Backstory: Coors was born into a prideful family and thought it was his duty to become a soldier in order to defend his home and kin. At a young age, he was sent to invade foreign lands that were a threat to his people. He went willingly and eagerly, but was quickly exposed to the horrors of war. He thought he was serving his home and fighting for the greater good, yet realized he was just a cog in a war machine that was committing war crimes against those that were hardly a threat in the first place. Coors begrudgingly completed his obligated service and when he returned home, instantly left seeking atonement for his involvement in these wars. He took up an oath as a Paladin. He swore to protect those who are unable to protect themselves, regardless of their race, background, or beliefs.
I've played DnD in the past but it has been a while. I left the backstory a little vague so that specifics could be worked in with the world established by the DM! Hope to hear from you soon!
Rin had a happy, normal childhood, but often found themselves causing trouble out of boredom. Their parents were loving, but couldn’t spend enough time with Rin due to how busy the family bakery was. As Rin grew older, they began to seek attention from others, eventually meeting a kindly old man in an oddity’s shop. The old man began befriended Rin and would even close his shop to spend time with Rin. The old man was a Remnant and began introducing Rin to other Remnants. Rin fell in with the group and began training as a part of The Mordant Voice. After a few years, Rin began to recognize other Remnants feeding into the insecurities of others to get them to join. He soon became disillusioned with the entirety of the Remnants and fled. Now, he has to sleep with one eye open in the case that the members of his former cult find him.
Backstory: Born into a goliath tribe situated in the heart of the mountains, Grond was destined for a life of combat and honor. He proved his prowess early on, winning challenges and proving himself as a formidable warrior. As he grew older, he felt a calling to a higher purpose and the divine. Guided by the spirits of his ancestors and inspired by tales of mighty warriors, he began to walk the path of the war domain cleric.
Grond's devotion to battle led him to become a respected soldier within his tribe. He gained experience in various forms of combat, from skirmishes against rival tribes to defending his homeland from external threats. His strong connection to his goliath heritage and his faith in his chosen deity granted him the power to inspire and lead his fellow warriors with unwavering determination.
Grond Stoneheart started adventuring with the goal of uniting his tribe and other goliath clans under a single banner, fostering a sense of unity and strength. As a goliath cleric of the War Domain, Grond felt a calling from both his ancestral heritage and his chosen deity to take on a greater role in shaping the fate of his people. However, the task of uniting the scattered and sometimes feuding clans proved to be more challenging than he initially anticipated.
Realizing that the path to unity required more than just his leadership within his own tribe, Grond saw the potential for change and growth through interaction with other races, cultures, and adventurers. He recognized that the conflicts and threats beyond the mountains were interconnected and that forming alliances and bonds with outsiders could greatly benefit his people.
Backstory: Jinxi and the clans that shared his warren network were driven out of their forest home by an ancient black dragon. Those who were not eaten by the dragon fled for safety to the closest forest nearest the most peaceful village they could find. The survivors are setting up a warren in this new patch of forest, until such time as they can replenish their numbers and they, plus any allies they may be able to get join their cause, can return to their original forest homeland and do away with the black dragon once and for all.
Appearance: Grommok is a young orc with vivid green skin and a sturdy build. Standing at 6 feet, he carries an air of determination. His tribal tattoos and fierce tusks give him a fierce look. Wearing slightly worn armor, his eyes reveal his eagerness for challenges.
Backstory: Grommok Bloodaxe, a warrior of the Ironclaw tribe, seeks personal glory beyond his clan's battles. Leaving home with ambition in his heart, he aims to forge his own legend and prove his strength on a larger scale. With youthful vigor, Grommok embarks on a journey to conquer new frontiers and make his mark in history
Appearance: Grommok is a young orc with vivid green skin and a sturdy build. Standing at 6 feet, he carries an air of determination. His tribal tattoos and fierce tusks give him a fierce look. Wearing slightly worn armor, his eyes reveal his eagerness for challenges.
Backstory: Grommok Bloodaxe, a warrior of the Ironclaw tribe, seeks personal glory beyond his clan's battles. Leaving home with ambition in his heart, he aims to forge his own legend and prove his strength on a larger scale. With youthful vigor, Grommok embarks on a journey to conquer new frontiers and make his mark in history
Having lost a few players over the last couple of years of play we are looking for a couple of like minded folks to replenish the ranks.
