First of all, the existing game. I am running it over Discord. The system is ba5ic (https://www.drivethrurpg.com/product/285626/ba5ic), a light system which could be described as 5e pared down to essentials in a OSR style. The rules are the same as 5e, but there are fewer options with more customizability and less to keep track of (four races, three classes, and each skeleton class is paired with a background to create druids, paladins, sorcerers, thieves, warlocks, etc).
In addition, I've added in some mechanics and thematic elements borrowed from the 5e setting Adventures in Middle Earth (i.e., Corruption system, Journey and Sanctuary rules, use of Inspiration and Exhaustion). Custom or additional races and backgrounds are also possible for a good narrative reason. We have a dynamic spreadsheet for character sheets, made by one of the original players.
This is much more a story of character development and moral struggles than it is a victory-assured loot-and-pillage. There are many elements in the world and in the characters themselves that grant them special abilities and opportunities (mechanically as well as RP). There is no set storyline that you're expected to follow, just movers and players in a large world full of past and future, and embroiled in a battle between Law and Chaos.
The characters and their choices and conflicts largely drive the story. This is definitely a "roleplay" focused game, a "sandbox", with real risk and consequences to actions. You might die! Encounters are not necessarily balanced and not everything is best resolved with combat. Your choices impact the story, and they impact your survival. But, remember, it's your story, whatever side of the war you're on and whatever approach that you want to take to the tale.
Some notes on the world: The setting is loosely based on the 4e setting Nentir Vale. Many of the places, entities, and histories are the same as the 4e setting, but much is also different.
It's a medieval world, caught in a cosmic battle. Magic is comparatively rare in the population and is almost always from a divine gift, a diabolical pact, or a magical bloodline. Relics and artifacts may also hold great power. Some creatures are themselves magical, such as dragons or fey (or elves, some would say).
There is one God, of Four Attributes or Powers through whom the order of the world was created. Similar to Tolkien'sValar, one of the Powers fell during the creation of the world, and has corrupted parts of it, including many lesser powers or celestials into fiends, turning what was meant to be a beautiful creation into a desperate battleground between the Powers for the mortal creatures that reside there.
For everyone's safety: Please always keep everything family friendly, PG-13 at the most, as we are all strangers on the internet.
The Hook!
Recently, I ran across a homebrew system called Trespasser (https://tundalus.itch.io/trespasser). I enjoyed the way this system handled character creation, starting with four randomly generated peasants, with stats and some attributes but no class or level, in a deadly situation. Out of the survivors from this first "meat grinder" session, one is selected to become your character. Choices along the way are yours to shape the character as you wish, with class, background, and permanent bonuses to skills and ability scores achieved through roleplay decisions and interaction with the world. (As a note, I am NOT using the Trespasser system, I merely wanted to credit the source of the idea.)
You play four peasant characters, their stats rolled 3d6 in order, with attributes such as race, personality, and occupation also rolled for. Create a name and character around each of these, and your story begins. Remember, many of your peasants may die, and one of them will be the hero that finds the strength to struggle upwards through adversity and become your character.
These four (or eight, or twelve) unlucky peasants were taken from their home towns, farms, shops, forests, or villages, usually at night, and usually by hobgoblins in furs and metal helmets with the sigil of a black hand on the side. Occasionally, your method of capture may have been more terrifying and sinister, as if spirits of Chaos haunted the lands of Law that should not. In either case, you were blindfolded, or knocked out, or both, and woke to find yourself in a freezing cold stone cell with other hapless folk, weaponless and certainly not dressed for the weather, which has got to be way up in the mountains somewhere at this time of the year to warrant those ice crystals on the walls.
How to Apply
First, roll your peasants. This will be done on the forum thread here. Make all the rolls in a separate post, and don't edit it, or it will re-roll. Then, post the peasants and backstories in a new post. I will make example rolls in this post (under the spoiler), and a follow up post with an example of how to post the results. Instructions and tables for rolling the peasants are under the spoiler tag in the follow up post below.
Create basic names and backstories for your peasants, at least a name and where they're from (see setting info for ideas). Choose one peasant to write a detailed backstory and RP example for. If you'd like to, you can write backstories for all of them, but only one is required (this will be used to evaluate your application). If any details don't exactly fit the setting we can work on them to change them to fit if you are chosen. The recruitment decision will be made by me and the existing players based on who we think will be the best fit for the group.
A NOTE ON LITERACY: Many peasants are illiterate. My homebrew rule is that known languages are only knowledge of the spoken language, and you are not able to write them unless you are Literate. If your peasant is literate, this will be indicated by "Letters" in the Proficiencies column of your Occupation table. And, there are nobles among the peasantry in these tables ;)
A NOTE ON TINKER'S TOOLS: This proficiency applies to any tools you would have routinely used in your trade.
This post has potentially manipulated dice roll results.
Roll on each table to generate a peasant. Some of the tables are edited from Trespasser and some are taken directly. Here are the steps in order. 1) Roll Ability Scores (3d6, 6 times in order) 2) Roll Race (1d20) 3) Roll Personality (1d10, then 1d10, or 1d6+1d8 on the appropriate table) 4) Roll Former Occupation (1d20, then 1d20 on the appropriate table)
1) Roll 3d6 for each Ability Score in order, no dropping, no rerolls. This means that the first one you roll is STR, the next DEX, then CON, etc. These will not be moved around. Ability scores: 1499101011
2) Roll 1d20 for Race. 17 This chooses your peasant's race in ba5ic with its accompanying score modifications and abilities.
1-11
Human
12-14
Halfling
15-17
Dwarf
18-19
Elf
20
Goblin (Surprise!)
3) Roll 1d10 for Personality, and follow the instruction in the third column. 5 There is no mechanical impact to these results, and you may interpret them however you wish in terms of the peasant's backstory, actions, and character.
1
Wicked
Roll two vices.
2
Unhinged
Roll one vice and one oddity.
3-8
Balanced
Roll one virtue and one vice.
9
Eccentric
Roll one virtue and one oddity.
10
Noble
Roll two virtues.
Roll on the d10 table to find your virtues and vices. 98
1
Daring
Cowardly
2
Deliberate
Impulsive
3
Dutiful
Unruly
4
Generous
Greedy
5
Honest
Deceitful
6
Humble
Arrogant
7
Kind
Cruel
8
Calm
Wrathful
9
Trusting
Paranoid
10
Hopeful
Despairing
If indicated, roll a d6 and a d8 to find your result on the table for Oddities. 25
This post has potentially manipulated dice roll results.
4) Roll 1d20 for Former Occupation. This is not the same as either Class or Background (in ba5ic) but will add certain proficiencies, as well as being important for your backstory. Remember, peasants don't have a Class. This one has the most nested tables, so bear with me. Roll a 1d20 on the first table to find the category, and then roll a 1d20 in that category to find your Occupation. 2016
Name: John Wart Base Ability Scores:812141299 Race: Human Personality: Cowardly, Paranoid Occupation: Footman (Athletics, +1 Str)
Backstory:
John was a conscript, in punishment for delinquency in his youth. He never knew his father, and his mother drank a lot, so he ran with the Fallcrest River Rats from an early age. Smart and tough, if a bit ugly and stringy, it was bad luck that the authorities caught him, and they put the fear of the God in him. But conscripts weren't given the best positions in the Fallcrest Guard, and his fear of the goblins, bandits, and highwaymen that his patrols encountered soon had him yammering in his sleep. He was no good at his job and everyone knew it, but the authorities didn't trust him anywhere else. He was sure they were talking about just putting him in prison for life. He began to plan his escape...
You need to roll your peasants on the forum. The Trespasser generator is for a different system, and I have no way to check your rolls. Look under the spoilers in the follow up posts for instructions.
Backstory: Dagkur was a moneylender, once. And oh, was he a good one! He lent money out to more people than he can count on all his fingers and toes, and he was born with an extra pinky! Which was unfortunately lost at a young age in an unfortunate accident involving a sausage and a small, but fierce dog. He counts it among his digits anyways, in memory. Anyways, back to the moneylending. Dagkur lent money to rich men, to peasants, to farmers, to merchants. There wasn't a soul he wouldn't lend money to. But when the lending was done, something began to nag at Dagkur. What if they couldn't pay it back? Of course, nothing of the sort had crossed his mind when he was handing out his money to any soul who would take it, but a fear now arose in him. Surely they would all pay it back eventually, right? The merchants and the noblemen he could certainly count on, but what about that one fellow with the unkempt beard, who looked like he hadn't so much as touched a coin in his life? What about the odd-looking masked fellow who had this weird habit of twirling his mustache and snickering mischievously? What about the squirrel?! Indeed, Dagkur's paranoia was not unfounded at all, and ironically enough he soon ended up falling into debt, losing his high status.
