Some really great submissions so far, and several works in progress.
I will set up a Campaign, and I will share all of my source material (I have most, but not all =) if you want access to greater choices.
You don't need a character fully generated to be selected =)
As a 3rd level character, you will be allowed to have any mundane item (so more than just starting equipment) that you can carry (encumbrance rules =) - again, I'll go over that with the selected party.
Understand this is a one-shot precursor for the new Vecna campaign - but it's not a straight transition. If the group really gels and we're having a good time at the end of this adventure, we can discuss if/how we play the 10th-20th level game...but that's a later discussion!
Keep them coming - I'd rather have a hard time picking than not have enough choices =)
Name: Celeste Race: Human Variant Class: Druid of the Stars Background: Outlander Character Sheet:[Link] Ability scores: 151616111315
Brief backstory/biography: Born on the night of a full moon while the stars were falling; left on the temple steps by her third moon; and raised in an orphanage until she was about 3. She was a handful. A wild child. Unable to be tamed. Unruly and free. Celeste was not missed when she disappeared. Lured into the forest by a floating light, she tumbled down the hill deeper into the wilderness only to be discovered by a pack of wolves.
The wolves encircled the child in silence, but there was one brave pup that peeked out from behind its mother. It would look up to her before padding off towards the young child to see if she was okay. This curious little wolf caught Celeste's scent and bounced in excitement, nuzzling at her to get up. Their eyes would meet and the pup would boop Celeste’s nose with their own.
Wolf puppy Celeste! The pup would lick the length of Celeste's face before it would back up a step, sit in place and stretch its neck out to start howling at the moon. And one by one the rest of the pack joined in. The brave little pup will bounce and bound around Celeste with glee. Borris! Borris! Borris! Before pausing nose to nose with her again. I, Borris, welcome Celeste!
From then on, Borris and his pack became Celeste's family.
The pack led the young child to their den deep in the woods. For the most part it was your bare, crude den, but there was a curious gap in the cave wall with a slight glow. It didn't take long for her to go squeezing through it. Pulling herself through to the other side, Celeste would find herself in a completely different environment. She stood before a large study. There were shelves of books, all signed by ‘A’.
But books eventually could only get Celeste so far. She’d need to learn other skills and gain more life experience. Her pack took her out hunting, teaching her the natural way, tuning her in to the delicate balance and maintaining it. It’s all she’s ever known, until she was old enough to leave the den.
Celeste would set out on her own, travelling the land far and wide to master her atunement to the wild. Until one day, she was finally introduced to civilization again. Stumbling upon the outer city farms, she’d find herself amongst a community that tends to the land, the closest thing to a home she’s had since her family’s den. As part of a semi symbiotic relationship she’d lend her skills to the local farmers in exchange for staying in their barns, rotating amongst them depending on the season. She loved orchards for the blooms, often sleeping in the trees. The berry farms are her favourite fields, while bakeries are her favourite shops. Deep down in her heart though, she was restless, and lonely. To this day, she still didn’t quite fit in with any crowd, just drifting through most of her life by herself. There was so much more she wanted to do, and she felt as though there was a great imbalance on the horizon that would kick her instincts into hyperdrive.
Celeste would be known for: - Not being ‘normal’: Sniffing everything, licking things and/or biting - Leaving blossoms everywhere, blooming plants in her wake and/or gifting with them - Food motivated
As a 3rd level character, you will be allowed to have any mundane item (so more than just starting equipment) that you can carry (encumbrance rules =) - again, I'll go over that with the selected party.
Well that's cool... starting with a silvered adamantine weapon sounds like a pretty good deal 😊
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Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Davis Emberspirit Halfling, of the village Hoton Acolyte of Tymora Paladin, Oath of Vengeance
Davis's tale is a common one. Boy meets girl, boy falls in love, boy gets married, girl is murdered on the wedding day. Common perhaps, but heart wrenching.
As a worshiper of Tymora, luck has always fallen on the correct side of the coin for Davis, until that fateful day, when his life was shattered. Through the sadness and horror, Davis has remained a devout follower of Lady Luck, though his will has faltered at times. Having witnessed first hand the after math of unchecked evil, he is determined to ensure others do not have to endure the same agony.
Since his arrival in Neverwinter three nights ago, he has heard the tale told in the beer halls and ale houses, of the poor halfling from the nearby village of Hoton, who lost his bride on his wedding day. He listens to others tell his tale, detached and distant. What would they change of the tale he wonders, if they knew the halfling sitting by himself in the corner, listening, was the subject of their story?
He is determined to find out who was behind the murder of his sweet Gayle, and to channel the Lady's Luck to end evil wherever he finds it.
Alcyone is a petite but toned wood-elf, her fit physique and tanned skin the result of living and wandering through the forest as a nomad in between visiting towns. Her clothes are always loose and comfortable, and she rarely wears shoes unless the terrain or weather compels her to do so. Her long hair curls naturally into tight ringlets, that frame her sweet-featured face and dark blue eyes. Alcyone grew up in a home where her parents were often neglectful and didn't pay her much attention, which left her very lonely. This then leading to a strong dislike of authority figures as an adult, and furthermore rejecting any religion she came across and has difficulty understanding people who are religious. From a young age she was a kind, but wild child and spent her time getting into anything she could and trying anything that caught her attention. Her brashness and excitable nature often drove friends away, and despite her extroversion was always an outsider. Alcyone eventually learned to sing and play the lute in her early years, and after playing on the streets one afternoon, quickly learned she could get the attention she craved by performing. She found lots of joy in making people smile just by playing or speaking with them, and found that by making every interaction a performance she could get the reactions she sought for. Now, she is a master with words; she exudes an alluring energy that makes people drawn to her. She has become an expert at reading people, and people often say her eyes seem to look right through you, and the familiar smile that she always wears on her lips elicits the feeling in those that see it that they've met her somewhere before. She thrives on meeting new people, seeing new places, and entertaining crowds, though she still struggles to trust close relationships. She now spends her days bouncing from town to town, chatting up the crowds and playing in local taverns, yet never staying long enough for anyone to really get to know her. She hasn't a lot of experience in combat, and will try and talk her way out of situations until the very last minute. With her excitable nature, she is also very susceptible to distractions and temptations, and often has to be reminded to stay on track.
Though she isn't a Neverwinter local, this isn't her first time in the city. She'd frequented the area a number of times in her life, and could even recall the rumblings of Mount Hotenow 50-some years ago now, as she had been in a nearby village at the time. She heard the talk and whispers of the devastation that befell the city. Had even made the trip to see the rubble herself, thinking perhaps the survivors might enjoy song as they made to rebuild their homes. Once she arrived her stay was short-lived; she couldn't take the shadows cast across the faces of survivors, or the crying echoing the streets.
Fifty years following the eruption, here she was again. Alcyone was staying longer than she usually did in any city she passed through. Maybe it was the memory of the eruption, as she sang at the inn to the children and grandchildren of those survivors, as well as some of the survivors themselves. Who rebuilt the walls of the inn in which she performed.
She'd been in Neverwinter for a number of months now. She made quick friends with the barkeep at the local inn, and now he lets her perform in exchange for a room to stay in. The money she made in tips kept her well-fed and wanting little. She'd quickly become a known name to the locals, and befriended many a people as well. To most she was a good friend, and one you could always rely on to make plans with, but with being in so many social circles came loads of gossip. Some say Alcyone is the most two-faced gal they'd ever laid eyes on, and some say she's on the run because of a murder all those many years ago. Many say she's a harlot, earning her place at the inn, stealing husbands. Any little white lies that could be said, probably have been. She's been around Faerun for a long time. The biggest rumor being spread as of now between the circles of Neverwinter is that she's become completely enamored with the barkeep, and that is why she yet to leave town.
