I am looking to start up my first attempt at GM'ing a 5E adventure. I've been a player for a very long time, since the mid-90's and have done some GMing with Pathfinder, but I recently came back over to D&D after learning the 5E ruleset and thoroughly enjoy the simple elegance of these rules. I am looking to run a group of 4-5 PCs through the Lost Mines of Phandelver adventure to really get a feel for the GM side of 5E before I consider homebrewing. I am pretty laid back when it comes to the rules and prefer not to get into the whole "RAI" vs "RAW" debate in my games. So, Rules Lawyers need not apply. I am more interested in creating a thematic, cinematic experience with my players than playing a board game with character sheets. To me that means sometimes perhaps the narrative will take precedence over the rules. I have an odd work schedule that rotates between days and afternoon every 4 days, so sometimes I'll be posting in the mornings and others in the evening. Sometimes I'm free during the week and other times during the weekend. I would like to see folks posting every other day at least. I want to see evocative combat and roleplaying posts from my players; I do not want to see "I swing sword." and then some die rolls.
If you're okay with everything I'd type so far, then proceed and look over the character creation rules! I'll leave recruitment up for a few days and will announce when it is closed. Please do not ask to create something outside the following guidelines and if you submit a PC that is outside the creation guidelines, it will not be considered.
Character Creation Guidelines
All PCs must be created with the DDBeyond Character Builder; no Homebrew, Critical Role, Playtest, MTG, or Eberron content will be allowed for this game.
Allowing all official races that fall within the above guidelines, but remember that this is set in Forgotten Realms and monstrous races might be problematic.
Statistics will be generated utilizing either the Point Buy or Standard Array methods.
All PCs will start at 1st level.
I will allow any alignment, but know that disruptive players will be punished; I'll give one warning and any further disruption will mean removal from the game. No murderhobos.
I will allow folks to chose the Gold option as opposed to the standard starting equipment, but the rolls shall be done here and once the choice is made it cannot be unmade.
Hit points upon leveling will be rolled, but I allow a single reroll if the roll is below the "Fixed" value; however, the reroll shall be kept even if it is lower than the original.
With Backgrounds, I will allow some reflavoring. For example, if you like the benefits of the 'Criminal' background, but do not necessarily want to be a criminal I'm okay with that. Just make sure you at least notify me of any reflavoring.
Once you have your characters ready, please make a post with the following information:
Character Name
Race
Class and subclass you will ultimately select
Alignment
Selected Background
Link to your character sheet
Please place a least a short background within a spoiler in with your submission.
One of the rare dwarves touched by wanderlust Oken has lived most of his young adult life outside, wondering the land and helping where he could.
It wasn't always so.
When he was a young Dwarf his former clan was wiped out and destroyed by an orc and goblin warparty coming down from the Spine of the World. While the North was in turmoil Oken ran and remained hidden. He learned to hunt orcs and defended the wild groves from the goblinoids degradation. He made friends with several druids and a few elves.
One the druid took the time to teach Oken the skills he needed the survive.
The savage north has returned to relative calm and Oken has roamed much of the wild.
He takes contracts hunting orcs and goblins whom he despises above all else.
There isn't much to the story of Salazar Marivaldi. His family life was relatively stable. No dark pasts or secret bloodlines to speak of. Though whereas his father was a smith, and mother a cook for a tavern, Salazar wound up not following in their footsteps like his younger brother and sisters. Instead, he joined the guard, having become infatuated with the idea of growing up to be an adventurer; but, he knew well enough to stick with the next best thing. Yet, the feeling stayed with him as he worked with his fellows. For a time he found not only satisfaction in the work itself, but picked up a number of "exotic" tongues both on and off the job that helped satiate the desire. And the pay wasn't so wholly bad as to warrant rushing off at the next opportunity.
Lucking out in a game of chance with a regular at a favored tavern, immediate pay was substitute for an excuse to leave town on an escort mission. Something that if he and a select few others were successful could lead to greater reward. Between the complaints from fellow watchmen and family over his "work-a-holic" and the itch returning, Salazar accepted without much complaint.
(The only question I have is if I could preemptively purchase things with the starting gold? Namely Healer's Kit.)
Eilmys grew into a life of high standards and a distant parent. Only child of a distant father to absorbed on his work to pay attention to the child that, though he may once wanted, it may also be the cause of the death of the love of his life. Thus Eilmys grew only to know him as the man who would scold him when something went wrong and only remind him that it was his duty when he achieved something that was worth recognizing. After several summers of study and tutors, he parted his homeland to seek knowledge, unknowing of the path that would unravel with each step he took. Eilmys visited several libraries, colleges and any house of study where he could either help or pay to take a look into the archives of such institutions.
Ryuu started life as a young child (but then again, didn't everyone?), the son of the wood-elf village noble, Kam'Il Slimwood. He never seemed to pay attention to his surroundings and constantly found himself in trouble, getting lost in the forest while he was supposed to be having dinner with barons from far off lands. One day he wandered off and just didn't come back. His parents were thrown into chaos, sending out search parties and hiring adventuring parties to track him down. They never found him, despite the huge bounty on his head. He now follows his own ideals and way of life as he explores the world.
