We are ALL divided. On either side of a new rebellion brewing in Empire of Vaahar. Here Casters classes struggle to survive the oppressive control of the Shepherds of Truth. Magic is meant to serve man and not be his master. A motto seared into the memories of those who would wield magic outside the confines of religion. Now under the guidance of the four sister Goddesses of Talamh and the Empire of Vaahar, Talamh is safe once more. In detention camps all over the Empire, the Caster classes are imprisoned for their own “protection”. Some in the Empire felt after the repair of the Weave that all Casters should have been put to the sword. It did not happen. Instead, for the last fifty years Emperor Aurelian I has shown mercy. The great Emperor saved all those who survived the rebellion as well as are born with magical gifts are imprisoned. Casters are allowed to live a life of repentance and of servitude. If found using magic outside of the temple's of the four the Caster is put to death. All are cut off from magic outside the temples of the four Goddesses. Casters live separated from a now thriving Talamh controlled by Aurelian and hopefully to be saved the light of the four Sister Goddesses.
Our story takes place in the White Waste. This is an area of Talamh in the Empire of Vaahar as well as the detention camp. It is known as one of the most brutal camps in Talamh where most of the criminals of the Empire are sent as punishment in an Adamantine mine. A large island, the mine in a long-dead volcano, six miles away from the frozen harbor outside of the former capital Caorthann which now lay in ruins. Caorthann was the site where a small group of powerful Casters failed an attempt to raise a sorcerer into Godhood. Instead, they fractured the Weave killing themselves and the sorcerer they attempted to exalt as well as millions of Talamhians in the disaster's wake. The Weave has since been repaired but left a barren region now where no magic can be conjured not even from the Goddesses known as the Weave Waste! The landscape is harsh. It is mostly snowy mountains, ice fields, or frozen seas. The White Waste camp is on outskirts of this magicless rift serves roughly three hundred magical souls and their seventy-five Shepherds of Truth who hold them there. A small group of Sisters of Mercy also reside in the camps working intermediaries between the two tense groups. The smallest and most persecuted group are the Casters. These are magic classes: sorcerers, warlock, and wizards. If not already imprisoned after the rebellion they are taken from their families on the first site of magical abilities or informed upon by their neighbors. The second smallest group of people are the Clans of the Wilds group: druids, barbarians, and rangers who live outside the empire's laws staying on the fringes. The third and largest group the Shepherd's of Truth are classes: clerics, paladins, and monks who are responsible for protecting the Empire by spreading the faiths, keeping the land fertile, and policing the Casters. Shepherd's of Truth magic abilities are not controlled by the Talamh Empire but their religious affiliations. This is a polytheistic Empire with four sister Goddesses of Talamh authorized and recognized Goddesses. Outside worship is not permitted. The approved Goddesses are Mystra, Mielikki, Sune, and Chauntea. These Goddesses have temples throughout the Empire where all Shepherd's of Truth are recruited from.
Fighters are just fighters seen as sellswords. Choosing a fighter with magical ability, however, will have them end up in camps. Bards and rogues are often painted with the same tarred brush. Their magic is seen as laughable to the Caster classes but they make the Empire wary. Both are on the fringes of society but due to the inherent arcane abilities of both classes practicing their ‘craft’ often gets put to death sans a trial. Bards and Rogues are in prison for non-magic crimes or end up in camps during roundups right alongside all other Caster classes who look down on them.
PLEASE READ ALL BACKSTORY BEFORE PROCEEDING.
SoT Commitment requirements:
DM is Eastern Standard Time looking for likewise players but will take players who can keep up with EST and can make multiple posts a day or more as the story calls for it. Missing more than two days of posting, without notice, you will be removed unless otherwise arranged.
Joining this adventure:
Starting level to be determined by rolling 1d8 per player.
Experienced players wanted with knowledge of PbP basics, please!!
To apply to campaign see below requirements
SoT Races restrictions breakdown:
NO dragonborns. Dragons are VERY much feared and hunted in Talamh regardless of color or intention.
