The sleepy Halfling farm town of Wyndbrook has lived peacefully in the foothills of The Crooked Peak Mountain Range. Nestled out of the way of the bustling metropolis states of Zandria.
The town is governed by a small council that meets weekly to discuss the town affairs that usually ends in them drunkenly sinking songs and dancing.
In a town where everyone knows everyone and gossip runs rampant. This group of four has grown bored and tired some of the small life and simple chores.
_____________________________________________________ Hello friends. I’m looking to start a new campaign starting out at level 1. Seeing how this is starting out in a Halfling Village, Halfling will be the expected race of your characters. I will allow one outsider that has made his way into town, but keep in mind there will be only one (if that). Don’t mind about the racial bonuses to stats we can fix all that once everyone is accepted.
Roll for abilities - never reroll ones.
Application format to be posted in the forum:
Name:
Race:
Class:
Backstory: (keep in mind you’re from a small farming village and low level, seriously unlikely anyone has killed anything more than vermin)
Two NPC relationships: (two people in town you associate with that aren’t family
Bonus Feat:
Thanks for taking a look, please feel free to ask any questions.
Bree is a bit of a troublemaker, at least as far as the elder generation are concerned. She has a bad habit of not understanding things such as ownership and stealing being wrong. Most halflings are pretty easy-going about this sort of thing as a rule, but she has been a bit further there than the run-of-the-mill halfling.
NPCs relationships: Cade Goodbarrel and Kithri Tealeaf, two friends in town that she has hung out with since she was a wee one.
Backstory: Small farming villages have always needed a place to gather and spend their evenings once the sun had set, and Cora's family had been running the small inn/tavern since she could remember. Her whole family seemed to have a knack for it. The rooms were rarely used, though every once and a while some adventurer would come through seeking shelter for the night. Cora liked to hide in the kitchen while her father served them food and listen to them talk about the adventures they had been on. When she was old enough to help out, Cora took to the viol to give the patrons a bit of music at the end of the night, something to help everyone relax at the end of the night.
Two NPC relationships: Corrin Hilltopple: An old halfling wizard who Cora liked to visit to watch him perform magic tricks, and picked up some of her own tricks from him. Verna Brushgather: A middle age halfling women who always seemed... angry... about the fact that Cora's family ran the only place in the village people liked to gather at at the end of the night. Neither Cora, or her parents, were ever able to find out why.
Backstory: Derwin is a bit of a rascally lad, known for wandering more than he should and bringing home the odd rabbit and squirrel he’s shot with his bow and arrow. Some say he even killed a deer once but it was too big to be dragged all the way home. Derwin loves tales of these monsters and such that exist out there.... somewhere, supposedly, and Kong’s to see them for himself.
NPCs:
Derwin is friends with Boddin Wetfoot, the local tavern owner and occasionally does some lugging of kegs or tossing of drunks when needed.
Derwin is also friendly with Penny Farmhenner. The problem is that Penny is married to the very respectable Kenthold Farmhenner and if he ever found out just how friendly the two are....
Backstory: The only son of a prominent counsil/merchant family in town. Never one for the out-of-doors (even by halflin standards), Oslow always had his face in a book. After growing bored with the subjects more common in town, he sought out and was introduced to a magical tome by Gabber Farric. Realizing that he had a natural gift for the arcane arts only increased his interests in the field. It also stirred in him the halfling curiosity for wanderlust; to seek out more knowledge and skill in magic.
Two NPC relationships: (two people in town you associate with that aren’t family)
Gabber Farric, an elderly halfling with an extemely large (most in town, in fact) collection of books. Considered a hermit, he took a shine to Oslow, allowing him access to his library and even mentoring him in his studies.
Milo Barrelroller, a classmate of Oslow's during his school days. Strong and agile but a bit dim, he never understood Oslow's fascination with reading and gave him a hard way to go for many years. Oslow sees the opportunity to get out of town as killing two birds with one stone; one, he would get away from Milo's ribbings and two, he would get to adventure as Milo only wished he could.
Backstory: Pimster was born in the middle of the longest, brightest night of the year. At the moment of his birth, a shooting star crossed in front of the full moon, leaving a streaking scar across the moon's face. An ancient druid appeared out of the grasslands not five breaths later, knocking on the round door of the Teace household. He checked the baby over, finding a birthmark on the baby that looked surprisingly like the star-crossed moon in the sky. Satisfied, the druid began an intricate, but caring, ritual to clean the child and rub it with oil. honey, and tea-tree leaves. Once the newborn was prepared, the old human lit a knotted cord of dried grasses and used it as a censer to spread a pleasant, but strong, smoke pattern in the air above them. In a strong voice, he spoke for the first time of the night, reciting an ancient spell in an ancient tongue. For hours, the druid chanted and conducted his ritual, finishing as the new sun first broke over the distant trees. He then walked out of the house and disappeared as suddenly as he had come.
