Person 1: Amos (Adjusted) STR: 14 (13+1) DEX: 7 CON: 13 INT: 9 (8+1) WIS: 8 CHA: 15 Race: Halfling Personality: Eccentric (Virtue: trusting, Oddity: erudite) Occupation: Farmer (Swineherd) Backstory: {How to write an 'erudite' person who has 9 INT and 8 WIS and is a swineherd. And trusting. Hmmm...} The pigs were getting greedy again. No matter how much Amos told them - that he trusted them to each eat only their fair share of slop - they never seemed to understand him. It had to be a failure in his diction, or perhaps a matter of not finding the right analogy. Pigs were clearly kind and social animals. To be trusted. If they only understood what he needed of them, they would surely cooperate, oinking and grunting happily. That's what his father had told him anyway, smoking his pipe and sipping his tea in a little halfling siting room full of books he had never read.
Instead, Morning Mist, a large pale sow, over there had made off with an extra portion of tubers. And Lugubrious Lampblack, with his jet black coat, had fairly sat atop three times that amount, claiming it for his own. Sometimes the village children would come and watch him from the fenceposts just to hear Amos call out the names he had given his porcine proteges, the halfling's uncharacteristic booming voice seeming to echo through the valley. And to hear him explain why the swine had last names even though Amos himself did not. And why the pigs' names had to be alliterative. Even though Amos could not even spell 'alliteration' correctly. Or 'swineherd' correctly, for that matter. These explanations tended to go in circles, much like Amos chasing his charges clumsily around the hillside on his strong, stumpy legs, wrangling them squealing in his thick arms, burly despite his short stature. At least he was well loved by all and had his health. And his freedom. Amos would always have his freedom, he assured himself. Right?
Person 2: (Adjusted) STR: 14 DEX: 7 CON: 14 INT: 5 WIS: 11 CHA: 14 (13+1) Race: Human Personality: Balanced (Virtue: kind, Vice: unruly) Occupation: Outcast (Doomsayer) - Proficiency in Religion Backstory: (work in progress)
Person 3: (Adjusted) STR: 4 DEX: 12 CON: 5 INT: 14 (13+1) WIS: 15 CHA: 7 Race: Human Personality: Unhinged (Vice: impulsive, Oddity: valiant) Occupation: Merchant (Black Market Dealer) - Proficiency in Investigation Backstory: (work in progress)
Backstory: Dox grew up on the streets. Alone and hopeless, he ran from alley to alley to get away from others. He spent his time stealing food from stalls and hiding away from those that tried to catch him doing it.
Rosidysa (Rosie) Stats: Str 5; Dex 11; Con 8; Int 12; Wis 10; Cha 10; Race: 17 Personality: 7 (V/V: 3 and maybe 9, Possible oddity: 6 and 1) Former Occupation: 16 and then 7
Trouble Stats: Str 11; Dex 7; Con 4; Int 15; Wis 12; Cha 12; Race: 9 Personality: 8 (V/V: 1 and maybe 1, Possible oddity: 4 and 3) Former Occupation: 1 and then 2
Ren Stats: Str 11; Dex 17; Con 3; Int 4; Wis 13; Cha 9; Race: 2 Personality: 5 (V/V: 6 and maybe 9, Possible oddity: 5 and 2) Former Occupation: 14 and then 1
Isla Stats: Str 9; Dex 9; Con 9; Int 8; Wis 11; Cha 11; Race: 6 Personality: 10 (V/V: 5 and maybe 2, Possible oddity: 2 and 6) Former Occupation: 7 and then 14
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ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Wow... those are some rolls, I guess... :D Is there a mercy roll for poor Ren? Here are the results of the tables... I'm going to do another post with the fleshed out characters, if that's okay.