Born and raised in Luskan, Rem can't remember a time when he and his family wasn't fighting every day just to survive. In his youth, he worked when he could, stole what he could get away with, and did everything within his power to give his mother, brothers and sister a good life. He stayed clear of the gangs and the big crime syndicates, doing odd thieving jobs and generally trying to avoid notice.
In his twentieth year, and after many years of prayer to Tymora, good fortune struck: Rem's sister Cala was hired on as a guard by a Neverwinter merchant for his return trip. Please with her skill and hard work, he offered her a permanent position in Neverwinter, with enough pay to allow the whole family to get out of Luskan for good.
But Rem is bored, with living a quiet, law-abiding life, and seeks something more. Unwilling to get involved in the criminal underworld of Neverwinter, for fear of bringing shame onto his family, he resolves to take up a life of adventuring. After all, that's where the real coin lies!
Childhood: Lethiandir was born as the fourth child out of what would become six children. From a very young age his education was already beginning despite the fact that he had something of an aversion to it. Rather, he loved to be carefree, running around the Keep grounds and playing with the guards. His father however didn't appreciate this careless attitude and sought to remove it from the young Lethiandir, putting restrictions around him and ordering the guards to not entertain the lordlings requests. This however didn't stop the young elf, as he would seek other ways to have fun, often going out into the sparring grounds with older elves and asking them to teach him.
This only sought to frustrate his father more and he clamped down even harder on the young Lethiandir, giving him an ultimatum: either the young elf would do his studies willingly, or he would be locked up and forced to do it. The young lord finally gave in and sat with his tutors, learning art, culture, and various other things that a young noble would need to survive in the world of the High Elvish court. Magic was also taught to him, but unlike his older brother, it was difficult for Lethiandir to grasp, often struggling to comprehend the intricate complexities of spells and failing to grasp the art needed to manipulate the weave. But, Lethiandir was determined, in part to make his father proud, but because he didn't like the idea of failing.
But it seemed fate would not allow him to grasp at magic. He did however excel in physical combat. His older brother, by far the smarter one, was capable of magic and also physical combat, Lethiandir's sheer athletic ability and quickness allowed him to best his brother time and again. The first time he beat his brother in a spar, at the age of 25, was when he saw for the first time a spark of pride in his father's eyes regarding him. This drove Lethiandir to train with the sword even more, spending as much time with the Master-at-Arms as he could.
Teen: He attended his first human ball at the age of 64. His father was invited to a local gathering in Neverwinter and he brought along Lethiandir and his older brother. The city was the first true human civilization he came upon that wasn't a village or a small out-of-the-way hamlet. He was in shock at the sights, the smells, and the sheer vastness of it all. Elvish cities were scarcely the size of Neverwinter, and being inside one so large was nearly overwhelming. Even more curious to him was the various number of races he came upon, even other elves lived in Neverwinter.
The one thing that wasn't different however were the nobles. Almost instantly, he found himself fitting inside the mold. They stayed in the city for three days, attending two balls during that time, which were incredibly interesting for him especially considering he met and established connections with powerful individuals in the human world. Within the next few days, they went to Waterdeep where the same thing occurred. They were hosted by one of the lords of the city, Lethiandir made a few connections and attended a few meetings with his father concerning the establishment of trade routes with a particular lord that had a strong share in textiles. The meetings lasted a few days, and when it was finalized, another ball was held and they returned home the following day.
As the years went on Lethiandir would continue his sword training, but all the while his mind kept going back to the humans. His curiosity about them and their civilization kept growing with each passing decade.
Adulthood: Just past the age of adulthood, at 107, Lethiandir's father passed from old age and his older brother took up the mantle of Lord of their House. He stayed with his brother for a time, helping him get accustomed to the position and offering advice when needed. At the age of 145 however, he decided that he would leave for the human cities, promising that he would eventually return to continue the family's dynasty. He traveled down to Waterdeep where he met an adventurer. The two of them talked, the adventurer telling him wild tales of distant lands and stories of heroes long lost.
Wonderlust took hold of the young Lethiandir and he decided he would seek out a life of adventure for himself. Sitting around with nobles and discussing trade, gossip, and other such things were beginning to get a little old, and he decided he needed a bit of excitement in his life. With what coin he had, he used the aid of his adventurer friend and bought himself some gear and weapons and traveled north to Neverwinter.
Name: Krizarith Vanvoril Race: Half elf Class: Bard, collegue of glamour ( or maybe lore we will see how history unfolds ) Alignment: Chaotic Good
Background: Entertainer:
You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life.
Tool Proficiencies: Disguise kit, one type of musical instrument
Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a pouch containing 15 gp
Background:
Krizarith's mother is a renowed bard in the elven court. She is one of those elves that wander the outside world from time to time to collect new tales, news from afar, friends and.. lovers. One of that lovers gave her more than she had first thought. But she was happy with her pregnancy and carry it over. Kriz doesn't have any memory of her father, and his mother always smiled with tenderness when she asked for him, until she stopped to do so. Her childhood was a happy one, despite her mixed blood most of the elves were kind to her, if asked, most would say that her natural kindness and charm caught one off guard. By the age of two she grabbed one of the violin of her mother, and started playing it, just imitating her mother's movements she had seen on and on. She was a natural and truly talented. there was no doubt that her mother trained her in all the arts that she will need in the future. When she came to age, her mother took her in one of her trips. They went from their city, crossing most countries and places, from coast to coast and from south to north. They acted and partied in the way, and in the most important courts of the nations they visited. The Emerald Jewel, as her mother was known outside the elven realms, was well accepted in all places and the add of Krizarith and her violin and voice to the show only amde grew her fame. Now Krizarith is on her own for the very first time. She is not afraid, however, she is a confident and happy young half-elf that used to get away of trouble with a wink and a smile. Few times save the sparring sessions and the swordplay lessons with her mother has she been forced to use her rapier.
