Under raging storm clouds, a lone figure stands silhouetted against the ancient walls of Castle Ravenloft. The vampire Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves about him, billowing his cape in the darkness.
Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power — and of madness. His once handsome face is contorted by a tragedy darker than the night itself.
Rumbling thunder pounds the castle spires. The wind’s howling increases as Strahd turns his gaze back to the village. Far below, yet not beyond his ken, a party of adventurers has just entered his domain. Strahd’s face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they have come — all according to his plan. He, the master of Ravenloft, will attend to them.
Another lightning flash rips through the darkness, its thunder echoing through the castle’s towers. But Strahd is gone. Only the howling of the wind — or perhaps a lone wolf — fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited.
Looking for 1 or 2 more players to join a group of 3 for a journey into Barovia. The current party is comprised of a cleric, a barbarian, and a paladin. No Ravnica races, you can use Eberron stuff if you work it into your backstory cleverly.
Application: Name Race Class Backstory (including how you came to be in a small tavern near Neverwinter, and your character's secret fear)
Start at level 1, roll ability scores (reroll 1's once) or take point buy if you get a crap roll.
Rollback Post to RevisionRollBack
Back and ready to DM and chew bubblegum. And I'm alllll outta bubblegum.
Backstory: Reelq was born into a clan of kobolds that had lived underneath the city of Neverwinter for many generations. Before the damage done to the city in the past decades they had lived in secret, surviving off of the scraps left by the citizens. This changed however once the city began to rebuild.
While the regular inhabitants took time to return, the Kobold tribe where the first, clearing out the tunnels to make a once more functioning sewer system. As others came back to the city they found signs of rubble being moved and cleaned, soon coming across the nest of Reelq's clan. After a tense few days a deal was struck where the two groups would work together to get rebuild their home.
Reelq was young and the rebuilding started and was more used building traps then he was with repairing buildings the sewers. As he grew older though he learned to use various tools to both build and break any objects set in front of him. While his main skills dealt with building and smithing he showed some skill with magic and would have had a high chance of being a talented wizard and was offered a few chances for this.
In the end the young kobold started to apprentice with a wizard where he learned a few cantrips and spells before he found texts that explained how to enchant items with small magical properties for a time. Through this study Reelq learned more and found that there had been several great artificers that had unlocked secrets that let them build golems and give mundane items magical effects. With this in mind he studied where he could go to learn more and soon set out from Neverwinter to travel to the gnome island of Lanturn, the place with the largest population of Artificers. On his first day out he stopped at a tavern to rest until nighttime where it would be easier to travel.
Reelq's greatest fear is having to fight in the sunlight for to long as he knows that most creature would have an easy time of killing him due to his terrible eyesight in the daytime sun.
As a quick question while I don't want to play a race from Ebberon would it be ok to play an artificer? If not then I will apply with either a warlock or sorcerer.
Gotch lived on the streets of Waterdeep when he was very young. One day he tried to pick the pocket of a wizard, who, instead of turning him in, brought him into his tower and put Gotch to work. To both of their surprise, Gotch proved to be a very apt pupil and learned quickly. Eventually the wizard took him to candlekeep, and other places of knowledge, where Gotch was seen with a bit of worry, until he proved he was as careful with the books as any of them were.
Gotch's wizard mentor sent him out to learn in the wider world, knowing that nothing teaches an apprentice wizard like facing real-world tasks. Gotch traveled North from Waterdeep, through the Meer of Dead Men, and to a small tavern outside of Neverwinter.
Secret fear: Gotch is afraid of dogs. He had a bad experience with some when he was very young, one of the wolves of his clan's having gone rabid and attacking several members of his clan before it could be put down.
Backstory: Alden was found by his master near the marsh as an infant his parents dead bodies were close by. Alden's master took the young Tortle into his care and taught him how to fight. Upon reaching age 16 his master left in the middle of the night telling Alden to travel the world and to grow into his own person. Told him that they would meet again. Alden now 25 is worried he has been abandoned by the only family he ever has. He has been visiting temples of Kord as his master was a follower of Kord and talked about his temple he wanted to return to several times. Alden stopped in a village on the way leaving Neverwinter after finding some potential leads.
