The Land of Ezeria was once unified together with nothing more than rivers separating vast amounts of land with cultures looking similar, it was not till a little over one hundred years ago, the gods started fighting, their fight shook the earth and the lands shifted water rushing in and creating a gap and each pantheon of gods finding a new home on their own section of land. Over time the lands grew more apart not just in distance but culture religion and language, mortals learning to sail between lands to close the gap, some attacked others for what they had, others just traded to build their wealth. as the decades went by people became less reliant on the gods and their presence as a whole is not as felt as it was in the past.
This game starts off in the small town of Hofsland, The town is renowned for its large fjord and step mountains. There is not even a thousand souls that are in the town, and you all live there growing up in this peaceful place, where most are minors, farmers, are sailors. The whole party knows each other and have been working for the last two years to construct there own longship, buying parts they can not make and building what they can. The day has finnaly come the last part in place, the only thing left now is to decide what you all shall do with the ship and gain the Jarls favor and that of the gods.
this is a sandbox game placed in a world I have created and have played for a long time, nothing is off limits, but everything has repercussions be it good or bad. The game will start off at level 2, if you have any questions about the world ether send me a message or check out my YouTube link for some extreme basics of the world. Place your character idea bellow here, I will be leaving this public till the 22nd of April. at which time I will pick the players for the game.
We are starting at level two, this will be a five man group.
Important notes for the world, the land you are all from worship Norse gods, but other gods can be worshiped from the greek, Egyptian, or Celtic gods as well
All races and classes on dndbeyond that are not homebrew are allowed, custom backgrounds are acceptable as well.
The king of Thorburn (the country your all from) has forbid raiding or pirating. (It’s a law in the land not a rule in the game)
Simeon's journey on the monk's path began when he was quite small, after his childhood village was nearly decimated by an outbreak of disease. He was ill for many days, fever-stricken and terribly weak. Simeon survived; his parents, however, did not. His fate was then in the hands of the village elders who determined that he should be placed under the care of Master Zo, the priest in the woodland temple of Balder, god of beauty and poetry. Who Simeon is today is, in nearly every way, the result of Master Zo's influence. He is the one who has shaped Simeon's devotion to the god Balder, his understanding and love for life and for others; his knowledge of, and fascination with, the natural world; his commitment to living on only what is needed; and his aversion to anything and anyone who plays a role in the world's needless suffering and death. So, when Master Zo's good character was being sullied by the lies of the arrogant, cruel son of Lord Teriphan, Simeon responded with both passion and speed. A blow to the young man's ribs with the quarterstaff would've been sufficient to quiet the boastful mouth of Teriphan's son. Simeon chose, however, to go one step farther-- a step that he now wishes he had never taken. He used his staff to sweep Teriphan's son's wobbly legs from under him. This worked all too well, and Simeon watched in horror as the young nobleman's head smashed violently into a nearby rock. Lord Teriphan's son was dead, and Simeon was, unquestionably, a marked man. The fact that he had no murderous intent whatsoever would mean nothing to his prosecutor. Simeon wept as he said farewell to Master Zo that day, and he has been on the run ever since. But as he runs, he does all the good that he can in whatever places he finds himself. And for the past few years, Simeon has been living in Hofsland, where he has managed to make a humble living and avoid the searching eyes of Lord Teriphan.
Ujarak is a nice guy ... once you get to know him. He's violent, prone to drinking, morally ambiguous, but will painstakingly stick to his word.
A typical half orc, he is an orphan raised into a life of mercenary works that quickly turned to piracy. But while he thinks there is nothing wrong with a little violence, he will object to the tradition of lies and betrayal that pirates pride themselves with. After a few years of sailing with pirates, he decided to stop and settle in Hofsland, selling his sword to fight back pirates and bandits instead.
Shakar is an explorer who makes his living selling fake “discoveries” (charlatan background) and stumbled on some ancient sentient artifact. It made a pact with him, agreeing to give him power in exchange for keeping it hidden and doing certain jobs for it.
Can anything be more glorious than the sheer freedom offered by the sea? Certainly not in Amnon's eyes. Treated like an outsider everywhere because of his infernal heritage, the open sea was the only place he ever truly felt free. That is, until a band of pirates attacked his ship in the middle of a storm. He doesn't remember much about that night. Just a few images seared into his brain: Pirates boarding his ship; his captain dying with a cutlass through his belly; floating on flotsam from his crews ruined ship; a pirate ship sailing away in the distance; the sky lighting up with many lightning strikes happening at once followed by darkness more black than anything Amnon had ever known. The next thing Amnon could recall was washing up on the shore not far from Hofsland. That was years ago, but the hunger to be back on the sea never left, nor did the thirst for vengeance.
