"We barely eked out a victory at Ashen Lake. And now you think we're ready to attack the Moon?"
"..."
"Valen! You can't think this is wise. We need to examine these weapons, train against them --"
"This is a matter for the Council to decide, old friend."
The civilization birthed upon Tero once spread across its entire system in a glorious golden age, colonizing planet and moon alike under the guidance of their goddess: the Traveler. Nearly 5,000 years past its golden era was brought to an abrupt end; an attack from a malevolent and dark force ripped through the Olo system with such violence that few managed to escape its wrath. Earthquakes. Tidal waves. Flares. Cyclones. Wildfires. Unknown plagues that ripped through populations in hours. Waters blackened by unknown poison. The fall was not long, taking place over a matter of days. The Traveler made her final stand above Tero, sundering herself in an act of sacrifice that pushed the darkness back.
Tero's goddess is not dead - but dormant. She grants her power to the living and raises the dead to defend Tero once more. The world is at last coming out of its Dark Age, as the remnant's of civilization have come together to build a walled city beneath the protective aura of the Traveler. Outside of these walls, and deeper into the Olo system it is still not safe. Remnants of that ancient foes forces still remain, harrying the descendants of those who survived the Collapse...
Greeting Forum, I'm looking for five players ready for a story that starts in medias res as your characters flee the carnage of a disastrous battle -- no tavern introductions in this campaign! Characters will begin at 5th level, and advance through milestone leveling. Generate your ability scores via the point-buy method, choose a background, and submit a small character blurb either here or directly to me in a private message.
Additionally, choose a feat from the following list to symbolize the power granted to you by Tero's dormant Goddess:
His backstory is on the sheet. The places and some specifics can change as needed but the theme is the same.
Quin has been in forced away from his home after being caught in an act of petty theft. His mother and mentor has stayed in contact. He is Forced to live by the skill in his hands. The focus required to hone his stealthy skills grants him insight into his psyche revealing some innate psionic abilities.
His backstory is on the sheet. The places and some specifics can change as needed but the theme is the same.
I don't think anyone else can see the notes on your character sheet except maybe the DM of the campaign the character is in?
Indeed.
Okay
Quin was the product of an encounter between his bar maid mother and a local guard. His mother taught him how to hustle a mark and the importance of information almost as soon as he could walk. His father was ambivalous.
One night Quin overestimated his skills and attempted to repay a drunk soldier who got a little handsey with his mother. A fellow patron bumped the fledgling thief just as Quins hand was about to clear the marks pocket. But the universe often balances itself and in this case it was Quins father who just happened to be on shift that very night. Seeing a way to both help his son and be rid of him as well, the father took custody of Quin only to release him out side the city with instructions to never return.
[Some of that may need a touch up but you get the idea.]
Living on his own, Quin had to live by the only skills he had. As he honed his skills the inward focus, the attention to the bodies slightest vibrations attuned his mind to his inate psionic ability.
Quin gained his articifer feat by hanging around the Roadhouse kitchen where his mother worked. The cook would shoo him away with snaps of an apron string, cleaning cloth or by throwing anything close at hand. In addition to targeting Quin, as you can imagine rats were a problem, but the cook used the same solution. Only this time he would do it in away the rats didn't usually survive. The cook would use his large cooking spoon like a a hand held catapult. He would scoup up and send a large walnut, grape, berry or even small stones hurtling across the room to strike a Furry pest. Quin was amazed at the skill. He watched the cook closely and learned how to snap cordage the same as the cook with his apron strings and rags and to hit targets with small stones. What Quin didn't know was that the cook was an alchemist articifer and by studying the cooks moves so closely and copying them so completely he was essentially taking lessons on how to cast the magic stone and Catapult spells. As he improved, He would snag food from the tavern cook by using his sling, which he had modified. In addition to the typical finger loop, pouch, pinch tab, he had lengthened the retention cord on the loop side and weighted the pitch tab. By twirling the weighted pinch tab in fast tight circles then releasing at a precise moment he could cause the sling to dart out in a long line and wrap itself about an object. A hard tug on the extended trailing finger loop retention cord, which incidentally had been meticulously coiled about his arm in a way to keep it from tangling, would send the captured object flying. The intricacy of the coiled retention cord takes at least a long rest to reset and is the only way to insure a successful throw. The sling itself can still be used since the extended line is on the side that remains held.
