LOOKING TO FILL ONE OPENING IN THE CAMPAIGN. THE PARTY HAS COMPLETED ALL THREE STARTER QUESTS AND BUTTERSKULL RANCH. THEY ARE NOW ON THEIR WAY TO THE LUMBER CAMP. YOU CAN VIEW THE GAME THREAD HERE.
IN ADDITION TO THE CHARACTER CREATION GUIDELINES FOUND AT THE BEGINNING OF THIS THREAD, NEW CHARACTERS SHOULD BE DEVELOPED AT LEVEL 4.
PLEASE POST A LINK TO YOUR CHARACTER SUBMISSIONS IN THIS THREAD WITH A SHORT DESCRIPTION OF YOUR CHARACTER CONCEPT/BACKGROUND.
RECRUITING A REPLACEMENT FOR: PALADIN (Oath of the Ancients) - replacement character may be of any class not already included in the party below
DM'S NOTE: IN ORDER TO KEEP THE GAME THREAD FLOWING SMOOTHLY AND FOCUSED ON THE STORY NARRATIVE, OUR PARTY USES A DISCORD TEXT SERVER FOR ALL OOC DISCUSSIONS. THIS IS ALSO WHERE I POST MAPS, NPC IMAGES, HOUSE RULES, LOOT SHARE AND OTHER IMPORTANT GAME INFO OUTSIDE OF THE ACTUAL THREAD ITSELF. USE OF DISCORD IS REQUIRED FOR RECRUITMENT TO THIS CAMPAIGN.
Yelbalar was born on the surface, and abandoned. He’s sure it has something to do with the magic fire in his blood, but he lacks proof of any kind as the circus performers who raised him don’t know the answers. He grew up with a love of music, and in particular: the bag pipes. Some call it a noisy bag with delusions of grandeur. He knows it to be a proud instrument. Proud for being different. And not ashamed to get loud if that’s what’s needed.
Yelbalar wants the world to know his pride in being different. He’ll do it with a name for himself, and a perfect set of bagpipes... bagpipes that let all who hear them know: it’s him. The Drow hero.
Name: Mako Race: Variant Human Class: Monk Background: Athlete Backstory: Mako was born the 5th son of a minor noble in Kozakura. Fortune does not smile on the 5th son and growing up that lesson was taught to Mako by his older brothers again and again. It was seeing his first Basho that changed Mako's mind and fortune. He was captivated by the rikishi, not only for their prowess but for the respect they commanded from Nobles and Commoners alike. Mako, with the help of his mother, convinced Mako's father to pay the entrance fee and monthly stipend for Mako to train. The training was long, grueling, and most times cruel but, Mako would not give up. Eventually, Mako started competing in Amazumo due to his age but, his skill and resilience won him many matches and the notice of a couple of the renowned wrestling stables. Mako was set to make his professional debut during the Spring Festival when things took a turn for the worst. He had anticipated this moment, choosing the name Choyaku Suru Yama as his fighting name. Everything was almost perfect and just as Mako set foot on the dohyo, 3 assassins appeared from nowhere and attacked him. With his training, Mako easily dispatched the assassins but, the disturbance caused the end of the Basho and eventually Mako's dismissal. It was viewed that he, being the target of the attack, had somehow drawn the attention of someone powerful which put those around him in jeopardy. Mako became a pariah not only to the wrestling world but his family as well. Destitute and alone, Mako tried to make a living in his homeland but, he could not make a living even doing work only reserved for the "untouchables". Dismayed Mako contemplated his last option when looking out into the harbor he spied a foreigner ship. Drawn by starvation, fear, and the desire for something better Mako was able to stow away on the ship, fortunately for him the voyage did not take long due to a magical engine on the vessel. Upon reaching port, Mako jumped ship and has been traveling since. He has been able to pick up the foreigner's language through his speech is broken and somewhat hard to understand at times, and has been earning money as a sellsword. Mako is happy with his life so far. He eats better than he had for a while and enjoys showing off his skills, though he has adjusted them a bit to serve him better in his current profession. Mako's downfall could be his love of the foreigner's strong drink. He does not indulge often but when he does it is usually to excess.