Name: Vauban Sal Race: Human Class: Ranger Ability Scores: Ability scores: 161116151417 Backstory:
Vauban Sal is an old wandering soldier in his fifties, a veteran in the ways of archery and navigating terrain. He chanced upon a clan of warforged, the remnants of a long past war. They had created a village inside a mountain cave surrounded by a lush forest. They shared stories and meals together, and not before long Vauban had found himself taking a liking to the village, gaining an understanding and appreciation of the warforged and ended up staying there permanently. He became a sentry for them, scouting the area and acquainting himself with the local fauna, protecting the warforged and the surrounding lands. Unfortunately, for all of Vaubans expertise, he could not defeat the green dragon that had attacked, seemingly out of nowhere. With no options and not enough firepower he fled, leaving the village behind. He wandered back from the woods to Neverwinter, trying to regain a sense of community and civilization, but to no avail. Opting to be in a quieter space, he drinks at a smaller tavern, haunted by his experience and his inability to save his home-- a home that he could not protect despite all of his training.
Name: Roland Hieronious Race: Human Class: Warlock (Archfey) Backstory (including how you came to be in a small tavern near Neverwinter, and your character's secret fear)
Roland Hieronious had lived a life in Waterdeep almost a hundred years ago. In his first life, he was the nephew of the Lady Lord of Arabel, and made his name as an adventurer. he had braved the depths of Undermountain with his two best friends and several followers behind him. Roland experienced many horrors in the dungeon, but also found a great deal of treasure. Flush with funds, he bought an inn and named it the Lordly Lion and lived his days alone, save for his dwarven companion Ginny. He died of old age and seemingly passed on to the next life ...
Roland awoke in Waterdeep in front of an abandoned building that had once been the Lordly Lion. It was a different year - a different century, but the same body save for a brand of a fox on his foot. The City Watch took him into custody and brought him to the Blackstaff - a Blackstaff he did not recognize. He agreed to perform mercenary work for the city of Waterdeep. One day, she asked him to investigate a disturbance near Neverwinter.
During this time he made a pact with the fairy queen Titania who promised him the knowledge of why he was brought back to life - as well as power - in exchange for him marrying her daughter.
Roland's secret fear - wandering the cooridors of Undermountain with no way out.
Name: Alysha Race: Aasimar (Scourge) Class: Warlock(Celestial) Backstory (including how you came to be in a small tavern near Neverwinter, and your character's secret fear): Alysha born into the world of angels -- his destiny was already set in place for him. And he was eager to accept it. Raised to embrace the power of radiance and the life of good. His task was to not just stop evil, but seek it out and cut it off at the head. Alysha did not seek a pact -- Alysha was gifted one. Alysha's temple saw potential and facilitated a meeting with a celestial being who was able to give powers to Alysha and give him license to do whatever is necessary to extinguish evil.
Alysha has a lead on something very evil. And is looking to make a big splash to please his patron. He is the tavern to hopefully get a solid direction on where this evil is and what it even is.
Secret fear: collateral damage. Alysha is prone to radiant energy outbursts and blind rages. His teaching leading him unable to distinguish what is a simple mistake and what is truly evil at times. His fear is that he will kill someone good in the name of good. And that he may have already done so...
