I want to try out something a little unconventional: an open-world PBP in which the characters are masters of their own destiny. A challenging goal, I agree. But with a reliable group of players willing to explore a vast realm full of monsters, gold, and colorful characters, this could be a game-changing experience.
TERRA:
Terra is a vast land filled with oppurtunity and adventure. It has only been a century or so since the great races first arrived here, fleeing from their sinking homeworld, and the majority of Terra remains undiscovered. Ancient civilizations and slumbering monsters lurk in windswept deserts, frigid tundra, sunlit forests, tropical jungles, festering swamps, majestic mountains, and a myriad of other environments. Will you discover new lands in the name of your monarch, slay monsters for personal advancement, or adventure for the love of gold? Whatever your calling, adventure awaits!
THE AGE OF EXPLORATION:
After their homeworld sunk to the bottom of the ocean in eternal slumber, a desperate fleet of humans, elves, dwarves, halflings, orcs, goblins, dragonborn, gnomes, and a multitude of other "great races" set sail in search of another land in which to settle. For months they drifted aimlessly, until on the 99th day, they sighted land, which they would later name Terra. The great races, unified only by their common misfortune, quickly disbanded, and thus began the Age of Exploration. Each race, determined to win wealth and prestige, sent their greatest warriors, magic-users, and adventurers on a quest of discovery, while others set about the daunting task of rebuilding a shattered kingdom. Cities, towns, and trading posts quickly sprang up, and delicate alliances were made. The High Council was established in an effort to restore order, and every race, no matter their former prestige, are granted a seat. In a single century, an entire nation had been reborn. But there is still much work to be done.
THE GREAT RACES:
The great races are the playable 5e races. Each race has an established government, typically a monarchy. The gods of their old world have journeyed with them, and even the deities face challenges as they encounter the savage and primal gods of Terra.
CHARACTER CREATION:
All UA, PHB, SCAG, DMG, VGM, XGTE, EEPC, MTF, and Playtest content is allowed when making a character.
XP based advancement
Encumbrance on
When creating your character, here are some things to keep in mind:
Does your character remember life before they settled on Terra? If they are over 100 years old, the answer is probably yes.
What drives your character to adventure?
What is your characters relationship with their race/government/ruler?
How does your character regard the primal natives of Terra?
Sumbit a character concept, backstory, and personality traits, and I will choose six characters to explore this incredible world with me!
WELCOME TO TERRA:
This is merely a rough draft, and when the campaign begins I will have developed a much more detailed description of Terra, its terrain, its occupants, and the political and social system of the great races. Until then, have fun adventuring, wherever you might be!
To start, I will be accepting 6 character applications, and these characters will be adventuring together in a single party. As the game progresses, I may start another rival group.
Hey there! I tried playing in your Candle in the Dark campaign, but I was forced to bow out due to a shift in my work schedule. I'm hoping I can give this a try though now that things have settled down!
For character creation, are we rolling or doing standard array/point buy? Starting at Level 1?
Great to see you again, Xero! You bring up a few good points I failed to mention about character creation. Let me try again.
Characters start at level 1, and may use content from any officially published D&D resource book as well as Playtest and UA content. You will roll for ability scores, and any score of 7 or less may be rerolled. Encumbrance is on, and we will use the XP based advancement method. When you submit your character concept, it should look something like this:
Name
Race/Class
Ability scores
Personality traits/ideals/bonds/flaws
Background/descriptionflaws
At this time I will only be accepting 6 characters, but I may start another party in the future. Happy adventuring!
This post has potentially manipulated dice roll results.
Ability scores: 14111211119
Edit: Oof. Not great haha. Let's see if I can make this work.
Name: Atlas
Race/Class: Juggernaut Warforged Fighter
Ability scores: 14, 12, 11, 11, 11, 9
Personality Traits
I face problems head-on. A simple, direct solution is the best path to success. I can stare down a hell hound without flinching.
