Name: Jada Race: Githzerai Class: Hexblade Warlock Magic Item: Cloak of Protection Backstory: Jada lived in the ever changing chaos of Limbo. On a routine expedition something went terribly wrong. He was forcefully ejected from the portal with his companion Namir onto a strange world. No matter what they tried they could not get back into Limbo. With no coin they became mercenaries. More like indentured servants. it was the only way to gain citizenship. After several grueling years and mounting scars, Namir had enough. She attracted the attention of a noble and became his concubine. Jada pleaded with her not go through with such an arrangement. Namir's mind was set and in parting she gave Jada her cloak of protection and used the nobles coin to pay for his release. He bumped into S. E. Maitland while trying to drown his sorrows at a tavern. The chance to leave this place and see a new land was just what he needed. The farther the better. Character Sheet: https://ddb.ac/characters/90962572/D2gDEF
Danorin, a Harengon, and a common thief. Known for stealing from the less fortunate in order to survive, one day, he went into the Desert of the Dead and found an old temple, where inside, he found loads of treasure. He found writings on the inside that stated that the oil lamp in the middle of the room was to be the only thing taken otherwise there'd be consequences. He did do so, but found something else that caught his eye, a Periapt of Wound Closure (his magic Item) Once he took this, the genie that dwelled inside the lamp burst out and declared that Danorin would be his servant! If Danorin hadn't stolen anything else, it would've been the other way around. The genie's motives are unknown to him, but if one thing's true, the genie wants Danorin to go on this search for the archeologist.
He is a Warlock of the Genie pact due to this backstory
Flintwick is a young Archeologist, who has traveled to Anjars by the lore of undercovered treasure. He was drawn into Archeology by the stories his grandfather told of his wild adventures searching for ancient and lost treasures of the kingdoms. It was from his grandfather that he acquired his first spell book, in the form of an Arcane Grimoire. Now with his grandfathers teachings and blessing he leaves home to join Maitland and the others.
Dozaka, lizardfolk druid - she is looking for her son, who went missing on an expedition into the pyramids. If allowed, I'd like her magic item to be a Helm of Comprehending Languages which her tribe crafted for her before she left.
He's a young halfling who was taken as a toy or pet by a gang of ogres at a very early age. He was fed and otherwise kept alive and ended up being gifted to a shaman of a neighboring tribe at the age of four or so. The shaman examined the boy and saw an omen pictured in his scars. He was to be trained and sent as a messenger or scout to search out a largest tribe of ogres somewhere in the world. As a gift to the chieftain of that tribe Twig was to carry gauntlets of ogre power. ring of warmth.
Reason for joining Maitland: Twig is pretty dumb (or very smart by ogre standards), so he'll join anything that promises to go far, in hopes of increasing the chances of happening upon some other ogres. He is also very happy to see the world and interact with other people. He doesn't really understand what danger means due to his upbringing.
Personality: humble, but a deep sense of being the smartest peraon in the room.
I have a question. I thought it might be fun for my character to own a cursed or otherwise weird item as their magic item, inherited from a tomb raider parent, who just so happened to coincidentally suffer some horrible and mysterious fate. However, I wanted to check with you to see which items would be fine, since some are... unusual, to say the least. I assume that a cursed luckstone would be fine, but I was wondering about two other items: Harkon's Bite, and a Soul Coin. They would be reflavored to fit the campaign's vibes, though. Playing a character afflicted with lycanthropy would be fun, but also could definitely cause strain in the party, and it's definitely not the type of thing you don't check about first. The soul coin, on the other hand, could be a fun and limited source of a few tidbits of information at crucial points, but it would also require extra work by the DM to determine whose soul is actually contained within, and once again I wanted to check before I built a character around the item.
Sorry, that was a bit of a text wall. TL;DR, are Harkon's Bite or a Soul Coin fine as magic items, or not? I can make the character concept either way, just wanted to check.
Let me research these and I'll get back to you. Make a character anyway or not having either items a deal breaker?