Rosidysa (Rosie) Stats: Str 12; Dex 5; Con 16; Int 8; Wis 11; Cha 8; Race: Halfling 13 Personality: Noble - Humble and Trusting 10 (V/V: 6 and maybe 9, Possible oddity: 6 and 2) Former Occupation: Farmer (Hunter) Stealth and Survival, +1 Dex, +1 Wis 6 and then 18
Trouble Stats: Str 14; Dex 9; Con 16; Int 9; Wis 11; Cha 5; Race: Halfling 14 Personality: Eccentric - Deliberate and Obsequious 9 (V/V: 2 and maybe 3, Possible oddity: 4 and 5) Former Occupation: Soldier (Footman) Athletics, +1 Str 17 and then 11
Ren Stats: Str 9; Dex 8; Con 8; Int 5; Wis 9; Cha 8; Race: Human 4 Personality: Wicked - Cowardly and Cowardly, so super-cowardly 1 (V/V: 1 and maybe 1, Possible oddity: 3 and 5) Former Occupation: Merchant (Fruit Seller) +1 Dex, +1 Con 14 and then 10
Isla Stats: Str 13; Dex 11; Con 10; Int 14; Wis 9; Cha 14; Race: Goblin 20 Personality: Balanced - Dutiful but Greedy 6 (V/V: 3 and maybe 4, Possible oddity: 3 and 1) Former Occupation: Merchant (Peddler) Religion, +1 Con 13 and then 4
And now, their stories. Some of the combination of virtue/oddity/vice were hard to imagine being playable, so I may have taken a liberty or two. It was fun to do this, thanks for that! Hope one of these tickles you/your players' fancy.
Rosie, noble, humble, and trusting halfling hunter (stealth and survival), age 21 Str 12; Dex 6; Con 16; Int 8; Wis 12; Cha 8 Rosie is big for a halfling, strong and tough, and most people think of her as simple. When she was grown enough, she tried to take a job in town, off the farm and away from her eight siblings, but she could never seem to get out of her own way, tripping into the shelves at the shop, fumbling the dishes at the tavern, tying poor knots on the gates and letting the pigs push their way out. Everyone liked her, but nobody wanted to deal with her. Poor Rosie, they said when they thought she wasn't listening. Finally, her mam and pap set side enough to get her a hunting bow, and she began spending her time in the woods and the fields, doing for the family as best she could. She was a terrible shot, and when she'd come home empty-handed, her mam would tut and tell her next time, her pap would remind her to fletch more arrows, and her siblings would smirk or laugh or hug her or pout, as they were wont. She knows herself pretty well, knows what she is, what she can't do... so it felt like a blessing when the dark figures rose up around her in the forest at dusk when she was late coming home. Now she thought, hefting the big club she liked best, now she'd give a good accounting for herself, and when they found her body, they'd know she did her best, and that they no longer had to feel guilty about not wanting her around. When she woke up, cold, crowded in with a bunch of others, she wondered for a moment if this was what happened when you died, but soon enough, as she began helping people, soothing them, speaking softly to help calm their fears, she realized this was just more life, that it isn't done with her yet. She crossed herself, gave grudging thanks, and got to work.
Trouble, eccentric, deliberate, and obsequious halfling soldier (athletics), age 15 Str 14; Dex 9; Con 16; Int 9, Wis 11; Cha 5 Gabby left home young, slipping out after her father shooed away a recruiter, begging him to take her away from her life. She convinced him she was older than she was, just small for her age, and when she wouldn't leave him alone, he finally gave in. When he asked for her name, she said, "Trouble," and he nodded like that made sense. He was recruiting for a mercenary company, and though she was a middling soldier, Trouble slotted herself in where she saw a need, attaching herself to one superior after another, ready to work her way up, if not the ranks, then the social order. She didn't make a lot of friends, they saw her as a fawning lickspittle, and she in turn didn't have time for them if they didn't have something she needed. She had a plan. She was going to be safe and protected, no need to worry about where she belonged, or when the other shoe might drop. It was a good plan, until it wasn't. On a patrol she couldn't get out of, they were ambushed by hobgoblins, and while she tried to fight, really, they were too many. When she woke up in the cold, crowded cell, she let herself cry for her future. For her plan. Then she got to work making a new one.
