tend to watch friends of other races fall over the years while they persist in health for long after.
Rollback Post to RevisionRollBack
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I'll fill in more lore and stuff when I am able folks, this is the busiest week of the year for my work. After that we will calm down quite a bit. Recruitment will be open for the whole week before being closed.
Okay...I have rebuilt him as a V. Human. I don't get the reach anymore...but with the feat I picked up tavern brawler, so improvised weapons and grapple as a bonus action when I hit unarmed...that should make for some fun.
Name: Jorgin Tellerwith (aka Wailer Jo)
Race & subrace if applicable: Human (variant) - +Dex/+Str - Barroom Brawler + Con
Class & planned subclass: Fighter - Either Battle Master or Rune Knight (now that I am putting in some grappling having the ability to get large and grapple huge things is attractive)
Other Plans: Might multiclass into a dip of rogue to get expertise in athletics checks...or may pick up the skill expert feat to do that, haven't decided yet.
Background: Guild Artisan
Short backstory that makes sense with the lore above. (ask for more details if needed):
"You don't know the true mettle of a man until you see him take a punch." -Wailer Jo
As a boy Jorgin was always getting into scraps with other boys, but rarely did he find someone that he couldn't best. His father, a blacksmith by trade, was concerned about the wildness of Jo's outbursts and so decided to train him at the anvil about the patience it takes to turn a lump of metal into a functional tool. How heat and pressure can either ruin something, or make it stronger. How water and oil can help hone a sharp edge or leave a piece malleable and flexible. The boy took to the instruction well, but to his father's chagrin, Jo found that working the bellows and anvil only strengthened his body while the lessons refined his mind and world outlook.
Now an adult, Jorgin has taken over the family trade...but he feels he has learned all he can behind an anvil. His true passion is found in challenging his body and mind. And so on most nights he can be found outside the smithy at a local tavern that hosts boxing matches for coin. There Jorgin has earned the nick-name Wailer Jo because of the way he wails on people with thunderous punches. Recently an exciting idea has grasped his mind. If fire and pressure can combine to make the strongest steel, what kind of steel could he fashion his character into if he took it into the fires and pressures of the world beyond the barrier?
List of family members (They can't all be dead.):
Father: Jorsephino Tellerwith - retired blacksmith
Mother: Telia Tellerwith - deceased
Younger Sister: Tilinda Frendleton - singer/songwriter married to a half-elven baker
Younger Brother: Jordin Tellerwith - apprentice blacksmith, working on the project that will grant him his journeymanship under his older brother's & father's guidance
Character Sheet: https://ddb.ac/characters/64283421/LFVrQS
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Is half-orc still ok or is that to monstery as well?
Half Orc is fine and not an issue, I more meant the monstrous races from Volo's. :)
Almost did half-orc, but I decided if I wasn't going to have ridiculous reach then I wanted the bonus action grappling at lv 1.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
When reading everyone's posts I realize that I have much to learn in character building and DnD. I'll do my best to catch up though. Thank you for the inspiration, all of you. 😀
The main thing is to build a character that you would enjoy playing. There really isn't a wrong way to do that so long as you are keeping your enjoyment and the enjoyment of your fellow players in mind.
If you need any help let us know...I love theory crafting.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
@Draukarius, you don't need the best put together character, a good character story will help you write everything. Start with what kind of character you want to play. Pick an element or two of the dm's setting that interest you. Then find a story that includes those three things. From there find the race, class, and background that fit into that story. See how those aspects change or add to the story. Finally ask how can this character's story include other players or npcs.
From there choosing the ideals, bonds, flaws should be easy and the problem then becomes trying to stop yourself from writing. Above all have fun!
Katerielle in Lost mine of Phandelver.
Bhelmek Thuldren in The dark tower of Cabilar.
Iam Unsure in Tower of Heaven.
While this does work on larger phones, the dice part of it still acts wonky on mobile. They really need to streamline that part of it. Especially with the increased use of the player app.
I don't have a signature.
