Aranae was raised in a cult of Lolth, though he was unaware of this fact for the longest time. His skin was midnight black, and he would often blend in with the shadows. Accidentally. It became rather difficult to see what was drow, and what was the darkness around the drow. Given the unique nature of his physical appearance--whether it be a sign or a genetic birth defect, he was chosen to be raised as an assassin. From a very young age, he was taught how to make the most of his appearance. How to stay absolutely still, then strike when the moment was right. He didn't exactly--ah--know what he was being trained for... but he knew it was important.
Let's step back for a moment to talk about Aranae's parents. Or rather, his lack of parents. For his father and mother were lost soon after his birth, in a mission. It is unknown how they disappeared... whether they died, defected, or something else entirely (hint hint possible dm backstory tie in with the story hint hint moment hint hint). Either way, he received no warmth from those around him. All but his instructors, who were nothing but cold and harsh, avoided him at all costs, most likely due to his physical appearance. And it is as such that, for the first few years of his life, Aranae knew nothing but cold treatment and the lonely darkness of his cave.
One crucial day in his life, Aranae noticed a host of dead bodies being brought in from the outside, where he was forbidden to trod. He had grown to abhor the life he knew--completely devoid of warmth. He decided he would sneak out, in the middle of the night, to investigate the bodies. And so he did. He picked the lock to his room--or cell, whichever you prefer, and slipped out in the darkness of the cave.
He moved silently, nearly invisible as he retraced his steps to where he saw the body. He forgot where the body had come from, so he relied on his instincts. He turned left. Slowly, he began making progress. After a painstaking hour of movement, he eventually found himself in front of a massive door. However, it was locked. No matter how hard he tried, he could not pick the lock. It was reinforced by magic. Aranae cursed to himself quietly. He had come so far, but all for nothing. All hope was lost. Now, all he could do, was turn back to his cell and pretend nothing had happened.
But then, he heard a sharp voice. "Aranae! What are you doing here? At this hour?"
Aranae whipped around--and there, he saw his mentor. Telax. He knew that he wasn't talking his way out of this one--he knew what he had to do. Somehow. Even though he hadn't done this ever before--or even that, a moment ago, he didn't know he could do this--he willed the magic in his veins out. A pure, inky, black darkness spread throughout the room. Aranae quickly grappled his mentor, and, in a stroke of pure luck, found his dagger. And then he stabbed into the darkness.
The darkness around him faded, and all that remained was the broken form of a giant spider. Aranae fell back in shock--for he had no idea of this cult's connection to spiders. Indeed, he knew very little at all about the ways of the world. Aranae found a pouch on the ground, within which he found a key. He entered the locked room behind the door.
Here, he found a vast amount of dead humanoids. Tall thin ones, like the ones Aranae was familiar with, but with pale complexions. Short and stocky ones who had strong, callused hands and muscles. And the ones with fire in their eyes, a passion that Aranae had never seen or known before. He spent hours in that room, studying every dead body. He cried for them. He talked to them. And eventually, they answered. The gods down below saw his compassion and naivety and deemed that they would, just this once, make an exception. They showed the souls of those who had died to Aranae.
He spent hours and hours in that room, speaking to those who had died. He learned much about the outside world, though it seemed foreign and alien to him. It was only hours after he had begun speaking had he had the thought that he would like to live above. Only, as he had this thought, he realized how truly impossible this was. As far as he knew, there were hundreds of drow currently in the cult's den, and given Telax's reaction to finding Aranae here, he suspected that the others would... ah... disapprove of the notion of Aranae leaving the den. He sighed, and got up to leave. But the spirits, after learning so much about this young drow, decided they would help him.
Needless to say, Aranae successfully escaped. The dead provided him with secrets about the den: the layout of the ventilation, where he could find keys, and even helped him in combat a few times. He escaped, taking with him nothing but his own body, his equipment, and a healthy respect for the dead. At this point in time, he was approximately 29 years old. Quite young for an elf, as Aranae now knew.
Aranae spent the next thirteen years accustoming himself to the outside world. He adopted a job in Neverwinter, using his skills to end those who had caused pain to others. Throughout this time, he has honed his skills, and now is an extremely skilled assassin. He tracks quarries for Lord Neverember, and occasionally for others who seek his aid.
Have you always lived in Neverwinter, or are you a recent immigrant? - Aranae's lived in Neverwinter for 13 years.
Do you live in the main town, or in one of the outlying farming communities? - Main town.
What is your current profession – feel free to tie in to one of the well-known businesses or guilds or create your own. - I'm a bounty hunter who mostly targets criminals. I don't ask for too much money, and I'm extremely good at my job.
How did you acquire your skills - or who trained you? - See backstory.
What are your dreams and aspirations? None. ATM, I'm still phasing out of my dark upbringing. I am extremely grateful for all that life has given to me. I do enjoy ending those who cause others pain and suffering.
Finally, what is one thing you are known for in town – be it a well-known ‘secret’ or a common rumor. (This last one I do want you to answer!)
I have often been seen carrying dead bodies around town. Also, occasionally, the light of a bonfire can be seen where I live. It is rumored that I eat my quarries alive--a crude combination of these two facts. This is untrue; I burn my quarries after they die and wish them a smooth journey.
Xarrakas hails from the enchanting city of Silverymoon, renowned for its rich history and profound magical heritage. His family served faithfully in the Tower of Balance, the esteemed temple dedicated to Mystra. The Tower of Balance, a marvel of both arcane and divine architecture, was a place where the boundaries between magic and faith blurred, giving rise to unique and wondrous effects that fascinated and inspired many.
