The year is 835 Post Divergence (PD). On the continent of Wildemount, war has recently started between the Dwendalian Empire and the Kryn Dynasty. Righteous Brand soldiers and mercenaries are sent eastward, to face the Aurora Guard soldiers of the Dynasty. It is the final month of the year, Duscar, and while it's been only a few days, it is already shaping up to be a cold one. In the borders of the Dwendalian Empire, the holy day of Embertide has arrived. The day of remembrance for those who died defending others is being observed by many. In Kamordah, however, a group of individuals seems bent on causing chaos. And the Temple of Bahamut seems like a good place to start.
Hello! Hope everyone reading this is having a good day.
I'm looking to run a Wildemount campaign! The adventure will begin in the Dwendalian wine-making town of Kamordah, with a group of cultists stirring up trouble during a vigil held at the town's Temple to Bahamut. The concept here is for low levels, with the option of continuing (either into more homebrew adventures or a modified published one) if everyone is having fun. I've been playing Dungeons and Dragons for a bit over three years now. While I am a newer DM, I'm looking forward to leading this campaign. You don't need to be super familiar with the lore of Wildemount or Critical Role for this. I'm more than willing to help people out with the lore in those sorts of cases.
For character creation, you will be starting at Level 1. Roll for stats, but you can reroll or do point buy if it all adds up to be less than 72. Somewhere in your character's backstory, add the word pickle so I know you read this. If you have access to Wildemount's Heroic Chronicle, you may use it if you wish. You can use all officially published races, classes, backgrounds, and feats along with the Blood Hunter, Cobalt Soul Monk, and Open Seas Paladin. No other homebrew will be allowed at the moment, but reflavoring features is perfectly fine. Tasha's Optional Class Features can be used, just say if you are taking them (you don't have to mention taking the expanded spell options). You can take starting equipment, along with one common magic item. I do not have access to content sharing sadly, so you will have to have access to what you want to play.
This game is open to anyone no matter their race, sexuality, or gender. This game to be a fun, safe place so if you don't like that a player or character is queer, or they're a different skin tone, this isn't the game for you.
I will be leaving this up for a week or two, depending on how many applications I receive. When there seems to be enough, I will announce when the thread is closed. If you have any questions, you can ask them in the comments here. Looking forward to seeing everyone's ideas!
Application Form
Ability Scores: Character Name: Character Race: Character Class: (if you know what subclass you will be taking, you may put it in parentheses) Backstory: (1-2 paragraphs is fine, but if it's longer than put it in a spoiler. Have a reason for your character being in Kamordah)
Ability Scores: Ability scores: 13108161614 Character Sheet: https://ddb.ac/characters/69780658/bt61UH Character Name: Chance Character Race: Variant Human Character Class: Sorcerer, Aberrant Mind
Backstory: Growing up in the Outerstead of Zadash, Chance would talk his way out of, and sometimes into, trouble. One day he was kidnapped, taken somewhere and experimented on, sometimes seeing arcane glyphs, pickles, and nothing else for possibly days on end. He was rescued by one of the volkstrucker who helped him understand his new found psychic powers. They asked for his help, and sent him to Kamordah to check on rumors of a strange new cult causing trouble.
Character Name: Sylberos Character Race: Palid Elf Character Class: Druid (Druid of the Stars) Backstory: Old Sylb has lived in the Cyrengreen Forest for most of his life. He has protected the woods from lumberjacks moving too far inward. Sylberos helps regrow the trees harvested in exchange for lumberjacks sticking to the northern and southern edges of the woods. Old Sylb often makes his way to Kamordah to bless the crops for a strong harvest, aids in caring for the livestock, and heals the wounded and sick. For his help, the Lionett family, who own the vineyards, allow him to take some of their wine back to the forest with him. The townfolks appreciate his help in tending the animals and to the ill. They give him all sorts of goods to take back, including their delicious dill pickles. Sylberos is in Kamordah to help with the preparations for the holy day of Embertide. (Will use Heroic Chronicle and put it on character sheet)
Ability Scores: Ability scores: 101114141512 Character Name: Priton Underin Character Race: Dragonborn Character Class:Cleric (Forge Cleric) Backstory: Priton was raised in Uthodorn, adopted by a dwarven family and raised in the city. As Priton has learned a great deal of the Uthodorn ways of smithing and wishes to learn explore the world more. He has made it his goal to make some great creation, whatever it may be before returning to Uthodurn and buying his own forge there, as well as getting back his dog pickles who he left with his family back home. He ended up in Kamordah as it was said to be somewhere he might be able to find some easier work for some of the richer wine-making people before going elsewhere.