I might actually take you up on that offer, I want to move this character eventually towards a Beastmaster (Primal, if I read correctly). Right now I envisioned him as a loner that became bitter after seeing what his family was reduced to due to the cataclysm, this resentment focused squarely on the dragons that in his mind caused this downfall. Growing up this way would have pushed him towards the lonesome ranger lifestyle (with his favored enemy being dragons) with him focusing on long range attacks.
I wanted this to have lead to him coming into contact with some criminal organization that forced him to do a job, that went south and caused the death of a woman he cared for.
But I have to roll the above into the current character I have created storywise and make it match up to the lore.
https://ddb.ac/characters/64222662/aCtHhU is the link to the sheet I made via the character builder.
Thank you for the advice! This helps a great deal, especially with regards to checking how my characters story can include or lead to other players being included.
Also I'm Dutch and English isn't my main language so I might make the odd mistake here and there. I'm looking forward to fine tuning my character and seeing how he will fit into this campaign as it progresses.
Your character link goes to something different than your proposed character, could you fix that for me please? :)
Can you get the backstory and family member portions filled out when possible please? :)
Unfortunately lizardfolk are not a valid race for this campaign if you want to rework that? :)
@Draukarius, a few things to consider while including setting elements that Felgrimm gave into your character story idea:
The dome is several miles in diameter. So being in the "wilds" and a loner will probably mean he hangs out by the shield wall about 3 to 7 miles from the village, as that's as far away as one can get. Or maybe his wilds are underground.
The lifespan of every race is about 120 years and the shield has been up at least 200 years, so there probably isn't anyone left who was born outside the shielding. If they are really old they might be the child or grandchild of someone born outside the dome. Most young coming of age characters will be 6th plus generation under the shield. So maybe his opinion of his idealized family level before comes from stories a family member tells him about or a title they carry no one respects.
No one enters the dome or leaves the dome. Does he learn his favored enemy dragon skills from someone teaching him, visions, books?
With no one able to leave the dome the criminal organization is still here, if he didn't kill them all, and he can't escape from the repercussions of the job he did for them. Does the village generally know what he did? Was he punished or banished? Does the organization or someone else black mail him about the job if no one knows generally?
I hope that helps you get to know you character better!
Katerielle in Lost mine of Phandelver.
Bhelmek Thuldren in The dark tower of Cabilar.
Iam Unsure in Tower of Heaven.
Ah ok let me go back and fixChanged to Wood Elf
Gillion Dale
Wizard Sage w/ Eldritch Adept
https://www.dndbeyond.com/profile/Metaphorce/characters/64373191
Here you go :)
So basically life was pretty chaotic when the shield wall was put into place. New Commonwealth was a small nameless village before the event and a small amount of people lived there and in the forest and hills nearby. When the walls came up, roughly 150 random humans, elves, and dwarves (some of all the races in the PHB) just appeared there, apparently plucked from their lives across the continent. Divine magic basically ceased to exist and arcane magic was so unstable the most minor of spells became dangerous to the caster and anyone around them.
Without the aid of magic, the different races and cultures initially branched out, some staying in the village and others moving off to the forest and mountains until they realized that the only thing oddly guaranteed for them was the clean water coming in the spell shield from the north and leaving to the south. There was game to be had from the forest and small lakes, but they realized these sources would run dry if they didn't work to replenish them. They came together, building the village up bigger and working out plans to to farm and fish and extend the life of all sources of food.
All adults in the village have a role to play to sustain what they have. Young adults learn those trades from the elders. Heroes no longer exist, but within the last decade or so, magic has begun to stir once again. The PCs in the game will have been identified as special in certain ways and they have been given training to pursue the ways of old. The elders know the walls won't last forever, and they want a group of folks that can rise up and be something more than just another villager.
More to come, after this week I should have much more time to spend on this campaign. :)
One last thing: What happened to people older than the new maximum lifespan? Did they just spontaneously die?
120 years is just the average, give or take a decade. Mostly affected were the long lived races like elves and dwarves, whose elders did not spontaneously die, but grew older rapidly over the first decade or so than someone normally would. Somewhere between 25-40 years saw a lot of the elders of these races die off. The races have come closer because of it, as longer lived races tend to alienate themselves as they tend to watch friends of other races fall over the years while they persist in health for long after.