Hello, hello. Plum here. After being fortunate enough to play in some excellent campaigns on this site with some fantastic DMs, I have decided to reflect the kindness and try my hand at hosting another campaign. I plan to take inspiration from other dungeon masters I have been fortunate enough to play with - and hopefully give everyone involved a fun experience well worth the time.
Due to two players dropping from the original group, I am looking for two more high-quality players with unique, creative ideas and novel concepts. Take the application seriously, please! I will only consider well-planned applications. I plan to move the campaign along at a fairly quick pace - at least one post per day is preferred. It is no issue if you need to dip for some time, though - so long as you inform me of an absence. Communication is key.
The campaign: This campaign is set in a world of high magic and sprawling wilderness - I have another campaign currently running around the same continent, but for the sake of things, the campaigns will be entirely separate adventurers. The setting is taken from a cute, whimsical game called Reaper: Tale of a Pale Swordsman. I don't know why I decided to make a campaign based in that world - there's just something charming about it I wish to share with you all. Knowledge of the game or the setting is not needed, nor am I looking for knowledge of it in the application.
Enough about that - time for the good part. The lore pertinent to character creation can be found in the spoiler below.
It has been over a decade since the Imperium set foot in the Wilderness. Hungry for Her wealth of natural resources, the Imperium decided to bring Wilderness into the fold - either voluntarily, or by force. Yet the colonization of the Imperium never happened. Proud and averse, Wilderling tribes fought back, matching the Imperial war machine with fierce sorcery. After years of perpetual war, both sides grew weary and exhausted. Conflict turned into stalemate. Now the Imperials defend what little ground they've claimed, while only the most radical of Wilderlings continue to fight them - all blissfully aware of what is to come. Whether orchestrated by those with ulterior motives or simply a coincidence, six separate stories - so different, yet somehow brought together - converge into one.
This adventure takes place in the small, secluded continent named The Wilderness. Around two decades ago, merchants from The Imperium - a sprawling empire located far across the seas - chanced upon the northern coast of The Wilderness and wasted no time exploring and conquering as they had before, utilizing powerful technology and strict military tactics to outmaneuver and overpower their opponents to grow in The Imperium’s name. This time, though - they were met with strange resistance. Each of the six distinct tribes managed to repel The Imperium’s incursions through their own methods. With The Imperium’s initial onslaught frozen in its tracks, the unofficial war ended as quickly as it began - an unsteady peace treaty was brokered, but a progressive feeling of future conflict seems inevitable as tensions have been rising. Presented below are brief descriptions of the major factions, cities, towns, and allegiances, which should help with creating your characters. More information on a specific faction will be provided at request.
The Imperium
Around a decade ago, explorers and soldiers of The Imperium, a colony far to the North of The Wilderness, reached shore in the North of the so-called 'abandoned' continent. Realizing its abundant resources, The Imperium rushed to claim as much territory as it could - entirely unaware of the tribes that already populate the continent. The Imperium and their citizens are largely devoid of magic. They attempt to rule through bringing in armies and soldiers of its own citizens, using machinery and crafted weapons fueled by a specific material known as Fluidium, which lies plentiful in The Wilderness. After years of harsh conflict and war, they sketched an uneasy truce with the existing tribes - all but the weak Zavas tribe, who exchange protection from Imperial soldiers and the other tribes for magical secrets and support in the Wilderness. Common soldiers wear rust gold-and-blue uniforms, carrying halberds, lances, and other weapons The Imperium can afford. Imperium elites and royal guards don silver-and-red uniforms with more polished and modern gear than what ends up with the Commoner soldiers. Most Imperium are conscripted members of the army here out of necessity, desperation, or simple foolishness.*
The Zavas
”Nothing but Pumpkin farmers. The only tribe collaborating with Imperials."
Nearly devoid of the magical secrets that the other tribes cling on to, the Zavas elders struck a deal with the Imperium, knowing they could not fend them off from their natural resources. A medium-sized tribe of primarily Druidic-inclined farmers, Zavas are generally peaceful people who avoid conflict wherever possible. Hard working and located in the center of The Wilderness, they are one of the tribes that has suffered the most - and will likely continue to suffer. Zavas tribe members commonly wear dark, mottled green-and-orange attire.
The Torken
”Warriors. Their might compensate with poor magick powers."
The Torken are a proud tribe located in the South-Western marshes and jagged mountains of The Wilderness. Being one of the oldest and most powerful tribes, they value might and strength over magic and meekness. Often engaging in territorial fights with other tribes, they compensate brains and magic for sheer tenacity and vigor. Despite their solitary and standoffish behavior, they were one of the first to unite the other tribes to attempt to thwart The Imperium’s soldiers, and will fiercely defend those who they call allies. The Torken are often seen wearing black and white masks, with yellow-green clothing. The more prestigious members of the tribe carry ornate clubs they use for combat.
The Morka
”Masters of magick, seers, and sorcery.”
The ancient Morka tribe, often called the stark opposite of the Torken both geographically and socially, are sequestered in the high valleys of the North-Eastern areas of the Wilderness. Mighty and mysterious, the Morka are ruled by a subset of elders and powerful divinators that guide and lead the society. Putting strength in their sorcery and minds, the Morka adamantly refuse to have any dealings with the magically dry Imperium - and are known to be The Imperium’s worst fear. The Morka traditionally wear purple and red masks which are dotted with symbols of eyes. The concept of sight and scrying is crucial to the Morka.
The Ochori
”Alchemists. Feared by the Wilderlings and the Imperial alike."