Ren/Fionula, (wicked?) cowardly (x2) human fruit merchant, age 17 Str 9; Dex 9; Con 9; Int 5; Wis 9; Cha 8 Renzidiria Querinkey was nobody, really. She liked it that way. Her parents, farmers outside of Winterhaven, had despaired at her prospects growing up. Timid as a timid mouse, she frightened easily, held on to fears for a long time, and never... never risked anything, leastwise her heart. Pretty as a hothouse flower, there were many a boy or girl who tried to woo her, but she'd turn them down, eyes cast aside, heart beating triple time. Her only friend was Winnie, a girl from the farm one over, who was the only one who could coax Ren out into the world. Winnie ran a fruit stand at market for her family, and she'd enlist Ren to come with her. It was an ordeal every time, but Winnie would not back down, and Ren would eventually give in. She'd be at the market hidden behind Winnie's cart, eyes cast down, smiling nervously if anyone addressed her. Each time, which came weekly in the high season, Ren would return home, her nerves jangling, her pulse thready, her hands shaking. She'd lock herself up in her room for the next few days, until Winnie would knock, encouraged by Ren's parents, and the coaxing would begin again. One morning, after an unseasonably cold night, one in which doors rattled and windows blew in a nonexistent wind, one after which the locals swore they saw shadows on a moonless right, one when all the dogs refused to go out, whining under beds and tables, after that night, when Winnie came to begin again, she opened the door and Ren was not there. Her bed was unmade, her windows wide open, the shutters cracked from some force. When Ren awoke in her cold cell, strangers and bodies crowded around her, her eyes fluttered shut quietly, gently, and her mind cracked. When she opened them again, Ren was not there anymore. She stood up and moved between the people to the front. To someone there she said, "Hello. My name is Fionula. Where are we?"
Isla, (balanced) dutiful but greedy goblin peddler (religion), age 31 (or goblin equiv) Str 13; Dex 11; Con 11; Int 14; Wis 9; Cha 14 Isla was named by her goblin mother after a word she'd seen in a human holy book once. Isla was cast out by her goblin father who thought himself cursed by her blue eyes. Isla was left for dead, alone in a world that hates goblins, her tribe assured that they were done with her and her eyes, that their luck would turn. She made her way as a goblin must, sneaking, stealing, scrapping and surviving, until she found herself face to face with a human priest in the act of throwing out dinner scraps just as Isla was taking the day old crusts on the top of the heap. The man's eyes narrowed quickly, then softened. Isla was already turning to flee when he shocked her into stillness. "I offer food," he said, in goblin. "For nothing in trade." It wasn't nothing, what he asked for was her trust, her hope, her dreams. What he offered was safety. She spent ten years with him at his little country church, peddling candles and books, hopes and dreams. She was always covered, head to toe, they said it was a religious rite, a sisterhood of the faith, a terrible affliction. She learned his language. She learned his letters. She never stopped learning. Taking. Stealing from his generosity. She didn't know how to be settled. Content. Satisfied. In the end, she was found out, a misstep, a child pulling at her habit. She fled. Another year in the wilds again, her hopes slaughtered, her dreams crushed, and then, one night, fate finished the job. In the shadows, she was discovered, the remnants of her tribe, still cursed, they thought, found her. Took her. When she woke, amid so many of those who hate her, in the cold, shivering, she made herself small, she folder herself into a corner, she hid her face, her head, herself. Survival was all she had left.
Thank you everyone for your applications! You all had some great stories for your peasants! I'll be going through them with my players soon, and will let you guys know the decision. Applications will stay open though Thursday (4/21) this week. Please remember to have at least one backstory and RP example, just lists of peasants won't be considered.
