Our story begins... On the continent of Terria, a vast massive piece of land spanning almost 1/5 of the entire world. Once, ages past, it had been ruled by a evil,chaotic tyrant whose true name has now been lost to the sands of time. Held in an iron grip of fear and death, it is said that seven heroes arose to fight back against the evil one. Gifted with magical vestments from the gods, those champions beat back the creature, banishing it deep within the Nine Hells. But their victory was not so sweet. Of the seven that fought that day, only two living emerged, three bodies to be mourned, and the last two lost forever, never to be seen again. But this story is not about them. No. Their tale is one that has already been told and retold a thousand times, sung by many bards across the world. Ours story starts much smaller and during a much simpler time, centuries later. In a small seaside town known as Brookhurst, one of the many port towns to pepper the Black Dragon Coast. For such a tiny town it brings in strong trade, ample fish, and fine food. It's uniqueness come from its proximity to a large rib bone that juts out of the sand. A towering, white colossus that hangs a shadow over this town. A dark relic from a time long ago. Despite that people don't let its looming presence dampen their spirits. In fact the town right now seems to be in the middle of a festival. Bright yellow and purple streamers cover the town as people crowd around stalls in the streets, vendors calling out their wares, and children race through the street laughing loudly. Brightly colored tents are set up along the edge of the town, the remnant of what seems to have been a carnival that has already preformed its act and now it worker are winding down and enjoying the festivities as well. Here is where our heroes, though they do not know that they are yet, are pulled together. They enter this town each for their own personal reason, but will leave united into an uncertain future.
Welcome, I am Shy and I shall be your Dungeon Master. This story takes place in an almost completely Homebrewed world, on planet named Gaia and our tale takes place on the largest of the continents, Terria. Once ruled by an evil God, now centuries later a flourishing country.
For those interested:
I am looking for 3-4 more players. Start at 3rd level. This is a series of adventures set up to take you from level 3 to 20. Please try to post at least every once every two days, if you will be unable to please let me know, so I will be temperoraly play your character to keep the story progressing. Time is always moving in the story, and your actions may have consequences.
We will be using the experience points system.
You can choose to either use point buy, standard array, or you can try to roll for it.
Same with health you can either roll for it or used the fixed health increase.
I am open to you using any race or class currently available on DND Beyond. (That includes Unearthed Arcana, and Critical Role Content. I am unable to use content share so you will unfortunately be limited to what you, yourself have here.)
One thing I ask is that you give me good reason your character is traveling. Any reason really will work, but it will be used to help build your backstory. Each person will have their own mission and it each one will be addressed at some point during the campaign.
Please submit your character concept and provide a link to your character sheet.
Here is a bit about the world to give you a feel for it.
Continents-
Terria, The Unbroken Titan.(The Land of Earth.) The largest and most inhabited land mass, where the bulk of this campaign will take place. A large mixing pot of races. The land is split into several smaller country sides, each with their own ruling system. The thing people recognize the most is the large tree growing in the heart of the continent, the famed Ancient One, which is said to have been around since the day the world was created. It is so massive that it can bee seen from almost anywhere on the continent.
Ingaunus, The Scorched Sands. (The Land of Fire.) An island known for both it dense jungles and scorching hot deserts. People there are hardy, used to the heat,but most importantly mischievous. The place is home to many dangerous animals and plants, but the people who live here prosper greatly for the deserts are home to many precious gems and oil. While the jungle has many unique fruits and plants that are essential for the arcane practice and can not be grown elsewhere. The continent is currently ruled by a family of Fire Genasi, who are said to have once made a dark deal with an efreeti to gain their power.
Aquaria, The Sinking Isle (The Land of Water.) A collection of forests, marshlands, and cliff-side islands. It was formally the second largest continent before half of it fell into the sea, it is now more of a collection of islands rather then a actual continent. After the Sinking, it was discovered that the other half of the island is still suspended just beneath the surface of the waves, protected by some unknown magic that allows the inhabitants to live safely beneath it, forming large air pockets where many cities now exist.
Aurinsole, The Floating Shores. (The Land of Air.) A mostly mountainous area. Small, natural stone towers jut up from the sea, connected to each other mostly by bridges. Anchored to the the largest mountain are a series of floating islands, where most of the large cities are located. This continent is primary inhabited by dragonborn, there are rumors that the true ruler of the islands is a Gold Dragon that sleeps beneath the mountain.
The Frozen Veil and Island of Glass- two islands at the very north and south of the planet, respectively. Both island are nearly uninhabitable due to the freezing temperatures. One is a bleak, snowy landscape while the other is made of sheets of ice, so pure and clear it is as if one is walking on glass.
Key Locations in Terria:
Whitehill. Built upon the ruins of the hero, Alton Greywind's, birth town. Alton was the leader of a group of heroes that fought back an Ancient God. After defeating the evil, he would become the first king of the city and his bloodline would stand strong even to this day. It is one of the strongest and most well protected cities in the world. Whitehill is a giant melting pot of people from humans who make their daily lives there,to shop keeps who come for the strong trade, to those who seek to study at the Silverthread Academy, or those who seek to join the royal guard. All are welcome here.
The Silverthread Academy- A school for those magically gifted. Built by Alton Greywind, in honor of the the gnome wizard, Burgell Garrick, who was one of the heroes who helped in the battle against the evil tyrant. It is a safe place for all who seek study the arcane arts. Its current headmaster, Phillpe Hartmann (a human wizard), is a consultant on the royal council of Whitehill.
The Iron Ridge Mountains.Rich in iron and other metals, this mountain is the home of many dwarfs, deep gnomes, kobolds and even some Arakocara who tend to make the tops of the mountains their homes. As this was once the place where the evil god had enslaved them, most outsiders are often met with mistrust. Those who live here tend to live deep in the heart of the mountain in the Emerald Halls. A vast assortment of interlocking tunnels and hollowed out caves. The mountain is considered the strongest place of trade for all its gems and precious metals. It was also the home of the dwarven hero, Darliun Steelesword. A dwarven barbarian of unmatched strength who freed the mountain from the old god's control. Her unique weapon, The Axe of the Emerald Halls, lies beneath a monument to her, there for all those who wish to pay their respects. Dwarves from the mountains, due to their history of being enslaved, tend to be more distrustful of the outside world then their surface cousins.
Crimson Springs - To enter into the Iron Ridge mountains one must cross the Crimson Springs, molten pools of what is believed to be blood by the locals. It is said the this is what remained of the God after the heroes fought and banished the being to the Nine Hells where it remains trapped to this day. Monstrosities tend to gather at these pools, so much so that the an elite guard, the Dawnguard had to be created to deal with them so they wouldn't attack traveling merchants. The Dawnguard live outside the mountain, prowling around the outside caves and nearby forest, dealing with monsters as they go, very rarely returning to the mountain at all unless called upon. The surface dwarves who leave there mountain have made their homes in the city of Silverstone on the opposite side of the Brassblood Bridge, which was constructed to allow travelers safe passage over the Crimson Springs.
The Ancient One- A large oak that is said to have been there since the dawn of time. It is a massive tree, larger then any city on the land could ever hope to be. The land is rich with life The surrounding lands are home to many elves, half elves, halflings, and forest gnomes. It is said that in the heart of the tree is a portal to the realm of the Fey and that the Fey King is the true ruler of this place. So you should treat the land respectfully or fear his wrath. Many believe this to be the birthplace of the elven druid, Ildelwen, who sacrificed her life for the lives of her companions so that they might end the Old God's rule once and for all.
