"The Breach", a rift-like-scar across the world of Avadorien, cut the connection to the gods with the Material Plane. Hellspawn and horrific monstrosities flowed through the veil as unrelenting waves of cruelty, malice, and death.
The demonic invasion had begun.
Kingdoms, empires, and entire continents were wiped from the face of the world, while the demonic incursion ran rampant. The surviving armies of mortals came to rally on the continent of Vladera at the last remaining city of Dawncrest.
Adventures gatherer together and held the bulwark against the overwhelming horde of the demons for a last desperate act to save their world. Their sacrifice bought enough time for the remaining spell casters to complete a ritual to reconnect the Astral Lines allowing the "Pantheon of the Divines" to return.
The righteousness power the gods and goddesses banished the demonic incursion and saved the world from its near destruction; ending the Demon War. However, The Breach remained. The gods could not heal the wound and oddly enough their power was making the wound worse, causing the world of Avadorien to slowly unravel. A seal was placed, preventing the demons from crossing over as the gods returned to the seats of their divine planes and issued a decree.
"By divine decree, the gods and goddess can no longer visit Avadorein in their divine forms; only through worship and their followers may flow their divine power and influence."
Sixty years have passed. Legendary heroes became rulers. Ruined cities begin to rebuild. New adventures seeking to find lost relics and magical items from before the war. Hope slowly began to heal a devastated world.
XXXXXX - RECRUITING CLOSED - XXXXXX
Hello everyone! I'm trying out a new homebrew one-shot (maybe a two-shot), I've been working on.
RP 50% Combat 40% Other 10%
I'm looking for 4-5 players starting at level 4 with the following:
Name:
Rolled Stats/Point Buy: Roll 4; drop lowest / If you don't like your rolls you can use point buy.
Race/Class (Subclass): No Variant Humans
Backstory:
Extra Feat: Pick one extra feat (Max 2 if you choose a Feat at level 4)
Starting Equipment
Must be 18+ and comfortable with a grim setting. (Towns may get burned to the ground. Families with children live in that town.)
Must be respectful to other players and the DM. (It's ride or die together.)
Try to post at least 3 days out of the week.
Leave recruitment open for a few days and sent PM for the selected players.
Feats: Shadow touched for lvl 4 and skill expert as extra
Backstory: Ruffler has been a spy for some of the adventurer leaders for a couple of years now. In the process he learned to enhance his psychic energy, while coming from the shadows. Killing an opponent here, gathering information there. While also looking after himself, improving his skill and looking for treasure.
"grandpa" Salkur, deep gnome artificer/sorcerer: Spiderwrangler's Forged in Chaos | Pepin, Human Artificer/cleric: Goblin horde | Mixtli, Volcano Genasi Artificer: Champions of the Citadel
I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past, I will turn the inner eye to see its path. Where the fear has gone, there will be nothing. Only I will remain.
Backstory: Life isn’t fair! All that Kalki wanted was to be liked by others. Which was difficult to begin with. Tieflings didn’t have an easy time in the town she grew up in. Growing up she did have some friends, mostly outcasts like her and she had her family. That was until her powers manifested… She was told by her mother that her family was cursed by a Bronze Dragon long ago. It confused Kalki tremendously, those were the good guys, right? Well, she now knows what kind of “curse” she meant. It explained the scales! Her life became unbearable! She tried to hide her powers, but that only made things worse. Taking the strange crystal her mother gave her Kalki went on a self-imposed exile to protect herself and her family. Maybe she could find a magical item that can make her normal! Or perhaps a lost relic? That would give her fortune and fame! And finally ereryone would love her!
The breach has taught the world can be quite unpredictable. Best carve out as much out of life as you can. Thib found that happinees in coin some that did not belong to her. Unfortunately she swindled the wrong man. A supposed wealthy merchant Brathir who came out to be a man collecting donations for those less fortunate. Now he rots in jail. She decided for the carefree life of a wanderer afterwards and basked in the freedom, but sometimes she is hit with pangs of guilt. Begrudgingly she decided she would atone for what she did and help others. To better prepare herself she went deep into the woods where she would meet her people. Only after several sincere apologies, was she accepted back and allowed to train with the other rangers. After gaining much needed skill she travels to possibly atone for what she had done.