Not a deal breaker, I can definitely make the character without. I think that I'm actually going to just make the character a shifter or perhaps a beast barbarian, flavoring it as a sort of lycanthropic curse, so the items aren't super necessary. Still, would be fun to have. Either way, I'm excited about the lil character I'm brewing up.
Rollback Post to RevisionRollBack
"Ignorance is bliss, and you look absolutely miserable."
Name/Pronouns: Amity Duke, She/They Species/Class: Shifter Barbarian, Path of the Beast Magic Item: Pending, probably something cursed, inherited from their father.
Brief Backstory/Background: Celebrity Adventurer's Scion. Her father was a famous adventurer, and she idolized him. Eventually, he went to an expedition to Anjara, and they begged him to let them go, but he refused, promising to take them next time. He returned, but completely changed, no longer the charismatic explorer he once was. He locked himself away, and when she went out to seek him, they found that he had taken his own life with a silver dagger. He left them a note, begging them not to go to Anjara, and on his body there was a strange amulet that bound itself to Amity. The amulet is cursed, and is the origin of their shifter/beast barbarian powers. She has gone to Anjara anyways, to seek out the amulet's origin, and to perhaps find a cure.
As for why they've gone on this expedition, S.E. Maitland was probably a contact of her father's, or at least another big name that she would have latched onto, and she doesn't just want to cure the curse, she also wants to become well-known and successful, just like her father. She doesn't really know anything about Anjara, just the odd (probably made up) tale from her father, but she does know this: Ancient tombs are well-known for making people rich and famous, so they've joined with the party in the hopes of them all becoming rich and famous together!
Expanded Backstory:
From her birth, Amity was always destined to live in the shadow of her father, the widely respected adventurer archaeologist Osborne Duke. Despite the shadow that loomed over them, however, the man casting it was never in sight. He was always off, exploring the Great Gate of Ozgrath, or the Ancient Sepulchre of King Kazahtz, or the Forbidden City of Bala'Gul, or any number of similar [adjective] [place] of [name]s. By her tenth birthday, she'd heard her father's name and his latest exploit announced more times than they'd actually seen his face. The older they got, the less and less present he was, going away on greater and greater expeditions, sometimes for over a year at a time. When he was present, he was always kind, but there was a sort of distance. Like he was less of a father, and more of a distant uncle.
Despite this, Amity knew he loved her, in his own way, and she in turn loved him. Idolized him, even. It was clear to any outsider that their relationship was almost entirely one-sided. Despite their mother's urgings to find a steady, riskless career, they dreamed to be just like their father. She made it known to all that her father was, in fact, the Osborne Duke, and that she was going to be a famous adventurer someday, just like her father! This sort of reckless name-dropping didn't earn them many friends, and they were rather lonely growing up. On her eighteenth birthday, she planned to make her father promise to take them on his next adventure. Three weeks after the birthday, that is, when their father finally returned from the Dreaded Vault of Thangua-a. He already had his next adventure planned, an expedition out to the desert kingdom of Anjara. Among the many mad-libbed locations he planned to visit during his journey, the famed Lost Tomb of Me'at Halwa was mentioned. (That is, if the tomb is indeed famed, or a location he would have visited or attempted to visit.)
Osborne refused. It was too dangerous, he said. Maybe the next adventure, something closer, but he wouldn't take her to Anjara. Amity was upset, but let him go. Next time, she promised herself. Next time she would go with him. There was no next time. Osborne returned from his expedition to Anjara early. Very early. When he returned, he was a different man. He looked like he hadn't eaten for weeks, and his beard was unkempt and matted, not his typical eternal 5'oclock shadow. He was withdrawn, refusing to let anyone near him, and soon shut himself in a shed. There he remained for several days, before Amity went out against his wishes to check on him.
In the shed, they found his body, a silver blade pushed through the heart. Clutched in his hand was a note. It read as follows: Amity. I'm so sorry I couldn't take you with me, as I promised I would. I can't control it. I can't live like this. Please, do as your mother wishes. Don't go to Anjara. Please, don't go. Dreadful things lurk there. Please. Around his neck was a single coin, threaded onto a string, made from some material she couldn't quite place. When she touched it, she found that she couldn't let go, couldn't be rid of it, no matter how hard she tried. The moment they took their eyes off of it, it would be wrapped around their neck.