The Bluefields- home to many halflings and gnomes. This is a strong farming community just north of the Ancient one and its forest. Many people are friendly and openly trusting. You'd never find a better place to make friends(or eat good food).
The Citadale- the second largest human city. It is a completely religious city, with each sector of the city is dedicated to one of the seven gods who played a role in the defeat of the evil tyrant of old. With the exception of the last god who remains unknown to world much like their champion.
The Green Mile- Planted from the seed of The Ancient One, in honor of the fallen hero Ildelwen. The tree was planted on a small island and some how grew so large that it now covers the island and the surrounding water. Not as large as its father, it is still a towering sight, its roots stretch out beneath down to the sea floor. The area around is rich in sea life and it is home to most of the more peaceful water dwelling peoples. The Green Mire can be found off the side the Black Dragon's Coast. Many druids travel there as a sort of pilgrimage, in hopes of gaining the blessings of Ildelwen, her goddess Arawai, and from the spirit of the tree itself.
Black Dragon Coast- The Black Dragon Coast spans the entire left side of Terria. Once the home a ancient and terrible Black Dragon and its children, they were killed by the heroes of old and the sea was freed for the first time, opening the continent to trade and assistance from others in the world. A large skeleton is all that remains of the dragon now spread out among the sand. The coast is home to many port cities and adventurers who travel the seas.
The Island of Kigahara- a small set of islands off of the Black Dragon Coast, it is home to a group of humans who have only recently opened up to the outside world. An exotic land where the path of the samurai was created. The people work together like a well-oiled machine, each person having there own place in society. Those who do not fit the mold quickly become outcasts within the community.
The Six Major Gods:
Torm, God of Courage and Self-sacrifice. Alignment: Neutral Domain: War. Symbol: White Right Gauntlet.
Ulaa, Goddess of Hills and Mountain. Alignment: Lawful Good Domain: Life, War Symbol: Mountain with a circle at it heart.
Arawai, Goddess of Fertility. Alignment: Neutral Good Domain: Life, Nature Symbol: Sheaf of wheat tied with green ribbon.
Mask, God of Rogues and Shadows. Alignment: Chaotic Neutral Domain: Trickery Symbol: A Black Mask
Celestian, God of Stars and Wanderers. Alignment: Neutral Domain: Knowledge Symbol: Arc of seven stars inside a circle
Wee Jas, Goddess of Magic and Death. Alignment: Lawful Neutral Domain: Death, Knowledge Symbol: A purple skull in front of a fireball.
These are simply the six most widely worshiped gods on Terria. There a plenty of other deities that are worshiped across the land if you do not wish to worship one of these six.
This post has potentially manipulated dice roll results.
This a concept for a character I have had for a while.
Name: Belron Frostbeard
Race: Dwarf
Class: Monk/Way of the Drunken Master
Backstory/Why he is traveling: Belron belonged to a strong but rather unknown order of almost exclusively human and dwarven monks. They fo,lowed the teachings of a great monk hero by the name of Durga Brokenforge, a dwarven warlord turned monk after they found peace in their later centuries of life. He taught inner peace but beleived in training the body to use erratic and strange movements to allow the body to be both flexible for meditation and in the denfense of ones self and thoze that needed help. Originally the order used dwarven brews of alcohol to do this but over time it has become doable simply through learning the movements, although more traditional members will still use these drinks in their training.
Belron joined the order after he left an orphan due to his parents being exiled from their home and died due to being unable to make a life without their clan to depend on. From a young age the young dwarven monk found peace and took to the training of his masters, dedicating himself to living up to the image of the founder of their order. Nelron trained here well into his fourties which made him still young for a dwarf, elevating himself to q mid ranking member who was in charge of training new intitates to the order.
On one of his lesson into which the intitates would travel to a near by cave system to spend several days training and meditating to ponder a question posed to them, they ran into a surprise. A tribe of raiding orcs and ogres had been using the caves as base while they had been raiding nearby farms and trading roads. While they managed to fight off many of them, the students were in the end either killed or captured by the band, leaving Belron to die with a sword through his side. Luckily for the dwarf one of his students had managed to hide themselves and got him to the monastery before his wound proved fatal. After recovering from his wounds, Belron set out find the raiders in attempt to save his students that had been captured, setting off alone due to a feeling of personal responsibility.
(I hope this backstory is ok. If it is needed I can give more info on the monastery as this is a character who wass planned and never used before.)
Just to see if I can get good stats I'll roll but if not I will more then likely go for point buy.
Ryder has always been in tune with everything natural in the world. He always felt he got along better with the trees and animals of the land better than people. He has spent many years in the swamps, plains, and forests of Terria and seeks to understand all he can baout this land. After many days meditating, he has decided to set out on a journey, seeking out other druids in order to gain knowledge.
(This is just a basic idea, I can elaborate further on it if you need me to)
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Sulvarax Myilril | Dragonborn | Sorcerer | Lost Mines of Phandelver
Abandoned as a child in the woods to die he was found be a hunter who raised him on the ways of the forest, learning to hunt, and kill to eat, kill or die no other rule was to be understood, even though his profession was to hunt creatures of the wild he learn to respect every one of them for they do what they must and nothing more, this simplicity was his way of thinking, years passed and a hunter became a well trained ranger through years of experience. After a long day of hunt returning to his hut, he noticed smoke upon getting there he found the one who had raised him slained, and a band of orcs looting the surroundings, rage and thirst for vengeance filled him and he rushed towards the orcs, he faugthed off killing some of them and damaging the leader leaving him blind in one eye, he walked towards his death tutor and swore to honor his father’s memory by dedicating his life to using what he was taught to hunt the creatures of evil, years passed and he became a monster bounty hunter, from giant spiders to wolfs dispute the lands of men, but always in his mind the face of the orc that got away, the leader of the raiding pary, the one he will not rest until found, word of a raiding party along side the farms close to Brookhurst had spread arround, and no doubt in his mind he had to go there.
Bazor was born a half breed bastard on the islands of Kigahara. Abandoned to the orphanage by his disgraced unknown mother, Bazor was rased by the well meaning but strict priestess's of Arawai. Most days were spent in hard work, and sometimes study, failure was met with punishment. The punishment was not in truth severe, but it seemed so to a young boy who only wanted to be loved. The priestess's were only doing their best to have the orphans find an honorable place in society, even if it was on the lowest rung of servant.
Fortunately or unfortunately for Bazor he was shainghaied at the age of eight by the pirates of the Black Cutter and its Captain Red Burnz. He grew up learning the profession of sailor and pirate as the cabin boy. Life on a pirate ship was harder for the young boy than the orphanage but the adventure in each day seemed to diminish the truth of the hard work. From the ships Witch, Autumn Graeme, he continued his education learning to read, write, do math, even to speak the language of dragons and magic, as well as the tongue of dwarves, and the lore of magic itself. From his Captain, Red Burnz, he learned the gratification of hard work, fighting, and taking what you need. From the rest of the crew he learned the trades of theft, lying, and gambling as well as the other vices of hard working men.