Roghnark Haraldson set foot on the wooden dock of Hofsland. He said goobye to the longship that was about to depart, he had made the proper rites and have asked Thor, his patron diety, to be kind with the ship and its crew. He walked away as the men of the ship row their way out of the port and into the fjord where they could set sails.
He walked towards the market, greeting some of the people during the walk among the muddy street of the town. And bought some elk meat and ale to bring back with him to his house. He left the market when a faint rain started to fall from the cloudly sky above. He looked up and saw that Thor wasn’t angry that day, and it will be just a little bit of rain.
Despite the benevolence of his God, when he reached his modest house he had all his clothes wet. He puts another log in the fireplace in the center of the central room, the house had only three rooms; the kitchen, the alcobe and the central room where he had the altar to Thor with a little wooden represntation of the thunder god. He took his cloack and clothes and let them dry near the fire, and walked to the rear part of the house, to the part that was near the fjord.
With only his trousers and boots on, he felt the cold breeze and the rain over ihs skin and muscles and took his heavy hammer and walked the few meters that he needed to reach the workshop he had near the water. There the large wooden shafts waited for he to return and continue working.
“Thor hear me!” He says to the clouds in the sky “ I pledge this work to you!! Make that soon my hammer slams against the skulls of my enemies and not only wood!! “ a distant rumble in the sky the only answer.
He laughted and continue his work. Soon he and his friends will have their own longship and then their legend will be sang by the bards.
( Human war cleric- sailor background if that it’s ok!)
Hermes Calenthar (spoilered intro because it is rather long):
"And with a slash of Zeone's mighty sword, the evil gnoll lay dead at his feet!" Hermes Calenthar says, wand darting back and forth in apparent synchronization with a tiny illusory knight that dances happily above the equally illusory corpse of a gnoll, then falls over. The group of young children sitting around Hermes laugh and clap. Hermes grins.
"That's enough for today, I'm afraid," Hermes continues. The children sigh in disappointment, and make their way out of the bookstore. Hermes smiles as he tidies up. He's just putting away the broom when he hears a dry chuckle, only barely perceptible even with his half-elven ears.
"All that ability, and you tell stories to little kids?" asks the stooped old woman standing on the steps to the upper room. Her voice is tired but her eyes gleam.
"Ah, gran! Were you there the whole time?" Hermes asks, a little embarrassed. His gran only smirks, though not unkindly. Hermes shakes his head.
"Well, gran, I'm off to the longship!" he says, slowly making his way to the door outside.
"Then you'll be off on adventures, I suppose," sighs Gran. Hermes shrugs.
"We'll see. Oh!" Hermes cries, grabbing his brown hair,
"I almost forgot my pack!"
He grabs the backpack leaning against the wall.
"Do you have your spellbook?' Gran asks. Hermes nods, patting the leather notebook that is strapped to his belt. He turns and hugs his Gran.
"Bye!" he says, hurrying out of the store. His Gran smiles a little sadly.
(Hermes Calenthar is a half-elf wizard. His mother was a drow, and his father was a human. They were not the most wonderful parents one could hope for, and one day when Hermes was very young, they journeyed to Hofsland, where Hermes' human grandmother lived, and left Hermes with her. Hermes grew up in Hofsland, never again seeing his parents. His grandmother owns a bookshop, which, not being very successful, she keeps above bankruptcy with money she earned in her adventuring days. It is from these books that Hermes first learned the secrets of arcane magic, which fascinates him deeply.
Hermes is a young man (22 or so), and he can seem even younger at times, but behind his childish face is a powerful mind. Hermes hopes to one day make a name for himself like the heroes he's heard of, but he's not quite sure that he's ready yet to kill.)
Hermes Calenthar is most definitely an unusual name in this pseudo-norse village. This is intentional, as it helps to highlight the fact that Hermes is an oddity, and perhaps even more so than a "typical" half-elf, with his drow mother.'
Combat Role: Hermes Calenthar would hopefully be much more of a battlefield control character than a blaster. I'll likely take Divination, Illusion, or Abjuration.
The sound of the impact echoed off the surrounding trees as the large tree branch that had been hung from its kindred above slammed into the upraised shield. And like so many times before, the force of the impact was enough to send Eirunn sprawling to the ground in a heap. The young woman of eighteen summers growled at herself as she once again climbed back to her feet, the frustration evident on her face. This certainly wasn't her first choice for training options, but it was one of the few she had open to her since scarcely any of the young men in the village would spar with her.
