All along the sword coast bold attacks by the cult of the dragon have occurred from Greenest to Luskan, Treasure has been taken as well as people have disappeared. In Waterdeep, where you currently reside, you were contacted by your Faction, hired to join a group at the Golden Harp Inn, relay information gathered from said factions to the group, help infiltrate the cult and find out where the treasure has been taken.
I need one player, for the hoard of the dragon queen, 6th Level
Character must have a decent intellectual ability. Must be able to communicate with other characters.
We have a Cleric/Barbarian, Bard/Rogue, and a Wizard/Sorcerer
No murder hobos but good in combat
Rolling Abilities: always reroll ones
Character Name:
race:
Class:
Backstory
Background,,, Faction Agent akin to the sword coast.
The Harpers
The secret society known as the Harpers has been disbanded and rebuilt several times over its long history. The latest incarnation of the group retains its focus on gathering information, keeping a close watch on the balance of power in Faerûn, and promoting fairness and equality in quiet, unobtrusive ways. Harpers try to keep out of the public eye, preferring secrecy to fame and using knowledge to win the day over brute force. However, as the Cult of the Dragon grows more brazen and destructive, the Harpers are forced to act more openly in their opposition.
The Order of the Gauntlet
The Order of the Gauntlet shares the Harpers’ dedication to justice and equality, but their methods and attitude are quite different. Bearers of the gauntlet are holy warriors on a righteous quest to crush evil and promote justice, and they never hide in the shadows. Evil must be opposed openly and vanquished in the light of day, so that all can see and be emboldened by its destruction.
Members of the order are driven by religious fervor and by devotion to the principle of justice for all. Whether a member places more emphasis on one or the other of those ideals is an individual choice. Camaraderie and esprit de corps run high within the order, and an individual member will risk anything to save a fellow member or to complete an important mission.
The Order of the Gauntlet is a young organization, and it is eager and restless for action. It does not take orders from any government or temple, although the opinions of holy figures are greatly esteemed within the order. When evil threatens, the gauntlet strikes.
The Emerald Enclave
The Emerald Enclave is dedicated to maintaining balance in the natural order and combating the forces that threaten that balance. Members of the enclave live in the wilderness or in small communities, and the order has almost no representatives in towns and cities. They are not opposed to civilization, however. Rather, they seek to prevent civilization and wilderness from harming one another. Those who serve the Emerald Enclave are masters of survival and living off the land, of navigating through the wilderness, and of reading the signs that indicate approaching weather, the passage of creatures, and the general weal of the natural world.
The Lords’ Alliance
“The Lords’ Alliance” is not a metaphor. This organization was created and is led by leaders and nobles from across Faerûn. Although many of its members have conflicting goals and long-standing rivalries outside the alliance, they band together in the face of events that are too big for any of them to handle on their own. The rulers of Waterdeep, Silverymoon, Baldur’s Gate, and other cities, families, and trading houses of the Sword Coast might never set aside their differences, but they can pull together when the survival of all depends on it.
The Lords’ Alliance represents the richest interests and the most powerful armies on the Sword Coast. The order controls wealth that can hire mercenaries, ensure the loyalty of wavering princes, and possibly even bribe a few chromatic dragons to switch sides or break from Tiamat’s cause. Without the help of the alliance against the Cult of the Dragon, the Dragon Queen’s victory might be assured.
The Zhentarim
The Zhentarim—also known as the Black Network—is a loose affiliation of merchants, mercenaries, and malefactors. Common folk know the Zhentarim as the people to talk to when you need the best guards or mercenaries money can buy. And if the cargo is shady or the cause you’re fighting for is questionable or even unjust, the Zhentarim don’t mind.
Affiliation with the Zhentarim can be profitable to sellswords, thieves, and rogues of every stripe. It’s plausible that adventurers in your campaign might become members of the organization—but like most residents of Faerûn, they won’t know the full extent of the Zhentarim’s operations and goals.
Tobin is a very canny Ranger. Shunned by many for most of his life has made him something of an isolationist. This suits him well as he has a deep love for the environment around him. Calling on his Drake more often for fellow companionship has made this summoned bond very important to him, one he's come to rely upon.
However, current events have not passed him by and a recent incident near to where he lives and keeps watch has caused concern for him.
