Yeah I haven't gotten to coming up with much details for story yet as i'm working out the general concept
Name: (NAME?! ..i'll just leave this for later....) Race: Aasimar (appears human though, with just some occasional, seemingly vague/random hints that's there's more going on) Class: Wizard (Plan on picking Bladesinger at lvl2 though, so with light armor & a rapier they'll appear more like a seafaring rogue than magician) Background: Urchin
General idea for the backstory: Orphan that grew up (currently young adult) in one of the bigger cities in one of those 2 major factions, shunned because there always seemed to be something weird going on around them, now sails to these new opportunities to get away from all of that and find fortune.
How "low" level is a low level magic setting? I'm potentially considered the Ritual Caster feat for instance but the strength of that feat is finding more ritual spells to add to it. Likewise for Artificer in terms of magic item creation, summoned minions, etc.
I will tailor it to the characters somewhat, so if your class relies on finding spells then there will be spells to be found. Magic is widely known to exist but magic users are few and far between. Powerful wizards work for kings and emperors, village healers might have a little bit of magic to augment their herbalism, but most people, most of the time, live their lives without coming across magic or seeing it performed. Perhaps that is something that binds these characters together, if they are all (or mostly) magic users in a superstitious and fearful world who need to look out for each other. It also increases their chances of becoming involved in big world-shaping events, because they can do things the vast majority of people cannot.
Also, who knows what mysterious magic lurks in these largely unexplored islands? Erm... I guess the people who live there. They'll know...
If anyone wants to know anything more about the world to help them come up with backstories and hooks, just ask away. Equally I'm happy for you to invent your own stuff as long as it fits (I may ask you to tweak it a bit).
as an avid lover of all things lore (I have my own homebrew world I put a lot into. hobgoblins are samurai & dwarves worship the god of art!) I would love any lore you have, especially if it is prevalent to noble families and politics on the mainland
Rollback Post to RevisionRollBack
Hi, I'm Raccoon_Master, a young genderfluid actor, writer, explorer, and bass vocalist. Pronouns They/Them/Theirs
My Characters:Brorminthe Devout Crusher; Ellorathe Romantic Rookie
Yeah I haven't gotten to coming up with much details for story yet as i'm working out the general concept
Name: (NAME?! ..i'll just leave this for later....) Race: Aasimar (appears human though, with just some occasional, seemingly vague/random hints that's there's more going on) Class: Wizard (Plan on picking Bladesinger at lvl2 though, so with light armor & a rapier they'll appear more like a seafaring rogue than magician) Background: Urchin
General idea for the backstory: Orphan that grew up (currently young adult) in one of the bigger cities in one of those 2 major factions, shunned because there always seemed to be something weird going on around them, now sails to these new opportunities to get away from all of that and find fortune.
^Also, this is an idea for a more "grounded" character that fits the setting better (i think)... ...I'm otherwise quite of mind to play a Tabaxi Monk, and run back and forth the length of a ship in the blink of an eye, and catch bullets with my bare paws (cannon balls might be a bit much thought).
If anyone wants to know anything more about the world to help them come up with backstories and hooks, just ask away. Equally I'm happy for you to invent your own stuff as long as it fits (I may ask you to tweak it a bit).
as an avid lover of all things lore (I have my own homebrew world I put a lot into. hobgoblins are samurai & dwarves worship the god of art!) I would love any lore you have, especially if it is prevalent to noble families and politics on the mainland
As is the way with world building, there are areas where I've got it quite well fleshed out and areas where it's thinner. It will all develop over time as it needs to of course.
The Aseri (think north-western european influences) and Verdian (think southern european influences) empires are both large. The Verdian is older and no longer expanding, while the Aseri is younger and gaining territory and influence rapidly. Both are major naval powers with huge fleets of warships and merchant ships. The empires have clashed a number of times, unsurprisingly, in their competition for resources, but the last serious war between them was about 10 years ago now. They have a tentative peace where it benefits both, but imperial mindsets don't play well together so there is bound to be more conflict in the not too distant future. The 'discovery' of the Windward Isles was about 5 years ago, which in the age of sail is not a huge amount of time to establish settlements or trading operations. It is still very much in the free-for-all stage where empires are grabbing what they can before any sort of status-quo sets in.