Backstory: As a young child, Destiney was a servant to the Lord of the house she was left at as a child. She ran away when she was 7, as the Lord would mistreat his servants. After several long weeks of wandering the woods, she found her mentor, Derek Rethia. He taught her everything she knew about stealth, pickles, and assassination. She has grown up to be a tough, confidant young women...
Now Destiney, who is 15, is on a job for someone in Kamordah. She hopes to be able to make enough money to help Derek recover from an accident he had a week ago.
I hope I did this right considering how this is my first play by post. Thanks for putting together this game!
This post has potentially manipulated dice roll results.
Ability scores: 141216131115 Character Name: Tharrim Character Race: Dwarf (Duergar) Character Class:Fighter Backstory: Tharrim hails from an underground clan in the mountains in Xhorhas. 18 years of hard labor and underground mining has made him a solid mountain of a dwarf. The mines in the mountain are still producing but not what they were in the past however his family will not abandon the colony. The first sons of the 8 elders have been sent into the greater world to bring wealth and resources back to the clan. Tharrim is by no means worldly and is very untrusting of other races, in particular the drow and elves in general. He is focused on gaining riches to bring back to the clan which is the most important thing in his life. He wears charcoal splint armor, carries a shield and wields a black warhammer he calls Betty. Tharrim is in Kamordah looking for work and pickled beets (which go very well with red wine by the way).
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
ALIGNMENT
Neutral Good
GENDER
--male
EYES
Personality Traits
I’m willing to listen to every side of an argument before I make my own judgment.
Backstory: Brittany grew up in the Mudfields just one of many children of a large farming family who scraped a living. She managed to secure employ at the Stassman estate as a guard and general dogsbody and all was going well up until last month when a group of freaks broke in and slaughtered all of her friends ( Jare, Pickle, Chunky, Selwin and Fred) and would have done the same to her if she hadn't been hidden, unconcious, behind a fallen display case. Broken and bleeding she headed home, the Stassmans refused to take her back and she almost succumbed to despair and took up a life of farming when she overheard an old man in the drinking house talking about demons and the clouded memories of that night came into focus....and she knew what she should be doing....her friends had been killed by demons and she would do whatever it took to find them and end them. The old man offered to teach her how to access the power needed and without thinking twice she agreed immediately.
This post has potentially manipulated dice roll results.
Hey there! Thanks for starting a game! I'd love to get involved.
Edit: I promise I didn't manipulate any dice rolls, I just fixed a typo! I can reroll if you like.
Ability Scores: Ability scores: Ability scores: 121514151012 Character Name: Claron Brewer Character Race: Half-elf Character Class: Wizard (I haven't totally decided yet but I'm thinking divination or abjuration.) Backstory:
Claron’s Mother was a graduate of Soltrys Academy who abandoned her high station and a promising career as a Dwendalian Mage to marry Claron’s father, a humble brewer from the village of Aquarine. From such an eclectic upbringing, Claron learned to appreciate the vast mysteries of the arcane, as well as the rough, rural wisdom of the common folk. By the time he was ten, he could call forth an illusion as easily as he could skin a deer. His ability to levitate objects was only a bit more impressive to local kids than his ability to escape a grapple in backyard wrestling matches. Claron loved his home, his friends, his life.
He loved his home so much, in fact, that when the local Starosta, Baron Rickas, came to collect on a third levy earlier this year, Claron and his gang developed a brilliant scheme to keep their town solvent, and make sure the Baron minds his business.
The details of the scheme aren’t important. Suffice it to say, it didn’t work, and the gang of would be heroes found themselves in quite a pickle. Claron managed to escape using his mother's Cloak of Elvenkind, but his friends weren't so lucky. Now Claron’s friends have all been impressed into the Dwendalian Navy as punishment for their crimes and Claron, the group’s fearless leader, will face the gallows if he’s ever seen in Aquarine or the surrounding environs again.
Now Claron is alone, save for his snake familiar Otto, with only what wits his family gave him, and what little money they could spare. Now, he’s laying low in Kamordah, a town far enough from Aquarine that he’s at little risk of being recognized, taking odd jobs, lamenting his own foolishness, worrying for his friends and feeling tremendous shame that they're paying the price for his stupid plan. He knows he’ll likely never see them, or his family, or his beloved Aquarine again, and he has to figure out what to do with himself now that he’s on his own. He needs something to shake him from his doldrums, and to show him that his simmering heroic instincts are more than just the fantasies of an immature kid, too clever for his own good.