Tobin is the watcher for a local Druidic group additionally been a Harper his current situation is advantageous for the local Harpers guild for he has prime position seeing who is coming and going along this particular trade route. The druids have come to rely on him for not just protection but to make sure they receive trade and an income to survive.
A group of mercenaries attacked a group of traders coming to him. The battle was fierce but the supplies were destroyed as a result.
Tobin reluctantly heads into the nearest town to organise supplies. It wasn't easy, him been a Kobold a race that isn't easily trusted even with papers of introduction and letters of contract. He is what he is. But he doesn't give up, his care and affection for his clan 'druids' have come to means a lot to him. Being a Harper and a kobold may seem at odds for Tobin its enabled him to do and partake in things he believes make a difference. Once the supplies are secured he heads to a low end tavern (knowing he's less likely to be harassed) and sits to have a meal and a drink.
Tezcerell is the result of the union between an elven father and a human mother. While the couple broke up before he was born, they remained on friendly terms and he had good relations with both sides, though, spending most of his time with his mother. His father is associated with the Selesnya Conclave and tried to coax him into a career as a shaman. While his mother worked occasionally for the Izzet League, she supported his father's wishes, arguing that it would be a wise choice. Accompanying his mother during her shifts, brought Tez in contact with the league's wizards and engineers and their weird projects.
He was fascinated, interested, and a quick study. First to the league's annoyance, then to their surprise. Fostering his talents the League tutored Tez as engineer and he was set to have a great career, or so they made him believe. His parents weren't convinced, though, leading to a dispute and conflict with his father. He assisted in minor projects, but he suspected that might all be related to a huge program. One so big and secretive that its ultimate goal is not known to him, and he suspects not even known to the leaders of the projects in which he assisted. The latest project to which he was assigned attempted to investigate if it is possible to draw energy off an immobilised Dao in an attempt to find a new power source to recharge magic items faster than their natural rate would typical allow for. Several setbacks occurred in this last project. It was hard to draw the Dao onto the material plane and imprison him long enough to extract any of its power. The Dao always went mad and destroyed their bindings in a blind rage returning to his home plane.
Next thing he knew was that he woke in the quarters of a goliath with the latter standing over him with an inquiring look on his face. On account of not knowing it himself, Tez had a hard time satisfying the goliath’s curiosity about how he came about. In his first meeting with the goliath, who identified as Raegis, it may have helped that, unconsciously while explaining his situation, he fixed a squeaking chair, a flickering flame on the stove and a leaking tube junction that all had been annoying the patient goliath for years. One thing went to another and they became friends despite the odd start. Not knowing what better to do in this new unfamiliar world, which they called Waterdeep, Tez stuck to the goliath who quickly recognised the utility an alien engineer, like Tez, brings to his faction.
Since he popped into this new world, Tez occasionally had a voice appearing in his head. At first he thought it was a result of his concussion but there wasn't relieve over time. If anything it got worse, like if someone was trying to contact him. He nearly thought he might have gone mad over the accidental interplanar or interdimensional or inter-who-knows-what travel that happened to him and heard voices from Ravnica, his home. But it was really only one voice and each time it appeared to get clearer. Soon he realised that someone tries to communicate. The voice invites him to talk. Talk about his future. Their future actually. The voice insists on the distinction. And it wants to meet inside his belt pouch no less! Maybe he's mad after all. He felt shy to talk with anyone about his inner voice, and he tried to ignore it. One day, when that voice almost caused him to break his concentration, he poured all of it over Raegis who just shrugged, "Why don't you just talk? Maybe then it stops?" There it was, practical advise, hard to argue against.
He accepted the invitation and vanished, well, ported into his belt pouch and met the personification of his inner voice. It turned out that the voice belongs to a Dao, incidentally the one they had tried to capture in his failed experiment. The Dao explained that part of his essence was caught in the belt pouch, and quite possibly also merged with Tezcerell. He knows not how or why but only that it is not acceptable. He freely admits that he already tried to simply depose of Tezcerell. The Dao figured that they need to reverse the procedure to be separated again. He thinks it might even be enough to simply return to Ravnica as he knows that there he has been able to free himself. He suggests to work together towards that goal. The Dao offers to grant significant power to Tez in form of a formal pact that will last beyond the time of their separation, or so it claims. Tezcerell's part of the deal is that he will try to find a way for them to return or, at least, be unbound. Tez accepted the pact. In truth, he also wants to return, or wanted. His perspective shifted when he begun to go on missions with Raegis. This new world was far more exciting than his life on Ravnica. He'd return but, perhaps, not faster than need be.