Name: Orgrim “Grim” Steelskull Race: Dwarf Class: Fighter Backstory: Orgrim Steelskull was born to a poor family under the rule of the King of the Mountain Oskar Forgehold. As he grew older, he trained to be a soldier, pushing himself to his limits, as that was one of the highest honors of the kingdom. He worked his way through the ranks, even though he did not have to see much war. One fateful day, some time after he turned 48 years old, he spotted a small figure enter the castle through a window and followed them to the king’s quarters. As he saw the silhouette enter the room uninvited, he charged after it, believing the visitor to be an assassin. When he burst through the doors, the king was startled awake, but before the assassin could finish the deed, she was sliced in half by Orgrim’s greataxe. Once the room was illuminated by the torches of guards, Orgrim was horrified to see that the person he had saved the king from was a young drow girl, no more than 12 years old. Despite receiving an award for his acts of bravery, Orgrim deserted and left the mountain, unable to live with himself. He wandered on his own for years, using whatever gold he had or earned to buy drinks, and paid people to take him to new towns when he got bored with the one he was in. Over time, his trauma developed into a fear of being near children, which he hides by showing disdain for them or scaring them away. He entered Neverwinter and immediately went to the tavern there to drink away his sorrows again.
Hailing from the town of Leilon, Belaris always thought of herself as a born performer. Having no real knowledge of whom her parents were, but "lucky" enough to land in one of Illmater's orphanages, she always found the restrictions and demands of the priests and sisters to be too chafing, and soon found herself spinning lies and tales to get out of her chores -- or better yet, foist them off onto others.
As soon as she was old enough, Belaris bid a fond farewell to her religious caretakers and struck out on her own, trying her hand as a street performer. While life on the streets was tough enough to quickly teach her how to play a few tunes on the simple horn she managed to obtain, the income from her pathetic performances wasn't enough to keep a girl going. Tricking people outside of the orphanage was certainly a lot more work than inside, and soon Belaris found herself turning to a life of petty crime to make ends meet. Pickpocketing, eavesdropping and selling information to the highest bidder - she had little concern for morals as long as her information put coin in her pocket.
All that changed one night at the Orc's Tusks tavern. As usual, Belaris had slipped in on the premise of wanting to perform a few songs for the tavern; her real goal was to relieve a few of the wealthier patrons there of the riches in their pockets. One particularly enticing noble had a wonderfully fat coin purse just hanging off of his waist, begging to be taken. It didn't take much to get the job done - a grin, a wink, and a little friendly banter, and the fat purse was hers! She even had the time to play a few songs on her horn, keeping her cover secure. That was, until the small serving boy from the kitchens came out to clear the man's table. She had no idea what the young human might have done to piss off Tymora, but when he tripped and spilled the ale all over the man's lap, it was amusing.... until the man noticed his missing purse, and accused the boy of the theft.
As it turns out, he had both friends in the Watch and the Courts, and as the boy was frog-marched out of the tavern in manacles, it was a certain thing he would be losing his freedom -- if not one of his hands. Belaris said nothing... she tried to convince herself that it was better the kid's neck on the line than her own. But the boy's face haunted her dreams that night -- he couldn't have been more than 15 at the most, and from the scared look in his eyes as he was led off, most likely younger.
Days passed, but she was unable to play the horn, unable to concentrate, unable to even hold her hands steady enough to cut enough purses to keep the gold flowing. A conscience - that thing she'd never even thought she'd been born with - began to surface. The boy's face appeared to her in dreams, the visage of every companion she'd ever known in the orphanage. And one day, as she looked in the mirror, she saw those same eyes - scared, frightened, and confused.
It's too late, she convinced herself. Too late to make this right. Nearly a year had passed since the incident. It was done and done. She didn't even know why she was still thinking about it! But as she stared back into those hollow eyes, once so full of mischief, she knew one thing - she had to get out of Leilon. Get out, and start afresh. No one could ever know of what she'd done.
And so, she set out for Neverwinter, intent on losing herself in the crowds, hoping to drown out the unwelcome voices of her own guilt and shame.
*of special note: I took the standard starter equipment set and Criminal background, but then I tweaked the inventory to replace items I didn't want (disguise kits, extra daggers, etc) with common items of the exact same monetary value (thief tools, healer kit). If this character gets selected AND this is a problem, please let me know.
