Recruiting 4-6 players for an episodic campaign in my Homebrew. The world is still in the building process, so things may change, and any contributions by players are considered my intellectual property.
Characters should be of 1st level, and not be of any chaotic or evil alignment. You may either use point buy or role abilities here. All characters are recent graduates of Realm's Marshal service after 2 years of training.
I will leave recruiting open until 12pm EST 9-Nov.
Postings will be primarily Monday thru Friday.
Please submit the following:
Name:
Race:
Class:
Background:
Backstory (optional):
We will work together on building out some details regarding backstory.
Nearly five thousand years ago, seeking to escape the wars and violence of their own world, a group of mostly Elven Druids and Wizards opened a portal to another world and after scouting, found that the portal opened onto a large, fertile, uninhibited peninsula. But the auguries predicted disaster should it be only the Elves which immigrated to the new land. And so the Covenant created which proposed five original realms: Elves, Dwarves, Halflings and Gnomes. But still the auguries predicted failure unless the Human, mercenary captain Erias joined. Erias price proved to be almost too much bringing his mercenary army and their families, over two thousand Humans as well as a small population of Dragonborn, Tieflings, Half-Elves and Half-Orcs. He also demanded the hand of the Elven King's eldest daughter and the Covenant's that only his descendants could rule the lands granted to him. As the immigrants were gathered and the lands divided, the Halflings and the Gnomes decided to join the lands granted to them under a one realm.
Over four thousand years later, the Realm (a confederation) and realms (Elf, Dwarf, Halfling/Gnome and Human/others) have been at peace and expanding. While most Gnomes do live in their realm of Londe, many a clan has established their Warrens in the rough foothills surrounding the Dwarven kingdom in Elven lands. While the Dragonborn, Tieflings and Half-Orcs have been forced to the same foothills in the Human kingdom of Erias as isolated villages or the poorer parts of its cities and towns. The Half-Elven descendants of Erias, as well as his followers, have combined into the royal houses of Erias.
Of the kingdoms of the Realm, Erias has seen the most violence (though there is rumor of occasional clan conflict in the Dwarven Kingdom) as they compete for influence and rulership among the royal houses.
Though each kingdom maintains some armed force of its own, the Marshals are the official policing and judicial force of the Realm. The idea of the Marshals is based on the Ranger services of the U.S. southwest (Texas, Arizona), and the U.S. Marshals of the "wild west". It is most common for parties of Marshals to be dispatched under-cover to wander the kingdoms and the Wilderlands beyond, for not everything is as peaceful as it seems.
In the less populated places of the Realm, especially Erias, aggressive creatures native to this world have begun to show themselves. Rumors of ancient evils buried deep in the earth come from the Dwarves and Gnomes. Magic-Users and Clerics feel an uneasiness; while Tieflings and Dragonborn have begun to feel a stirring which they have not felt since their ancestors came to this land.
Racial Information
Dragonborn – The Dragonborn have divided themselves, with the Metallic living in villages in the mountainous foothills of Erais and the Chromatic in the towns and cities of the Erias. In both cases, they tend to be isolated, religious and closed communities persecuted by the Humans.
Dwarves, Hills – Preferring a life above ground in cities and villages of the foothills, they are excellent builders and blacksmiths. Dwarves living outside their kingdom are most often Hill Dwarves. They are inspired by Tolkien's Longbeards
Dwarves, Mountains - Creating vast cities in the caverns or from the mountains themselves, these Dwarves are more closed, clannish but also adventurous. They are excellent smith as well as miners and masons. They are inspired by Tolkien's Longbeards.
Elves, Wood – The majority of Elves in the Realm are wood elves. They are inspired by the Tolkien's Sindar in the south and Nandor in the north of the Elven Wood. They tend to live in smaller villages in the Elven Wood, excepting those of the royal family which are obliged to make their homes in the Elvish cities.
Elves, High – Making up less than 25% of the Elvish population, they are inspired by the Noldor of Tolkien and are they builders of cities in the open spaces of the Elven Woods or along its shores.
Gnomes, Forest - Forest Gnomes are secretive folk that prefer not to be seen by taller races, thus their interaction with Halflings as intermediaries. Forest Gnomes prefer to make their communities in the bowls of trees, rocky outcroppings, hollowed hills and other such places. Their dwellings are small and usually closely assembled by extended family. Forest Gnomes tend to seek oneness with their magical and mechanical talents and the world around them. They are fond of drink and parties among their own folk.
Gnomes, Rock – Rock Gnomes are even more secretive than their forest cousins, preferring to make their homes beneath rocky hills in large extended families. As fond of drink as of magic and gems they are a merry folk.
Half-Elf - Although some Half-Elves of more recent lineage can be found living isolated in the Elven Wood, the majority of Half-Elves abide in Erias and trace their lineage either from Erias himself, or members of his mercenary band. As such they are considered to be Royal or near royal, as by law in Erias they may only marry another Half-Elf or an Elf. Those from the Elven Wood will portray themselves much as their Elven brethren, though they are somewhat shunned. They are inspired by the Dunadain of Arnor (Rangers of the North), while their Eriasian counterparts are more inspired by the Gondorians and are not unknown to show a haughtiness toward all but Elves and a few downright arrogance.