Name: Madmardigyn Race: Mountain Dwarf Class: Fighter, Battlemaster Feat: Gift of the metal dragon likely Stats with racial bonuses and ability score improvements: STR 18| DEX 13 | CON 18| INT 8 | WIS 10 | CHA 10
Madmardigyn (aka, Mad) has earned a reputation, a bounty hunter, a pirate, and a smuggler of ill repute. He has spent his days, developing his combat skills. Being locked up in a walled city works somewhat for his enterprises. A bounty hunter now by trade he can be an enforcer for the jobs the local authorities don't want to handle, finding those who have upset enough of those with coin to hire him. He also has a smuggling operation and has been able to sneak out of the city multiple times. He is known to be rough but has never failed on a contract. Most don't mess with the ill-tempered dwarf, as his skill with sword is only second to his temper. Mad has never met a sword he did not like, or an axe he could not wield. He often engages in single combat against other foes for sport or money, finding worthy foes, always trying to improve his skills. A huge tankard of ale sits half-full at his table, as dribbles of beer spill down his black beard. As usual, he often does not pay for the food and drink in the tavern he chooses to visit. But, like a friendly bouncer, most innkeepers don't mind as he often will throw out those in the place that "disturb" him, and they certainly would not want to arouse his ire.
But....something has changed. He can smell fresh smoke, wet blood, and fear in people's eyes. There is a quiet calm, then, the shouts of battle. He fights for a while but it is clear retreat is the best strategy for survival. “What in dee hells is dis!” Drink in one hand, battle axe in the other, he bullies his way through the crowd, seeing....opportunities.
Kaelan Thorne is a warlock, bound to the dormant goddess known as the Traveler. Born in the aftermath of the Collapse, Kaelan grew up within the walled city, hearing tales of the old civilization’s glory and the devastating fall. His parents were scholars, dedicated to uncovering and preserving the ancient knowledge and technologies that survived the Collapse. When he was 15, Kaelan discovered an ancient artifact in the ruins outside the city. This artifact turned out to be a fragment of the Traveler, and through it, he formed a pact with the dormant goddess, granting him immense power and a burning purpose.
Kaelan’s journey began when he discovered the artifact that changed his life. Through his bond with the Traveler, he gained not only magical power but also glimpses of the past and the goddess’s memories. These visions guide him, revealing forgotten knowledge and hidden threats. He sees the ancient enemy that caused the Collapse as a looming shadow, and his mission is to stop it from rising again.
The campaign begins with Kaelan fleeing the carnage of a disastrous battle. Try as he might, Kaelan’s connection to the goddess was not enough to turn the tide of the battle. Grasping his talisman tightly, he is comforted by its warm glow as he takes stock of his surroundings…
Half-elf, Warlock, Celestial Patron, Pact of the Talisman, Gift of the Metallic
Name: Aerion Erynduil Race: High Elf Background: Noble Class: Paladin (Oath of Devotion) Feat: Fey-Touched
I pledge my life and my sword to your service. He had said. Your enemies shall be mine, and your battles, my own. Your victories shall be my triumphs, and your defeats, my sorrows.
The morning sun filtered through the stained-glass windows of the Erynduil family hall, casting a mosaic of colors across the stone floor. The room was silent, save for the soft rustle of Aerion’s cloak as he knelt before his brother, Thalor. Thalor stood tall and composed in the radiant light, the way Aerion had always looked up at him. Aerion’s sword lay across his palms, the blade gleaming with the first light of dawn.
Before the cataclysmic Collapse, the Erynduil family was a powerful house, wielding influence across the Olo system. During the chaos and dark age, the Erynduil family stood as bastions of hope, fighting against the ancient forces of enemies to protect their land and people. And now, the Erynduil are renowned for their unwavering dedication to reclaiming lost territories and to push back the darkness in the name of the Traveler.