The PCs are currently in Whitestone chasing down a number of leads.
Character Creation-
Ok, Character Creation:
- Make a 3rd level Character ( I'm ok with most sources being used but clear anything particularly ' out there' first to avoid disappointment).
- Point Buy or Standard array./ Milestone Levelling. ( As you can probably tell with the PCs being Level 3 after 2 years of play levelling up may be somewhat slower than other games just FYI. )
- Current situation is another investigation of sorts so perhaps bear that in mind when making a character giving links to the local population and townsfolk of Whitestone.
I'm a huge fan of Critical Role and pretty well-versed in Exandria lore, so I'd love to participate! Are 2024 classes/subclasses available as choices, or is it strictly a 2014 edition game?
Ashar 'Ash' Keogh was a child during the Briarwood years. He remembers quiet streets patrolled by skeletal guards, and formative tween years spent learning not to be noticed by the evil powers that ruled over his hometown.
One night, a terrifying misadventure! Ash came face-to-face with one of Delilah Briarwood's undead constructs. Some patchwork thing of bone and metal, animated by a dying soul that should not have been aware.
It knelt. It stared. And with a rasp of breath through its undead larynx, it spoke Ash's name.
As it did so, a flare of dark, magical energy passed between them and the undead thing collapsed, destroyed by the unstable magic that had created it. A preternatural shard of that necromantic energy lodged in Ash's soul ... and changed him.
Ash soon came to discover that he could hear ghostly voices when they called out to him: the last thoughts of the newly dead, the whispers of lingering spirits bent or broken by Briarwood rituals. As a young man, it was terrifying. As an adult, Ash learned to listen.
Ash came to believe that the city had not been fully cleansed. Deep beneath the castle, in the tunnels, in abandoned workshops, and in the roots of the Ziggurat, something still rots. Briarwood experiments that were never found. Loyalists who whisper Vecna's name in hidden cellars. The taint of necromantic residue that refuses to die.
Ash hunts that rot. He carries himself with a quiet determination, and the cold insights of the dead. If the ghosts cannot rest, neither can he.
Interested, what is the current party dynamic? Willing to change class if needes
ame: Shade-of-Winter Pines
Race: Tabaxi (Male)
Class: Ranger (Gloom Stalker) – Level 3
Age: 30
Origin: Deep Parchwood Timberlands
Current Location: Whitestone Region
Backstory:
Deep within the oldest reaches of the Parchwood Timberlands, where moonlight struggles to reach the forest floor and the air tastes of pine resin and cold earth, lies the secluded home of the Winter Pines Clan, a small, nocturnal tribe of tabaxi who have lived in harmony with the shadows for generations. They are watchers, guardians, and hunters who believe that the night is not an enemy to fear, but a companion to guide and test those brave enough to move within it.
Shade-of-Winter Pines. “Shade” to outsiders was born on a moonless night so dark the elders claimed the sky itself had closed its eyes. His fur, an obsidian black speckled with faint silver markings, seemed to drink the starlight. From his earliest steps, he moved silently, blending into the blind spots of others even when they looked directly at him. “This one walks between breaths,” the elders whispered. “A spirit of the quiet places.”
Shade grew fast, strong, and lithe. Alongside his littermates, he learned the Winter Pines tradition: tracking lessons by scent alone, navigating through dense, black forest guided only by whisker-touch, and combating the creatures that stalk the Timberlands’ deepest groves. He was especially close to his brother, Talon-Under-Snow, the only tabaxi who could match his speed and match his keen senses.
Where Talon was playful and mischievous, Shade was calm and razor-focused. They balanced each other perfectly, and many believed they would someday lead the clan together.
A season ago, something began to shift in the Parchwood.
The first signs were subtle, birds going quiet, deer avoiding certain glades, patches of ground where no insects dared crawl. Then came the black rot, a creeping, oily substance that clung to bark like shadows frozen in place. Shade and Talon ventured out to investigate, but the rot felt wrong, lifeless, cold, hungry.
