Studying the fabric of the universe through a lifetime of study has told me that we were one of the many worlds of likely infinite realities that had the Queen of Evil Dragons attempt to break the hold keeping her at bay in The Nine Hells. Unlike some other world's our heroes learned what her followers were doing too late. The Cult of the Dragon created strife and terror and recruited dragons, giants, demons and devils until they eventually managed to pull her from hell to our plane of existence. Heroes and villains alike took up arms against Tiamat in the chaos she created and were almost all utterly destroyed in the resulting cataclysm.
In her insane state after being held in the hells for so long, Tiamat raged across the world destroying all in her path until she was met head on by the might of Bahamut. The fight between these two would have ravaged the planet if Bahamut had not sacrificed his divine power to strike Tiamat down in their final confrontation. The power unleashed warped reality, causing many changes in the world that most likely persist to this day. During the fight, the last few heroes and villains left in the world banded together to cast a mighty spell using their very lifeforce, creating a shielded safe haven for humans and many other races to shelter against the magical onslaught that pounded the planet. It kept them alive, but not entirely unchanged. Those magical walls lasted 200 years before slowly beginning to weaken. The very walls that saved us, are now slowly breaking down. What will become of us if the world hasn't healed? One can only speculate and hope for the best. Our heroes are gone, lost to time, but there are some who have kept the old ways in memory. They will teach a new crop of heroes to face what this world has to offer.
---Vendris, Mage of the Seven Blue Stars, renounced black mage, friend to the People of the New Commonwealth
Hello folks, I'm looking run a new campaign of my own creation, using former adventures as a sort of basis for my world.
Some things about me:
I won't lie, I've run some games on here and ended them abruptly, and my apologies go out to those affected by that. The main reason being anxiety that wasn't being handled properly especially when I get busy with work and life. I'm mostly better now and willing to work on a new game. my game might slow down due to being busy or the like, but I won't let anxiety allow me to end a game because I think I'm just not posting enough for others and the like. Just getting that out in the air. I've had my issues, time to move past them.
Important details about the type of game I run:
DM Vs Group mentality: I am not against you, nor should you feel that way. We as a whole should be creating a story together. That said: The monsters want to win: I won't run monsters as idiots blindly running into your weapons and spells, they may think tactically and surprise you. That said: Not every challenge is there for you to win: Sometimes you might bite off more than you can chew. You might have to talk or think your way out of a fight. Sometimes you might have to retreat. You have been warned.
So the details for this game are as follows:
Character Starting Level: 1 ( but progression to 3 will be sped up a great deal) Stat rolling method: Roll 4d6 and drop the lowest, always rerolling 1s, roll three sets of 6 and choose the set you like best. Multiclassing: Tentatively allowed, but must be roleplayed out. Homebrew:Not Allowed for character creation. Book rules allowed:PHB, XGTE, TCoE Source toggles: All off during character creation due to only using the above books. Optional Features: Can be turned on, create your character as you wish. (See more race info below.) Advancement Type: Milestone Use Prerequisites:On Encumbrance Type: Use Encumbrance Ignore Coin Weight:Off
Race changes: Due to the warping of reality due to godly magics, all races are different as per Tasha's. All races also now live around the same timespan, which is about 120 years. (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.) The safe haven created for the races is a large village inside a forest covered by a powerful shielding spell. There are no true heroes left in the world, but there are a few people who remember the old ways that have been trying their best to train you. Think low level npcs who never got much higher than level two or three at most.
Lore Stuff: The shield was originally believed to be a large dome, but after tunneling attempts by curious thrill seekers it is now thought to be a large ellipsoid with a diameter of several miles. there is a medium sized river running from the northeast to the south, seemingly in to and out of the shield at these points. The large village of New Commonwealth is in the center east of the forest, while there is a medium hill (or small mountain if you prefer) a mile in the west that is bisected by the shield wall cutting right through it.
More Lore: 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.
Fill out the following:
Name:
Race & subrace if applicable):
Class & planned subclass:
Background:
Short backstory that makes sense with the lore above. (ask for more details if needed):
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.
