Hi, I DMd you asking about joining but I don't know if that was right or you need more info. Sorry if I've breached any etiquette but I'd love to join!
North of the Spine of the World and west of the towering Reghed Glacier is a frigid expanse few dare to explore, let alone inhabit. This icy land of windswept tundra recently became locked in a perpetual, dark winter without reprieve. Auril the Frostmaiden, the divine embodiment of winter's fury, has withdrawn to this cold corner of the world to live among mortals. Further, she has cast a terrible spell over Icewind Dale, to the detriment of most of its denizens.
Each night before midnight, Auril takes to the sky on the back of a white roc and weaves her spell, which manifests as a shimmering curtain of light—a beautiful aurora that illuminates the night sky and fades before dawn. This powerful magic prevents the next day's sun from rising above the horizon, turning midday into twilight and trapping Icewind Dale in winter's dark embrace, with no sunlight or warmth to melt the snow and ice. Each casting of the spell leaves the Frostmaiden weakened, with just enough divine power left to barricade the mountain pass with blizzards and churn the Sea of Moving Ice with blistering winds. Such measures discourage travelers from approaching or leaving Icewind Dale, further isolating the region. Icewind Dale has thus been trapped in a different reality from the rest of the world, for though the sun never rises over the dale, it continues to rise everywhere else.
The people of Icewind Dale know Auril's wrath when they feel it, and they have a name for the unending winter she has inflicted on them. They call it the Everlasting Rime. No one understands why the Frostmaiden has imposed her will in this way or why the other gods refuse to challenge her. This prolonged winter, which has gone on for more than two years, threatens to doom not just the flickering lights of civilization known as Ten-Towns but also the indigenous flora and fauna that need sunlight and the change of seasons to survive.
All applications so far look good, I would like if people can add the below things:
A backstory (1+ Paragraphs if possible)
A reason you are in Icewind Dale (If you need one, PM me)
I have a Kalashtar Druid I'd like to play. Im not a new player but am always down to play with and help out new dnd players. I've done nothing but DMing and would love to be a player for once.
Backstory: Koratana Ashana, also known as Kora or Asha by her close friends and family, was born to a Kalashtar hermitage. Being a Kalashtar, she's connected to a spirit from the dream plane. But unlike the others from her hermitage, she was the only one who talked to her Quori out loud.
Growing up, she felt a natural connection to nature, which led her to follow the path of magic connected to nature. When she reached age 30, she split from her hermitage and had been living on her own. After years of wandering, going from city to city, taking boats and caravans, she ended up in Icewind Dale, where she quickly realized, was a place that was in desperate need of help. She has chosen to stay to try and help out this place as best she could.
I have sent you PM but basically asking if there is still time to take part in the adventure. Making GrubaMcD's words I am sorry if I breached any etiquette and I have great interest in joining.
As a half-elf Yavo wandered the land, but eventually decided to settle down. However, everywhere rejected him for being a half-elf. He eventually went back to his traveling life, but yearned for settling down. He eventually decided to go to the far north, where he heard that they were more exepting of his type. He worked as an archer or hunter for hire, but he was unhappy with it. He eventually decided to start a life of adventure, and this is where we start (if you accept me)
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
He is cursed with bad luck. I think my rolls slurped up all of your luck
Rollback Post to RevisionRollBack
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
A backstory: Hrothbert was a soldier in a small campaign in the southern reaches of the continent. During this campaign he had earned a command rank(dm discretion) and was fighting on the front lines when his group was overrun from behind and wiped out, all but Hrothbert.
Upon returning to camp he found he had been betrayed by his most trusted companion, who had the fled. This event caused the man to distance himself from others and count very few as friends. He trusts in himself as sole protector of those he travels with.
A reason you are in Icewind Dale: Following any information he could gather about the traitors whereabouts he has found himself here. In his quest for justice(vengeance) he has embarked to destroy the traitor and assist where needed.
Cloak settled among humans and was apprenticed to a wizened Gnome gemcutter until it became clear that he didn’t have the skills to have the long and stable career that his family encouraged him to pursue.
In his formative years he loved the tales his uncle, a well-travelled rogue, was always telling him of his adventures. Longing to follow in his footsteps and become a legendary thief he sought out an old contact of his uncle in the town and was soon receiving ‘a real’ education among a band of treasure-hungry scoundrels who would rinse the townsfolk of their coin and trinkets at every opportunity.
Over-extending their abilities, the greedy band attempted to pull off a heist that went horribly wrong. With one of their party dead, and a vengeful gang looking to snuff out the rest of them, they quickly went their separate ways, with the shadowy contact sending Cloak to Icewind Dale to lie low and await further instructions.
During his time running with the band of thieves it became Cloak’s ambition to become an Arcane Trickster.
Ferron the half elf ranger, who moved from the High Forest to Icewind Dale seeking a community that will accept him. Bigger backstory is on the character sheet.
I used point buy to determine his abilities, used options from Tasha's which I hope is ok (happy to remove them otherwise).
Just realised I can't roll on mobile, sorry - will move devices.
Rhys Eiristar, Half-High Elf Wizard (Bladesinger once we reach level 2)
Rhys Eiristar was born to Martina Hallsteader--and had her last name originally--in Icewind Dale. Martina kept in contact with the boy's father, the high elf Beroan Eiristar, and in one fateful letter she mentioned that Rhys had a knack for the arcane. Beroan visited his child for the first time and, through the use of mind-manipulating magics (though Rhys did not know this originally) convinced Martina to let the boy come with him back to his home city of Estelbar (or an actual FR city if one works better).
Under Beroan, Rhys was taught how to wield a blade--particularly, the short sword--and use his magics at the same time. In five short years, Rhys had become a gladiatorial competitor, fighting with his father's signature style for crowds of people. Whenever Rhys would win, his father would simply say he performed as expected. When he lost, he was chided and shamed. This caused Rhys to strive for perfection, no matter what it took.
Rhys would constantly ask about his mother, and Beroan would respond that she no longer had any interest in him. One day, Rhys discovered a letter written to him from Martina that his father was hiding. In the letter, she mentions loving and missing him, and wishing he would visit. Rhys confronted his father, who said that connections to his mother would distract from his training. Rhys left later that day, heading to Icewind Dale...
North of the Spine of the World and west of the towering Reghed Glacier is a frigid expanse few dare to explore, let alone inhabit. This icy land of windswept tundra recently became locked in a perpetual, dark winter without reprieve. Auril the Frostmaiden, the divine embodiment of winter's fury, has withdrawn to this cold corner of the world to live among mortals. Further, she has cast a terrible spell over Icewind Dale, to the detriment of most of its denizens.
Each night before midnight, Auril takes to the sky on the back of a white roc and weaves her spell, which manifests as a shimmering curtain of light—a beautiful aurora that illuminates the night sky and fades before dawn. This powerful magic prevents the next day's sun from rising above the horizon, turning midday into twilight and trapping Icewind Dale in winter's dark embrace, with no sunlight or warmth to melt the snow and ice. Each casting of the spell leaves the Frostmaiden weakened, with just enough divine power left to barricade the mountain pass with blizzards and churn the Sea of Moving Ice with blistering winds. Such measures discourage travelers from approaching or leaving Icewind Dale, further isolating the region. Icewind Dale has thus been trapped in a different reality from the rest of the world, for though the sun never rises over the dale, it continues to rise everywhere else.
The people of Icewind Dale know Auril's wrath when they feel it, and they have a name for the unending winter she has inflicted on them. They call it the Everlasting Rime. No one understands why the Frostmaiden has imposed her will in this way or why the other gods refuse to challenge her. This prolonged winter, which has gone on for more than two years, threatens to doom not just the flickering lights of civilization known as Ten-Towns but also the indigenous flora and fauna that need sunlight and the change of seasons to survive.
All applications so far look good, I would like if people can add the below things:
A backstory (1+ Paragraphs if possible)
A reason you are in Icewind Dale (If you need one, PM me)
Roll 1d17.
Balasar was orphaned as an infant and found my a wandering monk. The monk took pity on the infant dragonborne, bringing him to his monastery. There, he was trained in the ways of the monk's order. Though no ill will or prejudice had been shown against him, Balasar always felt like an outsider, especially growing up in a monastery of humans. When he became of age, he was given the chance to remain at the monastery or leave to see what lies beyond the its walls. Balasar chose to see the world, searching for more of his kind, though always welcome to return to the monastery if he so chose to.
At the time of the story, Balasar heard rumors that there were more gold dragonborne in the area of Icewind Dale. Not knowing if they could potentially be somehow related to him, Balasar journeyed to Icewind Dale to discover if the rumors were true, and if they may be related to him.
Hello! I'm fairly new to D&D and this site but I have been roleplaying for 15 years on other sites. I would very much like to join in. I've been eager to play with my first character. I'm on usually Sunday, Monday all day and between 2pm-7pm cnt the rest of week due to work. Kaloruk, Bard Tiefling
editing:
Adding the Ability role just in case. (Thank you @Halfastbracegridle for sharing how to do that.)
Ability scores: 1413131212.
Backstory Kaloruk was born in the life of criminals and thieves. He however had no desire to part take in such lifestyle, unable to bring himself to even steal a peice of cheese from a mouse without feeling guilty. He did his best to get by with the skills he had. He used slight of hand and stealth to survive each day. He found a little music and entertainment aided greatly, for even the lowest of scumbags needed a break from the harsh reality of the world around them. Often charming his way out of trouble when possible, running when charming didn't work.
Kaloruk would rather make friends over enemies, more for his own safety then anything.
A reason you are in Icewind Dale: Kaloruk fled there after a robbery went wrong. The job was simple, distract the guards with a performance. No one was suppose to get hurt. Things turned sour and as the guards circled upon the robbers, Kaloruk fled for safety. The bard has been ashamed of this, considering the friendship so highly(more because it was the longest friendship he ever had) and the friends were high in crime so .. going back is dangerous. Those friends would certainly never forgive Kaloruk.
Roll 1d17: 4
Rollback Post to RevisionRollBack
Long time roleplayer and artist, I enjoy the fantasy world of dragons and magic. It only makes sense I dive into Dungeons and Dragons!
Looking forward to learning the game and making new friends. :)
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Hi, I DMd you asking about joining but I don't know if that was right or you need more info. Sorry if I've breached any etiquette but I'd love to join!
Ok, Frostmaiden wins.
North of the Spine of the World and west of the towering Reghed Glacier is a frigid expanse few dare to explore, let alone inhabit. This icy land of windswept tundra recently became locked in a perpetual, dark winter without reprieve. Auril the Frostmaiden, the divine embodiment of winter's fury, has withdrawn to this cold corner of the world to live among mortals. Further, she has cast a terrible spell over Icewind Dale, to the detriment of most of its denizens.
Each night before midnight, Auril takes to the sky on the back of a white roc and weaves her spell, which manifests as a shimmering curtain of light—a beautiful aurora that illuminates the night sky and fades before dawn. This powerful magic prevents the next day's sun from rising above the horizon, turning midday into twilight and trapping Icewind Dale in winter's dark embrace, with no sunlight or warmth to melt the snow and ice. Each casting of the spell leaves the Frostmaiden weakened, with just enough divine power left to barricade the mountain pass with blizzards and churn the Sea of Moving Ice with blistering winds. Such measures discourage travelers from approaching or leaving Icewind Dale, further isolating the region. Icewind Dale has thus been trapped in a different reality from the rest of the world, for though the sun never rises over the dale, it continues to rise everywhere else.
The people of Icewind Dale know Auril's wrath when they feel it, and they have a name for the unending winter she has inflicted on them. They call it the Everlasting Rime. No one understands why the Frostmaiden has imposed her will in this way or why the other gods refuse to challenge her. This prolonged winter, which has gone on for more than two years, threatens to doom not just the flickering lights of civilization known as Ten-Towns but also the indigenous flora and fauna that need sunlight and the change of seasons to survive.
All applications so far look good, I would like if people can add the below things:
A backstory (1+ Paragraphs if possible)
A reason you are in Icewind Dale (If you need one, PM me)
Roll 1d17.
Here is my official application.
I don't have a signature.
I have sent you PM but basically asking if there is still time to take part in the adventure. Making GrubaMcD's words I am sorry if I breached any etiquette and I have great interest in joining.
Here’s my character: https://www.dndbeyond.com/profile/Bluepanther512/characters/45122110
These are ability scores:
Ability scores: 14 15 14 16 11 12
As a half-elf Yavo wandered the land, but eventually decided to settle down. However, everywhere rejected him for being a half-elf. He eventually went back to his traveling life, but yearned for settling down. He eventually decided to go to the far north, where he heard that they were more exepting of his type. He worked as an archer or hunter for hire, but he was unhappy with it. He eventually decided to start a life of adventure, and this is where we start (if you accept me)
9
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
He is a future arcane archer or champion
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
Ability Scores: Ability scores: 5 15 13 10 11 12 (ouch)
Will post finished application soon.
DM:
Reign of Winter I Curse of the Crimson Throne
Hell's Vengeance | Giantslayer
Varisian Hexalogy: Rise of the Runelords
Player:
Lucille Underfoot, lv. 1 Halfling Storm Sorcerer | Janna Farooq, lv. 1 Human Celestial Warlock
I strive to post at least once per day on all my PbPs. I ask my players to do the same.
More active on weekdays than weekends.
Assume all of my characters are gay.
Biiiiiiiig ouch
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
If you want to reroll, I'm fine with it.
Welp, martial class with heavy armor won’t care
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
Thank you so much. Ability scores: 16 9 14 14 9 12
DM:
Reign of Winter I Curse of the Crimson Throne
Hell's Vengeance | Giantslayer
Varisian Hexalogy: Rise of the Runelords
Player:
Lucille Underfoot, lv. 1 Halfling Storm Sorcerer | Janna Farooq, lv. 1 Human Celestial Warlock
I strive to post at least once per day on all my PbPs. I ask my players to do the same.
More active on weekdays than weekends.
Assume all of my characters are gay.
He is cursed with bad luck. I think my rolls slurped up all of your luck
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
Upon returning to camp he found he had been betrayed by his most trusted companion, who had the fled. This event caused the man to distance himself from others and count very few as friends. He trusts in himself as sole protector of those he travels with.
A reason you are in Icewind Dale: Following any information he could gather about the traitors whereabouts he has found himself here. In his quest for justice(vengeance) he has embarked to destroy the traitor and assist where needed.
Roll: 7
Loyalty Begets Honour
Frug ‘Cloak’ Fonkin (Rock Gnome Rogue)
https://www.dndbeyond.com/profile/FlokiAlderleaf/characters/45087346
Ability scores: 15 12 14 10 14 10
Cloak settled among humans and was apprenticed to a wizened Gnome gemcutter until it became clear that he didn’t have the skills to have the long and stable career that his family encouraged him to pursue.
In his formative years he loved the tales his uncle, a well-travelled rogue, was always telling him of his adventures. Longing to follow in his footsteps and become a legendary thief he sought out an old contact of his uncle in the town and was soon receiving ‘a real’ education among a band of treasure-hungry scoundrels who would rinse the townsfolk of their coin and trinkets at every opportunity.
Over-extending their abilities, the greedy band attempted to pull off a heist that went horribly wrong. With one of their party dead, and a vengeful gang looking to snuff out the rest of them, they quickly went their separate ways, with the shadowy contact sending Cloak to Icewind Dale to lie low and await further instructions.
During his time running with the band of thieves it became Cloak’s ambition to become an Arcane Trickster.
Roll 1d17: 12
Frug ‘Cloak’ Fonkin Gnome Rogue Blue Alley (Waterdeep)
Poetry Kenku Fighter (Archer) Seeking Adventure
https://ddb.ac/characters/45079767/4lp2b3
Ferron the half elf ranger, who moved from the High Forest to Icewind Dale seeking a community that will accept him. Bigger backstory is on the character sheet.
I used point buy to determine his abilities, used options from Tasha's which I hope is ok (happy to remove them otherwise).
Just realised I can't roll on mobile, sorry - will move devices.
I roll... 1
https://ddb.ac/characters/45126165/FqrvFw
Rhys Eiristar, Half-High Elf Wizard (Bladesinger once we reach level 2)
Rhys Eiristar was born to Martina Hallsteader--and had her last name originally--in Icewind Dale. Martina kept in contact with the boy's father, the high elf Beroan Eiristar, and in one fateful letter she mentioned that Rhys had a knack for the arcane. Beroan visited his child for the first time and, through the use of mind-manipulating magics (though Rhys did not know this originally) convinced Martina to let the boy come with him back to his home city of Estelbar (or an actual FR city if one works better).
Under Beroan, Rhys was taught how to wield a blade--particularly, the short sword--and use his magics at the same time. In five short years, Rhys had become a gladiatorial competitor, fighting with his father's signature style for crowds of people. Whenever Rhys would win, his father would simply say he performed as expected. When he lost, he was chided and shamed. This caused Rhys to strive for perfection, no matter what it took.
Rhys would constantly ask about his mother, and Beroan would respond that she no longer had any interest in him. One day, Rhys discovered a letter written to him from Martina that his father was hiding. In the letter, she mentions loving and missing him, and wishing he would visit. Rhys confronted his father, who said that connections to his mother would distract from his training. Rhys left later that day, heading to Icewind Dale...
d17 roll: 16
DM:
Reign of Winter I Curse of the Crimson Throne
Hell's Vengeance | Giantslayer
Varisian Hexalogy: Rise of the Runelords
Player:
Lucille Underfoot, lv. 1 Halfling Storm Sorcerer | Janna Farooq, lv. 1 Human Celestial Warlock
I strive to post at least once per day on all my PbPs. I ask my players to do the same.
More active on weekdays than weekends.
Assume all of my characters are gay.
Question for the DM: Could we say I spent 10 of my starting 15 gold for the materials required for me to cast find familiar (assuming I get in)?
DM:
Reign of Winter I Curse of the Crimson Throne
Hell's Vengeance | Giantslayer
Varisian Hexalogy: Rise of the Runelords
Player:
Lucille Underfoot, lv. 1 Halfling Storm Sorcerer | Janna Farooq, lv. 1 Human Celestial Warlock
I strive to post at least once per day on all my PbPs. I ask my players to do the same.
More active on weekdays than weekends.
Assume all of my characters are gay.
Balasar was orphaned as an infant and found my a wandering monk. The monk took pity on the infant dragonborne, bringing him to his monastery. There, he was trained in the ways of the monk's order. Though no ill will or prejudice had been shown against him, Balasar always felt like an outsider, especially growing up in a monastery of humans. When he became of age, he was given the chance to remain at the monastery or leave to see what lies beyond the its walls. Balasar chose to see the world, searching for more of his kind, though always welcome to return to the monastery if he so chose to.
At the time of the story, Balasar heard rumors that there were more gold dragonborne in the area of Icewind Dale. Not knowing if they could potentially be somehow related to him, Balasar journeyed to Icewind Dale to discover if the rumors were true, and if they may be related to him.
1d17 2
Backstory
Kaloruk was born in the life of criminals and thieves. He however had no desire to part take in such lifestyle, unable to bring himself to even steal a peice of cheese from a mouse without feeling guilty. He did his best to get by with the skills he had. He used slight of hand and stealth to survive each day. He found a little music and entertainment aided greatly, for even the lowest of scumbags needed a break from the harsh reality of the world around them. Often charming his way out of trouble when possible, running when charming didn't work.
Kaloruk would rather make friends over enemies, more for his own safety then anything.
A reason you are in Icewind Dale:
Kaloruk fled there after a robbery went wrong. The job was simple, distract the guards with a performance. No one was suppose to get hurt. Things turned sour and as the guards circled upon the robbers, Kaloruk fled for safety. The bard has been ashamed of this, considering the friendship so highly(more because it was the longest friendship he ever had) and the friends were high in crime so .. going back is dangerous. Those friends would certainly never forgive Kaloruk.
Roll 1d17: 4
Long time roleplayer and artist, I enjoy the fantasy world of dragons and magic. It only makes sense I dive into Dungeons and Dragons!
Looking forward to learning the game and making new friends. :)