Tieflings are seen as devils, as evil incarnate much like dragons. If found among Talamhians they are automatically killed.
Humans are the largest race in Talamh. They are both magical and non-magical.
Halflings, Elves, and gnomes are the largest rare groups of subjugated races. Due to their heritage being magical they do not move freely in the Empire and tend to keep to themselves in the areas outside the major cities and settlements of humans. They can be found in the detention camps if caught by Shepherds moving in human areas. They can NEVER be Shepherds of Truth or Sisters of Mercy.
Dwarves and half-orcs although they do have hearty constitutions thanks to lingering innate magic abilities but are never found among Caster classes. The instead are most favored of the non-human races by the Shepherds of Truth as they are never tempted to use magic outside of holy rights.
Half-elves are the second rarest of races since it's extremely taboo for humans and elves to create offspring. These are usually prized servants/slaves of Empire Noble Houses.
Aasimars are the rarest of ALL races in Talamh. They are rarely seen in the Empire but are coveted most by both sides of the struggle due to their innate magic as well as divinity. They are usually however divine messengers or guardians of the faithful. *Your backstory has to be really good to be an Aasimar*
SoT Class breakdown:
Castors: sorcerers, warlocks, or wizards. They are all in camps and have an anti-magic means, insanely hard to remove manacles, that prevent innate and learned magical abilities. Each rune covered manacle is discipline specific but can be worked around. (Rolling with disadvantage when trying to cast level 1-3 spells and if a Nat 1 is rolled its an auto-fail with 1d12 of damage which permanently effects maximum HP. If a Nat 20 is rolled with disadvantage your spell is an auto-success dealing maximum damage! Cantrips are d100 rolls calling high/low to grant success by the roll matching you call versus attack/saves d20 rolls)
Shepherds of Truth: clerics, paladins, or monks. They have access to ALL equipment and spells provided by their temple’s piety. The more aligned with their faith they roll with advantage for class-specific spells. Ex: Cleric cure wounds, Paladin remove curse, or fighter Eldritch blast etc.. but Shepherd’s turning from their faith or doing something unaligned with their oaths to protect the Empire gets disadvantage.
Clans of the Wild are barbarians, druids, or rangers. Their magic is well hidden because their connection with the earth but they can end up in camps. They can be played per RAW but with limits due to being in camps.
Bards are considered in the same vein at rogues, both exist on the outside of society but if found to have magic are sent to camps.
Fighters are all sell-swords.
Sisters of Mercy will always clerics and NPCs.
Base rules:
NO evil alignments
NO murder hobos
NO metagaming
DO roleplay
DO ask questions
RAW attacks, actions, spells etc..
Homebrewed monsters, traps, magic items etc...
Rolling levels 1d8, backstory suggestions for Casters ONLY:
1-2 very young, born at camp or abandoned as a young child/teen.
2-3 brought/caught as a teen
4-5 teen/young adult, you managed to stay outside the Empire's notice but were caught after being implicated you were found guilty and sentenced to life in the camp.
6-7 late eruption of magic or orphaned in the camp
8 You're a descendant of the first rebellion. You've grown up in the camp all your life or you are a prisoner of the Empire at the mines.
Notice: Everyone is in the detention camp at the beginning, post a backstory on how you got there!
Examples: grew up in the camp, grew up outside with camp but brought to the camp when you magic manifested, are you a Shepherd of Truth and if so why did you choose this path, and if you choose Clans of the Wild why are you at the camp? Are you a smuggler, got captured for a magic, turned over by your clan for magic etc..
Roll 1d8 to determine class level; it will make the ‘camp’ setting more organic! *If you rolled high on the levels you might get more info about your role in the hierarchy among Casters or Shepherds.*
PLEASE READ ALL BACKSTORY BEFORE PROCEEDING.