Noble - Raised in the high society of lords and ladies, Lyrissa always enjoyed running off to the towns and taverns, where she could be who see wanted, bringing smiles to those without and helping those in need. After coming of age, she began to attend balls and accepting party invites from other rising lords and ladies, going purely for the sake of having the chance to perform for others. However, soon she began to hear talks of her own wedlock, and while she understood it was her duty as a noble, she wanted to see a little more of the world first. So, charming a naïve guard, breaking a few rules and maybe stealing few things from her parents, she snuck out~
Would arrive at the tavern as a place to rest on her journey around the world. She'd be performing or talking with the other patrons.
Her secret fear would be letting people she cared about die because of something she did, or failing to protect them.
As a quick question while I don't want to play a race from Ebberon would it be ok to play an artificer? If not then I will apply with either a warlock or sorcerer.
Artificer would be fine, as long as you can work it in with the backstory.
Rollback Post to RevisionRollBack
Back and ready to DM and chew bubblegum. And I'm alllll outta bubblegum.
Name: Ritorin Race: Half-Elf Class: Rogue Backstory: Urchin. Ritorin grew up in the streets of Neverwinter, stealing to survive, and, when necessary, killing to defend himself. One day, an opportunity presented itself, and he snuck into a nobleman's estate and was stealing whatever he could carry when he was caught. Purchasing what he could with his ill-gotten goods, he fled the city to try and start a new life, stopping at a tavern outside the city to see what news he could find.
Secret fear: after nearly drowning in an abandoned cellar during a freak rainstorm, he is terrified of drowning and hates even getting wet.
This post has potentially manipulated dice roll results.
Ability scores: 131416151017
Name: Oberon Witling Race: Gnome Class: Wizard Backstory (including how you came to be in a small tavern near Neverwinter, and your character's secret fear):
Oberon is, or at least has been for about as far back as he can remember, which isn't terribly long, a wizard. At least, he thinks he is. He's been known to threaten to transform people into various articles of clothing or crockery, though few have ever seen him perform. Vaguely known locally in Waterdeep for raucous bouts of drinking and shouting laced with slightly crazed tales and theories about various heads of state and political figures thereabouts, Oberon only recently came to the Neverwinter area. "For his health." he'll say, to anyone who is listening, and perhaps a few who are not. It's really quite hard to tell. To those who spend a few moments to speak with him, on gnarled breath smelling of beer and garlic, he'll weave a perfectly non-Euclidian, tale of misadventure, culminating in his needing to keep "terrible secrets" from public knowledge, with which, the listener being such a kind, trustworthy soul ("You can just tell by the eyes, ya know?"), he would gladly part, for another round. (As for what he fears, for now it's sobriety, covering for loneliness. If chosen, perhaps we can unpack what "terrible secrets" might mean.)
Application: Name: Inspector Blake Edwards (Character Sheet) Race: High Elf Class: Rogue Backstory (including how you came to be in a small tavern near Neverwinter, and your character's secret fear):
Okay, so mayyyybe he was a bit of a disappointment to the family. It was all "Arcane University" this and "Elven Magic" that with his father, and mom was always off researching some esoteric bit of lore. Sure, magic was all well and good, but Blake wanted to live in the world, not just study it.
After learning the bare minimum elf magic, he left Silverymoon and went to live in Neverwinter, where his burgeoning detective skills were appreciated. After his years of study, Blake discovered he had the ability to notice things very well, put together seemingly unrelated facts into vital clues, and get quickly to the bottom of several crimes that had been vexing the constable for months.
And now here he is, on the trail of a Miss Bumpkins Scruffyface, a missing feline unimportant to everyone except her owner, a powerful Neverwinter noble's daughter...Nobody said the detective's life would be glamorous, did they. At least that inn up ahead looks promising--that d**n cat can't be toooo much further away.
(Secret Fear: Blake's greatest fear is insignificance, that his parents are right and he is wasting his life trying to solve "mysteries" instead of advancing the frontiers of arcane lore.)