Boo was born to a tribe of orphans in a pit of the Underdark called Kaz. He and the thousand other orphans were led by a fey called the Gorgal. The Gorgal raised the children in her ways, to forgo all other gods, as she is the one true benevolent being. When they reached of age, one by one, the orphans were sent to the surface to truly experience the surface world. When Boo reached 20, it was finally his turn, and he crawled to the surface with glee. His first encounter was a lone elderly hunter, Balchette, hunting a dire deer. Realizing how pale and starved Boo looked, he took him in. That night, the dire deer returned and gored Balchette. Boo used Balchette's whip to fight the deer, and killed it. Now, Boo roams the land wearing the dire deer's head.
I will start looking over submitter PCs soon. Also, since I forgot that I can not view the Backgrounds section of the sheet, please include that information as well! I would also like to see a short background on your PCs with your submission, please!
Born of a wealthy family in Thundertree just east of Neverwinter, Zanigur was touched by higher powers. His angelic guide, Jehoel, told him that his inner light would guide many through the darkness. But then, when he was still young, the eruption came. Hotenow decimated his village and destroyed his family. Zanigur was devastated by this event. He tuned out his angelic guide and sought to find purpose elsewhere, acting out of the pain of such loss. After several years spent with a gang of criminals, Zanigur was finally brought to his senses when the love of his life was murdered by a fellow gang member. After fleeing his life of crime, he is now seeking to atone for his deeds and to live honorably. It's a long road, but he is determined.
Here’s a character I created specifically for the adventure, but he never saw play. Originally his stats were rolled, so I just used point buy to best reflect what his stats ended up being:
I have a clan, but I haven’t been spoken to them for many seasons. Those that are still alive, that is. I hail from the broken hold of Sundabar, the biggest casualty in the War of the Silver Marches (as they‘ve taken to calling it).
Having served for a time in the war against the Many Arrows orcs, I became disillusioned with my clan's leadership when my unit was sacrificed for a tactical retreat. Dwarves don’t retreat. I have now put my faith in Torm, and my shield arm belongs to the Order of the Gauntlet. I have been assigned to a group of traveling adventurers to the town of Phandalin, under the employ of an honorable dwarf, Gundren Rockseeker. Once I arrive, I am to speak with Daran Edermath about a matter with a local gang of ruffians.
Thank you to everyone that has edited their original posts so far to update the requested information. I put together a list so far of all the submitted PCs with some notes to the side for a few of you to check over. So please look over the list and address any notes indicated!
Martial
Oken Shaevrin, Dwarven Ranger (Need subclass)
Salazar Marivaldi, Human Fighter/Battlemaster (Yes, you may purchase additional items.)
Lethiandir, High Elf Fighter/Champion (Confirm background)
Boo, Human Barbarian (Subclass and Background)
Arcane
Eilmys, High Elven Sorcerer/Wild (Need background and fix link to character sheet)
Rem Goodwyn, Half-elf Rogue/Arcane Trickster (Confirm ‘Criminal’ background)
Awaypturwpn, I have no issue with different folks submitting the same classes; however, I would like to keep it to one submission per player. Please let me know which PC you would prefer to submit for the recruitment! Thank you.
Tabaxi Bard, College of Lore, Far Traveler, Neutral Good, Level 1
character sheet (UPDATED with Tabaxi race): ddb.ac/characters/7620207/HrVeQY
Puck grew up in a small rural tabaxi village known as Felida, nestled in the cold craggy peaks of the Shivering Summit—a frozen mountain range far to the north of Neverwinter. Felida was largely self-sustaining—local farmers grew the root vegetables, shepherds herded goats and sheep to supply meat and wool, local artisans crocheted clothes from the wool and used the mountain’s sturdy soil to craft stone tools and clay pottery. As such, very little contact was had with the more civilized regions of the continent, and few residents of Felida had even seen other races, save for the handful of traveling merchants and missionaries hearty enough to brave the Summit’s harsh mountain trails.
In fact, Puck found Felida’s residents actively discouraged contact with the outside world, and this was especially true of Puck’s parents. They were quick to brush aside any questions Puck had about life outside of Felida, and set him up with an apprenticeship with the village’s shepherd. However, this did little to quash Puck’s curiosities.
As a teenager, Puck sought out any and all information he could get his hands on, pouring over the limited selection of books at the local archive for anything that sounded interesting—strange gods, ancient wars, races he’d never heard of. One day, Felida was visited by a traveling dragonborn merchant named Viss Citrine. His cart was full of wonders from many foreign lands—spices, tapestries, strange clothes and jewelry. But two items in particular caught Puck’s eye.
The first was a lute that was affixed to the side of the cart and was playing music on its own. Music was rarer in Felida, as musicians and artists were looked down upon for serving no utilitarian purpose. Puck found the music enthralling, and began humming it to himself. Immediately, he could sense there was some power in music than he had never known and that he didn’t quite understand, but he was enveloped by it. He asked the merchant about the lute, and was able to purchase it without the enchantment for a large portion of his savings.