When she is called away to stand before Neverember, she would not be able to tell you why. Alcyone hadn't been open about her life in the wilderness on her own, and what survival skills she possessed. But she supposed any group of mercenaries needed a bard for their troubles. She tried not to worry about the daunting battles ahead of her. but instead saw the future where the streets of Neverwinter sang her name, and where she finally became the beacon for them that she failed to be 50 years ago.
Placeholder. Also, one of my buddies is going to apply, and we're going to have our backstories connected, so if the DM accepts one of us, please accept the other one as well. We're a package deal lol
Halyqwyn could never live up to her families expectations. If she was honest with herself, she would admit that she never really tried. They all lived in a small church that was dedicated to Gond and though she respected this God and understood her families desire to worship.. it definitely wasn't her calling. Her parents wouldn't hear anything about it, would just turn their backs when she tried to make them understand. Her older sister? Thought she was nuts. Only her older brother at least understood where she was coming from, only he was the one in the family she was able to really talk to. She needed to get out, needed to find her own way.. it was what Selune would want.
The church they lived at was deep in the middle of Neverwinter, was almost more of a blacksmith than a place of worship, but she didn't mind. The travelers that would stop by helped her past her days as she learned more about the world, both within Neverwinter and beyond. At the moment she helped her pa in the shop, doing odds and ends and sometimes even working the forge.. but she yearned for adventure, and snuck out at night more times than not.
That was how she met Alcyone. She enjoyed watching the bard play her tunes and transform a place with her ways, it was.. magical. She became known as the black sheep of her family, not staying with the generational lines of a forge domain cleric and starting to branch off on her own.. figuring out the twilight cleric and studying under Selune. It bothered her.. not being who her family wanted but not enough to make her fall in line. She heard the call for help at the city watch.. and she took it.
Brief backstory/biography: Hollis has lived his entire unfortunate life in Neverwinter. He was barely 10 when he lost his parents and little sister in the cataclysm, and in the 50 years since, survival by any means necessary has been his main occupation. As a child, alone and afraid, he was taken in by a crew of scavengers and scoundrels seeking to profit off the stricken city's post-calamity chaos. It was easy at first -- salvage and re-sale, some simple street cons, light pickpocketing. Young Hollis was a quick learner with an aptitude for tricks both magical and mundane, and a flair for performance. Soon enough, under the guidance of his criminal handlers, he was card-sharking, glad-handing, and busking his way through the city's seedy underground -- never quite 'going legit' but avoiding the more illicit scores as crime grew riskier with the slow return of order to the city.
Smuggling and selling dangerous narcotics was never a major aspect of his criminal portfolio, but on one such rare occasion, Hollis made the rookie mistake of sampling the merchandise. And so began a dark period of his life, when for some twenty years, Hollis was little more than a Dreammist-addled addict. It was during this season that he earned a reputation as a washed-up burnout. Gambling debts piled up. His addiction grew ever more desperate. Hollis became so well-known for cheating at cards, he not only was banned from most gaming houses, but given the humiliating nickname ‘Half-Deck’ -- because he seemed to keep half his cards hidden up his sleeve.
A turn in Hollis’ fortunes began just recently, when Madame Rosene, proprietor of the Driftwood Tavern, discovered that young Hollis had played a major role years earlier in procuring for her many of the pre-cataclysmic artifacts on display in her fine establishment. Out of a curious mix of belated gratitude and matronly concern, Rosene pulled Hollis from the gutter, weaned him off Dreammist, and got him work with Lord Neverember’s makeshift militia of mercenaries and freelance adventurers. Now Hollis does his best to put his checkered past to work for the good of Neverwinter’s future. And if he manages to supply Madame Rosene’s Graycloaks with insider information on the activities of Lord Neverember, all the better…
I think I'll take the first set. That 7 is going to be fun.
I enjoy filling gaps in the party, so I won't include any specifications of class or other mechanical benefits irrelevant to the character pitch, so as to customize the character if I get in to suit the parties needs
Name: Lady Sethra Goldencrest, She/Her
Race: Shifter, Form of the Longtooth or Swiftstride.
Class: See what I said above
Background: Outlander
Brief backstory/biography: Growing up, Sethra, also known as Seth, was a curious child. While she dutifully took the manners and court etiquette lessons which her imperious mother, the Queen, forced upon her, she loved the beautiful forests and wilds of her parents kingdom. Smarter than most rebel princesses of her time, and quite a bit more charming, she excelled in social events rather than resisting, which pleased her mother. This favor allowed her free reign of the castle and surrounding lands. Under the tutelage of her uncle, a famous ranger, she learned woodcraft and combat, helping him explore the wilds and scout of some of the threats to the kingdom, such as vicious monsters.
But, as all good things don't last forever, her life changed irrevocably. One day, her parents approached her. They told her that it was time for her to marry. They had already arranged it. She was furious, to say the least. Especially since her betrothed was a greasy old stooge known as the Duke of Dor-Lurn. So, in a fit of anger, as temperamental royals are oft to do, she fled from the castle, taking her horse and fleeing into the woods. Now, she hadn't been let into the woods for a few weeks, due to the fact her uncle had spotted a group of lycanthropes hiding away in an old bears den. Fearing for her safety, her uncle chased after her. Seth stumbled upon the den, and the Lycanthropes, hungry for more to join their ranks, attacked. The horse was slaughtered, and Seth bitten. her uncle managed to drive the creatures off, but not before he suffered mortal injuries. As he lay dying, he told Seth never to forget the promise of the forest: "Nature will always come full circle. Its' wrath will be delivered on those who despoil it, and its' blessings will be bestowed upon those who respect it.". With that, the full moon peaked, and she transformed, falling unconscious. Hours later, she and her uncle was found. Presuming that she had killed her uncle, Seth was banished from the kingdom, and set off into the wider world.
After months of traveling, she stumbled upon a small hut on the side of the road. Tired and weary, she set up camp for the night. When she awoke in the morning, she found a strange individual. A crazy-looking old man known as Geldorn, a druid and devotee of the wilds. He took her in, and taught her even more about the worship of nature. After a considerable time training, Geldorn decided she was ready. Giving her an amulet that suppressed most of her transformations, he took her to a strange door in a clearing. She opened the door, and stared into eternity. A portal to endless possibilities. Geldorn told her: "Go. The world beyond this portal will soon be despoiled by a dark force. You must help save it". Accepting her mission, she stepped through the portal, and ended up in a little hamlet outside of Neverwinter on the world of Toril.
Have you always lived in Neverwinter, or are you a recent immigrant?: Seth hails from a far away, on a different world. She came here to be the sword arm of nature, and stop this despoiling force, but she doesn't quite know what it is.
Do you live in the main town, or in one of the outlying farming communities?: She lives in Neverwinter, and is currently staying at a tavern for the time being.
What is your current profession: She has taken up bounty hunting dangerous monsters to make ends meet.
How did you acquire your skills - or who trained you?: She was trained by her uncle, a master ranger, and learned the faith of the wilds from the druid Geldorn.