The most seclusive of all tribes, the Ochori are located in the swamplands of the West. Possessing magical and strange alchemical secrets, the Ochori are masterminds of social infiltration, assassination, and manipulation of other tribes for wealth and power. They are universally considered untrustworthy, and their mastery of poison make their name ring fear through anyone who has been unlucky to fall on the bad side of this tribe. The Ochori wear blue clothing, often with mottled grey-and-brown tones to disguise themselves in the marsh they call home.
The Frako
”Artists and free thinkers. Often considered insane."
Harboring no strange magic aside from their tightly knit sense of community, the Frako were a cluster of wandering travelers who decided to settle down and provide a community for those lost in The Wilderness. The area in the Middle-Eastern part of the Wilderness grants them a geographical goldmine for travelers and artisans who look to perfect their crafts. Although the tribe is known for being open and welcoming to travelers of all walks of life, they are strangely united in thoughts and actions - the Frako are extremely protective of their grounds and their people. The Frako have no distinct attire; the cosmopolitan nature of the tribe pushes them towards experimentation. This mentality bleeds through to their society - the place is considered insane by some, yet all consider it a place of absolute freedom to do what one wants.
The Pakora
”Facilitators. Secretive and wealthy beyond their austere appearance."
The Pakora, located in the South-Eastern woodlands, are one of the most reticent tribes in the Wilderness. Cunning and devious, they are masters of military coups and political treachery that make up the power play in the politics of the Wilderness. The wealthiest tribe - but also the smallest, they are dangerous to cross, and even more dangerous to offend. The Pakora wear brown masks with arrays of white paintings. Traditional tribes members wear red clothing.
The Outcasts "A band of hooligans, or a union of souls driven close by desperation? Who knows, and who’s asking?"
For whatever reason, dozens of Outcasts have gathered on the fringes of the Wilderling tribes and taking shelter in the recesses of the world after violating the codes of whatever tribe they originate from Those who cannot make it to the Frako - or those who choose not to - form bands of nomadic travelers and barbaric raiders known as The Outcasts, a loose faction of allied exiles that seek to etch a living in the refuse of the greater tribes. Few are aware of their true goals.
The Stormers ”Some call them murderers. I prefer marauders. Their actions are as cold as the steel with which they cut.”
Equal parts deserters of the Imperium as they are specialized soldiers of the elite forces, the Stormers are a band of marauding mercenaries that will undertake any task for the right price. Often considered cruel and merciless, they will not hesitate to turn on a previous employer if the others offer enough gold. How to contact them is a mystery - in fact, their base of operations is unknown to nearly all. They are as swift as they are mysterious.
Character Creation
Official material and Critical Role content is allowed. Please avoid Unearthed Arcana for the sake of balance. All races and classes have a place within The Wilderness - however, Custom Lineage must be run by me if you are creating something other than a Custom Lineage version of another race. We will be starting at character level 1. I intend to bring the party into low Tier 4 play - we will see how far we make it. Stats will be rolled at another time if you plan to take your chances. For the time being, though, please use Point-Buy or Standard Array.
Plot Hook
For one reason or another, your character has made the perilous journey to the Zavas Tribe. After spending some time within the city, you have gathered at the Wormswort’s Inn to hear rumors about a job being lended to adventurers willing to clear out some problematic slimes forming in the southern pumpkin farms. How and why your character arrived - or if they happen to be here by chance - is up to you.
Creation Form:
Name - your character's name goes here. I find this the hardest part of making characters, personally.
Class- your character's class. If you have a subclass or future multiclass in mind, feel free to put it here. No need to, though.
Background- tell me about your character! Where are they from? What have they done? What are their goals? Be as in-depth or brief as you want. If you have information you'd like to have me, the DM, fill out, you're welcome to leave empty blanks within your character's story. Random details like the name of your character's second cousin isn't needed - I simply want a general sense of who your character is.
PBP Experience - how much experience do you have with PBP games?
Important: We will be using a discord chatroom for OOC comments and questions rather than a thread on DDB. I simply find it easier to keep track of.
Congratulations for making it to the end of the application post. Have fun!
Hi PlumPie - I am a veteran of RPGs in general, and D&D (up to 4th ed) - but very very new player of D&D5e. Are you looking for more experienced players, or are noobs also welcome? I am familiar with Discord and have been playing PbP for many years.
I am reading over the lore, but must say the imagery of 'Reaper: Tale of a Pale Swordsman' gave me a very strong Paladin vibe :)
Perfect, I will take time to go over the info available during the weekend, and see if my initial Paladin idea gains traction in my head. Thanks for the reply PlumPie.
Kudos on expecting commitment and regular posting from players - they are specially essential for PbP.
Background. Raised in the capitol city of the Imperium, Randal was an aspiring apprentice in an artisan guild. A tinkerer and alchemist, he specialized mostly in potions and small mechanical objects. He was press-ganged into service as a Soldier of the Imperium and part of the initial campaigns to the Wilderness where he used his artisan background to learn the skills of an artificer to manufacture and repair arms and equipment for the Imperium’s war machine. He embraced the war at first, excited to work with the Fluidium and other natural resources dotting the landscape of the wilderness, using them to infuse arms and equipment under the watchful eye of the Imperium’s more experienced and skilled artificers.
He quickly became disillusioned with the war effort, and the Imperium’s disregard for the destruction they were causing to the Wilderness and its tribes, and deserted with a few of his friends. Following the lead of his friends, he ended up with the Stormers, a ruthless band of marauders and mercenaries, continuing to hone his artificer skills in their service. Held in good regard due to his ability to aid the Stormers combat abilities, he becomes even more disillusioned with the Stormers. At least the Imperium Army had a cause, the Stormers cared for nothing but gold and destruction.