Kilmus VonHastenbru is the sole survivor of a bloody raid on his quiet temple that left him alone and lost in a violent world. Raised in a tradition that abhors violence, Kilmus finds himself struggling with how to navigate a world where evil must be met with force, but one where force can't be the sole response to any challenge.
He has made his way to Phandalin working as a guard on caravans. The work keeps him fed and gives him the ability to keep others safe, but he is restless and yearns for something more substantial.
Name: Sandrina Race: Human Class: Warlock (Archfey, Pact of the Chain) Background: Hermit Backstory:
Sandrina's was to begin and end as nothing more than a pet in the Seelie court. Stolen from her parents before she could even know them, the first thing she can remember is being presented as... something. She was never quite sure. All she knows about that part of her life was just, sitting. Sitting and doing nothing. As days became weeks, weeks became months, and months became years, Sandrina started to understand the patterns. When the fey who owned her came and left, and she was glade when they left. Things were better when they weren't there. She had more freedom, though it wasn't much. It was worse when the fey were there. The one that seemed to... be aware of her the most they called Oberon. When the fey were there, she wasn't noticed much except to make a comment on how she looked. She wasn't sure what they meant by it, but apparently it was a good thing. She learned to avoid their eyes, because when she didn't they took notice to her and that's when the fun for them happened. When they did take notice of her, they liked to play games that seemed to be more fun to them than they ever did to her. What was worse was when other people appeared at the court. People that seemed to be like her, but while she had long since entered a state of indifference, they were all terrified.
It finally clicked, not long after a man came to the court who was different from the rest. He came willingly, without any of the fear that other people came with. After he was done with his part, and long after Sandrina had been dismissed by Lord Oberon, he approached her in the middle of the night. His words were quiet, and when he was done Sandrina's eyes seemed to open completely for the first time ever. She had been taken, kidnapped, to be nothing more than a pretty thing to look at. And when she outlived her prettiness, or when the Arch-fey became bored, she'd be killed or worse. Seeing what the fey had done to the people who arrived here on accident, she didn't have to imagine what the 'or worse' could be. That same night, while the Seelie court was busy preparing to leave to allow the Unseelie courts arrival, Sandrina slipped out. Somehow not noticed by the members of the court, she ran, with only a small crystal and the pouch that carried it. She ran and ran and ran some more, until she reached the small outcropping of trees the man who saved her told her to go to. Only here could mortals enter and leave by themselves. As she took a step in, she felt the world around her begin to change. She couldn't tell what about it was changing, but things certainly were. That's when she came face to face with Oberon. Her stomach dropped, and for the first time she felt something other than the quiet emotional distance. Fear. She dropped her head, years of training herself to avoid their eyes too powerful for her to stop. He reached out lifted her head up, and she couldn't quiet tell his mood. "You really want to leave that badly?" he asked her. She didn't say anything, to terrified to respond. He laughed, "Well then, this should be fun..." he stops, as the air around her began to change. "A promise though," he says, eyes burning. "If you ever enter the Yarvern Woods again, I can promise you will never leave them ever again."
He was gone. She was alone. Looking around, all she could see were trees. Spooked and remembering his promise, she darted through them, running long into the night. She finally came to the edge of the forest, where a small village resided. A village that seemed just as frightened of her as she was of them. No one trusted her. No one but the old wizard that lived far off from the rest of the village. He took her in, cared for her, and explained the things that made no sense. He seemed to understand what happened to her, though she never spoke of it except to ask him about the presence she felt. A leftover from her time there he explained. When she was taken they attached a part of their power to her, even if they didn't know it. She could use it, he said. It was her power to use if she wanted. When the old wizard died, she became a herbalist. While the village never opened her fully with open arms, they began to send their ill and injured to her. She helped them as best she could, and started paying the children of the village to bring her the herbs and plants she needed. She became terrified of the forest before long, because of what Oberon's promise. If she ever entered the Yarvern Woods again, she'd never leave them again. And the Fey always keep their promises.
