Hey! I have been considering this for a very long time now and I am finally ready to try and host my first PbP campaign! I am looking for 3 or 4 players that might be interested in joining me on this experiment!
"You have just arrived at the Shimmercairns. An island group previously unknown, or at least unexplored by man. Due to recent geothermic activity, however, the lands have grown more and more fertile and hospitable. The vast sheets of ice surrounding the islands has begun melting, and the the lichen-covered cliffsides and rocky beaches have become more.. publicly accessible.
It has been 20 years since the first chunks of ice broke away from around the islands and the humanoid races have started colonising the southernmost island, Oyjan. The race of man came first, since they didn't just live the closest, but also are the most adventurous and restless of the humanoid races. The human empire hasn't quite gotten the control needed over the colony though and the one true city on the island, New Tosgon is controlled by a council of nine... opportunists. Known as the "Nine-Fingered Hand" this small group has monopoly on different trades and services around the city. The only service the council haven't gotten their fingers in is mining. You see the Shimmercairns consist of an interesting blend of metals and minerals and has a vast cavesystem beneath it containing ademantium ore. The cavesystem is under water and must be mined using special equipment, by specialists from the mainland and therefore have been deemed to dangerous to interfere with by the council. It is public knowledge that miners should be left alone.
The ice has started to melt even further north now, and adventurers from all over the main continent of Thyséa migrate to the Shimmercairns, and Oyjan, in search of a plethora of different things. Some are trying to escape the law, some want to make a quick buck, there are archeologists looking for traces of civilisation, colonists wanting to claim new lands, raiders hoping to find forgotten artifacts and then there is you, why did you come to the islands? Because the Nine-Fingered Hand wants to know... standard procedure and all that."
When it comes to character creation I use the following rules:
Any official content that can be found on DnDBeyond is fine by me when it comes to races and classes.
You start at level 3.
Use 4d6 and drop the lowest one to generate your ability scores.
I would like a short backstory for your character. Preferably with a reason to travel to the Shimmercairns.
You can have an uncommon magic item of your choosing as long as you give a reason as to why you are in the possession of it.
Feel free to post your character and/or any questions about the campaign below and I will choose the happy few in about a week!
- Hugs and kisses Kweinir
Rollback Post to RevisionRollBack
Luthok Oozebeard, Hill Dwarf Druid - In campaign: Shepherd's Crossing
Blixanix Glitterpain, Goblin Bard - In campaign: Ravnica, City of Guilds
Yrwin Bigheart, Halfling Sorcerer - In campaign: The Forgotten Forge, an Eberron Adventure (5e)
Alijurn Nemmonis, Dragonborn Cleric - In campaign: Elustran Days
The Soggiest DM - In campaign: Boats, Rocks & Ruffians
All Arlo ever wanted was to gain access to the higher learned colleges and become an archaeologist. But born to a poor working class family he had to work and pull his own weight. He was told he is much better at breaking things that finding them. They weren’t wrong, but that never stopped his determination. Becoming a guard/custodian at the college so he could maybe, just maybe learn something. His work ethic caught the eye of a teacher who gifted him a journal and a headband. The teacher told Arlo he was bound for more, seize the day and venture forth. Arlo ran and never looked back. Hearing about the thawing tundra peaked his intrigue, finding his way for his adventures.
Ruby grew up in one of the larger Thyséan cities with her older brother. Originally brought up in an orphanage, Ruby's magical tendencies began to manifest when she was only 5 years old. Beaten particularly badly for disobedience, she lashed out with her powers for the first time, starting a fire that quickly consumed most of the wooden building, and several neighboring structures. With no other orphanages willing to house her, she was forced onto the streets with her brother, living hand-to-mouth, begging and stealing to get by. Her magical surges continued to both help and hinder the pair, causing unwanted damage and destruction at the worst possible times, but allowing her to stave off unwanted attention or escape from prison on more than on occasion.
Whether it was Ruby's abilities that attracted them to her, or something else, she would never know. Bound and gagged, she and her brother were carried off from their usual sleeping spot amongst the hay in the biggest stables in the city by mysterious hooded figures. For once, Ruby was unable to respond, her power somehow suppressed by her captors. Taken to a dimly lit cellar, decorated with clusters of candles and adorned with and symbols Ruby had never seen before, she and her brother were laid on stone altars, part of some profane ritual. She watched as her brother's throat was slit by a figure holding an ornately carved wand. Whether he was concentrating on some other spell that took his focus off suppressing Ruby, or her magic outstripped the hooded figure's at that moment, watching her brother die made her lash out. Hard. Standing in the rubble afterwards, bodies strewn around her, Ruby picked up the wand, and a pouch of gold found on the body of the person who had killed her brother.
