Name:Anyll Sungold (Will link character sheet once I get stop getting an error message!)
Race: Half-elf
Class: Sorcerer (Divine Soul)
Backstory: Anyll is the bastard child of a human family, who considered themselves well-established. Raised in the manor, as per the parents dying wish, he caused more of a storm as it was soon clear he was born with "special abilities". With manage to get a high calibre education, while keeping his seemingly inherited magic in check, Anyll has his mind open to the wonders of the world and longed to see them for himself... his family more than happy to support him.
Class(s): Multiclassstarting with Paladin and Warlock. Will throw in Sorcerer and Wizard if we level high enough.
Backstory: Parren has been raised by brilliant parents and been exposed to the powers and knowledge needed to survive and thrive. Survive and thrive he has. He made an Oath of Conquest over the injustices of the world while at the same time making a pack with a entity from the shadowfell once his unique talents were obvious. He even shows innate magic abilities and, through his parents contacts and extensive tutoring, he might even find time for arcane magic through study. Parren fearlessly faces the world and surrounds himself with powerful friends in order to overcome evil when he finds it.
Ability Scores (Point Buy with Gnome bonuses): str 13, dex 10, con 14, int 13, wis 9, cha 16
I do have a character ready, from an expired campaign, and he happens to be 2nd level. I have not played or read Lost Mine before.
Name: Rolend (link) Race: Wood Elf Class: Monk Backstory: Street Urchin (Basic street punk, likes to brawl. Now that he has training from his monastery/orphanage, he wants to be a hero. And get into fist fights, 'cause they are fun. One more level, he gets Sun Soul and starts shooting hadouken.) Ability Scores: 10 16 14 8 16 10 (in that order)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
backstory: Branch had a hard time with his Druid clan, more so he had a hard time doing his job. He worked as a guard for some ancient scrolls and artifacts “super duper important to the clan’s history” ...or something like that so, it wasn’t a surprise when branch found himself once again wandering the woods away from his post on yet another day of yet another week of boredom. Little to his knowledge, the things he was supposed to protect were getting stolen. After apology after apology to the council, he was exiled until he found the artifacts taken and returned them. So he left on his quest ready to make up for his misdeed
Background/Backstory: Entertainer -- Plaugg is the son of a chance encounter between an Elven father and Human mother. Raised by his mother, Plaugg never knew his father. His mother did her best, though with little success at crafting a living. As a result, Harold and his mom mostly lived on the grift, moving from place to place and moving from short con to short con. He learned to blend into situations very quickly. Most anyone who looks at him tends to recognizes him as someone they know -- no matter where he goes, people "remember" him and assume he belongs there. Although he is charming, builds rapport quickly, and easily influences others, Harold does not seek leadership positions preferring to guide decision makers toward his desired outcomes by verbal finesse.
I'm interested in joining, I usually DM in Roll20 but I have been looking to scratch my player itch and figured PBP would be a great way to do that :)
I read the thread and couldn't figure what the current composition of the group is, so I'm going out on a limb and would like to apply with my tiefling rogue, Casmir:
Name: Casmir Race: Tiefling Class: Rogue Backstory: Casmir was abandoned at the door of <insert appropriate good deity>'s temple when he was baby. He was adopted and raised in the faith by the good priests; however, his compulsion to try to pass unnoticed all the time and his fascination with locks tipped the high priest that Casmir was not cut out for the religious life, despite the boy's sincere beliefs. Casmir then set out into the world to find a way to put his talents to good use. He learned Celestial in the temple, of course, and picked Dwarvish because many of the priests were Dwarfs. Right after leaving the temple he fell in with some people who shared his interests in stealth and locks and learned Thieves' Cant and how to use blades, but he didn't really feel like he belonged, and set out once again.
Hopefully you'll think Casmir would be a good addition, but I do have other concepts that I can try if a rogue is not a good fit for the current party.
This post has potentially manipulated dice roll results.
Will try a roll and come up with a character.