His latest mission for example, all along the sword coast bold attacks by a cult of a dragon have occurred from Greenest to Luskan. Treasure has been taken as well as people have disappeared. He had been contacted by the Harpers and asked to join a group at the Golden Harp Inn. He was to relay information gathered from them to the group and help infiltrate the cult and find out where the treasure has been taken. Way more exciting than scrubbing exhaustion pipes, wouldn’t you agree?
Name: Tanis Shaidaro (<-- link to dndbeyond character sheet) Race: Half Wood-Elf Class: Ranger (Gloom Stalker) Backstory, Background, Faction and Image: See (first) spoiler below.
Tanis Shaidaro grew up in Icewind Dale, son of a half-elven fletcher father and human baker mother, accustomed to playing and hiding in the cold and dark woods. Deep in the forest gloom, no one could ever find Tanis. Always skilled with arrows and bows as trained by his father, he loved nothing better than the primal stillness of the wild.
The youngest of three children, as an adolescent, Tanis ran away from his home in Caer Dineval to Bryn Shander and enlisted as a scout under sheriff Markham Southwell. He was scouting for a detachment on the tail of duergar causing mischief on the surface, down into the tunnels below Sunblight Fortress towards the Underdark, when he committed the cardinal sin of getting out too far ahead. He found himself blundering into the edge of a pitched battle between the same duergar and a small force of drow elite warriors in a deep subterranean cavern. The dark elves had routed the gray dwarves and Tanis was just not quite good enough at hiding to escape the sharp notice of the victors, who added him to their line of chained captives.
After a harrowing jailbreak escape from the subterranean drow slave-prison of Velkynvelve, Tanis eventually won free from the Underdark to the surface world again, forever changed. Blessed and damaged, both. The Gloom Stalker magic having bloomed darkly within his soul from seemingly endless months in the deep chasms of the earth, destined to haunt him forever.
For when lost in the gloom, you gaze into the Abyss, and the Abyss gazes back into you.
Scarred from the experience inside and out, Tanis has resolved that he must seek greater purpose in life to focus on, lest his own inner gloom consume what the subterranean darkness of the Underdark had not. Finding his way to Waterdeep, he had been contacted, if not quite befriended, by Melennor Felbranch, a taciturn druid of the Emerald Enclave, who spoke to him of a new, mounting threat. Not only to the cities of men, but to the forests and mountains of the natural world and all the wild things that Tanis has cherished since childhood.
The threat of the dragon cult.
Tanis may be new to the Emerald Enclave faction, yet he is grimly determined that he will defend the natural order of the world as surely as he once escaped the shackles that held him fast below it.
(Faction: Emerald Enclave, as mentioned above... rank - probably still relatively low as a newcomer... Summerstrider, perhaps?)
^^^ See spoiler above for Backstory, Background, Faction and Image ^^^
Backstory: Gareth is from a well-to-do family with a history of honorable Paladins, and he feels duty bound to follow in that career. Every day is spent working to bring honor to his family, to protect the weak, and bring the wicked to justice.
Background: Gareth and his party of fellow adventurers have just finished eliminating the threat of Cryovain, the White Dragon, and are resting in Neverwinter. The group is discussing going their separate ways and Gareth is exploring his options on what to do next.
Gareth chooses to be a member of the Order of the Gauntlet.
Backstory: A soldier who displayed impressive strength and skill at arms, especially with heavy weapons, Beleg rose as far as his could through the ranks before leaving to join a mercenary company. This filled his purse with coin, but failed to fill his heart with purpose. With that, he set his sights on becoming a paladin - or, failing that, a knight. Neither is likely at this stage of his career. His reputation, though, has grown and the City of Waterdeep sought him out for a mission to stop the dragon threat.
Background: Harpers (Don't have Sword Coast so will add if I get into the campaign)
Backstory: I know you’re probably expecting some great tale about being born under a sacred sign, and the ground shaking or something, everyone does. Truth is, I had a boring birth, to a boring family, on a boring farm near a boring village out in the middle of nowhere interesting. But my name is Kuri Brownhearth, and I aim to make sure the rest of my life is a lot more interesting.