Character Class: Ranger (leaning towards gloomstalker but not sure yet)
Backstory: Kallese was the only Tiefling born into an all human family, her infernal heritage lying dormant until she came along. Her skin, tail and horns, all marks of her fiendish bloodline, caused her to be a subject of distrust and repulsion within the small and highly religious communal village she grew up in; and she was often tormented by her own peers. Because of this treatment, Kallese grew to despise her heritage. She became insecure about the traits that marked her as different and often wished she was human, daydreaming about being loved and accepted by the people of the village. Because of this deep-rooted insecurity, the young tiefling became shy and closed off from the world; Unfortunately, these traits continued into her adulthood. At the age of 15, the village outcasted her, sending her into the woods of the nearby Cyrengreen Forest with naught but a small supply of food and a handcrafted bow. It was here that Kallese met an old human hermit who took her in and taught her the necessities of surviving. She learned how to hunt and gather, cook and pickle, and became proficient at the artistry of the bow. She lived in the hermits small shack in the outskirts of the forest for 4 years before the old man passed. With nowhere to go, Kallese spent a year wandering through wildemount, living off the skills that hermit taught her. Eventually, Kallese wound up in Kamordah and, deciding to spend a few months here, began working at a slightly seedy tavern to earn money for future journeys.
Note: I'm relatively new to DnD, so may require some extra guidance. I'm familiar with roleplaying via forums though, so that should hopefully give me an advantage :)
Character Race: Half Elf Character Class: Bard/Warlock eventually Background: Cronal was born along the Menagerie coast in a small fishing village. His mother was an elven sailor but deemed life on a ship no place for a child so he stayed with his father and his family that ran the local Inn. He never really took much of an interest in the business side of the Inn be greatly enjoyed playing the host and entertaining guests or anyone else for that matter.
Yearning to do more than just tell stories or sing songs about other peoples adventures Cronal took it upon himself to invite himself on a trip north to retrieve wine from the Empire for the Inn. It was a boring, uneventful trip despite having build himself up as quite the adventurer in his head, but he felt he was ready for more and eager to prove himself.
Ability Scores: (see last roll above - rolled without re-rolling 1s, but I noticed several other posters rolled with re-rolling 1s. Should we have?). Character Name: Camina Ravenscale - link to DDB character sheet. Character Race: Custom Lineage (half-dwarf, quarter-elf) - Tasha's. Character Class: Warlock (Hexblade) - planned multi-class to Bard (Eloquence) - planning to use Tasha's cantrip versatility. Backstory:
Camina is torn between following in the footsteps of a legendary bard - her famous half-elven aunt Lyra Ravenscale - or bucking the inevitable comparisons. Just as charming, but less flighty than her aunt, perhaps due to her dwarven father, Camina had always held an uneasy admiration for Lyra, the accomplished diplomat, faction agent (and warlock and spy). As her protege, Camina has also never been able to discern whether she is her aunt's favorite or somehow just the opposite. One day, Lyra passed to Camina her prized harmonica with an enigmatic smile. A strange, dull black instrument. The source of Lyra's and now Camina's magic. Stains Camina's lips like dark lipstick, just as it had for Lyra, and she senses something... shadowy about it. As Lyra had walked away, Camina could have sworn she heard her murmuring "free at last." Camina senses she has made an... agreement she is not fully aware of. Not how she had anticipating starting her career, but she has always been skilled at getting out of a pickle.
Now Camina's (and Lyra's) clandestine faction, based in the foothills of the Ashkeeper Peaks, finds itself under threat from war between the Dwendalian Empire of which they are part, and the Kryn Dynasty of Xhorhas eastward beyond the mountains. With her aunt Lyra's retirement, Camina is sent forth into the frigid winter... but not east. North rather to Kamordah, cross-wise against the current of war, where she was simply told to immerse herself into a group meeting at the Temple of Bahamut. She is told she will be given a means to report back when the time is appropriate. On what, she is not exactly clear. The stoic half of her nature from her dwarven father takes over in these moments and tells her to steady on. She takes out her harmonica and begins playing a folk song he had hummed during her childhood. She would not fail...