Ideals
Greater Good. Our lot is to lay down our lives in defense of others. (Good)
Bonds
Those who fight beside me are those worth dying for.
Flaws
I obey the law, even if the law causes misery.
Atlas was created for war. He was constructed for an army, and that purpose remains with him to this day. However, he was recommissioned later on to serve as a guard for the journey into the new world. He was made to be a sentinel for the group. A protector. His lot is to protect his people while they journey and explore this realm, even if it means he must lay down his life. He has orders and directives. They are as intrinsic and necessary for him as DNA for the other fleshy beings. The drums of war still pound in his head though. Even now, it is the only thing that makes sense. He will obey his directive and protect the group, but he is always itching and ready for a fight.
This post has potentially manipulated dice roll results.
Name: Shiv
Race/Class: Viashino Fighter (or barbarian if fighter is taken)
Ability scores Ability scores: 121015171316
Personality traits/ideals/bonds/flaws: Energetic and full of life, never backs down from a fight and loves to have a god time.
Background/descriptionflaws: He was raised on the stories of his grandfather, talking of the old world the the struggles of the new, they helped to shape him and his ideals. When he was able, he signed up as a soldier to help protect those he cared about, fueled by an inner fire he excelled in combat and only left the military after he nearly killed another fellow soldier for attempting to abandon his fellow comrades in battle. His anger has always been his greatest flaw but has also been used as one of his greatest strengths when focused like a blade and applied to an enemy.
Does your character remember life before they settled on Terra?
No, he only knows the stories of his grandfather
What drives your character to adventure?
I must learn to control my emotions and strive to better myself
What is your characters relationship with their race/government/ruler?
I respect command and my race, I was a loyal soldier and respect those in authority.
How does your character regard the primal natives of Terra?
Shiv respects strenth, courage, and honor no matter the race and is quick to help those that need it.
Personality: I am utterly serene, even in the face of disaster. I connect everything that happens to me to a grand, natural plan.
Ideals: Live and Let Live. Take/ use only what is needed for self and family.
Bonds: Nothing is more important than the other members of my hermitage.
Flaws: I am blunt in my criticisms and compliments that some take offense to. I am still young and impressionable.
Background:My people traveled across the great expanse to reach Terra and settled in the mountains. For years they tried to keep to themselves, only assisting other races and cultures when needed. As the early years passed by, my people thrived and many tight nit communities spread across the mountain ranges. My tribe perched themselves on a rocky outcrop overlooking a river valley. Tunneling and carving homes on the side of the cliffs. The valley was fertile and full of game.
My uncle Kak instilled me with a respect for nature. How it changes with the seasons and takes only what is needed. He taught me how to hunt and how to control the elements of nature. About 6 months ago, while we were out hunting an earthquake struck. My uncle and I watched in horror as our village collapsed from the side of the mountain in a giant landslide. Many were able to escape their homes and fly to safety. My family wasn't as lucky. They were trapped inside our home tunneled deep into to the side of the cliff.
After helping my tribe rebuild i informed my uncle that I wanted to see more of the world. I told him i didn't want to die like my family without knowing what was out there. My uncle refused at first but slowly warmed to the idea. He helped me fashion a shield from a fallen tree and create bone studded leather armor from the local game we hunted. He warned me of the many dangers in Terra but respected my courage and escorted me to the edge of the valley saying that he looked forward to my return and the many stories from my adventures. I've been on my own for 2 months now traveling across Terra from town to town meeting many new races and cultures.
Ability scores:15, 9, 13, 16, 11, 13 [Ouch. Three negative modifiers? This isn't looking too good.]
Personality traits: I believe in honor above all. My superiors tolerated no weakness in me, so I will not tolerate weakness in others.
Ideals: Strength. Only the strong will rise to the top. Strength is evident in everything you do, from your sword arm to your tactics.
Bonds: I would do anything to prove myself superior to my hated rival. Honor is everything to me.