Ability scores: 1013161289
Name: Lyle Hilltopple Race: Lightfoot Halfling Class: Warlock (Fiend) Backstory: Lyle is an archeologist working on a dig. He happened across a sealed room, and with some work, managed to make his way inside. Inside the room, the darkness was suffocating. That is, until glowing eyes caught him in their stare. Unwittingly, a pact was formed between the fiend and Lyle, enslaving him to help the fiend escape its bonds and giving him his powers. Now Lyle travels, in part as part of his unwilling pact but also in search of a way to release himself from this fiend. Character Sheet: https://ddb.ac/characters/32302074/EbQnRd
This post has potentially manipulated dice roll results.
Ability scores: 71011121516
Name: O’alana Race: Human Class: Barbarian (Totem warrior) Backstory:
The Oghar tribe was never as large or resourceful as many orcish warbands, though they were never any less feared. The simple reason for this was that they had one thing other warbands didn’t - wolves. The Oghar orcs kept a whole pack of the beasts starved a slavering for battle. The goblins of the tribe were naturally the unlucky ones put in charge of trying to train the beasts, though hunger and maltreatment was usually enough to get the wolves to do as they were required when the time for fighting came.
These orcs would always send in the wolves first, breaking the ranks of their enemies and striking terror into the heart of their victims. Much of the time, the orcs themselves could come in afterward and take sadistic pleasure in mopping up what was left.
Such was the sad fate that befell the Li’kosh clan - a rural commune of humans and dwarves in the High moor of Faerun. Their village was hit by night and their warriors could not stand against the onslaught of the wolf vanguard. When the orcs arrived to dispatch the remaining humans and laugh as they begged for their lives, they pillaged what they could, going from hut to hut in search of anything useful or valuable.
After it was done, they returned to their own den with their spoils. Once there, they began taking stock of the loot. One of the items they had brought back with them was a large pack of blankets and leathers which were always a useful resource. However, among the material they found something they didn’t expect - a human baby girl, swaddled up in a hide blanket where her mother had hidden her from the attacking orcs, hoping that she would go unnoticed. The baby, inexplicably, did not cry or show any distress at the ordeal. Tied loosely around her neck was a leather thong with a rough hewn figuring of a wolf.
The orcs laughed and joked that the figurine must have been a message from the girl’s dead mother about what they wanted done with the infant. And so they obliged. They tossed the baby into the wolf pen, expecting them to gorge on her flesh. To their amazement, nothing of the sort happened. The wolves examined the baby, fascinated. The next day, they seemed to be protecting the child. As time passed, the orcs observed that the infant was often found playing amongst the young of the wolves themselves.
For some time, this was ignored as a curiosity. The orcs and goblins would come, look, laugh and wonder how long it would be before the wolves tired of the interloper and devoured her. It became a popular matter to place a bet on.
The size of the wolf pack was such that their pen was no mere cage - it was expansive, extending into a range of woods behind the orc camp. The infant girl was carried about by the wolf matriarch with the rest of the pack, the wolf totem always hanging from her neck.
The situation continued like this for many years. All the time the girl was with the wolves, honing her own instincts to be as sharp as theirs, learning to survive off the resources in the wild. Yet she also accompanied the pack in the forward pens, witnessing the lifestyle of the goblins and orcs, learning their language and imitating some of their more pragmatic activities, like turning a piece of rough fabric into a tunic, or sharpening a piece of metal or stone into a knife...and, of course, the swinging of large blades. Whenever the time for battle came, the wolf mother would hide the young child away in a safe place in the woods, where she knew to remain until the pack returned.
By the time the girl was eight years old, the Oghar tribe had become so accustomed to her presence in the pen that they scarcely noticed her anymore. Many of the short-lived creatures forgot how she’d even come to be there. Some said that she was the one who trained the wolves. Others said she was their mother. Similar nonsensical stories abounded.
Until one day, the goblin chief wolf-wrangler came to the pen to leash the wolves together for a raid. The girl understood every word as the orcs discussed how they were going to attack a caravan of nomadic humans who had no warriors and should make for an easy target. Knowing this, the girl put herself at the front of the pen and held out a hand towards the wolves, silently imploring them that they should not do this. To the orcs’ amazement and consternation, the whole pack remained in place, apparently obeying the young girl’s instruction.