Randal left under cover of darkness, seeking to find a way out of the Wilderness and back home, preferably in one piece. He seeks out Fluidium and other resources on his own, from the wild, friendly tribles, or Imperium camps, to help build his creations and become stronger. He realizes that he will need to fight his way out - against the Imperium, hostile tribes, and likely even the Stormers. He is determined to work for his own cause, and those he supports now. He looks down at a ragged help wanted notice as he heads to the inn, clearing slimes out of a pumpkin patch just may be a good place to start.
Relatively new to PbP, I stumbled across the forums earlier this year and loved it. I am active in a few campaigns currently and am able and willing to post regularly.
(Edited to build on the background and include the plot hook)
Background- Hammond was born to a pair of Stormer mercenaries that had fled from the Imperium to avoid being slain after contracting lycanthropy during a raid on an Outsiders encampment. Due to being born to parents that were both cursed, Hammond was fared to he stuck as a werewolf for his entire life without the intervention of the most powerful of magics. After turning as a young child and attacking another youth he was taken from his parents as they had long ago given into their curse for the power it gave. In order to keep him in check a silver collar was placed on his neck, stopping him from turning without great pain and threat of punishment.
Seeing the use of a tamed werewolf, the leader of the band taught Hammond to fight, first honing his skills in martial combat and then after he was clearly in check his transformations. As years passed he was made to fight on his hybrid form with the collar on, this leaving him with a permanent burn like scar around his neck from the reaction the metal had on his lycanthrope blood. As a result of this training though Hammond was able to harness his powers.
As new threats arose Hammond would be made to learn ever more strange skills, given weapons that were barbed and made to make him bleed almost as much as his enemies. As the band traveled they had come across a tribe that used blood magic also known as hemocraft to augment their already strong abilities. With the promise of help they soon agreed to train the tamed lycanthrope.
Hammond spent the rest of his youth training with this tribe, growing in his skills while serving as an instrument of their survival. From other tribes to beasts Hammond would fight and kill, gaining new knowledge and scars along the way. Unfortunately even with all his control it only had to slip once... After a hard fight he went berserk after a nearly fatal wound, turning and killing both friends and foes alike. Covered in blood and with nothing left he clamped his collar back around his neck and left, making his way by killing for pay but never staying in one place for long.
PBP Experience - I have been playing through play by post for about three years or so now.
Nico was born into a proud warrior clan from the Torken tribe. Like all of their fellow tribesmen, they were warriors, solving matters with might over magic, diplomacy, or cunning but unlike the others, Nico's clan eschewed clubs and most other weapons, instead choosing to hone their bodies until they could be used as weapons. Nico was no different. From the time he could walk, he went through daily training to strengthen his body and discipline his mind until he was capable of striking down an opponent with nothing more than his fists. But as hard as Nico trained, he could never surpass his younger sister.
She struck harder than him, proved more elusive than him, and as the two of them grew up and their father began to become an old man, he declared that upon his death, Nico's sister would become head of the clan, despite Nico being the eldest child, which according to tradition would make him the next in line. Outwardly, Nico was composed and congratulated his sister, congratulating his sister and honoring the decision that his father had made. Inwardly, Nico was devastated, feeling that he had failed as a firstborn child, having been judged unworthy to lead his clan after his father's death.
He vowed that he would change his father's mind somehow, either by proving his prowess in battle against another tribe or the invading Imperium or through some other heroic act that would prove that he was able to do his duty as the firstborn and lead his clan.
PBP Experience - I have three years of PbP experience and I've played in more campaigns than I can count. I have also been working as a DM for the last year and a half.
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Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
Background - Solider or Mercenary Veteran (don't know which yet, but this is the general feel)
At the conclusion of the final battle of an away campaign, Lieutenant Commander Berodotus Hæmnon decided he was done fighting for name and country. After packing up his unit on the longboat for their return voyage, he stepped back onshore and looked upon the unit he had developed over the past <however many years the campaign took>, committing to memory the faces of his soldiers, now liberated from the anxieties of battle. "Tell them I'm dead," he said as he passed a trinket to his Commanding Officer before helping them launch. They were to leave him here, on this foreign land, free of his duties of war, to live out the rest of his life as he pleased, for he had given more than enough blood and youth for this emancipation.
The thought of returning home back into the politics of fighting for some noble's power game tired him; now in his mid-30s he had already given almost two decades of his life for others' goals -- this time he would maneuver and fight for himself. With a new name and outlook, Kern moved to explore the land he had originally brought destruction to.
PBP Experience - I have played in three PBP campaigns on these forums as a player, though I left all three when covid made work much more time consuming; free time has returned to me as of late. I have also played and DMed in two play-by-text campaigns on Discord -- the game I DM'd wrapped up earlier this year. Beyond that been a player and DM in various ttrpg systems (mainly D&D) for more than a dozen years.
Background - (feel free to read in a cheesy eastern-European accent) "So, you want to know of my story? To hear the tale of Tovar Ishu Shanka? Well too bad: I'm telling it anyway. It starts with family. The Shanka clan were among the northernmost noble families to support the rising Imperium, some centuries ago. Roguish adventurers, scheming politicians, and keen men of business, they extend a near monopolistic grip over the frost-capped oceans to the Imperium's north, harvesting riches beyond imagining from frigid shores and ink-dark depths. Today, scions of the clan set forth in the prime of their youth to make their own ways in the world, as leaders, generals, or in my own case, merchants, though I prefer the title of 'Adventure Capitalist.' When the Imperium announced the discovery of new lands far to the South, the Shankas were among the first to make their move, funding many of the early exploratory fleets. My arrival here is a more recent development, but I sense nothing but opportunity in the murky lands of this new world."