It was never a question that Pim was marked for something great, and his love of the lands and nature grew stronger as he grew older. At the age of apprenticeship, the village druidclaimed him, and trained the boy in the ways of the earth and moon and stars. Pimster grew in stature and wisdom, becoming a caring young man with a carefree attitude who was quick to lend a helping hand, but with a will and duty to protect those around him solid as ironwood. Because he spent so much time with the druid and out in the surrounding wilderness, Pimster was really only close with his family and his childhood friend, (DM insert - PC or NPC? If NPC, then it's Bree Littlefoot, female commoner) These two were best friends since they were toddlers, and as they grew they were inseparable. Whether getting in trouble by swiping a pie cooling on a windowsill, or fixing an oldster's fence so her milking goat wouldn't get lost, Pim and (Bree)were in it together.
Now, the wanderlust that affects some halflings has made the young druid restless to see more of the lands he is so keenly attuned to, and thus he finds himself contemplating leaving his village.
Bonus Feat: Healer: You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
(Link to character sheet. I rolled him up for a different recruitment and wasn't selected. Now I find an adventure made for him! Will adjust the sheet based on these new ability scores.)
He is a willing warlock, with an unwilling patron. Archfey, pack of the blade
Orvyn's parents forgot him in the Halfling town when he was a baby, he was taken in by an old Halfling woman named Munda Bottomhill, a backer in town. Orvyn has always been a bit of a misfit, and not just because he was a Gnome in a halfling town. It never mattered what it was, his over love for the Feywild, his love of music, which wasn't the problem, the problem was that he was terrible at playing every instrument, and worse at singing. He only wanted to be part of the group, but his oddities keep him away. One day while playing in the woods as a kid he met Hyrsam, who offered Orvyn power, all he had to do was to follow him, and one favor, "once you're an adult of course." All Orvyn had to do was blow into the flute that Hyrsam gave to him as a sign that he agreed, and he would have powers. Orvyn put the flute in his room for good keeping. As he grew older Hyrsam watched and decided that he hoped that Orvyn would never play the flute, he even stopped watching Orvyn. One day as an adult he finally tired of being weak and the joke of the town, he remembered the flute. Orvyn went to his room, grabbed the flute and "played it", after a few notes three things happened, 1 the flute transformed into a rapier, 2 he felt powers flow through him, and three Hyrsam's ears started to bleed. While his skills increased, he remained an odd individual who most didn't like.
two NPCs that are not family
Rimay is Orvyn's master teaching him how to be a furrier. While most people just don't like Orvyn, Rimay hates Orvyn, and is trying to find a way to get him out from under her.
Rimay Mugwes is a 59 year old female lightfoot halfling furrier. She has long, brown mohawk and brown eyes. She has rugged pink skin. She stands 111cm (3'7") tall and has a muscular build. She has a square, ordinary face.
Arryn is the closest thing Orvyn has to a friend. While the two don't "hang out" if the two are in the same tavern Arryn will join Orvyn for a drink or two. More importanly he makes sure that people don't bring physical harm to Orvyn.
Arryn Galbolg is a 53 year old male stout halfling soldier. He has very long, wavy, dyed red hair shaved on the left side and brown eyes. He has smooth, pockmarked, white skin. He stands 114cm (3'8") tall and has a muscular build. He has a soft, bulbous face with a very short beard.
Extra Feat- Keen Mind (one of the reasons everyone hates him, he remembers everything and then repeats them.)
I'd rather not change him to a halfling, but I could, he could still be raised by Munda Bottomhill, his grandmother, because his parents were killed when he was a baby. (being raised by an old woman is part of why he is so odd.
Backstory: (keep in mind you’re from a small farming village and low level, seriously unlikely anyone has killed anything more than vermin) Hermit. Panmo Honeypot had a complicated birth which caused the death of his devout mother, Denmi Honeypot. Despite the tragedy his wise father, Velmo Honeypot, raised him, which was testing, to his faith and patience, due to difficult to remember and taken on new skills. His willingness was near boundless, and with his father's equal supply of support, Panmo was able to help run the family farm.
Panmo was exception with intuition; when a lamb's birth was going wrong before anyone, a seedling wasn't going to sprout or to diagnose why an animal's bite wasn't going to heal quite right. His devotion to prayer, but not rituals, he was able to share a light to others of the village that no one can quite put their finger on...
Two NPC relationships: (two people in town you associate with that aren’t family) Widrey Brighthoof - The local produce vendor who always happy to share a tea with a calming Panmo. Talbin Legwheat - The local butcher who always chases Panmo for advice...
Bonus Feat: Tough (Due to manning the farm all his life)
Dumble is a bit of a wanderer, by local standards. Born a half-day's walk to the north, at a small mining commune with limited access to the wider world, he has taken, now well into his "silver years," to long walks along the feet of the Crooked Peaks. Silver of hair and beard, he is well known for his calm demeanor, practical wisdom, and especially for the small bag of honey-candies he carries with him, should he ever be called on to entertain the children of the village with a parable from the book of Moradin.
In Wyndbrook, Dumble is known on sight by all, but is especially welcomed by the Honeyhill matriarch, Grelda Honeyhill. For the better part of two decades, now, Dumble has had cordial business dealings with the Honeyhill clan, converting raw honey into a variety of meads, candies, salves, and wax candles. In no small part due to this arrangement, Dumble is also relatively popular at the (insert name of local inn). With such dealings, however, and quite against his best efforts, Dumble has acquired a longstanding dispute with Holmer Digroot, a prominent member of the town council. The feud began as a business matter, as the development of Honeyhill mead affected the sale of local Digroot beer. Cruel words were exchanged, and for some weeks it seemed as though Dumble would be run out of town. Though the novelty of the beverage has since worn off (for who could abandon a local favorite like Digroot?) bitter words and feelings yet hang between the Honeyhills and Digroots.