This post has potentially manipulated dice roll results.
Ability scores: 13161517816
Rollback Post to RevisionRollBack
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Waterdeep is, if not one of, the most famous of all cities in the world. It is a hub of civilization and connects to all parts of the world and even other planes. Jerbeen are curious and community oriented. It is no wonder that one or more of them would want to visit the most famous community on the planet.
In the end, I just think they're cute.
But of course, if that isn't reason enough, I can always change my race.
Rollback Post to RevisionRollBack
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
background: The Lords' alliance (don’t have sword coast)
backstory: Flint grew up with talent for fighting, as he grew up there was nothing he loved more than a battle doing multiple occupations to do with fighting to an almost suicidal extent, he was a mercenary for 8 months, soldier for 3 years years, and gladiator for 1 year. As he traveled around and refined his art, he eventually found himself working for the Lords' alliance as a bodyguard.
Flaw: Flint is very egotistical and won’t take a loss
All along the sword coast bold attacks by the cult of the dragon have occurred from Greenest to Luskan, Treasure has been taken as well as people have disappeared. In Waterdeep, where you currently reside, you were contacted by your Faction, hired to join a group at the Golden Harp Inn, relay information gathered from said factions to the group, help infiltrate the cult and find out where the treasure has been taken.
I need one player, for the hoard of the dragon queen, 6th Level
Character must have a decent intellectual ability. Must be able to communicate with other characters.
We have a Cleric/Barbarian, Bard/Rogue, and a Wizard/Sorcerer
No murder hobos but good in combat
Rolling Abilities: always reroll ones
Character Name:
race:
Class:
Backstory
Background,,, Faction Agent akin to the sword coast.
The Harpers
The secret society known as the Harpers has been disbanded and rebuilt several times over its long history. The latest incarnation of the group retains its focus on gathering information, keeping a close watch on the balance of power in Faerûn, and promoting fairness and equality in quiet, unobtrusive ways. Harpers try to keep out of the public eye, preferring secrecy to fame and using knowledge to win the day over brute force. However, as the Cult of the Dragon grows more brazen and destructive, the Harpers are forced to act more openly in their opposition.
The Order of the Gauntlet
The Order of the Gauntlet shares the Harpers’ dedication to justice and equality, but their methods and attitude are quite different. Bearers of the gauntlet are holy warriors on a righteous quest to crush evil and promote justice, and they never hide in the shadows. Evil must be opposed openly and vanquished in the light of day, so that all can see and be emboldened by its destruction.
Members of the order are driven by religious fervor and by devotion to the principle of justice for all. Whether a member places more emphasis on one or the other of those ideals is an individual choice. Camaraderie and esprit de corps run high within the order, and an individual member will risk anything to save a fellow member or to complete an important mission.
The Order of the Gauntlet is a young organization, and it is eager and restless for action. It does not take orders from any government or temple, although the opinions of holy figures are greatly esteemed within the order. When evil threatens, the gauntlet strikes.
The Emerald Enclave
The Emerald Enclave is dedicated to maintaining balance in the natural order and combating the forces that threaten that balance. Members of the enclave live in the wilderness or in small communities, and the order has almost no representatives in towns and cities. They are not opposed to civilization, however. Rather, they seek to prevent civilization and wilderness from harming one another. Those who serve the Emerald Enclave are masters of survival and living off the land, of navigating through the wilderness, and of reading the signs that indicate approaching weather, the passage of creatures, and the general weal of the natural world.
The Lords’ Alliance
“The Lords’ Alliance” is not a metaphor. This organization was created and is led by leaders and nobles from across Faerûn. Although many of its members have conflicting goals and long-standing rivalries outside the alliance, they band together in the face of events that are too big for any of them to handle on their own. The rulers of Waterdeep, Silverymoon, Baldur’s Gate, and other cities, families, and trading houses of the Sword Coast might never set aside their differences, but they can pull together when the survival of all depends on it.
The Lords’ Alliance represents the richest interests and the most powerful armies on the Sword Coast. The order controls wealth that can hire mercenaries, ensure the loyalty of wavering princes, and possibly even bribe a few chromatic dragons to switch sides or break from Tiamat’s cause. Without the help of the alliance against the Cult of the Dragon, the Dragon Queen’s victory might be assured.
