Fort Imma, in the nation of Lindost, on the continent of Augera, on the world of Torosevia, was built to watch over the sea approach to Ardurn Bay, the first part of the coast west of Forts Tother and Wan that isn't high cliffs. Imma is therefore of vital importance for the protection of Whitebridge and the wider land of Lindost. At least it would be, if Lindost were at war. The alliance of the Eastern nations against the Talithan Shadow Empire is now ancient history (at least to the humans in Lindost, and others of a similar lifetime), and Scobaria has been independent for hundreds of years.
So Fort Imma's fortifications go unrepaired by the token militia stationed there, while the harbour grows, and the nature of the town changes from one of defence to one of welcome - welcome all those with coin to spend, goods to trade, or services to offer! It's also the best place to land if you're heading for Whitebridge, unless you prefer to land at Mazemouth and travel the scenic route around the Magnal Forest, a journey of several weeks.
What are you doing in Imma? Are you a native to the town, or have you travelled here by land or sea? Either way, you've started to make a name for yourself in and around Imma, even catching the attention of Rannulf Landgrave, Commander of the town guard and de facto leader of Fort Imma while the young Baron Idris Housta is out of town, which he usually is. A runner from Commander Landgrave has summoned you to his house in the Fort proper, atop the Cliffs of Soft, with the proposition of work both interesting and well-paying. What could he want? There's only one way to find out...
This will be a campaign on my homebrew world of Torosevia, focussing on the continent of Augera. I have broader, long-term story plans, but I would like to weave the campaign around the PCs, their personalities and motivations. I want to let them loose in my world and see what happens.
It's a low-ish tech world, no firearms or airships. In the human regions magic is accepted as part of life but it's uncommon, while in the elven regions its a bit more expected due to their natural propensity for it. There are only two major schools/colleges of magic on the continent, one at either end, so it's not like there are wizards flying around everywhere, but there are definitely self-taught hedge wizards who didn't go to either school. Levels of wealth and crime depend on the location, so if you need to know details about anywhere in particular feel free to ask, but it's fair to say that nowhere is 100% crime free. I'm also not going to ignore any ideas the players have unless it directly contradicts something I already know about the world, so feel free to be creative.
If you would like to take part, please fill in the character details below. You will start at level 5. Once players have been chosen I'll work with you to decide what you have been doing in/around Fort Imma in the lead-up to the campaign that has gained you a little recognition.
Feel free to use any of the following races:
Aasimar (could be from anywhere, but probably not the Bloodsands.)
Bugbear (likely from the Bloodsands, or one of the Agamuk Islands, but potentially from anywhere other than Dharbek)
Dragonborn (the result of Dragon eggs imbued with human essence, similar but different to Draconians. There is no Dragonborn culture)
Dwarf (mostly from the dry Dharbek region in the south, shaped by a long running feud against Goblinoids, though they may come from anywhere)
Elf (mostly from the mediterranean style Talith nation, though they may come from anywhere)
Firbolg (likely from any of the forested regions in any country, no forests in Dharbek or the Bloodsands)
Genasi (could be from anywhere, but probably not the Bloodsands)
Gnome (may come from anywhere, probably not Dharbek, definitely not the Bloodsands)
Goblin (likely from the Bloodsands, or one of the Agamuk Islands, but potentially from anywhere other than Dharbek)
Goliath (mostly from the mountainous regions in any nation)
Half-elf (may come from anywhere, probably not Dharbek, definitely not the Bloodsands)
Halfing (may come from anywhere, probably not Dharbek, definitely not the Bloodsands)
Half-orc (may come from anywhere, probably not Dharbek, definitely not the Bloodsands; could also be from one of the three major Orc tribes)
Hobgoblin (likely from the Bloodsands, or one of the Agamuk Islands, but possibly from anywhere other than Dharbek)
Human (may come from anywhere, probably not Dharbek, definitely not the Bloodsands)
Kenku (may come from anywhere, probably not Dharbek, definitely not the Bloodsands)
Kobold (may come from anywhere)
Lizardfolk (likely from any swampy region such as the Lucent Marshes, the Verdant Lakes, or the Cubella Waters)
Orc (likely from one of the three big tribes – Kolbrokh, Mezghor, or Erdrukh)
Tabaxi (may come from anywhere, probably not Dharbek, definitely not the Bloodsands)
Tiefling (may come from anywhere, but very possibly from the nomadic tribes in Osmial and Lindost because of the 100 year exile following the Year of Hellfire)
Triton (from any part of the sea, or the Verdant Lakes)
Yuan-ti (likely from any heavily jungled or forested area e.g. Kivok’s Garden or the Vandil Forest, or a remnant from the Bloodsands which used to be jungle, but possibly elsewhere)
Please fill in the following details about your character:
Name: Race: Class: Subclass: Background: Backstory (brief): What are you doing in Fort Imma?: Ability scores (4d6 drop lowest, re-roll 1s once; or point buy):
Talith Demographic - mostly elf Capital - Adyria. Geography - warm, forested, particularly to the west. Technically extends all the way past the Brouha Peaks in the north, but the only real town north of Valim's Train is Tirilon. Society - Most civilisation is in coastal towns around the Quiliand Sea. Culturally still recovering from the Shadow Empire, when a cadre of Shadar-kai Raven Queen worshippers took over the High Council for 50 years and launched a war of expansion. The nation was recovered by resistance forces 500 years ago.