For a feat, Either Great Weapon Master or . Perhaps Dumble owns an old Greatsword or Greataxe, passed down through generations, though now used only to hold up a leaky section the roof of Dumble's small cottage, a half-day's journey towards the Crooked Peaks.
(Absolutely happy to run with what I rolled, by the way. Slight alteration to backstory is perhaps needed to accommodate a stat value of 5)
This post has potentially manipulated dice roll results.
Ability scores: 15151391110
Name: Rimmy Greenthumb
Race/Class: Stout Halfling Druid
Background: Rimmy comes from a long line of gardeners. His family owns a small cottage at the edge of the village caring for a small plot of land. Rimmy goes into to town caring for and pruning the bushes and flowers of the common areas. In his free time he ventures to the edges of the woods enjoying the peaceful sounds of nature. While he lives a comfortable life in Wyndbrook, he longs to see more of the world that this small village would ordinarily allow.
Relationships: Barrow Greenthumb is Rimmy's has been the caretaker of the village commons, but is starting to get on in years and slow down. Rimmy has been taking over more of the burden the Barrow had taken care.
Ole Finworth is an elderly halfling known for his (questionably) true stories. Rimmy enjoys spending afternoons listening to Finworth tell tales.
Backstory: Bosko was always a little socially awkward. Rather than keep him on the family barley farm, his parents thought it would be better for him to move into town, and they arranged for him to apprentice with the local brewer. Once of his first friends was the brewer's eccentric cooper who had a fascination with marital arts. The two of them would spend much of their free time in sparring and "parkour" around town. Bosko is quite content with his life, but he is enthralled with his boss's tales of trips to sell her beers in other settlements. He hopes one day to join her on one of those trips.
Two NPC relationships: Agatha Redember, the brewmistress of Emberglow Brewery, and Rupert Ruddybrook, the eccentric cooper.
Backstory: Kondo was obsessed with dead things. Not death itself, but creatures that had lost their life force. What happened after that moment when life stopped? This question had lead him on a somewhat lonely path. In his search for answers he reached out to the gods for answers, as no mortal (that he knew anyway) could answer his myriad of questions. Having exhausted all fonts of knowledge within his town, Kondo now looks to the outside world for more.
Two NPC relationships: Garubas Stitchfinger the taxidermist. He always had the best specimens to study. Kindra Lightheart the proprietor of the bakery. She also had the best specimens - although of a different nature.
Backstory: Tobi was orphaned at the tender age of five, when his family's home was burned to the ground by a freak lightning strike during a summer storm. Only Tobi survived the conflagration. He was rescued by his sister who later died of her wounds from the fire. Tobi was miraculously untouched by the flames. Tobi was taken in by various families; but never stayed long. He was an odd child who rarely spoke. He did talk in his sleep in a tongue that no one could understand. He was tormented by a group of his peers & with the constant shuffling among the families he never developed any friendships. This changed when he turned seven & was taken in by Teddy Talltree. He was still tormented in the village by his bullies; but his live was vastly improved with Teddy. He lived with Teddy for five years until eerily another fire claimed his home. He has been living on his own ever since.
Two NPC relationships:
Teddy Talltree, deceased - The closest thing Tobi had to a father. Teddy was a stout halfling forester that lived on the edge of a nearby forest. He took in the young Tobi after he was orphaned & was shuffled around some well meaning; but inept families within the village. Teddy was killed in a fire that consumed their home. Tobi was in the village running an errand for him & was thus spared.
Caleb Mossflower, youth - Caleb is a handsome lad & the leader of a bunch of village youth's who have taken it upon themselves to rid the village of Tobi's presence. They view Tobi as cursed & have tormented him since he was orphaned.
Bonus Feat - Observant. The years of watching out for his tormentors & trying to adjust to various families throughout the years.
Backstory: Elyas Underfoot's death was a tragic accident. Everyone knows that. He and his little brother had been out boating - which everyone knows is a bad idea - and Elyas flipped his boat trying to reach an overhanging apple. No one could have reached him in time to save him from drowning - no one who saw from shore, and not his little brother, Ander, from halfway across the pond.
But Elyas remembers it differently. At least, that's what he has been saying in Ander's dreams. Elyas has been coming to his younger brother, accusing him, blaming him, and telling a version of events that has young Ander confused and guilt-ridden. And now Elyas is demanding Ander's help - help in coming back. It's a daunting task, but Elyas has promised to help his little brother, promising him power from beyond the grave to help him in his task. Confused and isolated, Ander feels powerless to refuse his older brother's demands.
Whoever or whatever this "Elyas" truly is, it has unchallenged influence over the impressionable young Ander.
NPC relationships: Tam and Aminella Underfoot treasure their one remaining son, but Ander's guilt has created a barrier between him and his parents. He feels similarly isolated from Farmer Perian, the kindly old man in whose orchard Ander has worked since he was 14.