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A Dwarf, an Elf, and two Goblins - what kind of awesome band of adventurers must they have been beforehand!
I know! What are the chances of me rolling two goblins?
Person 1:
STR: 11 DEX: 9 CON: 10 INT: 8 WIS: 16 CHA: 12
Race: 12
Personality: 1d10: 7, 1d10: 4, 1d10: 5, 1d8: 6, 1d6: 2
Occupation: 4 6
Person 2:
STR: 9 DEX: 11 CON: 9 INT: 8 WIS: 15 CHA: 8
Race: 8
Personality: 1d10: 4, 1d10: 10, 1d10: 8, 1d8: 8, 1d6: 3
Occupation: 9 5
Person 3:
STR: 11 DEX: 10 CON: 11 INT: 15 WIS: 6 CHA: 3
Race: 10
Personality: 1d10: 10, 1d10: 6, 1d10: 6, 1d8: 2, 1d6: 4
Occupation: 16 4
Person 4:
STR: 11 DEX: 11 CON: 11 INT: 10 WIS: 14 CHA: 12
Race: 20
Personality: 1d10: 8, 1d10: 6, 1d10: 10, 1d8: 4, 1d6: 1
Occupation: 1 13
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
Person 1: Amos
(Adjusted) STR: 14 (13+1) DEX: 7 CON: 13 INT: 9 (8+1) WIS: 8 CHA: 15
Race: Halfling
Personality: Eccentric (Virtue: trusting, Oddity: erudite)
Occupation: Farmer (Swineherd)
Backstory: {How to write an 'erudite' person who has 9 INT and 8 WIS and is a swineherd. And trusting. Hmmm...}
The pigs were getting greedy again. No matter how much Amos told them - that he trusted them to each eat only their fair share of slop - they never seemed to understand him. It had to be a failure in his diction, or perhaps a matter of not finding the right analogy. Pigs were clearly kind and social animals. To be trusted. If they only understood what he needed of them, they would surely cooperate, oinking and grunting happily. That's what his father had told him anyway, smoking his pipe and sipping his tea in a little halfling siting room full of books he had never read.
Instead, Morning Mist, a large pale sow, over there had made off with an extra portion of tubers. And Lugubrious Lampblack, with his jet black coat, had fairly sat atop three times that amount, claiming it for his own. Sometimes the village children would come and watch him from the fenceposts just to hear Amos call out the names he had given his porcine proteges, the halfling's uncharacteristic booming voice seeming to echo through the valley. And to hear him explain why the swine had last names even though Amos himself did not. And why the pigs' names had to be alliterative. Even though Amos could not even spell 'alliteration' correctly. Or 'swineherd' correctly, for that matter. These explanations tended to go in circles, much like Amos chasing his charges clumsily around the hillside on his strong, stumpy legs, wrangling them squealing in his thick arms, burly despite his short stature. At least he was well loved by all and had his health. And his freedom. Amos would always have his freedom, he assured himself. Right?
Person 2:
(Adjusted) STR: 14 DEX: 7 CON: 14 INT: 5 WIS: 11 CHA: 14 (13+1)
Race: Human
Personality: Balanced (Virtue: kind, Vice: unruly)
Occupation: Outcast (Doomsayer) - Proficiency in Religion
Backstory: (work in progress)
Person 3:
(Adjusted) STR: 4 DEX: 12 CON: 5 INT: 14 (13+1) WIS: 15 CHA: 7
Race: Human
Personality: Unhinged (Vice: impulsive, Oddity: valiant)
Occupation: Merchant (Black Market Dealer) - Proficiency in Investigation
Backstory: (work in progress)
Person 4:
(Adjusted) STR: 10 DEX: 12 CON: 9 (8+1) INT: 16 (15+1) WIS: 6 CHA: 10
Race: Halfling
Personality: Balanced (Virtue: hopeful, Vice: cruel)
Occupation: Farmer (Orchard Farmer)
Backstory: (work in progress)
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: Dox Swampent
Base Scores: STR: 11 DEX: 11 CON: 13 INT: 9 WIS: 10 CHA: 11
Race: goblin
Base ability scores: 7, 15, 12, 7, 9, 8
Personality: Calm, cowardly
Occupation: urchin (stealth. +1Dex)
Backstory: Dox grew up on the streets. Alone and hopeless, he ran from alley to alley to get away from others. He spent his time stealing food from stalls and hiding away from those that tried to catch him doing it.