The Zhentarim
The Zhentarim—also known as the Black Network—is a loose affiliation of merchants, mercenaries, and malefactors. Common folk know the Zhentarim as the people to talk to when you need the best guards or mercenaries money can buy. And if the cargo is shady or the cause you’re fighting for is questionable or even unjust, the Zhentarim don’t mind.
Affiliation with the Zhentarim can be profitable to sellswords, thieves, and rogues of every stripe. It’s plausible that adventurers in your campaign might become members of the organization—but like most residents of Faerûn, they won’t know the full extent of the Zhentarim’s operations and goals.
Link to character sheet
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Character Name: Tobin Thrax
Tobin is a very canny Ranger. Shunned by many for most of his life has made him something of an isolationist. This suits him well as he has a deep love for the environment around him. Calling on his Drake more often for fellow companionship has made this summoned bond very important to him, one he's come to rely upon.
Tezcerell is the result of the union between an elven father and a human mother. While the couple broke up before he was born, they remained on friendly terms and he had good relations with both sides, though, spending most of his time with his mother. His father is associated with the Selesnya Conclave and tried to coax him into a career as a shaman. While his mother worked occasionally for the Izzet League, she supported his father's wishes, arguing that it would be a wise choice. Accompanying his mother during her shifts, brought Tez in contact with the league's wizards and engineers and their weird projects.
He was fascinated, interested, and a quick study. First to the league's annoyance, then to their surprise. Fostering his talents the League tutored Tez as engineer and he was set to have a great career, or so they made him believe. His parents weren't convinced, though, leading to a dispute and conflict with his father. He assisted in minor projects, but he suspected that might all be related to a huge program. One so big and secretive that its ultimate goal is not known to him, and he suspects not even known to the leaders of the projects in which he assisted. The latest project to which he was assigned attempted to investigate if it is possible to draw energy off an immobilised Dao in an attempt to find a new power source to recharge magic items faster than their natural rate would typical allow for. Several setbacks occurred in this last project. It was hard to draw the Dao onto the material plane and imprison him long enough to extract any of its power. The Dao always went mad and destroyed their bindings in a blind rage returning to his home plane.
Next thing he knew was that he woke in the quarters of a goliath with the latter standing over him with an inquiring look on his face. On account of not knowing it himself, Tez had a hard time satisfying the goliath’s curiosity about how he came about. In his first meeting with the goliath, who identified as Raegis, it may have helped that, unconsciously while explaining his situation, he fixed a squeaking chair, a flickering flame on the stove and a leaking tube junction that all had been annoying the patient goliath for years. One thing went to another and they became friends despite the odd start. Not knowing what better to do in this new unfamiliar world, which they called Waterdeep, Tez stuck to the goliath who quickly recognised the utility an alien engineer, like Tez, brings to his faction.
Since he popped into this new world, Tez occasionally had a voice appearing in his head. At first he thought it was a result of his concussion but there wasn't relieve over time. If anything it got worse, like if someone was trying to contact him. He nearly thought he might have gone mad over the accidental interplanar or interdimensional or inter-who-knows-what travel that happened to him and heard voices from Ravnica, his home. But it was really only one voice and each time it appeared to get clearer. Soon he realised that someone tries to communicate. The voice invites him to talk. Talk about his future. Their future actually. The voice insists on the distinction. And it wants to meet inside his belt pouch no less! Maybe he's mad after all. He felt shy to talk with anyone about his inner voice, and he tried to ignore it. One day, when that voice almost caused him to break his concentration, he poured all of it over Raegis who just shrugged, "Why don't you just talk? Maybe then it stops?" There it was, practical advise, hard to argue against.
He accepted the invitation and vanished, well, ported into his belt pouch and met the personification of his inner voice. It turned out that the voice belongs to a Dao, incidentally the one they had tried to capture in his failed experiment. The Dao explained that part of his essence was caught in the belt pouch, and quite possibly also merged with Tezcerell. He knows not how or why but only that it is not acceptable. He freely admits that he already tried to simply depose of Tezcerell. The Dao figured that they need to reverse the procedure to be separated again. He thinks it might even be enough to simply return to Ravnica as he knows that there he has been able to free himself. He suggests to work together towards that goal. The Dao offers to grant significant power to Tez in form of a formal pact that will last beyond the time of their separation, or so it claims. Tezcerell's part of the deal is that he will try to find a way for them to return or, at least, be unbound. Tez accepted the pact. In truth, he also wants to return, or wanted. His perspective shifted when he begun to go on missions with Raegis. This new world was far more exciting than his life on Ravnica. He'd return but, perhaps, not faster than need be.