Dharbek Demographic - mostly dwarf Capital - High Badorum (north, official); Gol Badur (south, unofficial) Geography - dry scrubland Society - small town-sized fort complexes hide entrances to large underground cities. The further south you go, the more militaristic, as the forts protect against "hobgoblin incursion".
Lindost Demographic - human, gnome, halfling. Capital - Whitebridge (nominal) Geography - temperate woodland and fields (north); moors and the Magnal Forest (south) Society - disparate towns and villages, taxes paid to Whitebridge, laws from Whitebridge but they aren't heavily enforced. Most towns have their own legal charter.
Scobaria Demographic: Human, gnomes, halflings Capital: Agosina Geography - temperate woodlands and fields; Scobar forest takes up a large chunk, contains one of the three Great Lakes (haven't named it yet), and one edge of Lake Alba. Society - smallest and newest nation, broke away from Lindost about 450 years ago following the Shadow War.
Osmial Demographic: Human, gnomes, halflings, elves Capital: Albamere Geography: Mountainous in places (Corvine Peaks, Verdant Mountains), two of the three Great Lakes. Stretches of land scarred by magical battles in the Shadow War. Society: Towns grew along Bronzehand's Wall, built during the Shadow War, itself now mostly ruined. Albamere extends onto Lake Alba, a bit Venice-y. Goldhollow a centre of land trade. Fleethaven, a centre of sea trade.
Other areas:
- Verglas: Lore says it was a part of Cania which broke away and smashed into Augera, creating the Southwrath Mountains and the Titan Fault. Extremely cold. - Ambermane Hills: A dangerous hill area, full of monsters, though rangers from Ochremont at the centre maintain safe routes. - Bloodsands: Once lush jungle, now arid desert due to the appearance of the Well of Souls apx. 1500 years ago. Used to be goblinoid territory, now hobgoblins especially live in camps along the Iron Cliffs, summoned by the dwarfs to stop them flooding north. - Kivok's Garden: Extremely dense jungle surrounding the large, dormant volcano Mt Kivok. - Lucent Marshes: Vast swamp area cutting Kivok's Garden off from the rest of the continent. - Pothine Islands: Three islands with a different society on each, with a central fourth island created from ships which brought refugees east from the lands over the Syrclinian Ocean. - Tenebrist Flats and Boreal Mountains - dark wasteland, almost nothing grows there.
Name: Thurodim Stormbreaker Race: Half-Orc Class: Barbarian (Wolf Totem) Background: Sailor Backstory: Born to a half-orc mercenary passing through Fort Imma and a young wench working at one of it's inns, Thurodim grew up watching the ships coming and going from the harbor, and still only a child he snuck aboard the merchant vessel the Barnacled Mermaid, bringing along only one thing apart from the clothes he wore. An iron cloak clasp in the shape of a wolf's head. As he was discovered aboard the merchant vessel it's captain threatened to throw the young half-orc overboard, but decided to let him stay as a swabber and later a rigger, often offering to take long shifts in the crow's nest to stay out of trouble, but trouble always seemed finding him anyway. It didn't take long before the more burly crew members realized they shouldn't pick a fight with the young half-orc, who mostly seemed peaceful enough, but when aggravated he fought with the ferocity of a starving wolf. The voyages of the Barnacled Mermaid was mostly without incidents, but during his years with it's crew Thurodim saw his fair share of pirates and sea monsters, and always found himself in the front line swinging his greataxe, leading the others in the crew like his pack of wolves. After one particularly nasty storm where he held the wheel with the last of his strength, he was by the captain given the name Stormbreaker in recognition of his deed. With time he also found he had an affinity with animals, even being able to communicate with seagulls and other animals around him. Recently the old captain decided to retire, and Thurodim and several of the others in the crew, his only real friend Mala included, decided to leave for shore as the Barnacled Mermaid reached Fort Imma. There he and Mala have been staying while looking for a new crew to join, mainly helping the innkeeper where they're staying to keep order among it's more rowdy guests.