Are you allowing the Warforged race and Artificer class?
This adventure takes place in the Forgotten Realms, so I would like to stick with races that are indigenous to that campaign setting however I would consider allowing an Artificer class.
Aris spent his days in Neverwinter when he became old enough to hold a bow he was employed by Lord Neverember to help fend off the pirates of luskan raiding the small settlements between Neverwinter and Luskan. One day he decided after seeing adventurers time after time becoming rich that he would try and go out in the world and make a name for himself. He traveled far and wide mostly employed by wagon masters on caravan trains. He somehow ended up in Phandelin
Name: Teressa Inigo Nanfoodle Keadle Elizabeth Rockbottom @Tinker @ Tink Class: Artificer (Battlesmith) Race: High Elf Background: Guild Artisan Sheet:https://ddb.ac/characters/37310899/ZCmLmp Story: Teressa Inigo Nanfoodle Keadle Elizabeth Rockbottom is a most peculiar elf who has lived a most peculiar life. Tinker or Tink as her friends call her, was found as a baby on the beaches of Lantan, the only survivor of a shipwreck. With no way of easily returning her to her family or her own kind, the gnomes of Lantan decided to take her in and raise her as one of their own. Gnomes being gnomes, the raising of an elf was part compassion, part curiosity and part experimentation. Once they realized that other than the size difference, Tink was like any other gnome child, the curiosity faded and she was accepted and treated like any other gnome.
As Tink got older, she followed the footsteps of many a gnome before her and apprenticed at the prestigious Special Professional Research On Capable Kutting Edge Technology (S.P.R.O.C.K.E.T) guild for artificers. Competition among apprentices, as with any other guild or profession was rife, and Tink had additional hurdle to jump through. Though she excelled in her apprenticeship, there was always a lingering perception that not being a gnome she would never be as good as her peers. It did not matter that she had grown up in Lantan all her life, and was accepted every where else. In the guild, there was always a thinly veiled perception that she was not as good as her peers, as such she would often get passed over for projects.
Frustrated and eager to prove the guild wrong, Tink decided to strike out on her own. A month after her sixtieth summer, Tink waved goodbye to friends and family and boarded a ship to Luskan with only her faithful Wonderful Helpful Intelligent Sentient Kat Emulation Robot (W.H.I.S.K.E.R) unit in tow. She would travel the world to gain more experience, and return one day and prove to the guild that she was the best artificer of her generation.
Having spent much of the first few seasons in the bustling cities of Luskan, Waterdeep, Silverymoon and even spending some time among the dwarves of Mithril Hall, Tink has decided to seek out different experiences and inspirations in the relatively quieter countryside. Hearing that there maybe some work in Phandalin, she has thus made her journey there.
Been waiting for a chance to play this character...
Name:Yadu Sonith Class: Bard (College of Eloquence) Race: Tiefling (disguised as human) Background: Charlatan Description: By no means an imposing figure, Yadu stands a mere 5'8" with an average-to-thin build clocking in around 135 lbs. He has dark black skin and medium-length, blue-black, curly hair which mostly covers his smallish grey ram-like horns that curl around the sides of his head. An oversized taupe newsboy-style cap sits jauntily atop his head further obscuring his horns. Pointed fangs and eyes of a solid, silvery-white are altered to look more mundane using Thaumaturgy while in public to better hide his heritage. His tail stays wrapped around one leg inside billowy pants gathered at the tops of well-worn-but-still-gleaming black boots. He wears a bright blue tunic of exquisite make and many beaded necklaces and bracelets of various colors and materials all under an indigo cloak fastened at both shoulders with silver clasps. At one hip hangs a crossbow. On the other, a flute tucked into his belt. Backstory: As he is more than happy to tell you (in obnoxiously great detail), Yadu is the son of a Waterdhavian noble and no stranger to courts and high society. A perpetually restless entertainer, he left behind his life of luxury to see the world and follow his whimsy. After years of travel and witnessing the most marvelous spectacles and experiencing the most spectacular marvels that Faerûn has to offer, he's found his way here - the quaint little town of Phandalin. Claiming to have grown tired of rubbing elbows with the aristocracy, Yadu says he wants to spend time amongst the people of the land; the salt of the earth; get to know the common man... Hardly any of that is true. In fact, he comes from very humble, common ancestry and hasn't seen or done the vast majority of that which he boasts. He's made his way to Phandalin primarily looking for another town that hasn't kicked him out yet in an attempt to earn some coin while listening for whispers that could lead him to his scoundrel of a father so that he can exact his revenge.