Apply with the following:
Name Roll 1d8 to determine your level Class/Race Alignment Background Backstory
Xisira was abandoned quickly as an infant when her magical abilities were apparent only after a few months of life. She was raised by the Sisters of Mercy in an Orphanage with many other children who shared her talent. She knows nothing of life outside of these camps, and believes deeply that this is the right place for her to be.
She now serves the Sisters of Mercy for there is much to do.
This post has potentially manipulated dice roll results.
Haldur "Halberd" Hightower 4 Fighter/Variant Human Neutral Good Soldier Backstory: Haldur is a simple, rustic individual from a rural, remote farming region in the south/central region of the realm. His early life was calm and ordinary, bereft of any traumatizing events or dramatic upheavals. He grew up on stories of the great clashes between the Shepherds and the rebellious Casters and found himself dangerously fascinated by this forbidden world of arcane power. This fascination eventually led him to mingle with the wrong people, shadowy figures whom practiced and worshiped illegally, and though Haldur quickly realized the foolishness of associating with these individuals, the iron maw of the Shepherds of Truth ensnared him before he could distance himself. His trial was swift and unforgiving, with most believing that any sentence more lenient than death to be a kindness, and so he was condemned to spend the rest of his life in the camp of the White Waste.
Question: Are UA subclasses allowed in this game? Like Brute for Fighter, for example?
Shamir comes from a humble family in the farm lands. At the age of 12 he was a witness to his parents demise at the hands of a caster. He spent some time in the wilds fending for himself and learning to survive on his own. At the age of 16 he was found and adopted by a Shepard of Truth, but he was never truly accepted as a member of the family. At the age of 18 trying to prove his worth to his new parentage he set out as a hunter of caster's using the skills he learned surviving in the wilds. He recently has returned to camp from his first capture.
This post has potentially manipulated dice roll results.
Name: Kol Whitewave
3
Class/Race: Barbarian(Storm Herald)/Human
Alignment: True Neutral
Background: Sailor
Backstory: Life isn't easy, especially for the Wild folks. They will always survive, no matter what must be done. So Kol followed his father's footsteps and his father's footsteps by becoming a man of the sea. Unlike them, he was drawn into a satisfying life of piracy. His brute strength and keen eye, helped his crew become a scourge to traders and merchets. His Captain was always careful of him, but Kol cared nothing for the position. He was drawn to the sea and to the storms, he would stay out to man the ship in the worse storms. His attachment caused him to grow in a unusual and dangerous direction, ultimately leading to his capture by Shepards while in port one unlucky day.
Interesting offerings thus far. As for level ranges I think you should let those rolls really help determine backstory too. Ask questions in PM if nessacary. This forum is for recruiting only.
Rollback Post to RevisionRollBack
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Consider this a place holder, i will roll and try to come up with a good backstory. One question though, would you consider a race/class you didn't mention or are those definitely out? Just asking because i'm fascinated by the kalashtar, or maybee some traveling blood hunter whose one and only purpose so far has been taking down monsters has intentionally slipped through the radar, but i will gladly go without anything like it.
Roll to determine the level: 14 whoops, wrong formula pasted. 5
This post has potentially manipulated dice roll results.
Name: Cecil Fey
Race: Human
Class: Storm Sorcerer
Level: 7
Alignment: CN
Background: Folk Hero (Not really a folk hero, but it's the closest to an everyman I could think of).
Backstory:
Cecil, the farmer's son. He always thought he was just a normal person, and that's all he wanted to be. Well, he still wants that, but it's not so simple anymore, is it? 'Blessed' or 'cursed' by fate, it doesn't matter, because just a week ago, on his 17th birthday, sparks flew from his fingers. Even then, Cecil thought he could be normal. No one saw! And no one noticed that he could, all of a sudden, fly jump so far. It was just windy. Yes, Cecil thought, believed, hoped beyond hope that he could be normal, but when his brown eyes started to glow blue and a muttering came from his mouth that was not his own, and a bolt of lightning lanced from him into his friend's chest, killing him...Cecil knew he had made a terrible mistake. So he turned himself in to the Shepherds of Truth. It was the right thing to do. And Cecil hopes they can help him. Too bad these manacles are so tight, though. Makes the skin kinda itchy.