Race& subrace if applicable): Variant Human - Healer Feat
Class & planned subclass: Rogue (Thief Planned) - Possibly multiclass into Artificer down the line...but might stick with straight rogue too...depends on how the character develops. Build concept is the Rogue Healer...with Fast Hands (lv 3) and the Healer feat he can get people back on their feet as a bonus action and effectively cast cure wounds 1/person/short rest until the healer's kit runs out of supplies.
Background: Custom Background - Mercenary Veteran
Short backstory that makes sense with the lore above. (ask for more details if needed): (If my lore add ons are not suitable please let me know, happy to work with you to adjust). After the cataclysm the very fabric of the world was different. Magic still existed, but it was strange. Many found it unwieldy...like a domesticated animal that had been allowed to go feral. Many found the new magic to be dangerous and unpredictable. In those cases they determined they would prefer to rely on their own knowledge instead. More and more soldiers and mercenaries taught themselves how to heal "the old fashioned way" rather than relying on magic spells or potions that could have unexpected side effects.
It was into this tradition that Petrel Lightburn was born and found he thrived. Having a natural talent for anatomy, he quickly realized he was just as adept at putting people back together as he was at cutting them apart. Mercenary bands and guard troops were always happy to welcome someone into their number that could help keep them on their feet, and so he found a place in the world.
Now with the protective shell around society fading, the mercenary groups are becoming more and more anxious about what might be happening in the wider world that will result in a need for their expertise.
List of family members (They can't all be dead.): Father and Mother - Alexsi and Moira Lightburn, Sister Ravinia Lightburn, other relatives that he knows exist but has not met.
To make this build work I am going to go with Starting Gold instead of equipment...That way I can prioritize buying a couple of healer's kits to start with.
Starting Gold for EQ: 8 x10 gp
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Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
Class & planned subclass: Druid, Circle of Wildfire
Background: Folk Hero
Short backstory:
Pimster was born in the middle of the longest, brightest night of the year. At the moment of his birth, a shooting star crossed in front of the full moon, leaving a streaking scar across the moon's face. An ancient druid appeared out of the grasslands not five breaths later, knocking on the round door of the Teace household under the hills. He checked the baby over, finding a birthmark that looked surprisingly like the star-crossed moon in the sky.
Satisfied, the druid began an intricate, but gentle, ritual to clean the child and rub it with oil, honey, and tea-tree leaves. Once the newborn was prepared, the old human lit a knotted cord of dried grasses and used it as a censer to spread a pleasant, but strong, smoke pattern in the air above them. In a strong voice, he spoke for the first time of the night, reciting an ancient spell in an ancient tongue. For hours, the druid chanted and conducted his ritual, finishing as the new sun first broke over the distant trees. He then walked out of the house and disappeared as suddenly as he had come.
It was never a question that Pim was marked for something great, and his love of the lands and nature grew stronger as he grew older. At the age of apprenticeship, the village druid claimed him, and trained the boy in the ways of the earth and moon and stars. Pimster grew in stature and wisdom, becoming a caring young man with a carefree attitude who was quick to lend a helping hand, but with a will and duty to protect those around him solid as ironwood. But there was also a fierce streak in the lad - he felt a destructive power raging in his blood at adolescence. As a druid's apprentice, Pimster discovered that nature always kept the balance, even if it meant ravaging a forest with fire, or flooding the banks of a river, or a freeze that lasted longer than any could ever remember.
Because he spent so much time with the druid and out in the surrounding wilderness, Pimster was really only close with his family and his childhood friend, Bree Littlefoot. These two were best friends since they were toddlers, and as they grew they were inseparable. Whether getting in trouble by swiping a pie cooling on a windowsill, or fixing an oldster's fence so her milking goat wouldn't get lost, Pim and Bree were in it together. Now, with dark tales of the protective barrier failing in places, he finds himself contemplating leaving his village to protect it and the ones he loves.
(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.
I'll put this in the initial post as well, but to clarify, the safe haven created for the races is a large village inside a forest covered by a powerful shielding spell. There are no true heroes left in the world, but there are a few people who remember the old ways that have been trying their best to train you. Think low level npcs who never got much higher than level two or three at most.