It might have seemed that life had chosen the perfect destiny for young Bazor as he moved from cabin boy to lookout, from lookout to the rigging, from rigging to the deck, and finally to learn stearing and sailing. Fate was not so easy though and one day The Black Cutter chose the wrong target to attack. It was not that they chose a target to strong for them, they simply chose a target with an unseen enemy, Disease. After taking the craft and looting it the crew sailed on, Autumn was the first to take ill and three days later she was dead, by that time many of the crew were sick. The ship made hard for the Black Dragon Coast to find a priest or a druid. The crew turned on itself those still healthy seeming trying to do off with the ill before they too fell ill. By the time the ship beached itself on the shore, the crew was dead. Not knowing how much time later Bazor awoke in the surf. it must have been a day at least for he was terribly hungry, pruned, and still a little feverish. Men were coming to investigate the ship, which still flew it's pirate colors. Knowing if he stayed he would be captured and tried for piracy he fled south.
In a small town along the coast, Bazor met Estelle a bewitching creature of twenty years with eyes like fire and a temper and hair to match. She helped Bazor to get back to what health he could. Bazor fell deeply for the woman, and especially her eyes. His true health never returned however. A racking cough which sometimes brings up blood continues to plague him from that day on, it robs him of his stamina as well as his breath. The young man found himself bewitched by a lady who needed a man who could support himself and who played off Bazor's earnest advances as humor or the foolishness of the young often countering with cutting questions of the future. Bazor set out to make his fortune and prove himself.
A couple of years have passed since then and Bazor continues to move from town to town employing the hard work and vices he learned on the ship. But his cough, his name, his past, or his vices always seem to conspire to keep him poor and moving along.
Vethra Vellum is a mountain dwarf in her blood but a devoted cleric in her soul, she has served only her grandmother Kes Vellum (a cleric Folk Hero) and Ulaa, Goddess of Hills and Mountain but now her grandmother has gone missing under mysterious circumstances and her faith in Ulaa wanes as her journey grows bleaker. She searches not only for her grandmother but for her belief in Ulaa and in the power of life.
STR =15 DEX=12 CON=15 INT=10 WIS=15 CHA=10
ddb.ac/characters/5035037/NeUagM
I wanted to leave things vague so you could shape the backstory as you see fit. I'm open to any interpretation of Vethra's backstory.
Adventurer, archaeologist and treasure hunter extraordinaire, Dex comes from a long line of Goldhand gnomes who either made their fortunes from exploring, or were killed horribly by monsters with nasty, big, pointy teeth while doing so. Dex set out from the Bluefields a little over a year ago, his nose for hidden treasures leading him to a few small finds that helped with expenses along the way. Never one to shy away from fun, he arrived in Brookhurst a week ago, for some well-deserved downtime, and the plan his next expedition.
Born on the Island of Kigahara, Wolf Pup was the offspring of a human islander and an orc treasure hunter. However, one night, as the newborn slept, an evil fog descended over the village. As the mist crept into Wolf Pup’s home, it coalesced into a hideous, blue ogre with a wicked grin of razor-like teeth, otherwise known as an Oni. The Oni stole the sleeping child out from under his mother’s nose and fled deep into his jungle lair. The Oni desired first for the child to weep and cry so that he could enjoy its wailing before his meal. For any other child, this would’ve been their end. However, Wolf Pup was silent through the night. The Oni saught it again the next night, yet was met with silence once more. For three days, the Oni waited for the child’s cries, yet each night Wolf Pup was silent. It was upon the forth night that the Oni grew tired of this game. He thought to himself to rest and kill the child in the morning. However, that night, Wolf Pup crawled away into the cover of night. He made it to a small clearing in the forest, where a pack of wolves found him. For the rest of his life, he knew this pack as his family, for they cared for him and raised him. He became an excellent warrior as the days grew, eventually interacting with the people of his village. He learned how to strike with the wind, and flow like the waters. He grew strong of mind and body. However, the time has come for him to leave the island. He sets out on a journey to learn more of himself and to put a halt to an escaped evil. The Oni that stole him away as a child has journeyed to the mainland, and Wolf Pup will be the one to slay him before he places his hands upon another.
Backstory: Perry was found wandering by the side of the road at the age of 6 by an old, even by Elven standards, elf. He was badly wounded and near death, having been slashed across the chest and face in one vicious cut. The wizened elf took him to his cottage and nursed him back to health. After many fearful nights, the elf knew young Perry would pull through and began searching for the boys parents. They were eventually found. They had been travelling to the Elven settlement and had been ambushed, cut down and robbed by ruthless bandits. With no other option, the elf adopted the boy and took to calling him peregrine (wanderer or pilgrim) due to the lad's tendency to never sit still. This eventually was shortened to Perry. Perry doesn't remember much about the time before he has adopted. He only remembers that his parents loved him and how much he misses them. He thankfully remembers nothing of the attack.
Being a human in Elevn society, Perry was an outcast. The hideous scar across his face and chest only compounded the issue. The only friend he had was his adoptive father. The elf was something of a hermit, living a days march outside the main village and living off the land. When the elf became ill, Perry learned to take care of his father's chores and would often be forced to travel the day's march into town to aquire essential items. He learned to love the wilderness and solitude of his trips. When the elf finally died, Perry was lost. Still an outcast, he now had no friends. He packed a single bag and struck out into the wilderness.
By this time, Perry had grown to be a rather large and strong young man. He was easily able to find various odd jobs. He found the most rewarding job was being a guard for travelers. His large frame and menacing appearance finally worked in his favor and he liked that he helped make sure that what happened to him would never happen to anyone else.
One morning, on the 15th of Tarsakh, Perry was mysteriously transformed into a gaseous form and carried on the wind. That night, when he landed, he found himself in Teria standing in front of a half elf. This half elf taught Perry his true calling. He is a Windwalker, a cleric of Shaundakul.
Perry and the half elf have long since parted ways but his teachings remain with him. Perry will bring the influence of the Rider of Winds to this new land and there is no better way to do that than by being a good example. To that end, he has hired himself out as a caravan guard to make sure travelers reach their destinations safely. He has come to town in the hopes of being hired as a guard by the this carnival as it travels to the next location.
Current Rooster (This has nothing to do with the open spots right now, I'm just letting you know who is already in the game.):
Buttz playing - Bug Crunch, a Kenku Druid Dimbulb playing- Dr. Gin, Air Genasi Blood Hunter
4 more slots are open. I'm going to leave this open for the next two days then close it and choose the best characters(people who look good machincally and rp wise) to join.
Barb was born in civilization, in Whitehill, and raised among affluent people until about 7 years old. Her parents packed up and left for the wilderness, heading toward The Ancient One, believing some fundamental truth was to be learned. While her parents were more druidic in nature, observing and appreciating the cycles of Gaia, Barbara suffered greatly from the wilderness, fueling a deep-seated rage in the young girl. Anger and removal from society helped mold Barbara into a ruthless hunter and warrior, taking on deadly challenges as a badge of honor for her own martial code.Her parents warned her of some great impending doom, something they could feel emanating from The Ancient One. Barbara shrugged these stories off, honing her own skills in a policy of seek-and-destroy. Her parents died from exposure during a routine hike, and that year there were no rabbits to hunt. Next season, the berries never sprouted and apples rotted on the tree. The fauna and flora returned to their usual vigor in the seasons to follow however the experience hardened Barbara and convinced her that something was indeed coming to a head. She has found herself in Brookhurst looking for sea transportation to near her hometown of Whitehill. There she hopes to find clues to her past and a chance to bring her parent's findings to light for society. During her travel, she has been exposed to far more people than she has ever interacted with before, social norms are strangely familiar, like a deja vu, but often misunderstood.
