The Savage Frontier (also known as the North) is a cold, rugged, sparsely populated land of snow-capped mountains, rocky hills, sprawling forests, and foggy vales. Isolated strongholds, ancient burial mounds, and the ruins of many forgotten empires dot this vast landscape. Bounded by the Sea of Swords to the west and the desert of Anauroch to the east, the Savage Frontier extends as far north as Icewind Dale and as far south as the town of Daggerford. Old roads stretch across this great expanse, linking the dwarven strongholds and mines in the mountains to the coastal settlements, frontier towns, and fortified outposts of humans and other folk. These roads are long, lonely, or poorly defended, making them dangerous to traverse. In fertile valleys, towns and cities have sprung up, separated by dozens if not hundreds of miles of untamed wilderness haunted by bandits, barbarians, and monsters.
Evil dragons stirred into action by their dark queen, Tiamat, threatened the settlements of the Savage Frontier for a time. Ultimately, they were defeated and forced to withdraw to their lairs, while Tiamat was banished to the Nine Hells. Fear of the dragons’ wrath has faded quickly with the coming of a new threat: giants. The peoples of the North are no strangers to giant incursions. Frost giants have long claimed the Spine of the World as their demesne, and hill giants are known to scrounge for food in the untamed hills. But now, in the past couple of months, giants of every kind have emerged from their strongholds in force to threaten civilization as never before — and not just frost giants and hill giants, but also stone giants, fire giants, and cloud giants. All of the giants are in an uproar. Reports of giant attacks throughout the North have reached the coastal cities of Luskan, Neverwinter, and Waterdeep, stoking fears that the giants are waging war against humans, dwarves, elves, and other small folk.
Hello there, thanks for checking this out!
This will be a pretty basic Strom King's Thunder campaign starting at either level 1 or level 5, depending on what the characters prefer. I'll be looking for five players but might tag on a sixth if enough people apply. A couple of house rules, I'll use group initiative, a special critical houserule, bonus action to drink a potion, action to administer one and legacy content welcome! Anyway, applications should be as follows,
Name:
Race: preferably an elf, dwarf, human, halfling or Giant related race, but nothing is banned.
Class: Whatever class you want, guve subclass too and specify if you want to start at level 1 or level 5.
Background: any official ones you want.
Ability scores: reroll ones once, standard array or point buy (if they're really bad you can request a reroll)
This post has potentially manipulated dice roll results.
Name: Meroki
Race: Tiefling (Variant)
Class: LV. 5 Monk (Way of the Astral Self) [ Haven't seen the One DnD Monk yet. ]
Background: Guild Artisan/Guild Merchant
Backstory:
Meroki was born in the bustling city of Waterdeep, in the vibrant and diverse South Ward. His parents, Euseb and Thalia, were devout practitioners of a monastic tradition that combined rigorous martial arts training with deep spiritual discipline, known as the Way of the Astral Self. They raised Meroki with great care and love, instilling in him the principles of their path from a young age.
Euseb and Thalia were strict but nurturing, believing that discipline was the foundation of enlightenment. They dedicated countless hours to teaching Meroki the techniques and philosophies of their monastic order. Meroki excelled in the physical aspects of his training, his body becoming a finely tuned instrument of martial prowess. However, the spiritual side of his training eluded him. No matter how hard he tried, he could not manifest his astral self, a vital aspect of his parents' teachings. Something was missing, a spark that would ignite his inner light.
At the age of fifteen, after another particularly frustrating training session, Meroki felt a deep sense of inadequacy and restlessness. In an impulsive bid to clear his mind, he fled his home and wandered the winding streets of Waterdeep. As he meandered through the city, the scent of brewing ale and the warmth of a hearth drew him into a small, cozy tavern tucked away in a quiet alley.