Backstory: Veyes was raised on a small family farm that her family has owned for several generations. Her family didn't approve of her wasting her time coming up with tales and writing songs. Her brother would tease her relentlessly and her father would say "what use are tall tales when there's crops to plant" She started sneaking out at night to join in the songs and dancing and it was discovered that she had a real talent for singing and playing along on her flute or drum. Her father was furious when he found out, which was quickly, Wynbrook being the rumor mill that it is. He didn't have much of a choice but to let her keep playing though, because soon she started getting requests from other halfings to come and join their festivities, or tell stories to their youngens. On one rare occasion a giant (at least she thought so) half-orc happened through Wynbrook. He was a hulking brute in clanking armor and she thought he was beautiful. He had many stories of the outside world and it was he who gave her a tiny book and ink and pen. For the time that he was there she would listen in rapt attention to his tales. She would go home at night to write down the tales he told her in her little book and do her best to make up songs based on his adventures. It is her most prized possession. She never found out where he went when he left, but she dreams of one day finding him.
Veryes knows many people in Wynbrook as she does her best to be a good listener, hoping to find inspiration for a new song or story. There are two people she has a particular fondness for. Jolly old Emelia, with her brood of youngens who is always inviting her over to tell stories to her children in exchange for the most wonderful pies!
And of course, Ole Finworth, the elderly halfling known for his (questionably) true stories. Veryes has spent many long days with Finworth delving into his stories. She knows some of them are questionable, at best, but what does that matter when you're turning them into song? (It fit in so well with her story that I shared Finwoth from Dreak's post :) hope that's alright)
Trynwyn Appleblossom prefers to wander up into the mountains and find lakes and rivers to go fishing alone. This is largely because he doesn’t bathe like he should, but also because he finds that the best fish only come out when no one is around. That said, he still likes to come into town to try and tell the stories.
two NPCs: Trynwyn knows an innkeeper who buys his fish for customers (who likes Trynwyn better than most), and an old coot of a whittler who taught Trynwyn to make fishing poles when he was young. Now he mostly just gets together with him to discuss what he finds in the mountains
Backstory: Erner comes from a long line of druids that have always lived in or around the village. For the most part they kept tomthemselves but when needed the Nimblefinger family would assist the rrst of the village by changing the weather to avoid draughts or make sure that the harvests would be bountiful. With the elder genration feeling that something was going wrong in the world they traveled off into the wilds and left their young behind to continue their duties.
That was twelve years ago when Erner had just began his training in the arts of druidic magic. With most of older memners of his family gone, he had to use the few lessons they had taught him to continue. This led him to become a hermit in the woods that surrounded the village where he studied the natural world, finding more in common with the wild animals that lived along side him then his own people. He occasionally went to the village to help as his elders had but was never good at dealing with people beyond a few quick words to them.
For the last several years, Erner spent a bit more time away from the village, looking for signs of his family however he could, using his own skills or by asking the animals with the use of his natural magic. While he learned a frw thinfs none of it was enough to help him find them. With little else to domhe returned tomthe village and spent more time trying to learn more about his race depsite his obvious discomfort around other people.
(The 5 went to charisma so thst explains his extreme social obliviousness.)
Two NPC relationships:
Willabe Southfoot: A famer in the village that has been a friend of his family for many years. He made sure that Erner was keeping himself alive and well nourished. He has some small skill in a few druid cantrips and gave the young druid a few simple lessons.
Lavina Clearwater: An self taught bard that likes to play people when theyn down. She is the same age as Erner and has taken an interest in him since he always seems to be so mysterious and she wanrs to know what he doesmout in the woods. She is one of the few people that makes attempts to get him to socialize.
Bonus Feat: Observant for now but if a healer is needed I may take that Feat.
The sleepy Halfling farm town of Wyndbrook has lived peacefully in the foothills of The Crooked Peak Mountain Range. Nestled out of the way of the bustling metropolis states of Zandria.
The town is governed by a small council that meets weekly to discuss the town affairs that usually ends in them drunkenly sinking songs and dancing.
In a town where everyone knows everyone and gossip runs rampant. This group of four has grown bored and tired some of the small life and simple chores.
_____________________________________________________
Hello friends. I’m looking to start a new campaign starting out at level 1. Seeing how this is starting out in a Halfling Village, Halfling will be the expected race of your characters. I will allow one outsider that has made his way into town, but keep in mind there will be only one (if that). Don’t mind about the racial bonuses to stats we can fix all that once everyone is accepted.
Roll for abilities - never reroll ones.
Application format to be posted in the forum:
Name:
Race:
Class:
Backstory: (keep in mind you’re from a small farming village and low level, seriously unlikely anyone has killed anything more than vermin)
Two NPC relationships: (two people in town you associate with that aren’t family
Bonus Feat:
Thanks for taking a look, please feel free to ask any questions.
Ability scores: 18 18 9 14 17 8
Name: Bree Hillsview
Race: Lightfoot Halfling
Class: Rogue
Background: Criminal.
Backstory:
Bree is a bit of a troublemaker, at least as far as the elder generation are concerned. She has a bad habit of not understanding things such as ownership and stealing being wrong. Most halflings are pretty easy-going about this sort of thing as a rule, but she has been a bit further there than the run-of-the-mill halfling.
NPCs relationships: Cade Goodbarrel and Kithri Tealeaf, two friends in town that she has hung out with since she was a wee one.