An orc shaman promptly declared that the girl was a curse, and that they ought to immediately dispatch her if they were to gain control of their wolves back. So the pen was opened and several orcs came in, ready to strike the girl down. But before they could raise their blades, the whole pack of wolves descended and tore the orcs to pieces, not allowing them to lay so much as a hand on the girl.
On seeing this, the rest of the orc tribe were terrified, convinced that the shaman was right, that the girl was a curse who had turned their wolves against them. Some orcs and goblins continued to try to restrain the pack. Every one of them lost their life. Others simply fled, abandoning the tribe’s den and scattering the Oghar name to the wind.
When it was done, the wolves surrounded the girl, bowing their heads. The den mother approached her, nudging her shoulder towards the gate, bidding her to lead the pack out to a new home.
And so she did. They went out across the High Moors, the girl following a scent she did not recognise but which somehow called to her. The trail led her many miles, back to the site of her old home. Little was left of it by now, for the Li’kosh clan had never recovered. The only person who survived there was a druid by the name of Mathoz. He had survived the Oghar attack eight years earlier by burying himself in a trench the clan used as a latrine. When he’d emerged and found everyone dead, he cursed himself for his cowardice and vowed to spend the rest of his life holding vigil on the site of their camp, hoping that this would earn him the forgiveness of his people.
Mathoz was struck with dread one day when he saw the wolf pack approaching from a distance. Yet when he observed that they were being led by a young girl, he was curious and watched. The wolf was the ancient totem of their clan, after all. Perhaps this was a sign that his sin was finally forgiven and that he could go to rejoin his ancestors in peace?
When the girl arrived, he was perplexed to realise that she spoke only the language of the greenskins. There was something oddly familiar in the lean, amber-eyed girl’s appearance. But the totem hanging from her neck was unmistakeable - this was the daughter of the clan’s chief, returned by some miracle.
Mathoz immediately took the girl in, though he quickly learned that she was more comfortable roaming with her pack than staying in one place for long. Yet, with difficulty, he managed to explain to her that this was the place where she had been born. When he asked her name, he didn’t expect her to have an answer, yet she was able to give him one. In later years, even she could not wholly explain where she had got the name from. The best she could say was that it had been communicated to her by the wolves who had raised her, and that the name she gave was that thought translated into words fitting for human tongues. The name was O’alana.
Over time, Mathoz taught O’alana the common tongue of men. Though he was elderly, his druidic magic kept him sustained, while O’alana’s primal skills and the help of the wolf pack kept her safe and well nourished. From the salvaged ruins of the village, she acquired for herself a battleaxe and, for the first time in her life, felt that the possession of teeth was no longer the one thing separating her from her lupine kin.
The march of time, however, relents for nobody. Mathoz died peacefully, satisfied that he had atoned for his cowardice by welcoming O’alana back into her home. The pack’s den mother fell asleep one night, and the pack dispersed without a trace, as if they knew that O’alana’s time with them was at an end. O’alana - having been a pack animal her entire life - was suddenly alone. Yet she sensed deep in her soul that the pack had not abandoned her, rather shown her that it was time for them all to seek their own paths. Turning her face to the sky, she closed her eyes and picked up a new scent.
Years later, talk sometimes arose in the towns and villages of a young woman sighted in the wilderness with golden eyes, hide clothes and charcoal grey hair like the pelt of a wolf, with amber jewels woven into it that seemed to glow beneath her hood. Her passing was frequently accompanied by the distant howling of a wolf pack, and it was said that those who troubled her on the road were rarely seen again, for the kindred spirit between wolves can never truly be abandoned.
Name: Tessa Snowdust Race: Human Class: Warlock (Celestial) Backstory:
In her youth, Tessa's village was set upon by some kind of foul creatures. It hardly matters what, but they would have destroyed the village and all who lived there were it not for Tessa striking a last-minute bargain with a great and mysterious power to destroy the invaders and save the place. And save it he did, inside a small glass orb she has carried ever since and serves as a magical focus. Some day her patron has promised to restore her home once whatever inscrutable scheme he may have is complete, but until then she burns with holy power commanded to defend those in need.