She ran. First without a direction in mind, panicking, then towards the docks. Spying a ship readying for departure, she slipped aboard as a stowaway, and hunkered down for the trip. Keeping out of sight for the duration of the trip, Ruby raided the stores of the ship for items she thought might be of use to her, wherever the ship made landfall. Through stealing food from the galley, particularly cheese, she was able to befriend and tame a mouse, who she named Hazel. Training the mouse helped pass the time, so much so that when the shout went up from the crow's nest to declare land had been sighted, Ruby realised she had not experienced an impromptu surge of magic the entire trip. While not particularly bright, she deduced that the wand may have something to do with this unexpected turn of events, and decided to hold onto it, rather than sell it.
Ruby made her way onto the deck to merge with the crowd of passengers leaving the ship, nobody suspecting she wasn't supposed to be there. Stepping off the ship's gangway onto dry land, with weapons, clothes and equipment, none of it her own, Ruby found herself... well, she didn't know where exactly.
Having been the runt of the litter and eventually kicked out of his tribe, Shadow found himself among the docks of the city. He came across a ship captain that offered him a job on a pirate ship. Shadow immediately took it without question. It was not the best choice he had ever made as he was beat more on this ship than his tribe did. Though Shadow did learn really well how to hide which helped. Then having heard all the rumors and stories about the new islands, Shadows figured now would be as good as time as any to visit them. One night when the Captain risked docking the ship in the city for repairs, Shadow decided now was his time. So he made his way into the Captain's room and stole his precious "Hand Crossbow" and made a run for it. He thinks he got away with it but decided not to stick around and took the first ship going to the island he could find and made his escape, never looking back...well only occasionally.
[OOC: Looking through magic items to find the Captain's item - choose the Hand Crossbow of Warning]
[OOC: almost forgot you asked to make a level 3 character, character should be done now.]
Ren was a curious elf. She adored the Faye creatures and longed to be with them. It was little surprise when one came to her one summer and offered her a pact. She took the deal and spends her days doing the work she can find befitting her new gifts and trying to please her patron.
As such, she has been asked to travel to the new lands and explore on behalf of her patron. She has been given a small stone as a gift. It should bring her luck on her adventures.
Lassodon was made by Dougron, an old dwarf that was the inventor of his clan and eventually he even was able to make Lassodon and taught him the ways of crafting and inventing. As time went on Lassodon found he had a talent for the arcane and was trained in the arts by one of the other dwarfs in his home. Over time though the clan was beginning to be hit by hardships and it was harder and harder to keep together due to a lack of food and supplies. That is when the clan heard of the Shimmercains and had Lasso go out to explore them and see if there was any chance that the dwarves would be able to help use it to build themselves back up as one of the best known group of crafters in the land once again. He was given before he left the Goggles Of Night made by Dougron to help him on his journey
Backstory: Bowark was never the best fighter of her tribe, and she always preferred to stop and think her way out of her problems rather than to punch them. This, coupled with the competitive culture of her goliath tribe, led her to lose most of her left leg in a hunting attempt to prove herself. She was able to keep up with her tribe by putting her observational skills to use tracking game, a talent that would earn her nickname. She realized soon enough that she would never reach her full potential if she stuck with her tribe, so, breaking from them, she traveled down the mountain she had called home and into a nearby coastal city. She found easy work as a hitman and was able to use her unusual cunning and goliath strength to take down high profile targets. She made a name for herself in the criminal underground, and when news of the Shimmercairns reached her, she set out for New Tosgon, hoping for more work, and more importantly, a challenge greater than any she had encountered before.
Magic item and backstory: Slippers of spider climbing. Bowark had been hired to kill a thief who had been leaking information to the authorities. In his quarters she found the Slippers, and has kept them with her for use in her work. She keeps one on her prosthetic, although she's not really sure if she needs to or not.
Name: Saperavi Race: Hill Dwarf Background: Shipwright Class: Forge Cleric Alignment: (lawful neutral) Backstory: An artist and poet by nature, Saperavi is rarely seen without wine near to hand. Artificing or bard work would have better suited his nature, but he was born to a dwarven smith and a cleric of the Temple of Moradin. He could escape neither the forge nor the cloth, but his work in both fields is indisputably beautiful and enduring. Ravi has spent the past twenty years designing and constructing steamship components in one port town or another. In his spare time, he tends to the small hurts and needs of the poor- wherever he finds them. It's thankless- and dangerous- work, but his hammer can fold more than steel, after all...
(These rolls are going to be tragic)
Whoops- didn't drop the lowest. That's 10, 16, 18, 13, 14, 9
Well now that the rolls are done I shall present my character.
Karthus the Loxodon Circle of Spores Druid.