What are your dreams and aspirations?: To stop whatever this nature destroying thing is, and one day, just maybe, repair her relationship with her family.
Finally, what is one thing you are known for in town – be it a well-known ‘secret’ or a common rumor: Sethra is known throughout various gossip circles, as a number of unflattering names by piggish drunks. This is due to the fact on the first day she arrived here, a drunk tried to take her to bed, so she proceeded to shift and bit him with her fangs. You can take a wild gander at what they call her (hint: it rhymes with "titch").
Character Depiction: Well, since it's a hassle for me to post images (Long story. Don't ask), I will provide a vivid verbal description:
The girl who stands before you looks to be barely older than eighteen, though the set jaw and glint in her eye suggest someone who has seen things. She is short, barely coming up to the average mans shoulder. However, this doesn't stop her from being better than the average man. Though most of the time her curse is suppressed by the magical amulet which she bears, a small amber crystal on a length of vine, the depths of the orange gem swirling with the dark shadows of her contained malady. Her body is small but powerful, the muscles in her bare arms and legs taught like the spring-loaded power of a panther. As she walks down the street, her long, flowing silver hair blowing in the evening breeze, men stop and stare, for her clothes, the garments of someone who likes to move quickly, and does not need to be dressed in extravagant gowns (though she is quite okay with that, having been raised on and somewhat enjoying the refinery of a noble court), reveal much, including the soft curve of her hips in leather breeches and breasts practically bursting out of her tight corset. Though she holds herself with the pride of a court-lady, something about her seems tense and feral, as if always on the lookout for danger. She jumps at the slightest sound, and those who look closely would see that both her canine teeth and her nails are longer that normal. Her eyes, a pale blue, sparkle with interest, though grey flecks reflect the wariness of someone very worldly.
Personality and Role-play: Seth is wary of predators, both of the bestial kind and otherwise. Though if you earn her trust, it is given with full conviction, and she expects you to not break it. Fiercely loyal and protective of her friends, she cherishes relationships to an almost possessive degree. The only true friend she ever had, her uncle, was killed, and she won't let something like that happen again. Now and again, she does enjoy a drink or two, though never enough to disorient her. Most of all, she wants to see the world, and enjoy the wonders of nature. Each night, without fail, before she beds down (she prefers to take the middle of the night watch, due to how silent and calm it is), she says prayers and tries to fix a little shrine in whatever natural place the party is camping in, to show respect for the gift of this world. When talking to her friends, she is jovial and carefree, often cracking jokes and having fun. With strangers, she is more reserved, preferring to use her keen senses and powerful aura to assess and influence the stranger.
Well, I think that's it! Hope I get in, but then again, with all these other awesome characters, I'm not sure I deserve too.
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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: Dara Yeshes Race: Variant Human Class: Cleric (Peace Domain) Background: Outlander
Brief backstory/biography:
Dara was born to the vast skies and the boundless lands of Faerûn. His people, nomads by tradition, traversed the length and breadth of the continent, never settling in one place for too long. The wind was his lullaby, the stars his night light, and the ever-changing landscapes his constant companions.
His father, Keyan Yeshes, a skilled warrior and a man of profound wisdom, met his mother, Esaseris Aexina, during one of their travels across the Sword Coast. Esaseris, the daughter of a respected magistrate in the bustling city of Neverwinter, lived a life bound by the stringent expectations of her family and society. Esaseris fell in love with Keyan when he saved her from being harassed by a group of vengeful convicts who held a grudge against her father.
Their love was met with vehement opposition from Esaseris’s father. Determined to be together, Esaseris made the bold decision to elope with Keyan, embarking on a life of adventure and freedom with the nomadic tribe. Dara and his younger sister, Rian, were born into this life of ceaseless movement and endless horizons.
At the age of eight, Keyan took Dara on top of a mountain, where a waterfall cascaded down with both gentleness and immense power. As they stood by the rushing water, Keyan told Dara to be like water.
“Be like the water,” Keyan said. “Bend and change, never confine yourself to anything. Be gentle, but remember you have the force to crush through stones.”
Kneeling by the water, Dara reached out and felt the cool, flowing liquid slip through his fingers. In that moment, he felt the gentle caress of Eldath, the goddess of peace and stillness. The sunlight reflecting on the water seemed to speak to him, and he understood his path — to be adaptable, to embrace change, and to embody both gentleness and strength.
Dara began his studies under his grandmother. He learned the secrets of nature, the art of medicine, and the sacred prayers to Eldath. Although he never stepped foot in a formal church, the teachings of Eldath were as intrinsic to him as the blood coursing through his veins. Meanwhile, Rian, guided by the steady hand of their father, honed her skills in hunting and combat. She mastered the art of war with a grace that belied her ferocity, becoming a formidable warrior in her own right.
In recent years, Esaseris began to yearn for her old home, her family, and the city of Neverwinter. Wanting to ease her longing, Keyan decided to take the family back to Neverwinter. Esaseris sought reconciliation with her father, who had never forgiven her for leaving. Despite his lingering resentment towards Keyan, Esaseris’s father saw his own blood in Dara and Rian, was curious about their potential.
To test Dara and Rian, and perhaps to find a way to connect with his estranged daughter, he recommended that they work for Lord Dagult Neverember, the Lord Protector of Neverwinter. Rian refused, not wanting to be confined by the rules of the city militia. Dara, embodying the lessons of the water, accepted the opportunity. He had no intention of staying confined to the city, but he understood the importance of fitting in and fulfilling his duties. By doing this, he also hopes to bridge the gap between his nomadic heritage and his mother’s roots in Neverwinter, helping his mother and grandfather bury the hatchet and seeking understanding for his father.
Rumors: - That he is the magistrate's newest lover boy. His grandfather wants to keep their relationship under wraps until he determines if Dara is worthy of inheriting his bloodline, but the obvious favor the magistrate shows towards Dara has sparked whispers among the people. - Dara's haunted. Among his people, some believe that his abilities are not gifts from the goddess Eldath, but the result of a darker, more malevolent entity. There are tales of him walking through dense forests untouched by the creatures that usually lurk there, or of strange whispers heard in the wind when he is near. Some claim to have seen shadows flickering around him at night, moving with a life of their own, or to have felt an inexplicable chill in his presence. They would never dare to speak of it in front of Keyan or Rian, of course. To those who truly know him, these tales are nothing more than fanciful stories, but to others, they always want to believe there’s something more sinister at play.
Wow! That's a lot of great creativity all packed into one thread! I think this is where I wish you all the best of luck and then pretend not to be jealous of whomever gets picked😉
Seriously though, have a wonderful campaign! If I had it in me to run something else I'd consider showing up and poaching a bunch of you after Rhanloi picks their group!
Placeholder. Also, one of my buddies is going to apply, and we're going to have our backstories connected, so if the DM accepts one of us, please accept the other one as well. We're a package deal lol
Ability scores: 161514171614
Ability scores: 161317101112
I'm going to go with the first set.
Name: Krumturok Ironskin
Race: Minotaur
Class: Fighter, Rune Knight
Background: Guild Artisan, Smith
Backstory: The dwarf clan of Holderhek and the Ironskin minotaur clan had been rivals for generations before Krumturok was born. The Ironskin tribe had survived in mountain ranges near Neverwinter for centuries before the Holderhek clan decided to move in to exploit some rich veins of adamantine in the area. The minotaurs weren't too keen on having to compete for resources against the dwarves, so they would launch raids and attacks against the dwarves in hopes of pushing them out of their territory. Stubborn as the rocks they mined, the dwarves hunkered down and retaliated with raids of their own in an attempt to eradicate the meddlesome dwarves, and thus began the seemingly never-ending feud between the two clans.