TLDR: Tovar Shanka, an enormously tall, wide, and fiercely bearded man of noble Imperial lineage arrives on the unknown shores of the new continent seeking wealth, adventure, and reputation as a rising political and mercantile genius. Assuming, of course, he can survive the dangers of this new land long enough to fulfill those aspirations.
PbP experience: In short, lots. I've been active on beyond on several accounts over the last five or so years, DMing several games and consistently being active in about half a dozen or more others at any given time, including deeper and more detailed projects like this one. Tovar in particular was one of my earliest PbP characters, and is a recurring archetype that I enjoy playing out on occasion, fitting into most any setting as a tall, wide, fur-cloaked hunter and merchant.
Class- Paladin (probably looking into Oath of the Crown in the future, and a dip of sorcerer, but will decide on this if/when we get there)
Race - Variant Human
Background- Telurion is an outcast, one of many fleeing in the wake of the Empire's overwhelming advance. When he ran with his mother and father, they still carried some hope with them. After all, the many tribes and factions were fighting a common enemy, so surely they would extend a hand to those fleeing from the same war. Unfortunately it was not so... They ended up joining a rag-tag band of many others who found themselves in the same situation. Again hope rose, just to be crushed once more, as the infighting for survival was almost animalistic at certain points. He managed to pull through it, but his parents did not, and both died of a terrible pneumonia on a particularly harsh winter, malnourished, and unable to fight off the sickness. Telurion survived because Talian kept him alive - a wandering warrior who would become his mentor in those early years. She taught him the value of trust and friendship when he was at his worse, and brimming of hate for those who did nothing for his parents when they so desperately needed help. She taught him not only to wield a blade and shield, but also to look past the deviant behavior of those he resented, and find the true meaning and fear in people's hearts. She taught him the meaning of being there for others, and raising a hand for those who could not do so for themselves. More than mentor and apprentice, they became friends - Talian always said there was much more to him than met the eye - he was starting to believe it... And then she was gone,. leaving him with only a cryptic farewell note (which I will detail more as we move along), and an apology for stealing away like a thief in the night. She wrote it had to be done, but did not explain anything further. Telurion managed to find from a guard on watch in which direction Talian had followed, and in the next day he departed after without thinking twice. So far he has had no luck in finding any clues about her whereabouts, but he does not intend to give up!
So yeah, that is the basic plan for Telurion - he is chasing after his mentor, all the while learning about himself and his recently discovered divine powers. He is not even sure if this was Talian's plan all along, to make him leave his adopted homeland, and travel the the Wilderness , but for him it matters not, he will find out. In the meantime his travels give him mixed emotions - curiosity, hesitation at times, but above all a big trepidation and enthusiasm regarding what lies ahead. In the meantime he has a strong arm, and has been taking jobs as they present themselves, not only for sustenance, but also because his spirit is seasoned by a will to adventure, almost as much as the will to do the right thing.
PBP Experience - I have been playing PbP for many years now, and for different reasons - I moved away from my regular gaming group, and this was a way to continue playing. Also it conforms easily to my work and schedules, as I spend a good portion of my day in front of the PC.
Point Buy 13 16 11 11 10 16 Human (Racial Bonus added)
Never able to cede when bested, unable to give in with anything remotely akin to 'gracefully acknowledging the victor', Silio Diafol was very, very poor loser (a 'flaw' in his makeup some said). The particular case that ended with him in these straits involved a woman in the tribe that Silio Diafol considered 'his', who was swept off her feet by his main rival. A little poison in the rivals soup and, voila, problem solved; except it wasn't. Suspicion fell, quite naturally, on Silio Diafol, especially when the woman in question pointed a finger at him, thus making it a healthy move to slip away before things got any hotter than they already were. And so, after a long a perilous journey, Silio Diafol found himself stooping to the utter depths of 'helping' pumpkin farmers.
Well, he would sigh silently to himself, 'The current state of affairs, viz-a-vie the Imperium and the coming war-- everybody knew it was coming, just not when, nor where it would start or who would start it-- would be rife with opportunities for one with his . . . talents. In the mean time, he had to make a living. One of his more socially acceptable talents was that of an alchemist, folks liked to but his 'specials': usually Tangler Grenades and, when he felt they were deserving enough, Explosive Seeds, though he didn't offer them very often as they were tedious to make.
My thought is to play Silio Diafol in somewhat the vein of the 'Engineers' (combat alchemists) in Stephan Erikson's books of the Malazan Empire, but with an attitude bent by his poor loser 'skills'. :) He is somewhat chaotic in nature but, when the need arises, usually motivated by self-interest, he is quite capable of disciplining his egotistical nature and working with others to further a particular goal. As long, of course, as he sees that goal as . . . beneficial.
I have been playing DnD on Beyond for about two-and-a-half years; I started playing D&D sometime in the distant past, advanced to AD&D [all table top], then, whilst isolated in the boonies of the Far North, discovered play-by-email. I like playing devious characters, ones with murky motives, bent morals, a liking for treasure and a taste for magic 'stuff' -- weapons, rings, objects that can further a character's, umm, goals. I am able to post daily, with very rare exceptions, often two or three times, depending on the flow of the game.
Druid/sage - going for a twist on the usual ‘nature protector’ towards astronomy, with the intention of going Circle of Stars at lvl 3.
kalashtar - her quori spirit gives her an affinity for the light of the stars. She was a lowly member of one of the libraries/repositories of the Imperium (in what ever form they exist) and left as she discovered a prophecy in the stars and her superiors didn’t want her ‘making trouble’ within the institution.