The Western Isles Company, or simply 'the Company', was formed by a group of nations: Epiron, Halandia, Karelin, and Uusimark. Individually they knew they could not compete with the empires but together had a chance at carving out some of the spoils for themselves. Cleverly, the Company has positioned itself as a neutral go-between which can deal on equitable terms with either Aseri or Verdian, regardless of what friction or conflict may exist between them. It is run by a council of merchants and nobles from the four nations, which share elements of culture and, crucially, an ambitious mercantile mindset. Of course it is not all sweetness and light, and there are politics and manoeuvrings within the Company as well as between the four nations. Who holds the balance of risk and investment is a constant source of grumbling, but as long as the profits keep rolling in, the Company will remain more or less stable. They all know that working together is the best chance of enrichment for all.
If there's anything specific you'd like to know, let me know. Otherwise I'm in danger of waffling for the rest of time!
Alessio Proudflame was brought into the world during a harsh war. His Mother and Father both had suffered horrible injuries from the Battle and had a fear that their child would go into war as they did. So they did the best they could to steer him away from it. Teaching him and enlightening him on cooking! Alessio learned the way's of a chef from an early age. Yet, not even a God could stop fate. By the time Alessio was 18 he was drafted into a Battle. One which left him scarred by the Memories. Not Physically Scarred, Luckily. After 10 years in the army Alessio had a child, A Daughter. He treasured her. Sadly, after one war Alessio went AWOL, leaving the Army and running off. Becoming a travelling Cook. Hopping from ship to ship, Making the same meal. Every. Single. Day. Yet, he digresses. He would rather make the same Rum every day then return to battle. Just don't touch his Delicacies. He's very sensitive of those.
Desciption
Alessio is a 43-year-old Human male. He has slight gray streaks in his Hair which is kept short as a Homage to his Mother and Father. He has a handlebarb mustache with slight bits of Pepper and salt in it. Yes I mean actual pepper and salt. Not just white hair. He is standing at 5'9 at 225lbs and has a rather Large Build. Built for taking and dealing Damage. He keeps a Halberd at his side at all time. He has brown leather overalls covering His Pure white silk shirt. He has slight pricks of hair on his chin but mainly keeps it clean.
Rollback Post to RevisionRollBack
Lore, Lore, and More! That's what I'm about!
PM me if you wish for some lore on a person or place!
Good ship, good body and good spirit, that's all you need out on the open sea. Lucky for you, I'm in the business of fixing all three.
William was born and raised on the sea. Quite literally as his mom went into labour when William's parents made the journey across the sea to their new home and William's dad's new office at the Western Isles Company. William's dad was the administrator of a small but important harbour. The island William's family lived on was a nexus point for several trade routes and young William quickly learned the importance of ships, trade and the people that operated them. As he grew up, William assisted in his father's office by providing services as a shipwright and a cook at the local tavern. Skills he later expended on with the brewing of alchemical and herbal potions, the closest to real magic he could manage.
Years came and went and William grew up a fine sailor. His folks had retired by now and without his father's office for easy work, William became restless. Two years later the Windward Isles were discovered. Without hesitation William bade his parents goodbye and jumped aboard a ship bound for the new lands. Plying his trade as a shipwright, cook and surgeon all rolled in one made him a valuable crew member on any ship William sailed with. But now he dreams of bigger opportunities...
Good ship, good body and good spirit, that's all you need out on the open sea. Lucky for you, I'm in the business of fixing all three.
William was born and raised on the sea. Quite literally as his mom went into labour when William's parents made the journey across the sea to their new home and William's dad's new office at the Western Isles Company. William's dad was the administrator of a small but important harbour. The island William's family lived on was a nexus point for several trade routes and young William quickly learned the importance of ships, trade and the people that operated them. As he grew up, William assisted in his father's office by providing services as a shipwright and a cook at the local tavern. Skills he later expended on with the brewing of alchemical and herbal potions, the closest to real magic he could manage.
Years came and went and William grew up a fine sailor. His folks had retired by now and without his father's office for easy work, William became restless. Two years later the Windward Isles were discovered. Without hesitation William bade his parents goodbye and jumped aboard a ship bound for the new lands. Plying his trade as a shipwright, cook and surgeon all rolled in one made him a valuable crew member on any ship William sailed with. But now he dreams of bigger opportunities...
Sounds fun! I'm interested. (Also rolled without re-rolling 1s).
