Nearly 2 years ago, I made a recruitment thread for my very first homebrew campaign here in DDB forum. In the beginning, we had 5 players with a rather nice storyline tying them together. However, since then we've lost 2 players, one for an unknown reason and another one have to beg off due to an important matter in their life. Recently, we've lost another one when they have to put their health first and foremost (we pray for their continued health and hope they can get well soon). With only 2 players left, and nearing an important quest too, we feel it is time to recruit more players into the campaign.
A Very, Very Brief Recap of the Story So Far
I will not talk about it quite extensively, but I want to give you a briefing on what happened to the characters. The campaign started in the year 511 ABM (After the Battle of Montecarexpat) or the year 511 FA (Fourth Age). From what should have been a simple task of delivering a box to a remote ruin of a fortress, they became embroiled in discoveries of ancient enemies and allies from the First Age. In a bid to save them from certain doom when they were faced with these ancient enemies, a kind gentleman that they met along the way revealed himself to be a demigod of a kind with the power to bend time to his will and cast them back to the past to prepare themselves against the enemies. They arrived in the year 377 ABM and had to survive there with only a few lines of prophecies uttered by the kind gentleman. One of them managed to decipher one line of the prophecy; that the event the prophecy talked about will occur in exactly 2 months from the moment they arrived in the past.
With no one to turn to and without anything to do in the meantime, they allied themselves with the local Ranger's Conclave Branch in investigating a series of kidnappings in the city of Erdelun, the closest city to the location they appeared in the past. Eventually, the investigation led them to uncover the corruption in one of the organizations upholding the city before they had to chase the kidnapped children to another city called Mantagard. From there, they uncovered another conspiracy to assassinate a well-regarded family in Mantagard and were led to a clue that pointed them to the location of where the children would be in the next few days.
Currently, the party is resting in the city of Saikhan, specifically in the Tinkling Thunder Inn. The ship that would take the kidnapped children to an unknown location would be leaving in the morning. They only have a few hours of rest before they have to chase the ship and rescue the children.
LF > Players
We are looking for 3 to 4 players that will be able to post at least once a day. You will be starting at Level 4. As we only have a Sorcerer and a Warlock right now, you will have to understand that we are mostly looking for Healers and Tanks but feel free to choose any class you want. During character creation, you can take the standard starting equipment and also the standard starting money. Also, I will allow you to bring at the most one common magic item. If you want to get an uncommon magic item in addition to the one common magic item, you will have to weave it into your very background and it must not be bought or found, but gifted or inherited.
I would like those who are interested to give a short (or long if you can) basic information concerning what your character's name is, their race, their class, and their backstory. The more detailed, the better, but I don't require you to write a novel on it (although, if you can, do so because it would be interesting to read it). I would also like for the background info to include your character's reason for being in the Tinkling Thunder Inn or the city of Saikhan in general, and your character's personal goal (i.e. what you would like to do, to see, or to experience in the wide, wide world).
I can offer you some character hooks that would tie you directly into the storyline.
Rangers of the Ranger's Conclave of Saikhan. While the rest of the Saikhan's Conclave has been drafted in a military operation north with the Conclave of the city of Cloudhill, somehow you were left behind. (You don't have to be a ranger to join this conclave).
Envoy from the House of Clarent of Mantagard. You have been sent by the Lady of the House to help the party that had saved her and her house from a conspiracy that would ruin the House of Clarent. You can be a retinue who just returned from a long journey and missed the fight. Or, the House of Clarent funded the Scarlet Barony, some kind of rogue's guild that protected the area around the Clarent Manor; you're a member but want to do something more and the Lady of the House sends you to help the party.
A Member of the Archive of Ages. You are investigating the disappearance of some of the Librarians and Seekers of the Archive of Ages, the most recent of which was the one happening in Erdelun. You are on the way there.
However, I won't limit your backstory to these three. Make up something interesting. We'll tie it into the story one way or another. However, remember that there are space-time shenanigans and there is a high chance that you will be taken into the future (the time the party originally came from) with an uncertain prospect of returning to your own time.
General World Information
You can see the general information about the world and the campaign in the first recruitment post here: Vorgeris - Homebrew Campaign. However, I will also put it here as follows:
I live in GMT+07 as a warning. To most, this will mean a very strange or slow posting hour, but I don't require you to post as frequently as a dozen times a day. Two to three times daily is appreciated, but I will encourage you to be able to at least post once a day.
We're using a homebrew rule for monetary value. It will require some getting used to, both on your and my parts, but I want to include the effect of the weight of coins just to soothe my realistic part of the brain even if this is a world filled with magic.
The world is called Sabitah. You will start in the year 377 ABM (After the Battle of Montecarexpat) or the year 377 FA (Fourth Age), specifically on the 10th day of the month of Kapitu. There's a whole thing about dates, months, and their connection to certain schools of magic, but you can learn more about that later if you're in.