I have a little experience with Pbp, but more experience DMing
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5e DM - Dragon of Icespire Peak
5e Flumps and Friends - Garak (Hobgoblin Sage Divination Wizard)
5e Ghosts of Saltmarsh - Gala Ishara (Kalashtar Sage Druid), Naerwaen (Half elf Spy Rogue), Korth (Lizardfolk Wanderer Fighter)
Background - Thinking back, Thea thought, all her life she'd been struggling, fighting for one thing: time. Or rather, the authority to spend her time the way she herself found most pleasing. But wait...that would be 'freedom' then, not 'time', wouldn't it? She pondered. Gah, whatever. Theas whole existence had been the result of a local power-play, the liaison of two powerful personas.
First there was her father, one of the highest ranking, current Morka Magicians the tribe had produced, and second, her mother as an heir to one of the most influential Pakora families. They must have given a truly spicy combination. Both of them had been equally fond of the merits the marriage had brought, which turned the nevertheless arranged relationship into something unexpectedly positive. With both her parents content to pursue their individual goals - for her father the mastery of even higher tiers of magic, for her mother the advancement to even greater wealth and political power, Thea had lived a happy and quite untroubled childhood. She still couldn't quite understand how and why, but she'd been drafter into neither the scholarly oppression known for morkan scholars, nor had she been clobbered into shape as a formidable next heir to the household. Instead, she'd been scouting through the unkempt wilderness The Wilderness offered right in front of her. Thea loved to hunt multicolored luminous butterflies, not the endless sneeze attacks that set in when she entered libraries packed full of ancient books. Those days crawling through the undergrowth, those had been her happy days. She snorted.
But everything changed when The Imperium attacked. Literally. The sudden invasion of that cursed nation had flooded the veins of The Wilderness with endless hoards of pathogenic battalions, rows and rows of soldiers marching into her homeland, trampling Theas beloved nature and its interconnections under their feet. Not that she'd known much about it back in the days. But her father had. He had been one of the people leading the resistance, right at the front line. And of course, he'd payed his glory with his life. That's when things had truly begun to change, after her father had died. Before she had mostly been kept with her father in morkan' vicinities, but then she had had to transfer to the Pakura, living with her mother. And step by step, her freedom had been taken away. The impeding war had made Theas mother realize there were much more important things for her to do than scurrying around after bugs in some field. Some day, she'd sat down in front of her and explained that it was time to make a decision. It was time to decide what she wanted to do in her life.
Thea still remembered that moment vividly. Sitting at a table opposite of her mother, watching her hands shake, hearing her voice crack. She had chosen a very good point in time to demand such a decision. Her fathers death had left Thea shocked, traumatized to a degree, making her feel helpless. All she wanted, was for time itself to stop. Or even better, to revert, to put everything back to normal. But of course she had eventually realized that it was impossible. When she'd grown out of denial, a stronger, more mature voice inside of her had ordered to look for damage control. She'd begun looking into her options, what possible futures this one and very big decision would entail. Back then, the fights between empire and the tribes had still been ongoing. And another voice, this one too an entirely new one, had screamed for vengeance. It wanted to seek revenge, for both her fathers death, and the end of her own innocent, happy childhood. And so, she'd made a choice.
Day after day following this decision, she'd spent studying. Forcing the beautiful butterflies out of her head, and instead accustoming herself to the dust of book shelves, until she stopped sneezing. Doing her best to honor her father, she burried herself in her lessons, eventually discovering the same fascination for magic he must have felt, almost on par with, if not even surpassing the captivation she'd previously felt for the nature surrounding her. At some point, she even began to grasp the connection between both of them. Meanwhile, she also started to learn from her mother, absorbing whatever insights and knowledge she could gain from her intricate ideology of intrigue.
That one day all those years ago, Thea had made an important decision. She had decided to start playing a role in this world, in its current happenings. Until that point, she'd been mal-equipped. She'd tried to fight, but the inevitability of times passing had beaten her, thoroughly and profoundly. She had, however, not given up. Time had had beaten her once. And Thea had decided to return the favor. She wanted to learn to control it.
Even if that meant a lot of studying. Event if it meant sitting in dusty libraries, or falling asleep to her moms voice lecturing her. Even if it meant journeying to the Zavas Tribe to gather further intel on what the enemy was plotting. There was no room for her to complain, she knew that all too well. She'd only recently managed to graduate as one of the greenest of all scholars - some of her tribe members of Morka Tribe had already been at that level when she'd still been going on bug hunts regularly. So she would do what she had to. She would learn. Learn how to shape time according to her will. And, Thea thought, glancing over the Wormwart's Inn, she would do so, even if that meant that she had to fight slimes.
PBP Experience - I basically started playing DnD with play by post. Moved away for studies, loved the concept but had noone to play with, then found out about dndbeyond and the forum. It's been going back and forth from then, playing irl, different PnP's, but I keep coming back to PBP somehow, i guess partly because i love to see what worlds people come up with...I think the Waterdhavian Campaign i got to enter with you in it was the only proper campaign i joined so far that was not homebrew. But just like way too many campaigns on here, that one died out early, so i'm here once again, giving it another try (:
I have chosen and messaged the two players who will be joining the campaign. There were many fantastic applications and I regret not being able to accept you all, but unfortunately, such is the nature of PbP, especially in a campaign like this with very few open slots.
I genuinely hope to see the ones who weren’t accepted around for when I get to DM some more campaigns. I would be happy to & look forward to playing with you folks.
Hello, hello. Plum here. After being fortunate enough to play in some excellent campaigns on this site with some fantastic DMs, I have decided to reflect the kindness and try my hand at hosting another campaign. I plan to take inspiration from other dungeon masters I have been fortunate enough to play with - and hopefully give everyone involved a fun experience well worth the time.