Short backstory that makes sense with the lore above. (ask for more details if needed):
With the shield of the safe haven beginning to weaken Grahls father Torak was investigating how to revert it. Torak is an orc as far as the bloodline still runs pure with all the races mixing within the safe haven. But in his mind he still holds true to the old ways. Torak would call himself a shaman of old. With mostly the ability to able to do some basic magic and knowledge to make some potions. With some likeminded 'mages' he tried to seek the spirits of the past for knowledge. According to some old books from 'before' it was how the true blooded orcs contacted their ancestors. Grahl and his mother Zora Besso, a rather brutish looking human stood at the sides to watch as the ritual began. Zora was more the physical type and works as a builder. It was this raw power that attracted Torak to her in the first place.
The ritual started to work, images of ghosts vaguely appeared over the smoldering fire as they threw in herbs and chanted. But with their limited grasp of the magic required the ritual was unstable, it started to fail and desperate as the men were to restore it they tried to continue as their magic reserves drained away. But the ghosts started to get drawn back from this world, and not just the ghosts the shamans around the fire as well. Magic started to suck them into the magical smoke. The human next to Torak screamed as the smoke seemed to take hold of him. The others trying to get away as the ritual spell became more unstable by the second. Grahl wasted no time and charged into the smoke at his father to drag him out of the smokes grasp. Managing to drag him out as the fire from the ritual exploded into a wave of force knocking everyone nearby onto the ground. His father however was unconcious but breathing. The first of the shamans that got taken by the smoke died the day after. Grahls father Torak remains alive and after a few days regained consciousness. However Torak was not himself, barely making any sense he was still to weak to stay awake for very long.
Grahl started to get nightmares, visions in his sleep. The weakening of the shield along with his fathers now bad health caused these, atleast that what Grahl assumed at first. As the days past he started to get blinks of these dreams during the day. Sometimes they lasted long enough to see other people and a surrounding. None that he recognized. Whatever it was he couldnt shake it. The unrest caused Grahl to make up his mind. He would do what his father started. Find out why the shield was weakening and hopefully the knowledge to restore it.
List of family members (They can't all be dead.): Father (Torak), mother (Zora Besso), Sister (Talia Besso).
Info needed/Character comments
I plan on using his haunted background to be not just dreams but visions of the past. And linking this to his echo knight ability to 2 spirits that remained with him after the failed ritual. Both having their own appearance/gear but thats just for RP, will use normal mechanics for any abilities (currently thinking perhaps an orc chieftan and a berserker type for different emotions/stories but maybe a type thats scared could by funny too). As he gets closer to lv3 Grahl will learn that there are spirits inside him now and gain control of manifesting one at lv3 (ill roll a d2 to decide which one comes out).
As he advances i would like to work on a story about the lives of these two spirits. Which could link to the events of Tiamat or just something random. These visions would come to him as he slept and fill in blanks about the full story over time. I can write out the stories/dreams or if you want to keep me in the dark you could. For this i would require some info on what i could use in the story that might be relevant to the world and perhaps even have meaning/info for our campaign. But i wont need that for character creation.
I enjoyed your previous campaigns while they lasted, hopefully we can give it another try :).
This post has potentially manipulated dice roll results.
Name: Klok
Race & subrace if applicable): Wood Elf
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.
Just an FYI for those that may not know, but putting any new text above a submitted die roll will result in the "This post has potentially manipulated dice roll results." message. You should always try to put them at the top and leave them after submitting them. :)
Short backstory that makes sense with the lore above. (ask for more details if needed): Falken is an elderly Gnome who had spent his life trying to make his failing potion business work, however, regardless of his efforts, he felt the universe was against him. Always giving him a reason as to why it would, and did, fail. When he started his business for the first time, he left the safe haven, however, after making it a couple miles, he was attacked and scrambled his way back to safety, leaving his supplies behind. After eventually making new ones and trying again, he decided to stay inside the safe haven, however, this time, his potions were not doing what they were supposed to do. His healing potion would turn the user's skin green, while his potion to help with crop growth, did the exact opposite. This caused him to generate a bad reputation for his supplies and yet again, his business failed.
He was aware from a young age, that he had a connection to magic, but chose to keep this to himself, for fear of judgement. This caused his magic to get weak. He lived with this for the majority of his life, and was going to continue to do so, however, with the shield to the haven starting to fail, his wife, Medle, dead, and his duty to protect his daughter Lilly, he decided to offer his services, whatever those might be, to try and help. Even if this included re-subjecting himself to his magic that he had been working hard to avoid.
List of family members (They can't all be dead.): Medle Gutterbend (Wife / Dead) / Lilly Gutterbend (Daughter / Alive)
I'm interested in playing with you. Play-by-post should fit well with my work schedule. I do have a question before I finalise a character for you. First, how large of an area is protected by the shield? I tend to play hermit/outcast/loner types who live away from towns and I'd like to know how far from the village one could safely get. Second, do you have any more lore for your setting? Particularly around magic and how it might have been impacted by the cataclysm? And if some groups or organisations would have survived until now?
I'm interested in playing with you. Play-by-post should fit well with my work schedule. I do have a question before I finalise a character for you. First, how large of an area is protected by the shield? I tend to play hermit/outcast/loner types who live away from towns and I'd like to know how far from the village one could safely get. Second, do you have any more lore for your setting? Particularly around magic and how it might have been impacted by the cataclysm? And if some groups or organisations would have survived until now?
Currently at work and I get busy and slow back and forth. Will definitely get you some answers asap.
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Hello folks, I'm looking run a new campaign of my own creation, using former adventures as a sort of basis for my world.
Some things about me:
I won't lie, I've run some games on here and ended them abruptly, and my apologies go out to those affected by that. The main reason being anxiety that wasn't being handled properly especially when I get busy with work and life. I'm mostly better now and willing to work on a new game. my game might slow down due to being busy or the like, but I won't let anxiety allow me to end a game because I think I'm just not posting enough for others and the like. Just getting that out in the air. I've had my issues, time to move past them.
Important details about the type of game I run:
DM Vs Group mentality: I am not against you, nor should you feel that way. We as a whole should be creating a story together. That said:
The monsters want to win: I won't run monsters as idiots blindly running into your weapons and spells, they may think tactically and surprise you. That said:
Not every challenge is there for you to win: Sometimes you might bite off more than you can chew. You might have to talk or think your way out of a fight. Sometimes you might have to retreat. You have been warned.
So the details for this game are as follows:
Character Starting Level: 1 ( but progression to 3 will be sped up a great deal)
Stat rolling method: Roll 4d6 and drop the lowest, always rerolling 1s, roll three sets of 6 and choose the set you like best.
Multiclassing: Tentatively allowed, but must be roleplayed out.
Homebrew: Not Allowed for character creation.
Book rules allowed: PHB, XGTE, TCoE
Source toggles: All off during character creation due to only using the above books.
Optional Features: Can be turned on, create your character as you wish. (See more race info below.)
Advancement Type: Milestone
Use Prerequisites: On
Encumbrance Type: Use Encumbrance
Ignore Coin Weight: Off
Race changes: Due to the warping of reality due to godly magics, all races are different as per Tasha's. All races also now live around the same timespan, which is about 120 years. (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.) The safe haven created for the races is a large village inside a forest covered by a powerful shielding spell. There are no true heroes left in the world, but there are a few people who remember the old ways that have been trying their best to train you. Think low level npcs who never got much higher than level two or three at most.
Lore Stuff: The shield was originally believed to be a large dome, but after tunneling attempts by curious thrill seekers it is now thought to be a large ellipsoid with a diameter of several miles. there is a medium sized river running from the northeast to the south, seemingly in to and out of the shield at these points. The large village of New Commonwealth is in the center east of the forest, while there is a medium hill (or small mountain if you prefer) a mile in the west that is bisected by the shield wall cutting right through it.
More Lore: 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.
Fill out the following:
Name:
Race & subrace if applicable):
Class & planned subclass:
Background:
Short backstory that makes sense with the lore above. (ask for more details if needed):
List of family members (They can't all be dead.):
Campaign link for all sourcebook access: https://ddb.ac/campaigns/join/2545266712208490
Adding in more lore as I can due to work and having the time.
Ability scores: 15 14 13 16 12 17
Ability scores: 17 10 16 14 12 13
Ability scores: 14 13 13 12 12 14
https://www.dndbeyond.com/profile/Metaphorce/characters/64225911
Name: Gillion Dale
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.
I have a character concept that I have been wanting to try...let me roll some stats and then I will put together a sheet for you.
Ability scores: 12 15 15 15 12 16
Ability scores: 15 15 17 13 9 14
Ability scores: 13 13 11 16 10 13
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
I have created a campaign with content sharing for access to the sourcebooks. The link is in the initial post.
Name: "Doc" Petrel Lightburn
Race& subrace if applicable): Variant Human - Healer Feat
Class & planned subclass: Rogue (Thief Planned) - Possibly multiclass into Artificer down the line...but might stick with straight rogue too...depends on how the character develops.
Build concept is the Rogue Healer...with Fast Hands (lv 3) and the Healer feat he can get people back on their feet as a bonus action and effectively cast cure wounds 1/person/short rest until the healer's kit runs out of supplies.
Background: Custom Background - Mercenary Veteran
Short backstory that makes sense with the lore above. (ask for more details if needed): (If my lore add ons are not suitable please let me know, happy to work with you to adjust). After the cataclysm the very fabric of the world was different. Magic still existed, but it was strange. Many found it unwieldy...like a domesticated animal that had been allowed to go feral. Many found the new magic to be dangerous and unpredictable. In those cases they determined they would prefer to rely on their own knowledge instead. More and more soldiers and mercenaries taught themselves how to heal "the old fashioned way" rather than relying on magic spells or potions that could have unexpected side effects.
It was into this tradition that Petrel Lightburn was born and found he thrived. Having a natural talent for anatomy, he quickly realized he was just as adept at putting people back together as he was at cutting them apart. Mercenary bands and guard troops were always happy to welcome someone into their number that could help keep them on their feet, and so he found a place in the world.
Now with the protective shell around society fading, the mercenary groups are becoming more and more anxious about what might be happening in the wider world that will result in a need for their expertise.
List of family members (They can't all be dead.): Father and Mother - Alexsi and Moira Lightburn, Sister Ravinia Lightburn, other relatives that he knows exist but has not met.
To make this build work I am going to go with Starting Gold instead of equipment...That way I can prioritize buying a couple of healer's kits to start with.
Starting Gold for EQ: 8 x10 gp
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
1 - Ability scores: 12 15 17 9 16 152 - Ability scores: 10 14 12 15 13 123 - Ability scores: 15 18 15 14 9 11I think I'll take the first set!Name: Pimster TeaceRace & subrace: Lightfoot halflingClass & planned subclass: Druid, Circle of WildfireBackground: Folk HeroShort backstory:Pimster was born in the middle of the longest, brightest night of the year. At the moment of his birth, a shooting star crossed in front of the full moon, leaving a streaking scar across the moon's face. An ancient druid appeared out of the grasslands not five breaths later, knocking on the round door of the Teace household under the hills. He checked the baby over, finding a birthmark that looked surprisingly like the star-crossed moon in the sky.Satisfied, the druid began an intricate, but gentle, ritual to clean the child and rub it with oil, honey, and tea-tree leaves. Once the newborn was prepared, the old human lit a knotted cord of dried grasses and used it as a censer to spread a pleasant, but strong, smoke pattern in the air above them. In a strong voice, he spoke for the first time of the night, reciting an ancient spell in an ancient tongue. For hours, the druid chanted and conducted his ritual, finishing as the new sun first broke over the distant trees. He then walked out of the house and disappeared as suddenly as he had come.It was never a question that Pim was marked for something great, and his love of the lands and nature grew stronger as he grew older. At the age of apprenticeship, the village druid claimed him, and trained the boy in the ways of the earth and moon and stars. Pimster grew in stature and wisdom, becoming a caring young man with a carefree attitude who was quick to lend a helping hand, but with a will and duty to protect those around him solid as ironwood. But there was also a fierce streak in the lad - he felt a destructive power raging in his blood at adolescence. As a druid's apprentice, Pimster discovered that nature always kept the balance, even if it meant ravaging a forest with fire, or flooding the banks of a river, or a freeze that lasted longer than any could ever remember.Because he spent so much time with the druid and out in the surrounding wilderness, Pimster was really only close with his family and his childhood friend, Bree Littlefoot. These two were best friends since they were toddlers, and as they grew they were inseparable. Whether getting in trouble by swiping a pie cooling on a windowsill, or fixing an oldster's fence so her milking goat wouldn't get lost, Pim and Bree were in it together. Now, with dark tales of the protective barrier failing in places, he finds himself contemplating leaving his village to protect it and the ones he loves.List of family members: (See spoiler above!)Withdrawn =)
Love God. Love Others. Any Questions?
Ability scores: 15 14 12 13 17 11
Ability scores: 13 12 16 12 9 8
Ability scores: 13 13 15 6 13 13
Last but not least, a character sheet for ***WITHDRAWN***
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
(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.
I'll put this in the initial post as well, but to clarify, the safe haven created for the races is a large village inside a forest covered by a powerful shielding spell. There are no true heroes left in the world, but there are a few people who remember the old ways that have been trying their best to train you. Think low level npcs who never got much higher than level two or three at most.
Ability scores: 10 13 13 16 6 14
Ability scores: 13 15 16 16 9 11
Ability scores: 13 15 18 13 16 14
Name: Ursala
Race & subrace if applicable): Human
Class & planned subclass: Barbarian (Totem Warrior)
Background: Folk Hero
Short backstory that makes sense with the lore above. (ask for more details if needed):
List of family members (They can't all be dead.):
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Ability scores: 17 17 15 14 12 11
14 15 12 13 14 1116 16 13 16 16 16Name: Grahl
Race & subrace if applicable: Half Orc
Class & planned subclass: Fighter (Echo knight)
Background: Haunted one
Short backstory that makes sense with the lore above. (ask for more details if needed):
With the shield of the safe haven beginning to weaken Grahls father Torak was investigating how to revert it. Torak is an orc as far as the bloodline still runs pure with all the races mixing within the safe haven. But in his mind he still holds true to the old ways. Torak would call himself a shaman of old. With mostly the ability to able to do some basic magic and knowledge to make some potions. With some likeminded 'mages' he tried to seek the spirits of the past for knowledge. According to some old books from 'before' it was how the true blooded orcs contacted their ancestors.
Grahl and his mother Zora Besso, a rather brutish looking human stood at the sides to watch as the ritual began. Zora was more the physical type and works as a builder. It was this raw power that attracted Torak to her in the first place.
The ritual started to work, images of ghosts vaguely appeared over the smoldering fire as they threw in herbs and chanted.
But with their limited grasp of the magic required the ritual was unstable, it started to fail and desperate as the men were to restore it they tried to continue as their magic reserves drained away. But the ghosts started to get drawn back from this world, and not just the ghosts the shamans around the fire as well. Magic started to suck them into the magical smoke.
The human next to Torak screamed as the smoke seemed to take hold of him. The others trying to get away as the ritual spell became more unstable by the second. Grahl wasted no time and charged into the smoke at his father to drag him out of the smokes grasp. Managing to drag him out as the fire from the ritual exploded into a wave of force knocking everyone nearby onto the ground. His father however was unconcious but breathing.
The first of the shamans that got taken by the smoke died the day after. Grahls father Torak remains alive and after a few days regained consciousness. However Torak was not himself, barely making any sense he was still to weak to stay awake for very long.
Grahl started to get nightmares, visions in his sleep. The weakening of the shield along with his fathers now bad health caused these, atleast that what Grahl assumed at first. As the days past he started to get blinks of these dreams during the day. Sometimes they lasted long enough to see other people and a surrounding. None that he recognized. Whatever it was he couldnt shake it. The unrest caused Grahl to make up his mind. He would do what his father started. Find out why the shield was weakening and hopefully the knowledge to restore it.
List of family members (They can't all be dead.): Father (Torak), mother (Zora Besso), Sister (Talia Besso).
Info needed/Character comments
I plan on using his haunted background to be not just dreams but visions of the past. And linking this to his echo knight ability to 2 spirits that remained with him after the failed ritual. Both having their own appearance/gear but thats just for RP, will use normal mechanics for any abilities (currently thinking perhaps an orc chieftan and a berserker type for different emotions/stories but maybe a type thats scared could by funny too). As he gets closer to lv3 Grahl will learn that there are spirits inside him now and gain control of manifesting one at lv3 (ill roll a d2 to decide which one comes out).
As he advances i would like to work on a story about the lives of these two spirits. Which could link to the events of Tiamat or just something random. These visions would come to him as he slept and fill in blanks about the full story over time. I can write out the stories/dreams or if you want to keep me in the dark you could. For this i would require some info on what i could use in the story that might be relevant to the world and perhaps even have meaning/info for our campaign. But i wont need that for character creation.
I enjoyed your previous campaigns while they lasted, hopefully we can give it another try :).
Name: Klok
Race & subrace if applicable): Wood Elf
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: 16 16 10 14 12 15
Ability scores: 16 17 13 13 16 13
Ability scores: 17 15 16 14 17 12
Just an FYI for those that may not know, but putting any new text above a submitted die roll will result in the "This post has potentially manipulated dice roll results." message. You should always try to put them at the top and leave them after submitting them. :)
My bad....I was trying to figure it all out and failed...I am happy to reroll or do whatever you'd like me to do
Ability scores Set 1: 16 10 14 12 10 14
Ability scores Set 2: 11 13 14 11 12 10
Ability scores Set 3: 11 14 14 16 16 9
Going with Set 1
Name: Falken Gutterbend
Race & subrace if applicable): Rock Gnome
Class & planned subclass: Artificer (Alchemist)
Background: Failed Merchant
Short backstory that makes sense with the lore above. (ask for more details if needed): Falken is an elderly Gnome who had spent his life trying to make his failing potion business work, however, regardless of his efforts, he felt the universe was against him. Always giving him a reason as to why it would, and did, fail. When he started his business for the first time, he left the safe haven, however, after making it a couple miles, he was attacked and scrambled his way back to safety, leaving his supplies behind. After eventually making new ones and trying again, he decided to stay inside the safe haven, however, this time, his potions were not doing what they were supposed to do. His healing potion would turn the user's skin green, while his potion to help with crop growth, did the exact opposite. This caused him to generate a bad reputation for his supplies and yet again, his business failed.
He was aware from a young age, that he had a connection to magic, but chose to keep this to himself, for fear of judgement. This caused his magic to get weak. He lived with this for the majority of his life, and was going to continue to do so, however, with the shield to the haven starting to fail, his wife, Medle, dead, and his duty to protect his daughter Lilly, he decided to offer his services, whatever those might be, to try and help. Even if this included re-subjecting himself to his magic that he had been working hard to avoid.
List of family members (They can't all be dead.): Medle Gutterbend (Wife / Dead) / Lilly Gutterbend (Daughter / Alive)
Appearance:
I don't have a signature.
You are good, just wanted to let you know what probably happened there. I know it happened to me back in the day and I had to figure it out myself. :)
Hi there,
I'm interested in playing with you. Play-by-post should fit well with my work schedule. I do have a question before I finalise a character for you. First, how large of an area is protected by the shield? I tend to play hermit/outcast/loner types who live away from towns and I'd like to know how far from the village one could safely get. Second, do you have any more lore for your setting? Particularly around magic and how it might have been impacted by the cataclysm? And if some groups or organisations would have survived until now?
Oh shit, I forgot to add my dice rolls. I got too enthusiastic and simply ran through the character builder in one swift go. I will update my post.
Currently at work and I get busy and slow back and forth. Will definitely get you some answers asap.