Backstory: Once upon a time, Marina performed for all the kings and queens in the land. There wasn't a single title-holding individual that hadn't seen her twirls, heard her jests. At least, that's what she says, but she seems like the trustworthy sort. Indeed, Marina was actually quite the excellent jester. Never did she fail to properly deliver a joke, or bung up a feat of acrobatics. She was the laughingstock of every court she performed in, and not in the bad way. That is, until she decided that it would be a very good prank to steal the jewels right out of a prestigious nobleman's ostentatious scepter. It worked, as it always did, and Marina was overjoyed to see the rage of the court. It was all she could do to not burst out laughing right there. Originally, she meant to return them, but those jewels... well, they just sparkled so nicely, and it's not like she was stealing them, she was just extending the prank. Her downfall came when she decided that it would be an even better prank to fence the jewels and keep all the money for herself forever and never give anyone else a copper penny ever because it was all hers and no one else could have it. And then she went and got herself caught. Shame, it was going to be hilarious.
Backstory: Dimmy had always loved clothes. From the moment he was first swaddled in a blanket, he was enamored. The way they felt, the way they moved, the colors! So it was only natural that he should become a tailor. And he was quite a good one as well. His designs began to catch on, first in his little town, then all over, and he decided to start giving out free samples to boost his brand. Soon, it became part of that brand. The first article of clothing was always free! And it worked! People all over began to wear his designs, and the money was coming in nonstop. But Dimmy began to get complacent. Confident in his abilities, he stopped being as creative, as daring as he used to be. As he produced less, he couldn't afford to give away as much anymore, and soon the first article of clothing was only ten percent of the price. Then half off. Then a quarter off. Then full price. He had built his brand around his generosity, but as sloth took over, he could no longer maintain that brand, and his business fell through. He still makes clothes, but no longer with the same joy.
Backstory: 'What's that, sir? This little crystal? Oh, I'm sure it's nothing, though I did see it glow strangely a while ago. Probably just a trick of the light. Its cost? Oh, only one gold, I'm sure it's not really worth anything, but you do seem so keen on it.' 'This stick here? Oh, I just founded it dangling off a tree while wandering through those spooky woods over there. The tree actually made kind of an interesting sound when I busted it off, and I could have sworn some reddish stuff came out where I broke it. Probably nothing. Yes, now that you mention it, it does very much resemble a finger, doesn't it? Runes on the grain? Really? Well, I can't really see them, but I trust you. That'll be five gold, I am quite fond of the thing, even if it serves no practical use.' 'Now, constable, I'm sure I don't know what you're talking about. I never claimed anything, just sold my little knickknacks. Yes, I did think it a little odd that they were selling rather well, but I'm not about to pass up an opportunity. Speaking of an opportunity, care to take a look at this book? Don't mind the binding, I'm sure it wasn't meant to look like a human face there. It's just the angle, surely. Now, constable, there's no need for that! Hey! You don't have the right! I haven't committed any crimes! Wait, no, put that truncheon down, put tha-'
Rollback Post to RevisionRollBack
"Ignorance is bliss, and you look absolutely miserable."
Do they know who I am? The question had plagued his mind over the last few nights. Looking around his cell there seemed to be several other captives. Gods, take them. He dared not to speak say it aloud but secretly knew he felt it in his heart.
If they only knew they’d let me go, they’d have to. Hobgoblins respect rank and class as much as the next chap, right? The bindings on his hands and feet were beginning to chafe. Duke Vachier-Lagrave, the name must still carry weight. Louis Vachier-Lagrave had been trading on his name for years, it was just about the only thing of value he had left in the world; disgraced and penniless, the duke was used to hard nights in the cold and damp.
“I say,”Louis had meant for the words to sound commanding instead they sounded weak and weaselly. “Oh I say!” his voice cracked as it raised it. “If they only knew who they had the misfortune of capturing,” he muttered to himself. Casting a suspicious around the cell he wondered who the other miscreants were.
“Oh hush your damnable mouth!”Sammy had heard enough of that jumped-up noble. “We’re all stuck in here together, least y’could do is give a man a bit’a peace an’ quiet.”
Sammy fiddled with the manacles around his wrists. “Besides, I got it all un’er control, look. ‘least some of us got some skill with a lockpick’n’stuff. Wha’ can yer offer other than some pretty words?!” Sammy’s patience had been wearing thin the last couple of nights. Hearing the persisted whining and woe is me speeches from some stuffy Duke was really beginning to agitate the petty-thief.
‘sides wos he gotta offer even if I do break-out? Sammy was used to a professional class of criminal in the River Rats, not out-of-touch nobles. ‘least he’s shut his trap nah, bet’er for concentration. He knew it was only a matter of time until he would break free. In his humble opinion, he was the best the River Rats had to offer.
Now the noble to his left was a different story. The runt of a man had been quietly lying on his side for the past number of hours. If anyone had ‘I’m a mark’ written on his forehead, it was this bloke. “Wha’s yer story then?”Sammy asked the man, making eye-contact. Tha’s it, get on ‘is good side. Ne’er know, yer ‘elp him now there might be coin in it.
“M-m-my story?” Willem regarded the shabby-looking man to his right. Goodness, the man wishes to raise our spirits! “Oh, I hail from Winterhaven. From a long familial line stemming back many hundreds of years. Goodness, but you didn’t need to know that. My name is Willem. Of the Hess Family.”
You’ve done it there Willem, old boy, quick try and smooth it over. “Wh-wh-what about you friend? From whence dost thou hail?” Willem said, attempting and failing to come across normally. Well done Willem, now he’ll probably never speak with you again. Oh how I despise this cold and frightful place.
“Winterhaven?!”a gruff, unkempt man barks from the other side of the cell. “Y-y-yes,”Willem responds meekly, "heard of the place."
Drawing himself upright, Magnus looks at the small-framed noble. “Winterhaven is my home,”he explains slowly, “and I know full-well about your family, Baron.” Magnus’s eyes darted to the shifty-looking man, he had not caught his name but knew well enough that he was a thief before he had even opened his mouth. Oh, he liked that. Bet he didn’t know old Willem was a Baron. Most in Waterhaven could recount how the Hess family lost their wealth.
“I bet your family would pay a pretty sum for your release,”Magnus watched as Sammy’s eyes widened. That’s it, you sit there, fiddling with your manacles, peacefully unaware of how many thieves’ heads I have caved-in over the years. “Seems like you’d be the type of man worth having as a friend,”he said with a smirk.
“Y-y-yes, I suppose so,”Willem responds meekly.
“Oh I say, another distinguished guest in this hell-hole of a place,” Louis pipes up. "I wonder what they want with us. I mean myself and the Baron are both rather valuable individuals, undoubtedly. But what about the rest of you?"
Gods, that man is insufferable. He shall be the first to perish, mark my words. "We shall all have our part to play," Magnus says ominously, "you all just follow my lead and I'll make sure we get through whatever is to come. Sound alright?!"
#1) Name: "Glass Tongue" Reev Race: Goblin Profession: Merchant - Fortune Teller Personality: Balanced - Honest but deceitful; an "Honest liar" Stats: STR(13) DEX(16) CON(7) INT(9) WIS(9) CHA (9) Backstory:
"Oh yes, yes. Reeve see it...you are someone of GREAT importance~ Someone who shall achieve all ye desire...if they would heed Reev's words...for coin that is~"
Reev was a greedy little bugger, always taking a fancy to things with a shimmer or shine. His love for coin especially drew him to sneak into cities and pose as a fortune teller (after he killed one and took their clothes). He didn't understand why humans took such interest in hearing his random words, but they always seemed happy to leave him with more shinnies, so he didn't complain.
"...um, apologies, I know I am disturbing you, and again I'm sorry...but I feel a burning desire to paint your portrait...would you do me the honor?"
There is little joy for an orphan in Sarthel, with coin being king, those without it are often tossed aside. Still, one could suppose Leo was a lucky child, though you couldn't tell it by talking to him. An overly humble man, who's core talent laid in his perception of the world through an artistic lense, Leonardo was able to be quickly adopted by a family of some worth, to be raised as a painter. Since then, he lives out of a small workshop, painting for anyone, for any amount they offer. He loves to create works, and often times offers to paint people for free, not fully grasping money, much less economics, much to the chagrin of those who care for him. Still, he seeks to continue his work, until his final breath.