It wasn't until a red dragon decided to move into the mountain range that the two clans had to give up their blood feud. The dragon wanted both the minotaurs and dwarves gone, so the two had to put aside their differences and join forces. Together, they drove out dragon, and they entered an era of tentative peace. Krumturok, or Krum for short, was born just a few years after the uneasy truce was struck between the two clans. By this time, the clans started correspondence with one another, trading goods back and forth with one another. Krum grew up watching the two clans growing closer to one another, and by his teen years, they considered themselves allies. Krum was fascinated by the way the dwarves could seemingly tease metal out of the mountains and a forge them into incredible objects of both beauty and practicality. With the two clans being more and more tolerant of each other, Krum was able to apprentice under the dwarves. With his strength and keen mind, he learned their ways quickly, and he even learned the dwarven art of rune carving.
Around 20, growing tired of living in tunnels and seeing the same surroundings day after day, Krumturok and few of his more adventurous dwarven and minotaur friends joined one of the caravans laden with trading goods bound for Neverwinter, determined to carve out a life for themselves in the city. Pooling their money together, they managed to purchase a shop. They called it the "Smeltings." After joining the requisite guilds, Krum and his friends got to work, and soon they were a thriving small business that focused on primarily on smithing, gem cutting, masonry, and leatherworking. Krum was one of their better smiths, though he believed in personally testing his products and designs before he felt comfortable releasing them to the public. As such, he found himself working the part of a mercenary or hired muscle a few times a year as an excuse to test his ware.
As the Smeltings grew in fame and fortune, they attracted the attention of an eccentric artisan named Jerem that always had the strange requests. Krum usually did the metalwork , and throughout the years, both Jerem and his apprentice, Akuji, became friends. Jerem and Akiji seemed to always be out and about, and Krum found himself tagging along more and more often to try out his newly crafted items. After one of Jerem's and Akuji's trips that Krum wasn't able to go with, they duo came back... different, especially Akuji. They seemed shellshocked about something, though it wasn't until a few months later when the pair finally confided in him what had happened. Cultists of Vecna? That was never a good sign. When people began to whisper of Vecna, disaster always followed.
A few years later, when Lord Neverember invited him to be part of the strike team to scour the underboughs of the city of a cult infestation, Krumturok was more than willing to tag along. Afterall, through his years off parttime adventuring, he had developed a liking of helping others. Besides that, he was eager to try out a few of his newer weapons and armor. And on top of that all, maybe this cult was part of the Vecna cult that hurt his friends. Only time would tell...
As for the questions requested in the opening post, I think I answered most of them except for the last two. Krum is almost the "fatherly'' figure amongst his friends. He's always designated to be the 'responsible one' in any venture they start, and he's in charge of the Smelting's finances and paperwork. Stern but fair, Krum always comes across as gruff and taciturn, though his greatest desire is to find a nice minotaur gal and settle down to start a family. In short, he's nothing but a big, cuddly teddy bear once you get past his tough exterior. Throughout his near decade of living in Neverwinter, he had to watch his friends one by one get married and start a new life with their spouse, and he's had next to no luck finding a nice minotaur lady. Rumor has it that he once made a beautiful broach of mithril for someone he fancied, though he didn't end up giving it to her due to them recently breaking up after he made it. He hasn't showed it to anyone yet, and he's still waiting for that perfect lady to stumble into his life.
Backstory: Even from an early age, Akuji had been different from your normal teen. He had been fascinated with inventions of all kinds. He tinkered with mechanical components while other kids his age would talk to girls and make friends. His parents supported him with all they could, though they couldn’t do much since they were simple farmers on the outskirts of Neverwinter. Years later, at the age of 18, Akuji said his last farewells to his parents when he left to open up a new chapter in his life in the bustling metropolis of Neverwinter.
Through a year of struggling to find someone to train him in the ways of artificing, Akuji was finally apprenticed to a master artisan! His master, Jeremiel, was also an adventurer who tested his inventions in actual combat. Jeremial was a bit eccentric, though he grew to think of Akuji as the son he never had. One of Master Jeremiel’s advisors and friends was Krumturok, Krum for short, a Minotaur blacksmith of some renown. Jerem and Krum would adventure together with Akuji accompanying them. Over years of adventuring and working together Akuji and the blacksmith Krum became close friends and allies in the field.
After a few years of hard work and diligence, Master Jerem let Akuji in on a secret. He was part of a secret organization who followed the goddess Mystra of the Weave, the goddess of magic. Their goal was to undermine and defend the realm from the nefarious machinations of Vecna, the God of Secrets.
On one of the missions disguised as an exploration party, they found something worse than they were expecting. After a battle against a lich and both its living and undead minions, Akuji was killed by a necrotic blast that penetrated through his heart and out the back. Master Jeremiel had no choice but to make a pact with the lich to prolong Akuji’s life. The lich replaced Akuji’s heart with a darker corrupted one, restoring Akuji to a semblance of life.
After the battle Master performed many surgeries replacing nearly all of his original limbs and organs to try and stop the lich’s corruption from spreading throughout and to save Akuji’s life as the lich pact not only gave Akuji another chance to live but also corrupted him with each beat of his heart.
With Akuji’s heart pumping a dark corrupted blood throughout his body, Jerem started to dabble in the dark and forbidden secrets of necromancy to try and restore his apprentice. Through many experiments Jeremiel was able to return Akuji to a semblance of who he used to be.
Over the next few months Akuji slowly reintroduced himself into society by meeting a small circle of friends including the minotaur, Krum. Akuji’s appearance was significantly altered so that some of his closest friends could no longer recognize him with his ashen gray pallor.
While Master Jerem was out on another adventure, Lord Neverwinter sent a messenger out to relay a request of assistance in purging a threat in the underboughs of the city. Unfortunately Jeremiel was unable to head back because of his time sensitive mission. Jerem informed the messenger to tell the Lord of Neverwinter that he has an apprentice artificer who he has placed great trust. Akuji, receiving a magical message from Jerem, joined Lord Neverwinter’s mercenary and adventuring task force to try to eliminate and cleanse the disease of the cultists infecting the grand city of Neverwinter and its occupants. One day, Akuji will get his revenge or fall to the ever growing corruption that pumps throughout his mismatched and stitched together body.
A common rumor about him is that Jeremial actually killed Akuji and reanimated him to be an undead servant, though anyone who actually gets to know Akuji quickly realizes that he's too smart and normal to simply be just a zombie.
My pal is "Dimir_MTG." Our characters and backstories are pretty connected, so it won't really work if just one of us gets in alone.
Sitting at 26 super high-quality submissions right now (1400 EST) - so I'm closing this recruitment out. Hate that I can't take everyone...and in some cases have to choose between class as much as interesting character =(
I think I'll run two games - which still leaves many of your characters on the cutting room floor - sorry!! Give me some time to get two game threads up - probably ready tomorrow. I'm only going to set up one Campaign page for all twelve players. On it will be character creation / modification notes. That should be up later this evening. Congratulations to you all...best character concepts I've seen in a long time!!