Since that day, a terrible specter has hung over Amity. The weight of some dark force, lurking within that amulet. It has... changed her. Her senses are heightened, her movement quickened. Her strength and endurance have practically doubled. But there is a change working inside of her, something attempting to claw its way out. Despite the wishes of their mother and father, Amity has decided to follow in her father's footsteps, to become an adventurer like he, and to figure out the origins of the strange cursed amulet they wear.
One week? You're going to be flooded with applications my friend.
In your setting would it be possible to play someone who worships one of the gods of Anjara? Maybe someone who has heard of them but knows little aside from what their religious texts say.
Galben Northan is a wood elf who is lost his parents at a young age. After learning from an elder of his tribe he headed off on his own. He traveled across the world learning many lessons the hard way. To his friends he is very loyal but this kinship must be earned. He hates to waste resources and can be frugal to a fault. He has traveled to Anjara in search of his next adventure.
While in the Dathen Forest he rescued a young girl that was taken by a group of hobgoblins. Upon returning the the girl to her villiage he was given a map to a place where an item of interest lay in waiting for someone to claim. He traveled to the Kilmar Mountains and found the destination the map portrayed and found a bag of holding.
Name: Ophelia Silverbloom Race: Half-Elf Class: Bard, College of Lore Sheet: ddb.ac/characters/90992610/tiJIJT Background: Inheritor
As a member of the prestigious and wealthy Silverbloom family, Ophelia grew up wanting for nothing. She spent her childhood in idle luxury, mostly within the family library. She had plenty of relatives to manage the family business and a decent sum of money to her name, and so she enrolled at the imperial university. It was in the middle of her studies that she received puzzling news. A distant uncle had passed away, and with no heirs his collection of treasures and rarities had passed on to Ophelia. At first Ophelia was quite pleased. That is, until the nightmares began. In her dreams she found herself pursued down lightless tunnels by an unseen horror, or buried alive beneath miles of choking sand. She dreamed of a black pyramid buried below the desert, of strange gods and undying sorcerers. Her research soon uncovered connections to a distant land called Anjara, and a brilliant icon in the shape of a blue scarab that was among her uncle's possessions. From what she could gather it had been plundered by one of her ancestors, and it carried a curse that would eventually drive the one who possessed it mad unless it was returned to its rightful owner. Through an acquaintance at the university she came in contact with S.E. Maitland. When she learned he was planning an expedition to Anjara she eagerly volunteered.
Magic item: Wand of Detection, found among her uncle's possessions
Name: Sir Batrin Firebrand Vorkris (Just call him Firebrand, he hates being addressed by his full title)
Race: Dragonborn
Class: Paladin (Oath of Vengeance)
Magic Item: Amulet of the Devout +1 Backstory: Firebrand's family home was a large castle, with many secrets long ago forgotten. The castle was a foreboding place, with halls almost devoid of servants and sitting upon a craggy mountain. A great secret that few knew was that, hidden away beneath the mountain, rested an ancient red dragon whom the family served and, in turn, had made them very wealthy. But Firebrand hated being subservient to the vile monster, and he swore that one day he would destroy it. He took an oath that one day he would free himself and his family of the evil that they unwillingly served. But he know he wasn't strong enough to do it on his own. He presented himself to a Cleric of Bahamut and begged her to bestow the blessing of her deity upon him in his task. The priestess saw in his heart that his cause was pure, and she brought him to the temple to swear his oath and become a Paladin, foe to evil and hero to the oppressed. He left his home and the dreadful beast behind, taking with him a powerful amulet gifted to him by the Cleric as a reminder of his great oath. He knew that he would one day return to challenge the terrible beast that lorded over his family. But even with the power of Bahamut on his side, he knew that he needed to grow stronger and find equally powerful allies before attempting to slay a dragon.
Jaloney Pales is somewhat of a rapscallion, though she would describe herself more as a woman of the world. The Maitlands and her own family are old friends and colleagues in archaeology....sometime rivals and oft-times competitors and she has been unceremoniously offered to the good Professor 'to do with as he wished' in order to both get her out of town and hope that she actually shapes up and makes something of her life.