The other item was a set of large leather-bound tomes entitled Apollo’s Unabridged History of the Realm, Volumes 1-7, by an author named Apollo Furlong. No text in Felida’s library had anything close to the heft or style of these books. Puck had never seen such detailed writing, such intricate stitching and embossing—the books were both beautiful AND unimaginably long. Puck scrounged together what little coin he had left, but only had enough for the first volume. Seeing the young tabaxi’s disappointment, Viss agreed to include the second volume for free.
Puck was overjoyed. And within weeks, he had read and re-read both volumes cover-to-cover. But when his parents found the books in Puck’s room, they were outraged. They ripped the books from Puck’s arms and told him they were going to burn the books to teach him a lesson about his curiosity. Puck was devastated. He decided to hide the lute from his parents, for fear they’d take that too. But every night over the next few years, Puck would sneak into the basement of his family’s cottage and practice his lute playing.
Puck found himself a natural with the lute. And overtime, he found himself able to channel strange magic through his music—creating small images or strange noises, moving objects small distances with only his mind, and even one time, healing a bruise he suffered one day while apprenticing with the shepherds. He hid these powers from the others in the village as well, again fearful of how they might react to such foreign occurrences. That is, until his 18th birthday.
While sharing a meal to celebrate Puck’s birthday, Puck steeled himself and raised a topic he knew would be unpopular. He explained to his parents that he was now a proper adult, and that he had decided to take some time to travel; to leave Felida and head south to see what else the world had to offer. Unsurprisingly, his parents objected, and a violent argument ensued. Distraught, Puck stormed into the basement, retrieved his lute, and began playing feverishly. He lost himself in song, and without realizing it, began channeling more powerful magic than he had ever channeled before. Burst of light and color shot forth from his lute; waves of force emanated from his feet; strong winds whipped up all around him. He finished with one final chord, which sent a thunderous blast rippling forward and impacting the far wall of the basement, revealing a hidden chamber Puck had never seen before.
Aghast, Puck stepped forward, and peeked into the hidden chamber. To his surprise, he found the room filled wall to wall with shelves of large tomes, music scrolls, and instruments. And in the center of room was a desk and chair—and on the desk was an inkwell, a quill, and a half-written book. Puck flipped to the cover, and to his shock, he saw inscribed thereon: Apollo’s Unabridged History of the Realm, Volume 8. Before he could process the information, his parents joined him, now in tears. They reluctantly explained that the tabaxi race were once a famously multi-cultural race and were frequent world travelers. Many found employment as writers, historians, and traveling storytellers. They explained that Puck descends from a long line of famous bards who traveled the realm collecting the history and stories of its many races and communities and sharing them with others through song. His ancestors would also publish these stories in long tomes, all under the same pen name: Apollo Furlong.
Puck’s parents explained that the seven volumes of Apollo’s Unabridged History contains the work of four generations of Puck’s ancestors, and are revered as the premiere historic texts in the realm. However, Puck’s great-grandfather Mimir was the last bard to contribute to Apollo’s Unabridged History, leaving the eighth volume unfinished—but this was not by choice. Mimir was bold, unapologetic, and overconfident. He went to great lengths to document and retell the untold stories of the realm, including those relating to realm’s more evil denizens. This would frequently get Mimir into trouble, and his final mistake was infiltrating the Cult of Chains—a cult that worshipped and ancient evil known only as “The Chained One.” After it was discovered that Mimir had infiltrated their ranks and was telling their secrets in every inn and tavern, the cult was angry, and the entire tabaxi raced paid the price. The cult led assaults on tabaxi communities all across the realm, slaughtering hundreds, including Mimir himself and most of his family (Puck’s ancestors). The remaining tabaxi scattered, moving their families to small remote communities like Felida, and transitioned to a much more humble and private way of life. They tried to shield Puck from this knowledge in the hopes of protecting him from suffering a similar fate, even though at a young age, they could see the spark of curiosity boiling beneath the surface.
With all the secrets out, Puck’s parents new they couldn’t stop their son from following both his passion and the destiny of their bloodline. They could see his talent for music and story, as well as his intellect, and told him that if he wished to leave, he was free to do so. And so, Puck left Felida with the incomplete 8th volume of Apollo’s Unabridged History, and for the past four years, has been traveling south along the sword coast, collecting stories, writing them into songs, sharing them with whoever would listen, and continuing the work of his great-grandfather in the hopes of one day publishing another entry in Apollo Furlong’s catalogue of works.
***RECRUITMENT IS NOW CLOSED***
Hello there everyone,
I am looking to start up my first attempt at GM'ing a 5E adventure. I've been a player for a very long time, since the mid-90's and have done some GMing with Pathfinder, but I recently came back over to D&D after learning the 5E ruleset and thoroughly enjoy the simple elegance of these rules. I am looking to run a group of 4-5 PCs through the Lost Mines of Phandelver adventure to really get a feel for the GM side of 5E before I consider homebrewing. I am pretty laid back when it comes to the rules and prefer not to get into the whole "RAI" vs "RAW" debate in my games. So, Rules Lawyers need not apply. I am more interested in creating a thematic, cinematic experience with my players than playing a board game with character sheets. To me that means sometimes perhaps the narrative will take precedence over the rules. I have an odd work schedule that rotates between days and afternoon every 4 days, so sometimes I'll be posting in the mornings and others in the evening. Sometimes I'm free during the week and other times during the weekend. I would like to see folks posting every other day at least. I want to see evocative combat and roleplaying posts from my players; I do not want to see "I swing sword." and then some die rolls.