Alfa Team: - Vesta Trevelyan - Female half-elf Sorcerer - Zyllyne - Female fairy barbarian - Mulligan McGuffin - Male lightfoot halfling rogue - Celeste - Female human druid - Hollis 'Half-Deck' Darellion - Male half-drow bard - Dara Yeshes - Male human cleric
Bravo Team: - Katarina Spring Blossom - Female tabaxi barbarian - Halyqwyn - Female half-elf cleric - Alcyone- Female wood elf bard - Vanizi - Female half-orc warlock - Davis Emberspirit - Male halfling paladin - Aranix - Male drow rogue
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Love God. Love Others. Any Questions?
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Some really great submissions so far, and several works in progress.
Keep them coming - I'd rather have a hard time picking than not have enough choices =)
Love God. Love Others. Any Questions?
Name: Celeste
Race: Human Variant
Class: Druid of the Stars
Background: Outlander
Character Sheet: [Link]
Ability scores: 15 16 16 11 13 15
Brief backstory/biography:
Born on the night of a full moon while the stars were falling; left on the temple steps by her third moon; and raised in an orphanage until she was about 3. She was a handful. A wild child. Unable to be tamed. Unruly and free. Celeste was not missed when she disappeared. Lured into the forest by a floating light, she tumbled down the hill deeper into the wilderness only to be discovered by a pack of wolves.
The wolves encircled the child in silence, but there was one brave pup that peeked out from behind its mother. It would look up to her before padding off towards the young child to see if she was okay. This curious little wolf caught Celeste's scent and bounced in excitement, nuzzling at her to get up. Their eyes would meet and the pup would boop Celeste’s nose with their own.
Wolf puppy Celeste! The pup would lick the length of Celeste's face before it would back up a step, sit in place and stretch its neck out to start howling at the moon. And one by one the rest of the pack joined in. The brave little pup will bounce and bound around Celeste with glee. Borris! Borris! Borris! Before pausing nose to nose with her again. I, Borris, welcome Celeste!
From then on, Borris and his pack became Celeste's family.
The pack led the young child to their den deep in the woods. For the most part it was your bare, crude den, but there was a curious gap in the cave wall with a slight glow. It didn't take long for her to go squeezing through it. Pulling herself through to the other side, Celeste would find herself in a completely different environment. She stood before a large study. There were shelves of books, all signed by ‘A’.
But books eventually could only get Celeste so far. She’d need to learn other skills and gain more life experience. Her pack took her out hunting, teaching her the natural way, tuning her in to the delicate balance and maintaining it. It’s all she’s ever known, until she was old enough to leave the den.
Celeste would set out on her own, travelling the land far and wide to master her atunement to the wild. Until one day, she was finally introduced to civilization again. Stumbling upon the outer city farms, she’d find herself amongst a community that tends to the land, the closest thing to a home she’s had since her family’s den. As part of a semi symbiotic relationship she’d lend her skills to the local farmers in exchange for staying in their barns, rotating amongst them depending on the season. She loved orchards for the blooms, often sleeping in the trees. The berry farms are her favourite fields, while bakeries are her favourite shops. Deep down in her heart though, she was restless, and lonely. To this day, she still didn’t quite fit in with any crowd, just drifting through most of her life by herself. There was so much more she wanted to do, and she felt as though there was a great imbalance on the horizon that would kick her instincts into hyperdrive.
Celeste would be known for:
- Not being ‘normal’: Sniffing everything, licking things and/or biting
- Leaving blossoms everywhere, blooming plants in her wake and/or gifting with them
- Food motivated
just an unstable unicorn.
Well that's cool... starting with a silvered adamantine weapon sounds like a pretty good deal 😊
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
Davis Emberspirit
Halfling, of the village Hoton
Acolyte of Tymora
Paladin, Oath of Vengeance
Davis's tale is a common one. Boy meets girl, boy falls in love, boy gets married, girl is murdered on the wedding day. Common perhaps, but heart wrenching.
As a worshiper of Tymora, luck has always fallen on the correct side of the coin for Davis, until that fateful day, when his life was shattered. Through the sadness and horror, Davis has remained a devout follower of Lady Luck, though his will has faltered at times. Having witnessed first hand the after math of unchecked evil, he is determined to ensure others do not have to endure the same agony.
Since his arrival in Neverwinter three nights ago, he has heard the tale told in the beer halls and ale houses, of the poor halfling from the nearby village of Hoton, who lost his bride on his wedding day. He listens to others tell his tale, detached and distant. What would they change of the tale he wonders, if they knew the halfling sitting by himself in the corner, listening, was the subject of their story?
He is determined to find out who was behind the murder of his sweet Gayle, and to channel the Lady's Luck to end evil wherever he finds it.
Ability 1: 13 16 12 18 18 14
Ability 2: 8 13 14 13 15 14
Ability scores: 15 10 17 14 12 12
Ability scores: 13 14 15 15 9 11
Race: Wood Elf
Class: Bard
Background: Entertainer
Brief backstory/biography:
Alcyone is a petite but toned wood-elf, her fit physique and tanned skin the result of living and wandering through the forest as a nomad in between visiting towns. Her clothes are always loose and comfortable, and she rarely wears shoes unless the terrain or weather compels her to do so. Her long hair curls naturally into tight ringlets, that frame her sweet-featured face and dark blue eyes. Alcyone grew up in a home where her parents were often neglectful and didn't pay her much attention, which left her very lonely. This then leading to a strong dislike of authority figures as an adult, and furthermore rejecting any religion she came across and has difficulty understanding people who are religious. From a young age she was a kind, but wild child and spent her time getting into anything she could and trying anything that caught her attention. Her brashness and excitable nature often drove friends away, and despite her extroversion was always an outsider. Alcyone eventually learned to sing and play the lute in her early years, and after playing on the streets one afternoon, quickly learned she could get the attention she craved by performing. She found lots of joy in making people smile just by playing or speaking with them, and found that by making every interaction a performance she could get the reactions she sought for. Now, she is a master with words; she exudes an alluring energy that makes people drawn to her. She has become an expert at reading people, and people often say her eyes seem to look right through you, and the familiar smile that she always wears on her lips elicits the feeling in those that see it that they've met her somewhere before. She thrives on meeting new people, seeing new places, and entertaining crowds, though she still struggles to trust close relationships. She now spends her days bouncing from town to town, chatting up the crowds and playing in local taverns, yet never staying long enough for anyone to really get to know her. She hasn't a lot of experience in combat, and will try and talk her way out of situations until the very last minute. With her excitable nature, she is also very susceptible to distractions and temptations, and often has to be reminded to stay on track.
Though she isn't a Neverwinter local, this isn't her first time in the city. She'd frequented the area a number of times in her life, and could even recall the rumblings of Mount Hotenow 50-some years ago now, as she had been in a nearby village at the time. She heard the talk and whispers of the devastation that befell the city. Had even made the trip to see the rubble herself, thinking perhaps the survivors might enjoy song as they made to rebuild their homes. Once she arrived her stay was short-lived; she couldn't take the shadows cast across the faces of survivors, or the crying echoing the streets.
Fifty years following the eruption, here she was again. Alcyone was staying longer than she usually did in any city she passed through. Maybe it was the memory of the eruption, as she sang at the inn to the children and grandchildren of those survivors, as well as some of the survivors themselves. Who rebuilt the walls of the inn in which she performed.