Ability Scores: Ability scores: 141412181613 Character Name: Colonel Tomas Grassweaver Character Race: Human Character Class: Paladin - plan to be oath of vengeance as Tomas is a self-appointed Witch Hunter (and self-appointed Colonel). Backstory:
Tomas was committed to the temple of Raei the Everlight as a child. Unfortunately, not the brightest of intellects, his hope to be ordained into the priesthood grew ever more faint as he struggled to memorise scriptures, history and theology. As he progressed through his 20s and into his 30s, Tomas became more and more frustrated as his much younger peers received their consecration and went out into the world to preach the atonement of Raei. By the time of his 40th birthday, the head of the seminary took him aside to suggest that perhaps Tomas should consider an alternative career serving Raei in a monastery.
In Tomas' mind, the thought of seclusion in a monastery was anathema. And his frustrated mind twisted with agony that he was unable to complete what he believed to have been his preordained path. But at that moment, a light came into his mind, a revelation (he believed) from Raei herself. His role was ordained to be more than just a cleric. No, Tomas was to take a different path for his god. His role was to bring pickles to the corners of the world that were shrouded in darkness by witchcraft. His role was to bring witches to the purifying fire of Raei. Despite his seminary and temple's frantic protests that this is not Raei's way, Tomas was sure his message came directly from his god. How could priests and teachers tell him otherwise from his god's direct command? Cast out of the seminary, Tomas has stepped out into the world as a self-appointed Colonel and paladin of Raei. And those that practice witchcraft should fear his coming. For Kamordah is in his path...
When I was a child, my parents were killed defending a bear against poachers. They were able to drive the poachers back, but they sustained fatal wounds. The bear, in her gratitude, decided to raise me as her own child. A few years after, the Forest Protectors, an independent group of rangers who took up the duty of protecting the forestlands and the creatures that dwell within. They thought me to be respectful of nature, and to defend against those that tries to abuse it. I was inspired by their accomplishments, and decided then and there, to be a Forest Protector, myself. I was able to pass the Ranger Test, and was given a PICKLE badge made from a leaf of the Elder Tree, upon which the Forest Protectors are based on.
On my first job as part of the Forest Protectors, I was sent to investigate why some beasts from our territory have been getting kidnapped. As a result of my investigation, I found out that a group of cultists have been using the kidnapped animals as sacrifice to Tiamat. After reporting this to the group, I was told to stay clear and avoid confrontation. However, I cannot abide by that decision. It is my belief to help those who are in need, and I would not stay and watch while helpless creatures get kidnapped and sacrificed to anyone. Therefore, I decided to venture alone, without the knowledge of the others and head to the closest town where the cultists were last found to gain some information.
The year is 835 Post Divergence (PD). On the continent of Wildemount, war has recently started between the Dwendalian Empire and the Kryn Dynasty. Righteous Brand soldiers and mercenaries are sent eastward, to face the Aurora Guard soldiers of the Dynasty. It is the final month of the year, Duscar, and while it's been only a few days, it is already shaping up to be a cold one. In the borders of the Dwendalian Empire, the holy day of Embertide has arrived. The day of remembrance for those who died defending others is being observed by many. In Kamordah, however, a group of individuals seems bent on causing chaos. And the Temple of Bahamut seems like a good place to start.
Hello! Hope everyone reading this is having a good day.
I'm looking to run a Wildemount campaign! The adventure will begin in the Dwendalian wine-making town of Kamordah, with a group of cultists stirring up trouble during a vigil held at the town's Temple to Bahamut. The concept here is for low levels, with the option of continuing (either into more homebrew adventures or a modified published one) if everyone is having fun. I've been playing Dungeons and Dragons for a bit over three years now. While I am a newer DM, I'm looking forward to leading this campaign. You don't need to be super familiar with the lore of Wildemount or Critical Role for this. I'm more than willing to help people out with the lore in those sorts of cases.
For character creation, you will be starting at Level 1. Roll for stats, but you can reroll or do point buy if it all adds up to be less than 72. Somewhere in your character's backstory, add the word pickle so I know you read this. If you have access to Wildemount's Heroic Chronicle, you may use it if you wish. You can use all officially published races, classes, backgrounds, and feats along with the Blood Hunter, Cobalt Soul Monk, and Open Seas Paladin. No other homebrew will be allowed at the moment, but reflavoring features is perfectly fine. Tasha's Optional Class Features can be used, just say if you are taking them (you don't have to mention taking the expanded spell options). You can take starting equipment, along with one common magic item. I do not have access to content sharing sadly, so you will have to have access to what you want to play.