This post has potentially manipulated dice roll results.
Sounds like a great world to explore a Divine Soul Sorcerer, muddling the line of the divine and the arcane.
Name: Selina Silberstreif Level: 3 Class/Race: Human Variant/Divine Soul Sorcerer Alignment: Chaotic Good Background: Urchin Backstory:
When the casters in Caorthann fractured the Weave, they killed countless people. But one infant survived the calamity unscathed. Ria Silberstreif showed no signs of damage and seemed to be unchanged by the event. Her daughter Selina however was a different story. Born with silver hair and golden eyes, she looked strange from birth. In her teens she then began showing sings of magic. Common sorcery but also magic usually reserved for the Shepherds of Truth. Regardless, she was put into the camp.
This post has potentially manipulated dice roll results.
Level roll - 7
background roll - 8
Name: Xavier Y’Zendril (XYZ) for short Level: 7 Class/Race: Cleric - Grave - Human Variant Alignment: Lawful Good Background: Acolyte Backstory: Growing up in the faith of the four sisters, Xavier was tasked with giving the final rites to all those who have perished. Naturally he was sent to the White Waste. Being on the lower end of the totem and high demand of deaths in the area. He performs his duties where he is stationed, but the treatment of the prisoners never sat well with him. It’s his job to give everyone respect in the passage to the afterlife, why can’t he afford to give it to them in life as well?
Back Story: When Soveliss was a baby he was found abandoned at a temple dedicated to Mystra. No one had no idea who abandoned him or why. When the Clerics opened the doors one morning he was just there on the doorstep. The Shepherds of Truth then took the child and raised him up in the service of Mystra. When he was old enough they taught him the art of the blade. Being slender and nimble he would be efficient for combat. When he was in his early teens he began to show signs of magical ability, so they trained him in the magical arts as well. When he was in his early twenties he was given the honor of becoming a paladin, and he was sent to guard the White Waste. There he stayed until this day.
This post has potentially manipulated dice roll results.
Name: Only-The-Cold
Level: 4
Class: Druid
Race: Variant Human
Background: Hermit
Alignment: Neutral
Backstory:
The day she was born into the light, there was no light. There was only cold. There was not darkness either. Only cold. She grew up without the bright rays of the rising sun, the white and green of the snow on the trees. Only the cold. She knew not the chirping of the birds, the laughs of the children of her tribe. Only the cold. She grew up, shielded from the view of others by her parents, who feared that if the chief of the tribe found out he would have her cast out. And so she grew up, knowing nothing but the cold. Her parents managed to teach her of the world, despite her disabilities(Look up Hellen Keller), and taught her how to play an instrument to pass the time. As she grew, she became friends with the cold. She spoke with the cold, and the cold spoke to her. One day, the cold decided to teach her something. It taught her a way to bend the world to her will. And so she practiced it. Eventually, she was found out, one of the tribe members discovered her practicing the druid ways. She was brought before the chief, and he was delighted to have a druid in their tribe. She began her training that day. However, she eventually grew tired of the long rituals and praying to the moon. She wanted to play with her friend, the cold. So she ran away, far, far away. Eventually, once she had gotten away, she sat down and began to talk to the cold. They talked a long, long time. Eventually, someone came. She could smell them. They attacked her, binding her with rope and hauling her to another place. Eventually she learned from another member of her tribe who had been taken there that she had been taken to a prison camp.
Playing a blind-deaf character will be interesting and challenging, but I look forward to it! Also, if having a blind, deaf character is too hard to integrate into your campaign, I can make her just blind, as that would be a lot easier.
Lost a player and looking for a party balancer ONLY clerics need apply. Can you heal, pray, AND kickass?Then your faith is needed here my friend. You simply choose from my given criteria, PLEASE read all 1rst post game guide, before posting your cleric below.
Thanks!!