Grimacing at the soreness now permeating her shield arm, she maneuvered around the swinging branch and retrieved the rope that would draw it back up into its ready position. Hand over hand she pulled, the simple rope and pulley system slowly lifting the heavy branch back into place, ready to be released and swung once again. Once it was all set again, she tied the rope off on its peg once again, though it was with some difficultly due to how short the rope had now become. There was barely enough slack for it to reach the peg and her still be able to tie it off, so this would probably be the last swing until she could get another fresh rope.
Retrieving her handaxe, she again readied herself in position, feet spread apart to give her a strong stance with as much balance as possible, shield arm forward, handaxe behind and ready to throw. But before she could steel herself to once again throw the axe and sever the rope so the branch would swing forward, she was distracted by the sound of nearby hammering.
She paused for a moment, taking a deep breath and just listening to the rhythmic, comforting sound, which was emanating from the direction of her guardian's workshop down by the water's edge. Apparently Roghnark had returned from his duties at the docks and resumed his work on the longship. She smiled at that thought. Both of them had long shared the dream of one day setting out from Hofsland on a ship of their own, they and a number of Roghnark's friends, and the day when they could finally do so was getting ever so close. Roghnark and most of the others wanted to seek adventure, and to make a name for themselves in the epic sagas of the bards, but Eirunn's own reason for chasing the dream was more personal. Adventure and the chance to go out and do some good in the world were one thing, for sure, but what she really wanted was just to chance to escape, to get away from this small village where so many shunned and mistrusted her. She wanted a chance to prove that she wasn't a Doombringer as many liked to whisper about her, so that she might hopefully find just a bit more acceptance.
As the thoughts faded, Eirunn focused on the challenge before her. With a mighty but controlled heave, the handaxe went flying, severing the rope a mere half-inch from its knot around the peg. Quick as lightning, she shifted in her stance to brace for the impact of the swinging branch.
CCCRRRAAAAACCCKKK!!!!!
Once again, Eirunn found herself flying backwards..****y this time she managed to keep on her feet, shifting with the blow.
She smiled with a single thought as she enjoyed a brief moment of victory.
*Progress!*
Edit: Oh, since the intro doesn't exactly spell this out, Eirunn = Aasimar Paladin.
Leo spent his childhood adventuring with his older brother Eli on the coast of Hofsland and it's neighboring fjord. After losing their parents to the hand's of a mysterious group of which the boy's know very little about, the brothers grew extremely close. They learned to live for themselves on the streets of Hofsland, from selling pelts of exotic beasts to pawning small treasures they picked up upon their adventure's.
Shortly after Leo's 18th birthday, on a routine journey to acquire basic supplies, the boy's were attacked by what seemed like some kind of magically modified beast. Leo survived, but only to see the death of his older brother. It destroyed him. After escaping the beast, Leo spiraled into a depression. He ignored his wounds, he ignored the need to care for his body, he spent 21 days in his own mind. His deep meditation combined with a massive void in his heart allowed a bond to form between himself and the magical energies of the fjord, replenishing his body to full health and filling the hole in his heart. Although he knows nothing can replace his older brother, Leo has found peace within the wild. Armed with his new abilities, Leo seeks the adventure of a lifetime, to explore the vast wild, because he knows that's what Eli would've wanted.
Leo is a black male, average sized, with dreadlocks (with cool beads and shit in his hair). He still has a very young, charismatic face. After gaining his abilities, he now believes he knows all of life's answers, which can get annoying. He occasionally spouts off philosophical lines about nature and the wild(the typical druid). Has no idea he can turn into animals yet.
Half-Elf (Aquatic) Eldritch Knight Fighter with a Sailor background.
Years ago his mother had a romantic liaison with a sea elf that ended with him. He never knew his father but heard stories about him so he studied as much as he could about sea elves. His studying became broader and broader, learning about magic and history and fighting elvish fighting techniques. Once his mother died he felt alone and decided to take to the seas. He got a job on a boat for a while but it did not seem to get him any closer to his father and he just felt more alone. So he came back to the town he grew up in with the familiar faces from his childhood.
Time is a fickle mistress. The young certainly do not appreciate time, they squander it on frivolous endevours and rarely are thankful for that which they have been given. Redmond was not young anymore, and as the long years of his life progressed, more and more time seemed to be slipping away. In his younger days he had been a member of the guard, and by all accounts he was a model soldier, loyal, trustworthy, strong, and in many ways foolhardy. Though he never rose in the ranks, nor was particularly distinguished, his time serving gave him purpose. It seemed a lifetime ago. His strength had begun to leave him now, one of the many things time had begun to take from him.
