Welcome to the sleepy, lakeside town of Drynna. Located at the end of the upper Mooren River Run where it completes its long journey from the Alabaster Sierras in the north to the crystal clear waters of Mooren Lake. A good size town, Drynna has a population of 2,230. Its residents are mostly humans (80%), gnomes (8%), halflings (8%), and elves (4%). Drynna’s chief export is fish and it supplies most of eastern Tal’Dorei. The local government revolves around what’s called the Sunrise Lodge, or simply “the Lodge,” a membership of community leaders who meet and vote on important delegations and law-oriented decisions. The law enforcement is largely volunteer-run and internally policed both by senior enforcers known as Sun Wardens, the city watch, and the Lodge elders.
Our story begins...
The citizens and visitors alike are vanishing from the city of Drynna! These disappearances leave little sign as to why or what could be happening. As the mystery grows the city council, the Sunrise Lodge finally seeks new recruits to help them end this terror plaguing the prosperity of their fair city.
Hooks:
1 City guard looking for a promotion
2 A sellsword looking to put down roots
3 A denizen of Drynna looking for a career change
Please choose your hook or sell me on another.
PC requirements:
Starting level 3
Stats are standard array or point buy
All classes welcome, all races welcome (think about your racial choices however as some might have natural disadvantages to adventuring. EX: centaurs and ladders, or half-giants navigating a small space, etc..)
Level up milestone-based, not XP
Starting equipment only; will roll your class starting goal for 3 levels for "pocket money" coming into the campaign
No multiclass until level 5 and has to make narrative sense
Player requirements:
Must post substantial posts daily; please I ask to give me notice of periods of inactivity longer than 24 hours
This game is every day; if you can't contribute every day then this isn't the game for you
Do's
RP is essential
Write a good backstory but be willing to adapt it to the game if needed; your PC is 'starting out' as an initiate of the Sun Wardens
Find a character portrait and post it with your app
Character voice type; let me know and other players know what your PC sounds like via a favorite voice actor, regular actor, or accent.
Your PC's short-term and long-term goals
Don'ts
Being level 3 your PC won't have had an EPIC backstory yet, let's build that together
NO PvP
NO evil alignments
NO 'being a dick is my PC's personality' OR 'I'm a loner' deal with it. No, this is a cooperative story being difficult off the bat will defos get you the boot before or during the campaign!
The game will begin on Friday, June 24th; this will give me ample time to weave PCs backstory into existing plots and us to collaboratively adapt your PC to the campaign!
Though he can change his voice on the fly his normal voice is similar to Sean Connery.
Doc was born in secret, his parents slaves of a rich oligarch. After he was born they were able to make a deal with a local their to smuggle Doc off the estate and deliver him to family. Though the deal was struck the thief did not follow through, instead he took Doc home to be raised as his own because his wife was sterile. Doc grew up learning the tradecraft of his adoptive parents, though some troubles along the way he was caught several times, however, always slipped the jailer and never paid for his crimes, see Doc had a way with words being young he was able to charm most guards; when that failed his lock picking skills were unheard of. Though learning as a teen some things went wrong and he was required to defend himself, he didn’t know taking a life would be so easy. As he grew into adulthood Doc learned that trust is dangerous after a trusted family friend turned on his adoptive parents causing them to pay for their and their son’s sins. Doc’s face was plaster all over the countryside with a substantial bounty on his head, no longer was his silver tongue enough to keep him free, he turned to an old ally one who was a master forger. Together for the better part of two years they worked together, Doc steeling to pay his teacher until one day the door to docs humble abode was kicked in by the guards, doc’s mistrust of people was well placed and he had an emergency exit. Now he has vowed he will kill all those who have wronged him in the passed.
PS I am new and learning, I work graveyards 7 on 7 off so PBP is the only way I can play and learn.
edit: on my phone now, it won’t let me upload photo, I’ll try it from the computer in a while.
I'm not sure if I can link his voice to a celebrity but he has a slight British accent, and he has a bad stutter.