As the second son, Aerion knew his elder brother would inherit their father’s seat on the council. However, rumors had always swirled. It was a difficult labor; their mother had died when giving birth to Aerion, and their father had favored him since he was a child. People whispered that Lord Erynduil secretly wanted Aerion to be his inheritor. To quell his brother’s suspicions, and to quiet the rumors altogether, Aerion knelt before Thalor and pledged his sword, swearing to be loyal to him as long as he drew breath.
Your burdens shall be my weight, and your quests, my mission. By the Traveler’s grace and the honor of our ancestors, I swear this oath.
He could feel Thalor’s cold eyes on him—they had always been cold to him. In his memories, his brother had never smiled at him, and whenever he was smiling and chatting with others, he would stop altogether when Aerion approached. That smile—how much Aerion longed for it to be directed at him. He felt the icy chill of his brother’s gaze, and then he felt Thalor’s hand on his shoulder.
Rise, brother. Thalor said. Rise and be my sword that cut through the darkness. Together, we shall restore our family’s honor and reclaim the glory of the Olo system.
"Picking it up is the easy part. Putting it down again, well, you’ll find that it’s addictive, that power. This weapon is something special. Your soul gets twisted. Changed. You find the power to punch through and borrow something from the other side. The void opens up a hole, and draws from the deep. Go ahead. Carry it a while. You’ll feel how heavy it can get."
She'd almost forgotten what colors were. For months she has prowled the deep, shadowed catacombs far outside of the city. Ruins of what once was. The places where their inexorable enemies had burrowed into their civilization.
The Traveler's power is scarce in this place. But Rega knows how to find it, how to feel for the un-ripples of the void, to draw power from the infinities between spaces. She knows how to roll the strange matter between her fingertips and nock her bow with the inescapable gravities of the universe.
Soon she'll leave this place, return to the city, report her findings. See colors again. But that won't last long. Out here - balanced upon the infinitesimal knife's edge - is where she truly belongs.
I don't know if you got my PM on here, but is homebrew allowed? Technically, it is from the official sourcebook Grim Hollow, but it wasn't released on D&D Beyond. I want to play the Wizard Subclass: Plague Doctor. If not possible, I can switch to the School of Divination.
Name: Gustl Havebone
Race: V-Human
Background: Izzet Engineer
Feat: Telekinetic
Class: Wizard (School of Divination)
Backstory: Gustl Havenbone works part-time at a clinic to pay his bills, but his true passion lies in studying arcane arts and crafting magic items. These items help him in everyday life or fetch a good price from wealthy buyers. He desires to find the cure to all diseases and figure out a way to develop all kinds of magic items to help with everything in life itself. Recently, he found himself in trouble as there was a disastrous battle going on around where he lived, and now he's on the run. Luckily, he's joined a group of others in a similar situation, all trying to survive together. Gustl hopes this group will keep him safe and help him stay alive.
Jasper counts himself among the Risen, the resurrected champions of the Traveler. Like his comrades, he has no memory of his past life, but awoke with new powers and all the responsibility that comes with them. He was resurrected alongside another, a human woman named Eurydice. The two banded together and made their way through the Wilds, honing their powers and learning more about this strange world they woke up in. Eurydice became a champion, using her strength and light as a shield for the innocent on the frontlines; Jasper took a more subtle and supportive approach, ambushing and hampering his enemies while healing his allies.
It was then that they found the Last City, learned all about the Traveler, and were made agents of the City’s Vanguard. Jasper and Eurydice became a two-man scouting party, seeking out vulnerabilities in the weaknesses of the City’s enemies and finding places that could be reclaimed by humanity on Tero. The two were quite effective as a pair - there was constant rumor among those around them as to whether they were more than just comrades in the field, but nothing was ever confirmed. In truth, it was very much a ‘will they-won’t they’ situation. Eventually, they were among a few teams of scouts that were sent to survey Tero’s Moon for a potential assault.
Jasper and Eurydice’s scouting trip was going well until they accidentally stumbled into a vast network of underground tunnels that had been carved into the Moon. They were filled with Darkness and the Traveler’s enemies, and so the two had to fight their way out through the oppressive gloom back towards the surface. It was a hard slog, but just as they were about to escape, Jasper looked back and saw Eurydice facing down a massive knight with a cruel and jagged black sword in its hand. She told Jasper to return to the City and tell them what they found, that she would hold these foes off as long as she could. That she would be here when he returned. It took everything in Jasper to turn his back on her.