Growing up amidst the mystical energies of the Tower, Xarrakas was immersed in a world where arcane and divine magics intertwined seamlessly. His parents, devout clerics and scholars, nurtured his curiosity and guided his education in the ways of Mystra. From a young age, Xarrakas was captivated by the strange magical phenomena that occurred within the Tower's walls, often witnessing spells that defied conventional understanding.
As a dedicated scholar, Xarrakas spent countless hours studying ancient tomes and scrolls, participating in elaborate rituals, and engaging in spirited debates with other learned minds in Silverymoon. His deep understanding of arcana, history, insight, perception, persuasion, and religion earned him the prestigious rank of a cloistered scholar within the Tower of Balance.
Now an older and more seasoned cleric, Xarrakas has honed his abilities not only in scholarly pursuits but also in combat. His reputation as a steadfast protector and healer is well known. Xarrakas dreams of further exploring the mysteries of the Weave and using his knowledge to protect and balance the magical forces in the world. In Silverymoon, he is respected for his composed demeanor, even in the face of the city's most bizarre magical anomalies. His peers and the townsfolk regard him as a pillar of stability and wisdom. But he secretly years to delve into catacombs and recover lost knowledge of the Weave.
Xarrakas came to Neverwinter on a mission to investigate reports of unstable magical phenomena reminiscent of those he studied in the Tower of Balance. Mystra's guidance led him to believe that these disturbances might be linked to a broader threat to the Weave. His goal is to uncover the source of these disruptions and prevent any further imbalance. Additionally, he hopes to collaborate with the local scholars and mages in Neverwinter to combine their knowledge and resources in addressing this critical issue.
As he prepares to confront the dark threats posed by unknown terrors, Xarrakas remains resolute. His faith in Mystra, combined with his extensive knowledge and combat skills, makes him a formidable guardian of the Weave, ready to unravel the mysteries that endanger the balance of magic and ensure its preservation for future generations.
Ursa Ores hails from Blingdenstone the City of Speaking Stones deep within the Underdark. After successful and near successful invasions from Drow and demonic threats she left her people and family to find a better life on the surface. The trek took months and she nearly died when she slipped on some ooze and fell hard onto a bit of land surrounded by lava flows. One cursory look told her she was stuck on this island surround by lava. Lucky for her there was a half-ruined structure still intact. Probably from a bygone era where somebody chose this place to settle down. Inside she found old scrolls and manuscripts of a fiery focused order of druids. They mentioned a trial of thorns that starts here on this bit of rock. The good news was there is a way to leave the island, but Ursa would have to learn the skills of the druids to do so. She had never studied so hard in her life. Weeks went by and her supplies were gone. It was now or never, and she leaped into the trial as her life did depend on it. She barely survived and has the scars to prove it. Once on the surface she was like a fish out of water. The sky was so foreign to her and how boundless it seems. After being isolated she yearned for companionship and so sought out city life.
Ursa is a newish immigrant to Neverwinter and the constant noise and goings on in the city is like white noise that keeps her content. She lives in the city proper in an apartment slightly bigger than a closet. She works as a coal provisioner for the forges and homes of the citizens of Neverwinter. She boasts than her coals burn hotter and last longer than her competitors. Ursa Ores dreams of one day bringing her family here to the surface though that might be pipe dream as she knows how bull headed stubborn, they can be. Nowadays she aspires to trounce her competitors once and for all as the queen of coal though for now she is content with her small workshop slash stable. Proper workshops are well out of her budget for now. There is a rumor she communes with spirits and the dead. Some do think she may be a witch. Ursa Ores knows what it is like to see your home in flames and does not wish to see that happen again. So, she is willing to lend a hand in ending this threat.
Erven Aloro grew up in Neverwinter woods, in Sharandar. He had a happy childhood, and as he became an adult he learned how to stalk and hunt goblins and orcs, he became skilled with a bow. Occasionally a roving band would enter the forest and he learned how to track them, alert his tribe and blend in with the forest.
Twenty years ago, a band of thieves and bandits, the Redbrands, found Erven's village and attacked, destroying the village. Erven was away from the village but came home to a scene of carnage. But that is when it got strange.
Sobbing and moving from corpse to corpse, becoming angrier and angrier, he began to notice something. The corpses began to move. He was kneeling at his mother's corpse when she started to stir and her arm came towards him. You cannot imagine what haunts Erven's mind unless you have had to bash in your undead mother's head with a large rock in order to get her body to stop moving. He learned more than he wanted to know about the undead that day.
Afterward, he went "underground", he did not want any contact with other people, and he honed his skills in hunting and tracking. He lurked in dark places, lived away from the sight of humans, elves and dwarves alike. He longed to know what sort of evil caused his family and village to become undead. He stalked the woods and hidden places looking for answers. One night, a vision came to him in a dream from Sehanine Moonbow. "You cannot do this alone." He woke up with those words ringing in his ears. Among the bodies and equipment lying on the ground that day, he found a strange card with the drawing of a hand, with an eye in the center of it. It seemed odd to him so he kept it, hoping to search out the meaning.
As you first see him walking into town, he is coming up the road with muddy, dark stained leather armor, a short sword and a longbow with a determined dark look in his eye. He wants to know where the secret dark forces could make such a thing occur. There must have been a necromancer allied with the Redbrands to make this happen. What stirred in the following years within his heart was a fierce hatred for necromancers and any allied with the undead. He wants to find their lair and hunt them down, entering towns or cities if he needs to, and find evidence of where they are. And he wants to choke the un-dead life out of their bodies with his own hands.
In town, he is known as “That odd, dirty elf with a dark look in his eye.” He seems to be hunting for something, asking questions, and now, begrudgingly, linking up with others to aid him.
This post has potentially manipulated dice roll results.
As someone who has been closely following the hype for Eve of Ruin, I am not surprised the competition is so fierce to play in it. I for one would love to play!
That said, and this is a little long so I'll put it in a spoiler...please read it before considering me.
I admit I have read a good quantity of spoilers for the adventure (Eve of Ruin, rather), so some of the surprises won't elicit quite a shock from me. That said, I really enjoy high level play, and have done it quite a bit (I've hit level 17 in a campaign that started at level one before. How I miss you my Shifter Cleric of Thor who looked like a goat and was an accountant with a nasally voice. Yeah, it was a weird character).
I am no stranger to complicated characters, having built some crazy multiclassed characters before (Bugbear Beast Barbarian, Swords Bard, War Cleric, Spore Druid, Fighter, Paladin, Gloomstalker Ranger, Assasin Rogue, Hexblade Warlock anyone? The burst damage is INSANE on that one), but I would probably build a random character, using dice to generate everything, including backstory, if that is okay. I find it interesting to have limits (IE random race and class that are very weird together), and figure out how I can make that a good story.
So, if the fact I've heard some of the surprises before doesn't kick me out the running, I'll use this post as a placeholder while I cook something up (Hope and pray for interesting rolls!)
Set #1 of Ability scores: 151413131516
Set #2 of Ability scores: 121317141413
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
Name: Vesta Trevelyan Race: Half-Elf Class: Sorcerer - Draconic Gold Bloodline Background: Faction Agent (Harpers) Brief backstory/biography: Vesta was born and raised in Neverwinter to a high elven father and a human mother. Her father had a respectable position in the city's merchant guild and thus was always able to provide a comfortable life for his wife and daughter. Vesta lived a very sheltered life until one day her father took her to see the slums. He wanted her to see the rampant poverty and crime that plagued the less fortunate members of Neverwinter. Vesta was horrified, but her father only wanted her to understand how lucky, how privileged she was. His one regret in life was that he wasn't able to do more to ease the plight of the city's poorest members. He hoped that, blessed with a mysterious, draconic magic since birth, Vesta would somehow use her powers to aid those in the city.
Vesta took the lesson to heart. From that day she knew that whatever she did with her life, she wanted to help others. It was this drive toward justice that led her to an encounter with a member of the Harpers. This Harper was a middle-aged halfling man who had lost one of his eyes in a fight with a hobgoblin. Falco decided to take a young Vesta under his wing as an apprentice Harper. She was sworn to the secrecy of the guild and didn't even tell her parents what organization she had truly joined, only stating that she had enlisted with a company of adventurers. Now Vesta has been with the Harpers for a year, training with Falco and meeting other members of the Guild. She hopes that one day her efforts will make a lasting mark on Neverwinter, to make the city a better and safer place for all its residents, not just the rich and prosperous.
As Vesta's membership in the Harpers is a secret, there are rumors amongst those who meet her that there is more than meets the eye with her. However, most people usually guess wrong. Some even think she is an agent for the Zhentarim, which horrifies Vesta to no end. Those who don't understand draconic heritage sometimes think that one of her parents must be a dragonborn, due to the beautiful golden scales which cover her neck and part of her face and arms, which Vesta just finds amusing.
The identity of Vanizi father was always a bit uncertain and her mother was killed in battle not long after she was born. Her mother, a human, had been part of a large mercenary company, which communally took responsibility for Vanizi's upbringing. It was clear that she did not take to book learning. But since she was strong and decently athletic, they did the obvious thing and tried to train her as a warrior. However, she was never really exemplary at that either. When younger, this led to her being the target of the blows of bullies and derision from others. When older, and joining the mercenary group's endeavors, she often seemed to absorb more blows than most others.
She really saw no way out of the situation, despite how much she bristled against the strict discipline of the outfit and their ways. One night though, she saw an angelic figure in the distance when she was alone trying to sleep. It promised her a different life, one of power balanced with compassion. Deciding to follow, she was led from the encampment and was offered a deal. She would be granted new powers if she would pledge herself to this being. Feeling immense relief that this would be her way out, it did not take long for her to pledge herself to this being. It wasn't until the next morning that she realized the obvious mark of the change, with her hair magically turning orange and pink at the ends. This didn't go unnoticed amongst others and was soon a point of ridicule.
It took a little bit of time, but Vanizi grew more and more confident with her new abilities to bolster her. Finally she had the courage to strike out on her own. Her mercenary company was not far from Neverwinter when one night she slipped out from camp, never to return. It took a bit for her to get her bearings - it was strange to her being on her own. Ironically, her mercenary background made it easy for her to find simple jobs as a guard of some sort. And with money she was able to find a decent little room in one of the middle-of-the-road taverns in town that she could stay in.
Having a bit more stability now in a life that she actually has chosen, Vanizi now is at a point to reflect more on what she wants. At the moment, it is to continue to learn to master these powers she's been granted. And equally is important to try to understand what the being that gave her those powers wants and to figure out how to pay them back for that gift.
One thing known for in town: Most obvious is that she is extremely recognizable due to her green, orange, and pink hair. She has also become well-known for her taste for fine food and fine alcohol.
Name: Zyllyne Race: Fairy Class: Barbarian (path of the Giant) Background: Entertainer Brief backstory/biography:
Zyl always had big dreams. Like, really big. But really everything is big when you're a fairy, right? Well if wishes come true, Zyl might be a partial example since a run in with a friendly giant a while ago helped spark a new path for her and gifted her with big potential. Unfortunately this also came with bit of side effect in the manner of the normally cheerful, happy go-lucky fairy having anger issues. Not all the time, mind you, but you could say when we gets mad, she rages. It's mostly under control though nowadays, mostly. But since her issues surfaced a few times among her kin (and not a few broken homes, literally) they politely urged her to leave and find a better place. That is how she came to Neverwinter, in a manner of speaking, and quickly settled in with the tavern crowds as a regular entertainer. Her unusual strength for one so small lent itself to great tricks and feats of strength and agility.
So she lives in the city usually, although she makes regular visits to outlying areas when things are a bit slow in the city proper and has even helped out a time or two with the city watch since no one expects the buff fairy to be all that observant and has helped them...tackle a few problems. Speaking of problems, there is one big problem she hasn't figured out how to handle yet: a fellow entertainer and rival, Lorene, a halfling who has found herself sharing performance space with Zyl and made it quite clear she doesn't appreciate it. And she's won, so far. Zyl would just love to stick it to her just once. But along with that gaining a better reputation, and especially be able to return home and welcomed as one of their kind again.
Of course, everyone knows Zyl is also a total sucker for a pretty face, and she's not picky in that regard. Just about anyone who is good looking and shows her some attention makes her melt, for better or worse. A hopeless romantic she is. Come on, who doesn't want a hearty but adorable fairy girl to be theirs!? Right?...
Mulligan McGuffin is the epitome of footloose and fancy free. Part flim-flam man, part con man, part card-cheat and full of... it. Mulligan never gets himself into trouble that he can't find a way to talk himself out of. So far. And when he does he can always snap his fingers and have a handy Soulknife in hand to help him find a different solution to his problems. Mulligan doesn't see himself as out to cheat or scam others so much as out to have fun and make his life a little easier. He's not bad... Just selfish. And irresponsible. And a bit of an idiot sometimes. But it's all in good fun, eh? More or less.
He was actually just catching up on his sleep when the door was unlocked and the turnkey poked their ugly puss in and called his name. Seems instead of rotting in jail for the next few months (Hardly! Mulligan was already scheming on how to talk his way out...) he was being offered early release. With a catch. Lord Neverember himself volunteered Mulligan for a key position on an elite strike force tasked with scouring the bowels of the city and wiping it clean of cultist scum! As Mulligan would tell whichever lovely lady was willing to buy him an ale at the tavern that night, Lord Neverember surely recognized his unique skills and above average character and bravery. (Or, truly, he was a new comer in town who had already made himself a bit of a nuisance scamming the townfolk and pickpocketing the wrong mage, and was thus very expendable.)
In truth, Mulligan is a bit intrigued by the idea of adventuring with a real group of mercenaries... He can definitely see the profit margin of such an adventure, and the ability to hide behind some much beefier and disposable members if needed.
https://www.dndbeyond.com/characters/125126834/RHCUoP With high charisma and persuasion and deception expertise, Mulligan is built to talk the group into as much trouble and he talks them out of. His Soulknives means he is never unarmed and psychic whispers allows silent communication between himself and a key couple party members when silence is key... Or he needs one of them to peek at his opponents cards.
To be a bit more specific on the questions as the background paragraphs mainly just gave the feel of the answers... Mulligan moves town to town, up and down the Sword Coast regularly. He's the type who sooner or later wears out his welcome and needs to be moving on. He's most recently been staying in a cell but before his unfortunate misstep pickpocketing that mage he had been on a run of good luck and had a room at Gobble Inn. Profession is a dirty word to Mulligan. He's a dabbler. He dabbles. In cards. In small item removal. In the selling of curiosities and hope. (Gambler. Thief. Seller of snake oil potions.) He acquired his skills just by being brazen enough to try... And well, there was ole Hercule Softfoot who taught Mulligan cards and sleight of hand, and some other tools of the trade. Mulligan considers himself a bit too young to have hopes and dreams. He's not even out of his fifties yet! For now having fun, enjoying life and getting to see what's next is enough. Mulligan WAS best known as a cardplayer until that damned observant mage. He had been winning quite a few pots at the local card games and doing it (mostly) totally legitimate as well. Unfortunately he saw that pouch tied to the back of the mage's belt and he found himself unable to not be curious... *sigh*
Oh my gosh
i hope I'm not too late
looks like I'm not.
Ability scores: 12 12 8 16 13 13
Ability scores: 10 12 18 12 13 12
DMing:
Dragons of Stormwreck Isle
Playing:
None sadly.
Optimization Guides:
Literally Too Angry to Die - A Guide to Optimizing a Barbarian
Nice.
Ability scores: 10 12 18 12 13 12
Name: Aranix. No second name.
Species: Dark Elf (Drow)
Class: Rogue (Phantom) 3
Background: Bounty Hunter.
Backstory(DM ONLY PLEASE):
Aranae was raised in a cult of Lolth, though he was unaware of this fact for the longest time. His skin was midnight black, and he would often blend in with the shadows. Accidentally. It became rather difficult to see what was drow, and what was the darkness around the drow. Given the unique nature of his physical appearance--whether it be a sign or a genetic birth defect, he was chosen to be raised as an assassin. From a very young age, he was taught how to make the most of his appearance. How to stay absolutely still, then strike when the moment was right. He didn't exactly--ah--know what he was being trained for... but he knew it was important.
Let's step back for a moment to talk about Aranae's parents. Or rather, his lack of parents. For his father and mother were lost soon after his birth, in a mission. It is unknown how they disappeared... whether they died, defected, or something else entirely (hint hint possible dm backstory tie in with the story hint hint moment hint hint). Either way, he received no warmth from those around him. All but his instructors, who were nothing but cold and harsh, avoided him at all costs, most likely due to his physical appearance. And it is as such that, for the first few years of his life, Aranae knew nothing but cold treatment and the lonely darkness of his cave.
One crucial day in his life, Aranae noticed a host of dead bodies being brought in from the outside, where he was forbidden to trod. He had grown to abhor the life he knew--completely devoid of warmth. He decided he would sneak out, in the middle of the night, to investigate the bodies. And so he did. He picked the lock to his room--or cell, whichever you prefer, and slipped out in the darkness of the cave.
He moved silently, nearly invisible as he retraced his steps to where he saw the body. He forgot where the body had come from, so he relied on his instincts. He turned left. Slowly, he began making progress. After a painstaking hour of movement, he eventually found himself in front of a massive door. However, it was locked. No matter how hard he tried, he could not pick the lock. It was reinforced by magic. Aranae cursed to himself quietly. He had come so far, but all for nothing. All hope was lost. Now, all he could do, was turn back to his cell and pretend nothing had happened.
But then, he heard a sharp voice. "Aranae! What are you doing here? At this hour?"
Aranae whipped around--and there, he saw his mentor. Telax. He knew that he wasn't talking his way out of this one--he knew what he had to do. Somehow. Even though he hadn't done this ever before--or even that, a moment ago, he didn't know he could do this--he willed the magic in his veins out. A pure, inky, black darkness spread throughout the room. Aranae quickly grappled his mentor, and, in a stroke of pure luck, found his dagger. And then he stabbed into the darkness.
The darkness around him faded, and all that remained was the broken form of a giant spider. Aranae fell back in shock--for he had no idea of this cult's connection to spiders. Indeed, he knew very little at all about the ways of the world. Aranae found a pouch on the ground, within which he found a key. He entered the locked room behind the door.
Here, he found a vast amount of dead humanoids. Tall thin ones, like the ones Aranae was familiar with, but with pale complexions. Short and stocky ones who had strong, callused hands and muscles. And the ones with fire in their eyes, a passion that Aranae had never seen or known before. He spent hours in that room, studying every dead body. He cried for them. He talked to them. And eventually, they answered. The gods down below saw his compassion and naivety and deemed that they would, just this once, make an exception. They showed the souls of those who had died to Aranae.
He spent hours and hours in that room, speaking to those who had died. He learned much about the outside world, though it seemed foreign and alien to him. It was only hours after he had begun speaking had he had the thought that he would like to live above. Only, as he had this thought, he realized how truly impossible this was. As far as he knew, there were hundreds of drow currently in the cult's den, and given Telax's reaction to finding Aranae here, he suspected that the others would... ah... disapprove of the notion of Aranae leaving the den. He sighed, and got up to leave. But the spirits, after learning so much about this young drow, decided they would help him.
Needless to say, Aranae successfully escaped. The dead provided him with secrets about the den: the layout of the ventilation, where he could find keys, and even helped him in combat a few times. He escaped, taking with him nothing but his own body, his equipment, and a healthy respect for the dead. At this point in time, he was approximately 29 years old. Quite young for an elf, as Aranae now knew.
Aranae spent the next thirteen years accustoming himself to the outside world. He adopted a job in Neverwinter, using his skills to end those who had caused pain to others. Throughout this time, he has honed his skills, and now is an extremely skilled assassin. He tracks quarries for Lord Neverember, and occasionally for others who seek his aid.
Have you always lived in Neverwinter, or are you a recent immigrant? - Aranae's lived in Neverwinter for 13 years.
Do you live in the main town, or in one of the outlying farming communities? - Main town.
What is your current profession – feel free to tie in to one of the well-known businesses or guilds or create your own. - I'm a bounty hunter who mostly targets criminals. I don't ask for too much money, and I'm extremely good at my job.
How did you acquire your skills - or who trained you? - See backstory.
What are your dreams and aspirations? None. ATM, I'm still phasing out of my dark upbringing. I am extremely grateful for all that life has given to me. I do enjoy ending those who cause others pain and suffering.
Finally, what is one thing you are known for in town – be it a well-known ‘secret’ or a common rumor. (This last one I do want you to answer!)
I have often been seen carrying dead bodies around town. Also, occasionally, the light of a bonfire can be seen where I live. It is rumored that I eat my quarries alive--a crude combination of these two facts. This is untrue; I burn my quarries after they die and wish them a smooth journey.
DMing:
Dragons of Stormwreck Isle
Playing:
None sadly.
Optimization Guides:
Literally Too Angry to Die - A Guide to Optimizing a Barbarian
Ability scores: 11 9 15 11 18 10
Ability scores: 14 15 16 13 15 12
Going with the second set of Ability Scores from above: 16 16 12 16 15 12
Character sheet for:
Xarrakas, Scholar of Mystra.
Race: Human
Class: Cleric of Mystra (Arcana)
Background: Cloistered Scholar
Backstory:
Xarrakas hails from the enchanting city of Silverymoon, renowned for its rich history and profound magical heritage. His family served faithfully in the Tower of Balance, the esteemed temple dedicated to Mystra. The Tower of Balance, a marvel of both arcane and divine architecture, was a place where the boundaries between magic and faith blurred, giving rise to unique and wondrous effects that fascinated and inspired many.
Growing up amidst the mystical energies of the Tower, Xarrakas was immersed in a world where arcane and divine magics intertwined seamlessly. His parents, devout clerics and scholars, nurtured his curiosity and guided his education in the ways of Mystra. From a young age, Xarrakas was captivated by the strange magical phenomena that occurred within the Tower's walls, often witnessing spells that defied conventional understanding.
As a dedicated scholar, Xarrakas spent countless hours studying ancient tomes and scrolls, participating in elaborate rituals, and engaging in spirited debates with other learned minds in Silverymoon. His deep understanding of arcana, history, insight, perception, persuasion, and religion earned him the prestigious rank of a cloistered scholar within the Tower of Balance.
Now an older and more seasoned cleric, Xarrakas has honed his abilities not only in scholarly pursuits but also in combat. His reputation as a steadfast protector and healer is well known. Xarrakas dreams of further exploring the mysteries of the Weave and using his knowledge to protect and balance the magical forces in the world. In Silverymoon, he is respected for his composed demeanor, even in the face of the city's most bizarre magical anomalies. His peers and the townsfolk regard him as a pillar of stability and wisdom. But he secretly years to delve into catacombs and recover lost knowledge of the Weave.
Xarrakas came to Neverwinter on a mission to investigate reports of unstable magical phenomena reminiscent of those he studied in the Tower of Balance. Mystra's guidance led him to believe that these disturbances might be linked to a broader threat to the Weave. His goal is to uncover the source of these disruptions and prevent any further imbalance. Additionally, he hopes to collaborate with the local scholars and mages in Neverwinter to combine their knowledge and resources in addressing this critical issue.
As he prepares to confront the dark threats posed by unknown terrors, Xarrakas remains resolute. His faith in Mystra, combined with his extensive knowledge and combat skills, makes him a formidable guardian of the Weave, ready to unravel the mysteries that endanger the balance of magic and ensure its preservation for future generations.
Taking the 2nd set
Name: Ursa Ores
Race: Deep Gnome
Class: Druid/Wildfire subclass
Background: Hermit
Brief backstory/biography:
Ursa Ores hails from Blingdenstone the City of Speaking Stones deep within the Underdark. After successful and near successful invasions from Drow and demonic threats she left her people and family to find a better life on the surface. The trek took months and she nearly died when she slipped on some ooze and fell hard onto a bit of land surrounded by lava flows. One cursory look told her she was stuck on this island surround by lava. Lucky for her there was a half-ruined structure still intact. Probably from a bygone era where somebody chose this place to settle down. Inside she found old scrolls and manuscripts of a fiery focused order of druids. They mentioned a trial of thorns that starts here on this bit of rock. The good news was there is a way to leave the island, but Ursa would have to learn the skills of the druids to do so. She had never studied so hard in her life. Weeks went by and her supplies were gone. It was now or never, and she leaped into the trial as her life did depend on it. She barely survived and has the scars to prove it. Once on the surface she was like a fish out of water. The sky was so foreign to her and how boundless it seems. After being isolated she yearned for companionship and so sought out city life.
Ursa is a newish immigrant to Neverwinter and the constant noise and goings on in the city is like white noise that keeps her content. She lives in the city proper in an apartment slightly bigger than a closet. She works as a coal provisioner for the forges and homes of the citizens of Neverwinter. She boasts than her coals burn hotter and last longer than her competitors. Ursa Ores dreams of one day bringing her family here to the surface though that might be pipe dream as she knows how bull headed stubborn, they can be. Nowadays she aspires to trounce her competitors once and for all as the queen of coal though for now she is content with her small workshop slash stable. Proper workshops are well out of her budget for now. There is a rumor she communes with spirits and the dead. Some do think she may be a witch. Ursa Ores knows what it is like to see your home in flames and does not wish to see that happen again. So, she is willing to lend a hand in ending this threat.
Ability scores: 14 17 14 13 13 15
Ability scores: 11 14 12 14 14 15
Doubt I'll be able to get a character submission together by Sunday, but with list of potential players I'm sure going to try!
Nope, couldn't get it together in time. Glad to see so many other great ideas!
I am fascinated with this. Must apply… let’s see if it is meant to be…
Ability scores: 11 13 14 12 17 16
A wizard is never late, nor is he early, he arrives precisely when he means to.
Name : Erven Aloro
Race : Wood Elf
Class : Ranger (Gloom Stalker)
Background : Outlander, wanderer
Backstory :
Erven Aloro grew up in Neverwinter woods, in Sharandar. He had a happy childhood, and as he became an adult he learned how to stalk and hunt goblins and orcs, he became skilled with a bow. Occasionally a roving band would enter the forest and he learned how to track them, alert his tribe and blend in with the forest.
Twenty years ago, a band of thieves and bandits, the Redbrands, found Erven's village and attacked, destroying the village. Erven was away from the village but came home to a scene of carnage. But that is when it got strange.
Sobbing and moving from corpse to corpse, becoming angrier and angrier, he began to notice something. The corpses began to move. He was kneeling at his mother's corpse when she started to stir and her arm came towards him. You cannot imagine what haunts Erven's mind unless you have had to bash in your undead mother's head with a large rock in order to get her body to stop moving. He learned more than he wanted to know about the undead that day.
Afterward, he went "underground", he did not want any contact with other people, and he honed his skills in hunting and tracking. He lurked in dark places, lived away from the sight of humans, elves and dwarves alike. He longed to know what sort of evil caused his family and village to become undead. He stalked the woods and hidden places looking for answers. One night, a vision came to him in a dream from Sehanine Moonbow. "You cannot do this alone." He woke up with those words ringing in his ears. Among the bodies and equipment lying on the ground that day, he found a strange card with the drawing of a hand, with an eye in the center of it. It seemed odd to him so he kept it, hoping to search out the meaning.
As you first see him walking into town, he is coming up the road with muddy, dark stained leather armor, a short sword and a longbow with a determined dark look in his eye. He wants to know where the secret dark forces could make such a thing occur. There must have been a necromancer allied with the Redbrands to make this happen. What stirred in the following years within his heart was a fierce hatred for necromancers and any allied with the undead. He wants to find their lair and hunt them down, entering towns or cities if he needs to, and find evidence of where they are. And he wants to choke the un-dead life out of their bodies with his own hands.
In town, he is known as “That odd, dirty elf with a dark look in his eye.” He seems to be hunting for something, asking questions, and now, begrudgingly, linking up with others to aid him.
Link to character sheet : https://www.dndbeyond.com/characters/38077813/icF0PC
A wizard is never late, nor is he early, he arrives precisely when he means to.
Ooh, we can roll a second time! Here goes…
Ability scores: 13 16 17 15 11 11
A wizard is never late, nor is he early, he arrives precisely when he means to.
Rolling the bones...
Ability scores: 14 17 6 12 13 12
Ability scores: 15 11 14 17 17 9
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
As someone who has been closely following the hype for Eve of Ruin, I am not surprised the competition is so fierce to play in it. I for one would love to play!
That said, and this is a little long so I'll put it in a spoiler...please read it before considering me.
I admit I have read a good quantity of spoilers for the adventure (Eve of Ruin, rather), so some of the surprises won't elicit quite a shock from me. That said, I really enjoy high level play, and have done it quite a bit (I've hit level 17 in a campaign that started at level one before. How I miss you my Shifter Cleric of Thor who looked like a goat and was an accountant with a nasally voice. Yeah, it was a weird character).
I am no stranger to complicated characters, having built some crazy multiclassed characters before (Bugbear Beast Barbarian, Swords Bard, War Cleric, Spore Druid, Fighter, Paladin, Gloomstalker Ranger, Assasin Rogue, Hexblade Warlock anyone? The burst damage is INSANE on that one), but I would probably build a random character, using dice to generate everything, including backstory, if that is okay. I find it interesting to have limits (IE random race and class that are very weird together), and figure out how I can make that a good story.
So, if the fact I've heard some of the surprises before doesn't kick me out the running, I'll use this post as a placeholder while I cook something up (Hope and pray for interesting rolls!)
Set #1 of Ability scores: 15 14 13 13 15 16
Set #2 of Ability scores: 12 13 17 14 14 13
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
Taking the first set.
Name: Vesta Trevelyan
Race: Half-Elf
Class: Sorcerer - Draconic Gold Bloodline
Background: Faction Agent (Harpers)
Brief backstory/biography: Vesta was born and raised in Neverwinter to a high elven father and a human mother. Her father had a respectable position in the city's merchant guild and thus was always able to provide a comfortable life for his wife and daughter. Vesta lived a very sheltered life until one day her father took her to see the slums. He wanted her to see the rampant poverty and crime that plagued the less fortunate members of Neverwinter. Vesta was horrified, but her father only wanted her to understand how lucky, how privileged she was. His one regret in life was that he wasn't able to do more to ease the plight of the city's poorest members. He hoped that, blessed with a mysterious, draconic magic since birth, Vesta would somehow use her powers to aid those in the city.
Vesta took the lesson to heart. From that day she knew that whatever she did with her life, she wanted to help others. It was this drive toward justice that led her to an encounter with a member of the Harpers. This Harper was a middle-aged halfling man who had lost one of his eyes in a fight with a hobgoblin. Falco decided to take a young Vesta under his wing as an apprentice Harper. She was sworn to the secrecy of the guild and didn't even tell her parents what organization she had truly joined, only stating that she had enlisted with a company of adventurers. Now Vesta has been with the Harpers for a year, training with Falco and meeting other members of the Guild. She hopes that one day her efforts will make a lasting mark on Neverwinter, to make the city a better and safer place for all its residents, not just the rich and prosperous.
As Vesta's membership in the Harpers is a secret, there are rumors amongst those who meet her that there is more than meets the eye with her. However, most people usually guess wrong. Some even think she is an agent for the Zhentarim, which horrifies Vesta to no end. Those who don't understand draconic heritage sometimes think that one of her parents must be a dragonborn, due to the beautiful golden scales which cover her neck and part of her face and arms, which Vesta just finds amusing.
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
Ability scores: 14 13 16 12 11 12
Ability scores: 12 12 11 17 10 15
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 || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Name: Vanizi
Race: Half-orc
Class: Warlock
Background: Mercenary Veteran
Brief backstory/biography:
The identity of Vanizi father was always a bit uncertain and her mother was killed in battle not long after she was born. Her mother, a human, had been part of a large mercenary company, which communally took responsibility for Vanizi's upbringing. It was clear that she did not take to book learning. But since she was strong and decently athletic, they did the obvious thing and tried to train her as a warrior. However, she was never really exemplary at that either. When younger, this led to her being the target of the blows of bullies and derision from others. When older, and joining the mercenary group's endeavors, she often seemed to absorb more blows than most others.
She really saw no way out of the situation, despite how much she bristled against the strict discipline of the outfit and their ways. One night though, she saw an angelic figure in the distance when she was alone trying to sleep. It promised her a different life, one of power balanced with compassion. Deciding to follow, she was led from the encampment and was offered a deal. She would be granted new powers if she would pledge herself to this being. Feeling immense relief that this would be her way out, it did not take long for her to pledge herself to this being. It wasn't until the next morning that she realized the obvious mark of the change, with her hair magically turning orange and pink at the ends. This didn't go unnoticed amongst others and was soon a point of ridicule.
It took a little bit of time, but Vanizi grew more and more confident with her new abilities to bolster her. Finally she had the courage to strike out on her own. Her mercenary company was not far from Neverwinter when one night she slipped out from camp, never to return. It took a bit for her to get her bearings - it was strange to her being on her own. Ironically, her mercenary background made it easy for her to find simple jobs as a guard of some sort. And with money she was able to find a decent little room in one of the middle-of-the-road taverns in town that she could stay in.
Having a bit more stability now in a life that she actually has chosen, Vanizi now is at a point to reflect more on what she wants. At the moment, it is to continue to learn to master these powers she's been granted. And equally is important to try to understand what the being that gave her those powers wants and to figure out how to pay them back for that gift.
One thing known for in town: Most obvious is that she is extremely recognizable due to her green, orange, and pink hair. She has also become well-known for her taste for fine food and fine alcohol.
Character Sheet: Vanizi
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 || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Ability scores: 15 16 14 14 18 9
Ability scores: 13 12 10 10 12 17
let's see...
(Used standard array for stats)
Name: Zyllyne
Race: Fairy
Class: Barbarian (path of the Giant)
Background: Entertainer
Brief backstory/biography:
Zyl always had big dreams. Like, really big. But really everything is big when you're a fairy, right? Well if wishes come true, Zyl might be a partial example since a run in with a friendly giant a while ago helped spark a new path for her and gifted her with big potential. Unfortunately this also came with bit of side effect in the manner of the normally cheerful, happy go-lucky fairy having anger issues. Not all the time, mind you, but you could say when we gets mad, she rages. It's mostly under control though nowadays, mostly. But since her issues surfaced a few times among her kin (and not a few broken homes, literally) they politely urged her to leave and find a better place. That is how she came to Neverwinter, in a manner of speaking, and quickly settled in with the tavern crowds as a regular entertainer. Her unusual strength for one so small lent itself to great tricks and feats of strength and agility.
So she lives in the city usually, although she makes regular visits to outlying areas when things are a bit slow in the city proper and has even helped out a time or two with the city watch since no one expects the buff fairy to be all that observant and has helped them...tackle a few problems. Speaking of problems, there is one big problem she hasn't figured out how to handle yet: a fellow entertainer and rival, Lorene, a halfling who has found herself sharing performance space with Zyl and made it quite clear she doesn't appreciate it. And she's won, so far. Zyl would just love to stick it to her just once. But along with that gaining a better reputation, and especially be able to return home and welcomed as one of their kind again.
Of course, everyone knows Zyl is also a total sucker for a pretty face, and she's not picky in that regard. Just about anyone who is good looking and shows her some attention makes her melt, for better or worse. A hopeless romantic she is. Come on, who doesn't want a hearty but adorable fairy girl to be theirs!? Right?...
Ability scores: 14 7 13 15 14 11
Ability scores: 6 13 11 14 12 11
Name: Mulligan McGuffin
Race: Halfling (lightfoot)
Class: Rogue (Soulknife)
Background: Charlatan
Brief backstory/biography: "What? Me worry??"
Mulligan McGuffin is the epitome of footloose and fancy free. Part flim-flam man, part con man, part card-cheat and full of... it. Mulligan never gets himself into trouble that he can't find a way to talk himself out of. So far. And when he does he can always snap his fingers and have a handy Soulknife in hand to help him find a different solution to his problems. Mulligan doesn't see himself as out to cheat or scam others so much as out to have fun and make his life a little easier. He's not bad... Just selfish. And irresponsible. And a bit of an idiot sometimes. But it's all in good fun, eh? More or less.
He was actually just catching up on his sleep when the door was unlocked and the turnkey poked their ugly puss in and called his name. Seems instead of rotting in jail for the next few months (Hardly! Mulligan was already scheming on how to talk his way out...) he was being offered early release. With a catch. Lord Neverember himself volunteered Mulligan for a key position on an elite strike force tasked with scouring the bowels of the city and wiping it clean of cultist scum! As Mulligan would tell whichever lovely lady was willing to buy him an ale at the tavern that night, Lord Neverember surely recognized his unique skills and above average character and bravery. (Or, truly, he was a new comer in town who had already made himself a bit of a nuisance scamming the townfolk and pickpocketing the wrong mage, and was thus very expendable.)
In truth, Mulligan is a bit intrigued by the idea of adventuring with a real group of mercenaries... He can definitely see the profit margin of such an adventure, and the ability to hide behind some much beefier and disposable members if needed.
https://www.dndbeyond.com/characters/125126834/RHCUoP With high charisma and persuasion and deception expertise, Mulligan is built to talk the group into as much trouble and he talks them out of. His Soulknives means he is never unarmed and psychic whispers allows silent communication between himself and a key couple party members when silence is key... Or he needs one of them to peek at his opponents cards.
To be a bit more specific on the questions as the background paragraphs mainly just gave the feel of the answers... Mulligan moves town to town, up and down the Sword Coast regularly. He's the type who sooner or later wears out his welcome and needs to be moving on. He's most recently been staying in a cell but before his unfortunate misstep pickpocketing that mage he had been on a run of good luck and had a room at Gobble Inn. Profession is a dirty word to Mulligan. He's a dabbler. He dabbles. In cards. In small item removal. In the selling of curiosities and hope. (Gambler. Thief. Seller of snake oil potions.) He acquired his skills just by being brazen enough to try... And well, there was ole Hercule Softfoot who taught Mulligan cards and sleight of hand, and some other tools of the trade. Mulligan considers himself a bit too young to have hopes and dreams. He's not even out of his fifties yet! For now having fun, enjoying life and getting to see what's next is enough. Mulligan WAS best known as a cardplayer until that damned observant mage. He had been winning quite a few pots at the local card games and doing it (mostly) totally legitimate as well. Unfortunately he saw that pouch tied to the back of the mage's belt and he found himself unable to not be curious... *sigh*
Ability scores: 13 12 14 16 17 14
Ability scores: 12 15 17 11 14 12
just an unstable unicorn.