Denizen of Drynna looking for a promotion
Locless was born in Drynna, and has grown up in Drynna, he has never known anything more than the simple life in a simple, lakeside town. However, the one thing that has gotten him out of bed for as long as he can remember has been learning the arts of druidcraft. Locless's family tree is... unusual, he was birthed by a human male and an elf female, causing ridicule and teasing at primary school, continuing into secondary school, where most of the children were purebloods in their own races. Locless's mother studied the arts of druidcraft since she could walk, and insisted on the same for Locless. Since then Locless has found peace and serenity in the wild places surrounding the town. But he never strays to far, for fear of losing his way in the dense forests and unending grassy fields.
Race: Human Reborn (or hollow one whichever you prefer)
Class: Fighter (Samurai)
Background: Noble
Voice: Think young Carrie Fisher, a kind of stately and regal American accent.
Hook: When I arrived in Drynna a contact I believe holds the key to finding my family has disappeared and I must find them.
Lucia was a young noble heir who inherited her families estate and responsibilities. Though she does not remember exactly how, her life was cut short before her twentieth birthday, the only memory she can find is of pain and the scar across her throat. She awoke not knowing how much time had passed with a a pickaxe in hand surrounded by zombies with nothing but a strange amulet with a coat of arms on it. She remembered nothing but her name at first, then slowly she began to recall bits and pieces of her life before she died. Driven to find her memories and reclaim her life, she eventually managed to sneak out of the mine found her way into the home of a kind farmer a few miles away. since then she has traveled Taldorei trying to find a more information about her family and what became of them. She found a historian who believed they might be able to recognize her coat of arms but when she arrived in Drynna to meet with them she found that they had disappeared without a trace. Fearing that she was close to losing her one chance to find her family, she made her way to the Sunrise Lodge to Join the investigation in hopes of saving the Historian and finally finding answers
Voice: a soft Welsh accent, perhaps tainted with sorrow.
Bare bones of a backstory: Aleppo was born into a peaceful flock who, for a time, tended fields of honeysuckles and lilacs on the outskirts of Tal'Dorei. Here, nectar flowed plentifully, song and dance never ceased... life was good. But little Aleppo had difficulty suppressing his innate curiosity for all things magical, and this is where trouble began. He was apprehended sneaking into the Cedar Sanctum several times, in an attempt to catch a glimpse of arcane texts belonging to the tribe's Magi. Many spell books or scrolls left unattended would mysteriously vanish, only to be found hidden in the thicket of his nest. For this, he'd often receive a light scolding - a sharp peck to the head would do the trick - but neither his parents nor the elders saw fit to take matters more seriously. His defiance was amusing, and besides, the fledgling was becoming quite a prodigious young mage!
Then came the Starlight Migration. This event was only undertaken when the tribal territory had been utterly spoiled [due to drought, extensive winters, or the like], and at that time, the most recently recorded pilgrimage had long since faded from living memory. The issue was, Aleppo had recently been made aware of an abandoned tower deep in the forest. He decided that he couldn't possibly leave without exploring it first, and so, resolved to sneak out the night before - no one would miss him for a few hours.
[Too tired to write the rest now, but here are some bullet points. I'll touch up on them tomorrow]
- tower warded with powerful Sleeping Glyph
- Aleppo triggers said spell, waking up days later
- upon returning to nest, realizes that tribe has migrated without him
- lingers there for a while in hope that they will return for him
- when they never do, decides to take refuge in tower; discovers many arcane texts + develops unique spellcasting techniques
- a year passes; decides to traverse Tal'Dorei in search of tribe; 20 years later, he is still searching.
The rival of Apple Dragon inn spread an evil rumor that Anna's parents are behind the disappearance. Anna has to join the Sun Wardens to solve the case and save her beloved family!
Back story
One stormy night, a woman arrived at the port of Drynna. She was cold, starving, having nothing but a baby in her belly. Young good Danny, the owner of Apple Dragon inn, pitted the woman and offered her room, clothes and food. A few months later, following heated arguments and fistfight with bullheaded relatives, several passionate and intense proposals, and a ton of kissing and hugging, the woman married Danny and Anna became the first child of Mr and Mrs Appledragon.
Despite the strange features of Anna (silver hair, slow aging and magic ability ) , the innkeeper raised the girl with extra love and care. Anna was having a busy and satisfying life, helping her parents' business, taking care of younger siblings.