Half-Orc – Descended from the few Half-Orcs of Erias' company, they are generally shunned and live in isolation. Due to the inbreeding and their naturally violent nature those in Human habitats tend toward criminal affiliations and even in isolated villages there is a "gang" mentality.
Halfling, Lightfoot - Inspired by Tolkien's Fallowhides (I.e. Tooks). The tallest of the Halflings, they mingle best of the two the taller folk and take easiest to adventuring, as well as preferring to live above ground.
Halfling, Stout - inspired by Tolkien's Stoors (I.e. Baggins).
Humans - Though wide ranging, the Humans which inhabit Erias, and where members of Erais' mercenary company, where of the Slov culture. Inspired by western Slavic culture.
Tieflings - Like the Half-Orcs, they are descended from a few members of Erais' mercenary company. After the immigration, the Tieflings lost most of their infernal connection and powers. Ove the last several hundred years, the Tiefling's have been reinvigorated. Though their birthrates have increased during this time, but their populations have been on decline as the emigrate into the Wilderlands.
Marshal Service
The Marshal Service is a paramilitary unit within the Realm as established by the Compact, to act as itinerate judges, police, explorers, diplomats and even as spies. The ranks of Marshals are drawn from professional adventurers of all types, though it is common for adventurers to leave regular service after obtaining the rank of Marshal.
Marshals have a symbol of their authority, a pendant shaped like an oak leaf with a hammer over a sheaf of wheat carved into it, which may be transformed into a round stone which is attuned to its own which can show the same symbol at the owners command.
The Marshal service is inspired by a combination of the ranger services of the old west (i.e. Texas Rangers), the U.S. Marshal Service of the same and earlier periods and the circuit courts of medieval England.
Backstory (optional): He lived in the woods of Erias in solitude for most of his life. Over time, he developed deep interest in the dark, damp, and twisted side of nature, like creepy crawly animals and necromancy. He is a stocky, well built behemoth, with heavy boots and a flaring brown trench coat. He may seem intimidating at first, but is quite gentle and has a deep sympathy for things shunned by society. He is looking to become a Marshall, hoping that a rank and a title might garner him more respect from civilized folk. He started adventuring when he was 17 to achieve that goal.
I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past, I will turn the inner eye to see its path. Where the fear has gone, there will be nothing. Only I will remain.
This post has potentially manipulated dice roll results.
Name: Ragnik Daraln
Ability scores:111410181613
Race: Mountain Dwarf
Class: Cleric - Forge Domain
Background: Clan Crafter
Backstory (optional): Born to a family of smiths, Ragnik has always shown a great aptitude with the hammer and anvil, from an early age he was producing items that far surpassed his brothers and sisters. He always believed his hands were guide by a higher power and dedicated all of his work to Tharmekhûl, the tender of the forge. He set down his hammer and anvil feeling his duty to the realm and signed up to the Marshal service so that he can serve his people further and spread the word of Tharmekhûl. (general idea of the character, but happy to change to fit the world/campaign)
This post has potentially manipulated dice roll results.
Name: Lucius
Ability Scores: 141311151616
Race: Half Elf (Lawful Neutral)
Class: Paladin
Background: Courtier
Backstory: A descendant of Elias and member of the court of one of the Royal Houses, Lucius was an outspoken advocate of displays of strength. Any issues that occurred he was first to suggest retribution and making examples. After all, those in a position of strength are less likely to be crossed. It was this vocal interest in the policing and protection of the Realm that lead to him being entered into training for the Marshal service. Partly to give him more first hand knowledge that might temper his opinions, but also because he was not afraid to make difficult choices where needed.
Class: Tempest Cleric (I'm hoping any ol' deity might work for your homebrew unless you have your own pantheon. So probably Deep Sashelas, elven god of the sea)
Background: Criminal (reformed)
Backstory (optional): Elhorn was born 32 years ago and has lived in Erias all his life. He never wanted to try and live with his woodland brethren. Not that city life ever treated him kindly. He grew up a rambunctious child and unfortunately ended up becoming friends with the wrong people. Eventually those people lead him into becoming a pickpocket at a young age. However around the age of 28 he had a change of heart, like the seas were calling to him. And so he tried his best to shake off what he had been taught but most of it was stuck. He couldn't change that he used to be a criminal, all he could do was be a better person each and everyday. He managed to join a church and became a clergyman of tempests. Around 30 the Martial Service figured out he was someone they could definitely use, if not only for his skill in medicines and healing comrades while avoiding enemy sight. He feels the uneasiness as things look grimmer and grimmer for Erias. But everyday the moods grow darker he tries that much harder to stifle it and show those around that things can indeed change with just a little faith.
Backstory: TBD but along the lines of he was a smuggler that uses illusions and disguises to help get food and supplies to his people and other poor and mistreated folks through an underground supply route. His Wizard mentor was an Elf who taught him Bladesinging. This caused his mentor, when his family found out, to be banished from the Elven Woods.