Extra feat: Skulker
Ability scores: 12 14 10 13 8 13
https://ddb.ac/characters/25576104/zlDxpf
Name: Cora Greenbottle
Race: Mark of Hospitality Halfling
Class: Bard (Will be College of Lore)
Backstory: Small farming villages have always needed a place to gather and spend their evenings once the sun had set, and Cora's family had been running the small inn/tavern since she could remember. Her whole family seemed to have a knack for it. The rooms were rarely used, though every once and a while some adventurer would come through seeking shelter for the night. Cora liked to hide in the kitchen while her father served them food and listen to them talk about the adventures they had been on. When she was old enough to help out, Cora took to the viol to give the patrons a bit of music at the end of the night, something to help everyone relax at the end of the night.
Two NPC relationships:
Corrin Hilltopple: An old halfling wizard who Cora liked to visit to watch him perform magic tricks, and picked up some of her own tricks from him.
Verna Brushgather: A middle age halfling women who always seemed... angry... about the fact that Cora's family ran the only place in the village people liked to gather at at the end of the night. Neither Cora, or her parents, were ever able to find out why.
Bonus Feat: Skilled
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
Ability scores: 16 13 7 13 8 15
Name: Derwin Greenbottom
Race: Halfling
Class: Fighter
Backstory: Derwin is a bit of a rascally lad, known for wandering more than he should and bringing home the odd rabbit and squirrel he’s shot with his bow and arrow. Some say he even killed a deer once but it was too big to be dragged all the way home. Derwin loves tales of these monsters and such that exist out there.... somewhere, supposedly, and Kong’s to see them for himself.
NPCs:
Derwin is friends with Boddin Wetfoot, the local tavern owner and occasionally does some lugging of kegs or tossing of drunks when needed.
Derwin is also friendly with Penny Farmhenner. The problem is that Penny is married to the very respectable Kenthold Farmhenner and if he ever found out just how friendly the two are....
Bonus Feat (pun intended?): Lucky
We're doing one small murder-y thing for a bigger, better reason. The ends justify the means.
-- Eleanor Shellstrop
Ability scores: 12 16 18 16 15 10
Name: Oslow Belliview
Race: Lightfoot Halfling
Class: Wizard
Backstory: The only son of a prominent counsil/merchant family in town. Never one for the out-of-doors (even by halflin standards), Oslow always had his face in a book. After growing bored with the subjects more common in town, he sought out and was introduced to a magical tome by Gabber Farric. Realizing that he had a natural gift for the arcane arts only increased his interests in the field. It also stirred in him the halfling curiosity for wanderlust; to seek out more knowledge and skill in magic.
Two NPC relationships: (two people in town you associate with that aren’t family)
Gabber Farric, an elderly halfling with an extemely large (most in town, in fact) collection of books. Considered a hermit, he took a shine to Oslow, allowing him access to his library and even mentoring him in his studies.
Milo Barrelroller, a classmate of Oslow's during his school days. Strong and agile but a bit dim, he never understood Oslow's fascination with reading and gave him a hard way to go for many years. Oslow sees the opportunity to get out of town as killing two birds with one stone; one, he would get away from Milo's ribbings and two, he would get to adventure as Milo only wished he could.
Bonus Feat: Linguist
Ability scores: Ability scores: 11 11 15 15 13 11
Name: Pimster Teace
Race: Lightfoot Halfling
Class: Druid
Backstory: Pimster was born in the middle of the longest, brightest night of the year. At the moment of his birth, a shooting star crossed in front of the full moon, leaving a streaking scar across the moon's face. An ancient druid appeared out of the grasslands not five breaths later, knocking on the round door of the Teace household. He checked the baby over, finding a birthmark on the baby that looked surprisingly like the star-crossed moon in the sky. Satisfied, the druid began an intricate, but caring, ritual to clean the child and rub it with oil. honey, and tea-tree leaves. Once the newborn was prepared, the old human lit a knotted cord of dried grasses and used it as a censer to spread a pleasant, but strong, smoke pattern in the air above them. In a strong voice, he spoke for the first time of the night, reciting an ancient spell in an ancient tongue. For hours, the druid chanted and conducted his ritual, finishing as the new sun first broke over the distant trees. He then walked out of the house and disappeared as suddenly as he had come.
It was never a question that Pim was marked for something great, and his love of the lands and nature grew stronger as he grew older. At the age of apprenticeship, the village druid claimed him, and trained the boy in the ways of the earth and moon and stars. Pimster grew in stature and wisdom, becoming a caring young man with a carefree attitude who was quick to lend a helping hand, but with a will and duty to protect those around him solid as ironwood. Because he spent so much time with the druid and out in the surrounding wilderness, Pimster was really only close with his family and his childhood friend, (DM insert - PC or NPC? If NPC, then it's Bree Littlefoot, female commoner) These two were best friends since they were toddlers, and as they grew they were inseparable. Whether getting in trouble by swiping a pie cooling on a windowsill, or fixing an oldster's fence so her milking goat wouldn't get lost, Pim and (Bree) were in it together.
Now, the wanderlust that affects some halflings has made the young druid restless to see more of the lands he is so keenly attuned to, and thus he finds himself contemplating leaving his village.
Bonus Feat: Healer: You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
(Link to character sheet. I rolled him up for a different recruitment and wasn't selected. Now I find an adventure made for him! Will adjust the sheet based on these new ability scores.)
Love God. Love Others. Any Questions?
10, 17, 14, 11, 11, 16
Orvyn
Gnome
He is a willing warlock, with an unwilling patron. Archfey, pack of the blade
Orvyn's parents forgot him in the Halfling town when he was a baby, he was taken in by an old Halfling woman named Munda Bottomhill, a backer in town. Orvyn has always been a bit of a misfit, and not just because he was a Gnome in a halfling town. It never mattered what it was, his over love for the Feywild, his love of music, which wasn't the problem, the problem was that he was terrible at playing every instrument, and worse at singing. He only wanted to be part of the group, but his oddities keep him away. One day while playing in the woods as a kid he met Hyrsam, who offered Orvyn power, all he had to do was to follow him, and one favor, "once you're an adult of course." All Orvyn had to do was blow into the flute that Hyrsam gave to him as a sign that he agreed, and he would have powers. Orvyn put the flute in his room for good keeping. As he grew older Hyrsam watched and decided that he hoped that Orvyn would never play the flute, he even stopped watching Orvyn. One day as an adult he finally tired of being weak and the joke of the town, he remembered the flute. Orvyn went to his room, grabbed the flute and "played it", after a few notes three things happened, 1 the flute transformed into a rapier, 2 he felt powers flow through him, and three Hyrsam's ears started to bleed. While his skills increased, he remained an odd individual who most didn't like.
two NPCs that are not family
Rimay is Orvyn's master teaching him how to be a furrier. While most people just don't like Orvyn, Rimay hates Orvyn, and is trying to find a way to get him out from under her.
Rimay Mugwes is a 59 year old female lightfoot halfling furrier. She has long, brown mohawk and brown eyes. She has rugged pink skin. She stands 111cm (3'7") tall and has a muscular build. She has a square, ordinary face.
Arryn is the closest thing Orvyn has to a friend. While the two don't "hang out" if the two are in the same tavern Arryn will join Orvyn for a drink or two. More importanly he makes sure that people don't bring physical harm to Orvyn.
Arryn Galbolg is a 53 year old male stout halfling soldier. He has very long, wavy, dyed red hair shaved on the left side and brown eyes. He has smooth, pockmarked, white skin. He stands 114cm (3'8") tall and has a muscular build. He has a soft, bulbous face with a very short beard.
Extra Feat- Keen Mind (one of the reasons everyone hates him, he remembers everything and then repeats them.)
I'd rather not change him to a halfling, but I could, he could still be raised by Munda Bottomhill, his grandmother, because his parents were killed when he was a baby. (being raised by an old woman is part of why he is so odd.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Ability scores: 13 13 13 16 12 14
Ability scores: 7 13 15 12 10 16
Name:
Panmo Honeypot
Character Sheet
Race:
Halfling
Class:
Cleric (Life)
Backstory: (keep in mind you’re from a small farming village and low level, seriously unlikely anyone has killed anything more than vermin)
Hermit.
Panmo Honeypot had a complicated birth which caused the death of his devout mother, Denmi Honeypot. Despite the tragedy his wise father, Velmo Honeypot, raised him, which was testing, to his faith and patience, due to difficult to remember and taken on new skills. His willingness was near boundless, and with his father's equal supply of support, Panmo was able to help run the family farm.
Panmo was exception with intuition; when a lamb's birth was going wrong before anyone, a seedling wasn't going to sprout or to diagnose why an animal's bite wasn't going to heal quite right. His devotion to prayer, but not rituals, he was able to share a light to others of the village that no one can quite put their finger on...
Two NPC relationships: (two people in town you associate with that aren’t family)
Widrey Brighthoof - The local produce vendor who always happy to share a tea with a calming Panmo.
Talbin Legwheat - The local butcher who always chases Panmo for advice...
Bonus Feat:
Tough
(Due to manning the farm all his life)
Ability scores: 10 13 6 7 14 12
Dumble Redrickson
Hill dwarf
Paladin
Dumble is a bit of a wanderer, by local standards. Born a half-day's walk to the north, at a small mining commune with limited access to the wider world, he has taken, now well into his "silver years," to long walks along the feet of the Crooked Peaks. Silver of hair and beard, he is well known for his calm demeanor, practical wisdom, and especially for the small bag of honey-candies he carries with him, should he ever be called on to entertain the children of the village with a parable from the book of Moradin.
In Wyndbrook, Dumble is known on sight by all, but is especially welcomed by the Honeyhill matriarch, Grelda Honeyhill. For the better part of two decades, now, Dumble has had cordial business dealings with the Honeyhill clan, converting raw honey into a variety of meads, candies, salves, and wax candles. In no small part due to this arrangement, Dumble is also relatively popular at the (insert name of local inn). With such dealings, however, and quite against his best efforts, Dumble has acquired a longstanding dispute with Holmer Digroot, a prominent member of the town council. The feud began as a business matter, as the development of Honeyhill mead affected the sale of local Digroot beer. Cruel words were exchanged, and for some weeks it seemed as though Dumble would be run out of town. Though the novelty of the beverage has since worn off (for who could abandon a local favorite like Digroot?) bitter words and feelings yet hang between the Honeyhills and Digroots.
For a feat, Either Great Weapon Master or . Perhaps Dumble owns an old Greatsword or Greataxe, passed down through generations, though now used only to hold up a leaky section the roof of Dumble's small cottage, a half-day's journey towards the Crooked Peaks.
(Absolutely happy to run with what I rolled, by the way. Slight alteration to backstory is perhaps needed to accommodate a stat value of 5)
Ability scores: 15 15 13 9 11 10
Name: Rimmy Greenthumb
Race/Class: Stout Halfling Druid
Background: Rimmy comes from a long line of gardeners. His family owns a small cottage at the edge of the village caring for a small plot of land. Rimmy goes into to town caring for and pruning the bushes and flowers of the common areas. In his free time he ventures to the edges of the woods enjoying the peaceful sounds of nature. While he lives a comfortable life in Wyndbrook, he longs to see more of the world that this small village would ordinarily allow.
Relationships:
Barrow Greenthumb is Rimmy's has been the caretaker of the village commons, but is starting to get on in years and slow down. Rimmy has been taking over more of the burden the Barrow had taken care.
Ole Finworth is an elderly halfling known for his (questionably) true stories. Rimmy enjoys spending afternoons listening to Finworth tell tales.
Extra Feat:
Second Chance
Ryndar Shadowsbane - Lvl 3 Eldarin Fighter | Kassar - Lvl 2 Lizardfolk Druid (Circle of Stars) | Finnegan (Finn) Taggert - Lvl 1 Human Cleric (Peace Domain) |
Verdan Schmidt - Lvl 2 Half-Elf Bard | Grithik - Lvl 5 Deep Gnome Warlock (Celestial)
Ability scores: 16 8 16 8 11 12
Name: Bosko Ragwhistle
Race: Stout Halfling
Class: Monk
Backstory: Bosko was always a little socially awkward. Rather than keep him on the family barley farm, his parents thought it would be better for him to move into town, and they arranged for him to apprentice with the local brewer. Once of his first friends was the brewer's eccentric cooper who had a fascination with marital arts. The two of them would spend much of their free time in sparring and "parkour" around town. Bosko is quite content with his life, but he is enthralled with his boss's tales of trips to sell her beers in other settlements. He hopes one day to join her on one of those trips.
Two NPC relationships: Agatha Redember, the brewmistress of Emberglow Brewery, and Rupert Ruddybrook, the eccentric cooper.
Bonus Feat: Resilient
Ability scores: 10 12 15 16 10 13
Ability scores: 12 10 15 13 14 9
Name: Kondo Feathertoe
Race: Stout Halfling
Class: Cleric - Grave Domain
Backstory: Kondo was obsessed with dead things. Not death itself, but creatures that had lost their life force. What happened after that moment when life stopped? This question had lead him on a somewhat lonely path. In his search for answers he reached out to the gods for answers, as no mortal (that he knew anyway) could answer his myriad of questions. Having exhausted all fonts of knowledge within his town, Kondo now looks to the outside world for more.
Two NPC relationships: Garubas Stitchfinger the taxidermist. He always had the best specimens to study. Kindra Lightheart the proprietor of the bakery. She also had the best specimens - although of a different nature.
Bonus Feat: War Caster
Roll for abilities - Ability scores: 14 13 6 13 13 8
Application format to be posted in the forum:
Name: Tobias "Tobi"
Race: Lightfoot Halfling
Class: Warlock (Celestial Pact)
Backstory: Tobi was orphaned at the tender age of five, when his family's home was burned to the ground by a freak lightning strike during a summer storm. Only Tobi survived the conflagration. He was rescued by his sister who later died of her wounds from the fire. Tobi was miraculously untouched by the flames. Tobi was taken in by various families; but never stayed long. He was an odd child who rarely spoke. He did talk in his sleep in a tongue that no one could understand. He was tormented by a group of his peers & with the constant shuffling among the families he never developed any friendships. This changed when he turned seven & was taken in by Teddy Talltree. He was still tormented in the village by his bullies; but his live was vastly improved with Teddy. He lived with Teddy for five years until eerily another fire claimed his home. He has been living on his own ever since.
Two NPC relationships:
Teddy Talltree, deceased - The closest thing Tobi had to a father. Teddy was a stout halfling forester that lived on the edge of a nearby forest. He took in the young Tobi after he was orphaned & was shuffled around some well meaning; but inept families within the village. Teddy was killed in a fire that consumed their home. Tobi was in the village running an errand for him & was thus spared.
Caleb Mossflower, youth - Caleb is a handsome lad & the leader of a bunch of village youth's who have taken it upon themselves to rid the village of Tobi's presence. They view Tobi as cursed & have tormented him since he was orphaned.
Bonus Feat - Observant. The years of watching out for his tormentors & trying to adjust to various families throughout the years.
Ability scores: 14 13 16 12 7 14
Name: Ander Underfoot
Race: Lightfoot Halfling
Class: Warlock (Fiend)
Background: Haunted One
Backstory: Elyas Underfoot's death was a tragic accident. Everyone knows that. He and his little brother had been out boating - which everyone knows is a bad idea - and Elyas flipped his boat trying to reach an overhanging apple. No one could have reached him in time to save him from drowning - no one who saw from shore, and not his little brother, Ander, from halfway across the pond.
But Elyas remembers it differently. At least, that's what he has been saying in Ander's dreams. Elyas has been coming to his younger brother, accusing him, blaming him, and telling a version of events that has young Ander confused and guilt-ridden. And now Elyas is demanding Ander's help - help in coming back. It's a daunting task, but Elyas has promised to help his little brother, promising him power from beyond the grave to help him in his task. Confused and isolated, Ander feels powerless to refuse his older brother's demands.
Whoever or whatever this "Elyas" truly is, it has unchallenged influence over the impressionable young Ander.
NPC relationships: Tam and Aminella Underfoot treasure their one remaining son, but Ander's guilt has created a barrier between him and his parents. He feels similarly isolated from Farmer Perian, the kindly old man in whose orchard Ander has worked since he was 14.
Bonus Feat: War Caster
Good characters everyone! It’s going to be tough. I’m keeping the thread open for another day to allow everyone to get their thoughts put down.
if you’re worried about your stats rolled, I usually allow some changes to make sure the party has roughly the same average.
Ability scores: 13 12 8 15 16 16
Name: Veryes Flaxfell
Race: Lightfoot halfling
Class: Bard
Backstory: Veyes was raised on a small family farm that her family has owned for several generations. Her family didn't approve of her wasting her time coming up with tales and writing songs. Her brother would tease her relentlessly and her father would say "what use are tall tales when there's crops to plant" She started sneaking out at night to join in the songs and dancing and it was discovered that she had a real talent for singing and playing along on her flute or drum. Her father was furious when he found out, which was quickly, Wynbrook being the rumor mill that it is. He didn't have much of a choice but to let her keep playing though, because soon she started getting requests from other halfings to come and join their festivities, or tell stories to their youngens. On one rare occasion a giant (at least she thought so) half-orc happened through Wynbrook. He was a hulking brute in clanking armor and she thought he was beautiful. He had many stories of the outside world and it was he who gave her a tiny book and ink and pen. For the time that he was there she would listen in rapt attention to his tales. She would go home at night to write down the tales he told her in her little book and do her best to make up songs based on his adventures. It is her most prized possession. She never found out where he went when he left, but she dreams of one day finding him.
Veryes knows many people in Wynbrook as she does her best to be a good listener, hoping to find inspiration for a new song or story. There are two people she has a particular fondness for. Jolly old Emelia, with her brood of youngens who is always inviting her over to tell stories to her children in exchange for the most wonderful pies!
And of course, Ole Finworth, the elderly halfling known for his (questionably) true stories. Veryes has spent many long days with Finworth delving into his stories. She knows some of them are questionable, at best, but what does that matter when you're turning them into song? (It fit in so well with her story that I shared Finwoth from Dreak's post :) hope that's alright)
Bonus feat: Magic initiate
That's what happens when you wear a helmet your whole life!
My house rules
Ability scores: 13 16 9 11 10 14
Trynwyn - stout halfling - ranger - Fisher
Trynwyn Appleblossom prefers to wander up into the mountains and find lakes and rivers to go fishing alone. This is largely because he doesn’t bathe like he should, but also because he finds that the best fish only come out when no one is around. That said, he still likes to come into town to try and tell the stories.
two NPCs: Trynwyn knows an innkeeper who buys his fish for customers (who likes Trynwyn better than most), and an old coot of a whittler who taught Trynwyn to make fishing poles when he was young. Now he mostly just gets together with him to discuss what he finds in the mountains
Bonus feat: keen mind +1 Int
Paladin - warforged - orange
Ability Scores: Ability scores: 9 14 9 8 13 14
Name: Erner Nimblefingers
Race: Lotsuden Halfing
Class: Druid
Backstory: Erner comes from a long line of druids that have always lived in or around the village. For the most part they kept tomthemselves but when needed the Nimblefinger family would assist the rrst of the village by changing the weather to avoid draughts or make sure that the harvests would be bountiful. With the elder genration feeling that something was going wrong in the world they traveled off into the wilds and left their young behind to continue their duties.
That was twelve years ago when Erner had just began his training in the arts of druidic magic. With most of older memners of his family gone, he had to use the few lessons they had taught him to continue. This led him to become a hermit in the woods that surrounded the village where he studied the natural world, finding more in common with the wild animals that lived along side him then his own people. He occasionally went to the village to help as his elders had but was never good at dealing with people beyond a few quick words to them.
For the last several years, Erner spent a bit more time away from the village, looking for signs of his family however he could, using his own skills or by asking the animals with the use of his natural magic. While he learned a frw thinfs none of it was enough to help him find them. With little else to domhe returned tomthe village and spent more time trying to learn more about his race depsite his obvious discomfort around other people.
(The 5 went to charisma so thst explains his extreme social obliviousness.)
Two NPC relationships:
Willabe Southfoot: A famer in the village that has been a friend of his family for many years. He made sure that Erner was keeping himself alive and well nourished. He has some small skill in a few druid cantrips and gave the young druid a few simple lessons.
Lavina Clearwater: An self taught bard that likes to play people when theyn down. She is the same age as Erner and has taken an interest in him since he always seems to be so mysterious and she wanrs to know what he doesmout in the woods. She is one of the few people that makes attempts to get him to socialize.
Bonus Feat: Observant for now but if a healer is needed I may take that Feat.
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)