Barbara is 5'8" and athletic, built like a rower. She has shoulder length, thick, blond dreadlocks and a crooked nose that looks like it might actually be broken right now. Pieces on both ears are missing; she tells people that she needed fish bait...
She wears simple clothing made from thin leather and light furs, favoring mobility and comfort.
I'd be interested in playing Ren, a displaced Githyanki eldritch Knight whose newfound love of freedom has resulted in her taking delight in all aspects of life. She's never going back to her people.
Oriax came to a shady looking caravan where he heard you can find whatever you want, whenever you need. He was looking for a research material he needed for his next theathrical act. He landed a role of a young rich merchant with a peculiar hobby. Not wanting to waste the opportunity of being famous, he decided to learn more about this peculiar hobby in order to visualize and portay his character.
"Anyone in here? I'm looking for a certain item."
He waits until a creaking sound can be heard inside one of the wagons. He tried to take a good look but his vision can't seem to penetrate the darkness looming inside of it. A voice speaks and asks him.
"What item it is?"
"A book of learning."
"And what book is it in particular, young man?"
"A book about bondage....."
An awkward silence fills the vicinity when a book was thrown to directly to his forehead. He began to read it to check its authenticity, when he felt a sharp pain on his mind, as if something is trying to fill it with nonsensical gibberish. A couple of minutes later, when he looked around the caravan was nowhere near and only a vacant lot can be seen on its previous location.
After becoming successful of his role, the sharp pain from his head begins to worsen. Over time, it affected his career as he can't seem to rest when decided to get guidance to a local church and saw one of the nuns praying diligently. Slowly he began to hear a whisper in a deep voice.
"You know, that nun looks good tied up in chains."
"What the f---? Where's that coming from?"
"Oh you can hear me? It seems exhaustion took a toll on you and now you can hear my voice. Very well, since you unknowingly entered a pact with me I'll tell you who I am. I have various titles: the Black Sun, the Father of Elder Evils, the Author of Wickedness, the Eater of Worlds, the Chained God, but you may call me Tharizdun."
"I know getting something free isn't a good thing. Tch."
"Now, now. We both don't have any choice on this matter since it's already been done. My thoughts wil continue to haunt you as long as I am alive, and from what I know, I'm immortal, so tough luck buddy. However, there are a few ways you can stave off my boredom thus preventing me from making you insane.
You see Oriax, I have a profound hatred of all the gods, whether they are good or evil. So my task for you is to find their devout disciples and bind them, just like what their patrons did to me, humiliate them if possible. If you can make them fall from grace, the better."
"And if I don't do it?"
"You'll slowly spiral into madness, like your predecessors, until you become insane or die, whichever of the two comes first."
Thus Oriax left the dazzling stage and began his travels to satisfy his otherwordly patron or until he could find something to remove his connection to him without getting insane or dying.
(Not bad, I'll keep them in order for some fun ;-) )
Name: Jerrice (last name given up) Race: Half-Elf Class: Paladin 3 (Oath of Redemption) Background: Soldier Description: Jerrice is about 5'5'', well built, though with a slender, lean frame. He has dark red hair, cut short and slightly spiked, lightly tanned skin, and piercing ice-blue eyes. He has a tattoo of his past on his left forearm that he keeps wrapped in bandages, a momento of his past he doesn't like to recall. Why he is travelling: Jerrice was once a frontline soldier in an army for one of the Terrian nation. He used to be a blood knight, one who revels in fighting and killing his enemies in the name of his country. However, they reached the point where he was slaughtering, rather than fighting on fair ground. He saw how he was being used as a tool to fight and kill those who were defenceless. He went AWOL, leaving his family name and history behind and attempting to seek some atonement for his misdeeds, dedicating his followings closer to Torm, and working to assist those who are incapable of helping themselves. (Can fill in gaps if in the campaign :-) )
I'll roll some stats, assign them in order and then see where my fantasy takes me for the character :)
Ability scores: 121211131013
Name: Dihek'nir
Race: Githyanki
Class/Background: Bard and entertainer
Characte concept: Dihek'nir is a middle-aged githyanki male. He knows he's supposed to search for something, but after trying for many years as a youth he couldn't figure out exactly what it was. He's always been easygoing and sociable, loves the attention of a crowd and knows some tricks. This led him to try for a College of Sword to become a real bard, but it really wasn't for him. Too stationary and not physical enough. He sure can play a few instruments, but his bread and butter are mostly feats of strength.
The innate need to look for something guided him to a traveling profession. He's been part of this carnival troupe for many years now and has just finished his performance in this small town of Brookhurst.
Interesting world. Here is my proposed character with proposed dice roller
Name: Fenchurch Snailchaser
Race: Forest Gnome
Class/Background: Wizard (Illusion) Charlatan
Appearance: Fenchurch is a 3'3 gnome, with the small but proportional frame of his people. He has brown, thin hair, brown eyes, and fingers that seem partricularly stained with ink, dirt, and whatnot. In his normal life, he wears nondescript, patched clothes that speak to his relative lack of money and itinerant lifestyle. His boots in particular have been repeatedly mended, and have a number of strange stains and discolorations. When he is "working", he typically is dressed in an absurdly ornate (but cheap) purple hood and cloak, with golden stars throughout, dramatic self applied mascara and eyeliner, and drawn one abstract tattoos covering his arms.
Backstory: Fenchurch grew up to a poor gnomish family in Whitehill, the massive towers of the Silverthread Academy looking over him every day of his life. The academy was a constant source of motivation and inspiration, driving Fenchurch to do more, learn more, and be more. When he was old enough, he finally walked to the front gates of the Academy, and humbly request admittance to the school. He was rejected. However, a kindly Goren Tinderstrike fellow gnome in the sanitation office did give Fenchurch a job as a night janitor in the Academy, so he could be near magic if not performing, and furthermore earn a consistent living. Fenchurch took the job, but the allure of magic remained. For his 5 years employed by the academy, he took advantage of the relative isolation of night duties to read from the Academies' collections, experiment carefully in their labs, and otherwise learn whatever he could without aid of guide or proper materials. For a time, this worked rather well; he even built a "spell book" from a stitched together pieces of leftover leather a paper scraps. After five years, he was finally ready to show someone else his newfound abilities, and invited Goren into an unused lab one night. Two lost eyebrows later, Goren fired Fenchurch. With no references and no real skills except for his surreptitious magical knowledge, Fenchurch found the work he could; as an illusionist and "fortune teller" at a travelling carnival. However, what others might see as a sad end, Fenchurch sees a chance to practice magic, if minor magic, every day, and to travel the world and learn about the arcane arts everywhere. One day, he swears, he will return to Silverthread... as a teacher.
Dice Rolls (note: Int will be +2, Dex +1 for race)
Hey Shy! Here's my character for your deliberations.
Tangle - 3rd level Eladrin (Summer) Rogue Scout
Tangle is an elf, that much is clear, but what sort of elf is not so certain. She's slight, and quick, beautiful in that sort of ethereal way of elves, but there's something wild about her beneath that mess of gold and red hair, something dangerous. Her eyes dart about, drinking everything in, and she seems both comfortable wherever she is, and uncomfortable in most places, never staying in one spot too long. Her skin is a golden tan, her bow lashed to her quiver, a short, stabbing sword at her hip. She's wearing what might pass for traveling clothes among the elves, but barely count as clothes among regular folk, short boots, a gauzy skirt, an intricately worked cuirass and that mess of tangled hair on top. When she smiles it's toothy and hungry. She's a little like a brightly colored songbird that would just as likely peck your eyes out as sing for you.
Our story begins...
On the continent of Terria, a vast massive piece of land spanning almost 1/5 of the entire world. Once, ages past, it had been ruled by a evil,chaotic tyrant whose true name has now been lost to the sands of time. Held in an iron grip of fear and death, it is said that seven heroes arose to fight back against the evil one. Gifted with magical vestments from the gods, those champions beat back the creature, banishing it deep within the Nine Hells. But their victory was not so sweet. Of the seven that fought that day, only two living emerged, three bodies to be mourned, and the last two lost forever, never to be seen again.
But this story is not about them. No. Their tale is one that has already been told and retold a thousand times, sung by many bards across the world. Ours story starts much smaller and during a much simpler time, centuries later.
In a small seaside town known as Brookhurst, one of the many port towns to pepper the Black Dragon Coast. For such a tiny town it brings in strong trade, ample fish, and fine food. It's uniqueness come from its proximity to a large rib bone that juts out of the sand. A towering, white colossus that hangs a shadow over this town. A dark relic from a time long ago. Despite that people don't let its looming presence dampen their spirits.
In fact the town right now seems to be in the middle of a festival. Bright yellow and purple streamers cover the town as people crowd around stalls in the streets, vendors calling out their wares, and children race through the street laughing loudly. Brightly colored tents are set up along the edge of the town, the remnant of what seems to have been a carnival that has already preformed its act and now it worker are winding down and enjoying the festivities as well. Here is where our heroes, though they do not know that they are yet, are pulled together. They enter this town each for their own personal reason, but will leave united into an uncertain future.
Welcome, I am Shy and I shall be your Dungeon Master. This story takes place in an almost completely Homebrewed world, on planet named Gaia and our tale takes place on the largest of the continents, Terria. Once ruled by an evil God, now centuries later a flourishing country.
For those interested:
I am looking for 3-4 more players. Start at 3rd level. This is a series of adventures set up to take you from level 3 to 20. Please try to post at least every once every two days, if you will be unable to please let me know, so I will be temperoraly play your character to keep the story progressing. Time is always moving in the story, and your actions may have consequences.
We will be using the experience points system.
You can choose to either use point buy, standard array, or you can try to roll for it.
Same with health you can either roll for it or used the fixed health increase.
I am open to you using any race or class currently available on DND Beyond. (That includes Unearthed Arcana, and Critical Role Content. I am unable to use content share so you will unfortunately be limited to what you, yourself have here.)
One thing I ask is that you give me good reason your character is traveling. Any reason really will work, but it will be used to help build your backstory. Each person will have their own mission and it each one will be addressed at some point during the campaign.
Please submit your character concept and provide a link to your character sheet.
Here is a bit about the world to give you a feel for it.
Continents-
Terria, The Unbroken Titan.(The Land of Earth.) The largest and most inhabited land mass, where the bulk of this campaign will take place. A large mixing pot of races. The land is split into several smaller country sides, each with their own ruling system. The thing people recognize the most is the large tree growing in the heart of the continent, the famed Ancient One, which is said to have been around since the day the world was created. It is so massive that it can bee seen from almost anywhere on the continent.
Ingaunus, The Scorched Sands. (The Land of Fire.) An island known for both it dense jungles and scorching hot deserts. People there are hardy, used to the heat,but most importantly mischievous. The place is home to many dangerous animals and plants, but the people who live here prosper greatly for the deserts are home to many precious gems and oil. While the jungle has many unique fruits and plants that are essential for the arcane practice and can not be grown elsewhere. The continent is currently ruled by a family of Fire Genasi, who are said to have once made a dark deal with an efreeti to gain their power.
Aquaria, The Sinking Isle (The Land of Water.) A collection of forests, marshlands, and cliff-side islands. It was formally the second largest continent before half of it fell into the sea, it is now more of a collection of islands rather then a actual continent. After the Sinking, it was discovered that the other half of the island is still suspended just beneath the surface of the waves, protected by some unknown magic that allows the inhabitants to live safely beneath it, forming large air pockets where many cities now exist.
Aurinsole, The Floating Shores. (The Land of Air.) A mostly mountainous area. Small, natural stone towers jut up from the sea, connected to each other mostly by bridges. Anchored to the the largest mountain are a series of floating islands, where most of the large cities are located. This continent is primary inhabited by dragonborn, there are rumors that the true ruler of the islands is a Gold Dragon that sleeps beneath the mountain.
The Frozen Veil and Island of Glass- two islands at the very north and south of the planet, respectively. Both island are nearly uninhabitable due to the freezing temperatures. One is a bleak, snowy landscape while the other is made of sheets of ice, so pure and clear it is as if one is walking on glass.
Key Locations in Terria:
The Six Major Gods:
These are simply the six most widely worshiped gods on Terria. There a plenty of other deities that are worshiped across the land if you do not wish to worship one of these six.
Avery Highdale-Halfling Rogue(Thief) Lv.3
Penelope Skyshatter-Dragonborn Sorcerer(Draconic Bloodline) Lv.2
Red Skies in Mourning: DM
Volqelli Ryxu- Drow Wizard(Conjuration School)/Rogue Lv. 13
This a concept for a character I have had for a while.
Name: Belron Frostbeard
Race: Dwarf
Class: Monk/Way of the Drunken Master
Backstory/Why he is traveling: Belron belonged to a strong but rather unknown order of almost exclusively human and dwarven monks. They fo,lowed the teachings of a great monk hero by the name of Durga Brokenforge, a dwarven warlord turned monk after they found peace in their later centuries of life. He taught inner peace but beleived in training the body to use erratic and strange movements to allow the body to be both flexible for meditation and in the denfense of ones self and thoze that needed help. Originally the order used dwarven brews of alcohol to do this but over time it has become doable simply through learning the movements, although more traditional members will still use these drinks in their training.
Belron joined the order after he left an orphan due to his parents being exiled from their home and died due to being unable to make a life without their clan to depend on. From a young age the young dwarven monk found peace and took to the training of his masters, dedicating himself to living up to the image of the founder of their order. Nelron trained here well into his fourties which made him still young for a dwarf, elevating himself to q mid ranking member who was in charge of training new intitates to the order.
On one of his lesson into which the intitates would travel to a near by cave system to spend several days training and meditating to ponder a question posed to them, they ran into a surprise. A tribe of raiding orcs and ogres had been using the caves as base while they had been raiding nearby farms and trading roads. While they managed to fight off many of them, the students were in the end either killed or captured by the band, leaving Belron to die with a sword through his side. Luckily for the dwarf one of his students had managed to hide themselves and got him to the monastery before his wound proved fatal. After recovering from his wounds, Belron set out find the raiders in attempt to save his students that had been captured, setting off alone due to a feeling of personal responsibility.
(I hope this backstory is ok. If it is needed I can give more info on the monastery as this is a character who wass planned and never used before.)
Just to see if I can get good stats I'll roll but if not I will more then likely go for point buy.
21
14
ddb.ac/characters/5032359/iB0xON
Rekuberk Onc Level 8 | Half Orc | Barbarian (The Tales of the Fellowship of the White Cloaks)
Kayassa Level 3 | Satyr | Warlock (Cleath13's LMoP)
Bertolt Silentlash Level 3 | Variant Human | Bard (Our Little Lives Kept in Equipoise: Death House)
Daerthe Narcion Level 4 | Drow | Rogue (Karmoli's Great Upheaval)
Yeah let me redo those rolls my laptop acted up there is no way I should have a 21.
15
11
17
11
8
11
Rekuberk Onc Level 8 | Half Orc | Barbarian (The Tales of the Fellowship of the White Cloaks)
Kayassa Level 3 | Satyr | Warlock (Cleath13's LMoP)
Bertolt Silentlash Level 3 | Variant Human | Bard (Our Little Lives Kept in Equipoise: Death House)
Daerthe Narcion Level 4 | Drow | Rogue (Karmoli's Great Upheaval)
Name: Ryder Heavybrook
Race: Human
Class: Druid
https://ddb.ac/characters/5033747/tfTmHG
Ryder has always been in tune with everything natural in the world. He always felt he got along better with the trees and animals of the land better than people. He has spent many years in the swamps, plains, and forests of Terria and seeks to understand all he can baout this land. After many days meditating, he has decided to set out on a journey, seeking out other druids in order to gain knowledge.
(This is just a basic idea, I can elaborate further on it if you need me to)
Sulvarax Myilril | Dragonborn | Sorcerer | Lost Mines of Phandelver
Name: Thalion (bastard, no surname)
Race: Human
Class: Ranger
ackstory/Why he is traveling:
Abandoned as a child in the woods to die he was found be a hunter who raised him on the ways of the forest, learning to hunt, and kill to eat, kill or die no other rule was to be understood, even though his profession was to hunt creatures of the wild he learn to respect every one of them for they do what they must and nothing more, this simplicity was his way of thinking, years passed and a hunter became a well trained ranger through years of experience. After a long day of hunt returning to his hut, he noticed smoke upon getting there he found the one who had raised him slained, and a band of orcs looting the surroundings, rage and thirst for vengeance filled him and he rushed towards the orcs, he faugthed off killing some of them and damaging the leader leaving him blind in one eye, he walked towards his death tutor and swore to honor his father’s memory by dedicating his life to using what he was taught to hunt the creatures of evil, years passed and he became a monster bounty hunter, from giant spiders to wolfs dispute the lands of men, but always in his mind the face of the orc that got away, the leader of the raiding pary, the one he will not rest until found, word of a raiding party along side the farms close to Brookhurst had spread arround, and no doubt in his mind he had to go there.
Rolling Abilities:
2
2
3
4
1
2
Mb, still im using the 3 best from those rolls
11
12
12
13
13
14
https://www.dndbeyond.com/profile/Galthor/characters/5034608
Ability scores: 13 17 10 12 15 6
Name: Bazor Shadz
Race: Human
Class: Rogue
Bazor was born a half breed bastard on the islands of Kigahara. Abandoned to the orphanage by his disgraced unknown mother, Bazor was rased by the well meaning but strict priestess's of Arawai. Most days were spent in hard work, and sometimes study, failure was met with punishment. The punishment was not in truth severe, but it seemed so to a young boy who only wanted to be loved. The priestess's were only doing their best to have the orphans find an honorable place in society, even if it was on the lowest rung of servant.
Fortunately or unfortunately for Bazor he was shainghaied at the age of eight by the pirates of the Black Cutter and its Captain Red Burnz. He grew up learning the profession of sailor and pirate as the cabin boy. Life on a pirate ship was harder for the young boy than the orphanage but the adventure in each day seemed to diminish the truth of the hard work. From the ships Witch, Autumn Graeme, he continued his education learning to read, write, do math, even to speak the language of dragons and magic, as well as the tongue of dwarves, and the lore of magic itself. From his Captain, Red Burnz, he learned the gratification of hard work, fighting, and taking what you need. From the rest of the crew he learned the trades of theft, lying, and gambling as well as the other vices of hard working men.
It might have seemed that life had chosen the perfect destiny for young Bazor as he moved from cabin boy to lookout, from lookout to the rigging, from rigging to the deck, and finally to learn stearing and sailing. Fate was not so easy though and one day The Black Cutter chose the wrong target to attack. It was not that they chose a target to strong for them, they simply chose a target with an unseen enemy, Disease. After taking the craft and looting it the crew sailed on, Autumn was the first to take ill and three days later she was dead, by that time many of the crew were sick. The ship made hard for the Black Dragon Coast to find a priest or a druid. The crew turned on itself those still healthy seeming trying to do off with the ill before they too fell ill. By the time the ship beached itself on the shore, the crew was dead. Not knowing how much time later Bazor awoke in the surf. it must have been a day at least for he was terribly hungry, pruned, and still a little feverish. Men were coming to investigate the ship, which still flew it's pirate colors. Knowing if he stayed he would be captured and tried for piracy he fled south.
In a small town along the coast, Bazor met Estelle a bewitching creature of twenty years with eyes like fire and a temper and hair to match. She helped Bazor to get back to what health he could. Bazor fell deeply for the woman, and especially her eyes. His true health never returned however. A racking cough which sometimes brings up blood continues to plague him from that day on, it robs him of his stamina as well as his breath. The young man found himself bewitched by a lady who needed a man who could support himself and who played off Bazor's earnest advances as humor or the foolishness of the young often countering with cutting questions of the future. Bazor set out to make his fortune and prove himself.
A couple of years have passed since then and Bazor continues to move from town to town employing the hard work and vices he learned on the ship. But his cough, his name, his past, or his vices always seem to conspire to keep him poor and moving along.
6 for hp.
https://www.dndbeyond.com/profile/Giasrhen/characters/5035007
Katerielle in Lost mine of Phandelver.
Bhelmek Thuldren in The dark tower of Cabilar.
Iam Unsure in Tower of Heaven.
Vethra Vellum is a mountain dwarf in her blood but a devoted cleric in her soul, she has served only her grandmother Kes Vellum (a cleric Folk Hero) and Ulaa, Goddess of Hills and Mountain but now her grandmother has gone missing under mysterious circumstances and her faith in Ulaa wanes as her journey grows bleaker. She searches not only for her grandmother but for her belief in Ulaa and in the power of life.
STR =15 DEX=12 CON=15 INT=10 WIS=15 CHA=10
ddb.ac/characters/5035037/NeUagM
I wanted to leave things vague so you could shape the backstory as you see fit. I'm open to any interpretation of Vethra's backstory.
Name: Dexter "Dex" Goldhands
Race: Gnome
Class: Rogue (Arcane Trickster)
Ability scores: 14 11 13 13 15 9
Adventurer, archaeologist and treasure hunter extraordinaire, Dex comes from a long line of Goldhand gnomes who either made their fortunes from exploring, or were killed horribly by monsters with nasty, big, pointy teeth while doing so. Dex set out from the Bluefields a little over a year ago, his nose for hidden treasures leading him to a few small finds that helped with expenses along the way. Never one to shy away from fun, he arrived in Brookhurst a week ago, for some well-deserved downtime, and the plan his next expedition.
https://www.myth-weavers.com/sheet.html#id=1688267
Alright, let’s see here.