One day the residents and travelers of Drynna started to disappear. A few customers of Apple Dragon inn vanished too. The rival inn took this chance and spread false rumor that Apple Dragon inn was killing the customers for taking their belongings. Anna was extremely enraged. The basterds must be punished! But before that she has to solve the mysterious disappearance and save her beloved family.
Hook: Elthias was sent to investigate claims of a Rogue member of his order that had given into the beast and been hunting in the wilderness surrounding Drynna.
Backstory: Elthias comes from a long line of bloodhunters that embraced the curse of lycanthropy to hunt down their prey. His sect is considered extremist due to the fact that both of his parents already were afflicted meaning that the young half elf was born with the blood of the beast. Upon becoming old enough he was taught to harness the power while never giving into the beast inside or risk being culled if it overtook him. This training would take years and only end when the he was able to successfully compete a contract on his own. After this Elthias was sent off to adventure on his own in an area with only a few settlements to gain practical experience.
His solo hunting lasted for a time before he recieved a missive that one of those in the sect had gone rogue, losing themselves to the beast and murdering several people before fleeing into the wilderness. Elthias was given the task to learn their location and if possible to end them before they could cause more harm.
Voice: It is probably obvious but the voice of Geralt of Rivia from the games.
Posting: Once a day, every day is no problem what so ever.
Backstory: The Dorcas were farmers on the outskirts of Drynna. Fish is the towns livelihood, sure enough, but people still want the occasional vegetable or pork or, if times are good and they can afford it, steak... But a good handful of years ago they stopped bringing their wares to market and weren't really seen from again. People talked, for a bit, but then they forgot. Nobody went to look into it, not with them so far on the outskirts... From there on out Fianna more or less raised herself and her younger sister Saoirse. They did just fine by themselves... And the wee folk of the surrounding woods were always around if things ever really got desperate. The girls knew of Drynna but never saw much need to go see it for themselves, they had everything they needed on the vestige of the family farm and the surrounding woods.
But now Saoirse is missing... And the fair folk in the woods tell Fianna the girl didn't just run off on her own. "...there's darker things afoot... go! go to Drynna and let the people there lead you to the answers..."
So Fianna grabbed up her things - Her staff, her knives, her components... And with Finfinella perched on her shoulder she headed to town...
(Genie warlock but maybe flavoring it more along the lines of fairies...)
First and foremost thank you for your time and creativity.
Some notes for posted apps and future apps:
Remember to keep in mind in building your character I ask you to allow the ability to adapt to the game, I'm all for incorporating backstories but as previously stated y'all are level 3 and haven't been in your chosen class very long and coming to the Sun Wardens by choice with the desire to help Drynna. Do not want o railroad folks but 'answering a call' is kind of the point of the beginning of the game.
If planning to be a local denizen of Drynna I ask not to assume things about the city beyond the posted lore but DM me questions to help craft your backstory. I am all for the rule of cool in-game as well within reason.
Addressing some hard limits. Putting things like slavery or new races not in core RAW for example is definitely a hard limit for me. Please edit backstories and non-RAW races accordingly if you wish your app to be considered.
Please DM me for hard limits. Examples of things you as a player would not like to RP or see RP in-game.
Regardless of intentions some of the apps seem "jokey" to me. IDK if I'm just misreading them but I play a pretty BS-free table with adults. I would like to add I love levity with my DnD but I appreciate players taking things seriously in turn.
Please DM with questions.
Rollback Post to RevisionRollBack
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Sorry also like to emphasize my 'table' is 18+. I need all players to be honest here. Sorry I just don't play DnD with other people's children without proven parent/guardian permission first.
Ok...last time I applied I went for an inexperienced trainee Bloodhunter with lots of local ties to local canon and was unsuccessful so I'm thinking this time I'll just keep things super simple and open ended so the DM can adjust as they wish.
Name: Bungaren Siniway
Race: Halfling
Class: Fighter
Background: Folk Hero
Hook: Daughter of fisherfolk looking for a change.
Voice: Amara Siripong.
Posting: Posting schedule is no issue, daily posting is the norm for me.
Backstory: Bungarens family has always lived in Drynna, to hear her mothers tell the stories her family have been fishing out of Drynna since the Calamity....Bungaren does not enjoy fishing and has resolved to find any option other than doing so. Including taking up work for the Lodge.
