Prefacing this with alignments are dumb. My character is dogmatic, believing in his one truth of the world to a fault, that survival is king, and the strong prosper. This makes hin lawful, sure, especially as this can extend to "the king's laws are just, as he's survived as king to remain so" until said law threatens his own existence. That's fine. The problem lies in his inherent fatalism, violent mentality, and cruel outlook on life. Normally I'd slot this in as evil, as he has no problem doing harm to the innocent to survive or prosper, but in the sense of the game, I don't exactly plan to have him take part in machiavellian shenanigans (despite the similarities) and isn't needlessly cruel, he is in fact defined by his ability as a healer, that's why he's neutral. But like I said, alignments are dumb.
Bal-Fingrr was let loose into the Wilds young, his nomadic tribe operating on the fringe between deep rainforest and harsh badlands, the periphery between the two always moving, as the environments almost seemed to want to consume each other. Surviving on his own from 7 to adulthood (20 in his tribe) he made his way back to them, rich with the knowledge that the Wilds taught him; kill or be killed, for survival is king. He grew strong from his time hunting and foraging, and learned to appreciate and develop remedies from the plants he could find, for he knew the Wilds could sustain him in more than just sustinance. Maybe that was why the Wilds spoke to him, reached out and touched him, imparting him with its power.
During his years in the wild he came to meet other youths during their own rites, but forbidden from helping one another directly. One he found to be his own brother, dead when found of course, the 7 year old could not make it. Bal-Fingrr did not offer more than a passing thought, scavenging what he could from his failed brother's attempt, before moving on. He was 17 at the time.
Upon returning to his kin, He made a name for himself as a medicine man, weaving magic and medicines together, the chemical with the arcane, improving the quality and length of his tribe's lives, and fostering a new growth. And at around 22 he became sweet on a prospective mate, but she never returned from a foraging expedition, and was assumed dead, claimed by the forests which her party had ventured into. He was disappointed at this, as he thought her strong. Not strong enough apparently.
Alas, the tribe grew too big for their nomadic lifestyle, and so a decision was made. The tribe was split in two, one to remain walking their lands, the other to roam farther, find a new circuit. Bal-Fingrr was chosen to lead the new tribe and to help them ajust to whatever new environment they may find. One night however, as their ships were sailing across the great sea, Bal-Fingrr fell overboard, pushed by unknown, it being to dark, and too sudden to know who.
I have no set path for this character, as I believe in organic character growth.
Backstory (including how you wound up in Saltmarsh): Growing up listening to his father's stories from his early adventures in the surface, Mithurn, aspired to create his own experiences and tales. Even though the hero of the stories was his father, Mithurn, adored another character. One of his father's companions, a Black Dragonborn Knight that had magical bonds with his weapons. Hated by most because of his heritage, the Black Dragonborn, was a just and honorable figure that sacrificed himself in the end for the greater good. Inspired by his deeds, Mithurn leaves his home behind with his father's weapon and amor to meet a world much harsher and less fair than what his father's lovely stories claimed. As a way out of trouble he wasn't to blame, he boards a ship bound to Saltmarsh where he can maybe restart his journey of adventuring.
Ability scores (rolled or just put standard if you are taking standard array):Ability scores: 10171214917 (Using standard instead)
I feel like i should say this. Looks like the OP has picked his players and started his campaign already.
Rollback Post to RevisionRollBack
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls - Overchannel Steel Wind Strike for the Win against Demogorgon Silas - Level 11 Human Cleric (War Domain) - Tomb of Annihilation Done
Character name: Faezira Race: Half-Elf Class: Tempest Cleric Backstory (including how you wound up in Saltmarsh): Faezira, one with the storm, originally a sailor, would often use her knowledge of nature to guide ships past storms. Eventually, Faezira found standard life of a sailor distasteful dealing with cargoing for rich lords and eventually found herself more in line with the life of a robin hood-esque pirate.
finally updated my post with an application
Rollback Post to RevisionRollBack
Gash- Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
This post has potentially manipulated dice roll results.
Character name: Remington Loche
Race: Wood Elf
Class: Ranger
Backstory (including how you wound up in Saltmarsh):
Remington was not like the other elves.. He was not content hiding in the shadows as the world was left unexplored. He left his home at an early age to be a student of the world. He found himself enamored with how wild beasts formed communities in the wild. He studied them, and befriended the animals... So much so, that a pack of wolves seemed to accept him as one of their own. He learned how to hunt and survive in the wilderness by accompanying the wolf pack. Alas as the years went on, the wolf pack grew smaller and smaller with time. Until he finally decided to return to civilization, albeit for a short while just to satiate his curiosity and to see if he could still socialize with humanoid races. He found that humanoids were selfish and self-serving... destroying woodlands to expand their cities, displacing the animals which called it home before anyone else. He thought that he would find nothing that would call him back to civilization and was getting ready to venture back to the wild.. to a more familiar world.. As he was just about to leave, a thought came across his mind... "The sea... I never thought about exploring the sea. Maybe there I can find what I'm looking for... Faith in humanity." Remington then made his way to Saltmarsh, hoping to gain admittance to a ship.
Ability scores (rolled or just put standard if you are taking standard array):
This post has potentially manipulated dice roll results.
I too love nautical campaigns
Character name: Gorn the Glorious
Race: Bugbear
Class: Bard
Backstory (including how you wound up in Saltmarsh): Gorn is an underappreciated musician. He never fit in with his clanmates (bastards only ever wanting to eat and sleep and pillage... No sense of flair or glory.) and don't get him started on the "Fairfolk" (they're all just like "OMG a scary hairy RUNNN! Posers.) Gorn travels far and wide trying to find someone to appreciate his craft and has stumbled groggily to Saltmarsh in search of his destiny.
Description: Gorm is a bit scrawny for a Bugbear, he dresses like a ragamuffin, with scraps of colored silk and tight leather clothes. He combs his fur into a high and crazy poof every morning and everything he does is a bit over the top.
Background- Folk Hero. Jonah was not raised among Dragonborn. He was raised by an old bard who wished to have a son, and was given the chance by finding a hatchling Dragonborn, left in the rubble of a wagon hit by bandits. Jonah was taught what his ‘father’ could teach him, and has now struck out on his own to see what he can make of his life himself. He has a natural way with people despite his imposing features, and hopes to prove that fate has a plan in store for him as well.
Just a 2 questions:
Any limitations on source material (i know some dms don't like crossing it)
Can I roll for starting gold?
Otherwise, here goes:
Ability scores: 10 10 7 10 15 17
Starting GP (if allowed) 5 × 10 GP
Name: Bal-Fingrr Ateus
Hobgoblin Druid 1
Link to character: https://ddb.ac/characters/15165915/KudjW3
Backstory: (spoilered it due to length)
Prefacing this with alignments are dumb. My character is dogmatic, believing in his one truth of the world to a fault, that survival is king, and the strong prosper. This makes hin lawful, sure, especially as this can extend to "the king's laws are just, as he's survived as king to remain so" until said law threatens his own existence. That's fine. The problem lies in his inherent fatalism, violent mentality, and cruel outlook on life. Normally I'd slot this in as evil, as he has no problem doing harm to the innocent to survive or prosper, but in the sense of the game, I don't exactly plan to have him take part in machiavellian shenanigans (despite the similarities) and isn't needlessly cruel, he is in fact defined by his ability as a healer, that's why he's neutral. But like I said, alignments are dumb.
Bal-Fingrr was let loose into the Wilds young, his nomadic tribe operating on the fringe between deep rainforest and harsh badlands, the periphery between the two always moving, as the environments almost seemed to want to consume each other. Surviving on his own from 7 to adulthood (20 in his tribe) he made his way back to them, rich with the knowledge that the Wilds taught him; kill or be killed, for survival is king. He grew strong from his time hunting and foraging, and learned to appreciate and develop remedies from the plants he could find, for he knew the Wilds could sustain him in more than just sustinance. Maybe that was why the Wilds spoke to him, reached out and touched him, imparting him with its power.
During his years in the wild he came to meet other youths during their own rites, but forbidden from helping one another directly. One he found to be his own brother, dead when found of course, the 7 year old could not make it. Bal-Fingrr did not offer more than a passing thought, scavenging what he could from his failed brother's attempt, before moving on. He was 17 at the time.
Upon returning to his kin, He made a name for himself as a medicine man, weaving magic and medicines together, the chemical with the arcane, improving the quality and length of his tribe's lives, and fostering a new growth. And at around 22 he became sweet on a prospective mate, but she never returned from a foraging expedition, and was assumed dead, claimed by the forests which her party had ventured into. He was disappointed at this, as he thought her strong. Not strong enough apparently.
Alas, the tribe grew too big for their nomadic lifestyle, and so a decision was made. The tribe was split in two, one to remain walking their lands, the other to roam farther, find a new circuit. Bal-Fingrr was chosen to lead the new tribe and to help them ajust to whatever new environment they may find. One night however, as their ships were sailing across the great sea, Bal-Fingrr fell overboard, pushed by unknown, it being to dark, and too sudden to know who.
I have no set path for this character, as I believe in organic character growth.
Character name: Mithurn Greasevein
Race: Deep Gnome (Svirfneblin)
Class: Fighter
Backstory (including how you wound up in Saltmarsh): Growing up listening to his father's stories from his early adventures in the surface, Mithurn, aspired to create his own experiences and tales. Even though the hero of the stories was his father, Mithurn, adored another character. One of his father's companions, a Black Dragonborn Knight that had magical bonds with his weapons. Hated by most because of his heritage, the Black Dragonborn, was a just and honorable figure that sacrificed himself in the end for the greater good. Inspired by his deeds, Mithurn leaves his home behind with his father's weapon and amor to meet a world much harsher and less fair than what his father's lovely stories claimed. As a way out of trouble he wasn't to blame, he boards a ship bound to Saltmarsh where he can maybe restart his journey of adventuring.
Ability scores (rolled or just put standard if you are taking standard array):Ability scores: 10 17 12 14 9 17 (Using standard instead)
Character name:
Race:
Class:
Backstory (including how you wound up in Saltmarsh):
Ability scores (rolled or just put standard if you are taking standard array): Ability scores: 18 15 8 6 10 10
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
I feel like i should say this. Looks like the OP has picked his players and started his campaign already.
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls- Overchannel Steel Wind Strike for the Win against DemogorgonSilas - Level 11 Human Cleric (War Domain) - Tomb of AnnihilationDonefinally updated my post with an application
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
oh drag.
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
Character name: Remington Loche
Race: Wood Elf
Class: Ranger
Backstory (including how you wound up in Saltmarsh):
Remington was not like the other elves.. He was not content hiding in the shadows as the world was left unexplored. He left his home at an early age to be a student of the world. He found himself enamored with how wild beasts formed communities in the wild. He studied them, and befriended the animals... So much so, that a pack of wolves seemed to accept him as one of their own. He learned how to hunt and survive in the wilderness by accompanying the wolf pack. Alas as the years went on, the wolf pack grew smaller and smaller with time. Until he finally decided to return to civilization, albeit for a short while just to satiate his curiosity and to see if he could still socialize with humanoid races. He found that humanoids were selfish and self-serving... destroying woodlands to expand their cities, displacing the animals which called it home before anyone else. He thought that he would find nothing that would call him back to civilization and was getting ready to venture back to the wild.. to a more familiar world.. As he was just about to leave, a thought came across his mind... "The sea... I never thought about exploring the sea. Maybe there I can find what I'm looking for... Faith in humanity." Remington then made his way to Saltmarsh, hoping to gain admittance to a ship.
Ability scores (rolled or just put standard if you are taking standard array):
Ability scores: 11 17 13 12 15 14
DM - Beyond the Veil
I too love nautical campaigns
Character name: Gorn the Glorious
Race: Bugbear
Class: Bard
Backstory (including how you wound up in Saltmarsh): Gorn is an underappreciated musician. He never fit in with his clanmates (bastards only ever wanting to eat and sleep and pillage... No sense of flair or glory.) and don't get him started on the "Fairfolk" (they're all just like "OMG a scary hairy RUNNN! Posers.) Gorn travels far and wide trying to find someone to appreciate his craft and has stumbled groggily to Saltmarsh in search of his destiny.
Description: Gorm is a bit scrawny for a Bugbear, he dresses like a ragamuffin, with scraps of colored silk and tight leather clothes. He combs his fur into a high and crazy poof every morning and everything he does is a bit over the top.
Ability scores (rolling): Ability scores: 3 12 15 8 12 11
Ability scores: 10 14 13 17 10 13
Name- Jonah
Race- Dragonborn
Background- Folk Hero. Jonah was not raised among Dragonborn. He was raised by an old bard who wished to have a son, and was given the chance by finding a hatchling Dragonborn, left in the rubble of a wagon hit by bandits. Jonah was taught what his ‘father’ could teach him, and has now struck out on his own to see what he can make of his life himself. He has a natural way with people despite his imposing features, and hopes to prove that fate has a plan in store for him as well.
ddb.ac/characters/17215770/6vE5sX
Paladin - warforged - orange
Pretty rude he didn't say he had his group.