This game is open to anyone no matter their race, sexuality, or gender. This game to be a fun, safe place so if you don't like that a player or character is queer, or they're a different skin tone, this isn't the game for you.
I will be leaving this up for a week or two, depending on how many applications I receive. When there seems to be enough, I will announce when the thread is closed. If you have any questions, you can ask them in the comments here. Looking forward to seeing everyone's ideas!
Application Form
Ability Scores:
Character Name:
Character Race:
Character Class: (if you know what subclass you will be taking, you may put it in parentheses)
Backstory: (1-2 paragraphs is fine, but if it's longer than put it in a spoiler. Have a reason for your character being in Kamordah)
The ever growing document of character concepts can never be too long, can it?
Ability Scores: Ability scores: 13 10 8 16 16 14
Character Sheet: https://ddb.ac/characters/69780658/bt61UH
Character Name: Chance
Character Race: Variant Human
Character Class: Sorcerer, Aberrant Mind
Backstory: Growing up in the Outerstead of Zadash, Chance would talk his way out of, and sometimes into, trouble. One day he was kidnapped, taken somewhere and experimented on, sometimes seeing arcane glyphs, pickles, and nothing else for possibly days on end. He was rescued by one of the volkstrucker who helped him understand his new found psychic powers. They asked for his help, and sent him to Kamordah to check on rumors of a strange new cult causing trouble.
Thank you for your consideration!
Eubraxa Rising: DM
Astray in the Stars: DM
15 8 10 11 10 16
Character Name:
Character Race:
Character Class:
Backstory:
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Ability Scores: 11 14 15 6 8 15
Character Name:
Character Race:
Character Class:
Backstory:
[To be filled out after seeing stats rolled! Hope I did it right on mobile]
Ability scores: 14 14 14 15 18 13
Ability scores: 14 7 17 12 15 16
Character Name: Sylberos
Character Race: Palid Elf
Character Class: Druid (Druid of the Stars)
Backstory: Old Sylb has lived in the Cyrengreen Forest for most of his life. He has protected the woods from lumberjacks moving too far inward. Sylberos helps regrow the trees harvested in exchange for lumberjacks sticking to the northern and southern edges of the woods. Old Sylb often makes his way to Kamordah to bless the crops for a strong harvest, aids in caring for the livestock, and heals the wounded and sick. For his help, the Lionett family, who own the vineyards, allow him to take some of their wine back to the forest with him. The townfolks appreciate his help in tending the animals and to the ill. They give him all sorts of goods to take back, including their delicious dill pickles. Sylberos is in Kamordah to help with the preparations for the holy day of Embertide. (Will use Heroic Chronicle and put it on character sheet)
Ability Scores: Ability scores: 10 11 14 14 15 12
Character Name: Priton Underin
Character Race: Dragonborn
Character Class: Cleric (Forge Cleric)
Backstory: Priton was raised in Uthodorn, adopted by a dwarven family and raised in the city. As Priton has learned a great deal of the Uthodorn ways of smithing and wishes to learn explore the world more. He has made it his goal to make some great creation, whatever it may be before returning to Uthodurn and buying his own forge there, as well as getting back his dog pickles who he left with his family back home. He ended up in Kamordah as it was said to be somewhere he might be able to find some easier work for some of the richer wine-making people before going elsewhere.
P: The Traveling Ward: Natural Napalm Enthusiast. (AURYN: The Hunt For The Last Unicorn.)
DM:
Ability Scores: 12 1 16 9 4 19
Reroll: 17 6 3 8 14 13
Character Name: Destiney Rethia
Character Race: Human
Character Class: Rogue
Backstory: As a young child, Destiney was a servant to the Lord of the house she was left at as a child. She ran away when she was 7, as the Lord would mistreat his servants. After several long weeks of wandering the woods, she found her mentor, Derek Rethia. He taught her everything she knew about stealth, pickles, and assassination. She has grown up to be a tough, confidant young women...
Now Destiney, who is 15, is on a job for someone in Kamordah. She hopes to be able to make enough money to help Derek recover from an accident he had a week ago.
I hope I did this right considering how this is my first play by post. Thanks for putting together this game!
Ability scores: 14 12 16 13 11 15
Character Name: Tharrim
Character Race: Dwarf (Duergar)
Character Class: Fighter
Backstory: Tharrim hails from an underground clan in the mountains in Xhorhas. 18 years of hard labor and underground mining has made him a solid mountain of a dwarf. The mines in the mountain are still producing but not what they were in the past however his family will not abandon the colony. The first sons of the 8 elders have been sent into the greater world to bring wealth and resources back to the clan. Tharrim is by no means worldly and is very untrusting of other races, in particular the drow and elves in general. He is focused on gaining riches to bring back to the clan which is the most important thing in his life. He wears charcoal splint armor, carries a shield and wields a black warhammer he calls Betty. Tharrim is in Kamordah looking for work and pickled beets (which go very well with red wine by the way).
file:///media/fuse/drivefs-3ab06125dca7abfb2c4121f8b618727b/root/Elidancer17_69794875.pdf
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Ability Scores: Ability scores: 11 11 14 9 12 7
Character Name: Brittany Jemappelle
Character Race: Halfling
Character Class: Blood Hunter
Backstory: Brittany grew up in the Mudfields just one of many children of a large farming family who scraped a living. She managed to secure employ at the Stassman estate as a guard and general dogsbody and all was going well up until last month when a group of freaks broke in and slaughtered all of her friends ( Jare, Pickle, Chunky, Selwin and Fred) and would have done the same to her if she hadn't been hidden, unconcious, behind a fallen display case. Broken and bleeding she headed home, the Stassmans refused to take her back and she almost succumbed to despair and took up a life of farming when she overheard an old man in the drinking house talking about demons and the clouded memories of that night came into focus....and she knew what she should be doing....her friends had been killed by demons and she would do whatever it took to find them and end them. The old man offered to teach her how to access the power needed and without thinking twice she agreed immediately.
https://ddb.ac/characters/69805911/TSeJI6
Hey there! Thanks for starting a game! I'd love to get involved.
Edit: I promise I didn't manipulate any dice rolls, I just fixed a typo! I can reroll if you like.
Ability Scores: Ability scores: Ability scores: 12 15 14 15 10 12
Character Name: Claron Brewer
Character Race: Half-elf
Character Class: Wizard (I haven't totally decided yet but I'm thinking divination or abjuration.)
Backstory:
Claron’s Mother was a graduate of Soltrys Academy who abandoned her high station and a promising career as a Dwendalian Mage to marry Claron’s father, a humble brewer from the village of Aquarine. From such an eclectic upbringing, Claron learned to appreciate the vast mysteries of the arcane, as well as the rough, rural wisdom of the common folk. By the time he was ten, he could call forth an illusion as easily as he could skin a deer. His ability to levitate objects was only a bit more impressive to local kids than his ability to escape a grapple in backyard wrestling matches. Claron loved his home, his friends, his life.
He loved his home so much, in fact, that when the local Starosta, Baron Rickas, came to collect on a third levy earlier this year, Claron and his gang developed a brilliant scheme to keep their town solvent, and make sure the Baron minds his business.
The details of the scheme aren’t important. Suffice it to say, it didn’t work, and the gang of would be heroes found themselves in quite a pickle. Claron managed to escape using his mother's Cloak of Elvenkind, but his friends weren't so lucky. Now Claron’s friends have all been impressed into the Dwendalian Navy as punishment for their crimes and Claron, the group’s fearless leader, will face the gallows if he’s ever seen in Aquarine or the surrounding environs again.
Now Claron is alone, save for his snake familiar Otto, with only what wits his family gave him, and what little money they could spare. Now, he’s laying low in Kamordah, a town far enough from Aquarine that he’s at little risk of being recognized, taking odd jobs, lamenting his own foolishness, worrying for his friends and feeling tremendous shame that they're paying the price for his stupid plan. He knows he’ll likely never see them, or his family, or his beloved Aquarine again, and he has to figure out what to do with himself now that he’s on his own. He needs something to shake him from his doldrums, and to show him that his simmering heroic instincts are more than just the fantasies of an immature kid, too clever for his own good.
Withdrawn.
No Longer Active
Ability Scores: Ability scores: 12 7 15 11 17 13 (thanks Daiman_May :) )
Character Name: Kallese Shin
Character Race: Tiefling (Glasya)
Character Class: Ranger (leaning towards gloomstalker but not sure yet)
Backstory: Kallese was the only Tiefling born into an all human family, her infernal heritage lying dormant until she came along. Her skin, tail and horns, all marks of her fiendish bloodline, caused her to be a subject of distrust and repulsion within the small and highly religious communal village she grew up in; and she was often tormented by her own peers. Because of this treatment, Kallese grew to despise her heritage. She became insecure about the traits that marked her as different and often wished she was human, daydreaming about being loved and accepted by the people of the village. Because of this deep-rooted insecurity, the young tiefling became shy and closed off from the world; Unfortunately, these traits continued into her adulthood.
At the age of 15, the village outcasted her, sending her into the woods of the nearby Cyrengreen Forest with naught but a small supply of food and a handcrafted bow. It was here that Kallese met an old human hermit who took her in and taught her the necessities of surviving. She learned how to hunt and gather, cook and pickle, and became proficient at the artistry of the bow. She lived in the hermits small shack in the outskirts of the forest for 4 years before the old man passed. With nowhere to go, Kallese spent a year wandering through wildemount, living off the skills that hermit taught her. Eventually, Kallese wound up in Kamordah and, deciding to spend a few months here, began working at a slightly seedy tavern to earn money for future journeys.
Note: I'm relatively new to DnD, so may require some extra guidance. I'm familiar with roleplaying via forums though, so that should hopefully give me an advantage :)
Dice symbol top right of the post panel has an option for Ability scores.
https://www.dndbeyond.com/profile/DDBThrowaway/characters/47365667
Ability scores: 16 17 13 16 11 16
Character Name: Cronas
Character Race: Half Elf
Character Class: Bard/Warlock eventually
Background: Cronal was born along the Menagerie coast in a small fishing village. His mother was an elven sailor but deemed life on a ship no place for a child so he stayed with his father and his family that ran the local Inn. He never really took much of an interest in the business side of the Inn be greatly enjoyed playing the host and entertaining guests or anyone else for that matter.
Yearning to do more than just tell stories or sing songs about other peoples adventures Cronal took it upon himself to invite himself on a trip north to retrieve wine from the Empire for the Inn. It was a boring, uneventful trip despite having build himself up as quite the adventurer in his head, but he felt he was ready for more and eager to prove himself.
Ability scores: 14 14 8 10 17 8
Reroll for only 71 points
Ability scores: 13 11 11 16 12 9
Paladin - warforged - orange
Ability scores: 13 11 11 13 15 10
Total of 67, re-rolling:
Ability scores: 16 12 16 9 14 11
Total of 70, re-rolling:
Ability scores: 12 13 17 10 15 15
Mud(Paladin2):Frandal's Scourge/Inge(Barbarian1):Krayveneer's After the Fall/Seri(Cleric1/Sorcerer1):Uhtred's Windward Isles/Shin(Wizard2):Dimir_MTG's Surviving
Dyson/Eleo(Cleric3):Vos' Beyond the Veil/Soren(Druid4):Bartjeebus' Ravenloft/Nivi(Rogue3):Raiketsu's CoS/Lyra(Warlock2/Bard2):BlameItOnWinter's Will of the Ancients
Joren(Fighter5):NotDrizzt's Simple Request/Quyen(Adept1):Constance's Nentir Vale/Rel(Warlock2):Uhtred's Phandelver/Xarian(Fighter1/Wizard1):ShieldHero's Drakkenheim
Ability Scores: (see last roll above - rolled without re-rolling 1s, but I noticed several other posters rolled with re-rolling 1s. Should we have?).
Character Name: Camina Ravenscale - link to DDB character sheet.
Character Race: Custom Lineage (half-dwarf, quarter-elf) - Tasha's.
Character Class: Warlock (Hexblade) - planned multi-class to Bard (Eloquence) - planning to use Tasha's cantrip versatility.
Backstory:
Camina is torn between following in the footsteps of a legendary bard - her famous half-elven aunt Lyra Ravenscale - or bucking the inevitable comparisons. Just as charming, but less flighty than her aunt, perhaps due to her dwarven father, Camina had always held an uneasy admiration for Lyra, the accomplished diplomat, faction agent (and warlock and spy). As her protege, Camina has also never been able to discern whether she is her aunt's favorite or somehow just the opposite. One day, Lyra passed to Camina her prized harmonica with an enigmatic smile. A strange, dull black instrument. The source of Lyra's and now Camina's magic. Stains Camina's lips like dark lipstick, just as it had for Lyra, and she senses something... shadowy about it. As Lyra had walked away, Camina could have sworn she heard her murmuring "free at last." Camina senses she has made an... agreement she is not fully aware of. Not how she had anticipating starting her career, but she has always been skilled at getting out of a pickle.
Now Camina's (and Lyra's) clandestine faction, based in the foothills of the Ashkeeper Peaks, finds itself under threat from war between the Dwendalian Empire of which they are part, and the Kryn Dynasty of Xhorhas eastward beyond the mountains. With her aunt Lyra's retirement, Camina is sent forth into the frigid winter... but not east. North rather to Kamordah, cross-wise against the current of war, where she was simply told to immerse herself into a group meeting at the Temple of Bahamut. She is told she will be given a means to report back when the time is appropriate. On what, she is not exactly clear. The stoic half of her nature from her dwarven father takes over in these moments and tells her to steady on. She takes out her harmonica and begins playing a folk song he had hummed during her childhood. She would not fail...
Mud(Paladin2):Frandal's Scourge/Inge(Barbarian1):Krayveneer's After the Fall/Seri(Cleric1/Sorcerer1):Uhtred's Windward Isles/Shin(Wizard2):Dimir_MTG's Surviving
Dyson/Eleo(Cleric3):Vos' Beyond the Veil/Soren(Druid4):Bartjeebus' Ravenloft/Nivi(Rogue3):Raiketsu's CoS/Lyra(Warlock2/Bard2):BlameItOnWinter's Will of the Ancients
Joren(Fighter5):NotDrizzt's Simple Request/Quyen(Adept1):Constance's Nentir Vale/Rel(Warlock2):Uhtred's Phandelver/Xarian(Fighter1/Wizard1):ShieldHero's Drakkenheim
Ability Scores: Ability scores: 14 14 12 18 16 13
Character Name: Colonel Tomas Grassweaver
Character Race: Human
Character Class: Paladin - plan to be oath of vengeance as Tomas is a self-appointed Witch Hunter (and self-appointed Colonel).
Backstory:
Tomas was committed to the temple of Raei the Everlight as a child. Unfortunately, not the brightest of intellects, his hope to be ordained into the priesthood grew ever more faint as he struggled to memorise scriptures, history and theology. As he progressed through his 20s and into his 30s, Tomas became more and more frustrated as his much younger peers received their consecration and went out into the world to preach the atonement of Raei. By the time of his 40th birthday, the head of the seminary took him aside to suggest that perhaps Tomas should consider an alternative career serving Raei in a monastery.
In Tomas' mind, the thought of seclusion in a monastery was anathema. And his frustrated mind twisted with agony that he was unable to complete what he believed to have been his preordained path. But at that moment, a light came into his mind, a revelation (he believed) from Raei herself. His role was ordained to be more than just a cleric. No, Tomas was to take a different path for his god. His role was to bring pickles to the corners of the world that were shrouded in darkness by witchcraft. His role was to bring witches to the purifying fire of Raei. Despite his seminary and temple's frantic protests that this is not Raei's way, Tomas was sure his message came directly from his god. How could priests and teachers tell him otherwise from his god's direct command? Cast out of the seminary, Tomas has stepped out into the world as a self-appointed Colonel and paladin of Raei. And those that practice witchcraft should fear his coming. For Kamordah is in his path...
I am new to DND and this would be my first time if chosen really.
Application Form
Ability scores: 12 13 10 12 13 12
(I misunderstood the 72 thing so just ignore this.)
Ability scores 1st reroll for 72: 14 14 14 16 15 10
Ability scores 2nd reroll for 72: 14 9 10 12 8 9Character Name: Belous Arkoudas
Character Sheet: https://ddb.ac/characters/69835461/UyQ51L
Character Race: Wood Elf
Character Class: Ranger (Druid)
Backstory:
When I was a child, my parents were killed defending a bear against poachers. They were able to drive the poachers back, but they sustained fatal wounds. The bear, in her gratitude, decided to raise me as her own child. A few years after, the Forest Protectors, an independent group of rangers who took up the duty of protecting the forestlands and the creatures that dwell within. They thought me to be respectful of nature, and to defend against those that tries to abuse it. I was inspired by their accomplishments, and decided then and there, to be a Forest Protector, myself. I was able to pass the Ranger Test, and was given a PICKLE badge made from a leaf of the Elder Tree, upon which the Forest Protectors are based on.
On my first job as part of the Forest Protectors, I was sent to investigate why some beasts from our territory have been getting kidnapped. As a result of my investigation, I found out that a group of cultists have been using the kidnapped animals as sacrifice to Tiamat. After reporting this to the group, I was told to stay clear and avoid confrontation. However, I cannot abide by that decision. It is my belief to help those who are in need, and I would not stay and watch while helpless creatures get kidnapped and sacrificed to anyone. Therefore, I decided to venture alone, without the knowledge of the others and head to the closest town where the cultists were last found to gain some information.