Description: Zar once thought to be the runt of his clan, stands a good 7 feet in height. His ripped physique seems to be seen even through the coarse oft matted hair of a deep rich chestnut brown with hints of red and black entwined. His horns are a tawny color with deep brown into black at the tip, they curve out then sweep straight and up allowing leverage in combat when in dire straights. Zar wears travel clothes, which strangely seems to be more than his fellow minotaur, in fact, the clothes though a bit worn and faded are crisp colors of green, browns, and tans for the forests. In fact, his cloak a favorite of his is still dark, though not as dark as it once was but still a rich green.
As for armaments, well Zar having traveled knows the bitterness of being something unheard of by most. By others, he is a monster and in this knowledge, he procured chainmail which was pieced together from other previous adventurers who came upon his clan. The same for his impressive array of weapons. A massive hammer, or as he came to learn a maul which was pilfered from the corpse of a duergar, its metal black and its handle pretty much the same. His Sword was rugged steel with notches in it, the center bore runs in the Illusk script and had a v like a hilt above a horn handle wrapped over with corded grass, Both these impressive and imposing weapons rest crossed on his back, with a strange set up seemingly designed for easy access to them should Zar find himself in need of them. Though these weapons are impressive they are not his only means of defense. On each hip are two simple hand axes. They seem like simple survival axes though a bit stouter. Both are of dwarven make. Finally and probably the strangest is the set of bagpipes that hang from his backpack. Crafted from exotic woods with brass inlay alongside a strange hide like bladder Zar learned the instrument in complement to his weapons training. In fact he wears the instrument with pride and has no qualms playing it to any who asked.
Backstory:Zar grew up amongst a clan of Underdark minotaur. Many of his races were often used by other Underdark races as slaves and mercenaries. This leads him like many in his clan to build up a foundation of combat readiness. Though many of his peers sought fit to focus on inner strength through practices of ancient Minotaur rituals, Zar studied the tactics of the more veteran warriors as well as hear them speak of the other races who often sought them out. Focusing on that and using his natural gifts the minotaur youth began to outmaneuver his fellow youths. This impressed the elders, though made too many rivals.
So Zar having proven himself was one of the first calves to fight outside the Minotaur proving grounds and patrol. Unfortunately, he wasn't the only e of the new cadets, he found himself with his rival Kern. Kern while on patrol seized the opportunity to distract Zar and in doing so sent the Minotaur warrior into a pit that lead to some strange ravine. Hurt both physically and mentally Zar put all his training into making it back to his Clan. It took him about two weeks, which was something as he would have gotten back quicker had his own gambles seemed to have gotten him further astray from the path he should have stayed on. In the end, he made it back to the clan.
Zar was scolded but otherwise praised for returning from the caverns in one piece. A feat that awarded him even more accolades. This lead to him being hired alongside veterans to aid in guarding a Drow Merchant. He accompanied the merchant to a few Underdark stops before making his way to the surface. Once there he the caravan was beset by well armored and equipped individuals who overwhelmed the group. Zar was knocked out of the fight early, and having heeded the teachings of one of the elders stayed down playing dead until he could make his break, and a break he did.