Filled with regret, he returned to the City alone and had to make his report to the Council. Many of the other scouts were optimistic with their findings - they clearly did not encounter the same resistance Jasper did. He gave his full report, expressing concerns about the immense enemy presence beneath the Moon’s surface… but still recommended the Council move forward with the assault. When it was clear the invasion of the Moon would be occurring, Jasper was filled with relief and dread. Relief that he might have a chance to find Eurydice, or Traveler forbid what remains of her. And dread… for something that gnawed at the back of his mind, a creeping whisper that had stuck with him since he left the moon. A voice telling him that ‘existence is the struggle to exist,’ and that anything can be destroyed must be destroyed, anything that cannot defend itself must die… A voice calling Jasper to the slaughter of endless war. And despite this dread, it was unto war that he would march to save his long lost friend.
So I am thinking about some Mad Max style character.
Name: Khurbad "the Silent"
Race: Goliath
Background: Criminal / Spy
Feat: Shadow touched
Class: Barbarian 2 / Rogue 3 (Assassin)
Backstory: Khurbad "the Silent" was and still is a hired killer. Before the calamity he was a hired killer that was favorited by many mobsters and crime lords of the region. After everything collapsed, he went to live outside the "attempts to rebuild society". He was hardy enough, stealthy enough and wise enough to survive outside. Blessing granted by Tero also helps. The ones who know about his existence and whereabouts, still use his skills, but the jobs are very rare now. As for his nickname - noone is sure why he has it, but it's either because he doesn't speak a lot or the fact that you don't hear him coming.
I don't know if you got my PM on here, but is homebrew allowed? Technically, it is from the official sourcebook Grim Hollow, but it wasn't released on D&D Beyond. I want to play the Wizard Subclass: Plague Doctor. If not possible, I can switch to the School of Divination.
I'd like to submit Wagner, a Fey-touched Tiefling (Devil's Tongue Variant) Swords Bard and paladin.
Abandoned by his birth parents, Wagner was adopted by a troupe of acrobats in a circus. The circus turned out to be a front for a criminal enterprise, and while his family was not directly involved, they knew and shielded him from it, raising him with a deep sense of right and wrong. He discovered the truth as a young adult and fled the circus. He lived as an itinerant bard and entertainer, eventually falling into part-time vigilantism to satisfy his sense of justice, after deviting himself as a paladin he got into the hero biz more full time which is how he wound up in this battle.
Do we start with any equipment beyond standard first level?
Jasper counts himself among the Risen, the resurrected champions of the Traveler. Like his comrades, he has no memory of his past life, but awoke with new powers and all the responsibility that comes with them. He was resurrected alongside another, a human woman named Eurydice. The two banded together and made their way through the Wilds, honing their powers and learning more about this strange world they woke up in. Eurydice became a champion, using her strength and light as a shield for the innocent on the frontlines; Jasper took a more subtle and supportive approach, ambushing and hampering his enemies while healing his allies.
It was then that they found the Last City, learned all about the Traveler, and were made agents of the City’s Vanguard. Jasper and Eurydice became a two-man scouting party, seeking out vulnerabilities in the weaknesses of the City’s enemies and finding places that could be reclaimed by humanity on Tero. The two were quite effective as a pair - there was constant rumor among those around them as to whether they were more than just comrades in the field, but nothing was ever confirmed. In truth, it was very much a ‘will they-won’t they’ situation. Eventually, they were among a few teams of scouts that were sent to survey Tero’s Moon for a potential assault.
Jasper and Eurydice’s scouting trip was going well until they accidentally stumbled into a vast network of underground tunnels that had been carved into the Moon. They were filled with Darkness and the Traveler’s enemies, and so the two had to fight their way out through the oppressive gloom back towards the surface. It was a hard slog, but just as they were about to escape, Jasper looked back and saw Eurydice facing down a massive knight with a cruel and jagged black sword in its hand. She told Jasper to return to the City and tell them what they found, that she would hold these foes off as long as she could. That she would be here when he returned. It took everything in Jasper to turn his back on her.