Personality: Marion Ravenwood ( Indiana Jones) via Johnathon Carnahan ( The Mummy).
Per my own lore Matiland is a mysterious figure whom no one knows. I want everyone to starts with same knowledge mainly being Matiland's stories about Anjara and nothing else.
Think China's forbidden city pre-Western influence. Anjara will be very strange to evey PC who is 'chosen by Matiland' eg. me.
Ps I have a degree in archaeology so regardless of it being fantasy I'm going to attempt to not he super trope focused and try to be as authentic as possible.
@Create if chosen I will share content which has saytr as a species! No worries.
Again happy new years to all. I'm going to take the rest of the day off from the internet. Please do the same. Enjoy some nature, brush up on the latest archeological news, visit loved ones! Thank you for your time and creativity, friends.
One week? You're going to be flooded with applications my friend.
In your setting would it be possible to play someone who worships one of the gods of Anjara? Maybe someone who has heard of them but knows little aside from what their religious texts say.
Kind of my point. Been finding out the hard way folks love submitting a concept but aren't really following through with playing the actual game.
Rollback Post to RevisionRollBack
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
But you're asking for character concepts still, not player applications? :)
As a player, I've close to 4k posts, joined almost 6 years ago. I've joined like 30 different campaigns, but only three of them have completed, about 3 years a piece (some were concurrent). I check the forum a few times a day and am in general pretty good at keeping track of how things are progressing. I'm located in northern Europe, so I tend to play characters that don't have too many reactions/interactions with other players, as vast majority are from US and waiting on me would take an additional day.
One week? You're going to be flooded with applications my friend.
In your setting would it be possible to play someone who worships one of the gods of Anjara? Maybe someone who has heard of them but knows little aside from what their religious texts say.
Kind of my point. Been finding out the hard way folks love submitting a concept but aren't really following through with playing the actual game.
I've kind of had the same problem the other way around... I've watched multiple campaigns get abandoned by the DM. It really makes me sad inside to pour my heart and soul into a character (both in creation and in-game RP) for a while and then have the DM just stops responding.
Rollback Post to RevisionRollBack
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Magic Item: Glamerweave (Uncommon) Cloak of Billowing.
Backstory: Glyph Brookstone is somewhat of a celebrity. He's written books and often give public talks/performances about his adventures and discoveries in, and around, Wildemount. He's spent nearly two decades building the reputation of a public intellectual/adventurer, sharing with the masses the perils and wonders of delving into dungeons, discovering arcane secrets, and recovering lost treasures. He's become known throughout Wildemount, but especially within the Truscan Vale, he's regarded as a hero, a celebrity, and a brother. He's got a network of aristocrats and upper-middle class admirers who are always happy to offer him fine food and lodging in exchange for a harrowing story or a signed book or illustration.
The only problem? He's a bit of a fraud. Well, he's actually a total fraud. Glyph has completely constructed the identity of a hero/dungeon delver. As a member of the Brentahills of Pride's Call, Brookstone (formerly Brentahill) refused to participate the family's monopoly in textiles, choosing, instead, to adopt a new identity in the Truscan Vale. He left Pride's Call in the middle of the night with only a sack of gold and a special prototype cloak he discovered in his father's study (the glamerweave cloak of billowing AKA "The Billoweave Cloak!"). With a penchant to perform, persuade, and deceive, Glyph had little problem worming his way into the influential circles that allowed him to craft his celebrity identity.
Typically, Glyph tries to visit an area plagued with some problem (an un-explored dungeon, a dangerous monster, or something similar) and gives the appearance working around the problem until it is solved. Relying on his charm and charisma, he inserts himself in the narrative and capitalizes on the situation to perpetuate stories that set him as a primary actor against the evil at hand. For example, when demonic forces attacked Zadash, Glyph wrote and recited exciting first-hand accounts that could've only been repeated by someone who'd participated in driving the evil back. His books and performances (which are exciting retellings of his adventures) are all significantly exaggerated, but each of them relies on a framework of facts and details that seem to prove he had a first-person role in the events.