Ability scores: 16149131211 Name: Archimedes Henry Alexander Newton Tesla Race: Rock Gnome Class: Artificer Backstory: "To invent you need a good Imagination....and a pile of junk!" Thomas A. Edison
A small home in the crafting districts is well know and...hated by most of the denizens that surround it because of its irregular yet consistent explosions. From childhood Archi loved to try and craft, create, or rigg together new ideas and inventions. However he and his family soon learned that his mechiations tended to have violent reactions if they failed resulting in his nickname from the crafting quarter of Neverwinter "Boomer". Though the quarter picked on him over the years it quickly became common practice to buy up his contraptions since the ones that did function correctly were the finest anyone could buy....as long as they did not explode in a years time. He did however have a terrible accident when in a distant city in which one of the cities noble families were purchasing his wares the local clergy began to rebuke his invention call it vile and unholy striking it with divine light. Unfamiliar with Archi's inventions reputation the device exploded killing the cleric. Archi fled the city and in disgrace hid in his home in neverwinter vowing never to deal with any divine beings both fearing and hating their involvement in the event. Being known as a master of explosive compounds Archi is now making his way to a local tavern near Neverwinter for a employment opportunity in a growing local Phandelver mine. (OOC: Fear/Hatred of Divine magic).
There is a darkness inherent to the Mere of Dead Men. Ellara has known this since she was a child, growing up within the swamplands of the Mere. Her mother was a member of a coven, but to the young Ellara her mother and 'aunts' were simply the family that she knew and loved. Ellara was trained in the old ways, to gather and harvest the bounty of the swamp in order to make potions and elixers. She learned both which plants and fungi healed the weary and wounded, as well as which would kill those who threatened her way of life. Her mother also granted another gift, that of magic. Ellara learned how to impart her words with the twisting of the arcane weave, to bring ruin to her foes or bring favor to her allies. She learned the old stories, and the power behind those tales.
Ellara has become worried in recent times. Her coven had changed in the past few years. She noticed the elders spoke of dark things, of making pacts with creatures of great power and taking more from life than providing healing and care to nearby settlements. Her mother has made her pledge to seek knowledge and power, and to bring what she learns back to the coven in order for all to thrive. She secretly fears what her home is becoming, and that if she embraces this path of power, she will become intoxicated with it and travel down a dark path with abandon.
Not too long ago, Ellara discovered something in the swamps of old. A talisman, in a ruin, unlike anything she had ever seen before. Seeking guidance, she was bidden to make the journey to Neverwinter, for while the coven might not have many overt allies, there were still sympathetic ears within the city closest to the Mere. In Neverwinter, she felt completely out of place, but found herself some sort of modest accommodation while she contemplated her next move.
Under raging storm clouds, a lone figure stands silhouetted against the ancient walls of Castle Ravenloft. The vampire Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves about him, billowing his cape in the darkness.
Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power — and of madness. His once handsome face is contorted by a tragedy darker than the night itself.
Rumbling thunder pounds the castle spires. The wind’s howling increases as Strahd turns his gaze back to the village. Far below, yet not beyond his ken, a party of adventurers has just entered his domain. Strahd’s face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they have come — all according to his plan. He, the master of Ravenloft, will attend to them.
Another lightning flash rips through the darkness, its thunder echoing through the castle’s towers. But Strahd is gone. Only the howling of the wind — or perhaps a lone wolf — fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited.
Looking for 1 or 2 more players to join a group of 3 for a journey into Barovia. The current party is comprised of a cleric, a barbarian, and a paladin. No Ravnica races, you can use Eberron stuff if you work it into your backstory cleverly.
Back and ready to DM and chew bubblegum. And I'm alllll outta bubblegum.
I'd like to join! I'll create a character tonight or tomorrow.
Ability scores: 14 11 13 16 14 13
Withdrawn
Ability Scores: Ability scores: 16 16 13 14 14 17
Rekuberk Onc Level 8 | Half Orc | Barbarian (The Tales of the Fellowship of the White Cloaks)
Kayassa Level 3 | Satyr | Warlock (Cleath13's LMoP)
Bertolt Silentlash Level 3 | Variant Human | Bard (Our Little Lives Kept in Equipoise: Death House)
Daerthe Narcion Level 4 | Drow | Rogue (Karmoli's Great Upheaval)
As a quick question while I don't want to play a race from Ebberon would it be ok to play an artificer? If not then I will apply with either a warlock or sorcerer.