If you're okay with everything I'd type so far, then proceed and look over the character creation rules! I'll leave recruitment up for a few days and will announce when it is closed. Please do not ask to create something outside the following guidelines and if you submit a PC that is outside the creation guidelines, it will not be considered.
Character Creation Guidelines
Once you have your characters ready, please make a post with the following information:
Valaith "Rimehand" Kalukavi - Chronicles of Arden
Name: Oken Shaevrin
Race: Hill Dwarf
Class: Ranger
Alignment: Lawful Neutral
https://ddb.ac/characters/7600906/Gw3b8z
Background: Outlander
Story:
One of the rare dwarves touched by wanderlust Oken has lived most of his young adult life outside, wondering the land and helping where he could.
It wasn't always so.
When he was a young Dwarf his former clan was wiped out and destroyed by an orc and goblin warparty coming down from the Spine of the World. While the North was in turmoil Oken ran and remained hidden. He learned to hunt orcs and defended the wild groves from the goblinoids degradation. He made friends with several druids and a few elves.
One the druid took the time to teach Oken the skills he needed the survive.
The savage north has returned to relative calm and Oken has roamed much of the wild.
He takes contracts hunting orcs and goblins whom he despises above all else.
Writing a Story
https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/27837-magister-reborn-story-thread
Name: Salazar Marivaldi
Race: Human(Variant)
Class: Fighter/Battlemaster
Alignment: Neutral Good
Background: City Watch
https://ddb.ac/characters/7473400/Jy5p2o
There isn't much to the story of Salazar Marivaldi. His family life was relatively stable. No dark pasts or secret bloodlines to speak of. Though whereas his father was a smith, and mother a cook for a tavern, Salazar wound up not following in their footsteps like his younger brother and sisters. Instead, he joined the guard, having become infatuated with the idea of growing up to be an adventurer; but, he knew well enough to stick with the next best thing. Yet, the feeling stayed with him as he worked with his fellows. For a time he found not only satisfaction in the work itself, but picked up a number of "exotic" tongues both on and off the job that helped satiate the desire. And the pay wasn't so wholly bad as to warrant rushing off at the next opportunity.
Lucking out in a game of chance with a regular at a favored tavern, immediate pay was substitute for an excuse to leave town on an escort mission. Something that if he and a select few others were successful could lead to greater reward. Between the complaints from fellow watchmen and family over his "work-a-holic" and the itch returning, Salazar accepted without much complaint.
(The only question I have is if I could preemptively purchase things with the starting gold? Namely Healer's Kit.)
When you realize you're doing too much: Signature.
Name: Eilmys
Race: High elf
Class: Sorcerer/Wild magic
Alignment: Chaotic good
Eilmys
Eilmys grew into a life of high standards and a distant parent. Only child of a distant father to absorbed on his work to pay attention to the child that, though he may once wanted, it may also be the cause of the death of the love of his life. Thus Eilmys grew only to know him as the man who would scold him when something went wrong and only remind him that it was his duty when he achieved something that was worth recognizing. After several summers of study and tutors, he parted his homeland to seek knowledge, unknowing of the path that would unravel with each step he took. Eilmys visited several libraries, colleges and any house of study where he could either help or pay to take a look into the archives of such institutions.
Name: Ryuu Slimwood
Race: Wood elf
Class: Druid, Dreams
Alignment: Neutral Good
Ryuu Slimwood
Ryuu started life as a young child (but then again, didn't everyone?), the son of the wood-elf village noble, Kam'Il Slimwood. He never seemed to pay attention to his surroundings and constantly found himself in trouble, getting lost in the forest while he was supposed to be having dinner with barons from far off lands. One day he wandered off and just didn't come back. His parents were thrown into chaos, sending out search parties and hiring adventuring parties to track him down. They never found him, despite the huge bounty on his head. He now follows his own ideals and way of life as he explores the world.
Name: Rem Goodwyn
Race: Half Elf
Class: Rogue / Arcane Trickster
Alignment: Chaotic Good
Background: Criminal
Character Sheet
Born and raised in Luskan, Rem can't remember a time when he and his family wasn't fighting every day just to survive. In his youth, he worked when he could, stole what he could get away with, and did everything within his power to give his mother, brothers and sister a good life. He stayed clear of the gangs and the big crime syndicates, doing odd thieving jobs and generally trying to avoid notice.
In his twentieth year, and after many years of prayer to Tymora, good fortune struck: Rem's sister Cala was hired on as a guard by a Neverwinter merchant for his return trip. Please with her skill and hard work, he offered her a permanent position in Neverwinter, with enough pay to allow the whole family to get out of Luskan for good.
But Rem is bored, with living a quiet, law-abiding life, and seeks something more. Unwilling to get involved in the criminal underworld of Neverwinter, for fear of bringing shame onto his family, he resolves to take up a life of adventuring. After all, that's where the real coin lies!