Name: Stannic Varo Race: Half-elf Class: Druid, Circle of Land (coast)
Backstory: Hermit. Son of a human mother and Wood Elf father, Stannic felt a lost between both of their worlds and found solace in nature. He saw visions and spirits in nature that others did not see, and sought out the druids to help him understand and communicate with them. Brought into a Circle of Land Druidic gathering along the coastal shores of Gallia, he is friendly to others and sometimes enjoys himself too much now that he is back in the company of others. He seeks harmony and balance with nature. Ability Scores: Point Buy STR 10 DEX 14 CON 15 INT 8 WIS 16 CHA 12
This post has potentially manipulated dice roll results.
I much prefer rolling for the variety, but feel free to reject
Ability scores: 151311121112
Wendel - Human - Wizard (divination) - Sage
Wendel is a student who was supposed to come looking for a magic scroll here in (Phandelvar), but instead managed to rip it in half. Now he’s hanging around, trying to figure out how to fix it before heading back.
Would you consider a High Elven Battle Smith Artificer?
Name: Allython Fynnrath
Race: High Elf
Class: Artificer: Battle Smith
Background: Guild of Elven Artifice (Tasha's custom background rules to get 2 skills/2 tools) guild member for the other bits...
Stats: rolled only once on DDB 74 total before racial mod's and used Tasha's to add +2 Int, and +1 Dex...
Str 12, Dex 14, Con 13, Int 16, Wis 12, Cha 10
Artificers are tool heavy builds, especially at 3rd level, and I wouldn't be able to afford armor and weapons, if I bought all the tools I needed? Especially since you are supposed to use those tools for spell casting... I used the starting gold and rolled a decent 160gp and still ran out... But I was hoping that being 3rd level I might get a little grace?
Allython would be interested in the history of the pact, the potential to be able to find mithril, and the stories of the forge...
This is a bump to keep the thread near the top of the forum, there is a slot open for a player if you are interested, read original post if you are.)
(I will also say this, since there was some confusion with some applicants last time. there is only one slot open at the time, and i do give previous applicants priority. That by no means there is no chance to get in. and if you read this whole thread you can see that recruiting has opened and closed multiple times. so if really interested give it a try, if its not for you then don't bother posting.)
Rollback Post to RevisionRollBack
list of my games/characters in the spoiler
DMing "Gallia Campaign 1".
Looking for a new game, if you need a player private message me.
Name: Benagol Race: Human variant Class: Paladin Backstory: Benagol is ready to fight. regular posting (at least once per day), reliable, no quitting Ability Scores: point buy
I might be interested, but I'd also like to know what to expect from your homebrew world... It will be like Forgotten Realms - only with different history/geography? Or, if not, in what will it be different? (I'd like just to get an idea, no need for too many details). Anyway, here the information you requested for the application:
Name: Khessa Cabbagefield Race: Human Class: Fighter 2 / Wizard 2 Backstory: (Background: Folk Hero; short backstory in Spoiler. If in your world there are no drows, I'll come up with something different)
Khessa was born to a peasant family, in a small village. At the age of 20 she is kidnapped, with her family, during a raid of drow slavers. With some luck she manages to free herself, along with some other slave from her village. After a a dangerous journey in the underground, during which she is forced on several occasions to defend herself in the hostile and unfamiliar environment (risking her life, but also honing her fighting skills), she manages to lead the slaves back to the surface. With her family still lost in drow hands, she becomes an adventurer; she will, when possible, help the defenseless (waiting to be able to help, some day, her family) and will satisfy the curiosity of the world that she always had…
Ability Scores: point buy (original: str 15 dex 10 con 15 int 13 wis 9 cha 9 => after +1 to all because human final ones are: str 16 dex 11 con 16 int 14 wis 10 cha 10)
Withdrawn
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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
!
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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
Name: Anyll Sungold (Will link character sheet once I get stop getting an error message!)
Race: Half-elf
Class: Sorcerer (Divine Soul)
Backstory: Anyll is the bastard child of a human family, who considered themselves well-established. Raised in the manor, as per the parents dying wish, he caused more of a storm as it was soon clear he was born with "special abilities". With manage to get a high calibre education, while keeping his seemingly inherited magic in check, Anyll has his mind open to the wonders of the world and longed to see them for himself... his family more than happy to support him.