Race: Human (Taking Fighting Initiate for the Archery Fighting Style. Can change it if you wish)
Class: Arcane Trickster Rogue
Background: Sailor
Voice: No one specifically in mind, but imagine a Bristol accent. Speaks a bit louder than most.
Hook: Originally from Drynna looking for a career change.
Backstory Idea: Erika comes from a large family of fishermen. Being the third of five children and youngest daughter, it didn't get her out of heading onto the family boat when she was old enough. The sailing part was always fun to her; the fishing part was not. In her early teens, she tried dodging going out, spending time with her friends. Most of the time, they'd spend it in town, or swimming. Her parents often disapproved, scolding her when she got home. At 16, she and a close friend joined a merchant caravan, ending up in a port city. Erika quickly found a crew willing to let her join, and was able to live out her dream of sailing the ocean. She made friends with a sorcerer in the crew, and often enjoyed conversations about magic.
After a too close call with pirates on the ship's way back to Tal'dorei, Erika decided to head back to Drynna. In her mid-twenties now, and only slightly more mature, she decided it was best to reconnect with her family. It was a tense reunion, but her parents were happy to see her alive (if a bit more scarred and tattooed than they'd like). While she did return to fishing a bit, it still isn't quite what she wants. In the meantime, she has taken to trying to learn spellcasting, mostly through trial and error based upon conversations with her friend, but also looks for practicing spellcasters who could help. People disappearing has her concerned, but also a bit excited for adventure, and is willing to join the Sun Wardens.
Short Term Goal: Help out her town (perhaps save a childhood friend or family member who had been taken), and make a bit of coin. Long Term Goal: Prove to herself and her family that she's more than a fisher. See if she can make a life on land.
Voice: Speaks a lot like someone who has learned most of his vocabulary from reading books rather than talking to people. Country-side English accent-like, and a bit bashful and shy but with a strong backbone - a mix between Eddie Redmayne's Newt Scamander and Charlie Cox's Tristan Thorn (from Stardust).
Hook: Originally from Drynna - not so much looking for a career change but more knowing he has to because of all the people disappearing.
Backstory Idea: Ben has grown up in Drynna and has seen little of the outside world. The quiet, shy one of a blacksmith family, Ben was left to his own devices more often than not. While his father cared deeply for him, he didn't know what to make of Ben. His siblings took to the forge immediately and were quick to join in any sport or physical activity in the village. Ben was happier to listen to the stories of any visiting traveler, and would memorize any and every book that crossed his path. Where the rest of the family worked with hammers, fire and metal, Ben developed a talent for working with clocks and watches. They just made sense to him. But, in a small town like Drynna, there were only so many timepieces that needed fixing that Ben always found enough time for study. While still really a novice, his studies have helped him unlock some of the nature of time itself.
While his naturally shy and bashful nature makes him a target for bullies, his strong backbone means he always stands up for himself.
And that backbone is what draws him to the Sun Wardens now. His siblings all have children now and the thought of one of his nieces or nephews disappearing keeps him awake at night.
This is a bit premature a question, and really assumes that Ben Daxio would be a fit with your campaign, but would it be fair to think a Level 3 Wizard would have acquired a familiar prior to the start of the campaign? If so, would a hummingbird be too outlandish? The way they move, and hover, seems like a perfect representation of time for a chronurgy wizard (that our a tortoise - but a tortoise seems far less dynamic for an adventurer).
Welcome to the sleepy, lakeside town of Drynna. Located at the end of the upper Mooren River Run where it completes its long journey from the Alabaster Sierras in the north to the crystal clear waters of Mooren Lake. A good size town, Drynna has a population of 2,230. Its residents are mostly humans (80%), gnomes (8%), halflings (8%), and elves (4%). Drynna’s chief export is fish and it supplies most of eastern Tal’Dorei. The local government revolves around what’s called the Sunrise Lodge, or simply “the Lodge,” a membership of community leaders who meet and vote on important delegations and law-oriented decisions. The law enforcement is largely volunteer-run and internally policed both by senior enforcers known as Sun Wardens, the city watch, and the Lodge elders.
Our story begins...
The citizens and visitors alike are vanishing from the city of Drynna! These disappearances leave little sign as to why or what could be happening. As the mystery grows the city council, the Sunrise Lodge finally seeks new recruits to help them end this terror plaguing the prosperity of their fair city.
Hooks:
1 City guard looking for a promotion
2 A sellsword looking to put down roots
3 A denizen of Drynna looking for a career change
Please choose your hook or sell me on another.
PC requirements:
Starting level 3
Stats are standard array or point buy
All classes welcome, all races welcome (think about your racial choices however as some might have natural disadvantages to adventuring. EX: centaurs and ladders, or half-giants navigating a small space, etc..)
Level up milestone-based, not XP
Starting equipment only; will roll your class starting goal for 3 levels for "pocket money" coming into the campaign
No multiclass until level 5 and has to make narrative sense
Player requirements:
Must post substantial posts daily; please I ask to give me notice of periods of inactivity longer than 24 hours
This game is every day; if you can't contribute every day then this isn't the game for you
Do's
RP is essential
Write a good backstory but be willing to adapt it to the game if needed; your PC is 'starting out' as an initiate of the Sun Wardens
Find a character portrait and post it with your app
Character voice type; let me know and other players know what your PC sounds like via a favorite voice actor, regular actor, or accent.
Your PC's short-term and long-term goals
Don'ts
Being level 3 your PC won't have had an EPIC backstory yet, let's build that together
NO PvP
NO evil alignments
NO 'being a dick is my PC's personality' OR 'I'm a loner' deal with it. No, this is a cooperative story being difficult off the bat will defos get you the boot before or during the campaign!
The game will begin on Friday, June 24th; this will give me ample time to weave PCs backstory into existing plots and us to collaboratively adapt your PC to the campaign!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Doc the lost
rogue tiefling with a criminal background.
Sell sword looking to find a home
Though he can change his voice on the fly his normal voice is similar to Sean Connery.
Doc was born in secret, his parents slaves of a rich oligarch. After he was born they were able to make a deal with a local their to smuggle Doc off the estate and deliver him to family. Though the deal was struck the thief did not follow through, instead he took Doc home to be raised as his own because his wife was sterile. Doc grew up learning the tradecraft of his adoptive parents, though some troubles along the way he was caught several times, however, always slipped the jailer and never paid for his crimes, see Doc had a way with words being young he was able to charm most guards; when that failed his lock picking skills were unheard of. Though learning as a teen some things went wrong and he was required to defend himself, he didn’t know taking a life would be so easy. As he grew into adulthood Doc learned that trust is dangerous after a trusted family friend turned on his adoptive parents causing them to pay for their and their son’s sins. Doc’s face was plaster all over the countryside with a substantial bounty on his head, no longer was his silver tongue enough to keep him free, he turned to an old ally one who was a master forger. Together for the better part of two years they worked together, Doc steeling to pay his teacher until one day the door to docs humble abode was kicked in by the guards, doc’s mistrust of people was well placed and he had an emergency exit. Now he has vowed he will kill all those who have wronged him in the passed.
PS I am new and learning, I work graveyards 7 on 7 off so PBP is the only way I can play and learn.
edit: on my phone now, it won’t let me upload photo, I’ll try it from the computer in a while.
https://drive.google.com/file/d/197QOHDpQ6-LtvKjENCAypv169xpEHFWM/view?usp=sharing
WITHDRAWN
D&D since 1984
Locless Murwood
Male half-elf druid (Circle of the Land, forest)
Background sage
I'm not sure if I can link his voice to a celebrity but he has a slight British accent, and he has a bad stutter.
Denizen of Drynna looking for a promotion
Locless was born in Drynna, and has grown up in Drynna, he has never known anything more than the simple life in a simple, lakeside town. However, the one thing that has gotten him out of bed for as long as he can remember has been learning the arts of druidcraft. Locless's family tree is... unusual, he was birthed by a human male and an elf female, causing ridicule and teasing at primary school, continuing into secondary school, where most of the children were purebloods in their own races. Locless's mother studied the arts of druidcraft since she could walk, and insisted on the same for Locless. Since then Locless has found peace and serenity in the wild places surrounding the town. But he never strays to far, for fear of losing his way in the dense forests and unending grassy fields.
Screenshot_20220616-091502_Chrome.jpg
Sorry the link isn't working I'll post it when I get it to work.
https://images.app.goo.gl/eqH84FYb5HqiBcqd9
Should work now
Hey there. This is a placeholder while I think up a character:]
Name: Lucia Valtyne
Race: Human Reborn (or hollow one whichever you prefer)
Class: Fighter (Samurai)
Background: Noble
Voice: Think young Carrie Fisher, a kind of stately and regal American accent.
Hook: When I arrived in Drynna a contact I believe holds the key to finding my family has disappeared and I must find them.
Lucia was a young noble heir who inherited her families estate and responsibilities. Though she does not remember exactly how, her life was cut short before her twentieth birthday, the only memory she can find is of pain and the scar across her throat. She awoke not knowing how much time had passed with a a pickaxe in hand surrounded by zombies with nothing but a strange amulet with a coat of arms on it. She remembered nothing but her name at first, then slowly she began to recall bits and pieces of her life before she died. Driven to find her memories and reclaim her life, she eventually managed to sneak out of the mine found her way into the home of a kind farmer a few miles away. since then she has traveled Taldorei trying to find a more information about her family and what became of them. She found a historian who believed they might be able to recognize her coat of arms but when she arrived in Drynna to meet with them she found that they had disappeared without a trace. Fearing that she was close to losing her one chance to find her family, she made her way to the Sunrise Lodge to Join the investigation in hopes of saving the Historian and finally finding answers
Name: Aleppo Azalea
Race: Aaracockra [hummingbird variant - tiny stature]
Class: Wizard, Bladesinger
Background: Far Traveler
Voice: a soft Welsh accent, perhaps tainted with sorrow.
Bare bones of a backstory: Aleppo was born into a peaceful flock who, for a time, tended fields of honeysuckles and lilacs on the outskirts of Tal'Dorei. Here, nectar flowed plentifully, song and dance never ceased... life was good. But little Aleppo had difficulty suppressing his innate curiosity for all things magical, and this is where trouble began. He was apprehended sneaking into the Cedar Sanctum several times, in an attempt to catch a glimpse of arcane texts belonging to the tribe's Magi. Many spell books or scrolls left unattended would mysteriously vanish, only to be found hidden in the thicket of his nest. For this, he'd often receive a light scolding - a sharp peck to the head would do the trick - but neither his parents nor the elders saw fit to take matters more seriously. His defiance was amusing, and besides, the fledgling was becoming quite a prodigious young mage!
Then came the Starlight Migration. This event was only undertaken when the tribal territory had been utterly spoiled [due to drought, extensive winters, or the like], and at that time, the most recently recorded pilgrimage had long since faded from living memory. The issue was, Aleppo had recently been made aware of an abandoned tower deep in the forest. He decided that he couldn't possibly leave without exploring it first, and so, resolved to sneak out the night before - no one would miss him for a few hours.
[Too tired to write the rest now, but here are some bullet points. I'll touch up on them tomorrow]
- tower warded with powerful Sleeping Glyph
- Aleppo triggers said spell, waking up days later
- upon returning to nest, realizes that tribe has migrated without him
- lingers there for a while in hope that they will return for him
- when they never do, decides to take refuge in tower; discovers many arcane texts + develops unique spellcasting techniques
- a year passes; decides to traverse Tal'Dorei in search of tribe; 20 years later, he is still searching.
Name: Anna Appledragon
Race: Variant Human
Class:Divine Soul Sorcerer
Background: Guild Merchant
Voice: Vanellope von Schweetz (Sarah Silverman)
Hook
The rival of Apple Dragon inn spread an evil rumor that Anna's parents are behind the disappearance. Anna has to join the Sun Wardens to solve the case and save her beloved family!
Back story
One stormy night, a woman arrived at the port of Drynna. She was cold, starving, having nothing but a baby in her belly. Young good Danny, the owner of Apple Dragon inn, pitted the woman and offered her room, clothes and food. A few months later, following heated arguments and fistfight with bullheaded relatives, several passionate and intense proposals, and a ton of kissing and hugging, the woman married Danny and Anna became the first child of Mr and Mrs Appledragon.
Despite the strange features of Anna (silver hair, slow aging and magic ability ) , the innkeeper raised the girl with extra love and care. Anna was having a busy and satisfying life, helping her parents' business, taking care of younger siblings.
One day the residents and travelers of Drynna started to disappear. A few customers of Apple Dragon inn vanished too. The rival inn took this chance and spread false rumor that Apple Dragon inn was killing the customers for taking their belongings. Anna was extremely enraged. The basterds must be punished! But before that she has to solve the mysterious disappearance and save her beloved family.
PS: I edited Anna's Hook and Back story.
Name: Elthias Narcion
Race: Half Elf
Class: Bloodhunter (Order of the Lycan)
Background: Mercenary Veteran
Hook: Elthias was sent to investigate claims of a Rogue member of his order that had given into the beast and been hunting in the wilderness surrounding Drynna.
Backstory: Elthias comes from a long line of bloodhunters that embraced the curse of lycanthropy to hunt down their prey. His sect is considered extremist due to the fact that both of his parents already were afflicted meaning that the young half elf was born with the blood of the beast. Upon becoming old enough he was taught to harness the power while never giving into the beast inside or risk being culled if it overtook him. This training would take years and only end when the he was able to successfully compete a contract on his own. After this Elthias was sent off to adventure on his own in an area with only a few settlements to gain practical experience.
His solo hunting lasted for a time before he recieved a missive that one of those in the sect had gone rogue, losing themselves to the beast and murdering several people before fleeing into the wilderness. Elthias was given the task to learn their location and if possible to end them before they could cause more harm.
Voice: It is probably obvious but the voice of Geralt of Rivia from the games.
Link to Portrait: https://i.redd.it/ravjnons65m51.jpg
Character Sheet: https://ddb.ac/characters/76334744/a5ZS9D
Rekuberk Onc Level 8 | Half Orc | Barbarian (The Tales of the Fellowship of the White Cloaks)
Kayassa Level 3 | Satyr | Warlock (Cleath13's LMoP)
Bertolt Silentlash Level 3 | Variant Human | Bard (Our Little Lives Kept in Equipoise: Death House)
Daerthe Narcion Level 4 | Drow | Rogue (Karmoli's Great Upheaval)
Name: Fanna Dorcha https://ddb.ac/characters/76360677/pPAWMs
Race: Variant Human
Class: Warlock - Pact of the Chain
Background: Haunted One
Hook: A denizen of Drynna looking for answers...
Voice: Felicia Day
Posting: Once a day, every day is no problem what so ever.
Backstory: The Dorcas were farmers on the outskirts of Drynna. Fish is the towns livelihood, sure enough, but people still want the occasional vegetable or pork or, if times are good and they can afford it, steak... But a good handful of years ago they stopped bringing their wares to market and weren't really seen from again. People talked, for a bit, but then they forgot. Nobody went to look into it, not with them so far on the outskirts... From there on out Fianna more or less raised herself and her younger sister Saoirse. They did just fine by themselves... And the wee folk of the surrounding woods were always around if things ever really got desperate. The girls knew of Drynna but never saw much need to go see it for themselves, they had everything they needed on the vestige of the family farm and the surrounding woods.
But now Saoirse is missing... And the fair folk in the woods tell Fianna the girl didn't just run off on her own. "...there's darker things afoot... go! go to Drynna and let the people there lead you to the answers..."
So Fianna grabbed up her things - Her staff, her knives, her components... And with Finfinella perched on her shoulder she headed to town...
(Genie warlock but maybe flavoring it more along the lines of fairies...)
We're doing one small murder-y thing for a bigger, better reason. The ends justify the means.
-- Eleanor Shellstrop
First and foremost thank you for your time and creativity.
Some notes for posted apps and future apps:
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Also, I would like links to character sheets ASAP. Thanks!!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
https://ddb.ac/characters/72919378/8zskrV
Here is the link to my character sheet
Sorry also like to emphasize my 'table' is 18+. I need all players to be honest here. Sorry I just don't play DnD with other people's children without proven parent/guardian permission first.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Oh okay, never mind my earlier posts then
Ok...last time I applied I went for an inexperienced trainee Bloodhunter with lots of local ties to local canon and was unsuccessful so I'm thinking this time I'll just keep things super simple and open ended so the DM can adjust as they wish.
Name: Bungaren Siniway
Race: Halfling
Class: Fighter
Background: Folk Hero
Hook: Daughter of fisherfolk looking for a change.