Name: Lethiandir
Race: High Elf
Class: Fighter/Champion
Alignment: NG
Character Sheet
Background: Noble
Backstory:
Childhood:
Lethiandir was born as the fourth child out of what would become six children. From a very young age his education was already beginning despite the fact that he had something of an aversion to it. Rather, he loved to be carefree, running around the Keep grounds and playing with the guards. His father however didn't appreciate this careless attitude and sought to remove it from the young Lethiandir, putting restrictions around him and ordering the guards to not entertain the lordlings requests. This however didn't stop the young elf, as he would seek other ways to have fun, often going out into the sparring grounds with older elves and asking them to teach him.
This only sought to frustrate his father more and he clamped down even harder on the young Lethiandir, giving him an ultimatum: either the young elf would do his studies willingly, or he would be locked up and forced to do it. The young lord finally gave in and sat with his tutors, learning art, culture, and various other things that a young noble would need to survive in the world of the High Elvish court. Magic was also taught to him, but unlike his older brother, it was difficult for Lethiandir to grasp, often struggling to comprehend the intricate complexities of spells and failing to grasp the art needed to manipulate the weave. But, Lethiandir was determined, in part to make his father proud, but because he didn't like the idea of failing.
But it seemed fate would not allow him to grasp at magic. He did however excel in physical combat. His older brother, by far the smarter one, was capable of magic and also physical combat, Lethiandir's sheer athletic ability and quickness allowed him to best his brother time and again. The first time he beat his brother in a spar, at the age of 25, was when he saw for the first time a spark of pride in his father's eyes regarding him. This drove Lethiandir to train with the sword even more, spending as much time with the Master-at-Arms as he could.
Teen:
He attended his first human ball at the age of 64. His father was invited to a local gathering in Neverwinter and he brought along Lethiandir and his older brother. The city was the first true human civilization he came upon that wasn't a village or a small out-of-the-way hamlet. He was in shock at the sights, the smells, and the sheer vastness of it all. Elvish cities were scarcely the size of Neverwinter, and being inside one so large was nearly overwhelming. Even more curious to him was the various number of races he came upon, even other elves lived in Neverwinter.
The one thing that wasn't different however were the nobles. Almost instantly, he found himself fitting inside the mold. They stayed in the city for three days, attending two balls during that time, which were incredibly interesting for him especially considering he met and established connections with powerful individuals in the human world. Within the next few days, they went to Waterdeep where the same thing occurred. They were hosted by one of the lords of the city, Lethiandir made a few connections and attended a few meetings with his father concerning the establishment of trade routes with a particular lord that had a strong share in textiles. The meetings lasted a few days, and when it was finalized, another ball was held and they returned home the following day.
As the years went on Lethiandir would continue his sword training, but all the while his mind kept going back to the humans. His curiosity about them and their civilization kept growing with each passing decade.
Adulthood:
Just past the age of adulthood, at 107, Lethiandir's father passed from old age and his older brother took up the mantle of Lord of their House. He stayed with his brother for a time, helping him get accustomed to the position and offering advice when needed. At the age of 145 however, he decided that he would leave for the human cities, promising that he would eventually return to continue the family's dynasty. He traveled down to Waterdeep where he met an adventurer. The two of them talked, the adventurer telling him wild tales of distant lands and stories of heroes long lost.
Wonderlust took hold of the young Lethiandir and he decided he would seek out a life of adventure for himself. Sitting around with nobles and discussing trade, gossip, and other such things were beginning to get a little old, and he decided he needed a bit of excitement in his life. With what coin he had, he used the aid of his adventurer friend and bought himself some gear and weapons and traveled north to Neverwinter.
DM - GA's Baldur's Gate
Name: Krizarith Vanvoril
Race: Half elf
Class: Bard, collegue of glamour ( or maybe lore we will see how history unfolds )
Alignment: Chaotic Good
Background: Entertainer:
You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life.
Background:
Krizarith's mother is a renowed bard in the elven court. She is one of those elves that wander the outside world from time to time to collect new tales, news from afar, friends and.. lovers. One of that lovers gave her more than she had first thought. But she was happy with her pregnancy and carry it over. Kriz doesn't have any memory of her father, and his mother always smiled with tenderness when she asked for him, until she stopped to do so. Her childhood was a happy one, despite her mixed blood most of the elves were kind to her, if asked, most would say that her natural kindness and charm caught one off guard. By the age of two she grabbed one of the violin of her mother, and started playing it, just imitating her mother's movements she had seen on and on. She was a natural and truly talented. there was no doubt that her mother trained her in all the arts that she will need in the future. When she came to age, her mother took her in one of her trips. They went from their city, crossing most countries and places, from coast to coast and from south to north. They acted and partied in the way, and in the most important courts of the nations they visited. The Emerald Jewel, as her mother was known outside the elven realms, was well accepted in all places and the add of Krizarith and her violin and voice to the show only amde grew her fame. Now Krizarith is on her own for the very first time. She is not afraid, however, she is a confident and happy young half-elf that used to get away of trouble with a wink and a smile. Few times save the sparring sessions and the swordplay lessons with her mother has she been forced to use her rapier.