Rekuberk Onc Level 8 | Half Orc | Barbarian (The Tales of the Fellowship of the White Cloaks)
Kayassa Level 3 | Satyr | Warlock (Cleath13's LMoP)
Bertolt Silentlash Level 3 | Variant Human | Bard (Our Little Lives Kept in Equipoise: Death House)
Daerthe Narcion Level 4 | Drow | Rogue (Karmoli's Great Upheaval)
Ability scores: 8 16 16 12 14 6
Name: Gotch
Race: Goblin
Class: Wizard
Background: Sage.
Backstory:
Gotch lived on the streets of Waterdeep when he was very young. One day he tried to pick the pocket of a wizard, who, instead of turning him in, brought him into his tower and put Gotch to work. To both of their surprise, Gotch proved to be a very apt pupil and learned quickly. Eventually the wizard took him to candlekeep, and other places of knowledge, where Gotch was seen with a bit of worry, until he proved he was as careful with the books as any of them were.
Gotch's wizard mentor sent him out to learn in the wider world, knowing that nothing teaches an apprentice wizard like facing real-world tasks. Gotch traveled North from Waterdeep, through the Meer of Dead Men, and to a small tavern outside of Neverwinter.
Secret fear: Gotch is afraid of dogs. He had a bad experience with some when he was very young, one of the wolves of his clan's having gone rabid and attacking several members of his clan before it could be put down.
Ability scores: 15 15 15 15 13 14
Name: Alden
Race: Tortle
Class: Monk
Backstory: Alden was found by his master near the marsh as an infant his parents dead bodies were close by. Alden's master took the young Tortle into his care and taught him how to fight. Upon reaching age 16 his master left in the middle of the night telling Alden to travel the world and to grow into his own person. Told him that they would meet again. Alden now 25 is worried he has been abandoned by the only family he ever has. He has been visiting temples of Kord as his master was a follower of Kord and talked about his temple he wanted to return to several times. Alden stopped in a village on the way leaving Neverwinter after finding some potential leads.
Secret Fear: Finding his master dead.
Your secret is safe with my indifference - Percy
Name: Vauban Sal
Race: Human
Class: Ranger
Ability Scores: Ability scores: 16 11 16 15 14 17
Backstory:
Vauban Sal is an old wandering soldier in his fifties, a veteran in the ways of archery and navigating terrain. He chanced upon a clan of warforged, the remnants of a long past war. They had created a village inside a mountain cave surrounded by a lush forest. They shared stories and meals together, and not before long Vauban had found himself taking a liking to the village, gaining an understanding and appreciation of the warforged and ended up staying there permanently. He became a sentry for them, scouting the area and acquainting himself with the local fauna, protecting the warforged and the surrounding lands. Unfortunately, for all of Vaubans expertise, he could not defeat the green dragon that had attacked, seemingly out of nowhere. With no options and not enough firepower he fled, leaving the village behind. He wandered back from the woods to Neverwinter, trying to regain a sense of community and civilization, but to no avail. Opting to be in a quieter space, he drinks at a smaller tavern, haunted by his experience and his inability to save his home-- a home that he could not protect despite all of his training.
Lost Mine of Phandelver - Dungeon Master
I have an intelligence of six, I know what I'm doing.
Ability scores: 15 14 13 14 9 16
https://www.dndbeyond.com/profile/YoFizz/characters/20152037
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
Ability scores: 18 15 10 9 14 15
Name: Belaris Falhorn
Race: Half-Elf
Class: Bard
Backstory:
Hailing from the town of Leilon, Belaris always thought of herself as a born performer. Having no real knowledge of whom her parents were, but "lucky" enough to land in one of Illmater's orphanages, she always found the restrictions and demands of the priests and sisters to be too chafing, and soon found herself spinning lies and tales to get out of her chores -- or better yet, foist them off onto others.