One night, while patrolling a familiar hunting trail, Talon vanished.
No sound. No struggle. No scent. Just gone.
Shade found only a shallow imprint in the moss, as if something weightless yet impossibly strong had stepped there. It was the first time in his life the forest felt empty, truly empty, as if something had smothered its breath.
The clan prepared mourning rites, but Shade refused. He believed Talon still lived…or that the thing that took him still walked their woods. Shade swore an oath before the ancient pine at the clan’s center: “Until the shadows confess their secrets, I walk their path.”
And so he left.
Shade followed faint traces and strange signs, disturbed earth, claw marks that matched no living creature, patches of silence too complete to be natural, until his hunt led him to the outskirts of Whitestone. He found the people there kind but wary, still healing from the scars of the Briarwood tyranny.
The Dolan druids recognized the forest-sickness Shade described, and the Whitestone Guard had their own concerns, travelers vanishing, night noises growing bolder, and more sightings of unnatural creatures near the tree line. Shade made camp in the woods just outside the city walls, living as half-myth, half-guardian. To the farmers and night watch, he became “the Shadowcat of the Timberline,” a ghostly figure glimpsed at dusk, a watchful presence who escorted late workers home or silently removed threats before they reached the town.
Though he avoids crowds, the people know him:
The Dolans trust him with signs of natural imbalance.
Scouts value his expertise in reading tracks no one else can see.
The Whitestone Guard turn to him when the trails lead into darkness too deep for normal men.
But Shade’s purpose remains unchanged.
Shade believes the same force that is corrupting the Parchwood is the one that stole his brother. Every new disappearance, every patch of cold silence, every whisper in the deep woods tightens the knot in his chest.
Recently, he has heard something disturbing, a voice calling his name, from the same direction the rot spreads. It sounds like Talon. But it is wrong. And Shade knows following it alone may be a mistake even he cannot walk away from. Which is why, for the first time in his life, he seeks allies. Not to protect him.
Werhann Dike, a former knight (or some other, similar position - perhaps a member of the Pale Guard?), had his title stripped away when it was discovered he possessed powers granted by some unknown entity, marking him as a heretic.
While investigating a cult, Werhann unintentionally formed a connection with the deity worshipped by the cult. Although he does not fully understand the nature of this connection, he knows it grants him several powers he did not possess before. Unfortunately, intentional or not, it was considered for someone of his standing to form such a connection, and so his title was stripped from him.
Now, no longer in anyone's service, Werhann offers his help to anyone in need, working at odd jobs as necessary to sustain himself from day to day. He hopes to one day sever the connection between himself and the unknown deity and reclaim his lost honour, but has no clue how that might be done, and so, in the meantime, he uses the powers he was granted as needed. Despite his tarnished reputation among the higher levels of society, among the common folk, he is known as a kind and often generous man who offers his help to those in need without asking for much in return.
I'd be happy to expand on this, but this is the general outline I had in mind.
Backstory: Progo grew up as part of the Rivermaw Herd, but as the years went on, Progos natural skill as a knife in the dark over his frontal assault abilities. After departing from the Herd, Progo made a living selling 'lost goods', usually lost after death before discovered by Progo himself. He never had good gear to sell but he usually did well enough to keep himself fed and enough to roam from town to town. Progo lack of social abilities plus his typical untrusted heritage, normally kept Progo from hanging around too long. He longed to find that tribe mentality again and belong but he was too proud to go home and admit defeat. He usually is overly eager to volunteer himself into situations with others in hopes of finding true friends as well as finding stock for his cart!
I'm a huge fan of Critical Role and pretty well-versed in Exandria lore, so I'd love to participate! Are 2024 classes/subclasses available as choices, or is it strictly a 2014 edition game?
Haven't had much to do with 2024 as yet, but I can't see using the classes/subclasses being a big issue.....