Person 1:
STR: 15 DEX: 16 CON: 5 INT: 17 WIS: 8 CHA: 11
Race: 9
Personality: 1d10: 7, 1d10: 3, 1d10: 3, 1d8: 4, 1d6: 4
Occupation: 4 20
Person 2:
STR: 10 DEX: 8 CON: 9 INT: 7 WIS: 11 CHA: 13
Race: 19
Personality: 1d10: 1, 1d10: 9, 1d10: 3, 1d8: 2, 1d6: 5
Occupation: 6 12
Person 3:
STR: 14 DEX: 10 CON: 13 INT: 9 WIS: 7 CHA: 8
Race: 12
Personality: 1d10: 8, 1d10: 5, 1d10: 10, 1d8: 1, 1d6: 3
Occupation: 2 10
Person 4:
STR: 12 DEX: 13 CON: 10 INT: 15 WIS: 12 CHA: 11
Race: 3
Personality: 1d10: 10, 1d10: 5, 1d10: 10, 1d8: 1, 1d6: 3
Occupation: 16 6
Peasant 1
Stats: STR: 10 DEX: 13 CON: 13 INT: 11 WIS: 11 CHA: 10
Race: 12
Personality: 3 8 1 4 4
Former Occupation: 11 12
Peasant 2
Stats: STR: 10 DEX: 6 CON: 8 INT: 6 WIS: 9 CHA: 8
Race: 5
Personality: 2 3 8 5 1
Former Occupation: 13 2
Peasant 3
Stats: STR: 11 DEX: 8 CON: 9 INT: 8 WIS: 8 CHA: 12
Race: 11
Personality: 9 4 1 1 6
Former Occupation: 7 1
Peasant 4
Stats: STR: 8 DEX: 14 CON: 6 INT: 5 WIS: 16 CHA: 15
Race: 17
Personality: 9 9 1 4 1
Former Occupation: 10 6
(OMG I love this. Here are the base rolls...)
Rosidysa (Rosie)
Stats: Str 5; Dex 11; Con 8; Int 12; Wis 10; Cha 10;
Race: 17
Personality: 7 (V/V: 3 and maybe 9, Possible oddity: 6 and 1)
Former Occupation: 16 and then 7
Trouble
Stats: Str 11; Dex 7; Con 4; Int 15; Wis 12; Cha 12;
Race: 9
Personality: 8 (V/V: 1 and maybe 1, Possible oddity: 4 and 3)
Former Occupation: 1 and then 2
Ren
Stats: Str 11; Dex 17; Con 3; Int 4; Wis 13; Cha 9;
Race: 2
Personality: 5 (V/V: 6 and maybe 9, Possible oddity: 5 and 2)
Former Occupation: 14 and then 1
Isla
Stats: Str 9; Dex 9; Con 9; Int 8; Wis 11; Cha 11;
Race: 6
Personality: 10 (V/V: 5 and maybe 2, Possible oddity: 2 and 6)
Former Occupation: 7 and then 14
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
Wow... those are some rolls, I guess... :D Is there a mercy roll for poor Ren?
Here are the results of the tables... I'm going to do another post with the fleshed out characters, if that's okay.