Race: Gnome Class: Wizard Background: Archeologist Backstory (brief): From Albamere, Gibbles taught himslef magic from a spell book he found in the ruined city from thr shadow war. Wanting to learn more about the world of magic and trying to refine his natural skills, he traveled to the magic school, where he spent a number of years in study. When he wasn't studing magic his focus was on the ruined cities in Osmial. Eventually leaving the school, to continue his studies on his own, he turned his attention to Archeology and futher exploring the ruined cities. What are you doing in Fort Imma?: On a return trip from the ruins around Osmial. Taking some time to rest before setting out again.
I'm pretty new to 5e having played it once, but this sounds really interesting! Let me try to figure out the diceroller on this site and see where it takes me!
Would definitely be interested in exploring this world. I like how you mentioned broader story plans but also seeing where the interests of the PC's take it.
Ability scores: 111311141418
Name: WIP Race: WIP Class: WIP Background: WIP Backstory (brief): WIP What are you doing in Fort Imma?: WIP Ability scores (4d6 drop lowest, re-roll 1s once; or point buy): above
Location: The southern region of Dharbek; Gol Badur is his base of operations
Backstory: Having been on the frontline defending against Goblins and Hobgoblins he is ready to adventure and see more than that in the world.
What are you doing in Fort Imma?: Having retired from guarding the frontier against Goblins and Hobgoblins he has started his adventuring chapter in his life. Where better than Fort Imma.
So being new to this - any order for abilities - or leave them where they lay?
Use them for whichever stat makes the most sense for the character. More important right now are the character details - who are they, and what are they doing in Fort Imma?
Name: "Me? Oh, I'm Tanishburn the Wall Flower. I'll just, be over here if you need me." Race: Goliath Class: Fighter 3 (Rune Knight) / Ranger 2 (hopefully we'll see if the Dice gods give me what I need) Background: Folk Hero Backstory (brief): Tanishburn, or Tanish for short, grew up in the Boreal Mounts. He was a shy sensitive soul growing up, but his large frame (the largest in his village) pegged him as a warrior for his people and he was taught to wield weapon and wear armor. He also excelled at art, specifically painting, doing beautiful landscapes and copying the ancient runes of his forefathers. Still, he felt uncomfortable in most all social situations, and between his shy nature, and his normally paint covered hands and chest he earned the nickname Wall Flower. During a particularly bad storm Tanish saved a group of elders from a falling building with his immense strength, earning him the great honor of becoming a World Traveler. World Travelers were those who demonstrated the necessary strength to survive beyond the borders of the village and could go learn of others and bring back stories of their exploits, as well as new customs, ways, recipes, etc. Tanish both hated and loved this idea, he felt honor but also fear of what he would face. Ultimately though he took the challenge and headed down from the mountains, living several years amongst the people of the nation of Lindost before heading to the town of Fort Imma to see the Ousefid Sea, which he was told was a larger body of water than he would ever see inland. What are you doing in Fort Imma?: "Well...I came for the Sea, it was amazing, and I have painted it many times. I have yet to bring myself to step onto a ship though" Ability scores (4d6 drop lowest, re-roll 1s once; or point buy):
Name: Thorgosh Spirit-cursed Race: Half-orc Class: Barbarian Background: Outlander Backstory (brief): Thorgosh left his tribe because of the spirits who speak to him and follow him. He seeks to gain understanding of the spirits and make them go away from him that he may live his life in peace - what he doesn't know is that he can't....
What are you doing in Fort Imma?:Thorgosh has long been in the wilds, away from his tribal home in the western mountains of Osmial. In Fort Imma, the connection to the spirits seems to be lessened for Thorgosh, and he's been attempting to learn from travelers about the nature of spirits and how he can understand about further about them. He's been working as a mercenary of late- lending his axe in exchange for coin to survive.