Krizarith Vanvoril
PbP Character: A few ;)
Name: Boo
Race: Human(Variant)
Class: Barbarian
Alignment: True Neutral
Boo
Background: Entertainer
Boo was born to a tribe of orphans in a pit of the Underdark called Kaz. He and the thousand other orphans were led by a fey called the Gorgal. The Gorgal raised the children in her ways, to forgo all other gods, as she is the one true benevolent being. When they reached of age, one by one, the orphans were sent to the surface to truly experience the surface world. When Boo reached 20, it was finally his turn, and he crawled to the surface with glee. His first encounter was a lone elderly hunter, Balchette, hunting a dire deer. Realizing how pale and starved Boo looked, he took him in. That night, the dire deer returned and gored Balchette. Boo used Balchette's whip to fight the deer, and killed it. Now, Boo roams the land wearing the dire deer's head.
I will start looking over submitter PCs soon. Also, since I forgot that I can not view the Backgrounds section of the sheet, please include that information as well! I would also like to see a short background on your PCs with your submission, please!
Valaith "Rimehand" Kalukavi - Chronicles of Arden
Edited!
PbP Character: A few ;)
Name: Zanigur of ThundertreeRace: Fallen AasimarClass: Bard, probably college of swords, depending on party needsAlignment: NeutralBackground: Criminalhttps://www.dndbeyond.com/profile/Awaypturwpn/characters/7523014Born of a wealthy family in Thundertree just east of Neverwinter, Zanigur was touched by higher powers. His angelic guide, Jehoel, told him that his inner light would guide many through the darkness. But then, when he was still young, the eruption came. Hotenow decimated his village and destroyed his family. Zanigur was devastated by this event. He tuned out his angelic guide and sought to find purpose elsewhere, acting out of the pain of such loss. After several years spent with a gang of criminals, Zanigur was finally brought to his senses when the love of his life was murdered by a fellow gang member. After fleeing his life of crime, he is now seeking to atone for his deeds and to live honorably. It's a long road, but he is determined.DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
Here’s a character I created specifically for the adventure, but he never saw play. Originally his stats were rolled, so I just used point buy to best reflect what his stats ended up being:
Name: Belrak Orcfoe
Race: Hill Dwarf
Class: Cleric (Tempest)
Alignment: Lawful Good
Background: Faction Agent (Order of the Gauntlet)
https://www.dndbeyond.com/profile/Awaypturwpn/characters/7454383
I have a clan, but I haven’t been spoken to them for many seasons. Those that are still alive, that is. I hail from the broken hold of Sundabar, the biggest casualty in the War of the Silver Marches (as they‘ve taken to calling it).
Having served for a time in the war against the Many Arrows orcs, I became disillusioned with my clan's leadership when my unit was sacrificed for a tactical retreat. Dwarves don’t retreat. I have now put my faith in Torm, and my shield arm belongs to the Order of the Gauntlet. I have been assigned to a group of traveling adventurers to the town of Phandalin, under the employ of an honorable dwarf, Gundren Rockseeker. Once I arrive, I am to speak with Daran Edermath about a matter with a local gang of ruffians.
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
Edited also.
Writing a Story
https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/27837-magister-reborn-story-thread
Thank you to everyone that has edited their original posts so far to update the requested information. I put together a list so far of all the submitted PCs with some notes to the side for a few of you to check over. So please look over the list and address any notes indicated!
Martial
Arcane
Divine
Skilled
Awaypturwpn, I have no issue with different folks submitting the same classes; however, I would like to keep it to one submission per player. Please let me know which PC you would prefer to submit for the recruitment! Thank you.
Valaith "Rimehand" Kalukavi - Chronicles of Arden
Puck of the Shivering Summit
Tabaxi Bard, College of Lore, Far Traveler, Neutral Good, Level 1
character sheet (UPDATED with Tabaxi race): ddb.ac/characters/7620207/HrVeQY
Puck grew up in a small rural tabaxi village known as Felida, nestled in the cold craggy peaks of the Shivering Summit—a frozen mountain range far to the north of Neverwinter. Felida was largely self-sustaining—local farmers grew the root vegetables, shepherds herded goats and sheep to supply meat and wool, local artisans crocheted clothes from the wool and used the mountain’s sturdy soil to craft stone tools and clay pottery. As such, very little contact was had with the more civilized regions of the continent, and few residents of Felida had even seen other races, save for the handful of traveling merchants and missionaries hearty enough to brave the Summit’s harsh mountain trails.
In fact, Puck found Felida’s residents actively discouraged contact with the outside world, and this was especially true of Puck’s parents. They were quick to brush aside any questions Puck had about life outside of Felida, and set him up with an apprenticeship with the village’s shepherd. However, this did little to quash Puck’s curiosities.
As a teenager, Puck sought out any and all information he could get his hands on, pouring over the limited selection of books at the local archive for anything that sounded interesting—strange gods, ancient wars, races he’d never heard of. One day, Felida was visited by a traveling dragonborn merchant named Viss Citrine. His cart was full of wonders from many foreign lands—spices, tapestries, strange clothes and jewelry. But two items in particular caught Puck’s eye.
The first was a lute that was affixed to the side of the cart and was playing music on its own. Music was rarer in Felida, as musicians and artists were looked down upon for serving no utilitarian purpose. Puck found the music enthralling, and began humming it to himself. Immediately, he could sense there was some power in music than he had never known and that he didn’t quite understand, but he was enveloped by it. He asked the merchant about the lute, and was able to purchase it without the enchantment for a large portion of his savings.
The other item was a set of large leather-bound tomes entitled Apollo’s Unabridged History of the Realm, Volumes 1-7, by an author named Apollo Furlong. No text in Felida’s library had anything close to the heft or style of these books. Puck had never seen such detailed writing, such intricate stitching and embossing—the books were both beautiful AND unimaginably long. Puck scrounged together what little coin he had left, but only had enough for the first volume. Seeing the young tabaxi’s disappointment, Viss agreed to include the second volume for free.
Puck was overjoyed. And within weeks, he had read and re-read both volumes cover-to-cover. But when his parents found the books in Puck’s room, they were outraged. They ripped the books from Puck’s arms and told him they were going to burn the books to teach him a lesson about his curiosity. Puck was devastated. He decided to hide the lute from his parents, for fear they’d take that too. But every night over the next few years, Puck would sneak into the basement of his family’s cottage and practice his lute playing.
Puck found himself a natural with the lute. And overtime, he found himself able to channel strange magic through his music—creating small images or strange noises, moving objects small distances with only his mind, and even one time, healing a bruise he suffered one day while apprenticing with the shepherds. He hid these powers from the others in the village as well, again fearful of how they might react to such foreign occurrences. That is, until his 18th birthday.
While sharing a meal to celebrate Puck’s birthday, Puck steeled himself and raised a topic he knew would be unpopular. He explained to his parents that he was now a proper adult, and that he had decided to take some time to travel; to leave Felida and head south to see what else the world had to offer. Unsurprisingly, his parents objected, and a violent argument ensued. Distraught, Puck stormed into the basement, retrieved his lute, and began playing feverishly. He lost himself in song, and without realizing it, began channeling more powerful magic than he had ever channeled before. Burst of light and color shot forth from his lute; waves of force emanated from his feet; strong winds whipped up all around him. He finished with one final chord, which sent a thunderous blast rippling forward and impacting the far wall of the basement, revealing a hidden chamber Puck had never seen before.
Aghast, Puck stepped forward, and peeked into the hidden chamber. To his surprise, he found the room filled wall to wall with shelves of large tomes, music scrolls, and instruments. And in the center of room was a desk and chair—and on the desk was an inkwell, a quill, and a half-written book. Puck flipped to the cover, and to his shock, he saw inscribed thereon: Apollo’s Unabridged History of the Realm, Volume 8. Before he could process the information, his parents joined him, now in tears. They reluctantly explained that the tabaxi race were once a famously multi-cultural race and were frequent world travelers. Many found employment as writers, historians, and traveling storytellers. They explained that Puck descends from a long line of famous bards who traveled the realm collecting the history and stories of its many races and communities and sharing them with others through song. His ancestors would also publish these stories in long tomes, all under the same pen name: Apollo Furlong.
Puck’s parents explained that the seven volumes of Apollo’s Unabridged History contains the work of four generations of Puck’s ancestors, and are revered as the premiere historic texts in the realm. However, Puck’s great-grandfather Mimir was the last bard to contribute to Apollo’s Unabridged History, leaving the eighth volume unfinished—but this was not by choice. Mimir was bold, unapologetic, and overconfident. He went to great lengths to document and retell the untold stories of the realm, including those relating to realm’s more evil denizens. This would frequently get Mimir into trouble, and his final mistake was infiltrating the Cult of Chains—a cult that worshipped and ancient evil known only as “The Chained One.” After it was discovered that Mimir had infiltrated their ranks and was telling their secrets in every inn and tavern, the cult was angry, and the entire tabaxi raced paid the price. The cult led assaults on tabaxi communities all across the realm, slaughtering hundreds, including Mimir himself and most of his family (Puck’s ancestors). The remaining tabaxi scattered, moving their families to small remote communities like Felida, and transitioned to a much more humble and private way of life. They tried to shield Puck from this knowledge in the hopes of protecting him from suffering a similar fate, even though at a young age, they could see the spark of curiosity boiling beneath the surface.
With all the secrets out, Puck’s parents new they couldn’t stop their son from following both his passion and the destiny of their bloodline. They could see his talent for music and story, as well as his intellect, and told him that if he wished to leave, he was free to do so. And so, Puck left Felida with the incomplete 8th volume of Apollo’s Unabridged History, and for the past four years, has been traveling south along the sword coast, collecting stories, writing them into songs, sharing them with whoever would listen, and continuing the work of his great-grandfather in the hopes of one day publishing another entry in Apollo Furlong’s catalogue of works.
Long live the PCs of the Past:
Puck of the Shivering Summit -- Tabaxi Bard, College of Lore -- Lyrel's Lost Mines of Phandelver
Alus -- High Elf Cleric of Valkur, Tempest Domain -- Yet Another Storm King's Thunder
Ah'brasar -- Aarakocra Druid, Circle of Wildfire -- Yet Another Storm King's Thunder
Furlong J. Rosewood -- Human Monk, Way of the Open Hand -- The Exploits of Misfit Company
Lethiandir is a noble.
DM - GA's Baldur's Gate
Ups sorry I forgot to edit that. Fixed now, left the 15gp from background.
Thanks!
PbP Character: A few ;)
Rem does have the criminal background, yes.
Entertainer and Path of Totem Warrior for Boo.