Inside, Meroki was captivated by the lively atmosphere and the comforting, aromatic smells. The tavern's proprietor, a grizzled dwarven brewmaster named Thokk Stonehammer, noticed the young tiefling's fascination. Thokk, with his sharp eye for potential, saw a spark in Meroki and decided to take him under his wing. He introduced Meroki to the secrets of brewing and the art of hospitality, teaching him how to create unique and flavorful concoctions and how to run a successful tavern.
Under Thokk's tutelage, Meroki flourished. He discovered a deep passion for brewing and hospitality, a calling that felt natural and fulfilling. This newfound passion ignited something within him, unlocking the spiritual potential that had long been dormant. For the first time, Meroki was able to manifest his astral self, achieving the enlightenment his parents had hoped for.
Euseb and Thalia were both proud and relieved to see their son find his own path, even if it differed from their expectations. They supported him wholeheartedly, recognizing that his unique journey had brought him the enlightenment they had sought to instill.
Years later, when news of giant attacks reached Waterdeep, Meroki saw an opportunity. He realized that by aiding in the fight against the giants, he could earn the fame and riches needed to fund his dream of owning a tavern, just like Thokk's. With the support of his parents and the skills he had learned from Thokk, Meroki set out on a new adventure, determined to protect the North and turn his dream into reality.
Race: Variant Human/Tavern Brawler (Level 1 or 5) or Half-Orc (Level 5)
Class: I prefer to start at Level 1 but am fine starting at Level 5. The human would be a Barbarian at Level 1, multiclassing into Champion Fighter. The Half-Orc will be a mix of Barbarian, Monk, & Fighter
Background: Folk Hero (Human) or Gladiator/Athlete (Half-Orc)
Ability scores: Rolled, See Above☝️
Backstories
Coenen Cole (Human Barbarian):
Cole was the only surviving child of the local blacksmith in a small farming community. Without an apprentice or any sons to help out, Cole went to work at her father's shop at an early age. Working the bellows, splitting wood to feed the forge, and eventually hammer hardening her own creations made Cole hearty and hale, which is probably why she survived the plague when so many others did not...
After losing her family Cole stayed on for a while, running the forge in her father's absence, until a journeyman smith and the local lord made an arrangement. Because the lease specified that use of the forge would be passed on to the eldest son, Cole had no claim to it. And, since she'd never been a formal apprentice, the guild wouldn't recognize her as a smith.
Facing pressure towards a marriage of convenience, Cole opted for a vagabond life on the open road...
Tashia has only the vaguest recollections of the man who sold her to Davin Tull. He might have been her father, or maybe not. Nor does she remember why Tull decided to buy the emaciated Half-Orc with dirty, unkempt hair and clothes. He certainly couldn't have anticipated how willful she would be, how she'd rather endure his savage beatings than clean the stables or work in the tavern.
She might have been ten when he took her to her first pit fight, armed her with a stick, and set a feral dog on her. He thought that if she put up a good enough fight he might be able to recoup his money.
He never expected her to win.
After that, things changed. Tull stopped expecting her to do chores around the inn and she started getting enough food. After a few more fights he even got her some training. Once she reached her teens she switched from fighting animals to fighting other people, first in bare knuckle brawls and later in true blood sports. Now that Tull's finally gone and drunk himself to death, Tashia is free...as long as the fight bosses from the thieves' guild don't get their hands on her.
Backstory: Branwyn comes from a hidden forest village, where the stories of giantkind and their interactions with the world beyond the woods were part of her upbringing. With a gentle, almost melancholic demeanor, and driven by both curiosity and a sense of duty to keep the balance, she set out to learn more about the recent tales of the giants and protect the smaller folk from their rampages.
Race: Air Genasi (or Storm Genasi if Homebrew allowed)
Class/Subclass: Order of the Lycan Blood Hunter (Am fine with any starting level)
Ability Scores: (See Quote)
Background: Haunted One (request the optional Background Feat)
Short Backstory:
Tras has spent his life as the black sheep of his family. While the rest of his family follows deeply in the worship of their deity (blanking on specific, but one of storms or the elements), Tras never had the spark of the divine. Instead, he became the caretaker of the temple for his & the other families over their temple home. However, this all changed after one fateful night. Coming home from a week long errand run in the neighboring villages, Tras was horrified to discover a massacre of the temple grounds. Not a single body was identifiable, not even his family. In his fear and terror, he was driven mad into the woods, a voice guiding him to a twisted shrine in which he underwent a dark ritual.