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Name: Coors Lightbeard
Race: Mountain Dwarf
Class: Paladin
Background: Soldier
Backstory: Coors was born into a prideful family and thought it was his duty to become a soldier in order to defend his home and kin. At a young age, he was sent to invade foreign lands that were a threat to his people. He went willingly and eagerly, but was quickly exposed to the horrors of war. He thought he was serving his home and fighting for the greater good, yet realized he was just a cog in a war machine that was committing war crimes against those that were hardly a threat in the first place. Coors begrudgingly completed his obligated service and when he returned home, instantly left seeking atonement for his involvement in these wars. He took up an oath as a Paladin. He swore to protect those who are unable to protect themselves, regardless of their race, background, or beliefs.
I've played DnD in the past but it has been a while. I left the backstory a little vague so that specifics could be worked in with the world established by the DM! Hope to hear from you soon!
Name: Rin
Class: Rogue
Race: Changeling
Background: Reformed Cultist
Backstory:
Rin had a happy, normal childhood, but often found themselves causing trouble out of boredom. Their parents were loving, but couldn’t spend enough time with Rin due to how busy the family bakery was. As Rin grew older, they began to seek attention from others, eventually meeting a kindly old man in an oddity’s shop. The old man began befriended Rin and would even close his shop to spend time with Rin. The old man was a Remnant and began introducing Rin to other Remnants. Rin fell in with the group and began training as a part of The Mordant Voice. After a few years, Rin began to recognize other Remnants feeding into the insecurities of others to get them to join. He soon became disillusioned with the entirety of the Remnants and fled. Now, he has to sleep with one eye open in the case that the members of his former cult find him.
Name: Grond Stoneheart
Race: Goliath
Class: Cleric (War Domain)
Backstory: Born into a goliath tribe situated in the heart of the mountains, Grond was destined for a life of combat and honor. He proved his prowess early on, winning challenges and proving himself as a formidable warrior. As he grew older, he felt a calling to a higher purpose and the divine. Guided by the spirits of his ancestors and inspired by tales of mighty warriors, he began to walk the path of the war domain cleric.
Grond's devotion to battle led him to become a respected soldier within his tribe. He gained experience in various forms of combat, from skirmishes against rival tribes to defending his homeland from external threats. His strong connection to his goliath heritage and his faith in his chosen deity granted him the power to inspire and lead his fellow warriors with unwavering determination.
Grond Stoneheart started adventuring with the goal of uniting his tribe and other goliath clans under a single banner, fostering a sense of unity and strength. As a goliath cleric of the War Domain, Grond felt a calling from both his ancestral heritage and his chosen deity to take on a greater role in shaping the fate of his people. However, the task of uniting the scattered and sometimes feuding clans proved to be more challenging than he initially anticipated.
Realizing that the path to unity required more than just his leadership within his own tribe, Grond saw the potential for change and growth through interaction with other races, cultures, and adventurers. He recognized that the conflicts and threats beyond the mountains were interconnected and that forming alliances and bonds with outsiders could greatly benefit his people.
Name: Jinxi Th'Boon
Class: Ranger
Race: Harengon
Backstory: Jinxi and the clans that shared his warren network were driven out of their forest home by an ancient black dragon. Those who were not eaten by the dragon fled for safety to the closest forest nearest the most peaceful village they could find. The survivors are setting up a warren in this new patch of forest, until such time as they can replenish their numbers and they, plus any allies they may be able to get join their cause, can return to their original forest homeland and do away with the black dragon once and for all.
https://www.dndbeyond.com/characters/106890418/7jTY67
Name: Grommok Bloodaxe
Race: Orc
Class: Barbarian
Background: Soldier
Appearance: Grommok is a young orc with vivid green skin and a sturdy build. Standing at 6 feet, he carries an air of determination. His tribal tattoos and fierce tusks give him a fierce look. Wearing slightly worn armor, his eyes reveal his eagerness for challenges.
Backstory: Grommok Bloodaxe, a warrior of the Ironclaw tribe, seeks personal glory beyond his clan's battles. Leaving home with ambition in his heart, he aims to forge his own legend and prove his strength on a larger scale. With youthful vigor, Grommok embarks on a journey to conquer new frontiers and make his mark in history
He looks like that: https://ibb.co/tK58yGP
Name: Grommok Bloodaxe
Race: Orc
Class: Barbarian
Background: Soldier
Appearance: Grommok is a young orc with vivid green skin and a sturdy build. Standing at 6 feet, he carries an air of determination. His tribal tattoos and fierce tusks give him a fierce look. Wearing slightly worn armor, his eyes reveal his eagerness for challenges.