Flaws: I overlook my own shortcomings in favor of pointing out those of others’. The law is absolute, even if it causes others pain.
Background:
I was born here, on Terra. The year I turned 15, as a blue nose, I was taken to be tested for magical prowess. Proving myself worthy, I was taken into the recently reconstructed Academy of Devastation. Three years have passed, and now I must complete my final task before I am allowed to join my banner again; I must prove myself by venturing into the untamed wilds of Terra and bring back proof that I have accomplished much. My spellbook has been chosen by the captain of another banner, and I am to inscribe my own spells as I progress further in my exploits. The only thing of my own is my Devastation Orb, which serves as my arcane focus.
Does your character remember life before they settled on Terra?
No. All I know are stories from texts in the Devastation’s library.
What drives your character to adventure?
I must prove myself to my peers and instructors to earn my place in a banner.
What is your characters relationship with their race/government/ruler?
The commander is absolute. To disregard their commands would be treasonous. My own thoughts do not matter.
How does your character regard the primal natives of Terra?
If they show themselves to be our enemies, they must be destroyed to the last man. Otherwise, they are a useful resource, if a somewhat unreliable one. We have landed on their territory and claimed their land for our own. It would be reasonable for them to turn against us, and I do not doubt that one day, they will.
Character Concept: Kenku Barbarian (Or possibly Ranger/Rogue/Monk?)
The Sea Pirates of Terra are a natural evolution of the many species who traveled to the continent by ship-after all, before the roads were built, the ocean was the only way to travel. And where ever there are roads, there are bandits. On land Kenku thugs are common in the streets and alleyways, and their swaggering thuggery is often viewed more with derision than fear. On the sea, however, among the more feared than the Kenku Sea-Reavers. They act as wolf packs, favoring stealth, trickery, and outright brutality-swarming over decks of ships at night in utter silence, slaughtering the sentries without a noise, unless it's a cunningly mimicked call for help from a 'friend'. Their feathers are often daubed midnight black with water deflecting and light concealing pitch, and they typically wield any sort of weapon-spears, daggers, axes, even fists. Traditionally they do carry shields made of the shells or the scales of aquatic beasts-as long as it's easy to glide through the water. It's said a Sea-Reaver rarely hits very hard, but in turn they are almost impossible to hit. And while you concentrate on that one, five of her friends stab you in the back and pitch you into the waves.
Personality traits
Ideals: Survival of the Fittest/A Fledgling must be flung from the nest-if they fly, they deserve to come back. If they fall into the waves, then they at least will not suffer being weak any longer. I must earn my name back by learning to fly.
Bonds: Clan-Family/I have a strong respect for my sea-clan. I must prove I am worthy to return to them.
Flaws: Nest-Robber/Other races may call me selfish and immoral, but I merely call myself profitably curious and willing to grasp opportunity.
Backstory
Many of the races lacking ship building prowess had to beg, borrow, or stole passage among the vessels of the 'Great Races' to escape the Homeworld. They often traveled in great hardship among the cramped vessels. While many of these ships would be abandoned or broken up to fuel construction of new settlements, a few of the vessels became homes to these 'lesser' races, the Kenku among them. This heroines ancestors were born in one of these vessels-and afterwards many clutches of Kenku who took these ships, lashed them together into floating colonies, and made their way to the warmer shores and in time, rich hunting grounds. They quickly found the lives of sea-going vagabonds to be both profitable and enjoyable, taking to being called 'Sea-Reavers'. Her kind has been a plague on decent sea-going folk as long as anyone can remember.