Backstory (optional): orphaned as a baby. Left Orphanage at 15 to work on a ship as a deckhand. Got a perfume bottle when he left the Orphanage, being told it was on him when he was found. He discovers it belongs to his mother who is a Marid. She becomes his Patron. He now looks to one day find his father or at least any trace of him. Also wants to one day own his own ship.
Backstory(optional): Born into a low-middle class family, Thazys was quickly drawn to Erais' mercenary company. Even though it was one of few options available for him, it proved to be an enjoyable and profitable endeavor for him. After many years, with as many gains as there were losses, he began to realize that perhaps his purpose was bigger than just meddling in worldly human affairs and hostilities, thus started mustering a way in which his capabilities would be put to use for a greater good for all and not just for his patrons.
Background: Lived in seclusion — mostly in the forests — for a formative part of my life. Learned to become one of the forest, observe and learn from the wildlife. Practicing the ancient art of ranging, stealth, archery and tracking. From time to time, when other Elves needed help, would answer the call. From my solitude, I remain stoic even in the face of danger. I feel for those who are in need, and will help those who are suffering. I generally keep my thoughts to myself.
Backstory (optional): Having been raised in an Elvan town on the edge of the forests and the mountains, was taught by the elders to hunt and track. Seeking out my elders, I desired to become a guardian of the forest, to protect those who cannot protect themselves. When of age, I shouldered my pack and headed into the deep forest to learn from nature herself. I would return from time to time, especially if there was a need. It was because of this call, that I entered the Marshal service.
Backstory (optional): Eraleigh got into the marshals by accident, trying to get out of trouble from a separate issue. That said, he likes it! New people, new faces, interesting work. In the back of his mind, he’s going to settle down and have a family one day, but that’s for old folks. He’s young, and has plenty of time. (I’d enjoy elaborating more based on story and developing play).
Backstory: The Marshall service has a role for thise who traffic in subterfuge. A network of spies is always a challenge to maintain for any organization endeavoring ro do so. Keep too close: blow their cover; drift too far and miss important intel - or worse, see your agents flipped.
When the Marshall's found inibis, they knew he had potential. A talent for misleading and deceiving paired with a zealous devotion to law meant that they could trust him with the greatest of secrets, while leveraging his ability to decieve those who co spire against peace and stability of the Realms.
[That's the gist of it. As a cleric, I'd like to see what kind of faiths and pantheon are extant in this world or work on building that out myself if that's on the back burner for this setting. The subrace is thematically tied to the domain, but we can change the name if this world doesn't have the same Lords of the Nine. The mechanics of the subrace are not critical to the character if you prefer to just make teifling more of a mechanical monolith.]
Backstory (optional): "I'll save ya lady." Zann yelled out to the young slender woman cornered by a brown bear. With that Zann whooped and hollered and swung his shovel all around, scaring off the bear. Zann turned to help the young girl up and was shocked as he looked deep into those elven eyes. "How can I repay you?" her melodious words added to his trance. Before he could even think or stop himself he blurted out "I want a son." As the words come out, it snapped him out of his trance and he was flustered and embarrassed he had said them. "A life for a life" was all she replied. That winter Samo was born. He looked human aside from his eyes and point to his ears, but it didn't bother Zann. He had a son. The elf stayed 12 seasons, raising and teaching Samo in ways far beyond what Zann could teach or understand. Then came the day Samo woke up and she was gone. He asked his father but the man was as heartbroken as Samo and said little. Five years passed and Samo was starting to "fill out" as his father would tell his son proudly. "Farm life agrees with ya." Zann would say. Samo was also making a name for himself locally, sweet-talking all the young women and entertaining the elders with his antics and skill. It was when a new family at the far side of the community were found dead and the locals rallied a party to track the culprits that Samo made his name. The group tracked an orc raiding party 5 miles away, bedded down for the night. One of the local boys, Vlad, a rival of Samo, thought he'd take charge and led a few of the men into the camp. The orc's pounced and all the men would have died if not for Samo. He used his spear and elf magic, killing the orc leader. After the rest were dispatched the party celebrated Samo and his Spear all the way home and deep into the night. Samo had become a hero. A few days later the village leader came to the farm and gave Samo a stamped piece of parchment. "Take this to the Marshalls." he told Samo. "they need young men like you." Zann was not happy about it but Samo had realized one thing, he liked being the hero. It's been two years now and Samo has just finished his training and assigned to the people he trained with. He is not the smartest, nor strongest but due to the skills, he learned from his parents he hopes to prove this was the right choice. Besides, who else can make a mean stew, not these guys.
Backstory: (to be fleshed out if chosen) Nix (short for an incredibly long gnomish name) is a spy/ agent within the ranks of the marshals. Having grown up in the woods, he is fascinated with the magic of natural powers, and uses his druidic abilities to assist in his missions.