Glyph was dining as a guest of House Seledo in Rexxentrum, when a messenger interrupted the main course. At the behest of his hosts--and with a mind to impress--Brookstone read the invitation aloud. Apparently, his reputation as a famous dungeon delver and his celebrity status caught the attention of S. E. Maitland, who thought Glyph's participation could bring enough popular attention to Anjara to justify future expeditions and investigations. Glyph's gut told him to reject the invitation. Unfortunately, having lived the life of a dashing, fearless explorer, Brookstone had to give in to the goading of his well-to-do supporters. Thus, making a public spectacle in Rexxentrum and the Vale, Glyph accepted the invitation, accepting transportation in House Seledo's splendid airship, The Vainglorious.
Morgan Diamondhammer was born by his mother and father in the midst of a raging wildfire. Although his mother and father quickly perished, Morgan, against all odds, was rescued by a pack of wolves. The wolves taught him their ways, as he learned to fight, and survive in the wilderness. Eventually, a tribe of barbarians took him in. They taught him how to fight, and he learned quickly. Eventually, a sense of wanderlust grew within him, and he grew bored even while traveling with his tribe. He decided to leave them to discover civilization and become an adventurer, with nothing to remember his past but his beserker's axe which the tribe had given him.
Name: Jada
Race: Githzerai
Class: Hexblade Warlock
Magic Item: Cloak of Protection
Backstory: Jada lived in the ever changing chaos of Limbo. On a routine expedition something went terribly wrong. He was forcefully ejected from the portal with his companion Namir onto a strange world. No matter what they tried they could not get back into Limbo. With no coin they became mercenaries. More like indentured servants. it was the only way to gain citizenship. After several grueling years and mounting scars, Namir had enough. She attracted the attention of a noble and became his concubine. Jada pleaded with her not go through with such an arrangement. Namir's mind was set and in parting she gave Jada her cloak of protection and used the nobles coin to pay for his release. He bumped into S. E. Maitland while trying to drown his sorrows at a tavern. The chance to leave this place and see a new land was just what he needed. The farther the better.
Character Sheet: https://ddb.ac/characters/90962572/D2gDEF
DM, if you have any questions about my character that you'd want answered, I'm all for answering them.
Everyone who hasn't please make a standard character sheet and post the link!
Happy New Year, all!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
https://ddb.ac/characters/90977783/2mHjjH
https://ddb.ac/characters/90949119/WJJn01
Reason for joining Maitland: Twig is pretty dumb (or very smart by ogre standards), so he'll join anything that promises to go far, in hopes of increasing the chances of happening upon some other ogres. He is also very happy to see the world and interact with other people. He doesn't really understand what danger means due to his upbringing.
Personality: humble, but a deep sense of being the smartest peraon in the room.
Link to character sheet: https://ddb.ac/characters/90978241/6b2Dic
Not a deal breaker, I can definitely make the character without. I think that I'm actually going to just make the character a shifter or perhaps a beast barbarian, flavoring it as a sort of lycanthropic curse, so the items aren't super necessary. Still, would be fun to have. Either way, I'm excited about the lil character I'm brewing up.
"Ignorance is bliss, and you look absolutely miserable."
Name/Pronouns: Amity Duke, She/They
Species/Class: Shifter Barbarian, Path of the Beast
Magic Item: Pending, probably something cursed, inherited from their father.
Brief Backstory/Background: Celebrity Adventurer's Scion. Her father was a famous adventurer, and she idolized him. Eventually, he went to an expedition to Anjara, and they begged him to let them go, but he refused, promising to take them next time. He returned, but completely changed, no longer the charismatic explorer he once was. He locked himself away, and when she went out to seek him, they found that he had taken his own life with a silver dagger. He left them a note, begging them not to go to Anjara, and on his body there was a strange amulet that bound itself to Amity. The amulet is cursed, and is the origin of their shifter/beast barbarian powers. She has gone to Anjara anyways, to seek out the amulet's origin, and to perhaps find a cure.