Leaves-Falling-In-The-Sea is hardly nine years young, though nearly mature to a Kenku. Her Sea clan (Known as the Torn-Banners-Flapping-in-Storm-Winds) is typically harsh-a Kenku of 10 years of age is literally cast from the flock to the land, and given only a the barest minimum to survival, culturally stripped even of their chosen names, genders and identities. Leaves-Falling-In-The-Sea was hardly unique in this regard, and indeed, readily accepted and agreed with the ethos, which makes perfect logical sense, to them anyway, given their high birth rate and low longevity. The idea is that survivors will return with valuable experience and knowledge, not to mention coin and new sounds and stories to share. Only then they can they fully join the clan and 'take back' their name to the other sea-going Kenku.
Indeed, her species is sundered into two disparate groups-To other Kenku Sea-Folk, young outcasts who have not proven themselves are only known as 'empty echo in the long night' and viewed as invisible, or even prey to be hunted or a nuisance to be driven off. By unofficial agreement, she's technically a member of the Kenku land-folk now (Just as a young Kenku who is exiled from the land can be considered sea-folk), and they can deal with her and acknowledge her existence-albeit with an air of condescension and hostility that pervades relations between the two branches.
Leaves-Falling-In-The-Sea has traveled in-land with her scant possessions on her back, greatly hoping to do this, taking the first sound she favored as her new name. She knows little of those natives who dwell in the land of Terra, unless she helped loot their villages after a fight, and little of the land in general. Her nature, both scrappy and unpredictable, is likely to get her into trouble. She is eager, as any young folk would be, to test her skills against whatever comes-and to claim her name back through deeds of great heroism...and greater profit.
Congratulations, everyone, we are ready to begin! Please submit your characters to the link below and we can kick off this exciting adventure together!
I want to try out something a little unconventional: an open-world PBP in which the characters are masters of their own destiny. A challenging goal, I agree. But with a reliable group of players willing to explore a vast realm full of monsters, gold, and colorful characters, this could be a game-changing experience.
TERRA:
Terra is a vast land filled with oppurtunity and adventure. It has only been a century or so since the great races first arrived here, fleeing from their sinking homeworld, and the majority of Terra remains undiscovered. Ancient civilizations and slumbering monsters lurk in windswept deserts, frigid tundra, sunlit forests, tropical jungles, festering swamps, majestic mountains, and a myriad of other environments. Will you discover new lands in the name of your monarch, slay monsters for personal advancement, or adventure for the love of gold? Whatever your calling, adventure awaits!
THE AGE OF EXPLORATION:
After their homeworld sunk to the bottom of the ocean in eternal slumber, a desperate fleet of humans, elves, dwarves, halflings, orcs, goblins, dragonborn, gnomes, and a multitude of other "great races" set sail in search of another land in which to settle. For months they drifted aimlessly, until on the 99th day, they sighted land, which they would later name Terra. The great races, unified only by their common misfortune, quickly disbanded, and thus began the Age of Exploration. Each race, determined to win wealth and prestige, sent their greatest warriors, magic-users, and adventurers on a quest of discovery, while others set about the daunting task of rebuilding a shattered kingdom. Cities, towns, and trading posts quickly sprang up, and delicate alliances were made. The High Council was established in an effort to restore order, and every race, no matter their former prestige, are granted a seat. In a single century, an entire nation had been reborn. But there is still much work to be done.
THE GREAT RACES:
The great races are the playable 5e races. Each race has an established government, typically a monarchy. The gods of their old world have journeyed with them, and even the deities face challenges as they encounter the savage and primal gods of Terra.
CHARACTER CREATION:
All UA, PHB, SCAG, DMG, VGM, XGTE, EEPC, MTF, and Playtest content is allowed when making a character.
XP based advancement
Encumbrance on
When creating your character, here are some things to keep in mind:
Does your character remember life before they settled on Terra? If they are over 100 years old, the answer is probably yes.
What drives your character to adventure?
What is your characters relationship with their race/government/ruler?
How does your character regard the primal natives of Terra?
Sumbit a character concept, backstory, and personality traits, and I will choose six characters to explore this incredible world with me!