This lead him to eventually find his way into the city of Phandalin, lost and unsure of what to do or how to get home the Minotaur has decided to come to this little town a local farmer suggested [After the initial, reply of screams and Zar having to explain he wasn't there to eat him, he just wanted to get to a town and rest] and rent out his services as a warrior. he does this two-fold. One to prove to himself and to his God that he is a worthy and honorable warrior! And two to get money and information on how to return to his people.
Thank you to everyone who submitted a character concept! Saw some really great submissions and I truly appreciate the amount of thought/effort that went into each one. The final selection has been made and while we only have one opening available right now, I will always come back and re-open this thread for additional recruitment if more openings occur in the future.
THANKS TO EVERYONE WHO SUBMITTED A CHARACTER CONCEPT, I HAVE SELECTED A REPLACEMENT AND WILL BE CLOSING THIS THREAD BACK DOWN.
IF I NEED TO RE-OPEN RECRUITING IN THE FUTURE, I WILL POST HERE FIRST!
-FC60
LOOKING TO FILL ONE OPENING IN THE CAMPAIGN. THE PARTY HAS COMPLETED ALL THREE STARTER QUESTS AND BUTTERSKULL RANCH. THEY ARE NOW ON THEIR WAY TO THE LUMBER CAMP. YOU CAN VIEW THE GAME THREAD HERE.
IN ADDITION TO THE CHARACTER CREATION GUIDELINES FOUND AT THE BEGINNING OF THIS THREAD, NEW CHARACTERS SHOULD BE DEVELOPED AT LEVEL 4.
PLEASE POST A LINK TO YOUR CHARACTER SUBMISSIONS IN THIS THREAD WITH A SHORT DESCRIPTION OF YOUR CHARACTER CONCEPT/BACKGROUND.
RECRUITING A REPLACEMENT FOR:
PALADIN (Oath of the Ancients) - replacement character may be of any class not already included in the party below
CURRENT PARTY MEMBERS (Level 4):
MELEE - Half-orc Barbarian
RANGED - Wood-elf Rogue
CASTER - High-elf Wizard
HEALER - Silver Dragonborn Cleric
DM'S NOTE:
IN ORDER TO KEEP THE GAME THREAD FLOWING SMOOTHLY AND FOCUSED ON THE STORY NARRATIVE, OUR PARTY USES A DISCORD TEXT SERVER FOR ALL OOC DISCUSSIONS. THIS IS ALSO WHERE I POST MAPS, NPC IMAGES, HOUSE RULES, LOOT SHARE AND OTHER IMPORTANT GAME INFO OUTSIDE OF THE ACTUAL THREAD ITSELF. USE OF DISCORD IS REQUIRED FOR RECRUITMENT TO THIS CAMPAIGN.
https://www.dndbeyond.com/profile/nschrock/characters/37278800
Yelbalar Ofandrus - Drow - Draconic Sorcerer - Entertainer
Yelbalar was born on the surface, and abandoned. He’s sure it has something to do with the magic fire in his blood, but he lacks proof of any kind as the circus performers who raised him don’t know the answers.
He grew up with a love of music, and in particular: the bag pipes. Some call it a noisy bag with delusions of grandeur. He knows it to be a proud instrument. Proud for being different. And not ashamed to get loud if that’s what’s needed.
Yelbalar wants the world to know his pride in being different. He’ll do it with a name for himself, and a perfect set of bagpipes... bagpipes that let all who hear them know: it’s him. The Drow hero.
Paladin - warforged - orange
Are you allowing the Warforged race and Artificer class?
Active Characters
Tink - Elf Artificer Nicholas Meloncreek - Human Fighter
Thurkear - Lizardfolk Warlock Bjorn "Whitewalker" Akannathi - Goliath Ranger
Name: Mako
Race: Variant Human
Class: Monk
Background: Athlete
Backstory: Mako was born the 5th son of a minor noble in Kozakura. Fortune does not smile on the 5th son and growing up that lesson was taught to Mako by his older brothers again and again. It was seeing his first Basho that changed Mako's mind and fortune. He was captivated by the rikishi, not only for their prowess but for the respect they commanded from Nobles and Commoners alike. Mako, with the help of his mother, convinced Mako's father to pay the entrance fee and monthly stipend for Mako to train. The training was long, grueling, and most times cruel but, Mako would not give up. Eventually, Mako started competing in Amazumo due to his age but, his skill and resilience won him many matches and the notice of a couple of the renowned wrestling stables. Mako was set to make his professional debut during the Spring Festival when things took a turn for the worst. He had anticipated this moment, choosing the name Choyaku Suru Yama as his fighting name. Everything was almost perfect and just as Mako set foot on the dohyo, 3 assassins appeared from nowhere and attacked him. With his training, Mako easily dispatched the assassins but, the disturbance caused the end of the Basho and eventually Mako's dismissal. It was viewed that he, being the target of the attack, had somehow drawn the attention of someone powerful which put those around him in jeopardy. Mako became a pariah not only to the wrestling world but his family as well. Destitute and alone, Mako tried to make a living in his homeland but, he could not make a living even doing work only reserved for the "untouchables". Dismayed Mako contemplated his last option when looking out into the harbor he spied a foreigner ship. Drawn by starvation, fear, and the desire for something better Mako was able to stow away on the ship, fortunately for him the voyage did not take long due to a magical engine on the vessel. Upon reaching port, Mako jumped ship and has been traveling since. He has been able to pick up the foreigner's language through his speech is broken and somewhat hard to understand at times, and has been earning money as a sellsword. Mako is happy with his life so far. He eats better than he had for a while and enjoys showing off his skills, though he has adjusted them a bit to serve him better in his current profession. Mako's downfall could be his love of the foreigner's strong drink. He does not indulge often but when he does it is usually to excess.
https://www.dndbeyond.com/profile/leapingmountain/characters/37285090
Name: Kilmus VonHastenbru
Race: Human
Class: Paladin/Oath of Redemption
Background: Haunted One
LInk: https://www.dndbeyond.com/profile/DirePilgrim/characters/37293878
Kilmus VonHastenbru is the sole survivor of a bloody raid on his quiet temple that left him alone and lost in a violent world. Raised in a tradition that abhors violence, Kilmus finds himself struggling with how to navigate a world where evil must be met with force, but one where force can't be the sole response to any challenge.
He has made his way to Phandalin working as a guard on caravans. The work keeps him fed and gives him the ability to keep others safe, but he is restless and yearns for something more substantial.
Name: Sandrina
Race: Human
Class: Warlock (Archfey, Pact of the Chain)
Background: Hermit
Backstory:
https://ddb.ac/characters/37298851/ZpcqDv
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
This adventure takes place in the Forgotten Realms, so I would like to stick with races that are indigenous to that campaign setting however I would consider allowing an Artificer class.
https://www.dndbeyond.com/profile/Stormbringer4729/characters/37305732
Aris spent his days in Neverwinter when he became old enough to hold a bow he was employed by Lord Neverember to help fend off the pirates of luskan raiding the small settlements between Neverwinter and Luskan. One day he decided after seeing adventurers time after time becoming rich that he would try and go out in the world and make a name for himself. He traveled far and wide mostly employed by wagon masters on caravan trains. He somehow ended up in Phandelin
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Thanks for all the replies so far! I am going to keep the recruiting open for several more days so keep 'em coming.
Name: Teressa Inigo Nanfoodle Keadle Elizabeth Rockbottom @Tinker @ Tink
Class: Artificer (Battlesmith)
Race: High Elf
Background: Guild Artisan
Sheet: https://ddb.ac/characters/37310899/ZCmLmp
Story: Teressa Inigo Nanfoodle Keadle Elizabeth Rockbottom is a most peculiar elf who has lived a most peculiar life. Tinker or Tink as her friends call her, was found as a baby on the beaches of Lantan, the only survivor of a shipwreck. With no way of easily returning her to her family or her own kind, the gnomes of Lantan decided to take her in and raise her as one of their own. Gnomes being gnomes, the raising of an elf was part compassion, part curiosity and part experimentation. Once they realized that other than the size difference, Tink was like any other gnome child, the curiosity faded and she was accepted and treated like any other gnome.
As Tink got older, she followed the footsteps of many a gnome before her and apprenticed at the prestigious Special Professional Research On Capable Kutting Edge Technology (S.P.R.O.C.K.E.T) guild for artificers. Competition among apprentices, as with any other guild or profession was rife, and Tink had additional hurdle to jump through. Though she excelled in her apprenticeship, there was always a lingering perception that not being a gnome she would never be as good as her peers. It did not matter that she had grown up in Lantan all her life, and was accepted every where else. In the guild, there was always a thinly veiled perception that she was not as good as her peers, as such she would often get passed over for projects.
Frustrated and eager to prove the guild wrong, Tink decided to strike out on her own. A month after her sixtieth summer, Tink waved goodbye to friends and family and boarded a ship to Luskan with only her faithful Wonderful Helpful Intelligent Sentient Kat Emulation Robot (W.H.I.S.K.E.R) unit in tow. She would travel the world to gain more experience, and return one day and prove to the guild that she was the best artificer of her generation.
Having spent much of the first few seasons in the bustling cities of Luskan, Waterdeep, Silverymoon and even spending some time among the dwarves of Mithril Hall, Tink has decided to seek out different experiences and inspirations in the relatively quieter countryside. Hearing that there maybe some work in Phandalin, she has thus made her journey there.
W.H.I.S.K.E.R
Active Characters
Tink - Elf Artificer Nicholas Meloncreek - Human Fighter
Thurkear - Lizardfolk Warlock Bjorn "Whitewalker" Akannathi - Goliath Ranger
Been waiting for a chance to play this character...
Name: Yadu Sonith
Class: Bard (College of Eloquence)
Race: Tiefling (disguised as human)
Background: Charlatan
Description: By no means an imposing figure, Yadu stands a mere 5'8" with an average-to-thin build clocking in around 135 lbs. He has dark black skin and medium-length, blue-black, curly hair which mostly covers his smallish grey ram-like horns that curl around the sides of his head. An oversized taupe newsboy-style cap sits jauntily atop his head further obscuring his horns. Pointed fangs and eyes of a solid, silvery-white are altered to look more mundane using Thaumaturgy while in public to better hide his heritage. His tail stays wrapped around one leg inside billowy pants gathered at the tops of well-worn-but-still-gleaming black boots. He wears a bright blue tunic of exquisite make and many beaded necklaces and bracelets of various colors and materials all under an indigo cloak fastened at both shoulders with silver clasps. At one hip hangs a crossbow. On the other, a flute tucked into his belt.
Backstory: As he is more than happy to tell you (in obnoxiously great detail), Yadu is the son of a Waterdhavian noble and no stranger to courts and high society. A perpetually restless entertainer, he left behind his life of luxury to see the world and follow his whimsy. After years of travel and witnessing the most marvelous spectacles and experiencing the most spectacular marvels that Faerûn has to offer, he's found his way here - the quaint little town of Phandalin. Claiming to have grown tired of rubbing elbows with the aristocracy, Yadu says he wants to spend time amongst the people of the land; the salt of the earth; get to know the common man... Hardly any of that is true. In fact, he comes from very humble, common ancestry and hasn't seen or done the vast majority of that which he boasts. He's made his way to Phandalin primarily looking for another town that hasn't kicked him out yet in an attempt to earn some coin while listening for whispers that could lead him to his scoundrel of a father so that he can exact his revenge.
Characters currently being ruined on this forum:
Mis'tuv (Halfling Fathomless Warlock) - The Voyage of the Fallen Star
Meresaa (Vedalken Artillerist Artificer) - Destination Unknown
Hutton Crowcreek (Human Fighter) - Curse of the Crimson Throne
I have a Minotaur Fighter Battle Master,[ Altered from another campaign
Name:Zar Stormhorn
Class:Fighter[Battle Master]
Race:Minotaur
Background:Far Traveler
Description: Zar once thought to be the runt of his clan, stands a good 7 feet in height. His ripped physique seems to be seen even through the coarse oft matted hair of a deep rich chestnut brown with hints of red and black entwined. His horns are a tawny color with deep brown into black at the tip, they curve out then sweep straight and up allowing leverage in combat when in dire straights. Zar wears travel clothes, which strangely seems to be more than his fellow minotaur, in fact, the clothes though a bit worn and faded are crisp colors of green, browns, and tans for the forests. In fact, his cloak a favorite of his is still dark, though not as dark as it once was but still a rich green.
As for armaments, well Zar having traveled knows the bitterness of being something unheard of by most. By others, he is a monster and in this knowledge, he procured chainmail which was pieced together from other previous adventurers who came upon his clan. The same for his impressive array of weapons. A massive hammer, or as he came to learn a maul which was pilfered from the corpse of a duergar, its metal black and its handle pretty much the same. His Sword was rugged steel with notches in it, the center bore runs in the Illusk script and had a v like a hilt above a horn handle wrapped over with corded grass, Both these impressive and imposing weapons rest crossed on his back, with a strange set up seemingly designed for easy access to them should Zar find himself in need of them. Though these weapons are impressive they are not his only means of defense. On each hip are two simple hand axes. They seem like simple survival axes though a bit stouter. Both are of dwarven make. Finally and probably the strangest is the set of bagpipes that hang from his backpack. Crafted from exotic woods with brass inlay alongside a strange hide like bladder Zar learned the instrument in complement to his weapons training. In fact he wears the instrument with pride and has no qualms playing it to any who asked.
Backstory:Zar grew up amongst a clan of Underdark minotaur. Many of his races were often used by other Underdark races as slaves and mercenaries. This leads him like many in his clan to build up a foundation of combat readiness. Though many of his peers sought fit to focus on inner strength through practices of ancient Minotaur rituals, Zar studied the tactics of the more veteran warriors as well as hear them speak of the other races who often sought them out. Focusing on that and using his natural gifts the minotaur youth began to outmaneuver his fellow youths. This impressed the elders, though made too many rivals.
So Zar having proven himself was one of the first calves to fight outside the Minotaur proving grounds and patrol. Unfortunately, he wasn't the only e of the new cadets, he found himself with his rival Kern. Kern while on patrol seized the opportunity to distract Zar and in doing so sent the Minotaur warrior into a pit that lead to some strange ravine. Hurt both physically and mentally Zar put all his training into making it back to his Clan. It took him about two weeks, which was something as he would have gotten back quicker had his own gambles seemed to have gotten him further astray from the path he should have stayed on. In the end, he made it back to the clan.
Zar was scolded but otherwise praised for returning from the caverns in one piece. A feat that awarded him even more accolades. This lead to him being hired alongside veterans to aid in guarding a Drow Merchant. He accompanied the merchant to a few Underdark stops before making his way to the surface. Once there he the caravan was beset by well armored and equipped individuals who overwhelmed the group. Zar was knocked out of the fight early, and having heeded the teachings of one of the elders stayed down playing dead until he could make his break, and a break he did.
This lead him to eventually find his way into the city of Phandalin, lost and unsure of what to do or how to get home the Minotaur has decided to come to this little town a local farmer suggested [After the initial, reply of screams and Zar having to explain he wasn't there to eat him, he just wanted to get to a town and rest] and rent out his services as a warrior. he does this two-fold. One to prove to himself and to his God that he is a worthy and honorable warrior! And two to get money and information on how to return to his people.
Thank you to everyone who submitted a character concept! Saw some really great submissions and I truly appreciate the amount of thought/effort that went into each one. The final selection has been made and while we only have one opening available right now, I will always come back and re-open this thread for additional recruitment if more openings occur in the future.
(RECRUITMENT IS CLOSED)