Taliah was taken from him far too soon. The mysterious disease had claimed her when she was only 35. They never had children, and with nothing tethering him to the town he left to live in the wilds. The loss of his wife had left him drifting in an empty sea, rudderless. And time continued to slip by. Years passed. He lived off the land, hunting and gathering, often going for months without encountering another soul. He relished the solitude which nature afforded him. And yet, something gnawed at him.
Hoping to recapture some of the vigor of his youth, he began seeking an adventure. A purpose to go on living. Perhaps he could recapture some of the time he had lost.
Zalzas wanted no more than to keep his eyes shut, and mind at peace and adrift within the sea of unspoiled memories of a long distant past. But, he was no fool, or at least liked to believe otherwise. His heart wouldn't stop racing, nor uneasiness flee until hours of hard work consumed the majority of his focus. The memory... the "Voice's" lingering influence no doubt. He should know having spent the past two years awakening in a similar fashion on and off again. It would've been easy to blame the others for mentioning plans to build a long ship, and set sail for distant lands, treasures, and so on. Such, however, was not the blue-skinned recluse's way, or that of any triton for that matter.
Then again, how can he even be so certain anymore? What few of his people that make trade with Hjorlf can scarcely look at him, let alone deem him worthy enough to be in their presence. 'If only...' As the word echoed in his head, Zalzas's eyes were instinctively drawn towards the quarterstaff he always seemed to carry with him. A somewhat peculiar item for a fishfolk to carry around. But then, most thought it meant as merely a walking stick while on land. He hadn't the heart to explain otherwise, but freely handed out a variety of stories regarding the carvings on its side to the locals whenever the subject was ever broached in idle conversation. That and the rare request about the days prior to the great splintering.
With a shake of the head and another drawn out sigh, old Zalzas rose from his bed of sand just beneath the harbor planks, and with staff in hand, swam swiftly to the surface to greet what may be his final day on the island. It was time to not only finish paying back the good people that took him in, but also make good on his end of a selfish promise made a century ago. Even if it meant braving the great blue yonder with a bunch'a guppies to rely on.
The thought alone elicits a rueful smirk out of the triton.
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When you realize you're doing too much: Signature.
The Players applications I have chosen are the following.
Frandalsivereyes - Playing Roghnark Haraldson
Chrominator - Playing Hermes Calenthar
Neomagus - Playing Eirunn
Trilliam - Playing Leilani Blu
Orileo - Playing Zalzas Zuhlolmath
Private messages have been sent to each of you.
This is my first game running it as Play by Post, but I have been running games for decades. I don't know if this is common, but these are some guide lines I was thinking would help with a smoothness in a play by post game.
Try to post once a day during the mid week, if you can on the weekend sweet, but I understand everyone is busy (IRL always comes first).
If you preform any actions that require a roll, please roll it after you describe the action.
Use (( like this )) for out of character comments but try to keep them at a minimum.
Please use Italics for character actions, that way normal text can be used for everything else. This makes it easier for reading many posts quickly. (if you can not do this one that is fine)
I encourage more information then less, More roleplay then less.
One of the items you will have as a group outside of the ship you will soon have is this, a map of Ezeria and its trade routes over land. Major Port citys as well as your home town and capitals are all marked on the map.
It is early in the morning the sun has yet to rise over the Kraki mountains to the east, birds can be heard singing the first songs of the day as the morning fog has not yet cleared from the fjord. The Air is chilled with the fog seaming to cling to everything leaving a layer of dew on every surface it can. Spring is finally arrived and many of the towns folks are ready to get back onto the open sea, as the waters are to treacherous during the winter months making to to dangerous to travel on them.
We are not concerned with many of the towns folk and there prayers and sacrifices to the gods preparing for a favorable trade year. For our story is one of friends who have been working hard together to make a small yet grand dream come true, to have there own ship and the freedom that comes from that. The anchor was finished late last night, and can be installed this morning, meaning you all finally have rights to petition Jarl Ulf for his blessing to journey and take to the sea. You all are meeting up early to finish the ship, christen it, and name it.
what shall you name it? what shall you do with it? where will you go? this are all things you must know before you talk to the Jarl, If you have any questions you can ask your blacksmith friend (although not one that will leave town) any questions he is a squat dwarf of chubby proportions named Kort. His Long black and grey beard is always tucked behind his apron and a pair of ash covered goggles are almost always atop his head. he will be arriving later on so you have some time to talk before he gets to you.
The morning finds Eirunn sitting atop a large boulder on the beach, a mere stone's throw away from the yet-nameless hulk of wood, metal, canvas, and rope that is to be her chosen home for the near future. She's been out here since well before first light, having not been able to sleep well due to her excitement about the vessel finally being ready. She waits quietly but oh so anxiously for the others to arrive, pondering all the while about what sort of place they might go first and indeed, what sort of name their vessel should bear.
((Edit: In case it's not apparent from my introductory post for Eirunn, I prefer this color for her dialogue, if that's okay with everyone.))
Roghnark approaches his protegee in silence. He heard her leaving the house midnight but didn’t say nothing. He himself was excited too that the ship is finally finished.
“Good morning Eirunn” he says sitting next to her looking at the finished ship. She wasn’t the biggest ship but she was fast and resistant. ”Have you thought on a name for it?
((I have prepared the Ceremony spell for the ocassion. Not looking for a magical boon, just seemed appropiate :) ))
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PbP Character: A few ;)
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The Land of Ezeria was once unified together with nothing more than rivers separating vast amounts of land with cultures looking similar, it was not till a little over one hundred years ago, the gods started fighting, their fight shook the earth and the lands shifted water rushing in and creating a gap and each pantheon of gods finding a new home on their own section of land. Over time the lands grew more apart not just in distance but culture religion and language, mortals learning to sail between lands to close the gap, some attacked others for what they had, others just traded to build their wealth. as the decades went by people became less reliant on the gods and their presence as a whole is not as felt as it was in the past.
This game starts off in the small town of Hofsland, The town is renowned for its large fjord and step mountains. There is not even a thousand souls that are in the town, and you all live there growing up in this peaceful place, where most are minors, farmers, are sailors. The whole party knows each other and have been working for the last two years to construct there own longship, buying parts they can not make and building what they can. The day has finnaly come the last part in place, the only thing left now is to decide what you all shall do with the ship and gain the Jarls favor and that of the gods.
this is a sandbox game placed in a world I have created and have played for a long time, nothing is off limits, but everything has repercussions be it good or bad. The game will start off at level 2, if you have any questions about the world ether send me a message or check out my YouTube link for some extreme basics of the world. Place your character idea bellow here, I will be leaving this public till the 22nd of April. at which time I will pick the players for the game.
Korgin the blood hunter years ago he crashed onto this island and realized there one only one way to continue his Goliath adventures
Marvarax and Sora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
Simeon Grey, human monk
Simeon's journey on the monk's path began when he was quite small, after his childhood village was nearly decimated by an outbreak of disease. He was ill for many days, fever-stricken and terribly weak. Simeon survived; his parents, however, did not. His fate was then in the hands of the village elders who determined that he should be placed under the care of Master Zo, the priest in the woodland temple of Balder, god of beauty and poetry. Who Simeon is today is, in nearly every way, the result of Master Zo's influence. He is the one who has shaped Simeon's devotion to the god Balder, his understanding and love for life and for others; his knowledge of, and fascination with, the natural world; his commitment to living on only what is needed; and his aversion to anything and anyone who plays a role in the world's needless suffering and death. So, when Master Zo's good character was being sullied by the lies of the arrogant, cruel son of Lord Teriphan, Simeon responded with both passion and speed. A blow to the young man's ribs with the quarterstaff would've been sufficient to quiet the boastful mouth of Teriphan's son. Simeon chose, however, to go one step farther-- a step that he now wishes he had never taken. He used his staff to sweep Teriphan's son's wobbly legs from under him. This worked all too well, and Simeon watched in horror as the young nobleman's head smashed violently into a nearby rock. Lord Teriphan's son was dead, and Simeon was, unquestionably, a marked man. The fact that he had no murderous intent whatsoever would mean nothing to his prosecutor. Simeon wept as he said farewell to Master Zo that day, and he has been on the run ever since. But as he runs, he does all the good that he can in whatever places he finds himself. And for the past few years, Simeon has been living in Hofsland, where he has managed to make a humble living and avoid the searching eyes of Lord Teriphan.
Ujarak Denröda - Half orc fighter - Sailor (Pirate) background
Ujarak is a nice guy ... once you get to know him. He's violent, prone to drinking, morally ambiguous, but will painstakingly stick to his word.
A typical half orc, he is an orphan raised into a life of mercenary works that quickly turned to piracy. But while he thinks there is nothing wrong with a little violence, he will object to the tradition of lies and betrayal that pirates pride themselves with. After a few years of sailing with pirates, he decided to stop and settle in Hofsland, selling his sword to fight back pirates and bandits instead.
Sha'kar Menoth - Half-elf Warlock, Charlatan background
Shakar is an explorer who makes his living selling fake “discoveries” (charlatan background) and stumbled on some ancient sentient artifact. It made a pact with him, agreeing to give him power in exchange for keeping it hidden and doing certain jobs for it.
Amnon - Tiefling Storm Sorcerer - Sailor background
Can anything be more glorious than the sheer freedom offered by the sea? Certainly not in Amnon's eyes. Treated like an outsider everywhere because of his infernal heritage, the open sea was the only place he ever truly felt free. That is, until a band of pirates attacked his ship in the middle of a storm. He doesn't remember much about that night. Just a few images seared into his brain: Pirates boarding his ship; his captain dying with a cutlass through his belly; floating on flotsam from his crews ruined ship; a pirate ship sailing away in the distance; the sky lighting up with many lightning strikes happening at once followed by darkness more black than anything Amnon had ever known. The next thing Amnon could recall was washing up on the shore not far from Hofsland. That was years ago, but the hunger to be back on the sea never left, nor did the thirst for vengeance.
Roghnark Haraldson set foot on the wooden dock of Hofsland. He said goobye to the longship that was about to depart, he had made the proper rites and have asked Thor, his patron diety, to be kind with the ship and its crew. He walked away as the men of the ship row their way out of the port and into the fjord where they could set sails.
He walked towards the market, greeting some of the people during the walk among the muddy street of the town. And bought some elk meat and ale to bring back with him to his house. He left the market when a faint rain started to fall from the cloudly sky above. He looked up and saw that Thor wasn’t angry that day, and it will be just a little bit of rain.
Despite the benevolence of his God, when he reached his modest house he had all his clothes wet. He puts another log in the fireplace in the center of the central room, the house had only three rooms; the kitchen, the alcobe and the central room where he had the altar to Thor with a little wooden represntation of the thunder god. He took his cloack and clothes and let them dry near the fire, and walked to the rear part of the house, to the part that was near the fjord.
With only his trousers and boots on, he felt the cold breeze and the rain over ihs skin and muscles and took his heavy hammer and walked the few meters that he needed to reach the workshop he had near the water. There the large wooden shafts waited for he to return and continue working.
“Thor hear me!” He says to the clouds in the sky “ I pledge this work to you!! Make that soon my hammer slams against the skulls of my enemies and not only wood!! “ a distant rumble in the sky the only answer.
He laughted and continue his work. Soon he and his friends will have their own longship and then their legend will be sang by the bards.
( Human war cleric- sailor background if that it’s ok!)
PbP Character: A few ;)
Hermes Calenthar (spoilered intro because it is rather long):
"And with a slash of Zeone's mighty sword, the evil gnoll lay dead at his feet!" Hermes Calenthar says, wand darting back and forth in apparent synchronization with a tiny illusory knight that dances happily above the equally illusory corpse of a gnoll, then falls over. The group of young children sitting around Hermes laugh and clap. Hermes grins.
"That's enough for today, I'm afraid," Hermes continues. The children sigh in disappointment, and make their way out of the bookstore. Hermes smiles as he tidies up. He's just putting away the broom when he hears a dry chuckle, only barely perceptible even with his half-elven ears.
"All that ability, and you tell stories to little kids?" asks the stooped old woman standing on the steps to the upper room. Her voice is tired but her eyes gleam.
"Ah, gran! Were you there the whole time?" Hermes asks, a little embarrassed. His gran only smirks, though not unkindly. Hermes shakes his head.
"Well, gran, I'm off to the longship!" he says, slowly making his way to the door outside.
"Then you'll be off on adventures, I suppose," sighs Gran. Hermes shrugs.
"We'll see. Oh!" Hermes cries, grabbing his brown hair,
"I almost forgot my pack!"
He grabs the backpack leaning against the wall.
"Do you have your spellbook?' Gran asks. Hermes nods, patting the leather notebook that is strapped to his belt. He turns and hugs his Gran.
"Bye!" he says, hurrying out of the store. His Gran smiles a little sadly.
(Hermes Calenthar is a half-elf wizard. His mother was a drow, and his father was a human. They were not the most wonderful parents one could hope for, and one day when Hermes was very young, they journeyed to Hofsland, where Hermes' human grandmother lived, and left Hermes with her. Hermes grew up in Hofsland, never again seeing his parents. His grandmother owns a bookshop, which, not being very successful, she keeps above bankruptcy with money she earned in her adventuring days. It is from these books that Hermes first learned the secrets of arcane magic, which fascinates him deeply.
Hermes is a young man (22 or so), and he can seem even younger at times, but behind his childish face is a powerful mind. Hermes hopes to one day make a name for himself like the heroes he's heard of, but he's not quite sure that he's ready yet to kill.)
Hermes Calenthar is most definitely an unusual name in this pseudo-norse village. This is intentional, as it helps to highlight the fact that Hermes is an oddity, and perhaps even more so than a "typical" half-elf, with his drow mother.'
Combat Role: Hermes Calenthar would hopefully be much more of a battlefield control character than a blaster. I'll likely take Divination, Illusion, or Abjuration.
And that's all I have to say about that.
CCCRRRAAAAACCCKKK!!!!
The sound of the impact echoed off the surrounding trees as the large tree branch that had been hung from its kindred above slammed into the upraised shield. And like so many times before, the force of the impact was enough to send Eirunn sprawling to the ground in a heap. The young woman of eighteen summers growled at herself as she once again climbed back to her feet, the frustration evident on her face. This certainly wasn't her first choice for training options, but it was one of the few she had open to her since scarcely any of the young men in the village would spar with her.
Grimacing at the soreness now permeating her shield arm, she maneuvered around the swinging branch and retrieved the rope that would draw it back up into its ready position. Hand over hand she pulled, the simple rope and pulley system slowly lifting the heavy branch back into place, ready to be released and swung once again. Once it was all set again, she tied the rope off on its peg once again, though it was with some difficultly due to how short the rope had now become. There was barely enough slack for it to reach the peg and her still be able to tie it off, so this would probably be the last swing until she could get another fresh rope.
Retrieving her handaxe, she again readied herself in position, feet spread apart to give her a strong stance with as much balance as possible, shield arm forward, handaxe behind and ready to throw. But before she could steel herself to once again throw the axe and sever the rope so the branch would swing forward, she was distracted by the sound of nearby hammering.
She paused for a moment, taking a deep breath and just listening to the rhythmic, comforting sound, which was emanating from the direction of her guardian's workshop down by the water's edge. Apparently Roghnark had returned from his duties at the docks and resumed his work on the longship. She smiled at that thought. Both of them had long shared the dream of one day setting out from Hofsland on a ship of their own, they and a number of Roghnark's friends, and the day when they could finally do so was getting ever so close. Roghnark and most of the others wanted to seek adventure, and to make a name for themselves in the epic sagas of the bards, but Eirunn's own reason for chasing the dream was more personal. Adventure and the chance to go out and do some good in the world were one thing, for sure, but what she really wanted was just to chance to escape, to get away from this small village where so many shunned and mistrusted her. She wanted a chance to prove that she wasn't a Doombringer as many liked to whisper about her, so that she might hopefully find just a bit more acceptance.
As the thoughts faded, Eirunn focused on the challenge before her. With a mighty but controlled heave, the handaxe went flying, severing the rope a mere half-inch from its knot around the peg. Quick as lightning, she shifted in her stance to brace for the impact of the swinging branch.
CCCRRRAAAAACCCKKK!!!!!
Once again, Eirunn found herself flying backwards..****y this time she managed to keep on her feet, shifting with the blow.
She smiled with a single thought as she enjoyed a brief moment of victory.
*Progress!*
Edit: Oh, since the intro doesn't exactly spell this out, Eirunn = Aasimar Paladin.
Leolani Blu - Human Druid
Leo spent his childhood adventuring with his older brother Eli on the coast of Hofsland and it's neighboring fjord. After losing their parents to the hand's of a mysterious group of which the boy's know very little about, the brothers grew extremely close. They learned to live for themselves on the streets of Hofsland, from selling pelts of exotic beasts to pawning small treasures they picked up upon their adventure's.
Shortly after Leo's 18th birthday, on a routine journey to acquire basic supplies, the boy's were attacked by what seemed like some kind of magically modified beast. Leo survived, but only to see the death of his older brother. It destroyed him. After escaping the beast, Leo spiraled into a depression. He ignored his wounds, he ignored the need to care for his body, he spent 21 days in his own mind. His deep meditation combined with a massive void in his heart allowed a bond to form between himself and the magical energies of the fjord, replenishing his body to full health and filling the hole in his heart. Although he knows nothing can replace his older brother, Leo has found peace within the wild. Armed with his new abilities, Leo seeks the adventure of a lifetime, to explore the vast wild, because he knows that's what Eli would've wanted.
Leo is a black male, average sized, with dreadlocks (with cool beads and shit in his hair). He still has a very young, charismatic face. After gaining his abilities, he now believes he knows all of life's answers, which can get annoying. He occasionally spouts off philosophical lines about nature and the wild(the typical druid). Has no idea he can turn into animals yet.
Half-Elf (Aquatic) Eldritch Knight Fighter with a Sailor background.
Years ago his mother had a romantic liaison with a sea elf that ended with him. He never knew his father but heard stories about him so he studied as much as he could about sea elves. His studying became broader and broader, learning about magic and history and fighting elvish fighting techniques. Once his mother died he felt alone and decided to take to the seas. He got a job on a boat for a while but it did not seem to get him any closer to his father and he just felt more alone. So he came back to the town he grew up in with the familiar faces from his childhood.
Redmond Talnor - Human Ranger (Soldier)
Time is a fickle mistress. The young certainly do not appreciate time, they squander it on frivolous endevours and rarely are thankful for that which they have been given. Redmond was not young anymore, and as the long years of his life progressed, more and more time seemed to be slipping away. In his younger days he had been a member of the guard, and by all accounts he was a model soldier, loyal, trustworthy, strong, and in many ways foolhardy. Though he never rose in the ranks, nor was particularly distinguished, his time serving gave him purpose. It seemed a lifetime ago. His strength had begun to leave him now, one of the many things time had begun to take from him.
Taliah was taken from him far too soon. The mysterious disease had claimed her when she was only 35. They never had children, and with nothing tethering him to the town he left to live in the wilds. The loss of his wife had left him drifting in an empty sea, rudderless. And time continued to slip by. Years passed. He lived off the land, hunting and gathering, often going for months without encountering another soul. He relished the solitude which nature afforded him. And yet, something gnawed at him.
Hoping to recapture some of the vigor of his youth, he began seeking an adventure. A purpose to go on living. Perhaps he could recapture some of the time he had lost.
Ryndar Shadowsbane - Lvl 3 Eldarin Fighter | Kassar - Lvl 2 Lizardfolk Druid (Circle of Stars) | Finnegan (Finn) Taggert - Lvl 1 Human Cleric (Peace Domain) |
Verdan Schmidt - Lvl 2 Half-Elf Bard | Grithik - Lvl 5 Deep Gnome Warlock (Celestial)
Looks like you have plenty of apps :) really envious that you guys get to play in an ocean campaign
After Apocalypse - Liavyre Withrethin Elf Ranger
Dragon of Autumn - Geoff Krowly Human Cleric
Princes of the Apocalypse - Leofir Sylvaranth Elf Rogue
The Windhovers' Call - Xellos Mazoku Tiefling Sorcerer
High Times at Low Tides - DM
When you realize you're doing too much: Signature.
Private messages have been sent to each of you.
This is my first game running it as Play by Post, but I have been running games for decades. I don't know if this is common, but these are some guide lines I was thinking would help with a smoothness in a play by post game.
One of the items you will have as a group outside of the ship you will soon have is this, a map of Ezeria and its trade routes over land. Major Port citys as well as your home town and capitals are all marked on the map.
((Yay!!!))
It is early in the morning the sun has yet to rise over the Kraki mountains to the east, birds can be heard singing the first songs of the day as the morning fog has not yet cleared from the fjord. The Air is chilled with the fog seaming to cling to everything leaving a layer of dew on every surface it can. Spring is finally arrived and many of the towns folks are ready to get back onto the open sea, as the waters are to treacherous during the winter months making to to dangerous to travel on them.
We are not concerned with many of the towns folk and there prayers and sacrifices to the gods preparing for a favorable trade year. For our story is one of friends who have been working hard together to make a small yet grand dream come true, to have there own ship and the freedom that comes from that. The anchor was finished late last night, and can be installed this morning, meaning you all finally have rights to petition Jarl Ulf for his blessing to journey and take to the sea. You all are meeting up early to finish the ship, christen it, and name it.
what shall you name it? what shall you do with it? where will you go? this are all things you must know before you talk to the Jarl, If you have any questions you can ask your blacksmith friend (although not one that will leave town) any questions he is a squat dwarf of chubby proportions named Kort. His Long black and grey beard is always tucked behind his apron and a pair of ash covered goggles are almost always atop his head. he will be arriving later on so you have some time to talk before he gets to you.
The morning finds Eirunn sitting atop a large boulder on the beach, a mere stone's throw away from the yet-nameless hulk of wood, metal, canvas, and rope that is to be her chosen home for the near future. She's been out here since well before first light, having not been able to sleep well due to her excitement about the vessel finally being ready. She waits quietly but oh so anxiously for the others to arrive, pondering all the while about what sort of place they might go first and indeed, what sort of name their vessel should bear.
((Edit: In case it's not apparent from my introductory post for Eirunn, I prefer this color for her dialogue, if that's okay with everyone.))
Roghnark approaches his protegee in silence. He heard her leaving the house midnight but didn’t say nothing. He himself was excited too that the ship is finally finished.
“Good morning Eirunn” he says sitting next to her looking at the finished ship. She wasn’t the biggest ship but she was fast and resistant. ”Have you thought on a name for it?
((I have prepared the Ceremony spell for the ocassion. Not looking for a magical boon, just seemed appropiate :) ))
PbP Character: A few ;)