P.s. all previous applications void due to conflict or non-party balance.
Haldur "Halberd" Hightower 4 Fighter/Variant Human Neutral Good Soldier Backstory: Haldur is a simple, rustic individual from a rural, remote farming region in the south/central region of the realm. His early life was calm and ordinary, bereft of any traumatizing events or dramatic upheavals. He grew up on stories of the great clashes between the Shepherds and the rebellious Casters and found himself dangerously fascinated by this forbidden world of arcane power. This fascination eventually led him to mingle with the wrong people, shadowy figures whom practiced and worshiped illegally, and though Haldur quickly realized the foolishness of associating with these individuals, the iron maw of the Shepherds of Truth ensnared him before he could distance himself. His trial was swift and unforgiving, with most believing that any sentence more lenient than death to be a kindness, and so he was condemned to spend the rest of his life in the camp of the White Waste.
Question: Are UA subclasses allowed in this game? Like Brute for Fighter, for example?
Consider this a place holder, i will roll and try to come up with a good backstory. One question though, would you consider a race/class you didn't mention or are those definitely out? Just asking because i'm fascinated by the kalashtar, or maybee some traveling blood hunter whose one and only purpose so far has been taking down monsters has intentionally slipped through the radar, but i will gladly go without anything like it.
Roll to determine the level: 14 whoops, wrong formula pasted. 5
This post has potentially manipulated dice roll results.
This setting is awesome! :) I'd like to play. I'll roll for the level first and then figure out the backstory as per the suggested guidelines.
Name: Henna
Level: 3
Backstory: Would like to be a sister to Hrain, also born in the camp (if Phadeout101 doesn't mind?). Our parents are both Shepherds and it's only logical for the children to be guided the same way. She's a young priestess of Chauntea, living the everyday struggle of hoping something would grow in this forgotten waste.
Recruiting 1 Caster or SoT
PLEASE READ ALL BACKSTORY BEFORE PROCEEDING.
We are ALL divided. On either side of a new rebellion brewing in Empire of Vaahar. Here Casters classes struggle to survive the oppressive control of the Shepherds of Truth. Magic is meant to serve man and not be his master. A motto seared into the memories of those who would wield magic outside the confines of religion. Now under the guidance of the four sister Goddesses of Talamh and the Empire of Vaahar, Talamh is safe once more. In detention camps all over the Empire, the Caster classes are imprisoned for their own “protection”. Some in the Empire felt after the repair of the Weave that all Casters should have been put to the sword. It did not happen. Instead, for the last fifty years Emperor Aurelian I has shown mercy. The great Emperor saved all those who survived the rebellion as well as are born with magical gifts are imprisoned. Casters are allowed to live a life of repentance and of servitude. If found using magic outside of the temple's of the four the Caster is put to death. All are cut off from magic outside the temples of the four Goddesses. Casters live separated from a now thriving Talamh controlled by Aurelian and hopefully to be saved the light of the four Sister Goddesses.
Our story takes place in the White Waste. This is an area of Talamh in the Empire of Vaahar as well as the detention camp. It is known as one of the most brutal camps in Talamh where most of the criminals of the Empire are sent as punishment in an Adamantine mine. A large island, the mine in a long-dead volcano, six miles away from the frozen harbor outside of the former capital Caorthann which now lay in ruins. Caorthann was the site where a small group of powerful Casters failed an attempt to raise a sorcerer into Godhood. Instead, they fractured the Weave killing themselves and the sorcerer they attempted to exalt as well as millions of Talamhians in the disaster's wake. The Weave has since been repaired but left a barren region now where no magic can be conjured not even from the Goddesses known as the Weave Waste! The landscape is harsh. It is mostly snowy mountains, ice fields, or frozen seas. The White Waste camp is on outskirts of this magicless rift serves roughly three hundred magical souls and their seventy-five Shepherds of Truth who hold them there. A small group of Sisters of Mercy also reside in the camps working intermediaries between the two tense groups. The smallest and most persecuted group are the Casters. These are magic classes: sorcerers, warlock, and wizards. If not already imprisoned after the rebellion they are taken from their families on the first site of magical abilities or informed upon by their neighbors. The second smallest group of people are the Clans of the Wilds group: druids, barbarians, and rangers who live outside the empire's laws staying on the fringes. The third and largest group the Shepherd's of Truth are classes: clerics, paladins, and monks who are responsible for protecting the Empire by spreading the faiths, keeping the land fertile, and policing the Casters. Shepherd's of Truth magic abilities are not controlled by the Talamh Empire but their religious affiliations. This is a polytheistic Empire with four sister Goddesses of Talamh authorized and recognized Goddesses. Outside worship is not permitted. The approved Goddesses are Mystra, Mielikki, Sune, and Chauntea. These Goddesses have temples throughout the Empire where all Shepherd's of Truth are recruited from.