Extra Feat: Pick one extra feat along with your level 4 (Max 2 Feats): War Caster/ Dual Wielder
Race/Class (Subclass): Firbolg/Druid (Circle of the Moon)
Backstory: His village was attacked and wiped out by hobgoblins when he was but a youth. The only other survivor was the village Elder, a druid. The two Firbolgs together buried the dead and then dwelt together in the ruins for many years, as Seamus learned druidcraft and nature magic from his mentor. Time waxed on, and the Old One finally joined his village in death. Seamus, now freed from all connection to that forest, wanders the world, seeking to advance the cause of protecting the natural world, and of maintaining balance between the great opposing forces of Law and Chaos.
Extra Feat: Warcaster, Tough
Edit- yeah I just added the link to the character sheet and got tagged for manipulated roll. I didn't. Those are the original results.
Name: Inge Stonechild Rolled Stats/Point Buy: Rolled, see above Race/Class (Subclass): Wood Half-Elf Barbarian (Path of the Ancestral Guardian) Backstory: See (first) spoiler here:
It was Winter when Inge was found abandoned in stony, mountainous lands bordering The Breach by a clan of nomadic warriors. Half-elf baby near blue with the cold, yet not shivering, nestled in her rocky nook. Taken in and raised as one of their own by the nomads, Inge adopted their heritage and took to their style of polearm fighting with gusto. In one way, she differed from the other clan children who grew bored listening to elders speak of ancestors and traditions. Inge, by contrast, devoured all the ancestral history and tradition that she could, having no true parents to call her own and a growing chip on her shoulder as a result. This rapt attention caught the notice of the clan's wise woman, who spoke of prophecies that in a time of danger, one raised by the clan but not born of them, would venture forth in search of a lost relic. A relic which might spell survival or peril for not just the clan but for the greater world of Avadorien. So it was that Inge Stonechild set out, glaive in hand, to find what fortune held in store for her.
Extra Feat: Pick one extra feat along with your level 4 (Max 2 Feats): Polearm Master and Resilient (Wisdom) Starting Equipment: Unarmored, Explorer's Pack, Weapons: Glaive, Longbow, Handaxes, Javelins all added.
Race/Class (Subclass): Human / Fighter (Rune Knight)
Backstory:
Professor Harald Sturlson is a jovial fellow in his mid fifties. Throughout most of his professional life, Harald taught archeology and arcane history at a local school. Early in his career however, Harald became obsessed with the history of a particular form of magic. Runic Magic. He'd already demonstrated its potential to his collogues by learning a few runes and wielding them himself, but however their origin eluded him. He knew giants were involved, but believed this magic extended further than they. Convinced in his hypothesis, Harald wrote a paper to be published and forged many pieces of archaeological evidence to support his paper. He was quickly discovered as a fraud and kicked out of the university. Harald now roams the lands on a quest to prove his theory.
There is but one constant in this reality and that is death. It was at the end of every road no matter what twist and turns were along the way. Inevitable. Unrelenting. In the world of Avadorien where society and it’s numerous hierarchies had been rebuilding themselves over the last sixty years it was considered a useful tool, a means to an end. Citizens who desired to climb the ladder of power more than anything else were more than willing to depart with large sums of coin and other valuables to see those in their way removed. Enter Garron Rey, a assassin who seemed to care for nothing other than his reward after stealing the life away from his contracted targets. Driven by the insatiable desire for wealth that stemmed from a childhood spent in the alleyways, scrounging for food and wanting nothing more than to survive. They called him ‘The Ghoul’. A man pale as a ghost and nearly as mysterious as one, nearly ruthless as what lurked on the other side of the Breach. A assassin who’s call sign was at the tip of every powerful tongue, but alas, all good things must come to an end. Garron Rey’s deadly reign was silenced when he became a target himself after foolishly becoming a scapegoat in a political plot that dwarfed his skill set. Framed for the murder of a publicly beloved countess and her children, the assassin was hunted like never before. Garron was forced to run until he could uncover the identity of who had set him up and the reason behind the act. So assassin would lay low until the facts aligned themselves and the culprit would be revealed. After that? Not even the gods could save the poor sod who crossed the Ghoul.