As soon as she was old enough, Belaris bid a fond farewell to her religious caretakers and struck out on her own, trying her hand as a street performer. While life on the streets was tough enough to quickly teach her how to play a few tunes on the simple horn she managed to obtain, the income from her pathetic performances wasn't enough to keep a girl going. Tricking people outside of the orphanage was certainly a lot more work than inside, and soon Belaris found herself turning to a life of petty crime to make ends meet. Pickpocketing, eavesdropping and selling information to the highest bidder - she had little concern for morals as long as her information put coin in her pocket.
All that changed one night at the Orc's Tusks tavern. As usual, Belaris had slipped in on the premise of wanting to perform a few songs for the tavern; her real goal was to relieve a few of the wealthier patrons there of the riches in their pockets. One particularly enticing noble had a wonderfully fat coin purse just hanging off of his waist, begging to be taken. It didn't take much to get the job done - a grin, a wink, and a little friendly banter, and the fat purse was hers! She even had the time to play a few songs on her horn, keeping her cover secure. That was, until the small serving boy from the kitchens came out to clear the man's table. She had no idea what the young human might have done to piss off Tymora, but when he tripped and spilled the ale all over the man's lap, it was amusing.... until the man noticed his missing purse, and accused the boy of the theft.
As it turns out, he had both friends in the Watch and the Courts, and as the boy was frog-marched out of the tavern in manacles, it was a certain thing he would be losing his freedom -- if not one of his hands. Belaris said nothing... she tried to convince herself that it was better the kid's neck on the line than her own. But the boy's face haunted her dreams that night -- he couldn't have been more than 15 at the most, and from the scared look in his eyes as he was led off, most likely younger.
Days passed, but she was unable to play the horn, unable to concentrate, unable to even hold her hands steady enough to cut enough purses to keep the gold flowing. A conscience - that thing she'd never even thought she'd been born with - began to surface. The boy's face appeared to her in dreams, the visage of every companion she'd ever known in the orphanage. And one day, as she looked in the mirror, she saw those same eyes - scared, frightened, and confused.
It's too late, she convinced herself. Too late to make this right. Nearly a year had passed since the incident. It was done and done. She didn't even know why she was still thinking about it! But as she stared back into those hollow eyes, once so full of mischief, she knew one thing - she had to get out of Leilon. Get out, and start afresh. No one could ever know of what she'd done.
And so, she set out for Neverwinter, intent on losing herself in the crowds, hoping to drown out the unwelcome voices of her own guilt and shame.
Character Sheet: https://ddb.ac/characters/19541810/oXGU4n
*of special note: I took the standard starter equipment set and Criminal background, but then I tweaked the inventory to replace items I didn't want (disguise kits, extra daggers, etc) with common items of the exact same monetary value (thief tools, healer kit). If this character gets selected AND this is a problem, please let me know.
Ability scores: 15 13 14 12 14 11
Name: Lyrissa Silvercourt
Race: Aasimar
Class: Bard
Backstory:
Noble - Raised in the high society of lords and ladies, Lyrissa always enjoyed running off to the towns and taverns, where she could be who see wanted, bringing smiles to those without and helping those in need. After coming of age, she began to attend balls and accepting party invites from other rising lords and ladies, going purely for the sake of having the chance to perform for others. However, soon she began to hear talks of her own wedlock, and while she understood it was her duty as a noble, she wanted to see a little more of the world first. So, charming a naïve guard, breaking a few rules and maybe stealing few things from her parents, she snuck out~
Would arrive at the tavern as a place to rest on her journey around the world. She'd be performing or talking with the other patrons.
Her secret fear would be letting people she cared about die because of something she did, or failing to protect them.
Artificer would be fine, as long as you can work it in with the backstory.
Back and ready to DM and chew bubblegum. And I'm alllll outta bubblegum.
Ability scores: 10 14 11 16 15 17
https://ddb.ac/characters/20131146/Qg0QNa
Secret fear: after nearly drowning in an abandoned cellar during a freak rainstorm, he is terrified of drowning and hates even getting wet.