Ability Scores: Standard Array
I really enjoy rolling stats:
Ability scores: 14 13 16 11 12 6
Uri Fezzylixtyl
Dragonborn - Warlock
Background - Acolyte
looks like the roll is essentially the same as array...
Name: Parren Tabiloth
Race: Gnome (Mark of Scribing)
Class(s): Multiclass starting with Paladin and Warlock. Will throw in Sorcerer and Wizard if we level high enough.
Backstory: Parren has been raised by brilliant parents and been exposed to the powers and knowledge needed to survive and thrive. Survive and thrive he has. He made an Oath of Conquest over the injustices of the world while at the same time making a pack with a entity from the shadowfell once his unique talents were obvious. He even shows innate magic abilities and, through his parents contacts and extensive tutoring, he might even find time for arcane magic through study. Parren fearlessly faces the world and surrounds himself with powerful friends in order to overcome evil when he finds it.
Ability Scores (Point Buy with Gnome bonuses): str 13, dex 10, con 14, int 13, wis 9, cha 16
Character: Parren Tabiloth
Lot's of stuff ...
I do have a character ready, from an expired campaign, and he happens to be 2nd level. I have not played or read Lost Mine before.
Name: Rolend (link)
Race: Wood Elf
Class: Monk
Backstory: Street Urchin (Basic street punk, likes to brawl. Now that he has training from his monastery/orphanage, he wants to be a hero. And get into fist fights, 'cause they are fun. One more level, he gets Sun Soul and starts shooting hadouken.)
Ability Scores: 10 16 14 8 16 10 (in that order)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Name: Branch surefoot https://ddb.ac/characters/23433947/Fqwq8I
Race: Halfling
Class: Druid (circle of dreams)
backstory: Branch had a hard time with his Druid clan, more so he had a hard time doing his job. He worked as a guard for some ancient scrolls and artifacts “super duper important to the clan’s history” ...or something like that so, it wasn’t a surprise when branch found himself once again wandering the woods away from his post on yet another day of yet another week of boredom. Little to his knowledge, the things he was supposed to protect were getting stolen. After apology after apology to the council, he was exiled until he found the artifacts taken and returned them. So he left on his quest ready to make up for his misdeed
hp roll: 8
Bardic Inspiration is just someone believing in you, and I believe in you
Hi there,
I'm interested in joining, I usually DM in Roll20 but I have been looking to scratch my player itch and figured PBP would be a great way to do that :)
I read the thread and couldn't figure what the current composition of the group is, so I'm going out on a limb and would like to apply with my tiefling rogue, Casmir:
Name: Casmir
Race: Tiefling
Class: Rogue
Backstory: Casmir was abandoned at the door of <insert appropriate good deity>'s temple when he was baby. He was adopted and raised in the faith by the good priests; however, his compulsion to try to pass unnoticed all the time and his fascination with locks tipped the high priest that Casmir was not cut out for the religious life, despite the boy's sincere beliefs. Casmir then set out into the world to find a way to put his talents to good use. He learned Celestial in the temple, of course, and picked Dwarvish because many of the priests were Dwarfs. Right after leaving the temple he fell in with some people who shared his interests in stealth and locks and learned Thieves' Cant and how to use blades, but he didn't really feel like he belonged, and set out once again.
Ability Scores: 10 15 12 10 14 14 (point buy + tiefling bonus)
Casmir the tiefling rogue
Hopefully you'll think Casmir would be a good addition, but I do have other concepts that I can try if a rogue is not a good fit for the current party.
Cheers,
Led
Will try a roll and come up with a character.
Ability scores: 10 13 16 12 8 9
Name: Lyle Hilltopple
Race: Lightfoot Halfling
Class: Warlock (Fiend)
Backstory:
Lyle is an archeologist working on a dig. He happened across a sealed room, and with some work, managed to make his way inside. Inside the room, the darkness was suffocating. That is, until glowing eyes caught him in their stare. Unwittingly, a pact was formed between the fiend and Lyle, enslaving him to help the fiend escape its bonds and giving him his powers. Now Lyle travels, in part as part of his unwilling pact but also in search of a way to release himself from this fiend.