WELCOME TO TERRA:
This is merely a rough draft, and when the campaign begins I will have developed a much more detailed description of Terra, its terrain, its occupants, and the political and social system of the great races. Until then, have fun adventuring, wherever you might be!
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Is there a limit to how many people you are accepting into this campaign or is it open to everyone all the time?
To start, I will be accepting 6 character applications, and these characters will be adventuring together in a single party. As the game progresses, I may start another rival group.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Hey there! I tried playing in your Candle in the Dark campaign, but I was forced to bow out due to a shift in my work schedule. I'm hoping I can give this a try though now that things have settled down!
For character creation, are we rolling or doing standard array/point buy? Starting at Level 1?
Great to see you again, Xero! You bring up a few good points I failed to mention about character creation. Let me try again.
Characters start at level 1, and may use content from any officially published D&D resource book as well as Playtest and UA content. You will roll for ability scores, and any score of 7 or less may be rerolled. Encumbrance is on, and we will use the XP based advancement method. When you submit your character concept, it should look something like this:
Name
Race/Class
Ability scores
Personality traits/ideals/bonds/flaws
Background/descriptionflaws
At this time I will only be accepting 6 characters, but I may start another party in the future. Happy adventuring!
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Ability scores: 12 14 15 12 11 15
You want the applications in a PM right?
You may post your applications here, because I will be creating a new thread for gameplay anyway.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Ability scores: 14 11 12 11 11 9
Edit: Oof. Not great haha. Let's see if I can make this work.
Name: Atlas
Race/Class: Juggernaut Warforged Fighter
Ability scores: 14, 12, 11, 11, 11, 9
Atlas was created for war. He was constructed for an army, and that purpose remains with him to this day. However, he was recommissioned later on to serve as a guard for the journey into the new world. He was made to be a sentinel for the group. A protector. His lot is to protect his people while they journey and explore this realm, even if it means he must lay down his life. He has orders and directives. They are as intrinsic and necessary for him as DNA for the other fleshy beings. The drums of war still pound in his head though. Even now, it is the only thing that makes sense. He will obey his directive and protect the group, but he is always itching and ready for a fight.
Name: Shiv
Race/Class: Viashino Fighter (or barbarian if fighter is taken)
Ability scores Ability scores: 12 10 15 17 13 16
Personality traits/ideals/bonds/flaws: Energetic and full of life, never backs down from a fight and loves to have a god time.
Background/descriptionflaws: He was raised on the stories of his grandfather, talking of the old world the the struggles of the new, they helped to shape him and his ideals. When he was able, he signed up as a soldier to help protect those he cared about, fueled by an inner fire he excelled in combat and only left the military after he nearly killed another fellow soldier for attempting to abandon his fellow comrades in battle. His anger has always been his greatest flaw but has also been used as one of his greatest strengths when focused like a blade and applied to an enemy.
Does your character remember life before they settled on Terra?
No, he only knows the stories of his grandfather
What drives your character to adventure?
I must learn to control my emotions and strive to better myself
What is your characters relationship with their race/government/ruler?
I respect command and my race, I was a loyal soldier and respect those in authority.
How does your character regard the primal natives of Terra?
Shiv respects strenth, courage, and honor no matter the race and is quick to help those that need it.
Name: Tak
Race: Aarakocra Class: Druid
Ability Scores:17 15 8 13 10 10
Align: Neutral
Personality: I am utterly serene, even in the face of disaster. I connect everything that happens to me to a grand, natural plan.
Ideals: Live and Let Live. Take/ use only what is needed for self and family.
Bonds: Nothing is more important than the other members of my hermitage.
Flaws: I am blunt in my criticisms and compliments that some take offense to. I am still young and impressionable.
Background:My people traveled across the great expanse to reach Terra and settled in the mountains. For years they tried to keep to themselves, only assisting other races and cultures when needed. As the early years passed by, my people thrived and many tight nit communities spread across the mountain ranges. My tribe perched themselves on a rocky outcrop overlooking a river valley. Tunneling and carving homes on the side of the cliffs. The valley was fertile and full of game.