Heroes of Augera
Fort Imma, in the nation of Lindost, on the continent of Augera, on the world of Torosevia, was built to watch over the sea approach to Ardurn Bay, the first part of the coast west of Forts Tother and Wan that isn't high cliffs. Imma is therefore of vital importance for the protection of Whitebridge and the wider land of Lindost.
At least it would be, if Lindost were at war. The alliance of the Eastern nations against the Talithan Shadow Empire is now ancient history (at least to the humans in Lindost, and others of a similar lifetime), and Scobaria has been independent for hundreds of years.
So Fort Imma's fortifications go unrepaired by the token militia stationed there, while the harbour grows, and the nature of the town changes from one of defence to one of welcome - welcome all those with coin to spend, goods to trade, or services to offer! It's also the best place to land if you're heading for Whitebridge, unless you prefer to land at Mazemouth and travel the scenic route around the Magnal Forest, a journey of several weeks.
What are you doing in Imma? Are you a native to the town, or have you travelled here by land or sea? Either way, you've started to make a name for yourself in and around Imma, even catching the attention of Rannulf Landgrave, Commander of the town guard and de facto leader of Fort Imma while the young Baron Idris Housta is out of town, which he usually is. A runner from Commander Landgrave has summoned you to his house in the Fort proper, atop the Cliffs of Soft, with the proposition of work both interesting and well-paying. What could he want? There's only one way to find out...
This will be a campaign on my homebrew world of Torosevia, focussing on the continent of Augera. I have broader, long-term story plans, but I would like to weave the campaign around the PCs, their personalities and motivations. I want to let them loose in my world and see what happens.
It's a low-ish tech world, no firearms or airships. In the human regions magic is accepted as part of life but it's uncommon, while in the elven regions its a bit more expected due to their natural propensity for it. There are only two major schools/colleges of magic on the continent, one at either end, so it's not like there are wizards flying around everywhere, but there are definitely self-taught hedge wizards who didn't go to either school.
Levels of wealth and crime depend on the location, so if you need to know details about anywhere in particular feel free to ask, but it's fair to say that nowhere is 100% crime free. I'm also not going to ignore any ideas the players have unless it directly contradicts something I already know about the world, so feel free to be creative.
If you would like to take part, please fill in the character details below. You will start at level 5. Once players have been chosen I'll work with you to decide what you have been doing in/around Fort Imma in the lead-up to the campaign that has gained you a little recognition.
Feel free to use any of the following races:
Please fill in the following details about your character:
Name:
Race:
Class:
Subclass:
Background:
Backstory (brief):
What are you doing in Fort Imma?:
Ability scores (4d6 drop lowest, re-roll 1s once; or point buy):
DM - Storm King's Thunder
DM - Torosevia (WIP homebrew world)
Kelytha Meliamne - Matti Silverstorm - Silver - Star-Setting-In-The-East - Tor Baltos
Map
Nations and locations
Talith
Demographic - mostly elf
Capital - Adyria.
Geography - warm, forested, particularly to the west. Technically extends all the way past the Brouha Peaks in the north, but the only real town north of Valim's Train is Tirilon.
Society - Most civilisation is in coastal towns around the Quiliand Sea. Culturally still recovering from the Shadow Empire, when a cadre of Shadar-kai Raven Queen worshippers took over the High Council for 50 years and launched a war of expansion. The nation was recovered by resistance forces 500 years ago.
Dharbek
Demographic - mostly dwarf
Capital - High Badorum (north, official); Gol Badur (south, unofficial)
Geography - dry scrubland
Society - small town-sized fort complexes hide entrances to large underground cities. The further south you go, the more militaristic, as the forts protect against "hobgoblin incursion".
Lindost
Demographic - human, gnome, halfling.
Capital - Whitebridge (nominal)
Geography - temperate woodland and fields (north); moors and the Magnal Forest (south)
Society - disparate towns and villages, taxes paid to Whitebridge, laws from Whitebridge but they aren't heavily enforced. Most towns have their own legal charter.
Scobaria
Demographic: Human, gnomes, halflings
Capital: Agosina
Geography - temperate woodlands and fields; Scobar forest takes up a large chunk, contains one of the three Great Lakes (haven't named it yet), and one edge of Lake Alba.
Society - smallest and newest nation, broke away from Lindost about 450 years ago following the Shadow War.
Osmial
Demographic: Human, gnomes, halflings, elves
Capital: Albamere
Geography: Mountainous in places (Corvine Peaks, Verdant Mountains), two of the three Great Lakes. Stretches of land scarred by magical battles in the Shadow War.
Society: Towns grew along Bronzehand's Wall, built during the Shadow War, itself now mostly ruined. Albamere extends onto Lake Alba, a bit Venice-y. Goldhollow a centre of land trade. Fleethaven, a centre of sea trade.
Other areas:
- Verglas: Lore says it was a part of Cania which broke away and smashed into Augera, creating the Southwrath Mountains and the Titan Fault. Extremely cold.
- Ambermane Hills: A dangerous hill area, full of monsters, though rangers from Ochremont at the centre maintain safe routes.
- Bloodsands: Once lush jungle, now arid desert due to the appearance of the Well of Souls apx. 1500 years ago. Used to be goblinoid territory, now hobgoblins especially live in camps along the Iron Cliffs, summoned by the dwarfs to stop them flooding north.
- Kivok's Garden: Extremely dense jungle surrounding the large, dormant volcano Mt Kivok.
- Lucent Marshes: Vast swamp area cutting Kivok's Garden off from the rest of the continent.
- Pothine Islands: Three islands with a different society on each, with a central fourth island created from ships which brought refugees east from the lands over the Syrclinian Ocean.
- Tenebrist Flats and Boreal Mountains - dark wasteland, almost nothing grows there.
DM - Storm King's Thunder
DM - Torosevia (WIP homebrew world)
Kelytha Meliamne - Matti Silverstorm - Silver - Star-Setting-In-The-East - Tor Baltos
Ability scores: 14 15 13 17 10 18
Name: Thurodim Stormbreaker
Race: Half-Orc
Class: Barbarian (Wolf Totem)
Background: Sailor
Backstory: Born to a half-orc mercenary passing through Fort Imma and a young wench working at one of it's inns, Thurodim grew up watching the ships coming and going from the harbor, and still only a child he snuck aboard the merchant vessel the Barnacled Mermaid, bringing along only one thing apart from the clothes he wore. An iron cloak clasp in the shape of a wolf's head. As he was discovered aboard the merchant vessel it's captain threatened to throw the young half-orc overboard, but decided to let him stay as a swabber and later a rigger, often offering to take long shifts in the crow's nest to stay out of trouble, but trouble always seemed finding him anyway. It didn't take long before the more burly crew members realized they shouldn't pick a fight with the young half-orc, who mostly seemed peaceful enough, but when aggravated he fought with the ferocity of a starving wolf. The voyages of the Barnacled Mermaid was mostly without incidents, but during his years with it's crew Thurodim saw his fair share of pirates and sea monsters, and always found himself in the front line swinging his greataxe, leading the others in the crew like his pack of wolves. After one particularly nasty storm where he held the wheel with the last of his strength, he was by the captain given the name Stormbreaker in recognition of his deed. With time he also found he had an affinity with animals, even being able to communicate with seagulls and other animals around him. Recently the old captain decided to retire, and Thurodim and several of the others in the crew, his only real friend Mala included, decided to leave for shore as the Barnacled Mermaid reached Fort Imma. There he and Mala have been staying while looking for a new crew to join, mainly helping the innkeeper where they're staying to keep order among it's more rowdy guests.
Thurodim Stormbreaker
Ability scores: 12 12 12 11 15 12'Twas not to be. Sounds like an interesting world though.
Ability scores: 16 13 15 10 11 15
Name: Gibbles McGibbles
Race: Gnome
Class: Wizard
Background: Archeologist
Backstory (brief): From Albamere, Gibbles taught himslef magic from a spell book he found in the ruined city from thr shadow war. Wanting to learn more about the world of magic and trying to refine his natural skills, he traveled to the magic school, where he spent a number of years in study. When he wasn't studing magic his focus was on the ruined cities in Osmial. Eventually leaving the school, to continue his studies on his own, he turned his attention to Archeology and futher exploring the ruined cities.
What are you doing in Fort Imma?: On a return trip from the ruins around Osmial. Taking some time to rest before setting out again.
Feel free to use Point Buy if those rolls are putting you off.
DM - Storm King's Thunder
DM - Torosevia (WIP homebrew world)
Kelytha Meliamne - Matti Silverstorm - Silver - Star-Setting-In-The-East - Tor Baltos
Name: Gimbal
Race: Dwarf
Ability scores: 15 14 14 13 9 11
D&D since 1984
Ability scores
Ability scores: 13 13 14 16 15 15
Ainsley Keenan - Level 6 Human Druid - The World Isn't Over ... Yet
Mostly available evenings EDT + Sunday; low activity on Fridays and Saturdays
I'm pretty new to 5e having played it once, but this sounds really interesting! Let me try to figure out the diceroller on this site and see where it takes me!
Ability Scores: 13 17 12 11 16 15Dice gods say no :-)
8
11
13
12
15
14
So being new to this - any order for abilities - or leave them where they lay?
Would definitely be interested in exploring this world. I like how you mentioned broader story plans but also seeing where the interests of the PC's take it.
Ability scores: 11 13 11 14 14 18
Name: WIP
Race: WIP
Class: WIP
Background: WIP
Backstory (brief): WIP
What are you doing in Fort Imma?: WIP
Ability scores (4d6 drop lowest, re-roll 1s once; or point buy): above
Full Name: Gimbal Stonewall
Class: Cleric
Background: Marine
Location: The southern region of Dharbek; Gol Badur is his base of operations
Backstory: Having been on the frontline defending against Goblins and Hobgoblins he is ready to adventure and see more than that in the world.
What are you doing in Fort Imma?: Having retired from guarding the frontier against Goblins and Hobgoblins he has started his adventuring chapter in his life. Where better than Fort Imma.
D&D since 1984
Use them for whichever stat makes the most sense for the character. More important right now are the character details - who are they, and what are they doing in Fort Imma?
DM - Storm King's Thunder
DM - Torosevia (WIP homebrew world)
Kelytha Meliamne - Matti Silverstorm - Silver - Star-Setting-In-The-East - Tor Baltos
Feel free to use Point Buy instead if you're not happy with the dice rolls.
DM - Storm King's Thunder
DM - Torosevia (WIP homebrew world)
Kelytha Meliamne - Matti Silverstorm - Silver - Star-Setting-In-The-East - Tor Baltos
Name: "Me? Oh, I'm Tanishburn the Wall Flower. I'll just, be over here if you need me."
Race: Goliath
Class: Fighter 3 (Rune Knight) / Ranger 2 (hopefully we'll see if the Dice gods give me what I need)
Background: Folk Hero
Backstory (brief): Tanishburn, or Tanish for short, grew up in the Boreal Mounts. He was a shy sensitive soul growing up, but his large frame (the largest in his village) pegged him as a warrior for his people and he was taught to wield weapon and wear armor. He also excelled at art, specifically painting, doing beautiful landscapes and copying the ancient runes of his forefathers. Still, he felt uncomfortable in most all social situations, and between his shy nature, and his normally paint covered hands and chest he earned the nickname Wall Flower. During a particularly bad storm Tanish saved a group of elders from a falling building with his immense strength, earning him the great honor of becoming a World Traveler. World Travelers were those who demonstrated the necessary strength to survive beyond the borders of the village and could go learn of others and bring back stories of their exploits, as well as new customs, ways, recipes, etc. Tanish both hated and loved this idea, he felt honor but also fear of what he would face. Ultimately though he took the challenge and headed down from the mountains, living several years amongst the people of the nation of Lindost before heading to the town of Fort Imma to see the Ousefid Sea, which he was told was a larger body of water than he would ever see inland.
What are you doing in Fort Imma?: "Well...I came for the Sea, it was amazing, and I have painted it many times. I have yet to bring myself to step onto a ship though"
Ability scores (4d6 drop lowest, re-roll 1s once; or point buy):
Ability scores: 12 14 15 12 12 13
Name: Thorgosh Spirit-cursed
Race: Half-orc
Class: Barbarian
Background: Outlander
Backstory (brief): Thorgosh left his tribe because of the spirits who speak to him and follow him. He seeks to gain understanding of the spirits and make them go away from him that he may live his life in peace - what he doesn't know is that he can't....
What are you doing in Fort Imma?:Thorgosh has long been in the wilds, away from his tribal home in the western mountains of Osmial. In Fort Imma, the connection to the spirits seems to be lessened for Thorgosh, and he's been attempting to learn from travelers about the nature of spirits and how he can understand about further about them. He's been working as a mercenary of late- lending his axe in exchange for coin to survive.
Intrigued. Let's see what the dice provide: 16 18 15 12 15 11
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