Love this setting… can’t wait to potentially find out more :)
Name: Olan Fürson
Ability scores: 91414161412
Race: Hill Dwarf, turned Air Genesai
Class: Monk
Background : Sage
Backstory: a thinker and watcher, Olan always stood out as a black sheep amongst the raucous Dwarvish people. Whether the fault of his mysterious personality or of the sky spirit which mingled with his essence at birth, he was nonetheless avoided by both his friends and his family - an absence of sociality which drove him ever deeper into the realm of his thoughts. And Olan never abandoned this childhood habit of silent contemplation, making life as a shepherd on the outermost lowlands of the Dwarf Kingdom a comfortable one. Here, he tends his flock, loses himself in pages of obscure philosophy, studies all manner of creatures which pass through his land, and perfects his physique - for self defence as much as a feeling of completeness... because trouble has been stirring in the peninsula of late.
This post has potentially manipulated dice roll results.
Apologies for the "potentially manipulated dice rolls"--I accidentally only rolled 4d6 once the first time.
Name: Arkor Smashblood
Race: Half-Orc
Class: Warlock (Celestial Pact)--Neutral Good alignment
Background: Hermit
Ability scores: Ability scores: 131715141412
Backstory (optional): Arkor Smashblood had a goal: to bring peace to as many people as possible. It was not a typical goal for a half-orc, but every village, however violent, needs its non-combatants. And Arkor had been dreaming about angels since he was very young. They told him over and over again that half-orcs were meant to be "more than this," more than the violent near-animals many had become. Arkor was going to overcome his become the first of the "new kind" of half-orc. So he asked his brother to steal some books about angels, good gods, and healing magics from a human settlement the clan was robbing. The settlement happened to be home to a priest, and Arkor wound up with the man's whole book collection. As soon as he had it, he left the village. Arkor spent the next several years living in isolation. Studying. Learning. Brewing potions. One day, the angel Arkor had been seeing in his dreams for years manifested. It told him that his time had come. The time to spread its light throughout the land, by force if necessary. So Arkor spent two years travelling, healing people, often from the shadows, and selling his potions. He wound up in the Marshals after saving the life of a patrol who wound up near his camp after being set upon by monsters. A well-spoken half-orc who spoke Orcish and heavily Celestial-accented Common was not what they expected to find. He was given a contract with the Marshals and joined up, serving as the dedicated healer for a Marshal squad. He loved it--there was plenty of time to read, think, and encourage people to smash evildoers--and the beings he worked with genuinely liked him too. Now, with his term up, Arkor isn't sure where his path will next lead him. But with the light of "his" angel and the knowledge of his destiny, he's ready to face whatever lies before him.
Backstory (optional): Fram loves three things; Wine, magic, the truth and wine. Growing up he read everything he could lay his hands on and that's how he discovered magic. Stumbling across a tattered, small spell book buried under heaps of common of books he began reading and studying the small tome obsessively. In doing so found a talent for simple spells and magics. The desire and thirst for knowledge sparked, he began exploring his community. He would investigate any irregularity looking for more signs of magic. Unfortunately what he found was more unnerving. Crime and misdeeds ran rampant and were shallowly disguised as supernatural or arcane. Fortunately for the victims, Fram proved smarter than the perpetrators and with a superior intellect he was able to solve a number of crimes, restoring some degree of order to land. This is why he left and joined the military. He yearned to expand his magical knowledge, solve mysteries and crimes against the people of the realm.
Backstory (optional): Morg likes his clan. They tell him to wash because he stink. They hold down and make wash. Morg dump bucket of gross smelly things on clan chief. Clan no like this. Make Morg go. Morg join army. They try to make wash. Morg make deal, Morg lose, Morg wash. Morg is still unclean.
Currently Closed
Recruiting 4-6 players for an episodic campaign in my Homebrew. The world is still in the building process, so things may change, and any contributions by players are considered my intellectual property.
Characters should be of 1st level, and not be of any chaotic or evil alignment. You may either use point buy or role abilities here. All characters are recent graduates of Realm's Marshal service after 2 years of training.
I will leave recruiting open until 12pm EST 9-Nov.
Postings will be primarily Monday thru Friday.
Please submit the following:
Name:
Race:
Class:
Background:
Backstory (optional):
We will work together on building out some details regarding backstory.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Realm Background
The Realm
Nearly five thousand years ago, seeking to escape the wars and violence of their own world, a group of mostly Elven Druids and Wizards opened a portal to another world and after scouting, found that the portal opened onto a large, fertile, uninhibited peninsula. But the auguries predicted disaster should it be only the Elves which immigrated to the new land. And so the Covenant created which proposed five original realms: Elves, Dwarves, Halflings and Gnomes. But still the auguries predicted failure unless the Human, mercenary captain Erias joined. Erias price proved to be almost too much bringing his mercenary army and their families, over two thousand Humans as well as a small population of Dragonborn, Tieflings, Half-Elves and Half-Orcs. He also demanded the hand of the Elven King's eldest daughter and the Covenant's that only his descendants could rule the lands granted to him. As the immigrants were gathered and the lands divided, the Halflings and the Gnomes decided to join the lands granted to them under a one realm.