I have defined the names of the other continents and general characteristics, but we will be hearing only mentions of them or experiencing a fraction of them in the campaign: the Wilds of Pancarona, home to the Feyfolk and largely unexplored after the Third Age; the Floating Spires of Ananta-Bahtra, a former penal colony that had turned into a massive industrial civilization; the Sink of Montecarexpat, somewhat equivalent to the Underdark; and the Archipelago of Majapasai, a mostly naval civilization with thousands of islands.
I am open to any character race, but I will say that the world of Sabitah does not have a single Genasi on it. The reason will be revealed in the campaign if we reach that point.
I will also say that the world is in a rather strange predicament: magic is flourishing, but travel is still limited to sailing ships, trains, and carriages; Technology is about the same as in the medieval/industrial revolution era, with an element of steampunk still in its infancy; The creation of sky ships is still in its beginning, but floating cities exist as an after effect of the end of the Third Age; and intercontinental travel takes months if not years on sailing ships after the end of the Third Age, causing each continent to be independent from one another, almost a different realm altogether.
Any teleportation magic is banned and cannot be done. There is a whole thing about Gods casting powerful magic to prevent such magic since the end of the Second Age. However, there is a chance you will learn to do it, as one of our players recently did.
Concerning firearms, I will allow it to a certain degree. We can discuss more of this privately.
Additional Information
To those who are interested, here is the overview of Sabitah. You can also read this in the first recruitment campaign, and nothing has changed since then. I've put it in a spoiler just so it wouldn't clutter the post much.
First Age
Light blossomed on a world of dust and rocks, and with it stepped into the light a form, unrefined and untouched by woe. Curiosity was of dust and of rocks. Their skin was wrought ore, limbs were softly hewn diamonds glittering under a red firmament, eyes seemingly unseeing and prismatic as the grandest opaline.
Curiosity looked upon everything the light touched, a red veneer caressing from the blackened sea of twinkling and swimming stars, and saw for the first time the world entrusted to them. They named it Sabitah, an immovable spot amidst the flowing sea of stars and twinkling lights. They dared their gaze up to the red gentle giant above their head and named it Niskala, an untouchable, almost unreal, foundation that had given them purpose.
Second Age
It came from the firmament, parting the sea above the clouds with its blackened hull. Golden filigree and runes of power were etched across the flying behemoth, holding promises of a bountiful future. Beautiful creatures stepped out of the skyship, with their silver tongues and golden hair, offering a hand into the next age and creation most wondrous.
Curiosity greeted the Sons and Daughters of Tuada with the last bountiful harvest before winter and welcomed them to Sabitah. They granted the Children of Tuada a place to lay their weary head, to grow, to restart, to flourish under the light of Niskala. They unmade the sea and the land and the sky and formed from their remnants an island, verdant and lush and pristine and as beautiful as the Children of Tuada. They called it Pancarona, a paradise wrapped in the colours of the Tuada.
Third Age
Behind the beauty and alluring words, the Children of Tuada brought with them a terror and horror never before seen under the light of Niskala. They came with sky ships that blotted the sky black, descending upon the face of Sabitah with their armies of monstrosities and aberrations that turned even the land and the sea and the sky mad.
The Children of Tuada stood victorious on the ashes of the army of Veistonii Hegemon, and only the Ancients wept the fall of Curiosity to the oppression of Magoi and aberrant corruption. The deception and the dark price of Magoi had fouled the trust gifted to the Children of Tuada and the Ancients took the remnants of Curiosity away from the world that had besmirched their kindness and claimed their parent, their teacher, and their family. They took the First Vow with them and stood ablaze amongst the stars, continuing Curiosity's will to defend everything that the light of Niskala touched and vowing never to return to the face of Sabitah until they had fulfilled their vow.
The Heroes of Sabitah rose up and took the reins on the land that had been wrought with war. They called themselves the Heavenly Court, and from their perch atop Mount Celestia, formerly the Cradle of Curiosity, they brought peace to the planet.
Fourth Age (Current Age)
The purpose of Curiosity was to wonder and to seek, continuously, the knowledge to explain the infinite. Yet, without Curiosity, a question remained on whether the pursuit would be worth the result. The question remained unanswered.
Time was fickle and the Heavenly Court learnt about the temperamental force without understanding the consequences they had unleashed upon the face of Sabitah, the twisted horror that would descend and rend the land and the sea and the sky anew. A product of hubris and pride and fear had led the long peace across Sabitah to be broken by their own protector in their attempt to assert their true divinity upon those who dared to step higher than they were supposed to and allowed to. In a fraction of a second, Sabitah both existed and didn't at the same time across dozens of instances and at the centre of it, the Heavenly Court stood responsible. The Heroes of Sabitah, the Defender of the Realm, became the doom that might bring Sabitah to ruin for the final time.