Name: Wolf Pup
Race: Half-Orc
Class: Fighter/Samurai
Backstory/Why He is Traveling:
Born on the Island of Kigahara, Wolf Pup was the offspring of a human islander and an orc treasure hunter. However, one night, as the newborn slept, an evil fog descended over the village. As the mist crept into Wolf Pup’s home, it coalesced into a hideous, blue ogre with a wicked grin of razor-like teeth, otherwise known as an Oni. The Oni stole the sleeping child out from under his mother’s nose and fled deep into his jungle lair. The Oni desired first for the child to weep and cry so that he could enjoy its wailing before his meal. For any other child, this would’ve been their end. However, Wolf Pup was silent through the night. The Oni saught it again the next night, yet was met with silence once more. For three days, the Oni waited for the child’s cries, yet each night Wolf Pup was silent. It was upon the forth night that the Oni grew tired of this game. He thought to himself to rest and kill the child in the morning. However, that night, Wolf Pup crawled away into the cover of night. He made it to a small clearing in the forest, where a pack of wolves found him. For the rest of his life, he knew this pack as his family, for they cared for him and raised him. He became an excellent warrior as the days grew, eventually interacting with the people of his village. He learned how to strike with the wind, and flow like the waters. He grew strong of mind and body. However, the time has come for him to leave the island. He sets out on a journey to learn more of himself and to put a halt to an escaped evil. The Oni that stole him away as a child has journeyed to the mainland, and Wolf Pup will be the one to slay him before he places his hands upon another.
Ability scores: 14 13 9 10 14 11
HP: 12+17. Woo one over average haha
Sheet: https://www.dndbeyond.com/profile/JcAndD/characters/5035179
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
Name: Perry the Peregrine
Race: Human (variant)
Class: Cleric (tempest)
Backstory: Perry was found wandering by the side of the road at the age of 6 by an old, even by Elven standards, elf. He was badly wounded and near death, having been slashed across the chest and face in one vicious cut. The wizened elf took him to his cottage and nursed him back to health. After many fearful nights, the elf knew young Perry would pull through and began searching for the boys parents. They were eventually found. They had been travelling to the Elven settlement and had been ambushed, cut down and robbed by ruthless bandits. With no other option, the elf adopted the boy and took to calling him peregrine (wanderer or pilgrim) due to the lad's tendency to never sit still. This eventually was shortened to Perry. Perry doesn't remember much about the time before he has adopted. He only remembers that his parents loved him and how much he misses them. He thankfully remembers nothing of the attack.
Being a human in Elevn society, Perry was an outcast. The hideous scar across his face and chest only compounded the issue. The only friend he had was his adoptive father. The elf was something of a hermit, living a days march outside the main village and living off the land. When the elf became ill, Perry learned to take care of his father's chores and would often be forced to travel the day's march into town to aquire essential items. He learned to love the wilderness and solitude of his trips. When the elf finally died, Perry was lost. Still an outcast, he now had no friends. He packed a single bag and struck out into the wilderness.
By this time, Perry had grown to be a rather large and strong young man. He was easily able to find various odd jobs. He found the most rewarding job was being a guard for travelers. His large frame and menacing appearance finally worked in his favor and he liked that he helped make sure that what happened to him would never happen to anyone else.
Oscar "Oz" Diggs, Human Technomancer Wizard (10)/Rogue (1) - Fate/False Revelation, PbP
DM, Kaden Tolgalen
Current Rooster (This has nothing to do with the open spots right now, I'm just letting you know who is already in the game.):
Buttz playing - Bug Crunch, a Kenku Druid
Dimbulb playing- Dr. Gin, Air Genasi Blood Hunter
4 more slots are open. I'm going to leave this open for the next two days then close it and choose the best characters(people who look good machincally and rp wise) to join.
Avery Highdale-Halfling Rogue(Thief) Lv.3
Penelope Skyshatter-Dragonborn Sorcerer(Draconic Bloodline) Lv.2
Red Skies in Mourning: DM
Volqelli Ryxu- Drow Wizard(Conjuration School)/Rogue Lv. 13
Name: Barbara Kiddo
Race: Human
Class: Barbarian (Berserker)
Barb was born in civilization, in Whitehill, and raised among affluent people until about 7 years old. Her parents packed up and left for the wilderness, heading toward The Ancient One, believing some fundamental truth was to be learned. While her parents were more druidic in nature, observing and appreciating the cycles of Gaia, Barbara suffered greatly from the wilderness, fueling a deep-seated rage in the young girl. Anger and removal from society helped mold Barbara into a ruthless hunter and warrior, taking on deadly challenges as a badge of honor for her own martial code.Her parents warned her of some great impending doom, something they could feel emanating from The Ancient One. Barbara shrugged these stories off, honing her own skills in a policy of seek-and-destroy. Her parents died from exposure during a routine hike, and that year there were no rabbits to hunt. Next season, the berries never sprouted and apples rotted on the tree. The fauna and flora returned to their usual vigor in the seasons to follow however the experience hardened Barbara and convinced her that something was indeed coming to a head. She has found herself in Brookhurst looking for sea transportation to near her hometown of Whitehill. There she hopes to find clues to her past and a chance to bring her parent's findings to light for society. During her travel, she has been exposed to far more people than she has ever interacted with before, social norms are strangely familiar, like a deja vu, but often misunderstood.
Barbara is 5'8" and athletic, built like a rower. She has shoulder length, thick, blond dreadlocks and a crooked nose that looks like it might actually be broken right now. Pieces on both ears are missing; she tells people that she needed fish bait...
She wears simple clothing made from thin leather and light furs, favoring mobility and comfort.
Stats (Standard Array +racial benefits)
16 14 15 9 13 11
Link: ddb.ac/characters/4593374/EL98N6
https://ddb.ac/characters/4593374/EL98N6
Dril-lvl 4 Wizard-Forest Gnome-The Bounders https://www.dndbeyond.com/profile/HumbleHubris86/characters/3314145
Croak- lvl 3 Fighter- Half-Orc- The Wizard's Challenge https://www.dndbeyond.com/profile/HumbleHubris86/characters/3773609
Barbara: lvl 3 Ancestral Barbarian- Red Skies Mourning https://www.dndbeyond.com/profile/HumbleHubris86/characters/4593374
Ability scores: 13 14 11 13 14 9Going Point Buy
I'd be interested in playing Ren, a displaced Githyanki eldritch Knight whose newfound love of freedom has resulted in her taking delight in all aspects of life. She's never going back to her people.
https://ddb.ac/characters/4551646/aMHj6f
Liarin: Against the Cult of the Reptile God
Adewild: Shadows and Light 2
Brother Thaddeus: Rime of the Frostmaiden.
Ability scores: 10 14 18 4 15 14
Name: Oriax Morthos
Race: Tiefling
Class: Warlock
Oriax came to a shady looking caravan where he heard you can find whatever you want, whenever you need. He was looking for a research material he needed for his next theathrical act. He landed a role of a young rich merchant with a peculiar hobby. Not wanting to waste the opportunity of being famous, he decided to learn more about this peculiar hobby in order to visualize and portay his character.
"Anyone in here? I'm looking for a certain item."