His latest mission for example, all along the sword coast bold attacks by a cult of a dragon have occurred from Greenest to Luskan. Treasure has been taken as well as people have disappeared. He had been contacted by the Harpers and asked to join a group at the Golden Harp Inn. He was to relay information gathered from them to the group and help infiltrate the cult and find out where the treasure has been taken. Way more exciting than scrubbing exhaustion pipes, wouldn’t you agree?
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Pallid Elf Rogue - Wildnis || b'Reh - Stig Order Cleric - Humblewood || Rowan - Halfling Giant Path Barbarian - Runewarren || Shaephina - Half-Drow Blood Cleric/Wizard - Murder Court || Ianjin - Gallus Open Hand Monk - Mad Empiricist || Khazela - Spiritfarer Dervish - Tribute Court || Arista - Human Frost Giant Sorcerer - The Old Keep ||
Ability scores: 10 14 10 10 12 14
Let's see...
Nope.
Ability scores: 11 9 14 16 18 13
Inge(Barbarian2): Krayveneer's After the Fall | Seri(Cleric1/Sorcerer1): Uhtred's Windward Isles | Xarian(Fighter1): NioNSwiper's Tyranny of Dragons
Dyson/Eleo(Cleric4): Vos' Beyond the Veil | Soren(Druid5): Bartjeebus' Ravenloft | Nivi(Rogue4): Raiketsu's CoS
Joren(Fighter6): NotDrizzt's Simple Request | Toa(Barbarian6/Fighter4): MrWhisker's Dark Lord's Return | Sabetha(Monk3): Bedlymn's Murder Court
Name: Tanis Shaidaro (<-- link to dndbeyond character sheet)
Race: Half Wood-Elf
Class: Ranger (Gloom Stalker)
Backstory, Background, Faction and Image: See (first) spoiler below.
Tanis Shaidaro grew up in Icewind Dale, son of a half-elven fletcher father and human baker mother, accustomed to playing and hiding in the cold and dark woods. Deep in the forest gloom, no one could ever find Tanis. Always skilled with arrows and bows as trained by his father, he loved nothing better than the primal stillness of the wild.
The youngest of three children, as an adolescent, Tanis ran away from his home in Caer Dineval to Bryn Shander and enlisted as a scout under sheriff Markham Southwell. He was scouting for a detachment on the tail of duergar causing mischief on the surface, down into the tunnels below Sunblight Fortress towards the Underdark, when he committed the cardinal sin of getting out too far ahead. He found himself blundering into the edge of a pitched battle between the same duergar and a small force of drow elite warriors in a deep subterranean cavern. The dark elves had routed the gray dwarves and Tanis was just not quite good enough at hiding to escape the sharp notice of the victors, who added him to their line of chained captives.
After a harrowing jailbreak escape from the subterranean drow slave-prison of Velkynvelve, Tanis eventually won free from the Underdark to the surface world again, forever changed. Blessed and damaged, both. The Gloom Stalker magic having bloomed darkly within his soul from seemingly endless months in the deep chasms of the earth, destined to haunt him forever.
For when lost in the gloom, you gaze into the Abyss, and the Abyss gazes back into you.
Scarred from the experience inside and out, Tanis has resolved that he must seek greater purpose in life to focus on, lest his own inner gloom consume what the subterranean darkness of the Underdark had not. Finding his way to Waterdeep, he had been contacted, if not quite befriended, by Melennor Felbranch, a taciturn druid of the Emerald Enclave, who spoke to him of a new, mounting threat. Not only to the cities of men, but to the forests and mountains of the natural world and all the wild things that Tanis has cherished since childhood.
The threat of the dragon cult.
Tanis may be new to the Emerald Enclave faction, yet he is grimly determined that he will defend the natural order of the world as surely as he once escaped the shackles that held him fast below it.
(Faction: Emerald Enclave, as mentioned above... rank - probably still relatively low as a newcomer... Summerstrider, perhaps?)