Fighters are just fighters seen as sellswords. Choosing a fighter with magical ability, however, will have them end up in camps. Bards and rogues are often painted with the same tarred brush. Their magic is seen as laughable to the Caster classes but they make the Empire wary. Both are on the fringes of society but due to the inherent arcane abilities of both classes practicing their ‘craft’ often gets put to death sans a trial. Bards and Rogues are in prison for non-magic crimes or end up in camps during roundups right alongside all other Caster classes who look down on them.
PLEASE READ ALL BACKSTORY BEFORE PROCEEDING.
SoT Commitment requirements:
DM is Eastern Standard Time looking for likewise players but will take players who can keep up with EST and can make multiple posts a day or more as the story calls for it. Missing more than two days of posting, without notice, you will be removed unless otherwise arranged.
Joining this adventure:
SoT Races restrictions breakdown:
SoT Class breakdown:
Base rules:
Rolling levels 1d8, backstory suggestions for Casters ONLY:
1-2 very young, born at camp or abandoned as a young child/teen.
2-3 brought/caught as a teen
4-5 teen/young adult, you managed to stay outside the Empire's notice but were caught after being implicated you were found guilty and sentenced to life in the camp.
6-7 late eruption of magic or orphaned in the camp
8 You're a descendant of the first rebellion. You've grown up in the camp all your life or you are a prisoner of the Empire at the mines.
Notice: Everyone is in the detention camp at the beginning, post a backstory on how you got there!
Examples: grew up in the camp, grew up outside with camp but brought to the camp when you magic manifested, are you a Shepherd of Truth and if so why did you choose this path, and if you choose Clans of the Wild why are you at the camp? Are you a smuggler, got captured for a magic, turned over by your clan for magic etc..
Roll 1d8 to determine class level; it will make the ‘camp’ setting more organic! *If you rolled high on the levels you might get more info about your role in the hierarchy among Casters or Shepherds.*
PLEASE READ ALL BACKSTORY BEFORE PROCEEDING.
Apply with the following:
Name
Roll 1d8 to determine your level
Class/Race
Alignment
Background
Backstory
All manipulated roll posts will be disregarded.
Let’s play!!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Xisira
7
Druid - Wood Elf
Lawful Neutral
Xisira was abandoned quickly as an infant when her magical abilities were apparent only after a few months of life. She was raised by the Sisters of Mercy in an Orphanage with many other children who shared her talent. She knows nothing of life outside of these camps, and believes deeply that this is the right place for her to be.
She now serves the Sisters of Mercy for there is much to do.
Looking for a game
Welcome back to the PbP forums.
Shamir
1
Monk/human
CN
Outlander/bounty hunter
Backstory:
Shamir comes from a humble family in the farm lands. At the age of 12 he was a witness to his parents demise at the hands of a caster. He spent some time in the wilds fending for himself and learning to survive on his own. At the age of 16 he was found and adopted by a Shepard of Truth, but he was never truly accepted as a member of the family. At the age of 18 trying to prove his worth to his new parentage he set out as a hunter of caster's using the skills he learned surviving in the wilds. He recently has returned to camp from his first capture.