Due to two players dropping from the original group, I am looking for two more high-quality players with unique, creative ideas and novel concepts. Take the application seriously, please! I will only consider well-planned applications. I plan to move the campaign along at a fairly quick pace - at least one post per day is preferred. It is no issue if you need to dip for some time, though - so long as you inform me of an absence. Communication is key.
The campaign:
This campaign is set in a world of high magic and sprawling wilderness - I have another campaign currently running around the same continent, but for the sake of things, the campaigns will be entirely separate adventurers. The setting is taken from a cute, whimsical game called Reaper: Tale of a Pale Swordsman. I don't know why I decided to make a campaign based in that world - there's just something charming about it I wish to share with you all. Knowledge of the game or the setting is not needed, nor am I looking for knowledge of it in the application.
Enough about that - time for the good part. The lore pertinent to character creation can be found in the spoiler below.
Character Creation
Official material and Critical Role content is allowed. Please avoid Unearthed Arcana for the sake of balance. All races and classes have a place within The Wilderness - however, Custom Lineage must be run by me if you are creating something other than a Custom Lineage version of another race. We will be starting at character level 1. I intend to bring the party into low Tier 4 play - we will see how far we make it. Stats will be rolled at another time if you plan to take your chances. For the time being, though, please use Point-Buy or Standard Array.
Plot Hook
Important:
We will be using a discord chatroom for OOC comments and questions rather than a thread on DDB. I simply find it easier to keep track of.
Congratulations for making it to the end of the application post. Have fun!
Hi PlumPie - I am a veteran of RPGs in general, and D&D (up to 4th ed) - but very very new player of D&D5e. Are you looking for more experienced players, or are noobs also welcome? I am familiar with Discord and have been playing PbP for many years.
I am reading over the lore, but must say the imagery of 'Reaper: Tale of a Pale Swordsman' gave me a very strong Paladin vibe :)
Any level of experience is fine with me! I only ask that players be committed and prepared to post regularly.
Perfect, I will take time to go over the info available during the weekend, and see if my initial Paladin idea gains traction in my head. Thanks for the reply PlumPie.
Kudos on expecting commitment and regular posting from players - they are specially essential for PbP.
Randal Windriver
Class: Variant Human, Artificer
Background. Raised in the capitol city of the Imperium, Randal was an aspiring apprentice in an artisan guild. A tinkerer and alchemist, he specialized mostly in potions and small mechanical objects. He was press-ganged into service as a Soldier of the Imperium and part of the initial campaigns to the Wilderness where he used his artisan background to learn the skills of an artificer to manufacture and repair arms and equipment for the Imperium’s war machine. He embraced the war at first, excited to work with the Fluidium and other natural resources dotting the landscape of the wilderness, using them to infuse arms and equipment under the watchful eye of the Imperium’s more experienced and skilled artificers.
He quickly became disillusioned with the war effort, and the Imperium’s disregard for the destruction they were causing to the Wilderness and its tribes, and deserted with a few of his friends. Following the lead of his friends, he ended up with the Stormers, a ruthless band of marauders and mercenaries, continuing to hone his artificer skills in their service. Held in good regard due to his ability to aid the Stormers combat abilities, he becomes even more disillusioned with the Stormers. At least the Imperium Army had a cause, the Stormers cared for nothing but gold and destruction.
Randal left under cover of darkness, seeking to find a way out of the Wilderness and back home, preferably in one piece. He seeks out Fluidium and other resources on his own, from the wild, friendly tribles, or Imperium camps, to help build his creations and become stronger. He realizes that he will need to fight his way out - against the Imperium, hostile tribes, and likely even the Stormers. He is determined to work for his own cause, and those he supports now. He looks down at a ragged help wanted notice as he heads to the inn, clearing slimes out of a pumpkin patch just may be a good place to start.
Relatively new to PbP, I stumbled across the forums earlier this year and loved it. I am active in a few campaigns currently and am able and willing to post regularly.
(Edited to build on the background and include the plot hook)
Name - Hammond Onc
Class - Bloodhunter (Order of the Lycan.)
Background - Hammond was born to a pair of Stormer mercenaries that had fled from the Imperium to avoid being slain after contracting lycanthropy during a raid on an Outsiders encampment. Due to being born to parents that were both cursed, Hammond was fared to he stuck as a werewolf for his entire life without the intervention of the most powerful of magics. After turning as a young child and attacking another youth he was taken from his parents as they had long ago given into their curse for the power it gave. In order to keep him in check a silver collar was placed on his neck, stopping him from turning without great pain and threat of punishment.
Seeing the use of a tamed werewolf, the leader of the band taught Hammond to fight, first honing his skills in martial combat and then after he was clearly in check his transformations. As years passed he was made to fight on his hybrid form with the collar on, this leaving him with a permanent burn like scar around his neck from the reaction the metal had on his lycanthrope blood. As a result of this training though Hammond was able to harness his powers.
As new threats arose Hammond would be made to learn ever more strange skills, given weapons that were barbed and made to make him bleed almost as much as his enemies. As the band traveled they had come across a tribe that used blood magic also known as hemocraft to augment their already strong abilities. With the promise of help they soon agreed to train the tamed lycanthrope.
Hammond spent the rest of his youth training with this tribe, growing in his skills while serving as an instrument of their survival. From other tribes to beasts Hammond would fight and kill, gaining new knowledge and scars along the way. Unfortunately even with all his control it only had to slip once... After a hard fight he went berserk after a nearly fatal wound, turning and killing both friends and foes alike. Covered in blood and with nothing left he clamped his collar back around his neck and left, making his way by killing for pay but never staying in one place for long.
PBP Experience - I have been playing through play by post for about three years or so now.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
Name Tovar Shanka
Class/Race: Ranger, Human
Background - (feel free to read in a cheesy eastern-European accent) "So, you want to know of my story? To hear the tale of Tovar Ishu Shanka? Well too bad: I'm telling it anyway. It starts with family. The Shanka clan were among the northernmost noble families to support the rising Imperium, some centuries ago. Roguish adventurers, scheming politicians, and keen men of business, they extend a near monopolistic grip over the frost-capped oceans to the Imperium's north, harvesting riches beyond imagining from frigid shores and ink-dark depths. Today, scions of the clan set forth in the prime of their youth to make their own ways in the world, as leaders, generals, or in my own case, merchants, though I prefer the title of 'Adventure Capitalist.' When the Imperium announced the discovery of new lands far to the South, the Shankas were among the first to make their move, funding many of the early exploratory fleets. My arrival here is a more recent development, but I sense nothing but opportunity in the murky lands of this new world."
TLDR: Tovar Shanka, an enormously tall, wide, and fiercely bearded man of noble Imperial lineage arrives on the unknown shores of the new continent seeking wealth, adventure, and reputation as a rising political and mercantile genius. Assuming, of course, he can survive the dangers of this new land long enough to fulfill those aspirations.
PbP experience: In short, lots. I've been active on beyond on several accounts over the last five or so years, DMing several games and consistently being active in about half a dozen or more others at any given time, including deeper and more detailed projects like this one. Tovar in particular was one of my earliest PbP characters, and is a recurring archetype that I enjoy playing out on occasion, fitting into most any setting as a tall, wide, fur-cloaked hunter and merchant.
So yeah, that is the basic plan for Telurion - he is chasing after his mentor, all the while learning about himself and his recently discovered divine powers. He is not even sure if this was Talian's plan all along, to make him leave his adopted homeland, and travel the the Wilderness , but for him it matters not, he will find out. In the meantime his travels give him mixed emotions - curiosity, hesitation at times, but above all a big trepidation and enthusiasm regarding what lies ahead. In the meantime he has a strong arm, and has been taking jobs as they present themselves, not only for sustenance, but also because his spirit is seasoned by a will to adventure, almost as much as the will to do the right thing.
Bump. I will be closing submissions and selecting players late on Sunday.
Thanks for the update ;)
Silio Diafol
Rogue (Assassin/Alchemist)
Point Buy 13 16 11 11 10 16 Human (Racial Bonus added)
Never able to cede when bested, unable to give in with anything remotely akin to 'gracefully acknowledging the victor', Silio Diafol was very, very poor loser (a 'flaw' in his makeup some said). The particular case that ended with him in these straits involved a woman in the tribe that Silio Diafol considered 'his', who was swept off her feet by his main rival. A little poison in the rivals soup and, voila, problem solved; except it wasn't. Suspicion fell, quite naturally, on Silio Diafol, especially when the woman in question pointed a finger at him, thus making it a healthy move to slip away before things got any hotter than they already were. And so, after a long a perilous journey, Silio Diafol found himself stooping to the utter depths of 'helping' pumpkin farmers.
Well, he would sigh silently to himself, 'The current state of affairs, viz-a-vie the Imperium and the coming war-- everybody knew it was coming, just not when, nor where it would start or who would start it-- would be rife with opportunities for one with his . . . talents. In the mean time, he had to make a living. One of his more socially acceptable talents was that of an alchemist, folks liked to but his 'specials': usually Tangler Grenades and, when he felt they were deserving enough, Explosive Seeds, though he didn't offer them very often as they were tedious to make.
My thought is to play Silio Diafol in somewhat the vein of the 'Engineers' (combat alchemists) in Stephan Erikson's books of the Malazan Empire, but with an attitude bent by his poor loser 'skills'. :) He is somewhat chaotic in nature but, when the need arises, usually motivated by self-interest, he is quite capable of disciplining his egotistical nature and working with others to further a particular goal. As long, of course, as he sees that goal as . . . beneficial.
I have been playing DnD on Beyond for about two-and-a-half years; I started playing D&D sometime in the distant past, advanced to AD&D [all table top], then, whilst isolated in the boonies of the Far North, discovered play-by-email. I like playing devious characters, ones with murky motives, bent morals, a liking for treasure and a taste for magic 'stuff' -- weapons, rings, objects that can further a character's, umm, goals. I am able to post daily, with very rare exceptions, often two or three times, depending on the flow of the game.
Panic is a mechanism that strengthens the gene pool.
Gala Ishara (She/her)
Druid/sage - going for a twist on the usual ‘nature protector’ towards astronomy, with the intention of going Circle of Stars at lvl 3.
kalashtar - her quori spirit gives her an affinity for the light of the stars. She was a lowly member of one of the libraries/repositories of the Imperium (in what ever form they exist) and left as she discovered a prophecy in the stars and her superiors didn’t want her ‘making trouble’ within the institution.
I have a little experience with Pbp, but more experience DMing
5e DM - Dragon of Icespire Peak
5e Flumps and Friends - Garak (Hobgoblin Sage Divination Wizard)
5e Ghosts of Saltmarsh - Gala Ishara (Kalashtar Sage Druid), Naerwaen (Half elf Spy Rogue), Korth (Lizardfolk Wanderer Fighter)
OSE DM - The Hole in the Oak
Hey, just now found the post and im loving the setting, but i know im late - would you still accept a last minute submission?
Applications are still open! Players will be chosen around twelve hours from now.
Neat, I'll throw my hat in the ring as well then!