Backstory: Grommok Bloodaxe, a warrior of the Ironclaw tribe, seeks personal glory beyond his clan's battles. Leaving home with ambition in his heart, he aims to forge his own legend and prove his strength on a larger scale. With youthful vigor, Grommok embarks on a journey to conquer new frontiers and make his mark in history
He looks like that: https://ibb.co/tK58yGP
Thanks for the applications everyone I'll be in contact with those chosen fairly soon.
Having lost a few players over the last couple of years of play we are looking for a couple of like minded folks to replenish the ranks.
The PCs are currently in Whitestone chasing down a number of leads.
Character Creation-
Ok, Character Creation:
- Make a 3rd level Character ( I'm ok with most sources being used but clear anything particularly ' out there' first to avoid disappointment).
- Point Buy or Standard array./ Milestone Levelling. ( As you can probably tell with the PCs being Level 3 after 2 years of play levelling up may be somewhat slower than other games just FYI. )
- Current situation is another investigation of sorts so perhaps bear that in mind when making a character giving links to the local population and townsfolk of Whitestone.
I'm a huge fan of Critical Role and pretty well-versed in Exandria lore, so I'd love to participate! Are 2024 classes/subclasses available as choices, or is it strictly a 2014 edition game?
I would be interested in joining this tale.
Ash, Human Rogue (Phantom)
Ashar 'Ash' Keogh was a child during the Briarwood years. He remembers quiet streets patrolled by skeletal guards, and formative tween years spent learning not to be noticed by the evil powers that ruled over his hometown.
One night, a terrifying misadventure! Ash came face-to-face with one of Delilah Briarwood's undead constructs. Some patchwork thing of bone and metal, animated by a dying soul that should not have been aware.
It knelt.
It stared.
And with a rasp of breath through its undead larynx, it spoke Ash's name.
As it did so, a flare of dark, magical energy passed between them and the undead thing collapsed, destroyed by the unstable magic that had created it. A preternatural shard of that necromantic energy lodged in Ash's soul ... and changed him.
Ash soon came to discover that he could hear ghostly voices when they called out to him: the last thoughts of the newly dead, the whispers of lingering spirits bent or broken by Briarwood rituals. As a young man, it was terrifying. As an adult, Ash learned to listen.
Ash came to believe that the city had not been fully cleansed.
Deep beneath the castle, in the tunnels, in abandoned workshops, and in the roots of the Ziggurat, something still rots. Briarwood experiments that were never found. Loyalists who whisper Vecna's name in hidden cellars. The taint of necromantic residue that refuses to die.
Ash hunts that rot.
He carries himself with a quiet determination, and the cold insights of the dead.
If the ghosts cannot rest, neither can he.
Interested, what is the current party dynamic? Willing to change class if needes
ame: Shade-of-Winter Pines
Race: Tabaxi (Male)
Class: Ranger (Gloom Stalker) – Level 3
Age: 30
Origin: Deep Parchwood Timberlands
Current Location: Whitestone Region
Backstory:
Deep within the oldest reaches of the Parchwood Timberlands, where moonlight struggles to reach the forest floor and the air tastes of pine resin and cold earth, lies the secluded home of the Winter Pines Clan, a small, nocturnal tribe of tabaxi who have lived in harmony with the shadows for generations. They are watchers, guardians, and hunters who believe that the night is not an enemy to fear, but a companion to guide and test those brave enough to move within it.
Shade-of-Winter Pines. “Shade” to outsiders was born on a moonless night so dark the elders claimed the sky itself had closed its eyes. His fur, an obsidian black speckled with faint silver markings, seemed to drink the starlight. From his earliest steps, he moved silently, blending into the blind spots of others even when they looked directly at him. “This one walks between breaths,” the elders whispered. “A spirit of the quiet places.”
Shade grew fast, strong, and lithe. Alongside his littermates, he learned the Winter Pines tradition: tracking lessons by scent alone, navigating through dense, black forest guided only by whisker-touch, and combating the creatures that stalk the Timberlands’ deepest groves. He was especially close to his brother, Talon-Under-Snow, the only tabaxi who could match his speed and match his keen senses.