Voice: Amara Siripong.
Posting: Posting schedule is no issue, daily posting is the norm for me.
Backstory: Bungarens family has always lived in Drynna, to hear her mothers tell the stories her family have been fishing out of Drynna since the Calamity....Bungaren does not enjoy fishing and has resolved to find any option other than doing so. Including taking up work for the Lodge.
Character Sheet: https://ddb.ac/characters/76329851/Lm4B6d
Short Term Goals: Find her mothers old friend who has gone missing.
Long term Goals: Prove herself a succesful protector and investigator so that she never needs to touch another fish in her life.
Name: Erika Moors
Race: Human (Taking Fighting Initiate for the Archery Fighting Style. Can change it if you wish)
Class: Arcane Trickster Rogue
Background: Sailor
Voice: No one specifically in mind, but imagine a Bristol accent. Speaks a bit louder than most.
Hook: Originally from Drynna looking for a career change.
Backstory Idea: Erika comes from a large family of fishermen. Being the third of five children and youngest daughter, it didn't get her out of heading onto the family boat when she was old enough. The sailing part was always fun to her; the fishing part was not. In her early teens, she tried dodging going out, spending time with her friends. Most of the time, they'd spend it in town, or swimming. Her parents often disapproved, scolding her when she got home. At 16, she and a close friend joined a merchant caravan, ending up in a port city. Erika quickly found a crew willing to let her join, and was able to live out her dream of sailing the ocean. She made friends with a sorcerer in the crew, and often enjoyed conversations about magic.
After a too close call with pirates on the ship's way back to Tal'dorei, Erika decided to head back to Drynna. In her mid-twenties now, and only slightly more mature, she decided it was best to reconnect with her family. It was a tense reunion, but her parents were happy to see her alive (if a bit more scarred and tattooed than they'd like). While she did return to fishing a bit, it still isn't quite what she wants. In the meantime, she has taken to trying to learn spellcasting, mostly through trial and error based upon conversations with her friend, but also looks for practicing spellcasters who could help. People disappearing has her concerned, but also a bit excited for adventure, and is willing to join the Sun Wardens.
Short Term Goal: Help out her town (perhaps save a childhood friend or family member who had been taken), and make a bit of coin.
Long Term Goal: Prove to herself and her family that she's more than a fisher. See if she can make a life on land.
The ever growing document of character concepts can never be too long, can it?
Name: Ben Daxio
Race: Human - Variant (Taking Keen Mind)
Class: Wizard - Chronurgy Magic
Background: Sage
Voice: Speaks a lot like someone who has learned most of his vocabulary from reading books rather than talking to people. Country-side English accent-like, and a bit bashful and shy but with a strong backbone - a mix between Eddie Redmayne's Newt Scamander and Charlie Cox's Tristan Thorn (from Stardust).
Hook: Originally from Drynna - not so much looking for a career change but more knowing he has to because of all the people disappearing.
Backstory Idea: Ben has grown up in Drynna and has seen little of the outside world. The quiet, shy one of a blacksmith family, Ben was left to his own devices more often than not. While his father cared deeply for him, he didn't know what to make of Ben. His siblings took to the forge immediately and were quick to join in any sport or physical activity in the village. Ben was happier to listen to the stories of any visiting traveler, and would memorize any and every book that crossed his path. Where the rest of the family worked with hammers, fire and metal, Ben developed a talent for working with clocks and watches. They just made sense to him. But, in a small town like Drynna, there were only so many timepieces that needed fixing that Ben always found enough time for study. While still really a novice, his studies have helped him unlock some of the nature of time itself.
While his naturally shy and bashful nature makes him a target for bullies, his strong backbone means he always stands up for himself.
And that backbone is what draws him to the Sun Wardens now. His siblings all have children now and the thought of one of his nieces or nephews disappearing keeps him awake at night.
Character Sheet: Ben Daxio
This is a bit premature a question, and really assumes that Ben Daxio would be a fit with your campaign, but would it be fair to think a Level 3 Wizard would have acquired a familiar prior to the start of the campaign? If so, would a hummingbird be too outlandish? The way they move, and hover, seems like a perfect representation of time for a chronurgy wizard (that our a tortoise - but a tortoise seems far less dynamic for an adventurer).
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