My uncle Kak instilled me with a respect for nature. How it changes with the seasons and takes only what is needed. He taught me how to hunt and how to control the elements of nature. About 6 months ago, while we were out hunting an earthquake struck. My uncle and I watched in horror as our village collapsed from the side of the mountain in a giant landslide. Many were able to escape their homes and fly to safety. My family wasn't as lucky. They were trapped inside our home tunneled deep into to the side of the cliff.
After helping my tribe rebuild i informed my uncle that I wanted to see more of the world. I told him i didn't want to die like my family without knowing what was out there. My uncle refused at first but slowly warmed to the idea. He helped me fashion a shield from a fallen tree and create bone studded leather armor from the local game we hunted. He warned me of the many dangers in Terra but respected my courage and escorted me to the edge of the valley saying that he looked forward to my return and the many stories from my adventures. I've been on my own for 2 months now traveling across Terra from town to town meeting many new races and cultures.
Character Sheet: https://ddb.ac/characters/5980771/BryCNr
Ability scores: 12 10 11 14 12 13
Name: Locke Starblade
Race: Human
Class: Rogue
Alignment : Chaotic Neutral
more to come...
We have four spots locked up! Two more adventurers needed!
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Name: Jevyn
Race/Class: Hobgoblin Wizard (Evocation Focus)
Ability scores: 15, 9, 13, 16, 11, 13 [Ouch. Three negative modifiers? This isn't looking too good.]
Personality traits: I believe in honor above all. My superiors tolerated no weakness in me, so I will not tolerate weakness in others.
Ideals: Strength. Only the strong will rise to the top. Strength is evident in everything you do, from your sword arm to your tactics.
Bonds: I would do anything to prove myself superior to my hated rival. Honor is everything to me.
Flaws: I overlook my own shortcomings in favor of pointing out those of others’. The law is absolute, even if it causes others pain.
Background:
I was born here, on Terra. The year I turned 15, as a blue nose, I was taken to be tested for magical prowess. Proving myself worthy, I was taken into the recently reconstructed Academy of Devastation. Three years have passed, and now I must complete my final task before I am allowed to join my banner again; I must prove myself by venturing into the untamed wilds of Terra and bring back proof that I have accomplished much. My spellbook has been chosen by the captain of another banner, and I am to inscribe my own spells as I progress further in my exploits. The only thing of my own is my Devastation Orb, which serves as my arcane focus.
Does your character remember life before they settled on Terra?
No. All I know are stories from texts in the Devastation’s library.
What drives your character to adventure?
I must prove myself to my peers and instructors to earn my place in a banner.
What is your characters relationship with their race/government/ruler?
The commander is absolute. To disregard their commands would be treasonous. My own thoughts do not matter.
How does your character regard the primal natives of Terra?
If they show themselves to be our enemies, they must be destroyed to the last man. Otherwise, they are a useful resource, if a somewhat unreliable one. We have landed on their territory and claimed their land for our own. It would be reasonable for them to turn against us, and I do not doubt that one day, they will.
This should be fun. :D
I'm going for a non-standard sort of character...
....
Name: Leaves-Falling-In-The-Sea
Character Concept: Kenku Barbarian (Or possibly Ranger/Rogue/Monk?)
The Sea Pirates of Terra are a natural evolution of the many species who traveled to the continent by ship-after all, before the roads were built, the ocean was the only way to travel. And where ever there are roads, there are bandits. On land Kenku thugs are common in the streets and alleyways, and their swaggering thuggery is often viewed more with derision than fear. On the sea, however, among the more feared than the Kenku Sea-Reavers. They act as wolf packs, favoring stealth, trickery, and outright brutality-swarming over decks of ships at night in utter silence, slaughtering the sentries without a noise, unless it's a cunningly mimicked call for help from a 'friend'. Their feathers are often daubed midnight black with water deflecting and light concealing pitch, and they typically wield any sort of weapon-spears, daggers, axes, even fists. Traditionally they do carry shields made of the shells or the scales of aquatic beasts-as long as it's easy to glide through the water. It's said a Sea-Reaver rarely hits very hard, but in turn they are almost impossible to hit. And while you concentrate on that one, five of her friends stab you in the back and pitch you into the waves.