Character Sheet: https://ddb.ac/characters/32302074/EbQnRd
For your consideration:
https://ddb.ac/characters/32208829/WEbG45
background contained in Notes.
Wilhorn Dustwater | Halfling, Lightfoot | Sorcerer, Divine Soul 2 / Warlock, Celestial 2 | Warriors, LMoP (NathanAscher -DM)
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
Ability scores: 7 10 11 12 15 16
Name: O’alana
Race: Human
Class: Barbarian (Totem warrior)
Backstory:
The Oghar tribe was never as large or resourceful as many orcish warbands, though they were never any less feared. The simple reason for this was that they had one thing other warbands didn’t - wolves. The Oghar orcs kept a whole pack of the beasts starved a slavering for battle. The goblins of the tribe were naturally the unlucky ones put in charge of trying to train the beasts, though hunger and maltreatment was usually enough to get the wolves to do as they were required when the time for fighting came.
These orcs would always send in the wolves first, breaking the ranks of their enemies and striking terror into the heart of their victims. Much of the time, the orcs themselves could come in afterward and take sadistic pleasure in mopping up what was left.
Such was the sad fate that befell the Li’kosh clan - a rural commune of humans and dwarves in the High moor of Faerun. Their village was hit by night and their warriors could not stand against the onslaught of the wolf vanguard. When the orcs arrived to dispatch the remaining humans and laugh as they begged for their lives, they pillaged what they could, going from hut to hut in search of anything useful or valuable.
After it was done, they returned to their own den with their spoils. Once there, they began taking stock of the loot. One of the items they had brought back with them was a large pack of blankets and leathers which were always a useful resource. However, among the material they found something they didn’t expect - a human baby girl, swaddled up in a hide blanket where her mother had hidden her from the attacking orcs, hoping that she would go unnoticed. The baby, inexplicably, did not cry or show any distress at the ordeal. Tied loosely around her neck was a leather thong with a rough hewn figuring of a wolf.
The orcs laughed and joked that the figurine must have been a message from the girl’s dead mother about what they wanted done with the infant. And so they obliged. They tossed the baby into the wolf pen, expecting them to gorge on her flesh. To their amazement, nothing of the sort happened. The wolves examined the baby, fascinated. The next day, they seemed to be protecting the child. As time passed, the orcs observed that the infant was often found playing amongst the young of the wolves themselves.
For some time, this was ignored as a curiosity. The orcs and goblins would come, look, laugh and wonder how long it would be before the wolves tired of the interloper and devoured her. It became a popular matter to place a bet on.
The size of the wolf pack was such that their pen was no mere cage - it was expansive, extending into a range of woods behind the orc camp. The infant girl was carried about by the wolf matriarch with the rest of the pack, the wolf totem always hanging from her neck.
The situation continued like this for many years. All the time the girl was with the wolves, honing her own instincts to be as sharp as theirs, learning to survive off the resources in the wild. Yet she also accompanied the pack in the forward pens, witnessing the lifestyle of the goblins and orcs, learning their language and imitating some of their more pragmatic activities, like turning a piece of rough fabric into a tunic, or sharpening a piece of metal or stone into a knife...and, of course, the swinging of large blades. Whenever the time for battle came, the wolf mother would hide the young child away in a safe place in the woods, where she knew to remain until the pack returned.
By the time the girl was eight years old, the Oghar tribe had become so accustomed to her presence in the pen that they scarcely noticed her anymore. Many of the short-lived creatures forgot how she’d even come to be there. Some said that she was the one who trained the wolves. Others said she was their mother. Similar nonsensical stories abounded.
Until one day, the goblin chief wolf-wrangler came to the pen to leash the wolves together for a raid. The girl understood every word as the orcs discussed how they were going to attack a caravan of nomadic humans who had no warriors and should make for an easy target. Knowing this, the girl put herself at the front of the pen and held out a hand towards the wolves, silently imploring them that they should not do this. To the orcs’ amazement and consternation, the whole pack remained in place, apparently obeying the young girl’s instruction.