Attribute rolls: Ability scores: 13 9 11 16 16 14
Name: Kol Whitewave
3
Class/Race: Barbarian(Storm Herald)/Human
Alignment: True Neutral
Background: Sailor
Backstory: Life isn't easy, especially for the Wild folks. They will always survive, no matter what must be done. So Kol followed his father's footsteps and his father's footsteps by becoming a man of the sea. Unlike them, he was drawn into a satisfying life of piracy. His brute strength and keen eye, helped his crew become a scourge to traders and merchets. His Captain was always careful of him, but Kol cared nothing for the position. He was drawn to the sea and to the storms, he would stay out to man the ship in the worse storms. His attachment caused him to grow in a unusual and dangerous direction, ultimately leading to his capture by Shepards while in port one unlucky day.
Interesting offerings thus far. As for level ranges I think you should let those rolls really help determine backstory too. Ask questions in PM if nessacary. This forum is for recruiting only.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Consider this a place holder, i will roll and try to come up with a good backstory. One question though, would you consider a race/class you didn't mention or are those definitely out? Just asking because i'm fascinated by the kalashtar, or maybee some traveling blood hunter whose one and only purpose so far has been taking down monsters has intentionally slipped through the radar, but i will gladly go without anything like it.
Roll to determine the level: 14 whoops, wrong formula pasted. 5
Name: Cecil Fey
Race: Human
Class: Storm Sorcerer
Level: 7
Alignment: CN
Background: Folk Hero (Not really a folk hero, but it's the closest to an everyman I could think of).
Backstory:
Cecil, the farmer's son. He always thought he was just a normal person, and that's all he wanted to be. Well, he still wants that, but it's not so simple anymore, is it? 'Blessed' or 'cursed' by fate, it doesn't matter, because just a week ago, on his 17th birthday, sparks flew from his fingers. Even then, Cecil thought he could be normal. No one saw! And no one noticed that he could, all of a sudden,
flyjump so far. It was just windy. Yes, Cecil thought, believed, hoped beyond hope that he could be normal, but when his brown eyes started to glow blue and a muttering came from his mouth that was not his own, and a bolt of lightning lanced from him into his friend's chest, killing him...Cecil knew he had made a terrible mistake. So he turned himself in to the Shepherds of Truth. It was the right thing to do. And Cecil hopes they can help him. Too bad these manacles are so tight, though. Makes the skin kinda itchy.And that's all I have to say about that.
Notice: Updates to the SoT guide
please make sure you've re-read it.
Thanks for suggestions. Here are new clarifications, guys!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Name: Lebenha
Race: Elf ( need clarification if high elf are allowed or must be wood elf. No preference for me, just need to know to adjust the backstory )
Class: Sorcerer: 1
Background: (Let’s roll too sounds fun! 4 )
Alignement: CG
Backstory: To be completed after seeing the rolls ;)
EDIT1: Just in case it changes anything ( I never trust this ;) ) The level was a 1 and the background was a 4.
Do we roll stats? Point buy?
PbP Character: A few ;)
Sounds like a great world to explore a Divine Soul Sorcerer, muddling the line of the divine and the arcane.
Name: Selina Silberstreif
Level: 3
Class/Race: Human Variant/Divine Soul Sorcerer
Alignment: Chaotic Good
Background: Urchin
Backstory:
When the casters in Caorthann fractured the Weave, they killed countless people. But one infant survived the calamity unscathed. Ria Silberstreif showed no signs of damage and seemed to be unchanged by the event. Her daughter Selina however was a different story. Born with silver hair and golden eyes, she looked strange from birth. In her teens she then began showing sings of magic. Common sorcery but also magic usually reserved for the Shepherds of Truth. Regardless, she was put into the camp.