Ability scores: 16 16 15 15 12 11
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Ability scores: 13 14 16 15 10 17
Name: Oberon Witling
Race: Gnome
Class: Wizard
Backstory (including how you came to be in a small tavern near Neverwinter, and your character's secret fear):
Oberon is, or at least has been for about as far back as he can remember, which isn't terribly long, a wizard. At least, he thinks he is. He's been known to threaten to transform people into various articles of clothing or crockery, though few have ever seen him perform. Vaguely known locally in Waterdeep for raucous bouts of drinking and shouting laced with slightly crazed tales and theories about various heads of state and political figures thereabouts, Oberon only recently came to the Neverwinter area. "For his health." he'll say, to anyone who is listening, and perhaps a few who are not. It's really quite hard to tell. To those who spend a few moments to speak with him, on gnarled breath smelling of beer and garlic, he'll weave a perfectly non-Euclidian, tale of misadventure, culminating in his needing to keep "terrible secrets" from public knowledge, with which, the listener being such a kind, trustworthy soul ("You can just tell by the eyes, ya know?"), he would gladly part, for another round. (As for what he fears, for now it's sobriety, covering for loneliness. If chosen, perhaps we can unpack what "terrible secrets" might mean.)
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
A small home in the crafting districts is well know and...hated by most of the denizens that surround it because of its irregular yet consistent explosions. From childhood Archi loved to try and craft, create, or rigg together new ideas and inventions. However he and his family soon learned that his mechiations tended to have violent reactions if they failed resulting in his nickname from the crafting quarter of Neverwinter "Boomer". Though the quarter picked on him over the years it quickly became common practice to buy up his contraptions since the ones that did function correctly were the finest anyone could buy....as long as they did not explode in a years time. He did however have a terrible accident when in a distant city in which one of the cities noble families were purchasing his wares the local clergy began to rebuke his invention call it vile and unholy striking it with divine light. Unfamiliar with Archi's inventions reputation the device exploded killing the cleric. Archi fled the city and in disgrace hid in his home in neverwinter vowing never to deal with any divine beings both fearing and hating their involvement in the event. Being known as a master of explosive compounds Archi is now making his way to a local tavern near Neverwinter for a employment opportunity in a growing local Phandelver mine. (OOC: Fear/Hatred of Divine magic).
https://www.dndbeyond.com/profile/Mindmadejace/characters/20167650
Ability scores: 14 11 14 10 16 17
Name: Ellara d'Arnica (link)
Race: Human (variant)
Class: Bard (Lore)
Backstory:
There is a darkness inherent to the Mere of Dead Men. Ellara has known this since she was a child, growing up within the swamplands of the Mere. Her mother was a member of a coven, but to the young Ellara her mother and 'aunts' were simply the family that she knew and loved. Ellara was trained in the old ways, to gather and harvest the bounty of the swamp in order to make potions and elixers. She learned both which plants and fungi healed the weary and wounded, as well as which would kill those who threatened her way of life. Her mother also granted another gift, that of magic. Ellara learned how to impart her words with the twisting of the arcane weave, to bring ruin to her foes or bring favor to her allies. She learned the old stories, and the power behind those tales.
Ellara has become worried in recent times. Her coven had changed in the past few years. She noticed the elders spoke of dark things, of making pacts with creatures of great power and taking more from life than providing healing and care to nearby settlements. Her mother has made her pledge to seek knowledge and power, and to bring what she learns back to the coven in order for all to thrive. She secretly fears what her home is becoming, and that if she embraces this path of power, she will become intoxicated with it and travel down a dark path with abandon.
Not too long ago, Ellara discovered something in the swamps of old. A talisman, in a ruin, unlike anything she had ever seen before. Seeking guidance, she was bidden to make the journey to Neverwinter, for while the coven might not have many overt allies, there were still sympathetic ears within the city closest to the Mere. In Neverwinter, she felt completely out of place, but found herself some sort of modest accommodation while she contemplated her next move.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag