The Savage Frontier is a cold, rugged, sparsely populated land of snow-capped mountains, rocky hills, sprawling forests, and foggy vales. Isolated strongholds, ancient burial mounds, and the ruins of many forgotten empires dot this vast landscape. Bounded by the Sea of Swords to the west and the desert of Anauroch to the east, the Savage Frontier extends as far north as Icewind Dale and as far south as the town of Daggerford. Old roads stretch across this great expanse, linking the dwarven strongholds and mines in the mountains to the coastal settlements, frontier towns, and fortified outposts of humans and other folk. These roads are long, lonely, or poorly defended, making them dangerous to traverse. In fertile valleys, towns and cities have sprung up, separated by dozens if not hundreds of miles of untamed wilderness haunted by bandits, barbarians, and monsters.
Evil dragons stirred into action by their dark queen, Tiamat, threatened the settlements of the Savage Frontier for a time. Ultimately, they were defeated and forced to withdraw to their lairs, while Tiamat was banished to the Nine Hells. Fear of the dragons’ wrath has faded quickly with the coming of a new threat: giants. The peoples of the North are no strangers to giant incursions. Frost giants have long claimed the Spine of the World as their demesne, and hill giants are known to scrounge for food in the untamed hills. But now, in the past couple of months, giants of every kind have emerged from their strongholds in force to threaten civilization as never before — and not just frost giants and hill giants, but also stone giants, fire giants, and cloud giants. All of the giants are in an uproar. Reports of giant attacks throughout the North have reached the coastal cities of Luskan, Neverwinter, and Waterdeep, stoking fears that the giants are waging war against humans, dwarves, elves, and other small folk...
Hello, and welcome to Storm King's Thunder, an adventure to take you through the dangerous wilds of the North! I'm looking for four to five players who enjoy roleplaying at least as much as combat, favoring PC to PC interactions. As part of your backstory, I will also ask that you please attach your character to one of the factions described below:
The Harpers
Overview The Harpers is an old organization that has risen, been shattered, and risen again several times. Its longevity and resilience are largely due to its decentralized, grassroots, secretive nature, and the near-autonomy of many of its members. The Harpers have “cells” and lone operatives throughout Faerûn, although they interact and share information with one another from time to time as needs warrant. The Harpers' ideology is noble, and its members pride themselves on their integrity and incorruptibility. Harpers do not seek power or glory, only fair and equal treatment for all.
Harper agents are trained to act alone and depend on their own resources. When they get into scrapes, they don’t count on their fellow Harpers to rescue them. Nevertheless, Harpers are dedicated to helping one another in times of need, and friendships between Harpers are nigh unbreakable. Masterful spies and infiltrators, they use various guises and secret identities to form relationships, cultivate their information networks, and manipulate others into doing what needs to be done. Although most Harpers prefer to operate in the shadows, there are exceptions.
Beliefs 1. One can never have too much information. 2. Too much power leads to corruption. 3. No one should be powerless.
Goals To gather information throughout Faerûn, discern the political dynamics within each region or realm, and promote fairness and equality by covert means. Act openly as a last resort. Thwart tyrants and any leader, government, or group that grows too powerful, and aid the weak, the poor, and the oppressed.
The Order of the Gauntlet
Overview Many paladins and clerics of Tyr, Helm, Torm, and Hoar have joined the organization, seeing it as—finally!—a way of making common cause against the evils abroad in the world. The Order of the Gauntlet is ready to lash out the moment evil acts, and not a moment before. When evil breaks laws, agreements, or commonly accepted codes of conduct, the Gauntlet strikes hard and fast, without waiting for the blessings of distant temples or the permission of rulers. Evil must be met in the field and smashed, or it will swiftly overcome all.
The Order of the Gauntlet is a dedicated, tightly knit group of like-minded individuals driven by religious zeal or a finely honed sense of justice. Friendship and camaraderie are important to members of the Order of the Gauntlet, and they share a trust and a bond normally reserved for siblings. Like highly motivated soldiers, members of the Order of the Gauntlet seek to become the best at what they do and look forward to testing their mettle. There are few, if any, “lone wolves” in this organization.
Beliefs 1. Faith is the greatest weapon against evil—faith in one’s god, one’s friends, and one’s self. 2. Battling evil is an extraordinary task that requires extraordinary strength and bravery. 3. Punishing an evil act is just. Punishing an evil thought is not.
Goals To be armed, vigilant, and ready to smite evil, enforce justice, and enact retribution. This means identifying evil threats such as secretive power groups and inherently evil creatures, watching over them, and being ready to attack the moment they misbehave. (These are always retributive strikes, never preemptive.)
The Emerald Enclave
Overview The Emerald Enclave is a far-ranging group that opposes threats to the natural world and helps others survive the many perils of the wild. A ranger might be hired to lead a caravan through a treacherous mountain pass or the frozen tundra of Icewind Dale. A druid might volunteer to help a small village prepare for a long, brutal winter. Barbarians and witches who live like hermits most of the year might defend a town against marauding orcs or barbarians. Members of the Emerald Enclave know how to survive, and more importantly, they want to help others do the same. They are not opposed to civilization or progress, but they strive to prevent civilization and the wilderness from destroying one another.
Members of the Emerald Enclave are spread far and wide, and usually operate in isolation. They learn to depend on themselves more than others. Survival in a harsh world also demands great fortitude and mastery of certain fighting and survival skills. Members of the Enclave who dedicate themselves to helping others survive the perils of the wilderness are more social than others who are charged with defending sacred glades and preserving the natural balance.
Beliefs 1. The natural order must be respected and preserved. 2. Forces that seek to upset the natural balance must be destroyed. 3. The wilderness can be harsh. Not everyone can survive in it without assistance.
Goals To restore and preserve the natural order, keep the elemental forces of the world in check, keep civilization and the wilderness from destroying one another, and help others survive the perils of the wilderness.
The Lord's Alliance
Overview The Lords’ Alliance is a coalition of rulers from cities and towns across Faerûn (primarily in the North), who collectively agree that some solidarity is needed to keep evil at bay. The rulers of Waterdeep, Silverymoon, Neverwinter, and other free cities in the region dominate the Alliance, and every lord in the Alliance works for the fate and fortune of his or her own settlement above all others. The agents of the Alliance include sophisticated bards, zealous paladins, talented mages, and grizzled warriors. They are chosen primarily for their loyalty, and are trained in observation, stealth, innuendo, and combat. Backed by the wealthy and the privileged, they carry quality equipment (often disguised to appear common), and spellcasters tend to have a large number of scrolls with communication spells.
To seek out and destroy threats to their homelands, agents of the Lords’ Alliance must be highly trained at what they do. Few can compare to their skills in the field. They fight for the glory and the security of their people and for the lords who rule over them, and they do so with pride. However, the Lords’ Alliance can only survive if its members “play nice” with one another, which requires a certain measure of diplomacy. Rogue agents within the Lords’ Alliance are rare, but defections have been known to occur.
Beliefs 1. If civilization is to survive, all must unite against the dark forces that threaten it. 2. Glory comes from protecting one’s home and honoring its leaders. 3. The best defense is a strong offense.
Goals To ensure the safety and prosperity of the cities and other settlements of Faerûn by forming a strong coalition against the forces that threaten all, eliminate such threats by any means necessary whenever and wherever they arise, and be champions of the people.
For the actual application, here are the things I will need from you!
In-Character Name Class Race Backstory
For ability scores, you will use the dice roller. If the sum of the array is less than 72[Standard Array] you may re-roll it! If you have any questions I am here to answer.
New Information to go Here as Needed
This adventure runs from 1st level to at least 11th.
I will start accepting applications 7/4/2020, with a hard stop by 10 PM EST 7/5/2020.
(I'm interested, but what level do we have to start at?) Ability Scores: 12 11 11 14 15 13
Name: Perfir
Class: Druid
Race: Half-Elf
Backstory: Perfir has always been on a search for knowledge and justice for as long as he could remember. He found the library of his town his favorite place to be, soaking in the juicy secrets and truths hidden within the leather-binded tomes, but it wasn't enough information. Having skimmed over every book, he still wanted to soak in knowledge. He searched the library once more for something new, no luck. With nothing new found, he gave up and went home, but on his way there, he saw someone getting mugged by two orc brutes. Not sure what to do, Perfir intervenes, only to have been beaten to the ground himself.
Those events shined a light on him to pursue justice and leave his town to become a traveling sage. Eventually, he came across a member of The Harpers, who convinced him to join the faction with the promise of knowledge.
Now, he treks the lands in search of knowledge, and to help those who can't help themselves.
(I'm interested, but what level do we have to start at?) Ability Scores: 12 11 11 14 15 13
Name: Perfir
Class: Druid
Race: Half-Elf
Backstory: Perfir has always been on a search for knowledge and justice for as long as he could remember. He found the library of his town his favorite place to be, soaking in the juicy secrets and truths hidden within the leather-binded tomes, but it wasn't enough information. Having skimmed over every book, he still wanted to soak in knowledge. He searched the library once more for something new, no luck. With nothing new found, he gave up and went home, but on his way there, he saw someone getting mugged by two orc brutes. Not sure what to do, Perfir intervenes, only to have been beaten to the ground himself.
Those events shined a light on him to pursue justice and leave his town to become a traveling sage. Eventually, he came across a member of The Harpers, who convinced him to join the faction with the promise of knowledge.
Now, he treks the lands in search of knowledge, and to help those who can't help themselves.
This post has potentially manipulated dice roll results.
I'm definitely interested. Love a mix of RP and combat, so all for this!
Re-roll as last total was 60! Ability scores: 171511151416
Will check over the rolls and come up with something for you.
Name: Vom Silverbrew
Class: Rogue (looking at Inquisitive, maybe Mastermind, for archetype)
Backstory: Vom has lived his life in the courts with politicians and nobles. He is however one of the few skilled in negotiations, and was approached by the Lord's Alliance. The courts are not always the place for frontal assault, and so his roguish skills stem from this, sometimes, coercive environment. His ability to persuade and deceive has meant that his handlers have requested he look into the stirrings in the north.
Backstory Targ was once the biggest. Even among Goliaths, he was abnormally large, twice as tall as an ordinary human at his peak, he towered over all. He could do the work of two people, and did just that. He was revered by his whole tribe as the strongest around. But things began to go downhill as he aged. Once tall and broad, he began to bend and stoop. His once powerful frame shrunk and atrophied, and he became a husk of himself. Of course, he was still massive, and could crush a man's skull in his hand, given some time and a sufficiently soft skull. But the others in his tribe did not see him as strong anymore, even if he was only not abnormally strong. Once great, his reputation shriveled like a bad apple. He was no longer considered useful. So he left. Tar was once the biggest among goliaths. He could still be the biggest among others. He moved to the lands of ordinary men, and again he was the biggest. But it wasn't right for him. He didn't fit in. He realized that he didn't need to be the biggest. After all, he could never hope to be bigger than a tree, or a mountain. He left civilized lands, where he lived his life among the trees, watching them grow larger each day as he bent over further and further. He was fully prepared to die among those trees. Then the crashing began, and a man bigger than Targ ever was came hurtling through the forest, tearing up everything in his path. Targ's first though was this: What the ****, gods? I get it. I'm not the biggest. Stop rubbing it in my face. His second thought was this: I should probably go. So he went, as fast as his old legs would take him. Luckily, the giant didn't pay any attention to someone as insignificant as him, and he escaped. But that was the last straw. It didn't matter if he was big or not, that thing had pissed him off, and he was coming for it. As soon as he finds his walking stick. And his glasses, can't forget the glasses. Actually, his back is hurting today, maybe tomorrow?
So, in summary, I hope to play an abnormally large goliath who later became old and small, by which I mean the normal size for a goliath. I'm hoping to go Rune Knight, flavoring Giant Might as Targ briefly restoring himself to his former massive state.
Backstory: Growing up in a notorious Tiefling village, Kaliz lived most of her life in a world of crime and violence. She learned to kill and plunder to survive, and her village pushed her to become worse. She made a name for herself within the criminal society, calling her the "Devil's Archer", with her Tiefling heritage and mighty prowess in archery. Along the way, she learned that she was raised wrong and evil, and that she has been consenting to doing it for all her life. At that point, she discovered a village left in despair after she killed their leader during one of her jobs as a kid. Realizing that this was mainly her doing, she vows to stop doing jobs for the twisted people she worked with and ran away from her village that thrived in evil. After discovering Kaliz's betrayal, her Tiefling leader abducted her and forced her to continue doing jobs for them. Kaliz's will was strong and she continued to resist her village's attempts to coerce her to come back - not until the Tiefling leader used magic. He used different forms of spells to make her give in, but as Kaliz was of the same Tiefling descent, she continued to resist. Until at one point, Kaliz managed to break herself out of captivity, but one of the spells left her with a curse that took away part of her conscience. This left her nearly emotionless, unable to react strongly to most things, but she still had the strong notion of what is really good and still wants to redeem herself. Now she roams the land, in search of something that could fully restore her conscience and turn back the consequences of her past life while fighting back the oppressive forces of the world.
Jheraan Daardendrian’s tribe is located in the Unthangol Mountains of Tymanther. Early on the elders of her tribe picked up on her natural talent for fighting, however, Jheraan didn’t have the temperament to the life of a guardsman or a soldier. Too hotheaded, she did not hesitate to speak out against orders she didn’t agree with or conflicted with her ideals. Recognizing her desire to protect and help others, her chief suggested she might find her purpose beyond their tribal lands. He contacted his old friend; Vaquen Zenleth, in the Emerald Conclave to help guide her in finding purpose
Rollback Post to RevisionRollBack
You Keep Using That Word, I Do Not Think It Means What You Think It Means
Tordrum is the eldest son of a great family, and being raised to one day become the head of his clan. Or he was. Recent discoveries have lead him a bit astray.
See, the dwarves have a many interesting facets, and one of the recent (by dwarvish standards) is a belief that they are not only reincarnated: the souls of great dwarves are actually split in two and born to two dwarves. This is often in the form of twins, but not always.
Tordrum believes that there was another dwarf born on the same day, at the same time as he was, but to another family. He found records that could substantiate this, but there is no sign of this dwarf in the city.
Tordrum was then visited by a vision of the Wandering Dwarf god, Murthamor Duin, and questioned at length about how far he would go to find the missing half of his soul. Tordrum felt compelled to do his utmost and swore such. Murthamor instructed him to leave his clan and to prove the worth of his soul by acting for the good of others and to see the world beyond.
Tordrum awoke, and found a green cloak hanging from his bed with a clasp engraved with a boot and mace, the signs of Murthamor. That same day, Tordrum left. Some of his family understood. Many were confused, hurt, angry.
Tordrum is gone out into the world now.
(I figure we can work out his exact association with the Lord’s Alliance if you select this character)
Background: Cormac was born into a long line of clerics of Moradin and the other dwarven gods. From a young age he was taught the lessons of the history and faith of his people, spending most of his time learning scripture or the best ways to work a forge and brewery. Upon growing of age to make his own decisions, Cormac left his home of Citadel Adbar to find more knowledge.
Studious for a dwarf, Cormac headed to CandleKeep where he spent the next few years studying there to learn what he could of his God that he would not have been able to in his childhood home. Once felt that he learned enough he thanked his fellow scholars and set out to travel to the other dwarven strongholds to learn what they knew.
Along the way to Mithral Hall he was attacked by a group of orcs, only surviving due to a group of traveling paladins that aided him. Upon traveling with them for safety in numbers he learned of the Order of the Gauntlet and was offered an invitation upon the paladins discovering his clerical abilities. Seeing this as a source for good, Cormac agree to join while still continuing on his way to Mithral Hall.
Faction: Harpers Backstory: Folk Hero; It's rare to see an Aarakocra performer, their lifespan is so short that many do not pursue artistic inspiration. But not Pesvine (pess-VEEN-ay), her single minded focus is to be the greatest performer she can be. She has traveled great lengths playing in pubs and taverns trying to make a name for herself, but while the public still doesn't recognize her potential, the Harpers did. She's spent a year with them now, relaying messages around the spy network. (Going to stop here and see what the start of the adventure looks like. If I get in that is.)
Backstory: The first thing Zeno remembers was being rescued by a group of clerics after a natural disaster had recently destroyed his village. Taken in by them, he was raised in the church with the expectation that he would one day become a full-fledged member and worshiper of Silvanus. Though grateful for all they had done for him since he was saved, Zeno felt a restlessness inside him telling him that he was not meant to spend his life there and when he was old enough, he left to explore the world and find his place in it. While traveling through the High Forest, Zeno's destiny became clear to him when he saw a group of hunters desecrating the ancient forest. Charging in to stop them, though greatly outnumbered, he somehow managed to hold them off just long enough for members of the Emerald Enclave to arrive to defeat them as well as rescue Zeno before his untimely death. Once he had recovered, Zeno joined their ranks and began his new life as a defender of Nature and the natural order of the world.
This post has potentially manipulated dice roll results.
I am very interested. I have played a few times and I have started to run a couple games with my family, as I haven't the means to meet in a voice group or in person. I hope to have the opportunity to play a more full game, rather than snipets her and there.
Ability Scores: 1412612129
Reroll: 17101614119
Name: Solathiel (Sol for short - pron. soul)
Wood Elf Ranger
Backstory: Exiled from her homeland, a serene forest in the south since affected by ambition and evil, she lives a namadic lifestyle roaming the land searching for opportunities to right her wrongs. She is no stranger to the savageness of the Wildlands, and needed to adapt to survive. She is driven by a need for redemption, and thus jumps to the aid of those in need. At every opportunity she hopes that she pass on her knowledge of the land to those who need it.
She was approached by a member of the Emerald Enclave after a harrowing mission protecting a small community from the monstrous threats emerging from surrounding forests. For the first time since her exile, Sol has found a sense of belonging. People recognize her worth and potential, but can she learn to trust herself again? Can she regain the trust of her people? Only time can tell. For now, she will continue to uphold the ideals of the Enclave, completing the odd job in the smaller communities, and expanding into the greater expanses of Faerun.
In-Character Name: Geoffrey Brundor Class: Cleric Race: Human Backstory (underneath the basics, will be fleshed out more):
Geoffrey grew up as a orphan at the orphanage after his parents and brother got killed in a attack on his village. To young to remember the attack, the attack itself was famous enough to carry a certain stigma with it. It pushed Geoffrey while growing up in never letting anyone around him to get hurt anymore. He needed to protect people but being alone growing up was also a hardship on its own. But then he found out about the order of the gauntlet and pushed himself harder to join there organisation.
When the application was there, at the age of 15 and while he was tested something happened, something broke him when a small kid got injured so bad he wouldn't make it. Geoffrey sat sobbing next to the kid and while someone tried to take the kid away Geoffrey had an outburst. White light followed, blinding everyone around and when the light was gone the small kid stood there, no injury found on him.
Geoffrey was accepted into the order and 4 years later he was trained as a Cleric, he had the ability to heal, to fight and protect other people. He never found out what happened at the age of 15 but he made it his goal to support the order where he could, help people where he could and find out how far the depths of his power would reach!
Abilities: 0, 0, 0, 0, 0, 0
Ok so i picked the wrong dice: Here the good roles;
13; 13; 13; 15; 7; 10
So because the rolls up there are less than what you said;
I am interested, heading to work will edit with more info.
Ability Score:101716141715
Reroll: 101115121611
Name: Doon-Rok
Race: Goliath
Class: Monk (Open Hand)
Organization: Harper
Backstory: Doon, was strong but he always felt a certain compassion towards non Goliaths. Because of this he was always ridiculed for being weak. One day while hunting he spotted a human monk lost in the tundra. Doon had saved the monk, grateful the monk had taught Doon how to harness his Ki into power. When his tribe had found out he saved a human, he was banished. Free from his Obligations Doon-Rok has set out for self discover and see the world. On his journey He had found that monk again, hearing Doon's story the monk had decided to take Doon as his apprentice. That's when Doon found out the Monk was actually a agent of the Harper organization tasked with helping the weak and oppressed. Doon humbly accepted the monks teachings and set out on a journey of enlightenment.
Hello, and welcome to Storm King's Thunder, an adventure to take you through the dangerous wilds of the North! I'm looking for four to five players who enjoy roleplaying at least as much as combat, favoring PC to PC interactions. As part of your backstory, I will also ask that you please attach your character to one of the factions described below:
Overview
The Harpers is an old organization that has risen, been shattered, and risen again several times. Its longevity and resilience are largely due to its decentralized, grassroots, secretive nature, and the near-autonomy of many of its members. The Harpers have “cells” and lone operatives throughout Faerûn, although they interact and share information with one another from time to time as needs warrant. The Harpers' ideology is noble, and its members pride themselves on their integrity and incorruptibility. Harpers do not seek power or glory, only fair and equal treatment for all.
Harper agents are trained to act alone and depend on their own resources. When they get into scrapes, they don’t count on their fellow Harpers to rescue them. Nevertheless, Harpers are dedicated to helping one another in times of need, and friendships between Harpers are nigh unbreakable. Masterful spies and infiltrators, they use various guises and secret identities to form relationships, cultivate their information networks, and manipulate others into doing what needs to be done. Although most Harpers prefer to operate in the shadows, there are exceptions.
Beliefs
1. One can never have too much information.
2. Too much power leads to corruption.
3. No one should be powerless.
Goals
To gather information throughout Faerûn, discern the political dynamics within each region or realm, and promote fairness and equality by covert means. Act openly as a last resort. Thwart tyrants and any leader, government, or group that grows too powerful, and aid the weak, the poor, and the oppressed.
Overview
Many paladins and clerics of Tyr, Helm, Torm, and Hoar have joined the organization, seeing it as—finally!—a way of making common cause against the evils abroad in the world. The Order of the Gauntlet is ready to lash out the moment evil acts, and not a moment before. When evil breaks laws, agreements, or commonly accepted codes of conduct, the Gauntlet strikes hard and fast, without waiting for the blessings of distant temples or the permission of rulers. Evil must be met in the field and smashed, or it will swiftly overcome all.
The Order of the Gauntlet is a dedicated, tightly knit group of like-minded individuals driven by religious zeal or a finely honed sense of justice. Friendship and camaraderie are important to members of the Order of the Gauntlet, and they share a trust and a bond normally reserved for siblings. Like highly motivated soldiers, members of the Order of the Gauntlet seek to become the best at what they do and look forward to testing their mettle. There are few, if any, “lone wolves” in this organization.
Beliefs
1. Faith is the greatest weapon against evil—faith in one’s god, one’s friends, and one’s self.
2. Battling evil is an extraordinary task that requires extraordinary strength and bravery.
3. Punishing an evil act is just. Punishing an evil thought is not.
Goals
To be armed, vigilant, and ready to smite evil, enforce justice, and enact retribution. This means identifying evil threats such as secretive power groups and inherently evil creatures, watching over them, and being ready to attack the moment they misbehave. (These are always retributive strikes, never preemptive.)
Overview
The Emerald Enclave is a far-ranging group that opposes threats to the natural world and helps others survive the many perils of the wild. A ranger might be hired to lead a caravan through a treacherous mountain pass or the frozen tundra of Icewind Dale. A druid might volunteer to help a small village prepare for a long, brutal winter. Barbarians and witches who live like hermits most of the year might defend a town against marauding orcs or barbarians. Members of the Emerald Enclave know how to survive, and more importantly, they want to help others do the same. They are not opposed to civilization or progress, but they strive to prevent civilization and the wilderness from destroying one another.
Members of the Emerald Enclave are spread far and wide, and usually operate in isolation. They learn to depend on themselves more than others. Survival in a harsh world also demands great fortitude and mastery of certain fighting and survival skills. Members of the Enclave who dedicate themselves to helping others survive the perils of the wilderness are more social than others who are charged with defending sacred glades and preserving the natural balance.
Beliefs
1. The natural order must be respected and preserved.
2. Forces that seek to upset the natural balance must be destroyed.
3. The wilderness can be harsh. Not everyone can survive in it without assistance.
Goals
To restore and preserve the natural order, keep the elemental forces of the world in check, keep civilization and the wilderness from destroying one another, and help others survive the perils of the wilderness.
Overview
The Lords’ Alliance is a coalition of rulers from cities and towns across Faerûn (primarily in the North), who collectively agree that some solidarity is needed to keep evil at bay. The rulers of Waterdeep, Silverymoon, Neverwinter, and other free cities in the region dominate the Alliance, and every lord in the Alliance works for the fate and fortune of his or her own settlement above all others. The agents of the Alliance include sophisticated bards, zealous paladins, talented mages, and grizzled warriors. They are chosen primarily for their loyalty, and are trained in observation, stealth, innuendo, and combat. Backed by the wealthy and the privileged, they carry quality equipment (often disguised to appear common), and spellcasters tend to have a large number of scrolls with communication spells.
To seek out and destroy threats to their homelands, agents of the Lords’ Alliance must be highly trained at what they do. Few can compare to their skills in the field. They fight for the glory and the security of their people and for the lords who rule over them, and they do so with pride. However, the Lords’ Alliance can only survive if its members “play nice” with one another, which requires a certain measure of diplomacy. Rogue agents within the Lords’ Alliance are rare, but defections have been known to occur.
Beliefs
1. If civilization is to survive, all must unite against the dark forces that threaten it.
2. Glory comes from protecting one’s home and honoring its leaders.
3. The best defense is a strong offense.
Goals
To ensure the safety and prosperity of the cities and other settlements of Faerûn by forming a strong coalition against the forces that threaten all, eliminate such threats by any means necessary whenever and wherever they arise, and be champions of the people.
For the actual application, here are the things I will need from you!
In-Character Name
Class
Race
Backstory
For ability scores, you will use the dice roller. If the sum of the array is less than 72[Standard Array] you may re-roll it! If you have any questions I am here to answer.
New Information to go Here as Needed
(I'm interested, but what level do we have to start at?)
Ability Scores: 12 11 11 14 15 13
Name: Perfir
Class: Druid
Race: Half-Elf
Backstory: Perfir has always been on a search for knowledge and justice for as long as he could remember. He found the library of his town his favorite place to be, soaking in the juicy secrets and truths hidden within the leather-binded tomes, but it wasn't enough information. Having skimmed over every book, he still wanted to soak in knowledge. He searched the library once more for something new, no luck. With nothing new found, he gave up and went home, but on his way there, he saw someone getting mugged by two orc brutes. Not sure what to do, Perfir intervenes, only to have been beaten to the ground himself.
Those events shined a light on him to pursue justice and leave his town to become a traveling sage. Eventually, he came across a member of The Harpers, who convinced him to join the faction with the promise of knowledge.
Now, he treks the lands in search of knowledge, and to help those who can't help themselves.
1st level!
Sending PM
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
I'm definitely interested. Love a mix of RP and combat, so all for this!
Re-roll as last total was 60!
Ability scores: 17 15 11 15 14 16
Will check over the rolls and come up with something for you.
Name: Vom Silverbrew
Class: Rogue (looking at Inquisitive, maybe Mastermind, for archetype)
Backstory: Vom has lived his life in the courts with politicians and nobles. He is however one of the few skilled in negotiations, and was approached by the Lord's Alliance. The courts are not always the place for frontal assault, and so his roguish skills stem from this, sometimes, coercive environment. His ability to persuade and deceive has meant that his handlers have requested he look into the stirrings in the north.
Character Sheet: https://ddb.ac/characters/31403384/k6SZ4s
Name Targ "Tallpeak" Unclanned
Class Fighter
Race Goliath
Faction Emerald Enclave
Backstory Targ was once the biggest. Even among Goliaths, he was abnormally large, twice as tall as an ordinary human at his peak, he towered over all. He could do the work of two people, and did just that. He was revered by his whole tribe as the strongest around. But things began to go downhill as he aged. Once tall and broad, he began to bend and stoop. His once powerful frame shrunk and atrophied, and he became a husk of himself. Of course, he was still massive, and could crush a man's skull in his hand, given some time and a sufficiently soft skull. But the others in his tribe did not see him as strong anymore, even if he was only not abnormally strong. Once great, his reputation shriveled like a bad apple. He was no longer considered useful. So he left. Tar was once the biggest among goliaths. He could still be the biggest among others. He moved to the lands of ordinary men, and again he was the biggest. But it wasn't right for him. He didn't fit in. He realized that he didn't need to be the biggest. After all, he could never hope to be bigger than a tree, or a mountain. He left civilized lands, where he lived his life among the trees, watching them grow larger each day as he bent over further and further. He was fully prepared to die among those trees. Then the crashing began, and a man bigger than Targ ever was came hurtling through the forest, tearing up everything in his path. Targ's first though was this: What the ****, gods? I get it. I'm not the biggest. Stop rubbing it in my face. His second thought was this: I should probably go. So he went, as fast as his old legs would take him. Luckily, the giant didn't pay any attention to someone as insignificant as him, and he escaped. But that was the last straw. It didn't matter if he was big or not, that thing had pissed him off, and he was coming for it. As soon as he finds his walking stick. And his glasses, can't forget the glasses. Actually, his back is hurting today, maybe tomorrow?
So, in summary, I hope to play an abnormally large goliath who later became old and small, by which I mean the normal size for a goliath. I'm hoping to go Rune Knight, flavoring Giant Might as Targ briefly restoring himself to his former massive state.
Oh yeah I'm dumb Ability scores: 12 14 12 9 11 12
"Ignorance is bliss, and you look absolutely miserable."
Hello! I'd love to join :D
Ability Scores: 8 18 15 14 15 13
Name: Kaliz
Class: Ranger
Race: Tiefling
Backstory: Growing up in a notorious Tiefling village, Kaliz lived most of her life in a world of crime and violence. She learned to kill and plunder to survive, and her village pushed her to become worse. She made a name for herself within the criminal society, calling her the "Devil's Archer", with her Tiefling heritage and mighty prowess in archery. Along the way, she learned that she was raised wrong and evil, and that she has been consenting to doing it for all her life. At that point, she discovered a village left in despair after she killed their leader during one of her jobs as a kid. Realizing that this was mainly her doing, she vows to stop doing jobs for the twisted people she worked with and ran away from her village that thrived in evil. After discovering Kaliz's betrayal, her Tiefling leader abducted her and forced her to continue doing jobs for them. Kaliz's will was strong and she continued to resist her village's attempts to coerce her to come back - not until the Tiefling leader used magic. He used different forms of spells to make her give in, but as Kaliz was of the same Tiefling descent, she continued to resist. Until at one point, Kaliz managed to break herself out of captivity, but one of the spells left her with a curse that took away part of her conscience. This left her nearly emotionless, unable to react strongly to most things, but she still had the strong notion of what is really good and still wants to redeem herself. Now she roams the land, in search of something that could fully restore her conscience and turn back the consequences of her past life while fighting back the oppressive forces of the world.
Faction: Emerald Enclave
Ability scores: 6 16 9 10 14 15
In-Character Name: Jheraan Daardendarian
Class: Barbarian
Race: Dragonborn (Bronze)
Faction: The Emerald Enclave
Backstory:
Jheraan Daardendrian’s tribe is located in the Unthangol Mountains of Tymanther. Early on the elders of her tribe picked up on her natural talent for fighting, however, Jheraan didn’t have the temperament to the life of a guardsman or a soldier. Too hotheaded, she did not hesitate to speak out against orders she didn’t agree with or conflicted with her ideals. Recognizing her desire to protect and help others, her chief suggested she might find her purpose beyond their tribal lands. He contacted his old friend; Vaquen Zenleth, in the Emerald Conclave to help guide her in finding purpose
You Keep Using That Word, I Do Not Think It Means What You Think It Means
Ability scores: 16 15 13 14 14 12
Tordrum Durthain
Hill Dwarf
Paladin (devotion)
Noble - the Lord’s Alliance
Tordrum is the eldest son of a great family, and being raised to one day become the head of his clan. Or he was. Recent discoveries have lead him a bit astray.
See, the dwarves have a many interesting facets, and one of the recent (by dwarvish standards) is a belief that they are not only reincarnated: the souls of great dwarves are actually split in two and born to two dwarves. This is often in the form of twins, but not always.
Tordrum believes that there was another dwarf born on the same day, at the same time as he was, but to another family. He found records that could substantiate this, but there is no sign of this dwarf in the city.
Tordrum was then visited by a vision of the Wandering Dwarf god, Murthamor Duin, and questioned at length about how far he would go to find the missing half of his soul. Tordrum felt compelled to do his utmost and swore such. Murthamor instructed him to leave his clan and to prove the worth of his soul by acting for the good of others and to see the world beyond.
Tordrum awoke, and found a green cloak hanging from his bed with a clasp engraved with a boot and mace, the signs of Murthamor. That same day, Tordrum left. Some of his family understood. Many were confused, hurt, angry.
Tordrum is gone out into the world now.
(I figure we can work out his exact association with the Lord’s Alliance if you select this character)
https://www.dndbeyond.com/profile/nschrock/characters/31409909
Paladin - warforged - orange
Ability scores: 12 12 13 14 8 14
Name: Cormac Alehammer
Race: Hill Dwarf
Class: Cleric Forge Domain
Background: Cormac was born into a long line of clerics of Moradin and the other dwarven gods. From a young age he was taught the lessons of the history and faith of his people, spending most of his time learning scripture or the best ways to work a forge and brewery. Upon growing of age to make his own decisions, Cormac left his home of Citadel Adbar to find more knowledge.
Studious for a dwarf, Cormac headed to CandleKeep where he spent the next few years studying there to learn what he could of his God that he would not have been able to in his childhood home. Once felt that he learned enough he thanked his fellow scholars and set out to travel to the other dwarven strongholds to learn what they knew.
Along the way to Mithral Hall he was attacked by a group of orcs, only surviving due to a group of traveling paladins that aided him. Upon traveling with them for safety in numbers he learned of the Order of the Gauntlet and was offered an invitation upon the paladins discovering his clerical abilities. Seeing this as a source for good, Cormac agree to join while still continuing on his way to Mithral Hall.
PM sent (Human/Cleric/Harper)
Ability scores: 11 17 9 16 12 9
In-Character Name: Pesvine
Class: Bard
Race: Aarakocra
Faction: Harpers
Backstory: Folk Hero; It's rare to see an Aarakocra performer, their lifespan is so short that many do not pursue artistic inspiration. But not Pesvine (pess-VEEN-ay), her single minded focus is to be the greatest performer she can be. She has traveled great lengths playing in pubs and taverns trying to make a name for herself, but while the public still doesn't recognize her potential, the Harpers did. She's spent a year with them now, relaying messages around the spy network. (Going to stop here and see what the start of the adventure looks like. If I get in that is.)
https://ddb.ac/characters/31412541/m0wKml
Ability Scores: Ability scores: 10 13 14 14 15 9
Name: Zeno Stormborn
Class: Cleric/ Sorcerer
Race: Half-Elf
Faction: Emerald Enclave
Backstory: The first thing Zeno remembers was being rescued by a group of clerics after a natural disaster had recently destroyed his village. Taken in by them, he was raised in the church with the expectation that he would one day become a full-fledged member and worshiper of Silvanus. Though grateful for all they had done for him since he was saved, Zeno felt a restlessness inside him telling him that he was not meant to spend his life there and when he was old enough, he left to explore the world and find his place in it. While traveling through the High Forest, Zeno's destiny became clear to him when he saw a group of hunters desecrating the ancient forest. Charging in to stop them, though greatly outnumbered, he somehow managed to hold them off just long enough for members of the Emerald Enclave to arrive to defeat them as well as rescue Zeno before his untimely death. Once he had recovered, Zeno joined their ranks and began his new life as a defender of Nature and the natural order of the world.
Zoldier’s Curse of the Crimson Throne: DM/ Redii || Zoldier's Strange Aeon's: DM
I am interested, heading to work will edit with more info.
Felix Windfall(Human-V Lv.7 Rogue) killed in ToA, Vallan Houndstrider (Halfling Ghostwise Lv.1 Fighter) in DiAI am very interested. I have played a few times and I have started to run a couple games with my family, as I haven't the means to meet in a voice group or in person. I hope to have the opportunity to play a more full game, rather than snipets her and there.
Ability Scores: 14 12 6 12 12 9
Reroll: 17 10 16 14 11 9
Name: Solathiel (Sol for short - pron. soul)
Wood Elf Ranger
Backstory: Exiled from her homeland, a serene forest in the south since affected by ambition and evil, she lives a namadic lifestyle roaming the land searching for opportunities to right her wrongs. She is no stranger to the savageness of the Wildlands, and needed to adapt to survive. She is driven by a need for redemption, and thus jumps to the aid of those in need. At every opportunity she hopes that she pass on her knowledge of the land to those who need it.
She was approached by a member of the Emerald Enclave after a harrowing mission protecting a small community from the monstrous threats emerging from surrounding forests. For the first time since her exile, Sol has found a sense of belonging. People recognize her worth and potential, but can she learn to trust herself again? Can she regain the trust of her people? Only time can tell. For now, she will continue to uphold the ideals of the Enclave, completing the odd job in the smaller communities, and expanding into the greater expanses of Faerun.
https://ddb.ac/characters/31311232/vnqPXV
In-Character Name: Geoffrey Brundor
Class: Cleric
Race: Human
Backstory (underneath the basics, will be fleshed out more):
Geoffrey grew up as a orphan at the orphanage after his parents and brother got killed in a attack on his village. To young to remember the attack, the attack itself was famous enough to carry a certain stigma with it. It pushed Geoffrey while growing up in never letting anyone around him to get hurt anymore. He needed to protect people but being alone growing up was also a hardship on its own. But then he found out about the order of the gauntlet and pushed himself harder to join there organisation.
When the application was there, at the age of 15 and while he was tested something happened, something broke him when a small kid got injured so bad he wouldn't make it. Geoffrey sat sobbing next to the kid and while someone tried to take the kid away Geoffrey had an outburst. White light followed, blinding everyone around and when the light was gone the small kid stood there, no injury found on him.
Geoffrey was accepted into the order and 4 years later he was trained as a Cleric, he had the ability to heal, to fight and protect other people. He never found out what happened at the age of 15 but he made it his goal to support the order where he could, help people where he could and find out how far the depths of his power would reach!
Abilities: 0, 0, 0, 0, 0, 0
Ok so i picked the wrong dice: Here the good roles;
13; 13; 13; 15; 7; 10
So because the rolls up there are less than what you said;
16; 6; 16; 16; 12; 11
The dice roller has convinced me to withdraw, good luck!
Ability Score:
10 17 16 14 17 15Reroll: 10 11 15 12 16 11
Name: Doon-Rok
Race: Goliath
Class: Monk (Open Hand)
Organization: Harper
Backstory: Doon, was strong but he always felt a certain compassion towards non Goliaths. Because of this he was always ridiculed for being weak. One day while hunting he spotted a human monk lost in the tundra. Doon had saved the monk, grateful the monk had taught Doon how to harness his Ki into power. When his tribe had found out he saved a human, he was banished. Free from his Obligations Doon-Rok has set out for self discover and see the world. On his journey He had found that monk again, hearing Doon's story the monk had decided to take Doon as his apprentice. That's when Doon found out the Monk was actually a agent of the Harper organization tasked with helping the weak and oppressed. Doon humbly accepted the monks teachings and set out on a journey of enlightenment.
Felix Windfall(Human-V Lv.7 Rogue) killed in ToA, Vallan Houndstrider (Halfling Ghostwise Lv.1 Fighter) in DiAStill recruiting? If so
15; 14; 12; 12; 12; 11
14; 13; 14; 16; 11; 11
10; 10; 14; 17; 11; 11
im still thinking of a character, probably a ranger or paladin (I re rolled, I had really bad stats