Rosidysa (Rosie)
Stats: Str 12; Dex 5; Con 16; Int 8; Wis 11; Cha 8;
Race: Halfling
13Personality: Noble - Humble and Trusting
10 (V/V: 6 and maybe 9, Possible oddity: 6 and 2)Former Occupation: Farmer (Hunter) Stealth and Survival, +1 Dex, +1 Wis
6 and then 18Trouble
Stats: Str 14; Dex 9; Con 16; Int 9; Wis 11; Cha 5;
Race: Halfling
14Personality: Eccentric - Deliberate and Obsequious
9 (V/V: 2 and maybe 3, Possible oddity: 4 and 5)Former Occupation: Soldier (Footman) Athletics, +1 Str
17 and then 11Ren
Stats: Str 9; Dex 8; Con 8; Int 5; Wis 9; Cha 8;
Race: Human
4Personality: Wicked - Cowardly and Cowardly, so super-cowardly
1 (V/V: 1 and maybe 1, Possible oddity: 3 and 5)Former Occupation: Merchant (Fruit Seller) +1 Dex, +1 Con
14 and then 10Isla
Stats: Str 13; Dex 11; Con 10; Int 14; Wis 9; Cha 14;
Race: Goblin
20Personality: Balanced - Dutiful but Greedy
6 (V/V: 3 and maybe 4, Possible oddity: 3 and 1)Former Occupation: Merchant (Peddler) Religion, +1 Con
13 and then 4ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
And now, their stories. Some of the combination of virtue/oddity/vice were hard to imagine being playable, so I may have taken a liberty or two. It was fun to do this, thanks for that! Hope one of these tickles you/your players' fancy.
Rosie, noble, humble, and trusting halfling hunter (stealth and survival), age 21
Str 12; Dex 6; Con 16; Int 8; Wis 12; Cha 8
Rosie is big for a halfling, strong and tough, and most people think of her as simple. When she was grown enough, she tried to take a job in town, off the farm and away from her eight siblings, but she could never seem to get out of her own way, tripping into the shelves at the shop, fumbling the dishes at the tavern, tying poor knots on the gates and letting the pigs push their way out. Everyone liked her, but nobody wanted to deal with her. Poor Rosie, they said when they thought she wasn't listening. Finally, her mam and pap set side enough to get her a hunting bow, and she began spending her time in the woods and the fields, doing for the family as best she could. She was a terrible shot, and when she'd come home empty-handed, her mam would tut and tell her next time, her pap would remind her to fletch more arrows, and her siblings would smirk or laugh or hug her or pout, as they were wont. She knows herself pretty well, knows what she is, what she can't do... so it felt like a blessing when the dark figures rose up around her in the forest at dusk when she was late coming home. Now she thought, hefting the big club she liked best, now she'd give a good accounting for herself, and when they found her body, they'd know she did her best, and that they no longer had to feel guilty about not wanting her around. When she woke up, cold, crowded in with a bunch of others, she wondered for a moment if this was what happened when you died, but soon enough, as she began helping people, soothing them, speaking softly to help calm their fears, she realized this was just more life, that it isn't done with her yet. She crossed herself, gave grudging thanks, and got to work.
Trouble, eccentric, deliberate, and obsequious halfling soldier (athletics), age 15
Str 14; Dex 9; Con 16; Int 9, Wis 11; Cha 5
Gabby left home young, slipping out after her father shooed away a recruiter, begging him to take her away from her life. She convinced him she was older than she was, just small for her age, and when she wouldn't leave him alone, he finally gave in. When he asked for her name, she said, "Trouble," and he nodded like that made sense. He was recruiting for a mercenary company, and though she was a middling soldier, Trouble slotted herself in where she saw a need, attaching herself to one superior after another, ready to work her way up, if not the ranks, then the social order. She didn't make a lot of friends, they saw her as a fawning lickspittle, and she in turn didn't have time for them if they didn't have something she needed. She had a plan. She was going to be safe and protected, no need to worry about where she belonged, or when the other shoe might drop. It was a good plan, until it wasn't. On a patrol she couldn't get out of, they were ambushed by hobgoblins, and while she tried to fight, really, they were too many. When she woke up in the cold, crowded cell, she let herself cry for her future. For her plan. Then she got to work making a new one.
Ren/Fionula, (wicked?) cowardly (x2) human fruit merchant, age 17
Str 9; Dex 9; Con 9; Int 5; Wis 9; Cha 8
Renzidiria Querinkey was nobody, really. She liked it that way. Her parents, farmers outside of Winterhaven, had despaired at her prospects growing up. Timid as a timid mouse, she frightened easily, held on to fears for a long time, and never... never risked anything, leastwise her heart. Pretty as a hothouse flower, there were many a boy or girl who tried to woo her, but she'd turn them down, eyes cast aside, heart beating triple time. Her only friend was Winnie, a girl from the farm one over, who was the only one who could coax Ren out into the world. Winnie ran a fruit stand at market for her family, and she'd enlist Ren to come with her. It was an ordeal every time, but Winnie would not back down, and Ren would eventually give in. She'd be at the market hidden behind Winnie's cart, eyes cast down, smiling nervously if anyone addressed her. Each time, which came weekly in the high season, Ren would return home, her nerves jangling, her pulse thready, her hands shaking. She'd lock herself up in her room for the next few days, until Winnie would knock, encouraged by Ren's parents, and the coaxing would begin again. One morning, after an unseasonably cold night, one in which doors rattled and windows blew in a nonexistent wind, one after which the locals swore they saw shadows on a moonless right, one when all the dogs refused to go out, whining under beds and tables, after that night, when Winnie came to begin again, she opened the door and Ren was not there. Her bed was unmade, her windows wide open, the shutters cracked from some force. When Ren awoke in her cold cell, strangers and bodies crowded around her, her eyes fluttered shut quietly, gently, and her mind cracked. When she opened them again, Ren was not there anymore. She stood up and moved between the people to the front. To someone there she said, "Hello. My name is Fionula. Where are we?"
Isla, (balanced) dutiful but greedy goblin peddler (religion), age 31 (or goblin equiv)
Str 13; Dex 11; Con 11; Int 14; Wis 9; Cha 14
Isla was named by her goblin mother after a word she'd seen in a human holy book once. Isla was cast out by her goblin father who thought himself cursed by her blue eyes. Isla was left for dead, alone in a world that hates goblins, her tribe assured that they were done with her and her eyes, that their luck would turn. She made her way as a goblin must, sneaking, stealing, scrapping and surviving, until she found herself face to face with a human priest in the act of throwing out dinner scraps just as Isla was taking the day old crusts on the top of the heap. The man's eyes narrowed quickly, then softened. Isla was already turning to flee when he shocked her into stillness. "I offer food," he said, in goblin. "For nothing in trade." It wasn't nothing, what he asked for was her trust, her hope, her dreams. What he offered was safety. She spent ten years with him at his little country church, peddling candles and books, hopes and dreams. She was always covered, head to toe, they said it was a religious rite, a sisterhood of the faith, a terrible affliction. She learned his language. She learned his letters. She never stopped learning. Taking. Stealing from his generosity. She didn't know how to be settled. Content. Satisfied. In the end, she was found out, a misstep, a child pulling at her habit. She fled. Another year in the wilds again, her hopes slaughtered, her dreams crushed, and then, one night, fate finished the job. In the shadows, she was discovered, the remnants of her tribe, still cursed, they thought, found her. Took her. When she woke, amid so many of those who hate her, in the cold, shivering, she made herself small, she folder herself into a corner, she hid her face, her head, herself. Survival was all she had left.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
Thank you everyone for your applications! You all had some great stories for your peasants! I'll be going through them with my players soon, and will let you guys know the decision. Applications will stay open though Thursday (4/21) this week. Please remember to have at least one backstory and RP example, just lists of peasants won't be considered.