Name: Sera'ele "Seri" Eventide (<-- link to dndbeyond character sheet) Race: Sea Elf (from Monsters of the Multiverse sourcebook) Class: Nature Domain Cleric (1 level multi-class to Divine Soul Sorcerer planned, fitting with backstory) Background: Custom (Acolyte/Sailor) Backstory and image: See (first) spoiler below
Decades ago, Sera'ele was found by local fishermen on the far western shore of the outermost of the Windward Isles. An unconscious willowy adolescent beached like sea foam during a new moon's evening tide, remembering only her name and her abiding love for the oceans, her long silvery blue hair like gossamer kelp covering most of her face, though not her sharply pointed ears and strange aquamarine eyes.
Though clearly not human (sea elf), Seri was adopted by the local island tribe and taken in eventually by the local shaman to the god of oceans (equivalent of Valkur in Forgotten Realms or Procan in Greyhawk) as a page in the temple, growing eagerly into her new role. Just as she did when it came time, as for all acolytes of oceanic deities, to pay her dues in action and deeds as a sailor upon the open ocean. As her proficiency as Navigator on the privateer vessel Dragonfly grew, so too did an inner wellspring of magic, a divine spark that seemed to flow naturally like the waves beneath the Dragonfly's prow. Seri grew to love the rolling swells and far horizons of life on the ocean more than anything in the world. And deep down, she knows she always has.
Too soon came the day that she was called back to the temple, her priestly naval tour of duty officially concluded. A summons she is faith-bound to honor. A summons she has no plans to heed.
^^^ See above spoiler for Seri's backstory and image. ^^^
Seri sounds great. Although I said non-human races and magic users must be prepared to be an exception, the 'new world' as the Aseri and Verdians would call it, is a melting pot of anything and anyone from all sorts of cultures. So, unusual people would be more accepted than they might be back home. Seri would stand out but most of the time would attract little more than a stare and a shrug. She should be careful where and when she uses her magic though, as some folk may be more superstitious and fearful than others. As I'm sure we well know, fear leads easily to aggression.
Thanks! In the beginning, Seri would primarily be a character focused on utility, as well as buffing and healing allies (and a bit of forced battlefield movement with Thorn Whip... or maybe thorny kelp whip?). So hopefully she would not anger too many as you warn against, at least to start with.
One question I had regarding her backstory: I have a placeholder for an ocean god that she worships. Like Procan of Greyhawk or maybe Valkur of Forgotten Realms (not Umberlee). I'd be happy to substitute that with an actual, god of oceans worshipped on the Windward Isles.
Name: Jaxon Reed Race: Human (Mark of Making) Class: Artificer (going Armorer at 3rd level) Background: Shipwright (Custom)
As a child, Jaxon grew up on the decks of the numerous merchant vessels that his parents worked on. From a young age he enjoyed helping where ever he could, as he was fascinated with ships. One day, while out as sea, their ship was attacked by pirates. Before the pirates were defeated much of the crew, including Jaxon's parents, had been killed. Jaxon was injured as well, losing the lower half of his right leg. After the attack, the ships surgeon and bosun, a couple that were friends of his parents, saw to the healing of his leg and made a peg leg for him. They vowed to take him in and raise Jaxon as their own.
Over the next twenty years, Jaxon trained under and assisted his adopted parents in both of their respective roles on the ships. He prided himself on being able to fix anything at sea, be it the ship or the crew. He had an aptitude for learning and never lost his childhood fascination with seafaring vessels.
All was going well, until tragedy struck again. While on a scouting mission heading to the, at the time, newly discovered Windward Isles, the ship encountered a massive storm. While attempting to tie down a broken sail his peg leg snapped beneath him, causing Jaxon to fall. As he fell the rope twisted and mangled his right arm while the boom spun around the mast, snapping it half. The storm raged on and before the evening ended, the ship had sunk. Jaxon alone made it out alive, floating on a piece of debris.
When Jaxon came to in the morning he found himself washed up on a small island along with many parts of the ship and several bodies of the crew. He scavenged what supplies he could before having to amputate his own destroyed hand. He survived, stranded on the island and blaming himself for the ships destruction for nearly a month before another ship came by and found him. Not having anyone or anything to return to he offered his skills to the captain of the ship the rescued him, after replacing his peg leg and fashioning a hook to replace his hand.
Jaxon is a broken man, he can't fix that. But at least he can fix the ship and its crew..
[Can play his makeshift prosthetics as hindering as you want me to. I would even be happy to use the penalties from the DMG 272-273, Lingering Injuries for the missing limbs. It will just make it that much more of an achievement when they are fixed. At level 2 I can use an infusion for a fully functioning prosthetic (common magic item) to replace one of them. Then at level 3 when I become an Armorer the arcane armor feature replaces any missing limbs. As far as his magic use goes, all effects will be tinkered mechanical contraptions for the most part, lightly infused with magic when needed.]
***Original ability rolls were 10, 11, 14, 14, 14, 14. They got changed while editing my backstory.***
Sounds fun! I'm interested. (Also rolled without re-rolling 1s).
Name: Sera'ele "Seri" Eventide (<-- link to dndbeyond character sheet) Race: Sea Elf (from Monsters of the Multiverse sourcebook) Class: Nature Domain Cleric (1 level multi-class to Divine Soul Sorcerer planned, fitting with backstory) Background: Custom (Acolyte/Sailor) Backstory and image: See (first) spoiler below
Decades ago, Sera'ele was found by local fishermen on the far western shore of the outermost of the Windward Isles. An unconscious willowy adolescent beached like sea foam during a new moon's evening tide, remembering only her name and her abiding love for the oceans, her long silvery blue hair like gossamer kelp covering most of her face, though not her sharply pointed ears and strange aquamarine eyes.
Though clearly not human (sea elf), Seri was adopted by the local island tribe and taken in eventually by the local shaman to the god of oceans (equivalent of Valkur in Forgotten Realms or Procan in Greyhawk) as a page in the temple, growing eagerly into her new role. Just as she did when it came time, as for all acolytes of oceanic deities, to pay her dues in action and deeds as a sailor upon the open ocean. As her proficiency as Navigator on the privateer vessel Dragonfly grew, so too did an inner wellspring of magic, a divine spark that seemed to flow naturally like the waves beneath the Dragonfly's prow. Seri grew to love the rolling swells and far horizons of life on the ocean more than anything in the world. And deep down, she knows she always has.
Too soon came the day that she was called back to the temple, her priestly naval tour of duty officially concluded. A summons she is faith-bound to honor. A summons she has no plans to heed.
^^^ See above spoiler for Seri's backstory and image. ^^^
Seri sounds great. Although I said non-human races and magic users must be prepared to be an exception, the 'new world' as the Aseri and Verdians would call it, is a melting pot of anything and anyone from all sorts of cultures. So, unusual people would be more accepted than they might be back home. Seri would stand out but most of the time would attract little more than a stare and a shrug. She should be careful where and when she uses her magic though, as some folk may be more superstitious and fearful than others. As I'm sure we well know, fear leads easily to aggression.
Thanks! In the beginning, Seri would primarily be a character focused on utility, as well as buffing and healing allies (and a bit of forced battlefield movement with Thorn Whip... or maybe thorny kelp whip?). So hopefully she would not anger too many as you warn against, at least to start with.
One question I had regarding her backstory: I have a placeholder for an ocean god that she worships. Like Procan of Greyhawk or maybe Valkur of Forgotten Realms (not Umberlee). I'd be happy to substitute that with an actual, god of oceans worshipped on the Windward Isles.
Sure, let's go with Trondro, the ocean god revered by the Olona tribe who took her in when she was found.
This post has potentially manipulated dice roll results.
Ability scores: 12141212118
Name: Maris Tidewarden
Race: Water Genasi
Class: Paladin (Oath of the Open Sea)
Background: Sailor
Backstory:
Maris Tidewarden, a male Water Genasi Paladin of the Oath of the Seas, whose life is deeply intertwined with the elemental forces of the ocean. Born to a union between a coastal fisherman and a captivating Water Genie named Azurea, Maris inherited both the practical wisdom of the sea and the enchanting allure of his mother's aquatic lineage.
Maris' early years were spent in the embrace of azure waves and salty breezes. His mother's mystical connection to the water manifested in him, granting him an affinity for the ebb and flow of the tides. As a youth, he honed his maritime skills on his father's fishing boat, gaining an intimate understanding of the sea's nuances.
His journey expanded beyond the shores of his small village, with Maris working on a variety of ships, from merchant vessels to corsairs patrolling the seas. Each voyage deepened his connection to the vastness of the ocean, and his Water Genasi abilities became increasingly pronounced, allowing him to manipulate water with a finesse that earned admiration from his shipmates.
Maris's mother, Azurea, guided him through dreams, imparting ancient sea lore and urging him to champion the cause of freedom on the open waters. Fueled by this celestial connection, Maris developed a fervent belief that the sea should be a realm of boundless freedom for all who dare to sail it.
Now sailing as a dedicated sailor on the "Zephyr's Wrath," Maris Tidewarden, with his trident and sea-themed armor, stands as a beacon of the ocean's embrace. His journey reflects a commitment to preserving the delicate balance between the elemental forces and the mortal realm, while ensuring that the call of the sea remains a song of freedom for every soul seeking adventure amidst the uncharted waters of the Windward Isles.
If anyone wants to know anything more about the world to help them come up with backstories and hooks, just ask away. Equally I'm happy for you to invent your own stuff as long as it fits (I may ask you to tweak it a bit).
as an avid lover of all things lore (I have my own homebrew world I put a lot into. hobgoblins are samurai & dwarves worship the god of art!) I would love any lore you have, especially if it is prevalent to noble families and politics on the mainland
As is the way with world building, there are areas where I've got it quite well fleshed out and areas where it's thinner. It will all develop over time as it needs to of course.
The Aseri (think north-western european influences) and Verdian (think southern european influences) empires are both large. The Verdian is older and no longer expanding, while the Aseri is younger and gaining territory and influence rapidly. Both are major naval powers with huge fleets of warships and merchant ships. The empires have clashed a number of times, unsurprisingly, in their competition for resources, but the last serious war between them was about 10 years ago now. They have a tentative peace where it benefits both, but imperial mindsets don't play well together so there is bound to be more conflict in the not too distant future. The 'discovery' of the Windward Isles was about 5 years ago, which in the age of sail is not a huge amount of time to establish settlements or trading operations. It is still very much in the free-for-all stage where empires are grabbing what they can before any sort of status-quo sets in.
The Western Isles Company, or simply 'the Company', was formed by a group of nations: Epiron, Halandia, Karelin, and Uusimark. Individually they knew they could not compete with the empires but together had a chance at carving out some of the spoils for themselves. Cleverly, the Company has positioned itself as a neutral go-between which can deal on equitable terms with either Aseri or Verdian, regardless of what friction or conflict may exist between them. It is run by a council of merchants and nobles from the four nations, which share elements of culture and, crucially, an ambitious mercantile mindset. Of course it is not all sweetness and light, and there are politics and manoeuvrings within the Company as well as between the four nations. Who holds the balance of risk and investment is a constant source of grumbling, but as long as the profits keep rolling in, the Company will remain more or less stable. They all know that working together is the best chance of enrichment for all.
If there's anything specific you'd like to know, let me know. Otherwise I'm in danger of waffling for the rest of time!
This is great! I'll update my backstory to reflect this!
Rollback Post to RevisionRollBack
Hi, I'm Raccoon_Master, a young genderfluid actor, writer, explorer, and bass vocalist. Pronouns They/Them/Theirs
My Characters:Brorminthe Devout Crusher; Ellorathe Romantic Rookie
Yeah I haven't gotten to coming up with much details for story yet as i'm working out the general concept
Name: (NAME?! ..i'll just leave this for later....)
Race: Aasimar (appears human though, with just some occasional, seemingly vague/random hints that's there's more going on)
Class: Wizard (Plan on picking Bladesinger at lvl2 though, so with light armor & a rapier they'll appear more like a seafaring rogue than magician)
Background: Urchin
General idea for the backstory: Orphan that grew up (currently young adult) in one of the bigger cities in one of those 2 major factions, shunned because there always seemed to be something weird going on around them, now sails to these new opportunities to get away from all of that and find fortune.
https://www.dndbeyond.com/characters/115936604
Discord: shaderox
I will tailor it to the characters somewhat, so if your class relies on finding spells then there will be spells to be found. Magic is widely known to exist but magic users are few and far between. Powerful wizards work for kings and emperors, village healers might have a little bit of magic to augment their herbalism, but most people, most of the time, live their lives without coming across magic or seeing it performed. Perhaps that is something that binds these characters together, if they are all (or mostly) magic users in a superstitious and fearful world who need to look out for each other. It also increases their chances of becoming involved in big world-shaping events, because they can do things the vast majority of people cannot.
Also, who knows what mysterious magic lurks in these largely unexplored islands? Erm... I guess the people who live there. They'll know...
as an avid lover of all things lore (I have my own homebrew world I put a lot into. hobgoblins are samurai & dwarves worship the god of art!) I would love any lore you have, especially if it is prevalent to noble families and politics on the mainland
Hi, I'm Raccoon_Master, a young genderfluid actor, writer, explorer, and bass vocalist. Pronouns They/Them/Theirs
My Characters: Brormin the Devout Crusher; Ellora the Romantic Rookie
Check out my EXTENDED SIGNATUR (hasn't been updated in forever, fyi) and don’t forget to join the Anything but the OGL 2.0 Thread!
"I don't make sense to you, and I don't make sense to myself. Maybe the only one I make sense to is God" ~ Me, trying to sound smart
^Also, this is an idea for a more "grounded" character that fits the setting better (i think)...
...I'm otherwise quite of mind to play a Tabaxi Monk, and run back and forth the length of a ship in the blink of an eye, and catch bullets with my bare paws (cannon balls might be a bit much thought).
Discord: shaderox
This sounds, Rather interesting.
Ability scores: 13 18 15 8 7 17
Lore, Lore, and More! That's what I'm about!
PM me if you wish for some lore on a person or place!
As is the way with world building, there are areas where I've got it quite well fleshed out and areas where it's thinner. It will all develop over time as it needs to of course.
The Aseri (think north-western european influences) and Verdian (think southern european influences) empires are both large. The Verdian is older and no longer expanding, while the Aseri is younger and gaining territory and influence rapidly. Both are major naval powers with huge fleets of warships and merchant ships. The empires have clashed a number of times, unsurprisingly, in their competition for resources, but the last serious war between them was about 10 years ago now. They have a tentative peace where it benefits both, but imperial mindsets don't play well together so there is bound to be more conflict in the not too distant future. The 'discovery' of the Windward Isles was about 5 years ago, which in the age of sail is not a huge amount of time to establish settlements or trading operations. It is still very much in the free-for-all stage where empires are grabbing what they can before any sort of status-quo sets in.
The Western Isles Company, or simply 'the Company', was formed by a group of nations: Epiron, Halandia, Karelin, and Uusimark. Individually they knew they could not compete with the empires but together had a chance at carving out some of the spoils for themselves. Cleverly, the Company has positioned itself as a neutral go-between which can deal on equitable terms with either Aseri or Verdian, regardless of what friction or conflict may exist between them. It is run by a council of merchants and nobles from the four nations, which share elements of culture and, crucially, an ambitious mercantile mindset. Of course it is not all sweetness and light, and there are politics and manoeuvrings within the Company as well as between the four nations. Who holds the balance of risk and investment is a constant source of grumbling, but as long as the profits keep rolling in, the Company will remain more or less stable. They all know that working together is the best chance of enrichment for all.
If there's anything specific you'd like to know, let me know. Otherwise I'm in danger of waffling for the rest of time!
Name: Alessio Proudflame
Race: VH (Variant Human)
Class: Barbarian (Berserker sub-class at Level 3)
Background: (Soldier)
Backstory
Alessio Proudflame was brought into the world during a harsh war. His Mother and Father both had suffered horrible injuries from the Battle and had a fear that their child would go into war as they did. So they did the best they could to steer him away from it. Teaching him and enlightening him on cooking! Alessio learned the way's of a chef from an early age. Yet, not even a God could stop fate. By the time Alessio was 18 he was drafted into a Battle. One which left him scarred by the Memories. Not Physically Scarred, Luckily. After 10 years in the army Alessio had a child, A Daughter. He treasured her. Sadly, after one war Alessio went AWOL, leaving the Army and running off. Becoming a travelling Cook. Hopping from ship to ship, Making the same meal. Every. Single. Day. Yet, he digresses. He would rather make the same Rum every day then return to battle. Just don't touch his Delicacies. He's very sensitive of those.
Desciption
Alessio is a 43-year-old Human male. He has slight gray streaks in his Hair which is kept short as a Homage to his Mother and Father. He has a handlebarb mustache with slight bits of Pepper and salt in it. Yes I mean actual pepper and salt. Not just white hair. He is standing at 5'9 at 225lbs and has a rather Large Build. Built for taking and dealing Damage. He keeps a Halberd at his side at all time. He has brown leather overalls covering His Pure white silk shirt. He has slight pricks of hair on his chin but mainly keeps it clean.
Lore, Lore, and More! That's what I'm about!
PM me if you wish for some lore on a person or place!
Are you still looking for players?
Yep! No decisions made yet.
Name: William Brackwater
Race: Variant Human
Class: Fighter
Background: Shipwright
https://www.dndbeyond.com/characters/115898334/rSV3Fw
Backstory:
Good ship, good body and good spirit, that's all you need out on the open sea. Lucky for you, I'm in the business of fixing all three.
William was born and raised on the sea. Quite literally as his mom went into labour when William's parents made the journey across the sea to their new home and William's dad's new office at the Western Isles Company. William's dad was the administrator of a small but important harbour. The island William's family lived on was a nexus point for several trade routes and young William quickly learned the importance of ships, trade and the people that operated them. As he grew up, William assisted in his father's office by providing services as a shipwright and a cook at the local tavern. Skills he later expended on with the brewing of alchemical and herbal potions, the closest to real magic he could manage.
Years came and went and William grew up a fine sailor. His folks had retired by now and without his father's office for easy work, William became restless. Two years later the Windward Isles were discovered. Without hesitation William bade his parents goodbye and jumped aboard a ship bound for the new lands. Plying his trade as a shipwright, cook and surgeon all rolled in one made him a valuable crew member on any ship William sailed with. But now he dreams of bigger opportunities...
Description and/or character art: TBD
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
Ability scores: 16 14 10 13 13 6
At the very least, we'll see how the dice gods are treating me...
Nice. I like this. Thanks.
Thanks! In the beginning, Seri would primarily be a character focused on utility, as well as buffing and healing allies (and a bit of forced battlefield movement with Thorn Whip... or maybe thorny kelp whip?). So hopefully she would not anger too many as you warn against, at least to start with.
One question I had regarding her backstory: I have a placeholder for an ocean god that she worships. Like Procan of Greyhawk or maybe Valkur of Forgotten Realms (not Umberlee). I'd be happy to substitute that with an actual, god of oceans worshipped on the Windward Isles.
Tanis(Ranger1): Shiverquill's Tempest City | Xarian(Fighter2): NioNSwiper's Tyranny of Dragons
Dyson/Eleo(TwilightCleric4): Vos' Beyond the Veil | Soren(ShepherdDruid5): Bartjeebus' Ravenloft | Ophelia(WildMagicSorcerer4): Ashen_Age's Risen from the Sands
Joren(EchoKnightFighter6): NotDrizzt's Simple Request | Sabetha(MercyMonk3): Bedlymn's Murder Court | Seri(NatureCleric3/DivineSoulSorcerer1): Bartjeebus' Greyhawk
Rolling, scurvy sea dog incoming.
Ability scores: 17 15 14 14 12 12
https://www.dndbeyond.com/characters/107715043/QOS9Wo
Name: Jaxon Reed
Race: Human (Mark of Making)
Class: Artificer (going Armorer at 3rd level)
Background: Shipwright (Custom)
As a child, Jaxon grew up on the decks of the numerous merchant vessels that his parents worked on. From a young age he enjoyed helping where ever he could, as he was fascinated with ships. One day, while out as sea, their ship was attacked by pirates. Before the pirates were defeated much of the crew, including Jaxon's parents, had been killed. Jaxon was injured as well, losing the lower half of his right leg. After the attack, the ships surgeon and bosun, a couple that were friends of his parents, saw to the healing of his leg and made a peg leg for him. They vowed to take him in and raise Jaxon as their own.
Over the next twenty years, Jaxon trained under and assisted his adopted parents in both of their respective roles on the ships. He prided himself on being able to fix anything at sea, be it the ship or the crew. He had an aptitude for learning and never lost his childhood fascination with seafaring vessels.
All was going well, until tragedy struck again. While on a scouting mission heading to the, at the time, newly discovered Windward Isles, the ship encountered a massive storm. While attempting to tie down a broken sail his peg leg snapped beneath him, causing Jaxon to fall. As he fell the rope twisted and mangled his right arm while the boom spun around the mast, snapping it half. The storm raged on and before the evening ended, the ship had sunk. Jaxon alone made it out alive, floating on a piece of debris.