As for why they've gone on this expedition, S.E. Maitland was probably a contact of her father's, or at least another big name that she would have latched onto, and she doesn't just want to cure the curse, she also wants to become well-known and successful, just like her father. She doesn't really know anything about Anjara, just the odd (probably made up) tale from her father, but she does know this: Ancient tombs are well-known for making people rich and famous, so they've joined with the party in the hopes of them all becoming rich and famous together!
Expanded Backstory:
From her birth, Amity was always destined to live in the shadow of her father, the widely respected adventurer archaeologist Osborne Duke. Despite the shadow that loomed over them, however, the man casting it was never in sight. He was always off, exploring the Great Gate of Ozgrath, or the Ancient Sepulchre of King Kazahtz, or the Forbidden City of Bala'Gul, or any number of similar [adjective] [place] of [name]s. By her tenth birthday, she'd heard her father's name and his latest exploit announced more times than they'd actually seen his face. The older they got, the less and less present he was, going away on greater and greater expeditions, sometimes for over a year at a time. When he was present, he was always kind, but there was a sort of distance. Like he was less of a father, and more of a distant uncle.
Despite this, Amity knew he loved her, in his own way, and she in turn loved him. Idolized him, even. It was clear to any outsider that their relationship was almost entirely one-sided. Despite their mother's urgings to find a steady, riskless career, they dreamed to be just like their father. She made it known to all that her father was, in fact, the Osborne Duke, and that she was going to be a famous adventurer someday, just like her father! This sort of reckless name-dropping didn't earn them many friends, and they were rather lonely growing up. On her eighteenth birthday, she planned to make her father promise to take them on his next adventure. Three weeks after the birthday, that is, when their father finally returned from the Dreaded Vault of Thangua-a. He already had his next adventure planned, an expedition out to the desert kingdom of Anjara. Among the many mad-libbed locations he planned to visit during his journey, the famed Lost Tomb of Me'at Halwa was mentioned. (That is, if the tomb is indeed famed, or a location he would have visited or attempted to visit.)
Osborne refused. It was too dangerous, he said. Maybe the next adventure, something closer, but he wouldn't take her to Anjara. Amity was upset, but let him go. Next time, she promised herself. Next time she would go with him. There was no next time. Osborne returned from his expedition to Anjara early. Very early. When he returned, he was a different man. He looked like he hadn't eaten for weeks, and his beard was unkempt and matted, not his typical eternal 5'oclock shadow. He was withdrawn, refusing to let anyone near him, and soon shut himself in a shed. There he remained for several days, before Amity went out against his wishes to check on him.
In the shed, they found his body, a silver blade pushed through the heart. Clutched in his hand was a note. It read as follows: Amity. I'm so sorry I couldn't take you with me, as I promised I would. I can't control it. I can't live like this. Please, do as your mother wishes. Don't go to Anjara. Please, don't go. Dreadful things lurk there. Please. Around his neck was a single coin, threaded onto a string, made from some material she couldn't quite place. When she touched it, she found that she couldn't let go, couldn't be rid of it, no matter how hard she tried. The moment they took their eyes off of it, it would be wrapped around their neck.
Since that day, a terrible specter has hung over Amity. The weight of some dark force, lurking within that amulet. It has... changed her. Her senses are heightened, her movement quickened. Her strength and endurance have practically doubled. But there is a change working inside of her, something attempting to claw its way out. Despite the wishes of their mother and father, Amity has decided to follow in her father's footsteps, to become an adventurer like he, and to figure out the origins of the strange cursed amulet they wear.
Sheet: https://ddb.ac/characters/90983128/QZnKL7
Approximate Look:
"Ignorance is bliss, and you look absolutely miserable."
One week? You're going to be flooded with applications my friend.
In your setting would it be possible to play someone who worships one of the gods of Anjara? Maybe someone who has heard of them but knows little aside from what their religious texts say.
Real Life Healbot
Galben Northan is a wood elf who is lost his parents at a young age. After learning from an elder of his tribe he headed off on his own. He traveled across the world learning many lessons the hard way. To his friends he is very loyal but this kinship must be earned. He hates to waste resources and can be frugal to a fault. He has traveled to Anjara in search of his next adventure.
While in the Dathen Forest he rescued a young girl that was taken by a group of hobgoblins. Upon returning the the girl to her villiage he was given a map to a place where an item of interest lay in waiting for someone to claim. He traveled to the Kilmar Mountains and found the destination the map portrayed and found a bag of holding.
Uncommon item: Bag of Holding
https://www.dndbeyond.com/characters/80781076
Name: Ophelia Silverbloom
Race: Half-Elf
Class: Bard, College of Lore
Sheet: ddb.ac/characters/90992610/tiJIJT
Background: Inheritor
As a member of the prestigious and wealthy Silverbloom family, Ophelia grew up wanting for nothing. She spent her childhood in idle luxury, mostly within the family library. She had plenty of relatives to manage the family business and a decent sum of money to her name, and so she enrolled at the imperial university. It was in the middle of her studies that she received puzzling news. A distant uncle had passed away, and with no heirs his collection of treasures and rarities had passed on to Ophelia. At first Ophelia was quite pleased. That is, until the nightmares began. In her dreams she found herself pursued down lightless tunnels by an unseen horror, or buried alive beneath miles of choking sand. She dreamed of a black pyramid buried below the desert, of strange gods and undying sorcerers. Her research soon uncovered connections to a distant land called Anjara, and a brilliant icon in the shape of a blue scarab that was among her uncle's possessions. From what she could gather it had been plundered by one of her ancestors, and it carried a curse that would eventually drive the one who possessed it mad unless it was returned to its rightful owner. Through an acquaintance at the university she came in contact with S.E. Maitland. When she learned he was planning an expedition to Anjara she eagerly volunteered.
Magic item: Wand of Detection, found among her uncle's possessions
Real Life Healbot
Name: Sir Batrin Firebrand Vorkris (Just call him Firebrand, he hates being addressed by his full title)
Race: Dragonborn
Class: Paladin (Oath of Vengeance)
Magic Item: Amulet of the Devout +1
Backstory: Firebrand's family home was a large castle, with many secrets long ago forgotten. The castle was a foreboding place, with halls almost devoid of servants and sitting upon a craggy mountain. A great secret that few knew was that, hidden away beneath the mountain, rested an ancient red dragon whom the family served and, in turn, had made them very wealthy. But Firebrand hated being subservient to the vile monster, and he swore that one day he would destroy it. He took an oath that one day he would free himself and his family of the evil that they unwillingly served. But he know he wasn't strong enough to do it on his own. He presented himself to a Cleric of Bahamut and begged her to bestow the blessing of her deity upon him in his task. The priestess saw in his heart that his cause was pure, and she brought him to the temple to swear his oath and become a Paladin, foe to evil and hero to the oppressed. He left his home and the dreadful beast behind, taking with him a powerful amulet gifted to him by the Cleric as a reminder of his great oath. He knew that he would one day return to challenge the terrible beast that lorded over his family. But even with the power of Bahamut on his side, he knew that he needed to grow stronger and find equally powerful allies before attempting to slay a dragon.
Character link: https://ddb.ac/characters/90999066/lxj0Od
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
Per my own lore Matiland is a mysterious figure whom no one knows. I want everyone to starts with same knowledge mainly being Matiland's stories about Anjara and nothing else.
Think China's forbidden city pre-Western influence. Anjara will be very strange to evey PC who is 'chosen by Matiland' eg. me.
Ps I have a degree in archaeology so regardless of it being fantasy I'm going to attempt to not he super trope focused and try to be as authentic as possible.
@Create if chosen I will share content which has saytr as a species! No worries.
Again happy new years to all. I'm going to take the rest of the day off from the internet. Please do the same. Enjoy some nature, brush up on the latest archeological news, visit loved ones! Thank you for your time and creativity, friends.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Kind of my point. Been finding out the hard way folks love submitting a concept but aren't really following through with playing the actual game.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
But you're asking for character concepts still, not player applications? :)
As a player, I've close to 4k posts, joined almost 6 years ago. I've joined like 30 different campaigns, but only three of them have completed, about 3 years a piece (some were concurrent). I check the forum a few times a day and am in general pretty good at keeping track of how things are progressing. I'm located in northern Europe, so I tend to play characters that don't have too many reactions/interactions with other players, as vast majority are from US and waiting on me would take an additional day.
