This campaign will be set in Eberron, a world with a rich history built on heroic deeds, evolving magic, and the wounds of a long, devastating war. Action, adventure, good, evil, and a thousand shades of gray paint the landscape in broad strokes. Ancient mysteries await discovery so they can influence the world and its people.
Magic is built into the very fabric of the world. It pervades everyday life. It provides comforts and conveniences unknown in either the modern world or any world of medieval fantasy. Great cities where castles scrape the sky prosper throughout the continent of Khorvaire, and a thriving aristocracy of merchant families controls much of the world’s economy thanks to the edge given them by the mysterious and rare dragonmarks. Its people harness magic as a tool—to build cities, to sail ships through the skies, and to create both wonders and weapons.
Stories don’t always end well, and there isn’t a perfect answer to every problem. The Last War turned old allies into bitter enemies and destroyed an entire nation, leaving behind terrible scars. Crime and corruption lurk in the great cities of Khorvaire. Hidden dragons shape the course of history, and sinister fiends influence the dreams of the unwary. Yet mortal greed and ambition might prove more dangerous than any dragon or fiend. This darkness affords opportunities for a group of bold adventurers to make a difference—for better or for worse.
Seven things to know about Eberron:
The Last War Has Ended—Sort Of.The Last War plunged the continent of Khorvaire into civil war more than a century ago, shattering the Five Nations that made up the kingdom of Galifar. Just two years ago, the war ended with the signing of the Treaty of Thronehold and the establishment of twelve recognized nations and a tenuous peace. The conflicts, the anger, and the pain of the long war remain, however, and the new nations seek every advantage as they prepare for the next war to break out on the continent.
Dragonmarked Dynasties.The great dragonmarked families are the barons of industry and commerce throughout Khorvaire and beyond. Their influence transcends political boundaries, and they remained mostly neutral during the Last War. Not technically citizens of any nation, the matriarchs and patriarchs of each house live in splendor within their enclaves and emporiums located throughout Khorvaire. These dynastic houses of commerce derive their power from dragonmarks—hereditary arcane sigils that manifest on certain individuals within the family, granting them limited but useful magical abilities associated with the trade guilds each family controls.
Lands of Intrigue.The war is over, and the nations of Khorvaire now try to build a new age of peace and prosperity. Ancient threats linger, however, and the world needs heroes to take up the cause. Nations compete on many levels—over economic dominance, political influence, territory, magical power, and more—each looking to maintain or improve its status by any means short of all-out war. Dragonmarked houses, churches both pure and corrupt, crime lords, monster gangs, psionic spies, arcane universities, secret societies, sinister masterminds, dragons, and a multitude of organizations and factions join the struggle for position and power in the aftermath of the Last War.
A Continent of Adventure. From the jungles of Q’barra to the blasted hills and valleys of the Demon Wastes, from the skyscrapers of Sharn to the dinosaur-filled Talenta Plains, Eberron is a world of adventure. Adventures can draw heroes from one exotic location to another across the continent of Khorvaire. A quest might take the heroes from a hidden mountain shrine in Darguun to a ruined castle in the Shadow Marches and finally to a dungeon deep below the Library of Korranberg. Through the use of magical transportation, heroes can reach a wide range of environments over the course of an adventure, and thus deal with a diverse assortment of monsters and other challenges.
A World of Magic. The technology of Eberron has developed not through the advance of science but by the mastery of magic. The widespread use of magic pervades life in the cities and towns. Airships and rail transport make rapid travel across the continent possible. A working class of minor mages, called magewrights, uses spells to provide energy and other necessities. Advances in magic item creation have led to everything from self-propelled farming implements to sentient, free-willed beings created in artificers’ forges. With the aid of rare crystals called dragonshards, dragonmarks can be made more powerful, elementals can be controlled and harnessed, and magic items can be crafted and shaped.
New Races.In addition to the common player character races found in the Player’s Handbook, players can choose to play one of four new races: changelings, kalashtar, shifters, and warforged. Changelings have minor shapechanging abilities similar to those of doppelgangers. Kalashtar are planar entities merged with human hosts, giving them telepathic abilities. Shifters developed from the mixing of humans and lycanthropes, a union that grants them limited bestial abilities and feral instincts. The warforged are a constructed race created during the Last War, seeking to find its place in a post-war world.
D&D with a Twist.Every race, monster, spell, and magic item in the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual has a place somewhere in Eberron, but it might not be the place you expect. Eberron has a unique spot in the D&D multiverse, and many familiar elements of the game play different roles in the world. In particular, mortal creatures are products of culture and circumstances, rather than the direct influence of the gods. As a result, you can’t assume that a gold dragon is good or a beholder is evil; only in the case of celestials, fiends, and certain other creatures whose identity and worldview are shaped by magic (such as the curse of lycanthropy) is alignment a given.
Every character will have the same homebrewed background - The Queen's Bastards:
Character background - The Queen’s Bastards
In the city of Whitebarrow, there are no orphans, no street urchins begging on corners or living in abandoned buildings. Any children whose parents are killed, or who may have been abandoned, are either taken in by neighbors or the local temple of Selune. Any child over ten winters may be taken as an apprentice by a master craftsman. And at sixteen winters they are considered old enough to make their own way.
But there are always some children that fall outside of the city’s charity, or notice. And these younglings always disappear. Always.
Many residents whisper about the beast in the city sewers that snatch unruly or abandoned children to feast on their flesh. This ‘boogeyman’ story is used to keep the young ones in families in line. But there are a very few people who know the truth – that those abandoned by society are picked up by agents of the crown to be whisked away to a secret training academy miles away from the city. There, these rare few individuals are trained to be agents of the Queen according to their individual talents. At the age of fifteen they begin their final year of training at the academy, and at sixteen they are moved back to the city and given a new life. Most people never know these young people have special training – they blend in with their neighbors. Like the secret agents they are, these specially-trained and uniquely talented people lead double lives.
They call themselves The Queen’s Bastards – partly because the Queen herself visits the academy regularly and refers to all in the program as “her precious children,” – and partly because of the missions they embark on once they leave. Assassination, espionage, counter-insurgency, sabotage…things that make the Queen’s enemies hate them.
Skill Proficiencies: Choose one physical (strength, dexterity, or constitution) and one mental (intelligence, wisdom, or charisma) -based skill Tool Proficiencies: None Language: A special, non-verbal language consisting of hand signs known only to other members of The Queen’s Bastards Equipment: A trinket from your past (PHB pg 160-161), a masterwork dagger (+1 attack and damage), a set of common clothes, and a belt pouch containing 10 gp.
FEATURE: HANDLER You have a handler that you report to and who gives you assignments and missions. You know how to get encoded messages to and from your handler, and you must send updates to this person every week. You have several drop locations, trusted go-betweens, and methods of delivery.
Please review the following Session Zero info:
SESSION ZERO
About Me: I’m a veteran gamer. I prefer a good story to optimized mechanics. I have come to absolutely trust in the awesome power of randomness. I usually run PG-13 games, although an Eberron-themed game will tend towards darker and more mature themes. Still, I enjoy humor and intelligent writing. I post once a day – usually. I rely solely on the published rules. In other words – no 3 party content. I expect players to let the group know if you are going to be out of pocket for more than a day - I want everyone be involved but will move the story on without you if you disappear.