"Everyone needed a laugh, right? And who better to laugh at than a man you dislike."
Pete was a fool, a well meaning fool but a fool regardless. He wasn't the brightest, or even the most graceful of jesters, but he did his job well by allowing his customers to relieve their stress unto him, be it through throwing rotten fruit at his face, or pushing himself to get hurt for no other reason than a quick gag. It was plain work, but it kept him full and gave people some joy...still, he wished he didn't have to stink after every show.
A failed artisan, Durin was an ambitious dwarf who sought to continue his ancestor's works. However, glasswork was not a fancy craft, nor was it an all about important when when contrasted to legendary sword-smiths and the like. So, eager to prove the craft's value, Durin tried to forge a masterpiece from an ancient crystal. However, rather than allow itself to be blown into his desired shape, the crystal instead exploded an embedded itself into Durin's flesh. Shamed by both his peers, and his own failure, Durin left his ancestral home, distraught and eager to dull the pain of the shards and his shame through destructive acts...and getting drunk.
Test Subject #1: Zebelu "Ze" Ortry (ADJUSTED) STR: 12 DEX: 9 CON: 13 INT: 10 WIS: 6 CHA: 11 RACE: Human (Female, Aged 19) PERSONALITY: Balanced (Virtue: Humble, Vice: Unruly) OCCUPATION: Laborer (Gongfarmer - STR +1, CON +1) BACKSTORY: The Ortry family have lived in the valley for generations, farming or herding. Some distant cousins have actually become merchants, or taken jobs in cities. Ze had never been to a city. She often dreamed about the someday that would never come, when she would ride a merchant wagon towards one of the large market cities just beyond the horizon. She would start a new life as tavern-tender until she saved enough coin to open her own place. She would find love and marry, and he would be a strong artisan - a carpenter or mason. She would tend the tavern and he would improve it, and their children would inherit what they built together. She had it all worked out...
Test Subject #2: Eorn Ducat (ADJUSTED) STR: 16 DEX: 13 CON: 13 INT: 13 WIS: 12 CHA: 9 RACE: Human (Male, Age 27) PERSONALITY: Eccentric (Virtue: Calm, Oddity: Imperious) OCCUPATION: Farmer (Swinehearder: STR +1, INT +1) BACKSTORY: Eorn's father, Eorn the Elder, is a stern man with high standards. Eorn is the spitting image of his father, both in stature and in personality. A calm, warm person by nature, but quick to judge those who don't adhere to high personal standards of accountability and industriousness. He towers over others at 6'5" in height, and is naturally broad, muscular, and strong. Though pig-farmers by trade, the Ducat men are well-respected in the countryside, and quick to rise to the needs of their neighbors.
Test Subject #3: Kenten Reed (ADJUSTED) STR: 8 DEX: 11 CON: 11 INT: 5 WIS: 14 CHA: 8 RACE: Human (Male, Age 19) PERSONALITY: Unhinged (Vice: Cruel, Oddity: Ambitious) OCCUPATION: Soldier (Messenger: Letters, DEX +1) BACKSTORY: Kenten is unlikable. He always has been, and he's always known it. People just can't stand his sneering smirk, and that he laughs involuntarily whenever someone else struggles. He is known to be cruel, as well. But he is driven. He seeks power over others, and though learning and comprehension come slowly to him, he is indomitable in his will to succeed. He suffered great embarrassment at the local temple to learn his letters in a bid to become a priest, only to be ultimately rejected due to his lack of empathy and delight at the suffering of others. Instead, he joined the army. Too weak for proper soldiering, he used his knowledge of writing to secure a position as a messenger. Now, he can read the delicate messages he delivers, looking for anything he can use to leverage for wealth or opportunity. He will succeed, no matter the costs.
Test Subject #4: Akten (ADJUSTED) STR: 10 DEX: 8 CON: 8 INT: 12 WIS: 6 CHA: 9 RACE: Human (Male, Age 22) PERSONALITY: Unhinged (Vice: Arrogant, Oddity: Valiant) OCCUPATION: Outcast (Hermit: Nature, INT +1) BACKSTORY: Akten was raised by a woman in the woods, and though he regarded her as a mother, never knew her real name or if she even was his mother. She died when he was twelve, and he has been on his own ever since. He travels to nearby villages from time to time to trade in herbs and small animal pelts, buying tools and clothes in exchange. He uses those rare moments to learn of the broader world, and events in it. But he always retreats back to the woods, never staying too long. Bandits have come across him from time to time, as have local guard patrols or hunting nobles. Everyone knows him, and they know he has nothing worth taking. Just mushrooms and herbs, and the clothes on his back. Never a coin to his name, or a surname to link him to anyone else.
I forgot the RP Sample! Almost incredulously, the Gnome replies, "And right there, right there is the problem!" His voice raises, "Be a doctor, they said! Here I am, an accomplished medical professional, freezing in the backwater ass crack of the world, and two strangers I met at a funeral can magically heal!" He throws his hands up dramatically, looking at the sky, no longer talking to the others. "And that's why she left me, mom and dad, because your good little boy became a doctor like *you* wanted, and I'm out here competing with a grifter and a pyro! I was never going to afford her the life she wanted! Never!" After a moment of staring at the sky with no apparent response, he lowers his head and slumps his shoulders. His voice low, defeated. "Sure, lets see who needs healing services."
Former Occupation: Mercenary (+1 STR, Stealth proficiency)
Wicked silver blades glint in the late-afternoon sun as the goblin dances through the crowd of bandits, cutting down adversaries twice her size with ease. A toothy grin twists her mouth upwards, pale green face painted with delight as she revels in the pure chaos of the battle. A flurry of metal swords swirl around the small figure as she dodges and weaves through the ambushed robbers, incapacitating any in her path. Golden, cat-like eyes gleam brighter with each fallen foe, gloating at each of her victories and anticipating the hefty sum this commission is sure to bring. “That’ll teach ya’ to mess with The Hound!”
Orphaned by a fire and left with nothing but mental and physical scars, Jith was forced to grow up on the streets. Left to fend for herself in a harsh environment full of potential dangers, it was only natural that the goblin learn how to fight, steal and lie, and she soon discovered she was a natural. Despite being small and young, Jith became a formidable opponent. She quickly picked up on the usage of makeshift weapons to compensate for her petite stature, and became extremely proficient in the art of fighting dirty and cheating - a lesson taught from observing the rabble. As Jith grew older she became a figure of fear and wonder among other street-rats, her wicked style of fighting and the burn scars that covered half her body in mottled gashes earning her the title of “The Hound.” She took great pride in this nickname, often using it as a threat to ward enemies and city-goers away from her territory. Despite her notoriety, the goblin was an outcast among her peers. Many admired her, but none trusted her - and rightly so, for she would not hesitate to stab allies in the back if she deemed it necessary. However, viciousness aside, Jith couldn’t help but feel lonely; she had no friends or family to rely on, and often felt isolated, trapped within the dirty streets of the city, with no real way out. One day, Jith found herself in a spot of trouble with the city authorities. She had stolen some seemingly insignificant food and let her guard down, resulting in a police (i'm not sure what these would be in this world. Perhaps city guard or something?) chase. For the first time in her life, Jith was surrounded, and could see no way out - until a tall, armoured human stepped in and assured the officials that he “would handle this.” The man introduced himself as Ren Madisk, a mercenary captain from the outskirts of Sarthel. He revealed to Jith that he had been observing her, and had been impressed by her fighting skills. He invited her to join his mercenary troupe, promising gold, glory and companionship. The mercenary’s proposal tempted Jith greatly - he offered all that she desired. And so, after some trepidation, Jith left behind her life as a street urchin and became a mercenary trainee.
The goblin lived with Ren for a few years, learning the trade and putting her skill in combat to good use. The pay was good, and although the other mercenaries were a little wary of her, the were never hostile, and she found a sort of comradeship among them, despite being the only goblin. She definitely preferred her mercenary life to her old, and planned to stay with the troupe for at least a decade. However, while out on a commission she became separated from her group and came across a group of armoured hobgoblins. Caught by surprise, she was slow to react, and was struck unconscious by a blow to her head before she could draw her blades. When she woke she found herself imprisoned in a freezing dark cell with three others, stripped of her weapons and unable to get out, despite her best efforts.
(I will flesh this out a bit more if Jith becomes my character. Add in more details about what happened on the streets and with mercenaries, etc.)