Personality traits
Ideals: Survival of the Fittest/A Fledgling must be flung from the nest-if they fly, they deserve to come back. If they fall into the waves, then they at least will not suffer being weak any longer. I must earn my name back by learning to fly.
Bonds: Clan-Family/I have a strong respect for my sea-clan. I must prove I am worthy to return to them.
Flaws: Nest-Robber/Other races may call me selfish and immoral, but I merely call myself profitably curious and willing to grasp opportunity.
Backstory
Many of the races lacking ship building prowess had to beg, borrow, or stole passage among the vessels of the 'Great Races' to escape the Homeworld. They often traveled in great hardship among the cramped vessels. While many of these ships would be abandoned or broken up to fuel construction of new settlements, a few of the vessels became homes to these 'lesser' races, the Kenku among them. This heroines ancestors were born in one of these vessels-and afterwards many clutches of Kenku who took these ships, lashed them together into floating colonies, and made their way to the warmer shores and in time, rich hunting grounds. They quickly found the lives of sea-going vagabonds to be both profitable and enjoyable, taking to being called 'Sea-Reavers'. Her kind has been a plague on decent sea-going folk as long as anyone can remember.
Leaves-Falling-In-The-Sea is hardly nine years young, though nearly mature to a Kenku. Her Sea clan (Known as the Torn-Banners-Flapping-in-Storm-Winds) is typically harsh-a Kenku of 10 years of age is literally cast from the flock to the land, and given only a the barest minimum to survival, culturally stripped even of their chosen names, genders and identities. Leaves-Falling-In-The-Sea was hardly unique in this regard, and indeed, readily accepted and agreed with the ethos, which makes perfect logical sense, to them anyway, given their high birth rate and low longevity. The idea is that survivors will return with valuable experience and knowledge, not to mention coin and new sounds and stories to share. Only then they can they fully join the clan and 'take back' their name to the other sea-going Kenku.
Indeed, her species is sundered into two disparate groups-To other Kenku Sea-Folk, young outcasts who have not proven themselves are only known as 'empty echo in the long night' and viewed as invisible, or even prey to be hunted or a nuisance to be driven off. By unofficial agreement, she's technically a member of the Kenku land-folk now (Just as a young Kenku who is exiled from the land can be considered sea-folk), and they can deal with her and acknowledge her existence-albeit with an air of condescension and hostility that pervades relations between the two branches.
Leaves-Falling-In-The-Sea has traveled in-land with her scant possessions on her back, greatly hoping to do this, taking the first sound she favored as her new name. She knows little of those natives who dwell in the land of Terra, unless she helped loot their villages after a fight, and little of the land in general. Her nature, both scrappy and unpredictable, is likely to get her into trouble. She is eager, as any young folk would be, to test her skills against whatever comes-and to claim her name back through deeds of great heroism...and greater profit.
Congratulations, everyone, we are ready to begin! Please submit your characters to the link below and we can kick off this exciting adventure together!
https://ddb.ac/campaigns/join/261346670748223
This thread is now closed. Thank you for your interest!
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Does this mean if we submitted a character we are in? or did you PM us to let us know :D
If you submitted a character you are in. ;)
Terra Open-World Thread
I have also posted this link to the campaign.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Hmm, apparently I can't pick Kenku as a playable race on the character creator. Bother.
@JJWattaker: Do you mind if I make some adjustments to my sheet before entering play? I'll try not to change much eh.
11
11
13
14
10
12