She'd been in Neverwinter for a number of months now. She made quick friends with the barkeep at the local inn, and now he lets her perform in exchange for a room to stay in. The money she made in tips kept her well-fed and wanting little. She'd quickly become a known name to the locals, and befriended many a people as well. To most she was a good friend, and one you could always rely on to make plans with, but with being in so many social circles came loads of gossip. Some say Alcyone is the most two-faced gal they'd ever laid eyes on, and some say she's on the run because of a murder all those many years ago. Many say she's a harlot, earning her place at the inn, stealing husbands. Any little white lies that could be said, probably have been. She's been around Faerun for a long time. The biggest rumor being spread as of now between the circles of Neverwinter is that she's become completely enamored with the barkeep, and that is why she yet to leave town.
When she is called away to stand before Neverember, she would not be able to tell you why. Alcyone hadn't been open about her life in the wilderness on her own, and what survival skills she possessed. But she supposed any group of mercenaries needed a bard for their troubles. She tried not to worry about the daunting battles ahead of her. but instead saw the future where the streets of Neverwinter sang her name, and where she finally became the beacon for them that she failed to be 50 years ago.
Placeholder. Also, one of my buddies is going to apply, and we're going to have our backstories connected, so if the DM accepts one of us, please accept the other one as well. We're a package deal lol
Ability scores: 16 15 14 17 16 14
Ability scores: 16 13 17 10 11 12
DM- Azalin's Doom
DM- Surviving the Unsurvivable
Ability scores: 15 13 10 12 14 16
Ability scores: 11 18 12 13 7 14
Name: Halyqwyn
Race: Half-Elf
Class: Cleric (Twilight)
Background: Acolyte
Ability Scores: 15 15 14 14 13 10
Brief backstory/biography:
Halyqwyn could never live up to her families expectations. If she was honest with herself, she would admit that she never really tried. They all lived in a small church that was dedicated to Gond and though she respected this God and understood her families desire to worship.. it definitely wasn't her calling. Her parents wouldn't hear anything about it, would just turn their backs when she tried to make them understand. Her older sister? Thought she was nuts. Only her older brother at least understood where she was coming from, only he was the one in the family she was able to really talk to. She needed to get out, needed to find her own way.. it was what Selune would want.
The church they lived at was deep in the middle of Neverwinter, was almost more of a blacksmith than a place of worship, but she didn't mind. The travelers that would stop by helped her past her days as she learned more about the world, both within Neverwinter and beyond. At the moment she helped her pa in the shop, doing odds and ends and sometimes even working the forge.. but she yearned for adventure, and snuck out at night more times than not.
That was how she met Alcyone. She enjoyed watching the bard play her tunes and transform a place with her ways, it was.. magical. She became known as the black sheep of her family, not staying with the generational lines of a forge domain cleric and starting to branch off on her own.. figuring out the twilight cleric and studying under Selune. It bothered her.. not being who her family wanted but not enough to make her fall in line. She heard the call for help at the city watch.. and she took it.
Name: Hollis 'Half-Deck' Darellion
Race: Half-Elf (Half-Drow)
Class: Bard 3 (
CollegeSchool-of-Hard-Knocks of Lore)Background: Criminal/Spy
Brief backstory/biography: Hollis has lived his entire unfortunate life in Neverwinter. He was barely 10 when he lost his parents and little sister in the cataclysm, and in the 50 years since, survival by any means necessary has been his main occupation. As a child, alone and afraid, he was taken in by a crew of scavengers and scoundrels seeking to profit off the stricken city's post-calamity chaos. It was easy at first -- salvage and re-sale, some simple street cons, light pickpocketing. Young Hollis was a quick learner with an aptitude for tricks both magical and mundane, and a flair for performance. Soon enough, under the guidance of his criminal handlers, he was card-sharking, glad-handing, and busking his way through the city's seedy underground -- never quite 'going legit' but avoiding the more illicit scores as crime grew riskier with the slow return of order to the city.
Smuggling and selling dangerous narcotics was never a major aspect of his criminal portfolio, but on one such rare occasion, Hollis made the rookie mistake of sampling the merchandise. And so began a dark period of his life, when for some twenty years, Hollis was little more than a Dreammist-addled addict. It was during this season that he earned a reputation as a washed-up burnout. Gambling debts piled up. His addiction grew ever more desperate. Hollis became so well-known for cheating at cards, he not only was banned from most gaming houses, but given the humiliating nickname ‘Half-Deck’ -- because he seemed to keep half his cards hidden up his sleeve.
A turn in Hollis’ fortunes began just recently, when Madame Rosene, proprietor of the Driftwood Tavern, discovered that young Hollis had played a major role years earlier in procuring for her many of the pre-cataclysmic artifacts on display in her fine establishment. Out of a curious mix of belated gratitude and matronly concern, Rosene pulled Hollis from the gutter, weaned him off Dreammist, and got him work with Lord Neverember’s makeshift militia of mercenaries and freelance adventurers. Now Hollis does his best to put his checkered past to work for the good of Neverwinter’s future. And if he manages to supply Madame Rosene’s Graycloaks with insider information on the activities of Lord Neverember, all the better…
https://www.dndbeyond.com/characters/125137132
Ability scores: 15 15 11 14 12 13
Ability scores: 14 16 17 16 12 15
Wow. So many great applications! I doubt I'll get in, but I can try. Either way, I wish the best to the whole party! Now, let's get a kraken (get it?)
I think I'll take the first set. That 7 is going to be fun.
I enjoy filling gaps in the party, so I won't include any specifications of class or other mechanical benefits irrelevant to the character pitch, so as to customize the character if I get in to suit the parties needs
Name: Lady Sethra Goldencrest, She/Her
Race: Shifter, Form of the Longtooth or Swiftstride.
Class: See what I said above
Background: Outlander
Brief backstory/biography: Growing up, Sethra, also known as Seth, was a curious child. While she dutifully took the manners and court etiquette lessons which her imperious mother, the Queen, forced upon her, she loved the beautiful forests and wilds of her parents kingdom. Smarter than most rebel princesses of her time, and quite a bit more charming, she excelled in social events rather than resisting, which pleased her mother. This favor allowed her free reign of the castle and surrounding lands. Under the tutelage of her uncle, a famous ranger, she learned woodcraft and combat, helping him explore the wilds and scout of some of the threats to the kingdom, such as vicious monsters.
But, as all good things don't last forever, her life changed irrevocably. One day, her parents approached her. They told her that it was time for her to marry. They had already arranged it. She was furious, to say the least. Especially since her betrothed was a greasy old stooge known as the Duke of Dor-Lurn. So, in a fit of anger, as temperamental royals are oft to do, she fled from the castle, taking her horse and fleeing into the woods. Now, she hadn't been let into the woods for a few weeks, due to the fact her uncle had spotted a group of lycanthropes hiding away in an old bears den. Fearing for her safety, her uncle chased after her. Seth stumbled upon the den, and the Lycanthropes, hungry for more to join their ranks, attacked. The horse was slaughtered, and Seth bitten. her uncle managed to drive the creatures off, but not before he suffered mortal injuries. As he lay dying, he told Seth never to forget the promise of the forest: "Nature will always come full circle. Its' wrath will be delivered on those who despoil it, and its' blessings will be bestowed upon those who respect it.". With that, the full moon peaked, and she transformed, falling unconscious. Hours later, she and her uncle was found. Presuming that she had killed her uncle, Seth was banished from the kingdom, and set off into the wider world.
After months of traveling, she stumbled upon a small hut on the side of the road. Tired and weary, she set up camp for the night. When she awoke in the morning, she found a strange individual. A crazy-looking old man known as Geldorn, a druid and devotee of the wilds. He took her in, and taught her even more about the worship of nature. After a considerable time training, Geldorn decided she was ready. Giving her an amulet that suppressed most of her transformations, he took her to a strange door in a clearing. She opened the door, and stared into eternity. A portal to endless possibilities. Geldorn told her: "Go. The world beyond this portal will soon be despoiled by a dark force. You must help save it". Accepting her mission, she stepped through the portal, and ended up in a little hamlet outside of Neverwinter on the world of Toril.
Character Depiction: Well, since it's a hassle for me to post images (Long story. Don't ask), I will provide a vivid verbal description:
Personality and Role-play: Seth is wary of predators, both of the bestial kind and otherwise. Though if you earn her trust, it is given with full conviction, and she expects you to not break it. Fiercely loyal and protective of her friends, she cherishes relationships to an almost possessive degree. The only true friend she ever had, her uncle, was killed, and she won't let something like that happen again. Now and again, she does enjoy a drink or two, though never enough to disorient her. Most of all, she wants to see the world, and enjoy the wonders of nature. Each night, without fail, before she beds down (she prefers to take the middle of the night watch, due to how silent and calm it is), she says prayers and tries to fix a little shrine in whatever natural place the party is camping in, to show respect for the gift of this world. When talking to her friends, she is jovial and carefree, often cracking jokes and having fun. With strangers, she is more reserved, preferring to use her keen senses and powerful aura to assess and influence the stranger.
Well, I think that's it! Hope I get in, but then again, with all these other awesome characters, I'm not sure I deserve too.
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
Name: Dara Yeshes
Race: Variant Human
Class: Cleric (Peace Domain)
Background: Outlander
Brief backstory/biography:
Dara was born to the vast skies and the boundless lands of Faerûn. His people, nomads by tradition, traversed the length and breadth of the continent, never settling in one place for too long. The wind was his lullaby, the stars his night light, and the ever-changing landscapes his constant companions.
His father, Keyan Yeshes, a skilled warrior and a man of profound wisdom, met his mother, Esaseris Aexina, during one of their travels across the Sword Coast. Esaseris, the daughter of a respected magistrate in the bustling city of Neverwinter, lived a life bound by the stringent expectations of her family and society. Esaseris fell in love with Keyan when he saved her from being harassed by a group of vengeful convicts who held a grudge against her father.
Their love was met with vehement opposition from Esaseris’s father. Determined to be together, Esaseris made the bold decision to elope with Keyan, embarking on a life of adventure and freedom with the nomadic tribe. Dara and his younger sister, Rian, were born into this life of ceaseless movement and endless horizons.
At the age of eight, Keyan took Dara on top of a mountain, where a waterfall cascaded down with both gentleness and immense power. As they stood by the rushing water, Keyan told Dara to be like water.
“Be like the water,” Keyan said. “Bend and change, never confine yourself to anything. Be gentle, but remember you have the force to crush through stones.”
Kneeling by the water, Dara reached out and felt the cool, flowing liquid slip through his fingers. In that moment, he felt the gentle caress of Eldath, the goddess of peace and stillness. The sunlight reflecting on the water seemed to speak to him, and he understood his path — to be adaptable, to embrace change, and to embody both gentleness and strength.
Dara began his studies under his grandmother. He learned the secrets of nature, the art of medicine, and the sacred prayers to Eldath. Although he never stepped foot in a formal church, the teachings of Eldath were as intrinsic to him as the blood coursing through his veins. Meanwhile, Rian, guided by the steady hand of their father, honed her skills in hunting and combat. She mastered the art of war with a grace that belied her ferocity, becoming a formidable warrior in her own right.
In recent years, Esaseris began to yearn for her old home, her family, and the city of Neverwinter. Wanting to ease her longing, Keyan decided to take the family back to Neverwinter. Esaseris sought reconciliation with her father, who had never forgiven her for leaving. Despite his lingering resentment towards Keyan, Esaseris’s father saw his own blood in Dara and Rian, was curious about their potential.
To test Dara and Rian, and perhaps to find a way to connect with his estranged daughter, he recommended that they work for Lord Dagult Neverember, the Lord Protector of Neverwinter. Rian refused, not wanting to be confined by the rules of the city militia. Dara, embodying the lessons of the water, accepted the opportunity. He had no intention of staying confined to the city, but he understood the importance of fitting in and fulfilling his duties. By doing this, he also hopes to bridge the gap between his nomadic heritage and his mother’s roots in Neverwinter, helping his mother and grandfather bury the hatchet and seeking understanding for his father.
Rumors:
- That he is the magistrate's newest lover boy. His grandfather wants to keep their relationship under wraps until he determines if Dara is worthy of inheriting his bloodline, but the obvious favor the magistrate shows towards Dara has sparked whispers among the people.
- Dara's haunted. Among his people, some believe that his abilities are not gifts from the goddess Eldath, but the result of a darker, more malevolent entity. There are tales of him walking through dense forests untouched by the creatures that usually lurk there, or of strange whispers heard in the wind when he is near. Some claim to have seen shadows flickering around him at night, moving with a life of their own, or to have felt an inexplicable chill in his presence. They would never dare to speak of it in front of Keyan or Rian, of course. To those who truly know him, these tales are nothing more than fanciful stories, but to others, they always want to believe there’s something more sinister at play.
Wow! That's a lot of great creativity all packed into one thread! I think this is where I wish you all the best of luck and then pretend not to be jealous of whomever gets picked😉
Seriously though, have a wonderful campaign! If I had it in me to run something else I'd consider showing up and poaching a bunch of you after Rhanloi picks their group!
And I will follow suit and drop out as well. Good luck to everyone!
I'm going to go with the first set.
Name: Krumturok Ironskin
Race: Minotaur
Class: Fighter, Rune Knight
Background: Guild Artisan, Smith
Backstory: The dwarf clan of Holderhek and the Ironskin minotaur clan had been rivals for generations before Krumturok was born. The Ironskin tribe had survived in mountain ranges near Neverwinter for centuries before the Holderhek clan decided to move in to exploit some rich veins of adamantine in the area. The minotaurs weren't too keen on having to compete for resources against the dwarves, so they would launch raids and attacks against the dwarves in hopes of pushing them out of their territory. Stubborn as the rocks they mined, the dwarves hunkered down and retaliated with raids of their own in an attempt to eradicate the meddlesome dwarves, and thus began the seemingly never-ending feud between the two clans.
It wasn't until a red dragon decided to move into the mountain range that the two clans had to give up their blood feud. The dragon wanted both the minotaurs and dwarves gone, so the two had to put aside their differences and join forces. Together, they drove out dragon, and they entered an era of tentative peace. Krumturok, or Krum for short, was born just a few years after the uneasy truce was struck between the two clans. By this time, the clans started correspondence with one another, trading goods back and forth with one another. Krum grew up watching the two clans growing closer to one another, and by his teen years, they considered themselves allies. Krum was fascinated by the way the dwarves could seemingly tease metal out of the mountains and a forge them into incredible objects of both beauty and practicality. With the two clans being more and more tolerant of each other, Krum was able to apprentice under the dwarves. With his strength and keen mind, he learned their ways quickly, and he even learned the dwarven art of rune carving.
Around 20, growing tired of living in tunnels and seeing the same surroundings day after day, Krumturok and few of his more adventurous dwarven and minotaur friends joined one of the caravans laden with trading goods bound for Neverwinter, determined to carve out a life for themselves in the city. Pooling their money together, they managed to purchase a shop. They called it the "Smeltings." After joining the requisite guilds, Krum and his friends got to work, and soon they were a thriving small business that focused on primarily on smithing, gem cutting, masonry, and leatherworking. Krum was one of their better smiths, though he believed in personally testing his products and designs before he felt comfortable releasing them to the public. As such, he found himself working the part of a mercenary or hired muscle a few times a year as an excuse to test his ware.
As the Smeltings grew in fame and fortune, they attracted the attention of an eccentric artisan named Jerem that always had the strange requests. Krum usually did the metalwork , and throughout the years, both Jerem and his apprentice, Akuji, became friends. Jerem and Akiji seemed to always be out and about, and Krum found himself tagging along more and more often to try out his newly crafted items. After one of Jerem's and Akuji's trips that Krum wasn't able to go with, they duo came back... different, especially Akuji. They seemed shellshocked about something, though it wasn't until a few months later when the pair finally confided in him what had happened. Cultists of Vecna? That was never a good sign. When people began to whisper of Vecna, disaster always followed.
A few years later, when Lord Neverember invited him to be part of the strike team to scour the underboughs of the city of a cult infestation, Krumturok was more than willing to tag along. Afterall, through his years off parttime adventuring, he had developed a liking of helping others. Besides that, he was eager to try out a few of his newer weapons and armor. And on top of that all, maybe this cult was part of the Vecna cult that hurt his friends. Only time would tell...
As for the questions requested in the opening post, I think I answered most of them except for the last two. Krum is almost the "fatherly'' figure amongst his friends. He's always designated to be the 'responsible one' in any venture they start, and he's in charge of the Smelting's finances and paperwork. Stern but fair, Krum always comes across as gruff and taciturn, though his greatest desire is to find a nice minotaur gal and settle down to start a family. In short, he's nothing but a big, cuddly teddy bear once you get past his tough exterior. Throughout his near decade of living in Neverwinter, he had to watch his friends one by one get married and start a new life with their spouse, and he's had next to no luck finding a nice minotaur lady. Rumor has it that he once made a beautiful broach of mithril for someone he fancied, though he didn't end up giving it to her due to them recently breaking up after he made it. He hasn't showed it to anyone yet, and he's still waiting for that perfect lady to stumble into his life.
My buddy is "12321Fullmetal12321"
DM- Azalin's Doom
DM- Surviving the Unsurvivable
Ability scores: 14 13 16 17 17 13
Ability scores: 12 12 7 18 14 13
I'm going to go with the second one
Name: Akuji Beldrin
Race: Reborn
Class: Artificer, Alchemist
Background: Haunted One
Backstory: Even from an early age, Akuji had been different from your normal teen. He had been fascinated with inventions of all kinds. He tinkered with mechanical components while other kids his age would talk to girls and make friends. His parents supported him with all they could, though they couldn’t do much since they were simple farmers on the outskirts of Neverwinter. Years later, at the age of 18, Akuji said his last farewells to his parents when he left to open up a new chapter in his life in the bustling metropolis of Neverwinter.
Through a year of struggling to find someone to train him in the ways of artificing, Akuji was finally apprenticed to a master artisan! His master, Jeremiel, was also an adventurer who tested his inventions in actual combat. Jeremial was a bit eccentric, though he grew to think of Akuji as the son he never had. One of Master Jeremiel’s advisors and friends was Krumturok, Krum for short, a Minotaur blacksmith of some renown. Jerem and Krum would adventure together with Akuji accompanying them. Over years of adventuring and working together Akuji and the blacksmith Krum became close friends and allies in the field.
After a few years of hard work and diligence, Master Jerem let Akuji in on a secret. He was part of a secret organization who followed the goddess Mystra of the Weave, the goddess of magic. Their goal was to undermine and defend the realm from the nefarious machinations of Vecna, the God of Secrets.
On one of the missions disguised as an exploration party, they found something worse than they were expecting. After a battle against a lich and both its living and undead minions, Akuji was killed by a necrotic blast that penetrated through his heart and out the back. Master Jeremiel had no choice but to make a pact with the lich to prolong Akuji’s life. The lich replaced Akuji’s heart with a darker corrupted one, restoring Akuji to a semblance of life.
After the battle Master performed many surgeries replacing nearly all of his original limbs and organs to try and stop the lich’s corruption from spreading throughout and to save Akuji’s life as the lich pact not only gave Akuji another chance to live but also corrupted him with each beat of his heart.
With Akuji’s heart pumping a dark corrupted blood throughout his body, Jerem started to dabble in the dark and forbidden secrets of necromancy to try and restore his apprentice. Through many experiments Jeremiel was able to return Akuji to a semblance of who he used to be.
Over the next few months Akuji slowly reintroduced himself into society by meeting a small circle of friends including the minotaur, Krum. Akuji’s appearance was significantly altered so that some of his closest friends could no longer recognize him with his ashen gray pallor.
While Master Jerem was out on another adventure, Lord Neverwinter sent a messenger out to relay a request of assistance in purging a threat in the underboughs of the city. Unfortunately Jeremiel was unable to head back because of his time sensitive mission. Jerem informed the messenger to tell the Lord of Neverwinter that he has an apprentice artificer who he has placed great trust. Akuji, receiving a magical message from Jerem, joined Lord Neverwinter’s mercenary and adventuring task force to try to eliminate and cleanse the disease of the cultists infecting the grand city of Neverwinter and its occupants. One day, Akuji will get his revenge or fall to the ever growing corruption that pumps throughout his mismatched and stitched together body.
A common rumor about him is that Jeremial actually killed Akuji and reanimated him to be an undead servant, though anyone who actually gets to know Akuji quickly realizes that he's too smart and normal to simply be just a zombie.
My pal is "Dimir_MTG." Our characters and backstories are pretty connected, so it won't really work if just one of us gets in alone.
Oh dear. I will be very salty when I don't get picked.
dont jinx it dont jinx it dont jinx it
DMing:
Dragons of Stormwreck Isle
Playing:
None sadly.
Optimization Guides:
Literally Too Angry to Die - A Guide to Optimizing a Barbarian
Sitting at 26 super high-quality submissions right now (1400 EST) - so I'm closing this recruitment out. Hate that I can't take everyone...and in some cases have to choose between class as much as interesting character =(
I think I'll run two games - which still leaves many of your characters on the cutting room floor - sorry!! Give me some time to get two game threads up - probably ready tomorrow. I'm only going to set up one Campaign page for all twelve players. On it will be character creation / modification notes. That should be up later this evening. Congratulations to you all...best character concepts I've seen in a long time!!
Alfa Team:
- Vesta Trevelyan - Female half-elf Sorcerer
- Zyllyne - Female fairy barbarian
- Mulligan McGuffin - Male lightfoot halfling rogue
- Celeste - Female human druid
- Hollis 'Half-Deck' Darellion - Male half-drow bard
- Dara Yeshes - Male human cleric
Bravo Team:
- Katarina Spring Blossom - Female tabaxi barbarian
- Halyqwyn - Female half-elf cleric
- Alcyone - Female wood elf bard
- Vanizi - Female half-orc warlock
- Davis Emberspirit - Male halfling paladin
- Aranix - Male drow rogue
Love God. Love Others. Any Questions?