Name - Thiandraèl Thea Nélévad
Class - Wizard / Thinking of Chronurgy for now
Background - Thinking back, Thea thought, all her life she'd been struggling, fighting for one thing: time. Or rather, the authority to spend her time the way she herself found most pleasing. But wait...that would be 'freedom' then, not 'time', wouldn't it? She pondered. Gah, whatever. Theas whole existence had been the result of a local power-play, the liaison of two powerful personas.
First there was her father, one of the highest ranking, current Morka Magicians the tribe had produced, and second, her mother as an heir to one of the most influential Pakora families. They must have given a truly spicy combination. Both of them had been equally fond of the merits the marriage had brought, which turned the nevertheless arranged relationship into something unexpectedly positive. With both her parents content to pursue their individual goals - for her father the mastery of even higher tiers of magic, for her mother the advancement to even greater wealth and political power, Thea had lived a happy and quite untroubled childhood. She still couldn't quite understand how and why, but she'd been drafter into neither the scholarly oppression known for morkan scholars, nor had she been clobbered into shape as a formidable next heir to the household. Instead, she'd been scouting through the unkempt wilderness The Wilderness offered right in front of her. Thea loved to hunt multicolored luminous butterflies, not the endless sneeze attacks that set in when she entered libraries packed full of ancient books. Those days crawling through the undergrowth, those had been her happy days. She snorted.
But everything changed when The Imperium attacked. Literally. The sudden invasion of that cursed nation had flooded the veins of The Wilderness with endless hoards of pathogenic battalions, rows and rows of soldiers marching into her homeland, trampling Theas beloved nature and its interconnections under their feet. Not that she'd known much about it back in the days. But her father had. He had been one of the people leading the resistance, right at the front line. And of course, he'd payed his glory with his life. That's when things had truly begun to change, after her father had died. Before she had mostly been kept with her father in morkan' vicinities, but then she had had to transfer to the Pakura, living with her mother. And step by step, her freedom had been taken away. The impeding war had made Theas mother realize there were much more important things for her to do than scurrying around after bugs in some field. Some day, she'd sat down in front of her and explained that it was time to make a decision. It was time to decide what she wanted to do in her life.
Thea still remembered that moment vividly. Sitting at a table opposite of her mother, watching her hands shake, hearing her voice crack. She had chosen a very good point in time to demand such a decision. Her fathers death had left Thea shocked, traumatized to a degree, making her feel helpless. All she wanted, was for time itself to stop. Or even better, to revert, to put everything back to normal. But of course she had eventually realized that it was impossible. When she'd grown out of denial, a stronger, more mature voice inside of her had ordered to look for damage control. She'd begun looking into her options, what possible futures this one and very big decision would entail. Back then, the fights between empire and the tribes had still been ongoing. And another voice, this one too an entirely new one, had screamed for vengeance. It wanted to seek revenge, for both her fathers death, and the end of her own innocent, happy childhood. And so, she'd made a choice.
Day after day following this decision, she'd spent studying. Forcing the beautiful butterflies out of her head, and instead accustoming herself to the dust of book shelves, until she stopped sneezing. Doing her best to honor her father, she burried herself in her lessons, eventually discovering the same fascination for magic he must have felt, almost on par with, if not even surpassing the captivation she'd previously felt for the nature surrounding her. At some point, she even began to grasp the connection between both of them. Meanwhile, she also started to learn from her mother, absorbing whatever insights and knowledge she could gain from her intricate ideology of intrigue.
That one day all those years ago, Thea had made an important decision. She had decided to start playing a role in this world, in its current happenings. Until that point, she'd been mal-equipped. She'd tried to fight, but the inevitability of times passing had beaten her, thoroughly and profoundly. She had, however, not given up. Time had had beaten her once. And Thea had decided to return the favor. She wanted to learn to control it.
Even if that meant a lot of studying. Event if it meant sitting in dusty libraries, or falling asleep to her moms voice lecturing her. Even if it meant journeying to the Zavas Tribe to gather further intel on what the enemy was plotting. There was no room for her to complain, she knew that all too well. She'd only recently managed to graduate as one of the greenest of all scholars - some of her tribe members of Morka Tribe had already been at that level when she'd still been going on bug hunts regularly. So she would do what she had to. She would learn. Learn how to shape time according to her will. And, Thea thought, glancing over the Wormwart's Inn, she would do so, even if that meant that she had to fight slimes.
PBP Experience - I basically started playing DnD with play by post. Moved away for studies, loved the concept but had noone to play with, then found out about dndbeyond and the forum. It's been going back and forth from then, playing irl, different PnP's, but I keep coming back to PBP somehow, i guess partly because i love to see what worlds people come up with...I think the Waterdhavian Campaign i got to enter with you in it was the only proper campaign i joined so far that was not homebrew. But just like way too many campaigns on here, that one died out early, so i'm here once again, giving it another try (:
Hello all,
I have chosen and messaged the two players who will be joining the campaign. There were many fantastic applications and I regret not being able to accept you all, but unfortunately, such is the nature of PbP, especially in a campaign like this with very few open slots.
I genuinely hope to see the ones who weren’t accepted around for when I get to DM some more campaigns. I would be happy to & look forward to playing with you folks.
Until then,
-Plum
No worries,
Many thanks, Plum!
5e DM - Dragon of Icespire Peak
5e Flumps and Friends - Garak (Hobgoblin Sage Divination Wizard)
5e Ghosts of Saltmarsh - Gala Ishara (Kalashtar Sage Druid), Naerwaen (Half elf Spy Rogue), Korth (Lizardfolk Wanderer Fighter)
OSE DM - The Hole in the Oak
Good game to y’all. As they say, better luck next time.
Panic is a mechanism that strengthens the gene pool.