(also wanted to mention that her paranoid personality trait would be related to fear of fire somehow, but again will only detail that if she survives the “meat grinder” session)
Former Occupation: Astrologer (Nature Proficiency, +1 INT & CHA)
A figure clad in a deep blue stands in the centre of an ornate room, head craned upwards, gazing through the crystalline glass ceiling to the heavens above. A kaleidoscope of burning stars shines all around them, their intense brightness reflecting of mirror-like walls, wrapping the hooded figure in a luminous cloak glowing with celestial energy. Without turning, the mysterious character raises a pale hand towards the awed onlooker, beckoning to them with slender fingers. "Come.. let the stars guide you."
Recognised as an intellectual prodigy at a young age, Mytheaian (or Mythe, as she prefers) was separated from her commoner family and sent to an academy that specialised in nurturing certain talents. It was here that Mythe was introduced to astrology, a subject that quickly became her passion. The young elf would spend all her free time in the academy's elaborate observatory, studying the meaning of the cosmos and learning the secret language of the planets and stars. This newfound love quickly developed into obsession; hours turning into days of charting the celestial pathways, and deciphering all of their hidden meanings. The head astronomer would often find her sleeping peacefully at her favourite desk in the observatory, surrounded by a pile of notes and maps, a pattern of inky constellations marking her pale skin - the only space left to write after she ran out of paper mid-study session.
Immediately upon graduation, Mythe was offered a position as an astrologist at the manor of a noble. Her immense skills gained her a reputation, which quickly turned to fame, and she soon had a long line of high-society customers lining up to hear what the stars had to say to them. Whether it be about past, future or present, the celestial entities always had some message, and the astrologist would use this to guide those who depended on her, rarely disappointing. Mythe’s newfound fame spread, and she soon found herself being asked to serve at the court of the high elves, the greatest honor she could imagine. She, of course, accepted this invitation, and here she stayed, guiding and advising royals and nobles alike, a messenger of the the heavens. Her life was all she had ever wished for - she lived in simple luxury while doing what she loved. For the first time since she had been taken from her family, Mythe was truly happy.. until she woke up in a freezing cell, weaponless and afraid, with no memory of how she got there.
(Same as Jith, will add more if chosen as character: Details about school life, court relationships, etc. Thinking maybe she could have a lover or friend that betrayed her? Just want to spice up her story a little!)
Hello everyone, here is the Recruitment thread following my Interest Check thread (https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/137228-interest-check-unusual-hook-into-an-existing) for my homebrew PBP game!
First of all, the existing game. I am running it over Discord. The system is ba5ic (https://www.drivethrurpg.com/product/285626/ba5ic), a light system which could be described as 5e pared down to essentials in a OSR style. The rules are the same as 5e, but there are fewer options with more customizability and less to keep track of (four races, three classes, and each skeleton class is paired with a background to create druids, paladins, sorcerers, thieves, warlocks, etc).
In addition, I've added in some mechanics and thematic elements borrowed from the 5e setting Adventures in Middle Earth (i.e., Corruption system, Journey and Sanctuary rules, use of Inspiration and Exhaustion). Custom or additional races and backgrounds are also possible for a good narrative reason. We have a dynamic spreadsheet for character sheets, made by one of the original players.
This is much more a story of character development and moral struggles than it is a victory-assured loot-and-pillage. There are many elements in the world and in the characters themselves that grant them special abilities and opportunities (mechanically as well as RP). There is no set storyline that you're expected to follow, just movers and players in a large world full of past and future, and embroiled in a battle between Law and Chaos.
The characters and their choices and conflicts largely drive the story. This is definitely a "roleplay" focused game, a "sandbox", with real risk and consequences to actions. You might die! Encounters are not necessarily balanced and not everything is best resolved with combat. Your choices impact the story, and they impact your survival. But, remember, it's your story, whatever side of the war you're on and whatever approach that you want to take to the tale.
Some notes on the world: The setting is loosely based on the 4e setting Nentir Vale. Many of the places, entities, and histories are the same as the 4e setting, but much is also different.
It's a medieval world, caught in a cosmic battle. Magic is comparatively rare in the population and is almost always from a divine gift, a diabolical pact, or a magical bloodline. Relics and artifacts may also hold great power. Some creatures are themselves magical, such as dragons or fey (or elves, some would say).
There is one God, of Four Attributes or Powers through whom the order of the world was created. Similar to Tolkien's Valar, one of the Powers fell during the creation of the world, and has corrupted parts of it, including many lesser powers or celestials into fiends, turning what was meant to be a beautiful creation into a desperate battleground between the Powers for the mortal creatures that reside there.
More information on the setting can be found here: https://docs.google.com/document/d/1NX3xd2dF54iDCbhuyjmjdo07IL0hKCVJctRkE96LLIA/
For everyone's safety: Please always keep everything family friendly, PG-13 at the most, as we are all strangers on the internet.
The Hook!
Recently, I ran across a homebrew system called Trespasser (https://tundalus.itch.io/trespasser). I enjoyed the way this system handled character creation, starting with four randomly generated peasants, with stats and some attributes but no class or level, in a deadly situation. Out of the survivors from this first "meat grinder" session, one is selected to become your character. Choices along the way are yours to shape the character as you wish, with class, background, and permanent bonuses to skills and ability scores achieved through roleplay decisions and interaction with the world. (As a note, I am NOT using the Trespasser system, I merely wanted to credit the source of the idea.)
You play four peasant characters, their stats rolled 3d6 in order, with attributes such as race, personality, and occupation also rolled for. Create a name and character around each of these, and your story begins. Remember, many of your peasants may die, and one of them will be the hero that finds the strength to struggle upwards through adversity and become your character.
These four (or eight, or twelve) unlucky peasants were taken from their home towns, farms, shops, forests, or villages, usually at night, and usually by hobgoblins in furs and metal helmets with the sigil of a black hand on the side. Occasionally, your method of capture may have been more terrifying and sinister, as if spirits of Chaos haunted the lands of Law that should not. In either case, you were blindfolded, or knocked out, or both, and woke to find yourself in a freezing cold stone cell with other hapless folk, weaponless and certainly not dressed for the weather, which has got to be way up in the mountains somewhere at this time of the year to warrant those ice crystals on the walls.
How to Apply
First, roll your peasants. This will be done on the forum thread here. Make all the rolls in a separate post, and don't edit it, or it will re-roll. Then, post the peasants and backstories in a new post. I will make example rolls in this post (under the spoiler), and a follow up post with an example of how to post the results. Instructions and tables for rolling the peasants are under the spoiler tag in the follow up post below.
Create basic names and backstories for your peasants, at least a name and where they're from (see setting info for ideas). Choose one peasant to write a detailed backstory and RP example for. If you'd like to, you can write backstories for all of them, but only one is required (this will be used to evaluate your application). If any details don't exactly fit the setting we can work on them to change them to fit if you are chosen. The recruitment decision will be made by me and the existing players based on who we think will be the best fit for the group.
A NOTE ON LITERACY: Many peasants are illiterate. My homebrew rule is that known languages are only knowledge of the spoken language, and you are not able to write them unless you are Literate. If your peasant is literate, this will be indicated by "Letters" in the Proficiencies column of your Occupation table. And, there are nobles among the peasantry in these tables ;)
A NOTE ON TINKER'S TOOLS: This proficiency applies to any tools you would have routinely used in your trade.
Roll on each table to generate a peasant. Some of the tables are edited from Trespasser and some are taken directly. Here are the steps in order.
1) Roll Ability Scores (3d6, 6 times in order)
2) Roll Race (1d20)
3) Roll Personality (1d10, then 1d10, or 1d6+1d8 on the appropriate table)
4) Roll Former Occupation (1d20, then 1d20 on the appropriate table)
1) Roll 3d6 for each Ability Score in order, no dropping, no rerolls. This means that the first one you roll is STR, the next DEX, then CON, etc. These will not be moved around.
Ability scores: 14 9 9 10 10 11
2) Roll 1d20 for Race. 17 This chooses your peasant's race in ba5ic with its accompanying score modifications and abilities.
1-11
Human
12-14
Halfling
15-17
Dwarf
18-19
Elf
20
Goblin (Surprise!)
3) Roll 1d10 for Personality, and follow the instruction in the third column. 5 There is no mechanical impact to these results, and you may interpret them however you wish in terms of the peasant's backstory, actions, and character.
1
Wicked
Roll two vices.
2
Unhinged
Roll one vice and one oddity.
3-8
Balanced
Roll one virtue and one vice.
9
Eccentric
Roll one virtue and one oddity.
10
Noble
Roll two virtues.