Hard limits: A threshold that should never be crossed. Think twice about actions that approach, but may not cross, these limits, as it is likely to create genuine anxiety, fear, and discomfort. These apply to both players (out-of-game) and characters (in-game).
Do no evil (No evil characters or actions)
Exploitation
Harassment
Graphic Sex (romance and relationships are fine)
Violence toward children
Excessive Vulgarity (making explicit and offensive reference to sex or bodily functions)
House Rules:
Reroll 1’s on any Healing spells/potions
Proficiency in skills gives Passive ability score - auto succeed if this would pass DC of check
Critical fails – usually something humorous or disadvantageous, but not fatal
SOCIAL CONTRACT
I, the DM, will respect you, the players, by running a game that is fun, fair, and tailored for you. I will allow every player to contribute to the ongoing story and give every character moments to shine.
You, the players, will respect me and the effort it takes to create a fun game for everyone. You will allow me to direct the campaign, arbitrate the rules, and settle arguments.
You, the players, will respect one another, listen to one another, support one another, and do your utmost to preserve the cohesion of the adventuring party.
Should anyone disrespect another or violate our social contract in some other way, the group may dismiss that person from the game.
Still reading and interested in this? Here are character creation guidelines:
Sources: Select Eberron and Homebrew (Uncheck all other options in character creator)
Optional Features: You may choose optional class features or origins.
Advancement Type: Milestone
Hit Point Type: Player choice
Use Prerequisites: Select both
Encumbrance: Use encumbrance, but Ignore Coin Weight
Ability Scores: You may roll three sets of Ability Scores, rerolling 1's, and keep one set.
Races: Player's Handbook races and Eberron's changelings, kalashtar, shifters, and warforged allowed. No monstrous races (goblinoids, orcs, aarakocra, etc).
Classes: Any core class (PHB + Tasha’s). No Unearthed Arcana or 3rd party classes. Any archetype in PHB, TCoE, or XGtE.
Alignment: Your characters can be any Neutral or Good alignment. No evil characters allowed.
Starting Equipment: Player choice to use Starting Equipment or Starting Gold option.
Dragonmark: You may choose to have a dragonmark, but must choose either Excoriate or Foundling option.
Background: Choose The Queen's Bastards homebrew background.
Age: You start out at 16, or your race's equivalent age.
Debt / Regret: Roll a d10 for each or choose from the tables at these links --> Debt / Regret
To apply for the game, please provide the following information:
Character name
Race / Class
Dragonmark?
Backstory: How did you end up in the Academy? Were you abandoned at birth, orphaned because of the Great War, or a street urchin picked up off the street? If you have a dragonmark, are you a foundling or were you excoriated? What are your dreams and aspirations? Finally, what is one thing you are known for in the academy – be it an action or inaction during a training event, a well-known ‘secret’, or a common rumor?
I will leave this recruitment open until 30 December, select and announce the party over New Year's weekend, and start play on January 1st or 2nd!
Character name: Kaleb Smith Race / Class: Human / Ranger (gloomstalker @ lvl 3) Backstory:
Kaleb is an orphan. His parents were killed during The Last War when he was a young boy. He was taken in by an older man, Jacob Smith, whom he called his grandfather. He adopted the man’s name, and became known as Kaleb Smith.
Jacob taught him the ways of the ranger, training him in the bow and the blade. As a boy, Kaleb showed a tremendous amount of potential and interest in serving people as a ranger. It was at this point that Jacob decided to enroll the boy into the academy. Shortly after Jacob left for unknown reasons.
Kaleb has one aspiration to serve and help those who can’t help themselves. Although he was to young to remember his parents, he can’t help but think of someone was around like Jacob maybe they wouldn’t have perished.
Two rumors surround Kaleb at the academy. The first is that during a training scenario his bow broke and he threw an arrow still making the center of his target. The second is that it wasn’t an accident when Kaleb killed Malcom, rumor has it that Kaleb purposely took the other students life. Everything after was just a show to make it look like he felt guilty.
Regret: During a training mission Kaleb got into a competition with another student who had a hot temper. Although Kaleb came out of the training with better scores that day something in Malcom made him attack Kaleb, instinctively Kaleb struck out in defense and killed Malcom by accident. His face still haunts Kaleb, from seeing him in his dreams to sometimes out of the corner of his eyes.
Debt: Kaleb felt bad about what happened with Malcom and in order to help pay for the funeral sold the Bracer’s of Archery that Jacob left him to a pawnshop. He now has a month to earn enough money to get them back before they sell them off.
Trinket: An old jade arrowhead with runes carved into it.
This post has potentially manipulated dice roll results.
Oh this sounds fun! Would very much love to join, putting in my placeholder as I work on a character…
Ability scores: 121115121317
Ability scores: 101413151313
Ability scores: 10914151311
Character name: Janace
Race / Class: Changeling / Warlock (Celestial)
Dragonmark: No
Backstory: Janace’s mother died in childbirth. She never got a chance to know her. Her father did his best till she was about 4 years old, then couldn’t handle having a child that was looking more and more like the woman he loved and lost. To ensure that the beast in the sewers didn’t get her, he found some good neighbors to take her in and he disappeared.
These neighbors did their best for Janace and she had a good childhood. Around the age 12 she was drawn to the forest, could never explain why, and there she met a unicorn. She made a pact with the unicorn and it asked her to meet her again in the forest that night. She went often at night and was learning the powers that the unicorn was giving her, so much that she was barely home. On her way home one of these nights, the agents of the crown found her and took her in with the Queen’s Bastards.
She never thought she belonged there knowing she had a home with her adopted family and kept a chip on her shoulder for the situation she was in. She never connected with anyone and just waited for her chance to leave and find her home. The unicorn does visit her in her dreams from time to time. She was known for not connecting with anyone there as she knew she didn’t belong. She despised the instructors for holding her there and wanted to fight them whenever she got the chance.
She looks forward to the day of graduation where she can leave this place and finally find her adopted family again. Or maybe even her father.
Janace is a very determined girl who has had issues with life, first with her father ditching her, and second with joining a group she feels she should never have been included in. She is hopeful however, with her celestial being and her thoughts of finding her adopted family when she eventually gets out.
Debt: I have the opportunity to join an influential secret society, but I need to raise the membership dues in a month.
Regret: Someone put their trust in you and you betrayed them for personal gain. You might regret it now, but you can never repair the damage you’ve done
Character name: Vanera Race / Class: Kalashtar Clockwork Soul Sorcerer Dragonmark?: No Backstory:
The Last War has shaped the life of Vanera in many ways. As a baby, her town came under attack and was almost entirely destroyed. She was saved by a pair of soldiers who found her alone in her building. At first no one seemed to come forward as a family member, but eventually an old mechanist offered to take the child, and she was given a new life. At least, for seven years. The psychic abilities of her bloodline became apparent from an early age, and the old man couldn't help but be curious. He was interested in seeing if the abilities could be enhanced. So the two began to travel, so her guardian could gather he proper materials to make such a device.
It took a year, but a prototype of the device was finally completed. Vanera wasn't sure how it worked, but her own youthful curiosity had her wanting to try it. Her innate powers weren't enhanced, but she's not sure what happened afterwards. There is a gap in her memory, starting with her putting it on, to waking up some unknown time later, device broken and her guardian gone without a trace. The young child was found by a pair of travelling dwarves, who took her in. The pair were smugglers, who pitied the child, and decided to give her a chance with them.
Two and a half years went by, with her sticking close to her new parental figures. The pair started to teach her the tricks of the trade, but her time with them was short. As when they were smuggling supplies on behalf of the infamous Boromar Clan, she started experimenting with her abilities again. But this time, the side effects from the experiment started appearing, with some destructive consequences. Much of the goods were destroyed after a spell was accidentally casted. Scared, she took off, and ended up making her way to the closest settlement: Whitebarrow.
It wasn't long until the Academy found her, and she joined them. She began to learn control, though it has taken most of her time with the Academy to get confidence back. She showed promise in speaking and magical skills, with a drive to get things done right, and loyal to a fault.
The Regret: You volunteered for mystical experiments. These may be responsible for your class abilities, but you might experience side effects. The Debt: Your guardians were making a delivery on behalf of the Boromar Clan and you lost the merchandise.
Character name: Rovengar Kandrak Race / Class: Hill Dwarf Bladesinger, although i'd love to flavor it as more like a Runesmith, if that makes sense. Something more dwarven and less elven. For example using a warhammer instead of the classic rapier as the weapon of choice. Dragonmark?: Nope Backstory: Rovengar was left by his parents because of the Last War. They were always on the move, and at a point they decided that it would be safer to leave him in the town than to drag him everywhere with them, of course promising to come back after him. That was a lie. He never saw them again, not really knowing if they died or not, he was forced to adapt to the life in the town. Only thing that his parents left him was the tradition of their clan, the art of Runesmithing, forging magic to his will, the art of melting and moulding reality to his desire. That piece of arcane tradition was rooted so deep within him, that he felt like he had to choose between that and the temple of Selune, eventually sticking to his heritage and becoming one of the strays of Whitebarrow. He ended up being offered a place in the academy by a recruiter, when he witnessed another person being recruited. Rovengar accepted withoutmuch hesitation, there wasn't much else important in his life. The Academy, and The Queen in particular, gave him purpose, and more, a sense of belonging. That in particular made him a devout follower and a faithful hound to the Queen. The rumor in the Academy was that he is groomed specifically to handle the dirtier work, and maybe already has comitted a morally uestionable act in the name of the Queen.
I realise that the rumor might be going against the thing of characters doing evil things, in which case I will write an alternative one below. I don't intend it do be explicitly evil, more like a darker gray area, but that is pretty subjective so I understand if that is meh for this game :)
The alternative to the rumor is that he has been entrusted by the Queen to look out for and protect a particular student, maybe that can be a member of the party or an NPC, either works!
Race / Class: Human (Variant) / Bard (Eventually going into College of Whispers)
Dragonmark?: Aberrant Mark (variant feat)
Backstory: If it's too heavy just let me know. It's not particularly graphic, just suggestions of violence.
Debt Table: Tharashk has a price on my head.
Regret Table: I've done terrible things for my organization.
Ashe and his twin sister Cinder were both found wandering the streets of Whitebarrow at the age of five. Some noble neighbors or clergy of the Sovereign Host or Silver Flame would attempt to take them in, but soon they would be back out on the street again. Agents of the Academy investigated and soon realized why - both of them had manifested aberrant dragonmarks and were unable to control their powers, and their caretakers would cast them out, usually after some misfortune had befallen them on behalf of the children's mysterious marks. They were soon retrieved by the Academy, both to mitigate any damage done in Whitebarrow and as an opportunity to cultivate the raw power of the two dragonmarked children into capable agents. As they grew older and trained with the Academy's faculty, Ashe developed strong leadership skills and a mastery of the arts and bardic magic, enchantment magic in particular. Cinder, on the other hand, became a skilled infiltrator and duelist. However, though they were able to gain more control over their aberrant marks over time, they would still behave unpredictably from time to time. Though the two siblings were inseparable, they also argued frequently and were more often than not standing on juxtaposed sides of any given issue. Cinder often chided her brother for his unflinching loyalty to the Academy and its ideals and reminding him he is entitled to having his own thoughts and opinions, while Ashe frequently scolded his sister for her insubordination and questioning behavior - the Academy had saved their lives, after all. She should be more grateful.
When they turned 15, the Academy gave Ashe and Cinder a special mission to test the loyalty of the pair; set fire to the home of a local official who was discovered to have hatched a plot against the Academy. Make it look like an accident. Silence any witnesses. Above all, do not get caught. They were told that the official's family had gone out of town on a vacation and that he would be alone in his home. The siblings broke in during the dead of night, sabotaged the home's magic furnace, and started the fire. But when they were about to flee the scene after the house had gone up in flames, they heard multiple screams - the family was indeed in the house. Ashe, stricken, urged Cinder that it was time to go. But Cinder rushed back into the house, desperate to save those inside. She never returned, and Ashe went back to the Academy alone.
Though the mission was a success, Ashe did not discuss the details with his fellow compatriots outside of the report he made to his superiors. Cinder was officially declared missing in action. Anyone who asked what had happened to Cinder was met with a steely silence. A rumor began going around that Ashe had actually killed his sister; it was not a secret that the two butted heads regarding their loyalty to the institution. Some even speculate that Ashe was commanded to do so by the Academy's brass. To make matters worse, it turns out someone had spotted him during this mission and reported him to the local authorities. The Academy was able to wipe away any local bounty through some bribes, but not before the bounty was picked up by a House Tharashk hunter. Now that agents of House Tharashk are after the price on Ashes head, there's little the Academy can do.
This seems like an amazing opportunity, with so many new options to explore in Eberron! Let's see what the dice have to say in guiding my inspiration...
Race / Class: Mark of Making Human / Wizard (future Bladesinger)
Dragonmark: Mark of Making (Just recently emerged, Foundling)
Backstory: It's the first thing he remembers ever seeing, this long, slender scabbard, so elegant, but always empty. If he strains, he can almost remember the fantastic blade that once filled it--almost, but not quite. He was quite young when The Event happened, though, but Rodrick still has some faint memories of a fantastic city of innovation and convenience, deep within the heart of Cyre. The warmth of that memory is shattered by the final event, the spreading of death through his home, and his mother's desperate attempt to shield him from the encroaching doom through her artifice. The device was indeed miraculous, but it was not quite fast enough to outrun the full effect of the Mourning as it spread across the land. The elves who found him were astonished he had survived, though he had been somehow changed by the interaction of the mystical forces trying to save and doom him at once.
Ending up in Whitebarrow by contrivance as much as luck, Rodrick was delivered directly to the academy for training by the perceptive elves who noted the usual potential within him. As he grew and learned, though, Rodrick struggled to integrate his past given the utter annihilation of his home, and seized on his rescuers, learning the culture and language of the elves. Teased for seeming to favor another race over his own, Rodrick quickly excelled with blade work and scholarly endeavor, and his instructors trained him in the elven style he so favored.