He waits until a creaking sound can be heard inside one of the wagons. He tried to take a good look but his vision can't seem to penetrate the darkness looming inside of it. A voice speaks and asks him.
"What item it is?"
"A book of learning."
"And what book is it in particular, young man?"
"A book about bondage....."
An awkward silence fills the vicinity when a book was thrown to directly to his forehead. He began to read it to check its authenticity, when he felt a sharp pain on his mind, as if something is trying to fill it with nonsensical gibberish. A couple of minutes later, when he looked around the caravan was nowhere near and only a vacant lot can be seen on its previous location.
After becoming successful of his role, the sharp pain from his head begins to worsen. Over time, it affected his career as he can't seem to rest when decided to get guidance to a local church and saw one of the nuns praying diligently. Slowly he began to hear a whisper in a deep voice.
"You know, that nun looks good tied up in chains."
"What the f---? Where's that coming from?"
"Oh you can hear me? It seems exhaustion took a toll on you and now you can hear my voice. Very well, since you unknowingly entered a pact with me I'll tell you who I am. I have various titles: the Black Sun, the Father of Elder Evils, the Author of Wickedness, the Eater of Worlds, the Chained God, but you may call me Tharizdun."
"I know getting something free isn't a good thing. Tch."
"Now, now. We both don't have any choice on this matter since it's already been done. My thoughts wil continue to haunt you as long as I am alive, and from what I know, I'm immortal, so tough luck buddy. However, there are a few ways you can stave off my boredom thus preventing me from making you insane.
You see Oriax, I have a profound hatred of all the gods, whether they are good or evil. So my task for you is to find their devout disciples and bind them, just like what their patrons did to me, humiliate them if possible. If you can make them fall from grace, the better."
"And if I don't do it?"
"You'll slowly spiral into madness, like your predecessors, until you become insane or die, whichever of the two comes first."
Thus Oriax left the dazzling stage and began his travels to satisfy his otherwordly patron or until he could find something to remove his connection to him without getting insane or dying.
Let's roll some dice and see what happens ;-)
Ability scores: STR 16, DEX 10, CON 13, INT 7, WIS 14, CHA 11
(Not bad, I'll keep them in order for some fun ;-) )
Name: Jerrice (last name given up)
Race: Half-Elf
Class: Paladin 3 (Oath of Redemption)
Background: Soldier
Description: Jerrice is about 5'5'', well built, though with a slender, lean frame. He has dark red hair, cut short and slightly spiked, lightly tanned skin, and piercing ice-blue eyes. He has a tattoo of his past on his left forearm that he keeps wrapped in bandages, a momento of his past he doesn't like to recall.
Why he is travelling: Jerrice was once a frontline soldier in an army for one of the Terrian nation. He used to be a blood knight, one who revels in fighting and killing his enemies in the name of his country. However, they reached the point where he was slaughtering, rather than fighting on fair ground. He saw how he was being used as a tool to fight and kill those who were defenceless. He went AWOL, leaving his family name and history behind and attempting to seek some atonement for his misdeeds, dedicating his followings closer to Torm, and working to assist those who are incapable of helping themselves.
(Can fill in gaps if in the campaign :-) )
Current Player In: The Guild as Elsara Deepmoon
Lovely homebrew world!
I'll roll some stats, assign them in order and then see where my fantasy takes me for the character :)
Ability scores: 12 12 11 13 10 13
Name: Dihek'nir
Race: Githyanki
Class/Background: Bard and entertainer
Characte concept: Dihek'nir is a middle-aged githyanki male. He knows he's supposed to search for something, but after trying for many years as a youth he couldn't figure out exactly what it was. He's always been easygoing and sociable, loves the attention of a crowd and knows some tricks. This led him to try for a College of Sword to become a real bard, but it really wasn't for him. Too stationary and not physical enough. He sure can play a few instruments, but his bread and butter are mostly feats of strength.
The innate need to look for something guided him to a traveling profession. He's been part of this carnival troupe for many years now and has just finished his performance in this small town of Brookhurst.
Link: https://ddb.ac/characters/4926925/D26FrK (haven't finalized the equipment/wealth part yet)
Interesting world. Here is my proposed character with proposed dice roller
Name: Fenchurch Snailchaser
Race: Forest Gnome
Class/Background: Wizard (Illusion) Charlatan
Appearance: Fenchurch is a 3'3 gnome, with the small but proportional frame of his people. He has brown, thin hair, brown eyes, and fingers that seem partricularly stained with ink, dirt, and whatnot. In his normal life, he wears nondescript, patched clothes that speak to his relative lack of money and itinerant lifestyle. His boots in particular have been repeatedly mended, and have a number of strange stains and discolorations. When he is "working", he typically is dressed in an absurdly ornate (but cheap) purple hood and cloak, with golden stars throughout, dramatic self applied mascara and eyeliner, and drawn one abstract tattoos covering his arms.
Backstory: Fenchurch grew up to a poor gnomish family in Whitehill, the massive towers of the Silverthread Academy looking over him every day of his life. The academy was a constant source of motivation and inspiration, driving Fenchurch to do more, learn more, and be more. When he was old enough, he finally walked to the front gates of the Academy, and humbly request admittance to the school. He was rejected. However, a kindly Goren Tinderstrike fellow gnome in the sanitation office did give Fenchurch a job as a night janitor in the Academy, so he could be near magic if not performing, and furthermore earn a consistent living. Fenchurch took the job, but the allure of magic remained. For his 5 years employed by the academy, he took advantage of the relative isolation of night duties to read from the Academies' collections, experiment carefully in their labs, and otherwise learn whatever he could without aid of guide or proper materials. For a time, this worked rather well; he even built a "spell book" from a stitched together pieces of leftover leather a paper scraps. After five years, he was finally ready to show someone else his newfound abilities, and invited Goren into an unused lab one night. Two lost eyebrows later, Goren fired Fenchurch. With no references and no real skills except for his surreptitious magical knowledge, Fenchurch found the work he could; as an illusionist and "fortune teller" at a travelling carnival. However, what others might see as a sad end, Fenchurch sees a chance to practice magic, if minor magic, every day, and to travel the world and learn about the arcane arts everywhere. One day, he swears, he will return to Silverthread... as a teacher.
Dice Rolls (note: Int will be +2, Dex +1 for race)
13 11 13 5 8 11
Fenchurch, Gnome Wizard, Red Skies in Mourning
Hey Shy! Here's my character for your deliberations.
Tangle - 3rd level Eladrin (Summer) Rogue Scout
Tangle is an elf, that much is clear, but what sort of elf is not so certain. She's slight, and quick, beautiful in that sort of ethereal way of elves, but there's something wild about her beneath that mess of gold and red hair, something dangerous. Her eyes dart about, drinking everything in, and she seems both comfortable wherever she is, and uncomfortable in most places, never staying in one spot too long. Her skin is a golden tan, her bow lashed to her quiver, a short, stabbing sword at her hip. She's wearing what might pass for traveling clothes among the elves, but barely count as clothes among regular folk, short boots, a gauzy skirt, an intricately worked cuirass and that mess of tangled hair on top. When she smiles it's toothy and hungry. She's a little like a brightly colored songbird that would just as likely peck your eyes out as sing for you.
I'll send you her backstory privately.
Link to shared DDB character
I'm using this portrait by lynadeathshaow for inspiration
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me