Level roll - 7
background roll - 8
Name: Xavier Y’Zendril (XYZ) for short
Level: 7
Class/Race: Cleric - Grave - Human Variant
Alignment: Lawful Good
Background: Acolyte
Backstory: Growing up in the faith of the four sisters, Xavier was tasked with giving the final rites to all those who have perished. Naturally he was sent to the White Waste. Being on the lower end of the totem and high demand of deaths in the area. He performs his duties where he is stationed, but the treatment of the prisoners never sat well with him. It’s his job to give everyone respect in the passage to the afterlife, why can’t he afford to give it to them in life as well?
8 16 16 11 13 9
Name: Soveliss Silverfrond
Level: 4
Class: Paladin
Race: High Elf
Background: Acolyte
Alignment: Lawful Neutral
Back Story: When Soveliss was a baby he was found abandoned at a temple dedicated to Mystra. No one had no idea who abandoned him or why. When the Clerics opened the doors one morning he was just there on the doorstep. The Shepherds of Truth then took the child and raised him up in the service of Mystra. When he was old enough they taught him the art of the blade. Being slender and nimble he would be efficient for combat. When he was in his early teens he began to show signs of magical ability, so they trained him in the magical arts as well. When he was in his early twenties he was given the honor of becoming a paladin, and he was sent to guard the White Waste. There he stayed until this day.
Name: Hrain
Level 3
Class: Paladin, Oath of Devotion
Race: Human (variant)
Alignment: LG
Background 2 born in the camp
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
Name: Only-The-Cold
Level: 4
Class: Druid
Race: Variant Human
Background: Hermit
Alignment: Neutral
Backstory:
The day she was born into the light, there was no light. There was only cold. There was not darkness either. Only cold. She grew up without the bright rays of the rising sun, the white and green of the snow on the trees. Only the cold. She knew not the chirping of the birds, the laughs of the children of her tribe. Only the cold. She grew up, shielded from the view of others by her parents, who feared that if the chief of the tribe found out he would have her cast out. And so she grew up, knowing nothing but the cold. Her parents managed to teach her of the world, despite her disabilities(Look up Hellen Keller), and taught her how to play an instrument to pass the time. As she grew, she became friends with the cold. She spoke with the cold, and the cold spoke to her. One day, the cold decided to teach her something. It taught her a way to bend the world to her will. And so she practiced it. Eventually, she was found out, one of the tribe members discovered her practicing the druid ways. She was brought before the chief, and he was delighted to have a druid in their tribe. She began her training that day. However, she eventually grew tired of the long rituals and praying to the moon. She wanted to play with her friend, the cold. So she ran away, far, far away. Eventually, once she had gotten away, she sat down and began to talk to the cold. They talked a long, long time. Eventually, someone came. She could smell them. They attacked her, binding her with rope and hauling her to another place. Eventually she learned from another member of her tribe who had been taken there that she had been taken to a prison camp.
Playing a blind-deaf character will be interesting and challenging, but I look forward to it! Also, if having a blind, deaf character is too hard to integrate into your campaign, I can make her just blind, as that would be a lot easier.
"Ignorance is bliss, and you look absolutely miserable."
Suggestion for blind player character:
I whipped this up pretty quickly so it may be imbalanced. Feel free to buff or nerf it.
"Ignorance is bliss, and you look absolutely miserable."
Lost a player and looking for a party balancer ONLY clerics need apply. Can you heal, pray, AND kickass?Then your faith is needed here my friend. You simply choose from my given criteria, PLEASE read all 1rst post game guide, before posting your cleric below.
Thanks!!
P.s. all previous applications void due to conflict or non-party balance.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
These orDM/Player contrived variations of these characters are the current party.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
This setting is awesome! :) I'd like to play. I'll roll for the level first and then figure out the backstory as per the suggested guidelines.
Name: Henna
Level: 3
Backstory: Would like to be a sister to Hrain, also born in the camp (if Phadeout101 doesn't mind?). Our parents are both Shepherds and it's only logical for the children to be guided the same way. She's a young priestess of Chauntea, living the everyday struggle of hoping something would grow in this forgotten waste.
Class/Race: Human / Cleric
Alignment: LG
Background: Acolyte