One day during his studies, a flask shattered in his hand, then reformed in an instant before it even lost a drop of the liquid it contained. A small but perfectly-formed dragonmark of House Cannith formed on the inside of his right wrist, just lining up where the pommel of a sword would rest. From that day forward, Rodrick discovered an almost supernatural talent for smithing, especially elegant and maneuverable weapons of fine steel. Surely he would become someone quite special in the service of the Queen, and the gift of a magical bag of holding with Gorgon-marked smithing tools during her last visit elated him beyond all reason.
A bit too arrogant at his success, Rodrick was still unremarkable in Whitebarrow except as a hot-headed youth, and some celebratory drinking and boasting led to quite the rough night incarcerated in the town jail. Able to secure his freedom the next morning, Rodrick belatedly realized that the only item of worth he owned was that magic knapsack, and the jailor had pawned it on his behalf to ensure his release. Now frantic to regain his property before it is sold, Rodrick is casting about for a job--any job--that can pay him enough to redeem that gift from the queen!
Character name: Dalurion Race / Class: Half-elf / Rogue Dragonmark?: No Backstory:
Dalurion was orphaned at the young age of three by a single elven woman who was murdered by Dalurion's own drunken human father. Dalurion was left with no hint to his parents' identities and no possessions. Instead of being taken in by the local temple of Selune, Dalurion found himself whisked away to the academy to become one of The Queen's Bastards.
Dalurion trained with the other orphans at the academy. He grew envious of the physically gifted, strong children who gained praise of their trainers. He instead honed his shifty skills and used his words and agility to gain points against his rivals. More than once, his mouth left him bloodied in a trash bin of a dormitory room. Any physical altercation only motivated Dalurion more to perfect his skills. He dreamed of becoming an adventuring hero who could prove to the dim brutes that being cunning both physically and mentally was just as valuable as strength.
As he reached the age of 16, he left the academy--and the rumors of his magical heritage--behind him.
Just tried to respond, the dice rolls were messed up, let me try again. This looks fun--I'm not sure what to play yet, but consider this a placeholder.
Name: Kira Jowyn Race/Class: Gnome Artificer Dragonmark: Mark of Scribing Backstory:
Kira remembers, faintly, a time before the streets of Whitebarrow. A time in Zilargo, when there was a mother taking care of her and her twin sister, Aitha. But that was before that mother was taken. Kira didn't know why at the time, but when she looks back, she knows it must have been the doing of the Trust. From then on, it was her and Aitha. They eventually found themselves in Whitebarrow, where they survived alone--until one day, when they couldn't have been more than nine, they split up briefly, for a reason Kira can't even remember now. Aitha must have been taken in, or something worse, during that brief period, because they haven't seen each other again since.
Whisked away to the academy soon after, Kira buried herself in books and tinkering. She learned how to create, how to fix, how to make things work. Some of her peers at the academy suspected she was a disgraced noble, or related to one somehow--and given the strange mark on her inner left forearm, the same one Aitha had in the same place on the opposite arm (one of the few ways they differed in appearance) and that she distantly remembers on her mother's collarbone, that might not be far from the truth. The rumor that she's a Zil spy whose tinkering is nefarious in nature, however, is significantly more so.
Debt: Someone says they've seen a gnome who looks like Kira, and she's not ignoring the possibility it might be Aitha. But information never comes cheap, and now is no exception.
Regret: 1
(That one doesn't fit. 8)
(seriously? 4)
(ugh that doesn't work either, screw it I'm doing this myself)
Regret: Kira had a relationship during her time at the academy, with a fellow student. She trusted her, and that trust got her betrayed at a crucial moment in their final year. Some part of Kira wonders if she should have expected it. Another part wonders how she can trust anyone again now.
Kira herself:
(idk if that's actually a gnome but let's just pretend it is)
Appearance: a seeming cannon ball of meat, Lodgic is both shorter and rounder than the average dwarf, and that’s saying something! He has trouble growing a full beard, and has a laugh that he wishes was lower noted and vibrated more. Always with a semi dazed look on his face except on a test or during a battle, Lodgic might as well be 1/4 gnome or halfling as far as most taller races are concerned.
Race Class: Dwarven War Wizard
Backstory: Abandoned by his birth family as a weakling runt of the Dwarven race, the kids at the academy used to make fun of him by joking it was because while they were running from something in the war, he couldn’t keep up so got left behind. This theory might in fact be true, as Lodgic was in fact physically weaker than the standard deviations for a dwarf.
What he lacked in strength however, the academy during initial testing found he more than made up for in intellect. thus Lodgic was taught the arcane arts, as well as skills and tools that were unrelated to physical power.
Lodgic dreams of showing the world his intellectual power, and finding bonds that go beyond mere race and tribalism.
the thing he is known for at the academy (besides his slow weak physique) is his calculating nature and obsession with research and preparation.
Debt: Lodgic owned an uncommon magic item, but he had to sell it to a pawn shop. If he can’t reclaim it within the month, they’ll sell it off.
Regret: A fellow cadet put their trust in Lodgic while preparing for an important challenge. When Lodgic realized they were to battle against each other, he betrayed them for personal gain. He regrets it now, but he can never repair the damage to the relationship he’s caused.
Backstory: Elendor was abandoned by his parents at a young age on the streets. He still wonders who they are to this day, and being so young he has no memory of them. He was found half dead living on the streets by the queens men, and was brought to be trained as a "Queens Bastard". He was notorious at the academy as commonly tricking the quartermaster(s), on one occasion even managing to steal one of the toughest one's swords. But no matter how much of a trouble maker he was, he always dreamed of meeting his parents and finding out why they left him. He dreamed of finally answering his greatest question; who was he?
Would you permit the Primal Companion beastmaster variant found in Tasha's?
EDIT: In general, actually, how do you feel about optional class features? Because I want to play a ranger, but the ranger is hilariously bad and frustrating to play without TCoE's optional features.
"I was nothing. Left to die in the gutter, everything in my life torn away by shadowy hands. And then I was brought here, brought to her. I am her weapon, wherever she may point me, I shall cut."
Cyril remembers little of his life among House Thuranni, a mental block owing to the trauma that he suffered in those final days of his old life. He remembers running, fleeing with his mother from some unknown force within the House itself, a cabal of anonymous individuals who would do anything to protect their identity and their schemes. Including killing their own. Cyril and his mother were finally caught, and while the boy managed to slip away into the twisting alleys and deepening shadows, it was not before he watching his mother cut down in front of him.
He was found by the agents of the Queen, taken in and given a new chance at life. For keeping his death at bay, and giving him a purpose, Cyril is eternally grateful and unflinchingly loyal. He considers his own ethics and morality as secondary to the Queen's orders and desires.
Debt: You have an opportunity to join an influential secret society. But you’ve got only one month to raise the membership dues.
Regret: Someone put their trust in you and you betrayed them for personal gain. You might regret it now, but you can never repair the damage you’ve done.