Over four thousand years later, the Realm (a confederation) and realms (Elf, Dwarf, Halfling/Gnome and Human/others) have been at peace and expanding. While most Gnomes do live in their realm of Londe, many a clan has established their Warrens in the rough foothills surrounding the Dwarven kingdom in Elven lands. While the Dragonborn, Tieflings and Half-Orcs have been forced to the same foothills in the Human kingdom of Erias as isolated villages or the poorer parts of its cities and towns. The Half-Elven descendants of Erias, as well as his followers, have combined into the royal houses of Erias.
Of the kingdoms of the Realm, Erias has seen the most violence (though there is rumor of occasional clan conflict in the Dwarven Kingdom) as they compete for influence and rulership among the royal houses.
Though each kingdom maintains some armed force of its own, the Marshals are the official policing and judicial force of the Realm. The idea of the Marshals is based on the Ranger services of the U.S. southwest (Texas, Arizona), and the U.S. Marshals of the "wild west". It is most common for parties of Marshals to be dispatched under-cover to wander the kingdoms and the Wilderlands beyond, for not everything is as peaceful as it seems.
In the less populated places of the Realm, especially Erias, aggressive creatures native to this world have begun to show themselves. Rumors of ancient evils buried deep in the earth come from the Dwarves and Gnomes. Magic-Users and Clerics feel an uneasiness; while Tieflings and Dragonborn have begun to feel a stirring which they have not felt since their ancestors came to this land.
Racial Information
Dragonborn – The Dragonborn have divided themselves, with the Metallic living in villages in the mountainous foothills of Erais and the Chromatic in the towns and cities of the Erias. In both cases, they tend to be isolated, religious and closed communities persecuted by the Humans.
Dwarves, Hills – Preferring a life above ground in cities and villages of the foothills, they are excellent builders and blacksmiths. Dwarves living outside their kingdom are most often Hill Dwarves. They are inspired by Tolkien's Longbeards
Dwarves, Mountains - Creating vast cities in the caverns or from the mountains themselves, these Dwarves are more closed, clannish but also adventurous. They are excellent smith as well as miners and masons. They are inspired by Tolkien's Longbeards.
Elves, Wood – The majority of Elves in the Realm are wood elves. They are inspired by the Tolkien's Sindar in the south and Nandor in the north of the Elven Wood. They tend to live in smaller villages in the Elven Wood, excepting those of the royal family which are obliged to make their homes in the Elvish cities.
Elves, High – Making up less than 25% of the Elvish population, they are inspired by the Noldor of Tolkien and are they builders of cities in the open spaces of the Elven Woods or along its shores.
Gnomes, Forest - Forest Gnomes are secretive folk that prefer not to be seen by taller races, thus their interaction with Halflings as intermediaries. Forest Gnomes prefer to make their communities in the bowls of trees, rocky outcroppings, hollowed hills and other such places. Their dwellings are small and usually closely assembled by extended family. Forest Gnomes tend to seek oneness with their magical and mechanical talents and the world around them. They are fond of drink and parties among their own folk.
Gnomes, Rock – Rock Gnomes are even more secretive than their forest cousins, preferring to make their homes beneath rocky hills in large extended families. As fond of drink as of magic and gems they are a merry folk.
Half-Elf - Although some Half-Elves of more recent lineage can be found living isolated in the Elven Wood, the majority of Half-Elves abide in Erias and trace their lineage either from Erias himself, or members of his mercenary band. As such they are considered to be Royal or near royal, as by law in Erias they may only marry another Half-Elf or an Elf. Those from the Elven Wood will portray themselves much as their Elven brethren, though they are somewhat shunned. They are inspired by the Dunadain of Arnor (Rangers of the North), while their Eriasian counterparts are more inspired by the Gondorians and are not unknown to show a haughtiness toward all but Elves and a few downright arrogance.
Half-Orc – Descended from the few Half-Orcs of Erias' company, they are generally shunned and live in isolation. Due to the inbreeding and their naturally violent nature those in Human habitats tend toward criminal affiliations and even in isolated villages there is a "gang" mentality.
Halfling, Lightfoot - Inspired by Tolkien's Fallowhides (I.e. Tooks). The tallest of the Halflings, they mingle best of the two the taller folk and take easiest to adventuring, as well as preferring to live above ground.
Halfling, Stout - inspired by Tolkien's Stoors (I.e. Baggins).
Humans - Though wide ranging, the Humans which inhabit Erias, and where members of Erais' mercenary company, where of the Slov culture. Inspired by western Slavic culture.
Tieflings - Like the Half-Orcs, they are descended from a few members of Erais' mercenary company. After the immigration, the Tieflings lost most of their infernal connection and powers. Ove the last several hundred years, the Tiefling's have been reinvigorated. Though their birthrates have increased during this time, but their populations have been on decline as the emigrate into the Wilderlands.
Marshal Service
The Marshal Service is a paramilitary unit within the Realm as established by the Compact, to act as itinerate judges, police, explorers, diplomats and even as spies. The ranks of Marshals are drawn from professional adventurers of all types, though it is common for adventurers to leave regular service after obtaining the rank of Marshal.
Marshals have a symbol of their authority, a pendant shaped like an oak leaf with a hammer over a sheaf of wheat carved into it, which may be transformed into a round stone which is attuned to its own which can show the same symbol at the owners command.
The Marshal service is inspired by a combination of the ranger services of the old west (i.e. Texas Rangers), the U.S. Marshal Service of the same and earlier periods and the circuit courts of medieval England.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Name: Muktak
Race: Half-orc
Ability Scores: 14 10 14 11 13 14
Class: Druid
Background: Hermit
Backstory (optional): He lived in the woods of Erias in solitude for most of his life. Over time, he developed deep interest in the dark, damp, and twisted side of nature, like creepy crawly animals and necromancy. He is a stocky, well built behemoth, with heavy boots and a flaring brown trench coat. He may seem intimidating at first, but is quite gentle and has a deep sympathy for things shunned by society. He is looking to become a Marshall, hoping that a rank and a title might garner him more respect from civilized folk. He started adventuring when he was 17 to achieve that goal.
I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past, I will turn the inner eye to see its path. Where the fear has gone, there will be nothing. Only I will remain.
- Litany Against Fear, Frank Herbert
Name: Ragnik Daraln
Ability scores: 11 14 10 18 16 13
Race: Mountain Dwarf
Class: Cleric - Forge Domain
Background: Clan Crafter
Backstory (optional): Born to a family of smiths, Ragnik has always shown a great aptitude with the hammer and anvil, from an early age he was producing items that far surpassed his brothers and sisters. He always believed his hands were guide by a higher power and dedicated all of his work to Tharmekhûl, the tender of the forge. He set down his hammer and anvil feeling his duty to the realm and signed up to the Marshal service so that he can serve his people further and spread the word of Tharmekhûl. (general idea of the character, but happy to change to fit the world/campaign)
Name: Lucius
Ability Scores: 141311151616
Race: Half Elf (Lawful Neutral)
Class: Paladin
Background: Courtier
Backstory: A descendant of Elias and member of the court of one of the Royal Houses, Lucius was an outspoken advocate of displays of strength. Any issues that occurred he was first to suggest retribution and making examples. After all, those in a position of strength are less likely to be crossed. It was this vocal interest in the policing and protection of the Realm that lead to him being entered into training for the Marshal service. Partly to give him more first hand knowledge that might temper his opinions, but also because he was not afraid to make difficult choices where needed.
https://ddb.ac/characters/61432165/5TmUdG
Definitely consider Elhorn as an Alternate :D (even though I don't think players have been selected yet lol)
Name: Elhorn Tempest Cleric
Race: Half-Elf (neutral good)
Point Buy: 10, 15, 13, 8, 16, 14
Class: Tempest Cleric (I'm hoping any ol' deity might work for your homebrew unless you have your own pantheon. So probably Deep Sashelas, elven god of the sea)
Background: Criminal (reformed)
Backstory (optional): Elhorn was born 32 years ago and has lived in Erias all his life. He never wanted to try and live with his woodland brethren. Not that city life ever treated him kindly. He grew up a rambunctious child and unfortunately ended up becoming friends with the wrong people. Eventually those people lead him into becoming a pickpocket at a young age. However around the age of 28 he had a change of heart, like the seas were calling to him. And so he tried his best to shake off what he had been taught but most of it was stuck. He couldn't change that he used to be a criminal, all he could do was be a better person each and everyday. He managed to join a church and became a clergyman of tempests. Around 30 the Martial Service figured out he was someone they could definitely use, if not only for his skill in medicines and healing comrades while avoiding enemy sight. He feels the uneasiness as things look grimmer and grimmer for Erias. But everyday the moods grow darker he tries that much harder to stifle it and show those around that things can indeed change with just a little faith.
Name: Nadaar
Race: Dragonborn (Emerald)
Class: Wizard
Background: Smuggler
Abilities: (Point Buy)
Backstory: TBD but along the lines of he was a smuggler that uses illusions and disguises
to help get food and supplies to his people and other poor and mistreated folks through an underground supply route. His Wizard mentor was an Elf who taught him Bladesinging. This caused his mentor, when his family found out, to be banished from the Elven Woods.
link to sheet: https://ddb.ac/characters/61435107/359rrm
D&D since 1984
Name: Sebastián Mistdancer
Race: Water Genasl
Class: Genie Warlock
Background: Sailor
Backstory (optional): orphaned as a baby. Left Orphanage at 15 to work on a ship as a deckhand. Got a perfume bottle when he left the Orphanage, being told it was on him when he was found. He discovers it belongs to his mother who is a Marid. She becomes his Patron. He now looks to one day find his father or at least any trace of him. Also wants to one day own his own ship.
Character Status: Ready for DM's Review
Name: Thazys
Abilities: 10 13 10 15 12 13
Race: Human
Class/Planned Subclass: Fighter/Battle Master
Background: Mercenary Veteran
Backstory(optional): Born into a low-middle class family, Thazys was quickly drawn to Erais' mercenary company. Even though it was one of few options available for him, it proved to be an enjoyable and profitable endeavor for him. After many years, with as many gains as there were losses, he began to realize that perhaps his purpose was bigger than just meddling in worldly human affairs and hostilities, thus started mustering a way in which his capabilities would be put to use for a greater good for all and not just for his patrons.
Sheet Link: https://ddb.ac/characters/61281509/HNOm99
Name: Ragnar
Race: Wood Elf
Class: Ranger
Background: Lived in seclusion — mostly in the forests — for a formative part of my life. Learned to become one of the forest, observe and learn from the wildlife. Practicing the ancient art of ranging, stealth, archery and tracking. From time to time, when other Elves needed help, would answer the call. From my solitude, I remain stoic even in the face of danger. I feel for those who are in need, and will help those who are suffering. I generally keep my thoughts to myself.
Backstory (optional): Having been raised in an Elvan town on the edge of the forests and the mountains, was taught by the elders to hunt and track. Seeking out my elders, I desired to become a guardian of the forest, to protect those who cannot protect themselves. When of age, I shouldered my pack and headed into the deep forest to learn from nature herself. I would return from time to time, especially if there was a need. It was because of this call, that I entered the Marshal service.
Ability scores: 8 15 17 15 15 11 switched to point buy
Name: Eraleigh Wildcloak
Race: Lightfoot Halfling
Class: rogue
Background: entertainer
Backstory (optional): Eraleigh got into the marshals by accident, trying to get out of trouble from a separate issue. That said, he likes it! New people, new faces, interesting work. In the back of his mind, he’s going to settle down and have a family one day, but that’s for old folks. He’s young, and has plenty of time. (I’d enjoy elaborating more based on story and developing play).
https://www.dndbeyond.com/profile/nschrock/characters/61478236
Paladin - warforged - orange
https://ddb.ac/characters/61494011/Vd7Wud
Name: Inibis
Abilities (rolled in creation):
13 16 17 14 13 14
Race: Teifling (Baalzebul)
Class: Cleric (trickery domain)
Background: Folk hero
Backstory: The Marshall service has a role for thise who traffic in subterfuge. A network of spies is always a challenge to maintain for any organization endeavoring ro do so. Keep too close: blow their cover; drift too far and miss important intel - or worse, see your agents flipped.
When the Marshall's found inibis, they knew he had potential. A talent for misleading and deceiving paired with a zealous devotion to law meant that they could trust him with the greatest of secrets, while leveraging his ability to decieve those who co spire against peace and stability of the Realms.
[That's the gist of it. As a cleric, I'd like to see what kind of faiths and pantheon are extant in this world or work on building that out myself if that's on the back burner for this setting. The subrace is thematically tied to the domain, but we can change the name if this world doesn't have the same Lords of the Nine. The mechanics of the subrace are not critical to the character if you prefer to just make teifling more of a mechanical monolith.]
Stats: Ability scores: 16 14 14 10 11 14
Name: Samo Veles
Race: Half Elf
Class: Bard
Background: Folk Hero
Backstory (optional):
"I'll save ya lady." Zann yelled out to the young slender woman cornered by a brown bear. With that Zann whooped and hollered and swung his shovel all around, scaring off the bear. Zann turned to help the young girl up and was shocked as he looked deep into those elven eyes. "How can I repay you?" her melodious words added to his trance. Before he could even think or stop himself he blurted out "I want a son." As the words come out, it snapped him out of his trance and he was flustered and embarrassed he had said them. "A life for a life" was all she replied. That winter Samo was born. He looked human aside from his eyes and point to his ears, but it didn't bother Zann. He had a son. The elf stayed 12 seasons, raising and teaching Samo in ways far beyond what Zann could teach or understand. Then came the day Samo woke up and she was gone. He asked his father but the man was as heartbroken as Samo and said little. Five years passed and Samo was starting to "fill out" as his father would tell his son proudly. "Farm life agrees with ya." Zann would say. Samo was also making a name for himself locally, sweet-talking all the young women and entertaining the elders with his antics and skill. It was when a new family at the far side of the community were found dead and the locals rallied a party to track the culprits that Samo made his name. The group tracked an orc raiding party 5 miles away, bedded down for the night. One of the local boys, Vlad, a rival of Samo, thought he'd take charge and led a few of the men into the camp. The orc's pounced and all the men would have died if not for Samo. He used his spear and elf magic, killing the orc leader. After the rest were dispatched the party celebrated Samo and his Spear all the way home and deep into the night. Samo had become a hero. A few days later the village leader came to the farm and gave Samo a stamped piece of parchment. "Take this to the Marshalls." he told Samo. "they need young men like you." Zann was not happy about it but Samo had realized one thing, he liked being the hero.
It's been two years now and Samo has just finished his training and assigned to the people he trained with. He is not the smartest, nor strongest but due to the skills, he learned from his parents he hopes to prove this was the right choice. Besides, who else can make a mean stew, not these guys.
https://www.dndbeyond.com/profile/leapingmountain/characters/61513020
Placeholder
Ability scores: 17 11 15 15 15 12
Name: Nix
Race: forest gnome
Class: Druid
Background: criminal/spy
Backstory: (to be fleshed out if chosen) Nix (short for an incredibly long gnomish name) is a spy/ agent within the ranks of the marshals. Having grown up in the woods, he is fascinated with the magic of natural powers, and uses his druidic abilities to assist in his missions.
https://ddb.ac/characters/61599562/Z6D2s0
Love this setting… can’t wait to potentially find out more :)
Name: Olan Fürson
Ability scores: 9 14 14 16 14 12
Race: Hill Dwarf, turned Air Genesai
Class: Monk
Background : Sage
Backstory: a thinker and watcher, Olan always stood out as a black sheep amongst the raucous Dwarvish people. Whether the fault of his mysterious personality or of the sky spirit which mingled with his essence at birth, he was nonetheless avoided by both his friends and his family - an absence of sociality which drove him ever deeper into the realm of his thoughts. And Olan never abandoned this childhood habit of silent contemplation, making life as a shepherd on the outermost lowlands of the Dwarf Kingdom a comfortable one. Here, he tends his flock, loses himself in pages of obscure philosophy, studies all manner of creatures which pass through his land, and perfects his physique - for self defence as much as a feeling of completeness... because trouble has been stirring in the peninsula of late.
Hi there! I'm a Christian musician based in Canada :)
Apologies for the "potentially manipulated dice rolls"--I accidentally only rolled 4d6 once the first time.
Name: Arkor Smashblood
Race: Half-Orc
Class: Warlock (Celestial Pact)--Neutral Good alignment
Background: Hermit
Ability scores: Ability scores: 13 17 15 14 14 12
Backstory (optional): Arkor Smashblood had a goal: to bring peace to as many people as possible. It was not a typical goal for a half-orc, but every village, however violent, needs its non-combatants. And Arkor had been dreaming about angels since he was very young. They told him over and over again that half-orcs were meant to be "more than this," more than the violent near-animals many had become. Arkor was going to overcome his become the first of the "new kind" of half-orc. So he asked his brother to steal some books about angels, good gods, and healing magics from a human settlement the clan was robbing. The settlement happened to be home to a priest, and Arkor wound up with the man's whole book collection. As soon as he had it, he left the village. Arkor spent the next several years living in isolation. Studying. Learning. Brewing potions. One day, the angel Arkor had been seeing in his dreams for years manifested. It told him that his time had come. The time to spread its light throughout the land, by force if necessary. So Arkor spent two years travelling, healing people, often from the shadows, and selling his potions. He wound up in the Marshals after saving the life of a patrol who wound up near his camp after being set upon by monsters. A well-spoken half-orc who spoke Orcish and heavily Celestial-accented Common was not what they expected to find. He was given a contract with the Marshals and joined up, serving as the dedicated healer for a Marshal squad. He loved it--there was plenty of time to read, think, and encourage people to smash evildoers--and the beings he worked with genuinely liked him too. Now, with his term up, Arkor isn't sure where his path will next lead him. But with the light of "his" angel and the knowledge of his destiny, he's ready to face whatever lies before him.
DM: In the Shadow of the Mountains: Lost Mine of Phandelver
How will we know if we're chosen? :))
Hi there! I'm a Christian musician based in Canada :)
Framwackle Fingelton
Ability scores: 10 12 15 13 11 12
Name: Framwackle Fingelton
Race: Forest Gnome
Class: Wizard
Background: Investigator
Backstory (optional): Fram loves three things; Wine, magic, the truth and wine. Growing up he read everything he could lay his hands on and that's how he discovered magic. Stumbling across a tattered, small spell book buried under heaps of common of books he began reading and studying the small tome obsessively. In doing so found a talent for simple spells and magics. The desire and thirst for knowledge sparked, he began exploring his community. He would investigate any irregularity looking for more signs of magic. Unfortunately what he found was more unnerving. Crime and misdeeds ran rampant and were shallowly disguised as supernatural or arcane. Fortunately for the victims, Fram proved smarter than the perpetrators and with a superior intellect he was able to solve a number of crimes, restoring some degree of order to land. This is why he left and joined the military. He yearned to expand his magical knowledge, solve mysteries and crimes against the people of the realm.
DM -- The Candlekeep Mysteries 1 & 2 Discord PCs -- Christian Dembele Forum PCs -- Edryd Breckon, Fizzlebit Forton Thornberry the Fourth
I will notify you those via Message
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Ability scores: 9 11 9 14 10 14
Name: Morg the Unclean
Race: Goliath
Class: Fighter
Background: Soldier
Backstory (optional): Morg likes his clan. They tell him to wash because he stink. They hold down and make wash. Morg dump bucket of gross smelly things on clan chief. Clan no like this. Make Morg go. Morg join army. They try to make wash. Morg make deal, Morg lose, Morg wash.
Morg is still unclean.
https://ddb.ac/characters/61638665/IkA55C
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep