“A good hammer strike mends more than metal. It steadies the hand, calms the mind, and reminds us that even the world’s harshest edges can be shaped.”
Tholin Firebeard hails from the Ironvein Enclave near Gryrax, a coastal stronghold in the Principality of Ulek where forge and flame are as sacred as scripture. Born into a long line of shipwrights and armorers, Tholin’s path was set at the anvil. But while others forged blades for battle, Tholin found meaning in crafting the tools of survival—keel-braces, rivets, and the shields that hold a line firm.
His calling to Moradin came not through visions, but through the rhythm of work. Every clang of steel became a prayer. During the recent skirmishes with Sea Prince raiders, he served aboard escort ships as both smith and medic. His quick hands and steadier faith earned him the nickname “Forge-Heart” when he pulled a burning bolt from a crewmate’s chest and cauterized the wound mid-battle using only his holy symbol and grit.
Now, with Saltmarsh’s shipyards expanding and talk of riches beneath the Hool foothills, the Dwarven Miners’ and Smiths’ Guilds have sent Tholin as an official envoy. His orders: assess the town’s defenses, reinforce its forges, and form lasting bonds with trustworthy adventurers. He’s not here for politics. He’s here to build something that lasts—and protect it with fire and steel.
He arrived yesterday aboard the Wave Reaper, crates of tools in tow and a weary eye on the town's horizon. Rumors swirl of a company of brave souls with a ship of their own. If they're as bold as the forge-song says, they may just be the allies Saltmarsh—and Tholin—needs.
Côlneth Derese was born in the Menowood in Eastern Flanaess. She lived in a wood elf settlement there with her family for many years. When she was just 30 her father, a sailor, left along with her sister on some quest. Côlneth never knew their purpose, but the two were never seen again. Left with her mother, she continued to learn about the natural world, picking up some druidic abilities. But she also picked up knowledge of navigating the sea. Her special love though was the stars, which to her were the epitome of the proper order of the natural world.
Time passed, and events happened that were beyond Côlneth's knowledge. All she knew was one day there seemed to be some danger, and she was urgently sent to live aboard a ship with her "uncle". He was a man she had known most of her life and he had taught her a great deal about working aboard a ship. Quickly she settled into life aboard The Tenacious Sparrow. She was a passable deckhand, but she spent a good deal of time in the galley. It took just a few months for her to become the main cook aboard. However, she was also quite expert at navigation and assisted her "uncle" in plotting their courses.
Thus began her time aboard The Tenacious Sparrow, which lasted for many years. She continued to hone her druidic skills as well, though much of her time was focused on the ship. Her ability to sense weather and her close ties to nature did help though with her seafaring duties.
For the most part, anyone would have believed that this was just a simple merchant ship, delivering goods all over Flanaess. Côlneth, in time, started to realize that there might have been more to what her "uncle" was up to. But he never let anything slip.
Quite abruptly, her time aboard The Tenacious Sparrow ended. In port among the Sea Baronies, her "uncle" was killed, and the ship disappeared from port. Côlneth was left on her own. But with a willingness to work and strong knowledge of seafaring, it was not hard for her to find a spot on a new ship. For several more years she went from ship to ship, staying as long as she wished. Always a solid member of any crew, she was easily able to find work.
With time, Côlneth began to wonder more and more about what her "uncle" might have been up to. And whether that might have led to his death. She also began to wonder about her father and sister, not to mention her mother who she had left in the Menowood. After all this time, she finally decided to return there, but her mother was not there. Nobody could give her definitive information but there were a few clues, more places to check out. Thus, she began a journey to travel to these places, trying to find people who might have information or another clue.
At her last stop there had been a kind of surprise. Someone had reported having seen someone that sounded very much like her sister not long ago. This was in Saltmarsh, so she had managed to arrange for a trip there. After the short journey, the ship had just arrived. Standing on the deck of the ship, she looked out over the town, eager to see what this stop would bring.
(Note - I didn't fill in details about 'other' activities the "uncle" was involved in or where her father and sister might have gone. Côlneth did not know. I'm fine leaving details to the DM. In my mind I thought it could perhaps link to resistance groups against the Great Kingdom. But it didn't have to!)
Born to a noble family, Lorus was trained by his father from a young age in the matters of state. A generous man, Lorus' father managed his estate well, taxing little; however, the cost was a lack of wealth that his family expected of him. His two brothers, both his elder by several years, were experts at exploiting their people, and expected it of him. When he refused, they grew angry with him and hired an assassin to kill him. Lorus was 11 on the day that a man snuck past the guards, broke into the Lord's bed chamber, and slit his throat. The assassin was caught and killed by the guards before he escaped, and his body was found with a missive from Lorus' uncle, more than enough proof of who was responsible. Lorus found himself consumed with rage. He came to believe that the only way to remove evil from the world was to subjugate it. His father's teachings of peace and generosity only served to inflame Lorus's anger. For the next 10 years, Lorus relentlessly pursued the art of battle. He specialized in dueling, learning exactly how to anticipate, counter, and defeat opponents in single combat, preventing them from escaping with expert precision.
Along the way, Lorus was met by a priest of the God Tyr, who taught him that he could pledge himself to the god in exchange for being able to strike with the wrath of the gods. Without hesitation, Lorus embraced this new power, becoming a formidable force in all aspects of war. He also remained active in the management of his estate, significantly increasing his wealth and, more importantly, his military presence. When he reached the age of 21, Lorus sent a challenge to his uncle, demanding single combat. The uncle's champion accepted the challenge, and the two met in battle. Surprised and taken off guard by Lorus' divine might, the champion fell quickly to Lorus. According to the rules of honor and the terms of the duel, the estate now belonged to Lorus. But Lorus' uncle did not abide by the terms of the duel and attempted to have Lorus killed. Lorus escaped and returned with his army, quickly dispatching his uncle's meager army and taking the castle by force. Lorus slew his uncle as he tried to sneak away, and since that day, he has held to his oath, expanding his influence as he takes over other estates, through diplomacy, single combat, and many a siege.
The adventure to Saltmarsh began with an intercepted delivery. While attempting to transport an exotic weapon through Saltmarsh, bandits struck the caravan and stole the weapon. While attempting to have his property recovered, Lorus discovered the reports of the many bandits occupying the region. Having overtaken much land and no longer having the drive he once had to subjugate the entire land, Lorus decided that he should go to Saltmarsh and destroy the pervading lawlessness.
*Note, I know this sounds a bit OP for the beginning of the adventure, but its an idea I came op with for a level 9 starting game, but it didn't work out. Fleshed it out fully here. He was probably in a kingdom where his powers were uncommon enough to win him a lot of victories he probably shouldn't have won.*
I am always humbled by the wonderful ideas that are presented in these application threads. I have issued an invitation, and I am closing the thread again. If you weren't selected, it is no discredit to your concept - I cannot take everyone, or even as many as I should like.
Thank you.
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
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I would be very interested to play in a Greyhawk setting!
Ability scores: 11 13 9 13 16 14
Ability scores: 9 15 11 11 18 13
Ability scores: 17 17 15 14 11 11
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Satina Cindermark, Fighter || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Ability scores #1: 13 12 9 15 14 12
Ability scores #2: 11 14 10 14 12 13
Ability scores #3: 17 12 15 14 14 15
Tholin Firebeard hails from the Ironvein Enclave near Gryrax, a coastal stronghold in the Principality of Ulek where forge and flame are as sacred as scripture. Born into a long line of shipwrights and armorers, Tholin’s path was set at the anvil. But while others forged blades for battle, Tholin found meaning in crafting the tools of survival—keel-braces, rivets, and the shields that hold a line firm.
His calling to Moradin came not through visions, but through the rhythm of work. Every clang of steel became a prayer. During the recent skirmishes with Sea Prince raiders, he served aboard escort ships as both smith and medic. His quick hands and steadier faith earned him the nickname “Forge-Heart” when he pulled a burning bolt from a crewmate’s chest and cauterized the wound mid-battle using only his holy symbol and grit.
Now, with Saltmarsh’s shipyards expanding and talk of riches beneath the Hool foothills, the Dwarven Miners’ and Smiths’ Guilds have sent Tholin as an official envoy. His orders: assess the town’s defenses, reinforce its forges, and form lasting bonds with trustworthy adventurers. He’s not here for politics. He’s here to build something that lasts—and protect it with fire and steel.
He arrived yesterday aboard the Wave Reaper, crates of tools in tow and a weary eye on the town's horizon. Rumors swirl of a company of brave souls with a ship of their own. If they're as bold as the forge-song says, they may just be the allies Saltmarsh—and Tholin—needs.
Link: https://www.dndbeyond.com/characters/148295276/I75DYV
Côlneth Derese

Wood Elf Druid (Circle of Stars)
Background:
Côlneth Derese was born in the Menowood in Eastern Flanaess. She lived in a wood elf settlement there with her family for many years. When she was just 30 her father, a sailor, left along with her sister on some quest. Côlneth never knew their purpose, but the two were never seen again. Left with her mother, she continued to learn about the natural world, picking up some druidic abilities. But she also picked up knowledge of navigating the sea. Her special love though was the stars, which to her were the epitome of the proper order of the natural world.
Time passed, and events happened that were beyond Côlneth's knowledge. All she knew was one day there seemed to be some danger, and she was urgently sent to live aboard a ship with her "uncle". He was a man she had known most of her life and he had taught her a great deal about working aboard a ship. Quickly she settled into life aboard The Tenacious Sparrow. She was a passable deckhand, but she spent a good deal of time in the galley. It took just a few months for her to become the main cook aboard. However, she was also quite expert at navigation and assisted her "uncle" in plotting their courses.
Thus began her time aboard The Tenacious Sparrow, which lasted for many years. She continued to hone her druidic skills as well, though much of her time was focused on the ship. Her ability to sense weather and her close ties to nature did help though with her seafaring duties.
For the most part, anyone would have believed that this was just a simple merchant ship, delivering goods all over Flanaess. Côlneth, in time, started to realize that there might have been more to what her "uncle" was up to. But he never let anything slip.
Quite abruptly, her time aboard The Tenacious Sparrow ended. In port among the Sea Baronies, her "uncle" was killed, and the ship disappeared from port. Côlneth was left on her own. But with a willingness to work and strong knowledge of seafaring, it was not hard for her to find a spot on a new ship. For several more years she went from ship to ship, staying as long as she wished. Always a solid member of any crew, she was easily able to find work.
With time, Côlneth began to wonder more and more about what her "uncle" might have been up to. And whether that might have led to his death. She also began to wonder about her father and sister, not to mention her mother who she had left in the Menowood. After all this time, she finally decided to return there, but her mother was not there. Nobody could give her definitive information but there were a few clues, more places to check out. Thus, she began a journey to travel to these places, trying to find people who might have information or another clue.
At her last stop there had been a kind of surprise. Someone had reported having seen someone that sounded very much like her sister not long ago. This was in Saltmarsh, so she had managed to arrange for a trip there. After the short journey, the ship had just arrived. Standing on the deck of the ship, she looked out over the town, eager to see what this stop would bring.
(Note - I didn't fill in details about 'other' activities the "uncle" was involved in or where her father and sister might have gone. Côlneth did not know. I'm fine leaving details to the DM. In my mind I thought it could perhaps link to resistance groups against the Great Kingdom. But it didn't have to!)
Character Sheet: Côlneth Derese Character Sheet
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Satina Cindermark, Fighter || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Name: Lorus 'Rageborn' Blackson.
Class: Paladin (oath of conquest)
Race: human
Backstory:
Born to a noble family, Lorus was trained by his father from a young age in the matters of state. A generous man, Lorus' father managed his estate well, taxing little; however, the cost was a lack of wealth that his family expected of him. His two brothers, both his elder by several years, were experts at exploiting their people, and expected it of him. When he refused, they grew angry with him and hired an assassin to kill him. Lorus was 11 on the day that a man snuck past the guards, broke into the Lord's bed chamber, and slit his throat.
The assassin was caught and killed by the guards before he escaped, and his body was found with a missive from Lorus' uncle, more than enough proof of who was responsible. Lorus found himself consumed with rage. He came to believe that the only way to remove evil from the world was to subjugate it. His father's teachings of peace and generosity only served to inflame Lorus's anger. For the next 10 years, Lorus relentlessly pursued the art of battle. He specialized in dueling, learning exactly how to anticipate, counter, and defeat opponents in single combat, preventing them from escaping with expert precision.
Along the way, Lorus was met by a priest of the God Tyr, who taught him that he could pledge himself to the god in exchange for being able to strike with the wrath of the gods. Without hesitation, Lorus embraced this new power, becoming a formidable force in all aspects of war. He also remained active in the management of his estate, significantly increasing his wealth and, more importantly, his military presence. When he reached the age of 21, Lorus sent a challenge to his uncle, demanding single combat. The uncle's champion accepted the challenge, and the two met in battle.
Surprised and taken off guard by Lorus' divine might, the champion fell quickly to Lorus. According to the rules of honor and the terms of the duel, the estate now belonged to Lorus. But Lorus' uncle did not abide by the terms of the duel and attempted to have Lorus killed. Lorus escaped and returned with his army, quickly dispatching his uncle's meager army and taking the castle by force. Lorus slew his uncle as he tried to sneak away, and since that day, he has held to his oath, expanding his influence as he takes over other estates, through diplomacy, single combat, and many a siege.
The adventure to Saltmarsh began with an intercepted delivery. While attempting to transport an exotic weapon through Saltmarsh, bandits struck the caravan and stole the weapon. While attempting to have his property recovered, Lorus discovered the reports of the many bandits occupying the region. Having overtaken much land and no longer having the drive he once had to subjugate the entire land, Lorus decided that he should go to Saltmarsh and destroy the pervading lawlessness.
*Note, I know this sounds a bit OP for the beginning of the adventure, but its an idea I came op with for a level 9 starting game, but it didn't work out. Fleshed it out fully here. He was probably in a kingdom where his powers were uncommon enough to win him a lot of victories he probably shouldn't have won.*
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Thanks, all.
I am always humbled by the wonderful ideas that are presented in these application threads. I have issued an invitation, and I am closing the thread again. If you weren't selected, it is no discredit to your concept - I cannot take everyone, or even as many as I should like.
Thank you.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War