10 STR, 15 DEX, 13 CON, 11 INT, 12 WIS, 18 CHA (Hsing this arrangement, adding +2 to dex and +1 to con for mark of passage variant human, I can verify that I rolled these scores on my preliminary character sheet for her) Name: Mei Ling Sun
Race: Human (Mark of Passage)
Class and Subclass: Draconic Bloodline Sorcerer
Dragonmark (I just figured out who these things worked): Lesser Mark of Passage
Alignment: Neutral Good
Backstory: Born to a lower-middle class family, Mei Ling Sun was used to the regular trials and tribulations of her childhood life. Her father was a merchant and her mother a tailor and painter, so they often moved around, chasing the next big market where they could hopefully scourge up enough funds for the year with her father’s goods and her mother’s creations. Upon moving to Whitebarrow, one could say that young Mei Ling got too comfortable with life when reality hit her in the face. Her father tottered on a dangerous deal that could either secure them within the hospitable city or wipe them off the face of the planet. Against his better judgement and his wife’s desperate pleading, he went forward with “the deal”. One day, Mei Ling returned home to no one; just a single note reading: “WE WILL FIND YOU.”
So, she ran. She ran into a forest until her legs could carry her no longer. And just as she was about to collapse, she heard a delicate brooding in a nearby bush. Curiosity drove her to shuck her way over, only to find an injured baby dragon trembling helplessly, crying out for its mother. She stayed with the dragon, maybe as a way to cope with the likely tragedy that befell her parents, through dawn and the entire day, caring for it and protecting it from any further harm. One day, all of the sudden, a wing swoops down towards her and she can’t feel the ground below her anymore. When she arrived at the Queen’s academy, there had already been rumors of the Girl of Dragons, adorned with a brilliant patches of golden- sheen scales. The quiet and scared young girl arrived with a bang, as well as a relentless drive to unlock her true potential, that of which the dragon showed her a glimpse of that one fateful day… I guess you could say that she wasn’t ready for the new life she was about to face. (backstory can be modified if need be)
(also it is obviously implied that her parents were killed, leaving her as a nobody)
(I can be contacted at baggedtacos#6312 on discord if need be)
This campaign will be set in Eberron, a world with a rich history built on heroic deeds, evolving magic, and the wounds of a long, devastating war. Action, adventure, good, evil, and a thousand shades of gray paint the landscape in broad strokes. Ancient mysteries await discovery so they can influence the world and its people.
Magic is built into the very fabric of the world. It pervades everyday life. It provides comforts and conveniences unknown in either the modern world or any world of medieval fantasy. Great cities where castles scrape the sky prosper throughout the continent of Khorvaire, and a thriving aristocracy of merchant families controls much of the world’s economy thanks to the edge given them by the mysterious and rare dragonmarks. Its people harness magic as a tool—to build cities, to sail ships through the skies, and to create both wonders and weapons.
Stories don’t always end well, and there isn’t a perfect answer to every problem. The Last War turned old allies into bitter enemies and destroyed an entire nation, leaving behind terrible scars. Crime and corruption lurk in the great cities of Khorvaire. Hidden dragons shape the course of history, and sinister fiends influence the dreams of the unwary. Yet mortal greed and ambition might prove more dangerous than any dragon or fiend. This darkness affords opportunities for a group of bold adventurers to make a difference—for better or for worse.
Seven things to know about Eberron:
Every character will have the same homebrewed background - The Queen's Bastards:
Character background - The Queen’s Bastards
In the city of Whitebarrow, there are no orphans, no street urchins begging on corners or living in abandoned buildings. Any children whose parents are killed, or who may have been abandoned, are either taken in by neighbors or the local temple of Selune. Any child over ten winters may be taken as an apprentice by a master craftsman. And at sixteen winters they are considered old enough to make their own way.
But there are always some children that fall outside of the city’s charity, or notice. And these younglings always disappear. Always.
Many residents whisper about the beast in the city sewers that snatch unruly or abandoned children to feast on their flesh. This ‘boogeyman’ story is used to keep the young ones in families in line. But there are a very few people who know the truth – that those abandoned by society are picked up by agents of the crown to be whisked away to a secret training academy miles away from the city. There, these rare few individuals are trained to be agents of the Queen according to their individual talents. At the age of fifteen they begin their final year of training at the academy, and at sixteen they are moved back to the city and given a new life. Most people never know these young people have special training – they blend in with their neighbors. Like the secret agents they are, these specially-trained and uniquely talented people lead double lives.
They call themselves The Queen’s Bastards – partly because the Queen herself visits the academy regularly and refers to all in the program as “her precious children,” – and partly because of the missions they embark on once they leave. Assassination, espionage, counter-insurgency, sabotage…things that make the Queen’s enemies hate them.
Skill Proficiencies: Choose one physical (strength, dexterity, or constitution) and one mental (intelligence, wisdom, or charisma) -based skill
Tool Proficiencies: None
Language: A special, non-verbal language consisting of hand signs known only to other members of The Queen’s Bastards
Equipment: A trinket from your past (PHB pg 160-161), a masterwork dagger (+1 attack and damage), a set of common clothes, and a belt pouch containing 10 gp.
FEATURE: HANDLER
You have a handler that you report to and who gives you assignments and missions. You know how to get encoded messages to and from your handler, and you must send updates to this person every week. You have several drop locations, trusted go-betweens, and methods of delivery.
Please review the following Session Zero info:
SESSION ZERO
About Me: I’m a veteran gamer. I prefer a good story to optimized mechanics. I have come to absolutely trust in the awesome power of randomness. I usually run PG-13 games, although an Eberron-themed game will tend towards darker and more mature themes. Still, I enjoy humor and intelligent writing. I post once a day – usually. I rely solely on the published rules. In other words – no 3 party content. I expect players to let the group know if you are going to be out of pocket for more than a day - I want everyone be involved but will move the story on without you if you disappear.
Hard limits: A threshold that should never be crossed. Think twice about actions that approach, but may not cross, these limits, as it is likely to create genuine anxiety, fear, and discomfort. These apply to both players (out-of-game) and characters (in-game).
House Rules:
SOCIAL CONTRACT
Still reading and interested in this? Here are character creation guidelines:
Ability Scores: You may roll three sets of Ability Scores, rerolling 1's, and keep one set.
Races: Player's Handbook races and Eberron's changelings, kalashtar, shifters, and warforged allowed. No monstrous races (goblinoids, orcs, aarakocra, etc).
Classes: Any core class (PHB + Tasha’s). No Unearthed Arcana or 3rd party classes. Any archetype in PHB, TCoE, or XGtE.
Alignment: Your characters can be any Neutral or Good alignment. No evil characters allowed.
Starting Equipment: Player choice to use Starting Equipment or Starting Gold option.
Dragonmark: You may choose to have a dragonmark, but must choose either Excoriate or Foundling option.
Background: Choose The Queen's Bastards homebrew background.
Age: You start out at 16, or your race's equivalent age.
Debt / Regret: Roll a d10 for each or choose from the tables at these links --> Debt / Regret
To apply for the game, please provide the following information:
I will leave this recruitment open until 30 December, select and announce the party over New Year's weekend, and start play on January 1st or 2nd!
Love God. Love Others. Any Questions?
Very interested! Placeholder here, character to come soon.
Ability scores: 15 9 13 10 15 17
Ability scores: 15 7 13 12 14 14
Ability scores: 11 13 16 12 13 7
Debt : 3, Regret : 1
Ability scores 1: 14 8 6 8 12 13
Ability scores 2: 6 12 10 16 18 17Ability scores 3: 10 5 15 15 14 14Character name: Kaleb Smith
Race / Class: Human / Ranger (gloomstalker @ lvl 3)
Backstory:
Kaleb is an orphan. His parents were killed during The Last War when he was a young boy. He was taken in by an older man, Jacob Smith, whom he called his grandfather. He adopted the man’s name, and became known as Kaleb Smith.
Jacob taught him the ways of the ranger, training him in the bow and the blade. As a boy, Kaleb showed a tremendous amount of potential and interest in serving people as a ranger. It was at this point that Jacob decided to enroll the boy into the academy. Shortly after Jacob left for unknown reasons.
Kaleb has one aspiration to serve and help those who can’t help themselves. Although he was to young to remember his parents, he can’t help but think of someone was around like Jacob maybe they wouldn’t have perished.
Two rumors surround Kaleb at the academy. The first is that during a training scenario his bow broke and he threw an arrow still making the center of his target. The second is that it wasn’t an accident when Kaleb killed Malcom, rumor has it that Kaleb purposely took the other students life. Everything after was just a show to make it look like he felt guilty.
Regret: During a training mission Kaleb got into a competition with another student who had a hot temper. Although Kaleb came out of the training with better scores that day something in Malcom made him attack Kaleb, instinctively Kaleb struck out in defense and killed Malcom by accident. His face still haunts Kaleb, from seeing him in his dreams to sometimes out of the corner of his eyes.
Debt: Kaleb felt bad about what happened with Malcom and in order to help pay for the funeral sold the Bracer’s of Archery that Jacob left him to a pawnshop. He now has a month to earn enough money to get them back before they sell them off.
Trinket: An old jade arrowhead with runes carved into it.
Character Sheet: https://ddb.ac/characters/64454935/dEvcj1
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
Oh this sounds fun! Would very much love to join, putting in my placeholder as I work on a character…
Ability scores: 12 11 15 12 13 17Ability scores: 10 14 13 15 13 13Ability scores: 10 9 14 15 13 11
Debt: I have the opportunity to join an influential secret society, but I need to raise the membership dues in a month.
Character Sheet: https://www.dndbeyond.com/profile/kqstark/characters/64435814
Well, not sure what I did - just added a bit of her personality before the Debt line and somehow got the red ribbon of fun.
Ability scores 1: 16 16 12 17 14 17Ability scores 2: 12 13 9 13 17 16Ability scores 3: 10 14 15 13 16 16
Character name: Vanera
Race / Class: Kalashtar Clockwork Soul Sorcerer
Dragonmark?: No
Backstory:
The Last War has shaped the life of Vanera in many ways. As a baby, her town came under attack and was almost entirely destroyed. She was saved by a pair of soldiers who found her alone in her building. At first no one seemed to come forward as a family member, but eventually an old mechanist offered to take the child, and she was given a new life. At least, for seven years. The psychic abilities of her bloodline became apparent from an early age, and the old man couldn't help but be curious. He was interested in seeing if the abilities could be enhanced. So the two began to travel, so her guardian could gather he proper materials to make such a device.
It took a year, but a prototype of the device was finally completed. Vanera wasn't sure how it worked, but her own youthful curiosity had her wanting to try it. Her innate powers weren't enhanced, but she's not sure what happened afterwards. There is a gap in her memory, starting with her putting it on, to waking up some unknown time later, device broken and her guardian gone without a trace. The young child was found by a pair of travelling dwarves, who took her in. The pair were smugglers, who pitied the child, and decided to give her a chance with them.
Two and a half years went by, with her sticking close to her new parental figures. The pair started to teach her the tricks of the trade, but her time with them was short. As when they were smuggling supplies on behalf of the infamous Boromar Clan, she started experimenting with her abilities again. But this time, the side effects from the experiment started appearing, with some destructive consequences. Much of the goods were destroyed after a spell was accidentally casted. Scared, she took off, and ended up making her way to the closest settlement: Whitebarrow.
It wasn't long until the Academy found her, and she joined them. She began to learn control, though it has taken most of her time with the Academy to get confidence back. She showed promise in speaking and magical skills, with a drive to get things done right, and loyal to a fault.
The Regret: You volunteered for mystical experiments. These may be responsible for your class abilities, but you might experience side effects.
The Debt: Your guardians were making a delivery on behalf of the Boromar Clan and you lost the merchandise.
The ever growing document of character concepts can never be too long, can it?
Sounds lovely!
Set 1: 13 12 10 17 13 10
Set 2: 10 15 13 10 11 16
Set 3: 13 16 14 14 14 12
Character name: Rovengar Kandrak
Race / Class: Hill Dwarf Bladesinger, although i'd love to flavor it as more like a Runesmith, if that makes sense. Something more dwarven and less elven. For example using a warhammer instead of the classic rapier as the weapon of choice.
Dragonmark?: Nope
Backstory: Rovengar was left by his parents because of the Last War. They were always on the move, and at a point they decided that it would be safer to leave him in the town than to drag him everywhere with them, of course promising to come back after him. That was a lie. He never saw them again, not really knowing if they died or not, he was forced to adapt to the life in the town. Only thing that his parents left him was the tradition of their clan, the art of Runesmithing, forging magic to his will, the art of melting and moulding reality to his desire. That piece of arcane tradition was rooted so deep within him, that he felt like he had to choose between that and the temple of Selune, eventually sticking to his heritage and becoming one of the strays of Whitebarrow. He ended up being offered a place in the academy by a recruiter, when he witnessed another person being recruited. Rovengar accepted withoutmuch hesitation, there wasn't much else important in his life. The Academy, and The Queen in particular, gave him purpose, and more, a sense of belonging. That in particular made him a devout follower and a faithful hound to the Queen. The rumor in the Academy was that he is groomed specifically to handle the dirtier work, and maybe already has comitted a morally uestionable act in the name of the Queen.
I realise that the rumor might be going against the thing of characters doing evil things, in which case I will write an alternative one below. I don't intend it do be explicitly evil, more like a darker gray area, but that is pretty subjective so I understand if that is meh for this game :)
The alternative to the rumor is that he has been entrusted by the Queen to look out for and protect a particular student, maybe that can be a member of the party or an NPC, either works!
Ability scores: 11 12 17 11 14 13Ability scores: 16 13 10 16 17 11Ability scores: 11 15 11 15 12 13
Debt Table: Tharashk has a price on my head.
Regret Table: I've done terrible things for my organization.
Ashe and his twin sister Cinder were both found wandering the streets of Whitebarrow at the age of five. Some noble neighbors or clergy of the Sovereign Host or Silver Flame would attempt to take them in, but soon they would be back out on the street again. Agents of the Academy investigated and soon realized why - both of them had manifested aberrant dragonmarks and were unable to control their powers, and their caretakers would cast them out, usually after some misfortune had befallen them on behalf of the children's mysterious marks. They were soon retrieved by the Academy, both to mitigate any damage done in Whitebarrow and as an opportunity to cultivate the raw power of the two dragonmarked children into capable agents. As they grew older and trained with the Academy's faculty, Ashe developed strong leadership skills and a mastery of the arts and bardic magic, enchantment magic in particular. Cinder, on the other hand, became a skilled infiltrator and duelist. However, though they were able to gain more control over their aberrant marks over time, they would still behave unpredictably from time to time. Though the two siblings were inseparable, they also argued frequently and were more often than not standing on juxtaposed sides of any given issue. Cinder often chided her brother for his unflinching loyalty to the Academy and its ideals and reminding him he is entitled to having his own thoughts and opinions, while Ashe frequently scolded his sister for her insubordination and questioning behavior - the Academy had saved their lives, after all. She should be more grateful.
When they turned 15, the Academy gave Ashe and Cinder a special mission to test the loyalty of the pair; set fire to the home of a local official who was discovered to have hatched a plot against the Academy. Make it look like an accident. Silence any witnesses. Above all, do not get caught. They were told that the official's family had gone out of town on a vacation and that he would be alone in his home. The siblings broke in during the dead of night, sabotaged the home's magic furnace, and started the fire. But when they were about to flee the scene after the house had gone up in flames, they heard multiple screams - the family was indeed in the house. Ashe, stricken, urged Cinder that it was time to go. But Cinder rushed back into the house, desperate to save those inside. She never returned, and Ashe went back to the Academy alone.
Though the mission was a success, Ashe did not discuss the details with his fellow compatriots outside of the report he made to his superiors. Cinder was officially declared missing in action. Anyone who asked what had happened to Cinder was met with a steely silence. A rumor began going around that Ashe had actually killed his sister; it was not a secret that the two butted heads regarding their loyalty to the institution. Some even speculate that Ashe was commanded to do so by the Academy's brass. To make matters worse, it turns out someone had spotted him during this mission and reported him to the local authorities. The Academy was able to wipe away any local bounty through some bribes, but not before the bounty was picked up by a House Tharashk hunter. Now that agents of House Tharashk are after the price on Ashes head, there's little the Academy can do.
Celica Maloraen | Twilight Domain Cleric 5 | Wildemount Irregulars
Jasper Finch | Fighter 1 | Curious Critters - A Tal'Dorei Tale
Amaris Tell | Order of Scribes Wizard 3 | Baldur's Gate Mysteries
DM | Icewind Dale: Rime of the Frostmaiden
This seems like an amazing opportunity, with so many new options to explore in Eberron! Let's see what the dice have to say in guiding my inspiration...
Ability scores: 12 12 17 15 17 14
Ability scores: 16 16 13 14 13 12
Ability scores: 17 14 12 17 18 12
Character name: Rodrick Mund
Race / Class: Mark of Making Human / Wizard (future Bladesinger)
Dragonmark: Mark of Making (Just recently emerged, Foundling)
Backstory: It's the first thing he remembers ever seeing, this long, slender scabbard, so elegant, but always empty. If he strains, he can almost remember the fantastic blade that once filled it--almost, but not quite. He was quite young when The Event happened, though, but Rodrick still has some faint memories of a fantastic city of innovation and convenience, deep within the heart of Cyre. The warmth of that memory is shattered by the final event, the spreading of death through his home, and his mother's desperate attempt to shield him from the encroaching doom through her artifice. The device was indeed miraculous, but it was not quite fast enough to outrun the full effect of the Mourning as it spread across the land. The elves who found him were astonished he had survived, though he had been somehow changed by the interaction of the mystical forces trying to save and doom him at once.
Ending up in Whitebarrow by contrivance as much as luck, Rodrick was delivered directly to the academy for training by the perceptive elves who noted the usual potential within him. As he grew and learned, though, Rodrick struggled to integrate his past given the utter annihilation of his home, and seized on his rescuers, learning the culture and language of the elves. Teased for seeming to favor another race over his own, Rodrick quickly excelled with blade work and scholarly endeavor, and his instructors trained him in the elven style he so favored.
One day during his studies, a flask shattered in his hand, then reformed in an instant before it even lost a drop of the liquid it contained. A small but perfectly-formed dragonmark of House Cannith formed on the inside of his right wrist, just lining up where the pommel of a sword would rest. From that day forward, Rodrick discovered an almost supernatural talent for smithing, especially elegant and maneuverable weapons of fine steel. Surely he would become someone quite special in the service of the Queen, and the gift of a magical bag of holding with Gorgon-marked smithing tools during her last visit elated him beyond all reason.
A bit too arrogant at his success, Rodrick was still unremarkable in Whitebarrow except as a hot-headed youth, and some celebratory drinking and boasting led to quite the rough night incarcerated in the town jail. Able to secure his freedom the next morning, Rodrick belatedly realized that the only item of worth he owned was that magic knapsack, and the jailor had pawned it on his behalf to ensure his release. Now frantic to regain his property before it is sold, Rodrick is casting about for a job--any job--that can pay him enough to redeem that gift from the queen!
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Ability scores 1: 17 12 15 13 14 15
Ability scores 2: 15 16 13 17 14 9
Ability scores 3: 17 12 16 14 14 11
Character name: Dalurion
Race / Class: Half-elf / Rogue
Dragonmark?: No
Backstory:
Dalurion was orphaned at the young age of three by a single elven woman who was murdered by Dalurion's own drunken human father. Dalurion was left with no hint to his parents' identities and no possessions. Instead of being taken in by the local temple of Selune, Dalurion found himself whisked away to the academy to become one of The Queen's Bastards.
Dalurion trained with the other orphans at the academy. He grew envious of the physically gifted, strong children who gained praise of their trainers. He instead honed his shifty skills and used his words and agility to gain points against his rivals. More than once, his mouth left him bloodied in a trash bin of a dormitory room. Any physical altercation only motivated Dalurion more to perfect his skills. He dreamed of becoming an adventuring hero who could prove to the dim brutes that being cunning both physically and mentally was just as valuable as strength.
As he reached the age of 16, he left the academy--and the rumors of his magical heritage--behind him.
Just tried to respond, the dice rolls were messed up, let me try again. This looks fun--I'm not sure what to play yet, but consider this a placeholder.
Ability scores: 13 14 14 12 13 15Ability scores: 17 12 10 15 12 16
Ability scores: 15 12 14 15 14 14Name: Kira Jowyn
Race/Class: Gnome Artificer
Dragonmark: Mark of Scribing
Backstory:
Kira remembers, faintly, a time before the streets of Whitebarrow. A time in Zilargo, when there was a mother taking care of her and her twin sister, Aitha. But that was before that mother was taken. Kira didn't know why at the time, but when she looks back, she knows it must have been the doing of the Trust. From then on, it was her and Aitha. They eventually found themselves in Whitebarrow, where they survived alone--until one day, when they couldn't have been more than nine, they split up briefly, for a reason Kira can't even remember now. Aitha must have been taken in, or something worse, during that brief period, because they haven't seen each other again since.
Whisked away to the academy soon after, Kira buried herself in books and tinkering. She learned how to create, how to fix, how to make things work. Some of her peers at the academy suspected she was a disgraced noble, or related to one somehow--and given the strange mark on her inner left forearm, the same one Aitha had in the same place on the opposite arm (one of the few ways they differed in appearance) and that she distantly remembers on her mother's collarbone, that might not be far from the truth. The rumor that she's a Zil spy whose tinkering is nefarious in nature, however, is significantly more so.
Debt: Someone says they've seen a gnome who looks like Kira, and she's not ignoring the possibility it might be Aitha. But information never comes cheap, and now is no exception.
Regret: 1
(That one doesn't fit. 8)
(seriously? 4)
(ugh that doesn't work either, screw it I'm doing this myself)
Regret: Kira had a relationship during her time at the academy, with a fellow student. She trusted her, and that trust got her betrayed at a crucial moment in their final year. Some part of Kira wonders if she should have expected it. Another part wonders how she can trust anyone again now.
Kira herself:
(idk if that's actually a gnome but let's just pretend it is)
Name: “Lodgic” ThinkHammer
Appearance: a seeming cannon ball of meat, Lodgic is both shorter and rounder than the average dwarf, and that’s saying something! He has trouble growing a full beard, and has a laugh that he wishes was lower noted and vibrated more. Always with a semi dazed look on his face except on a test or during a battle, Lodgic might as well be 1/4 gnome or halfling as far as most taller races are concerned.
Race Class: Dwarven War Wizard
Backstory: Abandoned by his birth family as a weakling runt of the Dwarven race, the kids at the academy used to make fun of him by joking it was because while they were running from something in the war, he couldn’t keep up so got left behind. This theory might in fact be true, as Lodgic was in fact physically weaker than the standard deviations for a dwarf.
What he lacked in strength however, the academy during initial testing found he more than made up for in intellect. thus Lodgic was taught the arcane arts, as well as skills and tools that were unrelated to physical power.
Lodgic dreams of showing the world his intellectual power, and finding bonds that go beyond mere race and tribalism.
the thing he is known for at the academy (besides his slow weak physique) is his calculating nature and obsession with research and preparation.
Debt: Lodgic owned an uncommon magic item, but he had to sell it to a pawn shop. If he can’t reclaim it within the month, they’ll sell it off.
Regret: A fellow cadet put their trust in Lodgic while preparing for an important challenge. When Lodgic realized they were to battle against each other, he betrayed them for personal gain. He regrets it now, but he can never repair the damage to the relationship he’s caused.
Name: Elendor Lightfoot
Race/class: Male Half-Elf Rouge
Dragonmark: n/a
Backstory: Elendor was abandoned by his parents at a young age on the streets. He still wonders who they are to this day, and being so young he has no memory of them. He was found half dead living on the streets by the queens men, and was brought to be trained as a "Queens Bastard". He was notorious at the academy as commonly tricking the quartermaster(s), on one occasion even managing to steal one of the toughest one's swords. But no matter how much of a trouble maker he was, he always dreamed of meeting his parents and finding out why they left him. He dreamed of finally answering his greatest question; who was he?
Link (if necessary; It isn't very proper as I don't have E:RFtLW): https://ddb.ac/characters/64442608/IpZXhi
Question: Can I customize the dragonmark ASIs?
No, play dragonmarks as written...I'm still learning them, too, so it's easier to keep it simple =)
Love God. Love Others. Any Questions?
Sounds very intriguing. Placeholder while I work something up.
Ability scores: 16 9 14 12 18 9
Ability scores: 13 9 15 13 13 10
Ability scores: 17 10 17 17 15 16
Would you permit the Primal Companion beastmaster variant found in Tasha's?
EDIT: In general, actually, how do you feel about optional class features? Because I want to play a ranger, but the ranger is hilariously bad and frustrating to play without TCoE's optional features.
"Ignorance is bliss, and you look absolutely miserable."
Name: Cyril
Race: Mark of Shadow Elf
Class: Monk
"I was nothing. Left to die in the gutter, everything in my life torn away by shadowy hands. And then I was brought here, brought to her. I am her weapon, wherever she may point me, I shall cut."
Cyril remembers little of his life among House Thuranni, a mental block owing to the trauma that he suffered in those final days of his old life. He remembers running, fleeing with his mother from some unknown force within the House itself, a cabal of anonymous individuals who would do anything to protect their identity and their schemes. Including killing their own. Cyril and his mother were finally caught, and while the boy managed to slip away into the twisting alleys and deepening shadows, it was not before he watching his mother cut down in front of him.
He was found by the agents of the Queen, taken in and given a new chance at life. For keeping his death at bay, and giving him a purpose, Cyril is eternally grateful and unflinchingly loyal. He considers his own ethics and morality as secondary to the Queen's orders and desires.
Debt: You have an opportunity to join an influential secret society. But you’ve got only one month to raise the membership dues.
Regret: Someone put their trust in you and you betrayed them for personal gain. You might regret it now, but you can never repair the damage you’ve done.
Ability scores: 14 10 15 15 10 16
Ability scores: 13 16 13 15 12 10
Ability scores: 12 17 14 7 16 16
Placeholder
"Ignorance is bliss, and you look absolutely miserable."
Ability Scores that I rolled:
11 15 13 14 12 12 (Not Using)
8 12 12 17 14 13 (Not using)
10 STR, 15 DEX, 13 CON, 11 INT, 12 WIS, 18 CHA (Hsing this arrangement, adding +2 to dex and +1 to con for mark of passage variant human, I can verify that I rolled these scores on my preliminary character sheet for her)
Name: Mei Ling Sun
Race: Human (Mark of Passage)
Class and Subclass: Draconic Bloodline Sorcerer
Dragonmark (I just figured out who these things worked): Lesser Mark of Passage
Alignment: Neutral Good
Backstory: Born to a lower-middle class family, Mei Ling Sun was used to the regular trials and tribulations of her childhood life. Her father was a merchant and her mother a tailor and painter, so they often moved around, chasing the next big market where they could hopefully scourge up enough funds for the year with her father’s goods and her mother’s creations. Upon moving to Whitebarrow, one could say that young Mei Ling got too comfortable with life when reality hit her in the face. Her father tottered on a dangerous deal that could either secure them within the hospitable city or wipe them off the face of the planet. Against his better judgement and his wife’s desperate pleading, he went forward with “the deal”. One day, Mei Ling returned home to no one; just a single note reading: “WE WILL FIND YOU.”
So, she ran. She ran into a forest until her legs could carry her no longer. And just as she was about to collapse, she heard a delicate brooding in a nearby bush. Curiosity drove her to shuck her way over, only to find an injured baby dragon trembling helplessly, crying out for its mother. She stayed with the dragon, maybe as a way to cope with the likely tragedy that befell her parents, through dawn and the entire day, caring for it and protecting it from any further harm. One day, all of the sudden, a wing swoops down towards her and she can’t feel the ground below her anymore. When she arrived at the Queen’s academy, there had already been rumors of the Girl of Dragons, adorned with a brilliant patches of golden- sheen scales. The quiet and scared young girl arrived with a bang, as well as a relentless drive to unlock her true potential, that of which the dragon showed her a glimpse of that one fateful day… I guess you could say that she wasn’t ready for the new life she was about to face. (backstory can be modified if need be)
(also it is obviously implied that her parents were killed, leaving her as a nobody)
(I can be contacted at baggedtacos#6312 on discord if need be)
Ability scores: 13 14 17 9 14 14
Ability scores: 9 16 14 12 14 11
Ability scores: 18 13 11 14 14 14
Email to follow: Elf/Eladrin Paladin ; or maybe Ranger
And, I'd just like to check: am I correct in assuming no PVP and no substantial misaligned player objectives? The "handler" thing might makes me ask.