An orc shaman promptly declared that the girl was a curse, and that they ought to immediately dispatch her if they were to gain control of their wolves back. So the pen was opened and several orcs came in, ready to strike the girl down. But before they could raise their blades, the whole pack of wolves descended and tore the orcs to pieces, not allowing them to lay so much as a hand on the girl.
On seeing this, the rest of the orc tribe were terrified, convinced that the shaman was right, that the girl was a curse who had turned their wolves against them. Some orcs and goblins continued to try to restrain the pack. Every one of them lost their life. Others simply fled, abandoning the tribe’s den and scattering the Oghar name to the wind.
When it was done, the wolves surrounded the girl, bowing their heads. The den mother approached her, nudging her shoulder towards the gate, bidding her to lead the pack out to a new home.
And so she did. They went out across the High Moors, the girl following a scent she did not recognise but which somehow called to her. The trail led her many miles, back to the site of her old home. Little was left of it by now, for the Li’kosh clan had never recovered. The only person who survived there was a druid by the name of Mathoz. He had survived the Oghar attack eight years earlier by burying himself in a trench the clan used as a latrine. When he’d emerged and found everyone dead, he cursed himself for his cowardice and vowed to spend the rest of his life holding vigil on the site of their camp, hoping that this would earn him the forgiveness of his people.
Mathoz was struck with dread one day when he saw the wolf pack approaching from a distance. Yet when he observed that they were being led by a young girl, he was curious and watched. The wolf was the ancient totem of their clan, after all. Perhaps this was a sign that his sin was finally forgiven and that he could go to rejoin his ancestors in peace?
When the girl arrived, he was perplexed to realise that she spoke only the language of the greenskins. There was something oddly familiar in the lean, amber-eyed girl’s appearance. But the totem hanging from her neck was unmistakeable - this was the daughter of the clan’s chief, returned by some miracle.
Mathoz immediately took the girl in, though he quickly learned that she was more comfortable roaming with her pack than staying in one place for long. Yet, with difficulty, he managed to explain to her that this was the place where she had been born. When he asked her name, he didn’t expect her to have an answer, yet she was able to give him one. In later years, even she could not wholly explain where she had got the name from. The best she could say was that it had been communicated to her by the wolves who had raised her, and that the name she gave was that thought translated into words fitting for human tongues. The name was O’alana.
Over time, Mathoz taught O’alana the common tongue of men. Though he was elderly, his druidic magic kept him sustained, while O’alana’s primal skills and the help of the wolf pack kept her safe and well nourished. From the salvaged ruins of the village, she acquired for herself a battleaxe and, for the first time in her life, felt that the possession of teeth was no longer the one thing separating her from her lupine kin.
The march of time, however, relents for nobody. Mathoz died peacefully, satisfied that he had atoned for his cowardice by welcoming O’alana back into her home. The pack’s den mother fell asleep one night, and the pack dispersed without a trace, as if they knew that O’alana’s time with them was at an end. O’alana - having been a pack animal her entire life - was suddenly alone. Yet she sensed deep in her soul that the pack had not abandoned her, rather shown her that it was time for them all to seek their own paths. Turning her face to the sky, she closed her eyes and picked up a new scent.
Years later, talk sometimes arose in the towns and villages of a young woman sighted in the wilderness with golden eyes, hide clothes and charcoal grey hair like the pelt of a wolf, with amber jewels woven into it that seemed to glow beneath her hood. Her passing was frequently accompanied by the distant howling of a wolf pack, and it was said that those who troubled her on the road were rarely seen again, for the kindred spirit between wolves can never truly be abandoned.
https://ddb.ac/characters/39085935/lBEFxJ
Name: Tessa Snowdust
Race: Human
Class: Warlock (Celestial)
Backstory:
In her youth, Tessa's village was set upon by some kind of foul creatures. It hardly matters what, but they would have destroyed the village and all who lived there were it not for Tessa striking a last-minute bargain with a great and mysterious power to destroy the invaders and save the place. And save it he did, inside a small glass orb she has carried ever since and serves as a magical focus. Some day her patron has promised to restore her home once whatever inscrutable scheme he may have is complete, but until then she burns with holy power commanded to defend those in need.
https://ddb.ac/characters/38100557/5dM0Da
Ability Scores: Standard array
Interested!