Karthus spent most of his younger days under the tutelage of various members of his here due to being an albino. Thanks to his pale skin and light colored eyes his here saw him as one blessed by nature to be someone of great importance, making sure he was well versed in both the lore of the tribe but that of the world around him. Once he was old enough to be considered a full herd memeber he was taken as the apprentice of the elder and trained as a druid. While trained in various aspects of each circle he was later picked to go on a pilgrimage to a Sacred Grove.
In the Sacred Grove he met a very old Loxodon arch druid that took Karthus showing up as a sign that he was to be trained in the Circle of Spores, having him learn the secrets of the cycle of life and death. This master for about five years before he was sent off to study on his own, being given a Bag of Tricks by his master so that he would never be alone despite the fact few would want to be around a druid that studied both life and undeath. During his travels he learned of Shimmercairns and traveled their to learn about the islands and the new animals that may live there.
Whether first meeting him in an open market or a battlefield, Tovar Shanka is unmistakable. A towering figure by any standard, he stands at a little under seven feet tall, and at first glance seems nearly as broad. His impressive physique, the result of over twenty years of rough travel, contributes to his forceful presence, which has been known to elicit bargains from the most unscrupulous traders the world over. While some would consider his obvious brawn to be his strongest suit, his dark whiskers and bright, friendly eyes conceal a sharp and inquisitive mind. While one might first fear his iron grip and crushing embrace, his cold calculations and industrial acumen rank him first as a formidable businessman.
But times have been hard, and after an incredible series of misfortunes, he has been reduced to hiring out his services, recalling years of martial training as a boy with his brothers from many decades ago. Through his once clean, dark beard, now ragged and shot with an iron grey matched in his eyes, the man smiles at the world with a broad grin and steps off the boat in the Shimmercains, eager and grateful at the opportunity to begin a new life, and, more importantly, a new enterprise.
Born from an alcohol fueled night of passion between a fisherman and a sea elf, Saul Fisher was raised by his father in a squalid little shack in a port town. Saul hated it. He hated living in squalor in a cold and dreary home with a father that spent most of his time passed out drunk, with nothing to his name and with little hope for a better life. He especially hated it, as he was certain that he was meant for so much more, as he had far superior swimming skills in comparison to anyone else in the town and had an unnatural tolerance for cold. He envied the wealth and the lifestyles of the nobles and merchants that came through the town, and with knowing nothing about his mother, began to fantasize that maybe, he was in fact the product of the scandalous union between his father, who back in his prime was a far more charismatic and interesting man than the lazy drunk that he was today, and his mother, who was of noble lineage, and who for that reason, had to leave him with his father, as the shame that it would bring upon her family would disgrace them. He had no evidence for either of this, but he convinced himself this was the truth.
He frequently contemplated escaping his home, but each and every time, he was held back by the fear of not being able to survive on his own. What finally drove to leave, however, was an unfortunate encounter with a drunken sailor. This man, deep in his drunken stupor and of a particularly surly disposition, had taken issue with Saul's presence, and moved to attack him. Saul in his panic, took a wild swing at the him. To his surprise, he felt what seemed like electricity course through veins, before the sailor stopped in his place, paralyzed. Saul took this opportunity to escape. And this convinced Saul that he was meant for so much more than the life of a fisherman. Knowing that he had a natural affinity for magic, Saul wasted no time in leaving the port town. He returned to his home once to gather his few possessions and whatever else he would need for survival, and that was supposed to be it. However, it was as he scrounged around his father's belongings for anything of use that he made an astonishing discovery: a pearl. And by the feel of it, a magical one at that! As he examined the pearl, he saw, carefully carved into it in beautiful calligraphy a pair of what he guessed were elven initials. This further convinced him of his destiny.
Thus, Saul began a new life, under the name of Saercerys Whitewater. He began to refine his control over magic, and learned how to forge his identity and how to deceive people. He sought for every opportunity to enter the upper echelons of society. He would go to place to place, with his own fake pedigree, trying to convince people that he was royalty. He also became an effective con artist, cheating people out of their wealth, particularly targeting the wealthy. Unfortunately, this kind of lifestyle would inevitably result in him either being chased out, or having to leave before he got caught. This is what lead him to the Shimmercairns. With Oyjan having been fairly recently colonized, he sees ample opportunity the acquire wealth and obtain the life that he is entitled to.
Name: Waywocket Albaratie (Gnome Paladin Noble, Oath of Devotion)
Backstory: Waywocket Albaratie is the fifth child of the Albaratie family, a minor but "ascending" family of gnomish nobles who have made their fortune creating and selling votive statues for shrines to Garl Glittergold. Due to his place in the family, Albaratie got years of religious and combat training, but no promise of land or inheritance. The arrival of the Shimmercairns offered Waywocket an opportunity to make his own way in the world. He has now come to the cairns to make a claim on one of the open lands in the shimmercairn, set up a new shrine to Glittergold, a new workshop for making statues, and a nice cottage and land for him. However, first he needs time to scout for the right part of land, and build the sort of reputation that will make people want to visit them.
Character: Bren Fortym Race: Human(Variant) Class: Rogue2, TrickeryCleric1 Ability Scores: 141715141610 Edit 2: These changed when I edited, original rolls were 8 8 9 15 15 16 Magic Item: Luck Stone (embedded within a Holy Symbol to Tymora). Backstory: Rascal, Scallywag, Maker-of-Mischief, these are all titles attributed to the famously lucky Bren Fortym. Bren grew up with good fortune in abundance; things just seemed to go his way, regardless of how much effort he put in to actually achieving what he wanted. This sense of invincibility pervaded through most of his life, as harm seemed determined to avoid him, and victory welcomed him with open arms. Inspired by a sense of wanderlust, he set out to sea aboard a novice captain's vessel, which quickly became inundated with wealth and treasures.
However, it was on one of these voyages that ill-fortune, for the first time in his life, struck Bren, when he lost his first ever game of dice, after which he arrogantly cursed Tymora's name. Harsh storms plagued the journey, spoiling food and clean water. The ship ran afoul of rocky coasts and tidal waves, and more than once a sea-beast threatened the ship. Finally, the ship, desperate to return to shore, was caught off guard by pirates, who boarded the vessel, capturing it. Bren, fearing for his life, threw himself from the ship with naught but a plank of wood and a prayer of apology to Tymora, who he had always suspected blessed him with his good fortune. In the end, Bren emerged through it all, winding up near the docks of Waterdeep, half-drowned, barely alive and washed up next to an odd trinket; a holy symbol of Tymora. The same could not be said for his shipmates, who were never seen again.
Bren's first brush with such terrible bad luck haunted him, and he swore to Tymora to never take his blessing for granted again, praying to her to make up for whatever it was he did to earn her scorn. Now eager to seek fortune again he set out to explore the uncharted territory of the Shimmercairns.
Time will tell if this will entail a return of Bren's good luck, or if his luck has finally run out.
(Edit: If not the Forgotten Realms, substitute Tymora for the Luck Deity of the campaign world.)
Character: Gunnar Wayland Race: Human (Variant) Class: Artificer Ability Scores:1714961114
Neat! That six is brutal
Magic Item: Eversmoke Bottle Backstory: Born a natural smith among a family of smiths, Gunnar is no stranger to working with his hands. As a youth, Gunnar learned the tools of the trade to be a consummate workman: carpentry, leatherwork, smithing. All of these were vital for Gunnar to secure and continue the future of his family in the eyes of the public, as his father did, and his father before him. However, the Wayland family were no mere paltry smiths. No, for generations, upon coming of age, each child would begin learning the old, secret arts of the family. Alchemy, runic enchantments, and perhaps most importantly, arcane tinkering. These skills are what elevated the Wayland family above their competitors. Gunnar has only begun learning these arts and, in the eyes of his family, there is no teacher like experience. So here he is, aboard a cold, wet ship, off to a cold, wet land, with only his giant, golden, mechanized boar to keep him company... This is a really odd turn of events come to think of it.
Backstory: Wyatt grew up in Balder's Gate (if not Forgotten Realms, change out for equally 'Gotham' like city), his father was a captain in the city watch. That was until he was murdered in the streets. Wyatt swore he would hunt down the men that killed his father, and it turned out he was damn good at it. He's been hunting criminals ever since, gaining a quite a reputation. Having a knack for tinkering and base understanding of the arcane comes in real handy also. Now he goes by Shaw, and his services are highly sought after, at least until his last job with south. Now he's on the run, being framed for a murder he didn't commit, killing a noble's wife. This edge of the world out post is his last chance to out run the law he used to work for, his last chance at a new life.
Class: Long Death Monk, or Shadow Monk whichever fits the party
Backstory: Protect the Nature, they say. Nourish it, they say. I haven’t seen a single proper tree in my lifetime. Only those grey buildings, pressing and swarming in their cities. Oh, in how many alleys have I slept in my life? How many street fights did I have to run from, and how many ended with me returning to nothing? I don’t remember any more. Shimmercairns is where my path is headed. I collected and stole all I could to buy a ticket, and picked up a cane of a noble after a bar fight. Didn’t even notice, that chap. Finally I will see their praises Nature, the trees, the rivers, the mountains, all of it. Hell be raised, I’m not going back to that city, not ever. Shimmercairns is where i go, and Shimmercairns is where I die at least.
Uncommon item: Cane of the noble (quarterstaff +1)