Where Talon was playful and mischievous, Shade was calm and razor-focused. They balanced each other perfectly, and many believed they would someday lead the clan together.
A season ago, something began to shift in the Parchwood.
The first signs were subtle, birds going quiet, deer avoiding certain glades, patches of ground where no insects dared crawl. Then came the black rot, a creeping, oily substance that clung to bark like shadows frozen in place. Shade and Talon ventured out to investigate, but the rot felt wrong, lifeless, cold, hungry.
One night, while patrolling a familiar hunting trail, Talon vanished.
No sound.
No struggle.
No scent.
Just gone.
Shade found only a shallow imprint in the moss, as if something weightless yet impossibly strong had stepped there. It was the first time in his life the forest felt empty, truly empty, as if something had smothered its breath.
The clan prepared mourning rites, but Shade refused. He believed Talon still lived…or that the thing that took him still walked their woods. Shade swore an oath before the ancient pine at the clan’s center: “Until the shadows confess their secrets, I walk their path.”
And so he left.
Shade followed faint traces and strange signs, disturbed earth, claw marks that matched no living creature, patches of silence too complete to be natural, until his hunt led him to the outskirts of Whitestone. He found the people there kind but wary, still healing from the scars of the Briarwood tyranny.
The Dolan druids recognized the forest-sickness Shade described, and the Whitestone Guard had their own concerns, travelers vanishing, night noises growing bolder, and more sightings of unnatural creatures near the tree line. Shade made camp in the woods just outside the city walls, living as half-myth, half-guardian. To the farmers and night watch, he became “the Shadowcat of the Timberline,” a ghostly figure glimpsed at dusk, a watchful presence who escorted late workers home or silently removed threats before they reached the town.
Though he avoids crowds, the people know him:
But Shade’s purpose remains unchanged.
Shade believes the same force that is corrupting the Parchwood is the one that stole his brother. Every new disappearance, every patch of cold silence, every whisper in the deep woods tightens the knot in his chest.
Recently, he has heard something disturbing, a voice calling his name, from the same direction the rot spreads. It sounds like Talon. But it is wrong. And Shade knows following it alone may be a mistake even he cannot walk away from. Which is why, for the first time in his life, he seeks allies. Not to protect him.
Werhann Dike, a former knight (or some other, similar position - perhaps a member of the Pale Guard?), had his title stripped away when it was discovered he possessed powers granted by some unknown entity, marking him as a heretic.
While investigating a cult, Werhann unintentionally formed a connection with the deity worshipped by the cult. Although he does not fully understand the nature of this connection, he knows it grants him several powers he did not possess before. Unfortunately, intentional or not, it was considered for someone of his standing to form such a connection, and so his title was stripped from him.
Now, no longer in anyone's service, Werhann offers his help to anyone in need, working at odd jobs as necessary to sustain himself from day to day. He hopes to one day sever the connection between himself and the unknown deity and reclaim his lost honour, but has no clue how that might be done, and so, in the meantime, he uses the powers he was granted as needed. Despite his tarnished reputation among the higher levels of society, among the common folk, he is known as a kind and often generous man who offers his help to those in need without asking for much in return.
I'd be happy to expand on this, but this is the general outline I had in mind.
Varielky
Name: Progo
Race: Half Orc
Class: Barbarian 1/Rogue 2
Backstory: Progo grew up as part of the Rivermaw Herd, but as the years went on, Progos natural skill as a knife in the dark over his frontal assault abilities. After departing from the Herd, Progo made a living selling 'lost goods', usually lost after death before discovered by Progo himself. He never had good gear to sell but he usually did well enough to keep himself fed and enough to roam from town to town. Progo lack of social abilities plus his typical untrusted heritage, normally kept Progo from hanging around too long. He longed to find that tribe mentality again and belong but he was too proud to go home and admit defeat. He usually is overly eager to volunteer himself into situations with others in hopes of finding true friends as well as finding stock for his cart!
Haven't had much to do with 2024 as yet, but I can't see using the classes/subclasses being a big issue.....