Filled with regret, he returned to the City alone and had to make his report to the Council. Many of the other scouts were optimistic with their findings - they clearly did not encounter the same resistance Jasper did. He gave his full report, expressing concerns about the immense enemy presence beneath the Moon’s surface… but still recommended the Council move forward with the assault. When it was clear the invasion of the Moon would be occurring, Jasper was filled with relief and dread. Relief that he might have a chance to find Eurydice, or Traveler forbid what remains of her. And dread… for something that gnawed at the back of his mind, a creeping whisper that had stuck with him since he left the moon. A voice telling him that ‘existence is the struggle to exist,’ and that anything can be destroyed must be destroyed, anything that cannot defend itself must die… A voice calling Jasper to the slaughter of endless war. And despite this dread, it was unto war that he would march to save his long lost friend.
;)
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"What madness is this!"
"Lord Tharok! The Council did not --"
"We barely eked out a victory at Ashen Lake. And now you think we're ready to attack the Moon?"
"..."
"Valen! You can't think this is wise. We need to examine these weapons, train against them --"
"This is a matter for the Council to decide, old friend."
The civilization birthed upon Tero once spread across its entire system in a glorious golden age, colonizing planet and moon alike under the guidance of their goddess: the Traveler. Nearly 5,000 years past its golden era was brought to an abrupt end; an attack from a malevolent and dark force ripped through the Olo system with such violence that few managed to escape its wrath. Earthquakes. Tidal waves. Flares. Cyclones. Wildfires. Unknown plagues that ripped through populations in hours. Waters blackened by unknown poison. The fall was not long, taking place over a matter of days. The Traveler made her final stand above Tero, sundering herself in an act of sacrifice that pushed the darkness back.
Tero's goddess is not dead - but dormant. She grants her power to the living and raises the dead to defend Tero once more. The world is at last coming out of its Dark Age, as the remnant's of civilization have come together to build a walled city beneath the protective aura of the Traveler. Outside of these walls, and deeper into the Olo system it is still not safe. Remnants of that ancient foes forces still remain, harrying the descendants of those who survived the Collapse...
Greeting Forum, I'm looking for five players ready for a story that starts in medias res as your characters flee the carnage of a disastrous battle -- no tavern introductions in this campaign! Characters will begin at 5th level, and advance through milestone leveling. Generate your ability scores via the point-buy method, choose a background, and submit a small character blurb either here or directly to me in a private message.
Additionally, choose a feat from the following list to symbolize the power granted to you by Tero's dormant Goddess:
Holding a place for a Human variant soul knife. Be right back.
Here is his sheet.
https://www.dndbeyond.com/characters/105748336/QJ13ol
His backstory is on the sheet. The places and some specifics can change as needed but the theme is the same.
Quin has been in forced away from his home after being caught in an act of petty theft. His mother and mentor has stayed in contact. He is Forced to live by the skill in his hands. The focus required to hone his stealthy skills grants him insight into his psyche revealing some innate psionic abilities.
**This Space for Rent**
I don't think anyone else can see the notes on your character sheet except maybe the DM of the campaign the character is in?
Indeed.
Okay
Quin was the product of an encounter between his bar maid mother and a local guard. His mother taught him how to hustle a mark and the importance of information almost as soon as he could walk. His father was ambivalous.
One night Quin overestimated his skills and attempted to repay a drunk soldier who got a little handsey with his mother. A fellow patron bumped the fledgling thief just as Quins hand was about to clear the marks pocket. But the universe often balances itself and in this case it was Quins father who just happened to be on shift that very night. Seeing a way to both help his son and be rid of him as well, the father took custody of Quin only to release him out side the city with instructions to never return.
[Some of that may need a touch up but you get the idea.]
Living on his own, Quin had to live by the only skills he had. As he honed his skills the inward focus, the attention to the bodies slightest vibrations attuned his mind to his inate psionic ability.
Quin gained his articifer feat by hanging around the Roadhouse kitchen where his mother worked. The cook would shoo him away with snaps of an apron string, cleaning cloth or by throwing anything close at hand. In addition to targeting Quin, as you can imagine rats were a problem, but the cook used the same solution. Only this time he would do it in away the rats didn't usually survive. The cook would use his large cooking spoon like a a hand held catapult. He would scoup up and send a large walnut, grape, berry or even small stones hurtling across the room to strike a Furry pest. Quin was amazed at the skill. He watched the cook closely and learned how to snap cordage the same as the cook with his apron strings and rags and to hit targets with small stones. What Quin didn't know was that the cook was an alchemist articifer and by studying the cooks moves so closely and copying them so completely he was essentially taking lessons on how to cast the magic stone and Catapult spells. As he improved, He would snag food from the tavern cook by using his sling, which he had modified. In addition to the typical finger loop, pouch, pinch tab, he had lengthened the retention cord on the loop side and weighted the pitch tab. By twirling the weighted pinch tab in fast tight circles then releasing at a precise moment he could cause the sling to dart out in a long line and wrap itself about an object. A hard tug on the extended trailing finger loop retention cord, which incidentally had been meticulously coiled about his arm in a way to keep it from tangling, would send the captured object flying. The intricacy of the coiled retention cord takes at least a long rest to reset and is the only way to insure a successful throw. The sling itself can still be used since the extended line is on the side that remains held.
**This Space for Rent**
Name: Madmardigyn
Race: Mountain Dwarf
Class: Fighter, Battlemaster
Feat: Gift of the metal dragon likely
Stats with racial bonuses and ability score improvements: STR 18| DEX 13 | CON 18| INT 8 | WIS 10 | CHA 10
Madmardigyn (aka, Mad) has earned a reputation, a bounty hunter, a pirate, and a smuggler of ill repute. He has spent his days, developing his combat skills. Being locked up in a walled city works somewhat for his enterprises. A bounty hunter now by trade he can be an enforcer for the jobs the local authorities don't want to handle, finding those who have upset enough of those with coin to hire him. He also has a smuggling operation and has been able to sneak out of the city multiple times. He is known to be rough but has never failed on a contract. Most don't mess with the ill-tempered dwarf, as his skill with sword is only second to his temper. Mad has never met a sword he did not like, or an axe he could not wield. He often engages in single combat against other foes for sport or money, finding worthy foes, always trying to improve his skills. A huge tankard of ale sits half-full at his table, as dribbles of beer spill down his black beard. As usual, he often does not pay for the food and drink in the tavern he chooses to visit. But, like a friendly bouncer, most innkeepers don't mind as he often will throw out those in the place that "disturb" him, and they certainly would not want to arouse his ire.
But....something has changed. He can smell fresh smoke, wet blood, and fear in people's eyes. There is a quiet calm, then, the shouts of battle. He fights for a while but it is clear retreat is the best strategy for survival. “What in dee hells is dis!” Drink in one hand, battle axe in the other, he bullies his way through the crowd, seeing....opportunities.
(still editing but here's a rough draft: https://www.dndbeyond.com/sheet-pdfs/shimshon123_126326839.pdf
(Likely Dwarf Fighter, battle master/ possible bit of rogue or barbarian)
Kaelan Thorne is a warlock, bound to the dormant goddess known as the Traveler. Born in the aftermath of the Collapse, Kaelan grew up within the walled city, hearing tales of the old civilization’s glory and the devastating fall. His parents were scholars, dedicated to uncovering and preserving the ancient knowledge and technologies that survived the Collapse. When he was 15, Kaelan discovered an ancient artifact in the ruins outside the city. This artifact turned out to be a fragment of the Traveler, and through it, he formed a pact with the dormant goddess, granting him immense power and a burning purpose.
Kaelan’s journey began when he discovered the artifact that changed his life. Through his bond with the Traveler, he gained not only magical power but also glimpses of the past and the goddess’s memories. These visions guide him, revealing forgotten knowledge and hidden threats. He sees the ancient enemy that caused the Collapse as a looming shadow, and his mission is to stop it from rising again.
The campaign begins with Kaelan fleeing the carnage of a disastrous battle. Try as he might, Kaelan’s connection to the goddess was not enough to turn the tide of the battle. Grasping his talisman tightly, he is comforted by its warm glow as he takes stock of his surroundings…
Half-elf, Warlock, Celestial Patron, Pact of the Talisman, Gift of the Metallic
Name: Aerion Erynduil
Race: High Elf
Background: Noble
Class: Paladin (Oath of Devotion)
Feat: Fey-Touched
I pledge my life and my sword to your service. He had said. Your enemies shall be mine, and your battles, my own. Your victories shall be my triumphs, and your defeats, my sorrows.
The morning sun filtered through the stained-glass windows of the Erynduil family hall, casting a mosaic of colors across the stone floor. The room was silent, save for the soft rustle of Aerion’s cloak as he knelt before his brother, Thalor. Thalor stood tall and composed in the radiant light, the way Aerion had always looked up at him. Aerion’s sword lay across his palms, the blade gleaming with the first light of dawn.
Before the cataclysmic Collapse, the Erynduil family was a powerful house, wielding influence across the Olo system. During the chaos and dark age, the Erynduil family stood as bastions of hope, fighting against the ancient forces of enemies to protect their land and people. And now, the Erynduil are renowned for their unwavering dedication to reclaiming lost territories and to push back the darkness in the name of the Traveler.
As the second son, Aerion knew his elder brother would inherit their father’s seat on the council. However, rumors had always swirled. It was a difficult labor; their mother had died when giving birth to Aerion, and their father had favored him since he was a child. People whispered that Lord Erynduil secretly wanted Aerion to be his inheritor. To quell his brother’s suspicions, and to quiet the rumors altogether, Aerion knelt before Thalor and pledged his sword, swearing to be loyal to him as long as he drew breath.
Your burdens shall be my weight, and your quests, my mission. By the Traveler’s grace and the honor of our ancestors, I swear this oath.
He could feel Thalor’s cold eyes on him—they had always been cold to him. In his memories, his brother had never smiled at him, and whenever he was smiling and chatting with others, he would stop altogether when Aerion approached. That smile—how much Aerion longed for it to be directed at him. He felt the icy chill of his brother’s gaze, and then he felt Thalor’s hand on his shoulder.
Rise, brother. Thalor said. Rise and be my sword that cut through the darkness. Together, we shall restore our family’s honor and reclaim the glory of the Olo system.
And so he did.
https://www.dndbeyond.com/characters/126375833/nAYG5r
5,000 years. Millennia of chaos and dark age from there. The city has been built in the last 500 years.
Are you playing here or on discord?
Writer • Podcaster • Professional Gamemaster
playing Jin Wei, human (Kara-tur) way of the Four Elements Monk in the Princes of the Apocalypse
"Picking it up is the easy part. Putting it down again, well, you’ll find that it’s addictive, that power. This weapon is something special. Your soul gets twisted. Changed. You find the power to punch through and borrow something from the other side. The void opens up a hole, and draws from the deep. Go ahead. Carry it a while. You’ll feel how heavy it can get."
Rega | Hexblade Warlock | Custom Background (Scout archetype)
She'd almost forgotten what colors were. For months she has prowled the deep, shadowed catacombs far outside of the city. Ruins of what once was. The places where their inexorable enemies had burrowed into their civilization.
The Traveler's power is scarce in this place. But Rega knows how to find it, how to feel for the un-ripples of the void, to draw power from the infinities between spaces. She knows how to roll the strange matter between her fingertips and nock her bow with the inescapable gravities of the universe.
Soon she'll leave this place, return to the city, report her findings. See colors again. But that won't last long. Out here - balanced upon the infinitesimal knife's edge - is where she truly belongs.
Here.
I don't know if you got my PM on here, but is homebrew allowed? Technically, it is from the official sourcebook Grim Hollow, but it wasn't released on D&D Beyond. I want to play the Wizard Subclass: Plague Doctor. If not possible, I can switch to the School of Divination.
Name: Gustl Havebone
Race: V-Human
Background: Izzet Engineer
Feat: Telekinetic
Class: Wizard (School of Divination)
Backstory: Gustl Havenbone works part-time at a clinic to pay his bills, but his true passion lies in studying arcane arts and crafting magic items. These items help him in everyday life or fetch a good price from wealthy buyers. He desires to find the cure to all diseases and figure out a way to develop all kinds of magic items to help with everything in life itself. Recently, he found himself in trouble as there was a disastrous battle going on around where he lived, and now he's on the run. Luckily, he's joined a group of others in a similar situation, all trying to survive together. Gustl hopes this group will keep him safe and help him stay alive.
Character Sheet Here
Name: Jasper Garrai (he/him)
Ancestry: Aasimar
Class: Ranger 3 (Gloomstalker) / Cleric 2 (Twilight)
Background: Haunted One
Feat: Fey-touched
Jasper counts himself among the Risen, the resurrected champions of the Traveler. Like his comrades, he has no memory of his past life, but awoke with new powers and all the responsibility that comes with them. He was resurrected alongside another, a human woman named Eurydice. The two banded together and made their way through the Wilds, honing their powers and learning more about this strange world they woke up in. Eurydice became a champion, using her strength and light as a shield for the innocent on the frontlines; Jasper took a more subtle and supportive approach, ambushing and hampering his enemies while healing his allies.
It was then that they found the Last City, learned all about the Traveler, and were made agents of the City’s Vanguard. Jasper and Eurydice became a two-man scouting party, seeking out vulnerabilities in the weaknesses of the City’s enemies and finding places that could be reclaimed by humanity on Tero. The two were quite effective as a pair - there was constant rumor among those around them as to whether they were more than just comrades in the field, but nothing was ever confirmed. In truth, it was very much a ‘will they-won’t they’ situation. Eventually, they were among a few teams of scouts that were sent to survey Tero’s Moon for a potential assault.
Jasper and Eurydice’s scouting trip was going well until they accidentally stumbled into a vast network of underground tunnels that had been carved into the Moon. They were filled with Darkness and the Traveler’s enemies, and so the two had to fight their way out through the oppressive gloom back towards the surface. It was a hard slog, but just as they were about to escape, Jasper looked back and saw Eurydice facing down a massive knight with a cruel and jagged black sword in its hand. She told Jasper to return to the City and tell them what they found, that she would hold these foes off as long as she could. That she would be here when he returned. It took everything in Jasper to turn his back on her.
Filled with regret, he returned to the City alone and had to make his report to the Council. Many of the other scouts were optimistic with their findings - they clearly did not encounter the same resistance Jasper did. He gave his full report, expressing concerns about the immense enemy presence beneath the Moon’s surface… but still recommended the Council move forward with the assault. When it was clear the invasion of the Moon would be occurring, Jasper was filled with relief and dread. Relief that he might have a chance to find Eurydice, or Traveler forbid what remains of her. And dread… for something that gnawed at the back of his mind, a creeping whisper that had stuck with him since he left the moon. A voice telling him that ‘existence is the struggle to exist,’ and that anything can be destroyed must be destroyed, anything that cannot defend itself must die… A voice calling Jasper to the slaughter of endless war. And despite this dread, it was unto war that he would march to save his long lost friend.
Hey!
So I am thinking about some Mad Max style character.
Name: Khurbad "the Silent"
Race: Goliath
Background: Criminal / Spy
Feat: Shadow touched
Class: Barbarian 2 / Rogue 3 (Assassin)
Backstory: Khurbad "the Silent" was and still is a hired killer. Before the calamity he was a hired killer that was favorited by many mobsters and crime lords of the region. After everything collapsed, he went to live outside the "attempts to rebuild society". He was hardy enough, stealthy enough and wise enough to survive outside. Blessing granted by Tero also helps. The ones who know about his existence and whereabouts, still use his skills, but the jobs are very rare now. As for his nickname - noone is sure why he has it, but it's either because he doesn't speak a lot or the fact that you don't hear him coming.
No homebrew.
I'd like to submit Wagner, a Fey-touched Tiefling (Devil's Tongue Variant) Swords Bard and paladin.
Abandoned by his birth parents, Wagner was adopted by a troupe of acrobats in a circus. The circus turned out to be a front for a criminal enterprise, and while his family was not directly involved, they knew and shielded him from it, raising him with a deep sense of right and wrong. He discovered the truth as a young adult and fled the circus. He lived as an itinerant bard and entertainer, eventually falling into part-time vigilantism to satisfy his sense of justice, after deviting himself as a paladin he got into the hero biz more full time which is how he wound up in this battle.
Do we start with any equipment beyond standard first level?
https://www.dndbeyond.com/characters/126365988/72giKA
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Are you still looking for players?
Yep, still collecting character applications.
;)