^^^ See spoiler above for Backstory, Background, Faction and Image ^^^
Inge(Barbarian2): Krayveneer's After the Fall | Seri(Cleric1/Sorcerer1): Uhtred's Windward Isles | Xarian(Fighter1): NioNSwiper's Tyranny of Dragons
Dyson/Eleo(Cleric4): Vos' Beyond the Veil | Soren(Druid5): Bartjeebus' Ravenloft | Nivi(Rogue4): Raiketsu's CoS
Joren(Fighter6): NotDrizzt's Simple Request | Toa(Barbarian6/Fighter4): MrWhisker's Dark Lord's Return | Sabetha(Monk3): Bedlymn's Murder Court
For my character, I used Standard Array..
Ability Scores: 17 / 13 / 14 / 9 / 15 / 11
Character Name: Gareth Oakheart
Race: Human
Class: Paladin (Oath of Devotion)
Backstory: Gareth is from a well-to-do family with a history of honorable Paladins, and he feels duty bound to follow in that career. Every day is spent working to bring honor to his family, to protect the weak, and bring the wicked to justice.
Background: Gareth and his party of fellow adventurers have just finished eliminating the threat of Cryovain, the White Dragon, and are resting in Neverwinter. The group is discussing going their separate ways and Gareth is exploring his options on what to do next.
Gareth chooses to be a member of the Order of the Gauntlet.
https://www.dndbeyond.com/sheet-pdfs/j998myryps_128438516.pdf
Specifically, Cleric-5/Barbarian-1, Bard-3/Rogue-3, Wizard-5/Sorcerer-1
Fargen Hill Dwarf Cleric/Barbarian - Hoard of the Dragon Queen, Jodie Olwen Half-Elf Bard- Chronicles of the Accursed
Ability scores: 17 11 11 14 15 17
Ability scores: 11 16 13 12 13 14
Looks like you could use a front line striker. For factions, I don't really know them well enough. The City Watch?
https://www.dndbeyond.com/characters/128471118/tFgmcB
Character Name: Beleg
Race: Human (variant)
Class: Fighter (Battle Master) 6
Backstory: A soldier who displayed impressive strength and skill at arms, especially with heavy weapons, Beleg rose as far as his could through the ranks before leaving to join a mercenary company. This filled his purse with coin, but failed to fill his heart with purpose. With that, he set his sights on becoming a paladin - or, failing that, a knight. Neither is likely at this stage of his career. His reputation, though, has grown and the City of Waterdeep sought him out for a mission to stop the dragon threat.
Background: Soldier
Ability scores: 12 16 12 11 17 14
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Character Name: Kuri
race: Jerbeen
Class: Fighter 1/ Ranger 5
Background: Harpers (Don't have Sword Coast so will add if I get into the campaign)
Backstory: I know you’re probably expecting some great tale about being born under a sacred sign, and the ground shaking or something, everyone does. Truth is, I had a boring birth, to a boring family, on a boring farm near a boring village out in the middle of nowhere interesting. But my name is Kuri Brownhearth, and I aim to make sure the rest of my life is a lot more interesting.
www.dndbeyond.com/characters/128478025/AuV0Hf
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Ability scores: 13 16 15 17 8 16
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
I edited the post so as, to make it easier.
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Btw, Wysperra give me a reason why a Jerbeen from Humblewood, would be living in the sword coast, Waterdeep.
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Waterdeep is, if not one of, the most famous of all cities in the world. It is a hub of civilization and connects to all parts of the world and even other planes. Jerbeen are curious and community oriented. It is no wonder that one or more of them would want to visit the most famous community on the planet.
In the end, I just think they're cute.
But of course, if that isn't reason enough, I can always change my race.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Character: Flint
race: human
class: monk
background: The Lords' alliance (don’t have sword coast)
backstory: Flint grew up with talent for fighting, as he grew up there was nothing he loved more than a battle doing multiple occupations to do with fighting to an almost suicidal extent, he was a mercenary for 8 months, soldier for 3 years years, and gladiator for 1 year. As he traveled around and refined his art, he eventually found himself working for the Lords' alliance as a bodyguard.
Flaw: Flint is very egotistical and won’t take a loss
https://www.dndbeyond.com/characters/128450119/Vop1p6
Ability scores: 10 9 8 8 9 10