Name: Stannic Varo
Race: Half-elf
Class: Druid, Circle of Land (coast)
Backstory: Hermit. Son of a human mother and Wood Elf father, Stannic felt a lost between both of their worlds and found solace in nature. He saw visions and spirits in nature that others did not see, and sought out the druids to help him understand and communicate with them. Brought into a Circle of Land Druidic gathering along the coastal shores of Gallia, he is friendly to others and sometimes enjoys himself too much now that he is back in the company of others. He seeks harmony and balance with nature.
Ability Scores: Point Buy STR 10 DEX 14 CON 15 INT 8 WIS 16 CHA 12
Character sheet available.
I much prefer rolling for the variety, but feel free to reject
Ability scores: 15 13 11 12 11 12
Wendel - Human - Wizard (divination) - Sage
Wendel is a student who was supposed to come looking for a magic scroll here in (Phandelvar), but instead managed to rip it in half. Now he’s hanging around, trying to figure out how to fix it before heading back.
Paladin - warforged - orange
Howdy, I'm surprised that this is still open???
Would you consider a High Elven Battle Smith Artificer?
Name: Allython Fynnrath
Race: High Elf
Class: Artificer: Battle Smith
Background: Guild of Elven Artifice (Tasha's custom background rules to get 2 skills/2 tools) guild member for the other bits...
Stats: rolled only once on DDB 74 total before racial mod's and used Tasha's to add +2 Int, and +1 Dex...
Str 12, Dex 14, Con 13, Int 16, Wis 12, Cha 10
Artificers are tool heavy builds, especially at 3rd level, and I wouldn't be able to afford armor and weapons, if I bought all the tools I needed? Especially since you are supposed to use those tools for spell casting... I used the starting gold and rolled a decent 160gp and still ran out... But I was hoping that being 3rd level I might get a little grace?
Allython would be interested in the history of the pact, the potential to be able to find mithril, and the stories of the forge...
🙂
This is a bump to keep the thread near the top of the forum, there is a slot open for a player if you are interested, read original post if you are.)
(I will also say this, since there was some confusion with some applicants last time. there is only one slot open at the time, and i do give previous applicants priority. That by no means there is no chance to get in. and if you read this whole thread you can see that recruiting has opened and closed multiple times. so if really interested give it a try, if its not for you then don't bother posting.)
list of my games/characters in the spoiler
Looking for a new game, if you need a player private message me.
Name: Benagol
Race: Human variant
Class: Paladin
Backstory: Benagol is ready to fight. regular posting (at least once per day), reliable, no quitting
Ability Scores: point buy
,
I might be interested, but I'd also like to know what to expect from your homebrew world... It will be like Forgotten Realms - only with different history/geography? Or, if not, in what will it be different? (I'd like just to get an idea, no need for too many details). Anyway, here the information you requested for the application:
Name: Khessa Cabbagefield
Race: Human
Class: Fighter 2 / Wizard 2
Backstory: (Background: Folk Hero; short backstory in Spoiler. If in your world there are no drows, I'll come up with something different)
Khessa was born to a peasant family, in a small village. At the age of 20 she is kidnapped, with her family, during a raid of drow slavers. With some luck she manages to free herself, along with some other slave from her village. After a a dangerous journey in the underground, during which she is forced on several occasions to defend herself in the hostile and unfamiliar environment (risking her life, but also honing her fighting skills), she manages to lead the slaves back to the surface. With her family still lost in drow hands, she becomes an adventurer; she will, when possible, help the defenseless (waiting to be able to help, some day, her family) and will satisfy the curiosity of the world that she always had…
Ability Scores: point buy (original: str 15 dex 10 con 15 int 13 wis 9 cha 9 => after +1 to all because human final ones are: str 16 dex 11 con 16 int 14 wis 10 cha 10)
Witjdrawn