When Jaxon came to in the morning he found himself washed up on a small island along with many parts of the ship and several bodies of the crew. He scavenged what supplies he could before having to amputate his own destroyed hand. He survived, stranded on the island and blaming himself for the ships destruction for nearly a month before another ship came by and found him. Not having anyone or anything to return to he offered his skills to the captain of the ship the rescued him, after replacing his peg leg and fashioning a hook to replace his hand.
Jaxon is a broken man, he can't fix that. But at least he can fix the ship and its crew..
[Can play his makeshift prosthetics as hindering as you want me to. I would even be happy to use the penalties from the DMG 272-273, Lingering Injuries for the missing limbs. It will just make it that much more of an achievement when they are fixed. At level 2 I can use an infusion for a fully functioning prosthetic (common magic item) to replace one of them. Then at level 3 when I become an Armorer the arcane armor feature replaces any missing limbs. As far as his magic use goes, all effects will be tinkered mechanical contraptions for the most part, lightly infused with magic when needed.]
***Original ability rolls were 10, 11, 14, 14, 14, 14. They got changed while editing my backstory.***
Sure, let's go with Trondro, the ocean god revered by the Olona tribe who took her in when she was found.
Sounds good - updated Seri's backstory with the Olona and Trondro.
Tanis(Ranger1): Shiverquill's Tempest City | Xarian(Fighter2): NioNSwiper's Tyranny of Dragons
Dyson/Eleo(TwilightCleric4): Vos' Beyond the Veil | Soren(ShepherdDruid5): Bartjeebus' Ravenloft | Ophelia(WildMagicSorcerer4): Ashen_Age's Risen from the Sands
Joren(EchoKnightFighter6): NotDrizzt's Simple Request | Sabetha(MercyMonk3): Bedlymn's Murder Court | Seri(NatureCleric3/DivineSoulSorcerer1): Bartjeebus' Greyhawk
Ability scores: 12 14 12 12 11 8
Name: Maris Tidewarden
Race: Water Genasi
Class: Paladin (Oath of the Open Sea)
Background: Sailor
Backstory:
Maris Tidewarden, a male Water Genasi Paladin of the Oath of the Seas, whose life is deeply intertwined with the elemental forces of the ocean. Born to a union between a coastal fisherman and a captivating Water Genie named Azurea, Maris inherited both the practical wisdom of the sea and the enchanting allure of his mother's aquatic lineage.
Maris' early years were spent in the embrace of azure waves and salty breezes. His mother's mystical connection to the water manifested in him, granting him an affinity for the ebb and flow of the tides. As a youth, he honed his maritime skills on his father's fishing boat, gaining an intimate understanding of the sea's nuances.
His journey expanded beyond the shores of his small village, with Maris working on a variety of ships, from merchant vessels to corsairs patrolling the seas. Each voyage deepened his connection to the vastness of the ocean, and his Water Genasi abilities became increasingly pronounced, allowing him to manipulate water with a finesse that earned admiration from his shipmates.
Maris's mother, Azurea, guided him through dreams, imparting ancient sea lore and urging him to champion the cause of freedom on the open waters. Fueled by this celestial connection, Maris developed a fervent belief that the sea should be a realm of boundless freedom for all who dare to sail it.
Now sailing as a dedicated sailor on the "Zephyr's Wrath," Maris Tidewarden, with his trident and sea-themed armor, stands as a beacon of the ocean's embrace. His journey reflects a commitment to preserving the delicate balance between the elemental forces and the mortal realm, while ensuring that the call of the sea remains a song of freedom for every soul seeking adventure amidst the uncharted waters of the Windward Isles.
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
This is great! I'll update my backstory to reflect this!
Hi, I'm Raccoon_Master, a young genderfluid actor, writer, explorer, and bass vocalist. Pronouns They/Them/Theirs
My Characters: Brormin the Devout Crusher; Ellora the Romantic Rookie
Check out my EXTENDED SIGNATUR (hasn't been updated in forever, fyi) and don’t forget to join the Anything but the OGL 2.0 Thread!
"I don't make sense to you, and I don't make sense to myself. Maybe the only one I make sense to is God" ~ Me, trying to sound smart
Hi! Hello! Your pitch caught my interest. Are you still recruiting?
Yes, I’ll have a look at submissions later today hopefully, with a view to deciding on a party.