I've kind of had the same problem the other way around... I've watched multiple campaigns get abandoned by the DM. It really makes me sad inside to pour my heart and soul into a character (both in creation and in-game RP) for a while and then have the DM just stops responding.
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
Name: Glyph Brookstone
Class: Rogue (Soulknife) 5
Race: Half-elf
Magic Item: Glamerweave (Uncommon) Cloak of Billowing.
Backstory: Glyph Brookstone is somewhat of a celebrity. He's written books and often give public talks/performances about his adventures and discoveries in, and around, Wildemount. He's spent nearly two decades building the reputation of a public intellectual/adventurer, sharing with the masses the perils and wonders of delving into dungeons, discovering arcane secrets, and recovering lost treasures. He's become known throughout Wildemount, but especially within the Truscan Vale, he's regarded as a hero, a celebrity, and a brother. He's got a network of aristocrats and upper-middle class admirers who are always happy to offer him fine food and lodging in exchange for a harrowing story or a signed book or illustration.
The only problem? He's a bit of a fraud. Well, he's actually a total fraud. Glyph has completely constructed the identity of a hero/dungeon delver. As a member of the Brentahills of Pride's Call, Brookstone (formerly Brentahill) refused to participate the family's monopoly in textiles, choosing, instead, to adopt a new identity in the Truscan Vale. He left Pride's Call in the middle of the night with only a sack of gold and a special prototype cloak he discovered in his father's study (the glamerweave cloak of billowing AKA "The Billoweave Cloak!"). With a penchant to perform, persuade, and deceive, Glyph had little problem worming his way into the influential circles that allowed him to craft his celebrity identity.
Typically, Glyph tries to visit an area plagued with some problem (an un-explored dungeon, a dangerous monster, or something similar) and gives the appearance working around the problem until it is solved. Relying on his charm and charisma, he inserts himself in the narrative and capitalizes on the situation to perpetuate stories that set him as a primary actor against the evil at hand. For example, when demonic forces attacked Zadash, Glyph wrote and recited exciting first-hand accounts that could've only been repeated by someone who'd participated in driving the evil back. His books and performances (which are exciting retellings of his adventures) are all significantly exaggerated, but each of them relies on a framework of facts and details that seem to prove he had a first-person role in the events.
Glyph was dining as a guest of House Seledo in Rexxentrum, when a messenger interrupted the main course. At the behest of his hosts--and with a mind to impress--Brookstone read the invitation aloud. Apparently, his reputation as a famous dungeon delver and his celebrity status caught the attention of S. E. Maitland, who thought Glyph's participation could bring enough popular attention to Anjara to justify future expeditions and investigations. Glyph's gut told him to reject the invitation. Unfortunately, having lived the life of a dashing, fearless explorer, Brookstone had to give in to the goading of his well-to-do supporters. Thus, making a public spectacle in Rexxentrum and the Vale, Glyph accepted the invitation, accepting transportation in House Seledo's splendid airship, The Vainglorious.
Walks in [insert absurd situation].
Honorary Leader in the Pixie Peewee Powderpuff Pals!
Actually I don't wanna do this anymore
Discord PBP's should have there own sections
Morgran Diamondhammer
Race: Mountain Dwarf
Class: Barbarian
Background: Outlander
Backstory:
Morgan Diamondhammer was born by his mother and father in the midst of a raging wildfire. Although his mother and father quickly perished, Morgan, against all odds, was rescued by a pack of wolves. The wolves taught him their ways, as he learned to fight, and survive in the wilderness. Eventually, a tribe of barbarians took him in. They taught him how to fight, and he learned quickly. Eventually, a sense of wanderlust grew within him, and he grew bored even while traveling with his tribe. He decided to leave them to discover civilization and become an adventurer, with nothing to remember his past but his beserker's axe which the tribe had given him.
DMing:
Dragons of Stormwreck Isle
Playing:
None sadly.
Optimization Guides:
Literally Too Angry to Die - A Guide to Optimizing a Barbarian