A few years have passed by the time Tras would join the campaign, in which he had received military training from a specific individual. Now, he hunts to find out what happened to his family and take vengeance if necessary. While also seeking for who or what led him to that shrine.
Ability scores: Standard Array plus racial bonuses= 10 15 12 17 15 8
Backstory: Raewynn is a misunderstood wizard. He spent most of his life reading books rather than socializing with his family...he has no friends. It was only natural to him to pursue the arcane arts. He showed great promise as a student and progressed quickly through his studies and was soon ready to find fame, fortune, and most importantly answers in the real world. Raewynn looks at the Giant problem with great interest. He has no ill-will towards them, but has no problem with eradicating them as well. He is most interested in the WHY?
House rules you think I should use (if any): NA
PS. You can use the one d&d monk if you want. NA
PPS. You want to speak giant, if possible. I speak Giant
The Savage Frontier (also known as the North) is a cold, rugged, sparsely populated land of snow-capped mountains, rocky hills, sprawling forests, and foggy vales. Isolated strongholds, ancient burial mounds, and the ruins of many forgotten empires dot this vast landscape. Bounded by the Sea of Swords to the west and the desert of Anauroch to the east, the Savage Frontier extends as far north as Icewind Dale and as far south as the town of Daggerford. Old roads stretch across this great expanse, linking the dwarven strongholds and mines in the mountains to the coastal settlements, frontier towns, and fortified outposts of humans and other folk. These roads are long, lonely, or poorly defended, making them dangerous to traverse. In fertile valleys, towns and cities have sprung up, separated by dozens if not hundreds of miles of untamed wilderness haunted by bandits, barbarians, and monsters.
Evil dragons stirred into action by their dark queen, Tiamat, threatened the settlements of the Savage Frontier for a time. Ultimately, they were defeated and forced to withdraw to their lairs, while Tiamat was banished to the Nine Hells. Fear of the dragons’ wrath has faded quickly with the coming of a new threat: giants. The peoples of the North are no strangers to giant incursions. Frost giants have long claimed the Spine of the World as their demesne, and hill giants are known to scrounge for food in the untamed hills. But now, in the past couple of months, giants of every kind have emerged from their strongholds in force to threaten civilization as never before — and not just frost giants and hill giants, but also stone giants, fire giants, and cloud giants. All of the giants are in an uproar. Reports of giant attacks throughout the North have reached the coastal cities of Luskan, Neverwinter, and Waterdeep, stoking fears that the giants are waging war against humans, dwarves, elves, and other small folk.
Hello there, thanks for checking this out!
This will be a pretty basic Strom King's Thunder campaign starting at either level 1 or level 5, depending on what the characters prefer. I'll be looking for five players but might tag on a sixth if enough people apply. A couple of house rules, I'll use group initiative, a special critical houserule, bonus action to drink a potion, action to administer one and legacy content welcome! Anyway, applications should be as follows,
Name:
Race: preferably an elf, dwarf, human, halfling or Giant related race, but nothing is banned.
Class: Whatever class you want, guve subclass too and specify if you want to start at level 1 or level 5.
Background: any official ones you want.
Ability scores: reroll ones once, standard array or point buy (if they're really bad you can request a reroll)
Backstory:
House rules you think I should use (if any):
PS. You can use the one d&d monk if you want.
PPS. You want to speak giant, if possible.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
new to this.
calico0094 discord
Oh sorry, I'll be playing I'm the DDB forums.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
What does that mean, please and thank you
DDB is short for D&D beyond, and I'll be hosting this game on the forums and not on Discord.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Name: Meroki
Race: Tiefling (Variant)
Class: LV. 5 Monk (Way of the Astral Self) [ Haven't seen the One DnD Monk yet. ]
Background: Guild Artisan/Guild Merchant
Backstory:
Meroki was born in the bustling city of Waterdeep, in the vibrant and diverse South Ward. His parents, Euseb and Thalia, were devout practitioners of a monastic tradition that combined rigorous martial arts training with deep spiritual discipline, known as the Way of the Astral Self. They raised Meroki with great care and love, instilling in him the principles of their path from a young age.
Euseb and Thalia were strict but nurturing, believing that discipline was the foundation of enlightenment. They dedicated countless hours to teaching Meroki the techniques and philosophies of their monastic order. Meroki excelled in the physical aspects of his training, his body becoming a finely tuned instrument of martial prowess. However, the spiritual side of his training eluded him. No matter how hard he tried, he could not manifest his astral self, a vital aspect of his parents' teachings. Something was missing, a spark that would ignite his inner light.
At the age of fifteen, after another particularly frustrating training session, Meroki felt a deep sense of inadequacy and restlessness. In an impulsive bid to clear his mind, he fled his home and wandered the winding streets of Waterdeep. As he meandered through the city, the scent of brewing ale and the warmth of a hearth drew him into a small, cozy tavern tucked away in a quiet alley.
Inside, Meroki was captivated by the lively atmosphere and the comforting, aromatic smells. The tavern's proprietor, a grizzled dwarven brewmaster named Thokk Stonehammer, noticed the young tiefling's fascination. Thokk, with his sharp eye for potential, saw a spark in Meroki and decided to take him under his wing. He introduced Meroki to the secrets of brewing and the art of hospitality, teaching him how to create unique and flavorful concoctions and how to run a successful tavern.
Under Thokk's tutelage, Meroki flourished. He discovered a deep passion for brewing and hospitality, a calling that felt natural and fulfilling. This newfound passion ignited something within him, unlocking the spiritual potential that had long been dormant. For the first time, Meroki was able to manifest his astral self, achieving the enlightenment his parents had hoped for.
Euseb and Thalia were both proud and relieved to see their son find his own path, even if it differed from their expectations. They supported him wholeheartedly, recognizing that his unique journey had brought him the enlightenment they had sought to instill.
Years later, when news of giant attacks reached Waterdeep, Meroki saw an opportunity. He realized that by aiding in the fight against the giants, he could earn the fame and riches needed to fund his dream of owning a tavern, just like Thokk's. With the support of his parents and the skills he had learned from Thokk, Meroki set out on a new adventure, determined to protect the North and turn his dream into reality.
Ability scores: 12 11 10 15 15 16
Character Sheet
Currently DMing:
You used the wrong link, that took me to an imgur map lol.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
*sigh*
I think I fixed it XD
Currently DMing:
Nice.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Ability scores: 14 15 14 11 17 11
Name(s): See Below
Race: Variant Human/Tavern Brawler (Level 1 or 5) or Half-Orc (Level 5)
Class: I prefer to start at Level 1 but am fine starting at Level 5. The human would be a Barbarian at Level 1, multiclassing into Champion Fighter. The Half-Orc will be a mix of Barbarian, Monk, & Fighter
Background: Folk Hero (Human) or Gladiator/Athlete (Half-Orc)
Ability scores: Rolled, See Above☝️
Backstories
Coenen Cole (Human Barbarian):
Cole was the only surviving child of the local blacksmith in a small farming community. Without an apprentice or any sons to help out, Cole went to work at her father's shop at an early age. Working the bellows, splitting wood to feed the forge, and eventually hammer hardening her own creations made Cole hearty and hale, which is probably why she survived the plague when so many others did not...
After losing her family Cole stayed on for a while, running the forge in her father's absence, until a journeyman smith and the local lord made an arrangement. Because the lease specified that use of the forge would be passed on to the eldest son, Cole had no claim to it. And, since she'd never been a formal apprentice, the guild wouldn't recognize her as a smith.
Facing pressure towards a marriage of convenience, Cole opted for a vagabond life on the open road...
Tashia Skullcrusher, aka Tashia Armripper, aka Tashia the Terrible (multiclass Half-Orc):
Tashia has only the vaguest recollections of the man who sold her to Davin Tull. He might have been her father, or maybe not. Nor does she remember why Tull decided to buy the emaciated Half-Orc with dirty, unkempt hair and clothes. He certainly couldn't have anticipated how willful she would be, how she'd rather endure his savage beatings than clean the stables or work in the tavern.
She might have been ten when he took her to her first pit fight, armed her with a stick, and set a feral dog on her. He thought that if she put up a good enough fight he might be able to recoup his money.
He never expected her to win.
After that, things changed. Tull stopped expecting her to do chores around the inn and she started getting enough food. After a few more fights he even got her some training. Once she reached her teens she switched from fighting animals to fighting other people, first in bare knuckle brawls and later in true blood sports. Now that Tull's finally gone and drunk himself to death, Tashia is free...as long as the fight bosses from the thieves' guild don't get their hands on her.
Ability scores: 15 12 17 13 17 11
Are Blood Hunters allowed?
Ability scores: 14 8 14 14 12 18
Ability scores: 15 13 16 14 11 11
Name: Branwyn
Race: Firblog
Class: Lore Bard 5
Background: Outlander
Ability Scores @ Lvl5: 13, 16, 15, 15, 15, 20
Backstory: Branwyn comes from a hidden forest village, where the stories of giantkind and their interactions with the world beyond the woods were part of her upbringing. With a gentle, almost melancholic demeanor, and driven by both curiosity and a sense of duty to keep the balance, she set out to learn more about the recent tales of the giants and protect the smaller folk from their rampages.
Yes
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Name: Trasnet Tempest
Race: Air Genasi (or Storm Genasi if Homebrew allowed)
Class/Subclass: Order of the Lycan Blood Hunter (Am fine with any starting level)
Ability Scores: (See Quote)
Background: Haunted One (request the optional Background Feat)
Short Backstory:
Tras has spent his life as the black sheep of his family. While the rest of his family follows deeply in the worship of their deity (blanking on specific, but one of storms or the elements), Tras never had the spark of the divine. Instead, he became the caretaker of the temple for his & the other families over their temple home. However, this all changed after one fateful night. Coming home from a week long errand run in the neighboring villages, Tras was horrified to discover a massacre of the temple grounds. Not a single body was identifiable, not even his family. In his fear and terror, he was driven mad into the woods, a voice guiding him to a twisted shrine in which he underwent a dark ritual.
A few years have passed by the time Tras would join the campaign, in which he had received military training from a specific individual. Now, he hunts to find out what happened to his family and take vengeance if necessary. While also seeking for who or what led him to that shrine.
Send me the link to Storm Genasi and then I'll decide.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
https://www.dndbeyond.com/races/720681-storm-genasi
Idea is that he is a child of a Water and Air Genasi, hence the Storm theme.
Name: Raewynn Helesirra
Race: High Elf (Moon)
Class: Wizard (Evocation)
Background: any official ones you want: Sage
Ability scores: Standard Array plus racial bonuses= 10 15 12 17 15 8
Backstory: Raewynn is a misunderstood wizard. He spent most of his life reading books rather than socializing with his family...he has no friends. It was only natural to him to pursue the arcane arts. He showed great promise as a student and progressed quickly through his studies and was soon ready to find fame, fortune, and most importantly answers in the real world. Raewynn looks at the Giant problem with great interest. He has no ill-will towards them, but has no problem with eradicating them as well. He is most interested in the WHY?
House rules you think I should use (if any): NA
PS. You can use the one d&d monk if you want. NA
PPS. You want to speak giant, if possible. I speak Giant
https://www.dndbeyond.com/characters/126128456/dk4ua4