Roll on the d10 table to find your virtues and vices. 9 8
1
Daring
Cowardly
2
Deliberate
Impulsive
3
Dutiful
Unruly
4
Generous
Greedy
5
Honest
Deceitful
6
Humble
Arrogant
7
Kind
Cruel
8
Calm
Wrathful
9
Trusting
Paranoid
10
Hopeful
Despairing
If indicated, roll a d6 and a d8 to find your result on the table for Oddities. 2 5
1
2
3
4
5
6
1
Addictive
Steadfast
Altruistic
Haunted
Crude
Naive
2
Whimsical
Imperious
Observant
Grandiose
Self-Righteous
Vile
3
Anarchic
Eloquent
Jaded
Imaginative
Blunt
Tedious
4
Gentle
Delusional
Capricious
Nonchalant
Valiant
Merciful
5
Destructive
Loyal
Sarcastic
Obsequious
Ethical
Devout
6
Callous
Tense
Seductive
Fair-Minded
Spirited
Miserly
7
Slothful
Gloomy
Clumsy
Heartless
Theatrical
Erudite
8
Stoic
Cheerful
Regal
Ambitious
Disloyal
Vengeful
4) Roll 1d20 for Former Occupation. This is not the same as either Class or Background (in ba5ic) but will add certain proficiencies, as well as being important for your backstory. Remember, peasants don't have a Class. This one has the most nested tables, so bear with me. Roll a 1d20 on the first table to find the category, and then roll a 1d20 in that category to find your Occupation. 20 16
1-3
Outcasts
4-6
Laborers
7-9
Farmers
10-12
Artisans
13-15
Merchants
16-17
Soldiers
18-19
Servants
20
Fallen Nobility
Outcasts
1d20
Profession
Proficiencies
Attributes
1
Pig Thief
-
+1 Str
+1 Wis
2
Runaway
Religion
+1 Dex
3
Beggar
Religion
+1 Wis
4
Urchin
Stealth
+1 Dex
5
Burglar
Stealth
+1 Wis
6
Highwayman
-
+1 Str
+1 Dex
7
Scavenger
Investigation
+1 Int
8
Hermit
Nature
+1 Int
9
Grifter
Deception
+1 Cha
10
Fraud
Deception
Letters
+1 Cha
11
Gambler
-
+1 Int
+1 Cha
12
Fugitive
-
+1 Dex
+1 Wis
13
Thug
-
+1 Str
+1 Con
14
Deserter
Athletics
+1 Str
15
Drunkard
Religion
+1 Con
16
Leper
Religion
-1 Con
-1 Cha
17
Doomsayer
Religion
+1 Cha
18
Expelled Monk
Letters
+1 Int
+1 Wis
19
Failed Apprentice
Tinker's Tools
+1 Int
20
Occultist
Religion
+1 Int
+1 Cha
Laborers
1d20
Profession
Proficiencies
Attributes
1
Gongfarmer
-
+1 Str
+1 Con
2
Dock Worker
Athletics
+1 Str
3
Sailor, Rigger
Acrobatics
+1 Dex
4-5
Sailor, Deckhand
Perception
+1 Str
6
Sailor, Navigator
Navigator's Tools
+1 Int
7
Ferryman
Athletics
Religion
+1 Wis
8
Shipwright
Carpenter's Tools
+1 Int
9
Stable Boy
Animal Handling
+1 Dex
10
Ditch-Digger
Athletics
+1 Str
11
Rat-Catcher
Stealth
+1 Wis
12-13
Tavern Guard
Religion
+1 Str
14
Caravanner
Athletics
Religion
+1 Str
15
Gravedigger
Athletics
+1 Con
16
Miner
Perception
+1 Con
17
Woodcutter
Nature
+1 Con
18
Thatcher
Acrobatics
+1 Dex
+1 Con
19
Stonemason
Mason's Tools
+1 Str
+1 Int
20
Stable Master
Animal Handling
+1 Con
+1 Wis
Farmers
1d20
Profession
Proficiencies
Attributes
1-2
Grain Farmer
-
+1 Str
+1 Con
3-5
Vegetable Farmer
-
+1 Str
+1 Con
6-7
Orchard Farmer
-
+1 Int
+1 Con
8
Miller
Tinker's Tools
+1 Con
9
Egg Farmer
-
+1 Con
10
Shepherd
Animal Handling
+1 Con
11
Cowherd
Animal Handling
+1 Con
12
Swineherd
-
+1 Str
+1 Int
13
Fowler
Perception
+1 Dex
14
Milkmaid
-
+1 Con
+1 Wis
15
Fisherman
Survival
+1 Con
+1 Wis
16
Horse Trainer
Animal Handling
+1 Int
17
Trapper
Survival
+1 Int
+1 Wis
18
Hunter
Stealth
Survival
+1 Dex
+1 Wis
19
Houndmaster
Animal Handling
+1 Dex
+1 Wis
20
Beekeeper
Nature
+1 Int
+1 Con
Artisans
1d20
Profession
Proficiencies
Attributes
1
Carpenter
Carpenter's Tools
+1 Str
2
Cobbler
Cobbler's Tools
+1 Dex
3
Cartwright
-
+1 Str
+1 Dex
4
Glassblower
Glassblower's Tools
+1 Dex
+1 Con
5
Hatmaker
Persuasion
+1 Cha
6
Cook
Cook's Utensils
+1 Int
7
Vintner
Brewer's Supplies
+1 Con
+1 Int
8
Tinsmith
Smith's Tools
+1 Int
9
Cooper
-
+1 Str
+1 Con
10
Brewer
Brewer's Supplies
+1 Int
+1 Wis
11
Soap-Maker
Nature
+1 Con
+1 Int
12
Tailor
Weaver's Tools
+1 Int
+1 Wis
13
Basket-Weaver
-
+1 Dex
+1 Wis
14
Candle-Maker
Nature
+1 Int
15
Fletcher
Nature
+1 Dex
16
Barber
Religion
+1 Dex
17
Butcher
Nature
+1 Str
+1 Con
18
Carver
Woodcarver's Tools
+1 Con
+1 Wis
19
Jeweler
Jeweler's Tools
+1 Dex
+1 Int
20
Blacksmith
Smith's Tools
+1 Str
+1 Con
Merchants
1d20
Profession
Proficiencies
Attributes
1
Black Market Dealer
Investigation
+1 Int
2
Black Market Smuggler
Religion
+1 Dex
3
Street Hawker
Persuasion
+1 Cha
4
Peddler
Religion
+1 Con
5
Fishmonger
Athletics
+1 Con
6
Grocer
-
+1 Con
+1 Wis
7
Fortune Teller
Religion
Deception
+1 Cha
8
Tavern Wench
Religion
+1 Dex
9
Pie Seller
-
+1 Dex
+1 Wis
10
Fruit Seller
-
+1 Dex
+1 Con
11
Fur Dealer
-
+1 Dex
+1 Con
12
Spice Merchant
Persuasion
+1 Int
13
Shopkeeper
Persuasion
+1 Cha
14
Bookseller
Letters
+1 Int
15
Moneylender
Letters
+1 Cha
16
Tax Collector
Letters
+1 Cha
17
Caravan Master
Athletics
+1 Str
+1 Cha
18
Haberdasher
Weaver's Tools
+1 Int
+1 Wis
19
Innkeeper
Religion
Persuasion
+1 Con
+1 Cha
20
Ship Captain
Perception
+1 Wis
+1 Cha
Soldiers
1d20
Profession
Proficiencies
Attributes
1-3
Mercenary
Stealth
+1 Str
4-5
Watchman
Perception
+1 Str
6-7
Scout
Perception
+1 Dex
8-9
Messenger
Letters
+1 Dex
10
Herald
Persuasion
+1 Cha
11-14
Footman
Athletics
+1 Str
15-16
Horseman
Animal Handling
+1 Dex
17-18
Veteran
Athletics
+1 Str
+1 Con
19
Lieutenant
Athletics
Intimidation
+1 Str
+1 Con
20
Captain
Athletics
Intimidation
Letters
Servants
1d20
Profession
Proficiencies
Attributes
1
Minstrel
Performance
+1 Cha
2
Dancer
Acrobatics
+1 Dex
3
Singer
Performance
+1 Cha
4
Concubine
Persuasion
+1 Wis
5
Apothecary
Alchemist's Supplies
Herbalism Kit
+1 Int
6
Physician
Medicine
Letters
+1 Int
7
Gardener
Nature
+1 Con
8
Chef
Cook's utensils (doubled)
+1 Int
9
Scrivener
Letters
+1 Int
10
Valet
Athletics
+1 Con
11
Monk or Nun
Letters
Religion
Celestial (language)
+1 Wis
12
Priest
Letters
Religion
Celestial (language)
+1 Wis
+1 Cha
13
Bodyguard
Athletics
Perception
+1 Str
14
Herald
Persuasion
Performance
+1 Cha
15
Pigeon Fancier
Animal Handling
Perception
+1 Dex
16
Painter
Painter's tools
Perception
+1 Wis
17
Philosopher
Letters
Persuasion
Language of your choice
+1 Int
18
Astrologer
Nature
+1 Int
+1 Cha
19
Poet
Religion
Letters
Performance
+1 Int
20
Jester
Acrobatics
Performance
+1 Dex
+1 Cha
Nobility
1d20
Profession
Proficiencies
Attributes
1-2
Diplomat
Letters
Persuasion
Language of your choice
+1 Cha
3-4
Tutor
Religion
Letters
Language of your choice
+1 Int
5-6
Advisor
Letters
Religion
Persuasion
+1 Int
7-10
Lord or Lady
Letters
+1 Con
+1 Wis
11-12
Duke or Duchess
Letters
+1 Con
+1 Cha
13-14
Baron or Baroness
Letters
+1 Int
+1 Cha
15-16
Count or Countess
Letters
+1 Int
+1 Wis
17-18
Prince or Princess
Letters
Persuasion
+2 Con
+2 Wis
+2 Cha
19-20
King or Queen
Letters
Persuasion
+1 Int
+2 Wis
+2 Cha
Any questions? Please ask them here in the forum and I will answer!
