Thanks for all the interest. For the time being, player enrollment is closed. The group split (2x parties of 5) is as below based on the adventurers registered with the harbormaster:
Group 1 (this forum)
Snigbovlin - Gnome Artificer
Lattimer the Penitent - Human Monk
Wyldfyre - Human Sorcerer
Carric Galanodel - Elf Wizard
Natton Bventum - Human(ish) Bard
The campaign: This will be a home-brew campaign based in Greyhawk lore. It is similar to one I have designed for in-person play. Any official rulebook that is not campaign specific (e.g. Neverwinter, Eberron, etc.) will be usable. I will provide a full in-game synopsis shortly, but the basic concept is that the adventurers are being hired to explore, maintain, and wrangle a newly founded continent that is far from the mainland. Supplies are limited, threats are high, and the population is sparse.
My Gaming Rules: I try not to restrict my players too much, but I do have some house rules.
1st - be kind to your DM and to your fellow players. Keep out of game conflicts away from the table (this includes real world politics, religion, etc.). I'm here to game, not parent. The party is expected to work together, though their motivations might be different, and I expect the players to be the same way.
2nd - My campaigns involve no sex, no hard drugs, and no hardcore evil characters (see the 1st rule). Keep swearing to a minimum (in-character has some leeway, but don't go overboard).
3rd - I want to have things roll at a regular pace, but my life is busy and I know other people are busy as well. It would be good to have posts in by around 9:00pm MST (That's Alberta time) so I can have an overview on what each player is doing. This is flexible based on the players schedules and what is going on in-game.
4th - During important action events (e.g. combat), I would ask each person to submit to me what they would like their character to do in that round and an initiative roll (rolling every round and submitting the action by 9:00pm). Then, I will compile the player actions and npc actions to determine how things will play out and post a summary of what happens. I try to work things into my players' favor if there is a conflict, and if that doesn't work I try to go based on what tells the best story. Of course, talking to each other can continue to happen, as I consider that a free action if players want to discuss strategy.
5th - Since there is less time constraint than an in-person game, I would love to see lots of RP elements come into play. My goal as a DM is to tell a compelling story for my players. The more information I have about what a character is doing, what they look like, any quirks or habits they have, the more I can integrate that into my storytelling. (E.g. posts like "Amerius has a high Strength score and low intelligence score" are okay, and I can work with that, but "Amerius has a tendency to flex his bulging muscles whenever he can but couldn't work his way out of a paper bag" gives more to work with and really tells your characters story)
6th - Roll 4d6 drop lowest for stats is the preferred method, though I allow point-buy (the total should be between 72 and 96). Starting equipment is based on items purchased with rolling for your classes gold allotment. You keep the extra equipment (but not the gold) that comes as part of your background on top of that.
I am open to new and experienced players alike. Any official character class that is medieval fantasy in origin (basically no gunsmiths) and any non-monster race is allowed in my games. I love feedback and player input into the game, so if there is something you want to try that is within the scope of the world, let me know (in the past I've had games where players get extra feats with limited power, characters who specialize in herbalism and potion crafting, and more).
A chill sea breeze cuts through the morning fog. You find yourself standing in front of an old wooden storage house on the docks of Dawnwater. A flyer is crumpled in your hand. Ahead, you read the sign beside the door to the building.
(Common) "Harbormaster - Now accepting applications for adventurers to Aikrela"
You check the writing on the paper in your hand. It's the right location. Moving forward, you push open the door and step inside. A bell rings above your head as the door swings past it. The smell of musk and wood rot fills your nostrils. In the back areas of the storage house, a pair of brawny men, one Human and one Half-Orc, are moving crates recently pulled off one of the landed cargo ships. In front of you is a narrow desk made of dark oak with a stack of papers on one corner. Behind it sits a large Human man, thinning brown hair drooping over his shoulders, scars covering most of the left side of his face.
He gestures at you to come over. "Name for the registration?" he asks in a gruff voice, dipping a feather quill with his right hand into a bottle of ink on the desk as he slides one of the many sheets off the stack of papers. "I assume you've come for the job? Gonna need a summary of your skills and experience too."
You give one more look at the flyer in your hand. (Written in Common)
Adventurers Wanted
Come join Lord Pickering to venture into the unknown and help tame a new land with sights unseen.
All eligible adventurers will be fairly compensated by coin. As well, room and board in the town of Carlisle will be readily made available.
See the Harbormaster to book passage. Upon arrival, present yourself to the Knight Marshal, Dieter Tatham.
*Guarantee of life not available. The lands are greatly unknown and danger will be ever present.
Written around the sides of the advertisement are tags such as "Vast Riches", "Unexplored Lands", "Exotic Creatures", and "Hidden Treasures".
A mousy-haired woman with spectacles and wearing a set of scribes robes walks over and takes a look at the notice in her hand. Her hands are splotched with ink, as are her robes.
"Name?" She asks the scarred man behind the desk. "Well... My name is Hellena... Hellena Graymantle..." She holds up the paper in one hand, while tucking some of her mousy hair behind an ear. "I'm looking to, well, to be an adventurer you see..." She holds the flier up higher. Then lowers it again. "You see I'm a wizard, or at least I will one day be a wizard, right now I am just an apprentice..." She glances to the flier in her hand. "But I have the training, I just need the experience to become better." She glances to the scarred man, thinking he is probably not the type to take pity on someone like herself. "Can I put my name down anyway?"
Name: Helena Graymantle Class: Wizard (order of scribes) Race: Variant Human Background: Sage
(( Not sure if this is first come, first serve, but I'll post just in case. My character is a Changeling Bard, College of Whispers. If this is first come, first serve, then read the spoiler below))
Natton follows the women into the building by the docks. His many personas clamor for control as they feel they should be in charge in such a perilous time, but Natton shakes his head to himself. Natton knows he is the persona most capable under pressure. With some difficulty, he calms the other personas and established full control of his body. He patiently waits for the woman ahead of him to finish talking. As he does, some more of his cautious personalities warn him to keep an eye out for the man from before. He does so, casting an eye about the room, watching the shadows.
When it is his turn to speak, he clears his deep voice and says, "I'm here for that job opportunity." He gently waves the other in his hand. " My name is... Natton Bventum." He had almost said Charles Barrowd, one of his forceful personalities. With a mental snarl, he forces Charles back into his subconsciousness. That one was going to be a problem. Giving his head a slight shake to clear his mind of distractions, he says, "I am a bard. I've been travelling the countryside of late, playing for a living. It hasn't given me mush money, so I'm looking for a new job." He gives a full chuckle at this before continuing. "I know a bit of magic that is helpful in a pinch. If you want to hear my talents, I can play a bit." With that he remove the lute from his shoulders and holds it. He doesn't play until given a go ahead.
He appears to be a middle age human man who seems to going on a rough time concerning coin. He stands nearly 6'4" and is solidly built for his age. His skin is tough and worn by the sun and weather. Smile lines spread around his eyes, and he gives smiles often. His brown hair has heavy graying along the sides, but is full and thick. A thick brown beard with streams of gray running through it reaches to his mid chest. His grayish blue eyes are kind and sparkle with humor. His clothing is simple, but frayed. He wears a dull green shirt with a brown sheepskin vest over it for warmth. His pants are also brown and extend halfway down his legs before ending in tatters. He wears simple boots that are scuffed and worn by use and travel. He carries a large satchel on his back stuffed with everything he owns. Unlike the rest of his equipment, the lute he holds is clean well kept. A fresh cost of varnish causes of to catch light from the light sources around him.
Here is the backstory if anyone is interested.
Name: It's complicated, but his current name when the party meets him will be Natton Bventun ( his true name is Zed Yvintri) Race | Class: Changeling, Bard: College of Whispers Background: Criminal Alignment: It's also a bit complicated, but it is currently CG (true is NG) Backstory: Zed was born as a human in the desert country of (Insert appropriate name). When he was three, a famine struck the land that lasted for nearly 5 years. When he was four, both of his parents died of starvation. They would feed Zed rather than eat themselves. A local gang of street kids took him in when they found him wandering around. They taught him how to steal to survive. He picked it up rather quickly and was soon helping them conduct their grand "heists" that often involved stealing food from vendors when their backs were turned. Zed had a talent for being sneaky and a knack for evading capture. During one of their heists, a member of a crime guild was how talented he was. Impressed by now much potential he had, he kidnapped Zed in the night and spirited him away to the crime guild's headquarters. There, he learned the more refined ways of stealing. He was taught how to target higher marks than food. The crime guild quickly became his new "family."
Years later when he was 18, the guild assigned him to be part of a mission to steal a large, pure diamond. He succeeded with great success. The guild leader was impressed. As Zed's reward, the leader gave him to the guild wizards for a set of magical 'enhancements.' Not knowing what was going on, Zed stayed confident that he would be fine and even better than before when the wizards were done with him. The wizards gently put him to sleep and then began their grisly work.
When he awoke, all he knew was pain. Endless torment greeted him as soon as he awoke. He was no longer human. He was a transparent mass of ooze and muscle. The pain shattered his psyche leaving him insane. One day, the wizards brought in a man who double-crossed the guild. The mages killed the man in front of what once was Zed. Zed felt the other man's spirit drift away, and he seized it. As soon as he did, the ooze transformed into a replica of that man. The pain disappeared when he assumed the dead man's form. He was a perfect replica, and fragments of that soul became locked away in Zed. He could draw upon memories of those he absorbed, making him able to become the perfect spy. The mages were pleased that their experiments worked. They brought in hundreds of others and killed them near him. Every time, he would absorb portions of those souls as they passed on and gained the ability to become them. The mages put mental shackles on Zed so he would do their bidding.
He soon was sent out on special missions as part of a team. His team would capture an important target, kill them near Zed, and Zed would become them. He would then infiltrate and complete the mission appointed to him. He couldn't resist due to magical compulsions. He became the guild's secret weapon.
Having hundreds upon hundreds of souls in one body was bound to have consequences. When he would absorb a soul, he would absorb their personality, their wants, their desires. Whenever he would shift into one of them, he would literally become them for a while, but he was trained to control their psyche. Having just a handful of souls was difficult, but thousands was too much. He would lose his true identity piece by piece when someone else was absorbed by him.
One on of his missions, he finally cracked under the pressure. All of those souls bottles inside of him shattered the magical bonds binding him. They all sought to control his body, their body, all at once. This happened while at a Noble's party at a mansion overlooking the ocean. He had taken the form of a noblewomen just hours before. His goal was to assassinate one of the nobles at the party. When he broke down, he went into a murderous frenzy and slayed several guards and nobles before finally throwing himself out a window and into the ocean hundreds of feet below. As he struck the ocean, Zed was lost in a whirlwind of tattered souls. Zed's persona was ripped into thousands of pieces and was lost. A new creature was born.
He awoke on a passenger boat setting sail towards land. A fisherman had dragged him out of the water late last night. What once was Zed was confused with a sense of being lost. Who was he? He was thousands of people all at once, yet he was no one. Which persona should be become? Who was the true him?
He arrive at the continent in a coastal town. Not knowing what to do, he shifted into a child beggar and lived in the streets. A few weeks later, a wandering bard of the name Sergei Willem passed through the area and took pity on him. The bard took the child in and taught him the ways of the bard. The child and his other fragments of people fell in love with music. Music soothed them and made them feel better.
In a different city on a cold night, Sergei was slain by a member of the crime guild in front of the child. The guild was seeking what was Zed to take him back. They saw the child with the bard, and recognized the child. They kill Sergei in front of him to test to see if the child was what once was called Zed. It absorbed and transformed into Sergei. It fled from the guild member and disappeared in the night.
Once out of sight, he transformed into a human man. This person he became was the form he often chose when he was frightened. This form was calm, courageous, and happy. He used this form as a lie to trick himself into calming down. The next morning, he knew he had to find allies or gain power. He knew a bit of magic from his other forms, and he knew he must grow that ability to protect himself. He found a flyer with information on getting a job. What interested him the most was where it said he could travel to a new land. He decided to apply so he could put some distance between him and his unknown hunters.
He tries to keep his abilities secret to avoid being noticed by agents of the guild. He has a feeling he wasn't always like this. While he now doesn't personally know the guild, he knows people are after him.What is now called Natton but once was Zed seeks companions to help protect him. But above all, he wants true friends. He wants to do find out what he is and why he is the way he is. Who is he?
((That's probably a bit confusing, but it's pretty much a magical and severe case of multiple personality disorder.))
I sent a PM a few minutes ago... but just in case I'll post here.
Character Concepts:
Dervus Draconis - Dragonborn Ranger (Drakewarden) - Dragon with a dragon pet... Basically loves all things dragon and enjoys tracking down dragons for the fun of it. Claims to have met hundreds of dragons but really has only ever met one (his mom).
Thynethos Fallenan - Fallen Aasimar Barbarian (Zealot) - Furious with his family for banishing him from the celestial plane (he was sent to the material plane on a holy mission), he turned against his family and let his inner rage consume him, but is now looking desperately for any way back to his home and parents.
Backstory can be adapted based on specifics from the setting!
A short tabaxi holding a quarterstaff and wearing a dark cloak steps up to the harbormaster and says "I'm here for the position to explore Aikrela. My name is Flumfurkim Grigbun Crinquer. I've training in combat and exploration. I am able to serve as a scout, and, have the ability to easily climb trees to check out the terrain ahead."
A figure of small stature wheezes his way to the desk, lugging more items than seems wise for a long journey, though he seems quite used to handling their bulk. His smile fades and he frowns at the question from the man behind the desk.
“My name you say? My name! Well, that would be Snigbovlin, lately artificer to the family Balzimian” he stands a little taller, and nods to himself, “Yes, that should be enough. Snigbovlin. Artificer. Seeker of hidden secrets...well, knowledge, hidden knowledge...secrets are of course mostly hidden.”
The smile reappears on his face as he rearranges his gear then glances around the room curiously. After a time he realizes that the man seems to be waiting for something.
“Is there anything else young man? Registration, you say? You mean this piece of paper?”
He hands over the piece of paper. Paper. Paper. Maps! Don't forget the maps! They'll like that, he thinks. Thank the gods I didn't say that out loud. Did I? No, no I didn't.
Seemingly quite please with something, he focuses his attention firmly on the man behind the desk again, "Did I mention I am a skilled mapmaker?" he asks.
Name? My name surely you have heard of the great Bard Malalath Norcyne! He says with a flourish and a bow and continues. I have come to write epic story's and songs of this new and unknown lands.
"My name is Carric Galanodel" the Elf gives a quick bow, his neck length copper hair parting to reveal exceptionally long, pointed ears "I'm a fledging wizard, an apprentice on the famed forms of blade singing, and adventurer by nature, blessed with an insatiable wanderlust. As for experience I have travelled far and wide, seen a great many land, and I still crave to see more. And when all else fails", Carric pats a rapier on his hip, "I'm fairly helpful in a fight". The Elf doesn't seem to give off any sense of smugness, but instead shows an amount of pride in himself. He wears well made travelling clothes with plenty of replacement patches sown on here and there. there's an equally weathered pack on his back that seems to be rather full, as if the elf was carrying all he owns on his back. He never seems to look at anyone for too long, and between that and his hair it's pretty difficult to get a proper look at his face, making it even harder to notice his almost abnormally sharp features.
Name: Carric Galanodel
Class: wizard (I'd play him as a frontline combat wizard, with plans of going bladesinger, and try to pick up some warlock levels depending on backstory stuff. )
Race: High elf (once again depending on some backstory stuff)
Alignment: Chaotic good
Backstory: this'll depend pretty heavily on a few questions about your world, I'll have a proper one written out if I get accepted
The shy firbolg approaches the table. "My name is Ursala", she says timidly. "I want to experience the world outside my forest. I... am a warrior.", she says, gesturing with her polearm.
"Aye, Hellena... Graymantle, was it? You'll get plenty of experience," the harbormaster says gruffly. He jots down your name onto the sheet he pulled out. "It's plenty dangerous, so make sure you've got everything packed. It's a long boat ride to Carlisle. That's the capital on Aikrela, though there's only a few hundred people there right now."
He grabs a stamp from a drawer under his desk and slams it down on your form. "Travel costs to get there is covered by Lord Pickering. The Dawn Roger departs at three bells (9 am) tomorrow morning. Give this to the captain and take care."
The harbormaster looks up from his desk. "You look like you can handle yourself. Natton Bventum, you say? And a part-time magic user, at that. Best save the music for the evening, can't be distracting my workers now," he gestures to the Human and Half-Orc moving crates in the back of the warehouse. The man marks down the information on the form, then takes out a stamp from a drawer under his desk and slams it onto the form.
"You'll have as much work as you can handle, now. Take this to the captain o' the Dawn Roger first thing in the morning. Ship heads out to Carlisle, that's the capital of Aikrela, at 3rd bell tomorrow (9:00am). Passage is covered by Lord Pickering. He'll have someone explain more to you when you arrive. Best make sure you're prepared, it's a long voyage." The harbormaster hands you the stamped form.
"Aight, Flumfurk... Fumdurkin... Flumfurkim?" the harbormaster stumbles over the name. "Then you said Grigbun Crinquer? I never could quite figure out Tabaxi names." He scratches at his head, though there isn't much hair left, as he marks down the form, scratching out and rewriting your name several times. "A scout could be quite useful, I'd say. Plenty of forests to climb and grasslands to run through." He takes out a stamp from a drawer under his desk and slams it onto the form.
"Ship leaves in the morning, so make sure you've got everything you need. At third bell (9:00am) and not a meownit... I mean a minute later. You'll be boarding the Dawn Roger, so give this to the captain when you get there. Passage has been covered by Lord Pickering, so no worries about that. He'll have someone brief you when you arrive. Best get ready for a long voyage on the open sea, if you can handle the water." He hands you back the stamped form.
"Oi there, slow and breath little one. The ship doesn't leave until morning," the harbormaster says, looking straight at you from his seat behind the desk. "Snigbovlin, you say, of the Balzimian family. So you a researcher? A crafter? Not that it matters to me much. Don't see too many artificers. Guess its spreading from inland." He marks down your information onto the form with a quill pen. Pulling out a stamp from a drawer under the desk, he slams it onto the form. "Making maps will be a big help over there. There isn't much known about most of the continent yet."
"So ship sails at third bell (9:00am). Give your form to the captain of the Dawn Roger. Make sure you are ready for the journey, it's a bit of a voyage to Carlisle. That's the young capital of Aikrela. Passage down is covered by Lord Pickering. He'll have someone fill you in on the rest when you arrive."
"A bard, you say. I think that's the second one we've had register. No matter, they'll be glad to have the versatility," the harbormaster says as he jots your name onto the form on his desk. "Malalath... Norcyne, got it. You can make all the story's and songs you like, but there'll be real work to be had as well. You'd best be ready for it, pointy ears." Pulling out a stamp from the drawer under his desk, he slams it onto the form.
"The ship leaves first thing in the morning at third bell (9:00am), so don't be late. Give your form to the captain. It's the Dawn Roger, can't miss it. The voyage is a bit of a long one, so make sure you've packed all your gear. Lord Pickering has the passage down covered for all prospective adventurers. He'll have someone meet you when you get to Carlisle for a briefing, that's the young capital of Aikrela." He hands you the stamped form.
A young girl walks into the office, her head bobs at the noise of the bell, but she quickly recovers. The pungent odor of the office brings a smile to her face, "better than most of the places I'm used to," she thinks to herself, then approaches the desk at the sound of his voice. Dropping what seems like nothing more than a pile of rags to the floor, she answers, "People call me Wyldfyre," drawing out the vowels ever so slightly. "And yes, I'm here for the job."
Standing before him is a tall (just shy of 6'), but quite young (early teens) human female, her dark auburn hair as unruly as her name. Her clothing drab in color and more than just a little worn accentuating the brightness of her orange eyes. The dirt smudged on her face combined with the shabby clothes lead folks to think she hasn't a place to call home, or two coins to rub together.
"As far as skills," she looks around the office for something she doesn't think he'd mind losing, and finding nothing suitable, summons 3 small balls of flame to juggle. "I like to play with fire. If it can burn, I can turn it to ash. I don't see anything to properly demonstrate on, so this parlor trick will have to do. Unless you want a more destructive audition." With that, she tosses the balls up to harmlessly explode into showers of sparks. She slides her form across the desk to him.
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Welcome to the Emporium of Mayhem! What sort of mischief do you seek today? Pyromaniac Wyldfyre searching for her place in the world.
"Ah, another pointy-ear. Just had one of your kin here a few moments ago. Carric Galanodel, that shouldn't be so hard to remember," the harbormaster says as he jots your information onto a form. "Just make sure you don't burn the ship, or I'll never hear the end of it. You may see things you never heard of before, not much of the place has been explored yet." He pulls a stamp from a drawer under his desk and slams it onto the form.
"Ship leaves first thing, third bell (9:00am) tomorrow morning. You best be on it. Make sure you have all your gear packed and ready, it'll be a long voyage. Give the form to the captain of the Dawn Roger, he'll see you across to Carlisle. That's the young capital of Aikrela. Passage down is covered by Lord Pickering. Best not to miss the briefing once you arrive." He hands you the stamped form.
"What in blue blazes might you be? A warrior, you say. Name of Ursala," the harbormaster leans back in his chair, trying to take in the light blue skin of the Firbolg in front of him. "What, no last name? Guess I can just mark down Ursala Forester, then," he says as he learns forward to jot your information onto the form. "I thought you folk stayed to your tribes. No matter. Whether its orphan or outcast, fanatic or criminal, it's not my business. I just need to get you there. Lord Pickering will be the judge." He pulls out a stamp from the drawer under his desk and slams it onto the form.
"Ship leaves in the morning, third bell (9:00 am). You do know how to tell time in the city, right? Best be early, if not. Make sure you are packed and ready, it's a long sea voyage to get there. You'll be looking for the captain of the Dawn Roger. Give him this form. Lord Pickering has covered the cost of passage down. He'll have someone brief you in Carlisle, that's the young capital of Aikrela. He'll decide if he thinks you can handle yourself." He hands you the stamped form.
"Oi, no fire in here, we've got goods stocked in the back," the harbormaster reaches back to drag a pail of water closer to his desk. "Wyldfyre, bit of an odd name. Certainly not the strangest I've heard today." He jots down your information onto the form. "You seem pretty young, but that's not my worry. Just be sure you prove you're of value to Lord Pickering when you get there." He pulls a stamp out of the drawer under his desk and slams it onto the form."
"Ship leaves first thing tomorrow, third bell (9:00am). Just, don't burn anything on it or the whole thing might go down. You'll be looking for the captain of the Dawn Roger. Give him your form. Lord Pickering has covered passage for the way down already. There will be a briefing once you get to Carlisle. That means he'll have someone tell you what they expect you and the other adventurers to do." He hands you the stamped form.
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Thanks for all the interest. For the time being, player enrollment is closed. The group split (2x parties of 5) is as below based on the adventurers registered with the harbormaster:
Group 1 (this forum)
The campaign: This will be a home-brew campaign based in Greyhawk lore. It is similar to one I have designed for in-person play. Any official rulebook that is not campaign specific (e.g. Neverwinter, Eberron, etc.) will be usable. I will provide a full in-game synopsis shortly, but the basic concept is that the adventurers are being hired to explore, maintain, and wrangle a newly founded continent that is far from the mainland. Supplies are limited, threats are high, and the population is sparse.
My Gaming Rules: I try not to restrict my players too much, but I do have some house rules.
1st - be kind to your DM and to your fellow players. Keep out of game conflicts away from the table (this includes real world politics, religion, etc.). I'm here to game, not parent. The party is expected to work together, though their motivations might be different, and I expect the players to be the same way.
2nd - My campaigns involve no sex, no hard drugs, and no hardcore evil characters (see the 1st rule). Keep swearing to a minimum (in-character has some leeway, but don't go overboard).
3rd - I want to have things roll at a regular pace, but my life is busy and I know other people are busy as well. It would be good to have posts in by around 9:00pm MST (That's Alberta time) so I can have an overview on what each player is doing. This is flexible based on the players schedules and what is going on in-game.
4th - During important action events (e.g. combat), I would ask each person to submit to me what they would like their character to do in that round and an initiative roll (rolling every round and submitting the action by 9:00pm). Then, I will compile the player actions and npc actions to determine how things will play out and post a summary of what happens. I try to work things into my players' favor if there is a conflict, and if that doesn't work I try to go based on what tells the best story. Of course, talking to each other can continue to happen, as I consider that a free action if players want to discuss strategy.
5th - Since there is less time constraint than an in-person game, I would love to see lots of RP elements come into play. My goal as a DM is to tell a compelling story for my players. The more information I have about what a character is doing, what they look like, any quirks or habits they have, the more I can integrate that into my storytelling. (E.g. posts like "Amerius has a high Strength score and low intelligence score" are okay, and I can work with that, but "Amerius has a tendency to flex his bulging muscles whenever he can but couldn't work his way out of a paper bag" gives more to work with and really tells your characters story)
6th - Roll 4d6 drop lowest for stats is the preferred method, though I allow point-buy (the total should be between 72 and 96). Starting equipment is based on items purchased with rolling for your classes gold allotment. You keep the extra equipment (but not the gold) that comes as part of your background on top of that.
I am open to new and experienced players alike. Any official character class that is medieval fantasy in origin (basically no gunsmiths) and any non-monster race is allowed in my games. I love feedback and player input into the game, so if there is something you want to try that is within the scope of the world, let me know (in the past I've had games where players get extra feats with limited power, characters who specialize in herbalism and potion crafting, and more).
A chill sea breeze cuts through the morning fog. You find yourself standing in front of an old wooden storage house on the docks of Dawnwater. A flyer is crumpled in your hand. Ahead, you read the sign beside the door to the building.
(Common) "Harbormaster - Now accepting applications for adventurers to Aikrela"
You check the writing on the paper in your hand. It's the right location. Moving forward, you push open the door and step inside. A bell rings above your head as the door swings past it. The smell of musk and wood rot fills your nostrils. In the back areas of the storage house, a pair of brawny men, one Human and one Half-Orc, are moving crates recently pulled off one of the landed cargo ships. In front of you is a narrow desk made of dark oak with a stack of papers on one corner. Behind it sits a large Human man, thinning brown hair drooping over his shoulders, scars covering most of the left side of his face.
He gestures at you to come over. "Name for the registration?" he asks in a gruff voice, dipping a feather quill with his right hand into a bottle of ink on the desk as he slides one of the many sheets off the stack of papers. "I assume you've come for the job? Gonna need a summary of your skills and experience too."
You give one more look at the flyer in your hand. (Written in Common)
Adventurers Wanted
Come join Lord Pickering to venture into the unknown and help tame a new land with sights unseen.
All eligible adventurers will be fairly compensated by coin. As well, room and board in the town of Carlisle will be readily made available.
See the Harbormaster to book passage. Upon arrival, present yourself to the Knight Marshal, Dieter Tatham.
*Guarantee of life not available. The lands are greatly unknown and danger will be ever present.
Written around the sides of the advertisement are tags such as "Vast Riches", "Unexplored Lands", "Exotic Creatures", and "Hidden Treasures".
A mousy-haired woman with spectacles and wearing a set of scribes robes walks over and takes a look at the notice in her hand. Her hands are splotched with ink, as are her robes.
"Name?" She asks the scarred man behind the desk. "Well... My name is Hellena... Hellena Graymantle..." She holds up the paper in one hand, while tucking some of her mousy hair behind an ear. "I'm looking to, well, to be an adventurer you see..." She holds the flier up higher. Then lowers it again. "You see I'm a wizard, or at least I will one day be a wizard, right now I am just an apprentice..." She glances to the flier in her hand. "But I have the training, I just need the experience to become better." She glances to the scarred man, thinking he is probably not the type to take pity on someone like herself. "Can I put my name down anyway?"
Name: Helena Graymantle Class: Wizard (order of scribes) Race: Variant Human Background: Sage
(( Not sure if this is first come, first serve, but I'll post just in case. My character is a Changeling Bard, College of Whispers. If this is first come, first serve, then read the spoiler below))
Natton follows the women into the building by the docks. His many personas clamor for control as they feel they should be in charge in such a perilous time, but Natton shakes his head to himself. Natton knows he is the persona most capable under pressure. With some difficulty, he calms the other personas and established full control of his body. He patiently waits for the woman ahead of him to finish talking. As he does, some more of his cautious personalities warn him to keep an eye out for the man from before. He does so, casting an eye about the room, watching the shadows.
When it is his turn to speak, he clears his deep voice and says, "I'm here for that job opportunity." He gently waves the other in his hand. " My name is... Natton Bventum." He had almost said Charles Barrowd, one of his forceful personalities. With a mental snarl, he forces Charles back into his subconsciousness. That one was going to be a problem. Giving his head a slight shake to clear his mind of distractions, he says, "I am a bard. I've been travelling the countryside of late, playing for a living. It hasn't given me mush money, so I'm looking for a new job." He gives a full chuckle at this before continuing. "I know a bit of magic that is helpful in a pinch. If you want to hear my talents, I can play a bit." With that he remove the lute from his shoulders and holds it. He doesn't play until given a go ahead.
He appears to be a middle age human man who seems to going on a rough time concerning coin. He stands nearly 6'4" and is solidly built for his age. His skin is tough and worn by the sun and weather. Smile lines spread around his eyes, and he gives smiles often. His brown hair has heavy graying along the sides, but is full and thick. A thick brown beard with streams of gray running through it reaches to his mid chest. His grayish blue eyes are kind and sparkle with humor. His clothing is simple, but frayed. He wears a dull green shirt with a brown sheepskin vest over it for warmth. His pants are also brown and extend halfway down his legs before ending in tatters. He wears simple boots that are scuffed and worn by use and travel. He carries a large satchel on his back stuffed with everything he owns. Unlike the rest of his equipment, the lute he holds is clean well kept. A fresh cost of varnish causes of to catch light from the light sources around him.
Here is the backstory if anyone is interested.
Name: It's complicated, but his current name when the party meets him will be Natton Bventun ( his true name is Zed Yvintri)
Race | Class: Changeling, Bard: College of Whispers
Background: Criminal
Alignment: It's also a bit complicated, but it is currently CG (true is NG)
Backstory: Zed was born as a human in the desert country of (Insert appropriate name). When he was three, a famine struck the land that lasted for nearly 5 years. When he was four, both of his parents died of starvation. They would feed Zed rather than eat themselves. A local gang of street kids took him in when they found him wandering around. They taught him how to steal to survive. He picked it up rather quickly and was soon helping them conduct their grand "heists" that often involved stealing food from vendors when their backs were turned. Zed had a talent for being sneaky and a knack for evading capture. During one of their heists, a member of a crime guild was how talented he was. Impressed by now much potential he had, he kidnapped Zed in the night and spirited him away to the crime guild's headquarters. There, he learned the more refined ways of stealing. He was taught how to target higher marks than food. The crime guild quickly became his new "family."
Years later when he was 18, the guild assigned him to be part of a mission to steal a large, pure diamond. He succeeded with great success. The guild leader was impressed. As Zed's reward, the leader gave him to the guild wizards for a set of magical 'enhancements.' Not knowing what was going on, Zed stayed confident that he would be fine and even better than before when the wizards were done with him. The wizards gently put him to sleep and then began their grisly work.
When he awoke, all he knew was pain. Endless torment greeted him as soon as he awoke. He was no longer human. He was a transparent mass of ooze and muscle. The pain shattered his psyche leaving him insane. One day, the wizards brought in a man who double-crossed the guild. The mages killed the man in front of what once was Zed. Zed felt the other man's spirit drift away, and he seized it. As soon as he did, the ooze transformed into a replica of that man. The pain disappeared when he assumed the dead man's form. He was a perfect replica, and fragments of that soul became locked away in Zed. He could draw upon memories of those he absorbed, making him able to become the perfect spy. The mages were pleased that their experiments worked. They brought in hundreds of others and killed them near him. Every time, he would absorb portions of those souls as they passed on and gained the ability to become them. The mages put mental shackles on Zed so he would do their bidding.
He soon was sent out on special missions as part of a team. His team would capture an important target, kill them near Zed, and Zed would become them. He would then infiltrate and complete the mission appointed to him. He couldn't resist due to magical compulsions. He became the guild's secret weapon.
Having hundreds upon hundreds of souls in one body was bound to have consequences. When he would absorb a soul, he would absorb their personality, their wants, their desires. Whenever he would shift into one of them, he would literally become them for a while, but he was trained to control their psyche. Having just a handful of souls was difficult, but thousands was too much. He would lose his true identity piece by piece when someone else was absorbed by him.
One on of his missions, he finally cracked under the pressure. All of those souls bottles inside of him shattered the magical bonds binding him. They all sought to control his body, their body, all at once. This happened while at a Noble's party at a mansion overlooking the ocean. He had taken the form of a noblewomen just hours before. His goal was to assassinate one of the nobles at the party. When he broke down, he went into a murderous frenzy and slayed several guards and nobles before finally throwing himself out a window and into the ocean hundreds of feet below. As he struck the ocean, Zed was lost in a whirlwind of tattered souls. Zed's persona was ripped into thousands of pieces and was lost. A new creature was born.
He awoke on a passenger boat setting sail towards land. A fisherman had dragged him out of the water late last night. What once was Zed was confused with a sense of being lost. Who was he? He was thousands of people all at once, yet he was no one. Which persona should be become? Who was the true him?
He arrive at the continent in a coastal town. Not knowing what to do, he shifted into a child beggar and lived in the streets. A few weeks later, a wandering bard of the name Sergei Willem passed through the area and took pity on him. The bard took the child in and taught him the ways of the bard. The child and his other fragments of people fell in love with music. Music soothed them and made them feel better.
In a different city on a cold night, Sergei was slain by a member of the crime guild in front of the child. The guild was seeking what was Zed to take him back. They saw the child with the bard, and recognized the child. They kill Sergei in front of him to test to see if the child was what once was called Zed. It absorbed and transformed into Sergei. It fled from the guild member and disappeared in the night.
Once out of sight, he transformed into a human man. This person he became was the form he often chose when he was frightened. This form was calm, courageous, and happy. He used this form as a lie to trick himself into calming down. The next morning, he knew he had to find allies or gain power. He knew a bit of magic from his other forms, and he knew he must grow that ability to protect himself. He found a flyer with information on getting a job. What interested him the most was where it said he could travel to a new land. He decided to apply so he could put some distance between him and his unknown hunters.
He tries to keep his abilities secret to avoid being noticed by agents of the guild. He has a feeling he wasn't always like this. While he now doesn't personally know the guild, he knows people are after him.What is now called Natton but once was Zed seeks companions to help protect him. But above all, he wants true friends. He wants to do find out what he is and why he is the way he is. Who is he?
((That's probably a bit confusing, but it's pretty much a magical and severe case of multiple personality disorder.))
Withdrawn...I sent a PM a few minutes ago... but just in case I'll post here.Character Concepts:Dervus Draconis - Dragonborn Ranger (Drakewarden) - Dragon with a dragon pet... Basically loves all things dragon and enjoys tracking down dragons for the fun of it. Claims to have met hundreds of dragons but really has only ever met one (his mom).Thynethos Fallenan - Fallen Aasimar Barbarian (Zealot) - Furious with his family for banishing him from the celestial plane (he was sent to the material plane on a holy mission), he turned against his family and let his inner rage consume him, but is now looking desperately for any way back to his home and parents.Backstory can be adapted based on specifics from the setting!“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
A short tabaxi holding a quarterstaff and wearing a dark cloak steps up to the harbormaster and says "I'm here for the position to explore Aikrela. My name is Flumfurkim Grigbun Crinquer. I've training in combat and exploration. I am able to serve as a scout, and, have the ability to easily climb trees to check out the terrain ahead."
Flumfurkim, Class: Monk: Race: Tabaxi
Link to character sheet:
https://ddb.ac/characters/34426182/ENQQYJ
A figure of small stature wheezes his way to the desk, lugging more items than seems wise for a long journey, though he seems quite used to handling their bulk. His smile fades and he frowns at the question from the man behind the desk.
“My name you say? My name! Well, that would be Snigbovlin, lately artificer to the family Balzimian” he stands a little taller, and nods to himself, “Yes, that should be enough. Snigbovlin. Artificer. Seeker of hidden secrets...well, knowledge, hidden knowledge...secrets are of course mostly hidden.”
The smile reappears on his face as he rearranges his gear then glances around the room curiously. After a time he realizes that the man seems to be waiting for something.
“Is there anything else young man? Registration, you say? You mean this piece of paper?”
He hands over the piece of paper. Paper. Paper. Maps! Don't forget the maps! They'll like that, he thinks. Thank the gods I didn't say that out loud. Did I? No, no I didn't.
Seemingly quite please with something, he focuses his attention firmly on the man behind the desk again, "Did I mention I am a skilled mapmaker?" he asks.
[[ Other details to follow, probably a PM ]]
Hello , I'm new here , I played d&d in my younger years so I know the basic , how do I join? I created a level 1 human monk.
Name? My name surely you have heard of the great Bard Malalath Norcyne! He says with a flourish and a bow and continues. I have come to write epic story's and songs of this new and unknown lands.
https://www.dndbeyond.com/profile/BrentOldaker/characters/40303432
Danys Yarjerit
"My name is Carric Galanodel" the Elf gives a quick bow, his neck length copper hair parting to reveal exceptionally long, pointed ears "I'm a fledging wizard, an apprentice on the famed forms of blade singing, and adventurer by nature, blessed with an insatiable wanderlust. As for experience I have travelled far and wide, seen a great many land, and I still crave to see more. And when all else fails", Carric pats a rapier on his hip, "I'm fairly helpful in a fight". The Elf doesn't seem to give off any sense of smugness, but instead shows an amount of pride in himself. He wears well made travelling clothes with plenty of replacement patches sown on here and there. there's an equally weathered pack on his back that seems to be rather full, as if the elf was carrying all he owns on his back. He never seems to look at anyone for too long, and between that and his hair it's pretty difficult to get a proper look at his face, making it even harder to notice his almost abnormally sharp features.
Name: Carric Galanodel
Class: wizard (I'd play him as a frontline combat wizard, with plans of going bladesinger, and try to pick up some warlock levels depending on backstory stuff. )
Race: High elf (once again depending on some backstory stuff)
Alignment: Chaotic good
Backstory: this'll depend pretty heavily on a few questions about your world, I'll have a proper one written out if I get accepted
Torrin Delmirev - Into the Abyss
Krusk - Rime of the Frost Maiden
The shy firbolg approaches the table.
"My name is Ursala", she says timidly. "I want to experience the world outside my forest. I... am a warrior.", she says, gesturing with her polearm.
https://ddb.ac/characters/40309180/6efRdP
Liarin: Against the Cult of the Reptile God
Adewild: Shadows and Light 2
Brother Thaddeus: Rime of the Frostmaiden.
"Aye, Hellena... Graymantle, was it? You'll get plenty of experience," the harbormaster says gruffly. He jots down your name onto the sheet he pulled out. "It's plenty dangerous, so make sure you've got everything packed. It's a long boat ride to Carlisle. That's the capital on Aikrela, though there's only a few hundred people there right now."
He grabs a stamp from a drawer under his desk and slams it down on your form. "Travel costs to get there is covered by Lord Pickering. The Dawn Roger departs at three bells (9 am) tomorrow morning. Give this to the captain and take care."
The harbormaster looks up from his desk. "You look like you can handle yourself. Natton Bventum, you say? And a part-time magic user, at that. Best save the music for the evening, can't be distracting my workers now," he gestures to the Human and Half-Orc moving crates in the back of the warehouse. The man marks down the information on the form, then takes out a stamp from a drawer under his desk and slams it onto the form.
"You'll have as much work as you can handle, now. Take this to the captain o' the Dawn Roger first thing in the morning. Ship heads out to Carlisle, that's the capital of Aikrela, at 3rd bell tomorrow (9:00am). Passage is covered by Lord Pickering. He'll have someone explain more to you when you arrive. Best make sure you're prepared, it's a long voyage." The harbormaster hands you the stamped form.
"Aight, Flumfurk... Fumdurkin... Flumfurkim?" the harbormaster stumbles over the name. "Then you said Grigbun Crinquer? I never could quite figure out Tabaxi names." He scratches at his head, though there isn't much hair left, as he marks down the form, scratching out and rewriting your name several times. "A scout could be quite useful, I'd say. Plenty of forests to climb and grasslands to run through." He takes out a stamp from a drawer under his desk and slams it onto the form.
"Ship leaves in the morning, so make sure you've got everything you need. At third bell (9:00am) and not a meownit... I mean a minute later. You'll be boarding the Dawn Roger, so give this to the captain when you get there. Passage has been covered by Lord Pickering, so no worries about that. He'll have someone brief you when you arrive. Best get ready for a long voyage on the open sea, if you can handle the water." He hands you back the stamped form.
"Oi there, slow and breath little one. The ship doesn't leave until morning," the harbormaster says, looking straight at you from his seat behind the desk. "Snigbovlin, you say, of the Balzimian family. So you a researcher? A crafter? Not that it matters to me much. Don't see too many artificers. Guess its spreading from inland." He marks down your information onto the form with a quill pen. Pulling out a stamp from a drawer under the desk, he slams it onto the form. "Making maps will be a big help over there. There isn't much known about most of the continent yet."
"So ship sails at third bell (9:00am). Give your form to the captain of the Dawn Roger. Make sure you are ready for the journey, it's a bit of a voyage to Carlisle. That's the young capital of Aikrela. Passage down is covered by Lord Pickering. He'll have someone fill you in on the rest when you arrive."
"A bard, you say. I think that's the second one we've had register. No matter, they'll be glad to have the versatility," the harbormaster says as he jots your name onto the form on his desk. "Malalath... Norcyne, got it. You can make all the story's and songs you like, but there'll be real work to be had as well. You'd best be ready for it, pointy ears." Pulling out a stamp from the drawer under his desk, he slams it onto the form.
"The ship leaves first thing in the morning at third bell (9:00am), so don't be late. Give your form to the captain. It's the Dawn Roger, can't miss it. The voyage is a bit of a long one, so make sure you've packed all your gear. Lord Pickering has the passage down covered for all prospective adventurers. He'll have someone meet you when you get to Carlisle for a briefing, that's the young capital of Aikrela." He hands you the stamped form.
A young girl walks into the office, her head bobs at the noise of the bell, but she quickly recovers. The pungent odor of the office brings a smile to her face, "better than most of the places I'm used to," she thinks to herself, then approaches the desk at the sound of his voice. Dropping what seems like nothing more than a pile of rags to the floor, she answers, "People call me Wyldfyre," drawing out the vowels ever so slightly. "And yes, I'm here for the job."
Standing before him is a tall (just shy of 6'), but quite young (early teens) human female, her dark auburn hair as unruly as her name. Her clothing drab in color and more than just a little worn accentuating the brightness of her orange eyes. The dirt smudged on her face combined with the shabby clothes lead folks to think she hasn't a place to call home, or two coins to rub together.
"As far as skills," she looks around the office for something she doesn't think he'd mind losing, and finding nothing suitable, summons 3 small balls of flame to juggle. "I like to play with fire. If it can burn, I can turn it to ash. I don't see anything to properly demonstrate on, so this parlor trick will have to do. Unless you want a more destructive audition." With that, she tosses the balls up to harmlessly explode into showers of sparks. She slides her form across the desk to him.
Welcome to the Emporium of Mayhem! What sort of mischief do you seek today?
Pyromaniac Wyldfyre searching for her place in the world.
"Ah, another pointy-ear. Just had one of your kin here a few moments ago. Carric Galanodel, that shouldn't be so hard to remember," the harbormaster says as he jots your information onto a form. "Just make sure you don't burn the ship, or I'll never hear the end of it. You may see things you never heard of before, not much of the place has been explored yet." He pulls a stamp from a drawer under his desk and slams it onto the form.
"Ship leaves first thing, third bell (9:00am) tomorrow morning. You best be on it. Make sure you have all your gear packed and ready, it'll be a long voyage. Give the form to the captain of the Dawn Roger, he'll see you across to Carlisle. That's the young capital of Aikrela. Passage down is covered by Lord Pickering. Best not to miss the briefing once you arrive." He hands you the stamped form.
"What in blue blazes might you be? A warrior, you say. Name of Ursala," the harbormaster leans back in his chair, trying to take in the light blue skin of the Firbolg in front of him. "What, no last name? Guess I can just mark down Ursala Forester, then," he says as he learns forward to jot your information onto the form. "I thought you folk stayed to your tribes. No matter. Whether its orphan or outcast, fanatic or criminal, it's not my business. I just need to get you there. Lord Pickering will be the judge." He pulls out a stamp from the drawer under his desk and slams it onto the form.
"Ship leaves in the morning, third bell (9:00 am). You do know how to tell time in the city, right? Best be early, if not. Make sure you are packed and ready, it's a long sea voyage to get there. You'll be looking for the captain of the Dawn Roger. Give him this form. Lord Pickering has covered the cost of passage down. He'll have someone brief you in Carlisle, that's the young capital of Aikrela. He'll decide if he thinks you can handle yourself." He hands you the stamped form.
"Oi, no fire in here, we've got goods stocked in the back," the harbormaster reaches back to drag a pail of water closer to his desk. "Wyldfyre, bit of an odd name. Certainly not the strangest I've heard today." He jots down your information onto the form. "You seem pretty young, but that's not my worry. Just be sure you prove you're of value to Lord Pickering when you get there." He pulls a stamp out of the drawer under his desk and slams it onto the form."
"Ship leaves first thing tomorrow, third bell (9:00am). Just, don't burn anything on it or the whole thing might go down. You'll be looking for the captain of the Dawn Roger. Give him your form. Lord Pickering has covered passage for the way down already. There will be a briefing once you get to Carlisle. That means he'll have someone tell you what they expect you and the other adventurers to do." He hands you the stamped form.