Extra Feat: Shadow Touched
Starting Equipment: Leather armor, Burglar’s pack, Thieves’ tools. Weapons: Rapier, Short sword, two daggers.
((Original dice roll. I’ve just been constantly editing the rest of the application XD))
Backstory: Mugun is the ward of the Baron Fonelle. To put it more accurately, Mugun is the hostage of Baron Fonelle. When Mugun was still a baby, the Bahbalen clan attempted to invade the Fonelle Barony and claim it as their own. It was a short, ill advised war that the Bahbalen lost handily. Mugun’s father and chief of the Bahbalen clan, Magnun, was forced to give one of his sons to the Fonelles for wardship as a term of surrender. Mugun was chosen from among Magnun’s many sons from many mothers, because Mugun's mother was human. It was decided that he would likely adjust more easily than the others.
It was a practical choice. Arguably, even a compassionate one. But Mugun has never seen it that way. As far as he’s concerned, his father was a selfish fool and got what was coming to him. He can barely remember his father, aside from one stark memory of a broken, emaciated man handing the toddler Mugun over at the drawbridge of a keep he and what was left of his army couldn’t hope to hold against the Baron's army. Everything after that is in the home of the Baron Fonelle.
The Baron is a kind, peaceloving man. He has worked hard to stabilize the corner of the world his father had died protecting in the Demon War. It's become a prosperous territory, or at least at prosperous as a territory can be when so much of the world is still in shambles. But though the baron is a peace loving man, he is no fool. He taught all the children of his house to be soldiers, and that included Mugun. That meant riding lessons, martial training, hunting, arithmetic and literature and history and strategy. Mugun was included in other ways as well. Games, balls, family dinner. He and the Lady Fonelle were like real parents to him. Almost. For even though it was rarely spoken of, Mugun lived every day with the silent understanding that if he ever tried to leave, the man who had raised him would be honor bound to hunt him down and slay him.
So Mugun grew into a man of House Fonelle. A knight in loyal service to the Baron. In the border skirmishes, bandit attacks, and orcish raids that remain unfortunately common, Mugun served bravely in the Baron’s Vanguard. Proudly! He was happy to have a place of honor among his friends and adopted family.
And then one day a captured orc at the end of another short, ill advised war started by a different foolish Orcish chief alerted the Baron to news that had escaped his ears for several years. The Bahbalen clan was gone. They had been wiped out by a larger clan over some stupid insult or other. Magnun was dead. Mugun was a hostage representing no one.
When Fonelle told Mugun this, Mugun felt no particular grief. They had all been nothing to him. His human mother was long dead, since Mugun was an infant. He had only the vaguest impressions of memories of any of his many siblings. There was nothing for him to mourn.
The news gave Mugun nothing save a vague sense of relief, followed almost immediately by a vague sense of dread. What did he mean now to the Fonelles? The ones who had raised him and accepted him and who had been honor bound to destroy him if he ever tried to flee. Now they had no reason to keep him prisoner, but they also had no reason to keep him around.
Baron Fonelle assured Mugun that he was always welcome, and that the news changed nothing. But Mugun could never be sure. So, he left. He told the Baron and Lady and all his adopted siblings and friends that he wanted a taste of his new freedom, but it wasn’t really true. He was leaving because he could never, ever really trust any of them, and it broke his heart.
Extra Feat: Fighting initiate (Protection)
Edit: Actually, I changed my mind. I'm gonna take sentinel instead. Protection overlaps a lot with unwavering mark and sentinel provides way more utility. Also, because I see other people doing it, my lvl 4 feat is skill expert. Taking investigation as my new skill, taking expertise in animal handling.
This post has potentially manipulated dice roll results.
Name: Eilynn Ravanen
Rolled Stats/Point Buy: Ability scores: 681314713
Race/Class: Half-Elf (Moon)/Cleric of Leira (Trickster Domain)
Backstory: (sorry this is so long, I got carried away :) )
Abandoned on the streets of a city still healing from the rift at the age of 8, Eilynn was well acquainted with the fear and desperation that festered in civilisations unguided by divine intervention. The young half-elf was left to fend for herself in an environment full of hunger, pain, crime and death. She had no one to learn on but herself. Miraculously, she managed to survive for a few months, living by scavenging and begging, depending on the harsh city’s scraps of kindness. Then winter hit. Suddenly, there were no longer kind strangers lending Eilynn their spare change; they needed every last coin to ensure their own survival. Any food scraps from sources Eilynn used to rely on were quickly snatched away by quicker, fiercer urchins or creatures long before a young girl such as herself could get a chance. Eilynn would go days at a time with no food, surviving purely off soot-blackened snow that lay on the frozen ground, her only source of warmth a ripped jacket and thin blanket. Soon enough, the unforgiving temperature and lack of nutrition caught up, and Eilynn fell ill. After a few days of feverish coughing, the girl was so sick she was unable to move. She simply curled up in a ball against the wall of a closed down shop, tears and snot turning to icicles that frosted her face, snow biting her pale, drawn face. Here she lay still, waiting for death to claim her; barely conscious, hardly able to draw in breath let alone move or plead for help from passing strangers. Eilynn had completely given up hope, snow-kissed lashes fluttering shut for the final time, when a tall figure cloaked entirely in silver appeared before her, its face hidden save for its mouth, obscured by a shining veil. She felt the warm, smooth skin of a delicate hand placed on her knee as a soft, feminine voice cut through the frozen air. Gentle but stern, soft but commanding, shrouded in layers of unidentifiable emotions, the voice simply asked “Young girl. Will you repay me for my help?” The girl, desperate to live, willing to give anything for warmth, for safety, simply nodded, the only action her feeble body would allow. A small smile appeared on the mouth of the mysterious silver woman, who bent down and picked up the freezing young girl, carrying her off into the mist.
This woman was Isilynor Aejyre, a chosen cleric of the mysterious and reclusive Goddess of the mist, Leira. Isilynor became Eilynn's mentor, her guardian and perhaps even her mother-figure throughout the years in which they lived together. Eilynn too became a worshipper of the Lady of the Mist, finding the comfort and protection she had always craved under the goddess’s guidance. Isilynor taught her the many ways of Leira, the trickery, the illusions, the silver-tounged deception. Eilynn grew to become cunning and mysterious, a figure wrapped in mist, just like her mentor and her goddess before her. When Eilynn came of age, she too was chosen to be a cleric of Leira, a rare position for such an obscure Goddess. She was to be sent into the world, gathering information and bringing power to her lady’s name.
And so, after a solemn farewell to Isilynor, the half-elf donned her own silvery cloak and veil and set out to journey through Avadorien.
Laslo Darby, Marquis. Laslo is a gnome lifted up to nobility for a small service that turned out to be remembered for its critical value to heroes of 60 years ago. He had been just a wee lad at the time, but now he’s become a fine nobleman and even a practitioner of magic. He’s not simply content to rest on his laurels however. Marquis Darby sees a need and an opportunity as well as any shrewd trader, and he’ll be ready to help the people whose care he was given trust over.
Laslo Darby - rock gnome - wizard (transmutation) - noble
Elixir of Skyreach Spire
Setting
XXXXXX - RECRUITING CLOSED - XXXXXX
Hello everyone! I'm trying out a new homebrew one-shot (maybe a two-shot), I've been working on.
RP 50% Combat 40% Other 10%
I'm looking for 4-5 players starting at level 4 with the following:
Name:
Rolled Stats/Point Buy: Roll 4; drop lowest / If you don't like your rolls you can use point buy.
Race/Class (Subclass): No Variant Humans
Backstory:
Extra Feat: Pick one extra feat (Max 2 if you choose a Feat at level 4)
Starting Equipment
Must be 18+ and comfortable with a grim setting. (Towns may get burned to the ground. Families with children live in that town.)
Must be respectful to other players and the DM. (It's ride or die together.)
Try to post at least 3 days out of the week.
Leave recruitment open for a few days and sent PM for the selected players.
XXXXXX - RECRUITING CLOSED - XXXXXX
WIP
Ability scores: 15 14 15 15 13 8
Name: Ruffler
Race: Kenku
Class: Rogue (Soul Knife)
Background: Spy (criminal)
Feats: Shadow touched for lvl 4 and skill expert as extra
Backstory: Ruffler has been a spy for some of the adventurer leaders for a couple of years now. In the process he learned to enhance his psychic energy, while coming from the shadows. Killing an opponent here, gathering information there. While also looking after himself, improving his skill and looking for treasure.
"grandpa" Salkur, deep gnome artificer/sorcerer: Spiderwrangler's Forged in Chaos | Pepin, Human Artificer/cleric: Goblin horde | Mixtli, Volcano Genasi Artificer: Champions of the Citadel
Name: Boread Crestmont
Rolled Stats/Point Buy: Ability scores: 12 13 13 13 16 16
Race/Class (Subclass): Half-Elf, Warlock (Genie)
Backstory: WIP
Extra Feat: Eldritch Adept
I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past, I will turn the inner eye to see its path. Where the fear has gone, there will be nothing. Only I will remain.
- Litany Against Fear, Frank Herbert
Souds like fun! Count me in!
Ability scores: 14 12 18 15 6 17
Name: Kalki
Ability scores: see above
Race/Class: Tiefling Sorcerer
Backstory: Life isn’t fair! All that Kalki wanted was to be liked by others. Which was difficult to begin with. Tieflings didn’t have an easy time in the town she grew up in. Growing up she did have some friends, mostly outcasts like her and she had her family. That was until her powers manifested… She was told by her mother that her family was cursed by a Bronze Dragon long ago. It confused Kalki tremendously, those were the good guys, right? Well, she now knows what kind of “curse” she meant. It explained the scales!
Her life became unbearable! She tried to hide her powers, but that only made things worse. Taking the strange crystal her mother gave her Kalki went on a self-imposed exile to protect herself and her family. Maybe she could find a magical item that can make her normal! Or perhaps a lost relic? That would give her fortune and fame! And finally ereryone would love her!
Extra Feat: Grappler
Character Sheet: https://ddb.ac/characters/70502321/9W67XY
Posting 3 days out of the week is no problem. I will probably post every day, multiple times...
Player: Any Good Alignment // DM: Lawful Evil
Ability scores: 13 15 14 9 11 14
Name: Thib Walsh
Race/Class: Half Elf/Ranger/Hunter
Backstory:
The breach has taught the world can be quite unpredictable. Best carve out as much out of life as you can. Thib found that happinees in coin some that did not belong to her. Unfortunately she swindled the wrong man. A supposed wealthy merchant Brathir who came out to be a man collecting donations for those less fortunate. Now he rots in jail. She decided for the carefree life of a wanderer afterwards and basked in the freedom, but sometimes she is hit with pangs of guilt. Begrudgingly she decided she would atone for what she did and help others. To better prepare herself she went deep into the woods where she would meet her people. Only after several sincere apologies, was she accepted back and allowed to train with the other rangers. After gaining much needed skill she travels to possibly atone for what she had done.
Extra Feat: Pick one extra feat along with your level 4 (Max 2 Feats): War Caster/ Dual Wielder
Character Sheet: https://www.dndbeyond.com/profile/Weathervision/characters/70466090
Ability scores: 10 13 8 14 12 18
Name: Seamus character sheet
Race/Class (Subclass): Firbolg/Druid (Circle of the Moon)
Backstory: His village was attacked and wiped out by hobgoblins when he was but a youth. The only other survivor was the village Elder, a druid. The two Firbolgs together buried the dead and then dwelt together in the ruins for many years, as Seamus learned druidcraft and nature magic from his mentor. Time waxed on, and the Old One finally joined his village in death. Seamus, now freed from all connection to that forest, wanders the world, seeking to advance the cause of protecting the natural world, and of maintaining balance between the great opposing forces of Law and Chaos.
Extra Feat: Warcaster, Tough
Edit- yeah I just added the link to the character sheet and got tagged for manipulated roll. I didn't. Those are the original results.
Starting Equipment only, or anything extra?
Ability scores: 11 17 12 15 8 12
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
Name: Inge Stonechild
Rolled Stats/Point Buy: Rolled, see above
Race/Class (Subclass): Wood Half-Elf Barbarian (Path of the Ancestral Guardian)
Backstory: See (first) spoiler here:
It was Winter when Inge was found abandoned in stony, mountainous lands bordering The Breach by a clan of nomadic warriors. Half-elf baby near blue with the cold, yet not shivering, nestled in her rocky nook. Taken in and raised as one of their own by the nomads, Inge adopted their heritage and took to their style of polearm fighting with gusto. In one way, she differed from the other clan children who grew bored listening to elders speak of ancestors and traditions. Inge, by contrast, devoured all the ancestral history and tradition that she could, having no true parents to call her own and a growing chip on her shoulder as a result. This rapt attention caught the notice of the clan's wise woman, who spoke of prophecies that in a time of danger, one raised by the clan but not born of them, would venture forth in search of a lost relic. A relic which might spell survival or peril for not just the clan but for the greater world of Avadorien. So it was that Inge Stonechild set out, glaive in hand, to find what fortune held in store for her.
Extra Feat: Pick one extra feat along with your level 4 (Max 2 Feats): Polearm Master and Resilient (Wisdom)
Starting Equipment: Unarmored, Explorer's Pack, Weapons: Glaive, Longbow, Handaxes, Javelins all added.
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
Just Starting Equipment for the beginning. Will find better loot throughout the game.
Name: Professor Harald Sturlson
Rolled Stats/Point Buy: Ability scores: 11 13 12 11 9 14
Race/Class (Subclass): Human / Fighter (Rune Knight)
Backstory:
Professor Harald Sturlson is a jovial fellow in his mid fifties. Throughout most of his professional life, Harald taught archeology and arcane history at a local school. Early in his career however, Harald became obsessed with the history of a particular form of magic. Runic Magic. He'd already demonstrated its potential to his collogues by learning a few runes and wielding them himself, but however their origin eluded him. He knew giants were involved, but believed this magic extended further than they. Convinced in his hypothesis, Harald wrote a paper to be published and forged many pieces of archaeological evidence to support his paper. He was quickly discovered as a fraud and kicked out of the university. Harald now roams the lands on a quest to prove his theory.
Extra feat: Tavern Brawler
Ability scores: 11 13 10 14 11 15
Name:Leon Woodwen
Race/class: wood elf rougue
Backstory: criminal/spy
Extra feat: I don't know so none
You can check feats during character creation under the tools tab up top or look in the Sources tab up top in the Players Handbook.
Male wood elf
Stats: 15, 19, 8, 14, 14, 11
Name: Lord Wilfed
Rolled Stats/Point Buy: Ability scores: 17 13 14 13 9 9
Name: Garron Rey
Race/Class (Subclass): Human/Rogue (Phantom)
Backstory:
There is but one constant in this reality and that is death. It was at the end of every road no matter what twist and turns were along the way. Inevitable. Unrelenting. In the world of Avadorien where society and it’s numerous hierarchies had been rebuilding themselves over the last sixty years it was considered a useful tool, a means to an end. Citizens who desired to climb the ladder of power more than anything else were more than willing to depart with large sums of coin and other valuables to see those in their way removed. Enter Garron Rey, a assassin who seemed to care for nothing other than his reward after stealing the life away from his contracted targets. Driven by the insatiable desire for wealth that stemmed from a childhood spent in the alleyways, scrounging for food and wanting nothing more than to survive. They called him ‘The Ghoul’. A man pale as a ghost and nearly as mysterious as one, nearly ruthless as what lurked on the other side of the Breach. A assassin who’s call sign was at the tip of every powerful tongue, but alas, all good things must come to an end. Garron Rey’s deadly reign was silenced when he became a target himself after foolishly becoming a scapegoat in a political plot that dwarfed his skill set. Framed for the murder of a publicly beloved countess and her children, the assassin was hunted like never before. Garron was forced to run until he could uncover the identity of who had set him up and the reason behind the act. So assassin would lay low until the facts aligned themselves and the culprit would be revealed. After that? Not even the gods could save the poor sod who crossed the Ghoul.
Extra Feat: Shadow Touched
Starting Equipment: Leather armor, Burglar’s pack, Thieves’ tools. Weapons: Rapier, Short sword, two daggers.
((Original dice roll. I’ve just been constantly editing the rest of the application XD))
Name: Mugun Bahbalen
Rolled Stats: Ability scores: Ability scores: 14 9 14 9 10 14
Race/Class (Subclass): Half-orc/cavalier fighter
Backstory: Mugun is the ward of the Baron Fonelle. To put it more accurately, Mugun is the hostage of Baron Fonelle. When Mugun was still a baby, the Bahbalen clan attempted to invade the Fonelle Barony and claim it as their own. It was a short, ill advised war that the Bahbalen lost handily. Mugun’s father and chief of the Bahbalen clan, Magnun, was forced to give one of his sons to the Fonelles for wardship as a term of surrender. Mugun was chosen from among Magnun’s many sons from many mothers, because Mugun's mother was human. It was decided that he would likely adjust more easily than the others.
It was a practical choice. Arguably, even a compassionate one. But Mugun has never seen it that way. As far as he’s concerned, his father was a selfish fool and got what was coming to him. He can barely remember his father, aside from one stark memory of a broken, emaciated man handing the toddler Mugun over at the drawbridge of a keep he and what was left of his army couldn’t hope to hold against the Baron's army. Everything after that is in the home of the Baron Fonelle.
The Baron is a kind, peaceloving man. He has worked hard to stabilize the corner of the world his father had died protecting in the Demon War. It's become a prosperous territory, or at least at prosperous as a territory can be when so much of the world is still in shambles. But though the baron is a peace loving man, he is no fool. He taught all the children of his house to be soldiers, and that included Mugun. That meant riding lessons, martial training, hunting, arithmetic and literature and history and strategy. Mugun was included in other ways as well. Games, balls, family dinner. He and the Lady Fonelle were like real parents to him. Almost. For even though it was rarely spoken of, Mugun lived every day with the silent understanding that if he ever tried to leave, the man who had raised him would be honor bound to hunt him down and slay him.
So Mugun grew into a man of House Fonelle. A knight in loyal service to the Baron. In the border skirmishes, bandit attacks, and orcish raids that remain unfortunately common, Mugun served bravely in the Baron’s Vanguard. Proudly! He was happy to have a place of honor among his friends and adopted family.
And then one day a captured orc at the end of another short, ill advised war started by a different foolish Orcish chief alerted the Baron to news that had escaped his ears for several years. The Bahbalen clan was gone. They had been wiped out by a larger clan over some stupid insult or other. Magnun was dead. Mugun was a hostage representing no one.
When Fonelle told Mugun this, Mugun felt no particular grief. They had all been nothing to him. His human mother was long dead, since Mugun was an infant. He had only the vaguest impressions of memories of any of his many siblings. There was nothing for him to mourn.
The news gave Mugun nothing save a vague sense of relief, followed almost immediately by a vague sense of dread. What did he mean now to the Fonelles? The ones who had raised him and accepted him and who had been honor bound to destroy him if he ever tried to flee. Now they had no reason to keep him prisoner, but they also had no reason to keep him around.
Baron Fonelle assured Mugun that he was always welcome, and that the news changed nothing. But Mugun could never be sure. So, he left. He told the Baron and Lady and all his adopted siblings and friends that he wanted a taste of his new freedom, but it wasn’t really true. He was leaving because he could never, ever really trust any of them, and it broke his heart.
Extra Feat: Fighting initiate (Protection)
Edit: Actually, I changed my mind. I'm gonna take sentinel instead. Protection overlaps a lot with unwavering mark and sentinel provides way more utility. Also, because I see other people doing it, my lvl 4 feat is skill expert. Taking investigation as my new skill, taking expertise in animal handling.
Name: Eilynn Ravanen
Rolled Stats/Point Buy: Ability scores: 6 8 13 14 7 13
Race/Class: Half-Elf (Moon)/Cleric of Leira (Trickster Domain)
Backstory: (sorry this is so long, I got carried away :) )
Abandoned on the streets of a city still healing from the rift at the age of 8, Eilynn was well acquainted with the fear and desperation that festered in civilisations unguided by divine intervention.
The young half-elf was left to fend for herself in an environment full of hunger, pain, crime and death. She had no one to learn on but herself.
Miraculously, she managed to survive for a few months, living by scavenging and begging, depending on the harsh city’s scraps of kindness.
Then winter hit.
Suddenly, there were no longer kind strangers lending Eilynn their spare change; they needed every last coin to ensure their own survival. Any food scraps from sources Eilynn used to rely on were quickly snatched away by quicker, fiercer urchins or creatures long before a young girl such as herself could get a chance.
Eilynn would go days at a time with no food, surviving purely off soot-blackened snow that lay on the frozen ground, her only source of warmth a ripped jacket and thin blanket.
Soon enough, the unforgiving temperature and lack of nutrition caught up, and Eilynn fell ill.
After a few days of feverish coughing, the girl was so sick she was unable to move. She simply curled up in a ball against the wall of a closed down shop, tears and snot turning to icicles that frosted her face, snow biting her pale, drawn face. Here she lay still, waiting for death to claim her; barely conscious, hardly able to draw in breath let alone move or plead for help from passing strangers.
Eilynn had completely given up hope, snow-kissed lashes fluttering shut for the final time, when a tall figure cloaked entirely in silver appeared before her, its face hidden save for its mouth, obscured by a shining veil. She felt the warm, smooth skin of a delicate hand placed on her knee as a soft, feminine voice cut through the frozen air. Gentle but stern, soft but commanding, shrouded in layers of unidentifiable emotions, the voice simply asked “Young girl. Will you repay me for my help?”
The girl, desperate to live, willing to give anything for warmth, for safety, simply nodded, the only action her feeble body would allow. A small smile appeared on the mouth of the mysterious silver woman, who bent down and picked up the freezing young girl, carrying her off into the mist.
This woman was Isilynor Aejyre, a chosen cleric of the mysterious and reclusive Goddess of the mist, Leira. Isilynor became Eilynn's mentor, her guardian and perhaps even her mother-figure throughout the years in which they lived together. Eilynn too became a worshipper of the Lady of the Mist, finding the comfort and protection she had always craved under the goddess’s guidance. Isilynor taught her the many ways of Leira, the trickery, the illusions, the silver-tounged deception. Eilynn grew to become cunning and mysterious, a figure wrapped in mist, just like her mentor and her goddess before her. When Eilynn came of age, she too was chosen to be a cleric of Leira, a rare position for such an obscure Goddess. She was to be sent into the world, gathering information and bringing power to her lady’s name.
And so, after a solemn farewell to Isilynor, the half-elf donned her own silvery cloak and veil and set out to journey through Avadorien.
Extra Feat: Shadow Touched
Ability scores: 12 5 7 15 11 12
wip
Paladin - warforged - orange
https://www.dndbeyond.com/profile/nschrock/characters/70504336
Laslo Darby, Marquis. Laslo is a gnome lifted up to nobility for a small service that turned out to be remembered for its critical value to heroes of 60 years ago. He had been just a wee lad at the time, but now he’s become a fine nobleman and even a practitioner of magic. He’s not simply content to rest on his laurels however. Marquis Darby sees a need and an opportunity as well as any shrewd trader, and he’ll be ready to help the people whose care he was given trust over.
Laslo Darby - rock gnome - wizard (transmutation) - noble
Paladin - warforged - orange
Name: Ittisaz
The Stats: 13 9 12 8 14 10
Race/Class (Subclass): Lizardfolk, Monk 3 (Way of the Astral Self)/Sorcerer 1 (Storm Sorcery)
Backstory: Coming Soon!
Extra Feat: Magic Adept (Wizard, Level 4 Feat), and Metamagic Adept
"Where do these guys get all their ideas?" - TommoBoi, to WOTC
DM of Night of the Nutcracker.