I will leave recruiting open until at least after Easter, so there is plenty of time to apply.
Fixed - See Below
D&D since 1984
Let me know if I need to change/fix anything.
D&D since 1984
Example Peasant from the Example Rolls
Name: John Wart
Base Ability Scores: 8 12 14 12 9 9
Race: Human
Personality: Cowardly, Paranoid
Occupation: Footman (Athletics, +1 Str)
Backstory:
John was a conscript, in punishment for delinquency in his youth. He never knew his father, and his mother drank a lot, so he ran with the Fallcrest River Rats from an early age. Smart and tough, if a bit ugly and stringy, it was bad luck that the authorities caught him, and they put the fear of the God in him. But conscripts weren't given the best positions in the Fallcrest Guard, and his fear of the goblins, bandits, and highwaymen that his patrols encountered soon had him yammering in his sleep. He was no good at his job and everyone knew it, but the authorities didn't trust him anywhere else. He was sure they were talking about just putting him in prison for life. He began to plan his escape...
You need to roll your peasants on the forum. The Trespasser generator is for a different system, and I have no way to check your rolls. Look under the spoilers in the follow up posts for instructions.
Cannon Fodder #1
Stats: STR: 7 DEX: 6 CON: 12 INT: 14 WIS: 8 CHA: 16
Race: 7
Personality: 2 8 2 6 6
Former Occupation: 9 5
Cannon Fodder #2
Stats: STR: 11 DEX: 8 CON: 13 INT: 5 WIS: 7 CHA: 10
Race: 13
Personality: 2 9 1 2 4
Former Occupation: 8 14
Cannon Fodder #3
Stats: STR: 9 DEX: 7 CON: 3 INT: 6 WIS: 10 CHA: 7
Race: 11
Personality: 4 4 8 4 4
Former Occupation: 17 6
Cannon Fodder #4
Stats: STR: 11 DEX: 12 CON: 7 INT: 9 WIS: 11 CHA: 6
Race: 16
Personality: 9 8 1 8 5
Former Occupation: 12 1
"Ignorance is bliss, and you look absolutely miserable."
Cannon Fodder #1
Name: Dagkur Redmount
Base Scores: STR: 9 DEX: 3 CON: 7 INT: 13 WIS: 10 CHA: 4
Race: Dwarf
Personality: Daring, Paranoid
Occupation: Moneylender (+Cha, Letters)
Backstory: Dagkur was a moneylender, once. And oh, was he a good one! He lent money out to more people than he can count on all his fingers and toes, and he was born with an extra pinky! Which was unfortunately lost at a young age in an unfortunate accident involving a sausage and a small, but fierce dog. He counts it among his digits anyways, in memory. Anyways, back to the moneylending. Dagkur lent money to rich men, to peasants, to farmers, to merchants. There wasn't a soul he wouldn't lend money to. But when the lending was done, something began to nag at Dagkur. What if they couldn't pay it back? Of course, nothing of the sort had crossed his mind when he was handing out his money to any soul who would take it, but a fear now arose in him. Surely they would all pay it back eventually, right? The merchants and the noblemen he could certainly count on, but what about that one fellow with the unkempt beard, who looked like he hadn't so much as touched a coin in his life? What about the odd-looking masked fellow who had this weird habit of twirling his mustache and snickering mischievously? What about the squirrel?! Indeed, Dagkur's paranoia was not unfounded at all, and ironically enough he soon ended up falling into debt, losing his high status.
Cannon Fodder #2
Name: Marina Bobbletrodder
Base Scores: STR: 11 DEX: 11 CON: 13 INT: 9 WIS: 10 CHA: 11
Race: Halfling
Personality: Dutiful, Greedy
Occupation: Jester (+Cha, +Dex, Acrobatics, Performance)
Backstory: Once upon a time, Marina performed for all the kings and queens in the land. There wasn't a single title-holding individual that hadn't seen her twirls, heard her jests. At least, that's what she says, but she seems like the trustworthy sort. Indeed, Marina was actually quite the excellent jester. Never did she fail to properly deliver a joke, or bung up a feat of acrobatics. She was the laughingstock of every court she performed in, and not in the bad way. That is, until she decided that it would be a very good prank to steal the jewels right out of a prestigious nobleman's ostentatious scepter. It worked, as it always did, and Marina was overjoyed to see the rage of the court. It was all she could do to not burst out laughing right there. Originally, she meant to return them, but those jewels... well, they just sparkled so nicely, and it's not like she was stealing them, she was just extending the prank. Her downfall came when she decided that it would be an even better prank to fence the jewels and keep all the money for herself forever and never give anyone else a copper penny ever because it was all hers and no one else could have it. And then she went and got herself caught. Shame, it was going to be hilarious.
Cannon Fodder #3
Name: Dimmitreie "Dimmy" Tagloo
Base Scores: STR: 11 DEX: 7 CON: 14 INT: 8 WIS: 11 CHA: 9
Race: Halfling
Personality: Generous, Slothful
Occupation: Tailor (+Int, +Wis, Weaver's Tools)
Backstory: Dimmy had always loved clothes. From the moment he was first swaddled in a blanket, he was enamored. The way they felt, the way they moved, the colors! So it was only natural that he should become a tailor. And he was quite a good one as well. His designs began to catch on, first in his little town, then all over, and he decided to start giving out free samples to boost his brand. Soon, it became part of that brand. The first article of clothing was always free! And it worked! People all over began to wear his designs, and the money was coming in nonstop. But Dimmy began to get complacent. Confident in his abilities, he stopped being as creative, as daring as he used to be. As he produced less, he couldn't afford to give away as much anymore, and soon the first article of clothing was only ten percent of the price. Then half off. Then a quarter off. Then full price. He had built his brand around his generosity, but as sloth took over, he could no longer maintain that brand, and his business fell through. He still makes clothes, but no longer with the same joy.
Cannon Fodder #4
Name: Golda Ivorybones
Base Scores: STR: 13 DEX: 6 CON: 12 INT: 6 WIS: 3 CHA: 8
Race: Dwarf
Personality: Humble, Deceitful
Occupation: Street Hawker (+Cha, Persuasion)
Backstory: 'What's that, sir? This little crystal? Oh, I'm sure it's nothing, though I did see it glow strangely a while ago. Probably just a trick of the light. Its cost? Oh, only one gold, I'm sure it's not really worth anything, but you do seem so keen on it.' 'This stick here? Oh, I just founded it dangling off a tree while wandering through those spooky woods over there. The tree actually made kind of an interesting sound when I busted it off, and I could have sworn some reddish stuff came out where I broke it. Probably nothing. Yes, now that you mention it, it does very much resemble a finger, doesn't it? Runes on the grain? Really? Well, I can't really see them, but I trust you. That'll be five gold, I am quite fond of the thing, even if it serves no practical use.' 'Now, constable, I'm sure I don't know what you're talking about. I never claimed anything, just sold my little knickknacks. Yes, I did think it a little odd that they were selling rather well, but I'm not about to pass up an opportunity. Speaking of an opportunity, care to take a look at this book? Don't mind the binding, I'm sure it wasn't meant to look like a human face there. It's just the angle, surely. Now, constable, there's no need for that! Hey! You don't have the right! I haven't committed any crimes! Wait, no, put that truncheon down, put tha-'
"Ignorance is bliss, and you look absolutely miserable."
Love the idea Constance! I have always loved playing characters from very humble beginnings.
Peasant #1
Peasant #2
Peasant #3
Peasant #4
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
((WIP!))
Now for the fun part!
Peasant #1
Peasant #2
Peasant #3
Peasant #4
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Here are my four Peasants:
Peasant #1
Peasant #2
Peasant #3
Peasant #4
D&D since 1984
Serf#1
Serf #2
Serf #3
Serf #4
D&D since 1984
Test Subject #1:
STR: 9 DEX: 13 CON: 11 INT: 6 WIS: 7 CHA: 7
RACE: 1
PERSONALITY: 1 9 6 2 5
OCCUPATION: 2 14
Test Subject #2:
STR: 4 DEX: 11 CON: 11 INT: 11 WIS: 12 CHA: 14
RACE: 5
PERSONALITY: 10 10 4 5 2
OCCUPATION: 16 13
Test Subject #3:
STR: 10 DEX: 17 CON: 10 INT: 12 WIS: 13 CHA: 9
RACE: 14
PERSONALITY: 9 2 4 5 5
OCCUPATION: 4 1
Test Subject #4:
STR: 12 DEX: 14 CON: 9 INT: 13 WIS: 18 CHA: 15
RACE: 19
PERSONALITY: 3 9 3 5 4
OCCUPATION: 18 10
#1
Base Scores: 10 11 13 12 8 8
Race: 2
Personality: 3 -> 1 & 1/3+4
Profession: 3 1
#2
Base Scores: 9 10 11 11 6 16
Race: 3
Personality: 2 -> 10 & 6/2+7
Profession: 11 16
#3
Base Scores: 12 12 13 8 11 14
Race: 12
Personality: 10 -> 8 & 9/4+6
Profession: 7 8
#4
Base Scores: 6 13 11 10 11 9
Race: 17
Personality: 7 -> 6 & 4/3+5
Profession: 18 7
#1)
Name: "Glass Tongue" Reev
Race: Goblin
Profession: Merchant - Fortune Teller
Personality: Balanced - Honest but deceitful; an "Honest liar"
Stats: STR(13) DEX(16) CON(7) INT(9) WIS(9) CHA (9)
Backstory:
"Oh yes, yes. Reeve see it...you are someone of GREAT importance~ Someone who shall achieve all ye desire...if they would heed Reev's words...for coin that is~"
Reev was a greedy little bugger, always taking a fancy to things with a shimmer or shine. His love for coin especially drew him to sneak into cities and pose as a fortune teller (after he killed one and took their clothes). He didn't understand why humans took such interest in hearing his random words, but they always seemed happy to leave him with more shinnies, so he didn't complain.
#2)
Name: Leonardo
Race: Human
Profession: Servant - Painter
Personality: Balanced - Humble but Cowardly
Stats: STR(10) DEX(14) CON(8) INT(6) WIS(15) CHA(17)
Backstory:
"...um, apologies, I know I am disturbing you, and again I'm sorry...but I feel a burning desire to paint your portrait...would you do me the honor?"
There is little joy for an orphan in Sarthel, with coin being king, those without it are often tossed aside. Still, one could suppose Leo was a lucky child, though you couldn't tell it by talking to him. An overly humble man, who's core talent laid in his perception of the world through an artistic lense, Leonardo was able to be quickly adopted by a family of some worth, to be raised as a painter. Since then, he lives out of a small workshop, painting for anyone, for any amount they offer. He loves to create works, and often times offers to paint people for free, not fully grasping money, much less economics, much to the chagrin of those who care for him. Still, he seeks to continue his work, until his final breath.
#3)
Name: "Bumbling Pete"
Race: Human
Profession: Servant - Minstrel
Personality: Balanced - Honest but Unruly
Stats: STR(12) DEX(7) CON(8) INT(9) WIS(12) CHA(17)
Backstory:
"Everyone needed a laugh, right? And who better to laugh at than a man you dislike."
Pete was a fool, a well meaning fool but a fool regardless. He wasn't the brightest, or even the most graceful of jesters, but he did his job well by allowing his customers to relieve their stress unto him, be it through throwing rotten fruit at his face, or pushing himself to get hurt for no other reason than a quick gag. It was plain work, but it kept him full and gave people some joy...still, he wished he didn't have to stink after every show.
#4)
Name: Durin Shardbearer
Race: Dwarf
Profession: Artisan - Glassblower
Personality: Eccentric - Honest, but destructive
Stats: STR(10) DEX(10) CON(19) INT(11) WIS(9) CHA(17)
Backstory:
"STOP CALLING ME SHARDBEARER!"
A failed artisan, Durin was an ambitious dwarf who sought to continue his ancestor's works. However, glasswork was not a fancy craft, nor was it an all about important when when contrasted to legendary sword-smiths and the like. So, eager to prove the craft's value, Durin tried to forge a masterpiece from an ancient crystal. However, rather than allow itself to be blown into his desired shape, the crystal instead exploded an embedded itself into Durin's flesh. Shamed by both his peers, and his own failure, Durin left his ancestral home, distraught and eager to dull the pain of the shards and his shame through destructive acts...and getting drunk.
Test Subject #1: Zebelu "Ze" Ortry
(ADJUSTED) STR: 12 DEX: 9 CON: 13 INT: 10 WIS: 6 CHA: 11
RACE: Human (Female, Aged 19)
PERSONALITY: Balanced (Virtue: Humble, Vice: Unruly)
OCCUPATION: Laborer (Gongfarmer - STR +1, CON +1)
BACKSTORY: The Ortry family have lived in the valley for generations, farming or herding. Some distant cousins have actually become merchants, or taken jobs in cities. Ze had never been to a city. She often dreamed about the someday that would never come, when she would ride a merchant wagon towards one of the large market cities just beyond the horizon. She would start a new life as tavern-tender until she saved enough coin to open her own place. She would find love and marry, and he would be a strong artisan - a carpenter or mason. She would tend the tavern and he would improve it, and their children would inherit what they built together. She had it all worked out...
Test Subject #2: Eorn Ducat
(ADJUSTED) STR: 16 DEX: 13 CON: 13 INT: 13 WIS: 12 CHA: 9
RACE: Human (Male, Age 27)
PERSONALITY: Eccentric (Virtue: Calm, Oddity: Imperious)
OCCUPATION: Farmer (Swinehearder: STR +1, INT +1)
BACKSTORY: Eorn's father, Eorn the Elder, is a stern man with high standards. Eorn is the spitting image of his father, both in stature and in personality. A calm, warm person by nature, but quick to judge those who don't adhere to high personal standards of accountability and industriousness. He towers over others at 6'5" in height, and is naturally broad, muscular, and strong. Though pig-farmers by trade, the Ducat men are well-respected in the countryside, and quick to rise to the needs of their neighbors.
Test Subject #3: Kenten Reed
(ADJUSTED) STR: 8 DEX: 11 CON: 11 INT: 5 WIS: 14 CHA: 8
RACE: Human (Male, Age 19)
PERSONALITY: Unhinged (Vice: Cruel, Oddity: Ambitious)
OCCUPATION: Soldier (Messenger: Letters, DEX +1)
BACKSTORY: Kenten is unlikable. He always has been, and he's always known it. People just can't stand his sneering smirk, and that he laughs involuntarily whenever someone else struggles. He is known to be cruel, as well. But he is driven. He seeks power over others, and though learning and comprehension come slowly to him, he is indomitable in his will to succeed. He suffered great embarrassment at the local temple to learn his letters in a bid to become a priest, only to be ultimately rejected due to his lack of empathy and delight at the suffering of others. Instead, he joined the army. Too weak for proper soldiering, he used his knowledge of writing to secure a position as a messenger. Now, he can read the delicate messages he delivers, looking for anything he can use to leverage for wealth or opportunity. He will succeed, no matter the costs.
Test Subject #4: Akten
(ADJUSTED) STR: 10 DEX: 8 CON: 8 INT: 12 WIS: 6 CHA: 9
RACE: Human (Male, Age 22)
PERSONALITY: Unhinged (Vice: Arrogant, Oddity: Valiant)
OCCUPATION: Outcast (Hermit: Nature, INT +1)
BACKSTORY: Akten was raised by a woman in the woods, and though he regarded her as a mother, never knew her real name or if she even was his mother. She died when he was twelve, and he has been on his own ever since. He travels to nearby villages from time to time to trade in herbs and small animal pelts, buying tools and clothes in exchange. He uses those rare moments to learn of the broader world, and events in it. But he always retreats back to the woods, never staying too long. Bandits have come across him from time to time, as have local guard patrols or hunting nobles. Everyone knows him, and they know he has nothing worth taking. Just mushrooms and herbs, and the clothes on his back. Never a coin to his name, or a surname to link him to anyone else.
I forgot the RP Sample!
Almost incredulously, the Gnome replies, "And right there, right there is the problem!" His voice raises, "Be a doctor, they said! Here I am, an accomplished medical professional, freezing in the backwater ass crack of the world, and two strangers I met at a funeral can magically heal!" He throws his hands up dramatically, looking at the sky, no longer talking to the others. "And that's why she left me, mom and dad, because your good little boy became a doctor like *you* wanted, and I'm out here competing with a grifter and a pyro! I was never going to afford her the life she wanted! Never!" After a moment of staring at the sky with no apparent response, he lowers his head and slumps his shoulders. His voice low, defeated. "Sure, lets see who needs healing services."
#1
Ability scores: 13 10 17 12 14 17
Race: 4
Personality: 6 (7, 1 + 3)
Former Occupation: 13 8
#2
Ability scores: 12 7 13 13 12 11
Race: 5
Personality: 1 (8, 2 + 4)
Former Occupation: 16 10
#3
Ability scores: 11 9 16 5 11 13
Race: 16
Personality: 7 (1 + 2)
Former Occupation: 10 7
#4
Ability scores: 12 10 12 9 7 6
Race: 15
Personality: 2 (10, 2 + 4)
Former Occupation: 17 10
Peasant #1
Ability Scores: STR(11 +1), DEX(9), CON(16), INT(13), WIS(14), CHA(10)
Name: Jith Klermesai
Race: Goblin
From: Outskirts of Sarthel
Personality: Balanced (Generous and Paranoid)
Former Occupation: Mercenary (+1 STR, Stealth proficiency)
Wicked silver blades glint in the late-afternoon sun as the goblin dances through the crowd of bandits, cutting down adversaries twice her size with ease. A toothy grin twists her mouth upwards, pale green face painted with delight as she revels in the pure chaos of the battle. A flurry of metal swords swirl around the small figure as she dodges and weaves through the ambushed robbers, incapacitating any in her path. Golden, cat-like eyes gleam brighter with each fallen foe, gloating at each of her victories and anticipating the hefty sum this commission is sure to bring.
“That’ll teach ya’ to mess with The Hound!”
Orphaned by a fire and left with nothing but mental and physical scars, Jith was forced to grow up on the streets. Left to fend for herself in a harsh environment full of potential dangers, it was only natural that the goblin learn how to fight, steal and lie, and she soon discovered she was a natural. Despite being small and young, Jith became a formidable opponent. She quickly picked up on the usage of makeshift weapons to compensate for her petite stature, and became extremely proficient in the art of fighting dirty and cheating - a lesson taught from observing the rabble.
As Jith grew older she became a figure of fear and wonder among other street-rats, her wicked style of fighting and the burn scars that covered half her body in mottled gashes earning her the title of “The Hound.” She took great pride in this nickname, often using it as a threat to ward enemies and city-goers away from her territory. Despite her notoriety, the goblin was an outcast among her peers. Many admired her, but none trusted her - and rightly so, for she would not hesitate to stab allies in the back if she deemed it necessary. However, viciousness aside, Jith couldn’t help but feel lonely; she had no friends or family to rely on, and often felt isolated, trapped within the dirty streets of the city, with no real way out.
One day, Jith found herself in a spot of trouble with the city authorities. She had stolen some seemingly insignificant food and let her guard down, resulting in a police (i'm not sure what these would be in this world. Perhaps city guard or something?) chase. For the first time in her life, Jith was surrounded, and could see no way out - until a tall, armoured human stepped in and assured the officials that he “would handle this.” The man introduced himself as Ren Madisk, a mercenary captain from the outskirts of Sarthel. He revealed to Jith that he had been observing her, and had been impressed by her fighting skills. He invited her to join his mercenary troupe, promising gold, glory and companionship.
The mercenary’s proposal tempted Jith greatly - he offered all that she desired. And so, after some trepidation, Jith left behind her life as a street urchin and became a mercenary trainee.
The goblin lived with Ren for a few years, learning the trade and putting her skill in combat to good use. The pay was good, and although the other mercenaries were a little wary of her, the were never hostile, and she found a sort of comradeship among them, despite being the only goblin. She definitely preferred her mercenary life to her old, and planned to stay with the troupe for at least a decade.
However, while out on a commission she became separated from her group and came across a group of armoured hobgoblins.
Caught by surprise, she was slow to react, and was struck unconscious by a blow to her head before she could draw her blades. When she woke she found herself imprisoned in a freezing dark cell with three others, stripped of her weapons and unable to get out, despite her best efforts.
(I will flesh this out a bit more if Jith becomes my character. Add in more details about what happened on the streets and with mercenaries, etc.)
(also wanted to mention that her paranoid personality trait would be related to fear of fire somehow, but again will only detail that if she survives the “meat grinder” session)
Peasant #2
Ability Scores: STR(13), DEX(10), CON(13), INT(8 +1), WIS(12), CHA(15 +1)
Name: Mytheaian Sinnanodel
Race: Elf
Personality: Noble (Generous and Calm)
Former Occupation: Astrologer (Nature Proficiency, +1 INT & CHA)
A figure clad in a deep blue stands in the centre of an ornate room, head craned upwards, gazing through the crystalline glass ceiling to the heavens above. A kaleidoscope of burning stars shines all around them, their intense brightness reflecting of mirror-like walls, wrapping the hooded figure in a luminous cloak glowing with celestial energy. Without turning, the mysterious character raises a pale hand towards the awed onlooker, beckoning to them with slender fingers. "Come.. let the stars guide you."
Recognised as an intellectual prodigy at a young age, Mytheaian (or Mythe, as she prefers) was separated from her commoner family and sent to an academy that specialised in nurturing certain talents. It was here that Mythe was introduced to astrology, a subject that quickly became her passion. The young elf would spend all her free time in the academy's elaborate observatory, studying the meaning of the cosmos and learning the secret language of the planets and stars. This newfound love quickly developed into obsession; hours turning into days of charting the celestial pathways, and deciphering all of their hidden meanings. The head astronomer would often find her sleeping peacefully at her favourite desk in the observatory, surrounded by a pile of notes and maps, a pattern of inky constellations marking her pale skin - the only space left to write after she ran out of paper mid-study session.
Immediately upon graduation, Mythe was offered a position as an astrologist at the manor of a noble. Her immense skills gained her a reputation, which quickly turned to fame, and she soon had a long line of high-society customers lining up to hear what the stars had to say to them. Whether it be about past, future or present, the celestial entities always had some message, and the astrologist would use this to guide those who depended on her, rarely disappointing. Mythe’s newfound fame spread, and she soon found herself being asked to serve at the court of the high elves, the greatest honor she could imagine. She, of course, accepted this invitation, and here she stayed, guiding and advising royals and nobles alike, a messenger of the the heavens. Her life was all she had ever wished for - she lived in simple luxury while doing what she loved. For the first time since she had been taken from her family, Mythe was truly happy.. until she woke up in a freezing cell, weaponless and afraid, with no memory of how she got there.
(Same as Jith, will add more if chosen as character: Details about school life, court relationships, etc. Thinking maybe she could have a lover or friend that betrayed her? Just want to spice up her story a little!)
Peasant #3
Ability Scores: STR(12 +1) DEX(13), CON(11 +1), INT(14), WIS(12), CHA(18)
Name: Oild Trokt
Race: Goblin
From: Winterhaven
Personality: Balanced (Humble and Unruly)
Former Occupation: Grain Farmer (+1 STR & CON)
Peasant #4
Ability Scores: STR(9), DEX(12), CON(10 +1), INT(12), WIS(13 +1) CHA(7)
Name: Sabrahilda Lightstone
Race: Dwarf
From: Winterhaven
Personality: Wicked (Deceitful and Greedy)
Former Occupation: Milkmaid (+1 CON & WIS)
- Thank you for your consideration :)