When the Could Have Been King had been slayed, when the Horde of Travesties had been decimated, when the Hellish Chaos had been chained and trapped within the Nine Circles of Perdition, when the Gate of Divinity had been locked behind the Chain of Eternity, when the Eye of Harmony had locked away the Meanwhiles, the Age of Divinity ended and the Age of Enlightenment begun. It was the age of reason and the pursuit of growth and knowledge. It was the age of liberty and the recession of tyranny. It was the age of separation of religions and governments. It was a new dawn to regrow, to relearn, and to restart living.
The Continent of Vorgeris (Current Location)
The continent of Vorgeris consists of two major landmasses: the Root Anvil to the West and the Verdant Trammel to the East. One minor landmass called the Frozen Teardrop stood in the middle of the two major landmasses.
At one point, this continent was one before it was shattered at the end of the Second Age. The Shifting Strait separated the two major landmasses, allowing only the most skilled sailors to traverse the treacherous water and acting as a protective barrier for the Frozen Teardrop that stood in the midst of it.
On the Verdant Trammel, democracy had risen with a peaceful union between the four nations that resided on it. They are united in their goal to protect the entire realm from the remnant of the War of the Best that ended the Third Age.
On the Root Anvil, war erupted between three of the six nations that resided on it. Some would say it was a matter of culture, some a matter of religion, while some other a matter of foreign influence.
On the Frozen Teardrop, where the Archive of Ages resided, an emergence of Graviturgy had brought back the study on the end of the First and Second Age, where tales of massive ships that flew the skies were prominent. There were rumours that one had been recovered and reverse-engineered, paving the path for the people of Sabitah to seek higher things.
Closing Remarks
There are a lot of things to do in this world. I originally planned only to be in one continent, but that can change as your character grows stronger. I await your creation and hope you can join us in exploring and telling this story together.
-K
Addendum
We'll be having our out-of-character chat via Discord. I also put maps there. Some also prefer rolling via Avrae in Discord or through their character sheet, which Avrae usually display in the Discord channel. Just to let you know.
Backstory: Seraphis Dagonet was born into a family of knights sworn to House Clarent. Trained from a young age in the art of combat and chivalry, he quickly rose through the ranks to become one of the house’s most trusted warriors. Recently, he had been sent on a long mission to the borders of Mantagard to quell a bandit uprising, causing him to miss the fight that saved the Clarent family from a deadly conspiracy.
Upon his return, Seraphis was deeply troubled by the threat his house faced in his absence. To make amends and prove his loyalty, he pledged to aid the party that saved Lady Clarent, using his combat skills and strategic mind to ensure their success. Lady Clarent, recognizing his determination and skill, sent him as an envoy to assist the party in their critical mission.
Plot Hook: Seraphis arrives at the Tinkling Thunder Inn just as the party is preparing to rest. He carries a message from Lady Clarent, expressing her gratitude and support, and offers his sword and shield to aid them in rescuing the kidnapped children. His presence brings renewed hope and an additional layer of strategy to the party’s efforts. As a noble envoy and a skilled fighter, Seraphis's mission is to ensure the safety of the innocent and to uphold the honor of House Clarent.
Quin was the product of an encounter between his bar maid mother and a local guard. His mother taught him how to hustle a mark and the importance of information almost as soon as he could walk. His father was ambivalous.
One night Quin overestimated his skills and attempted to repay a drunk soldier who got a little handsey with his mother. A fellow patron bumped the fledgling thief just as Quins hand was about to clear the marks pocket. But the universe often balances itself and in this case it was Quins father who just happened to be on shift that very night. Seeing a way to both help his son and be rid of him as well, the father took custody of Quin only to release him out side the city with instructions to never return.
Even though Quin lived in exhile he was still able to keep in contact with his mother at the Roadhouse. It was through a message from her that he found out about the kidnappings. He has snuck back into Saikhan and is at the Tinkling Thunder. The message inspired the idea that maybe if he was able to assist in the childrens return his transgressions would be overlooked and he could return to Saikhan
During his time away Quin had honed his skills as a thief as a way to survive. He also discovered he had a rare if not unique ability to harness his psychic energy.
Quin gained his articifer feat by hanging around the Roadhouse kitchen where his mother worked. The cook would shoo him away with snaps of an apron string, cleaning cloth or by throwing anything close at hand. In addition to targeting Quin, as you can imagine rats were a problem, but the cook used the same solution. Only this time he would do it in away the rats didn't usually survive. The cook would use his large cooking spoon like a a hand held catapult. He would scoup up and send a large walnut, grape, berry or even small stones hurtling across the room to strike a Furry pest. Quin was amazed at the skill. He watched the cook closely and learned how to snap cordage the same as the cook with his apron strings and rags and to hit targets with small stones. What Quin didn't know was that the cook was an alchemist articifer and by studying the cooks moves so closely and copying them so completely he was essentially taking lessons on how to cast the magic stone and Catapult spells. As he improved, He would snag food from the tavern cook by using his sling, which he had modified. In addition to the typical finger loop, pouch, pinch tab, he had lengthened the retention cord on the loop side and weighted the pitch tab. By twirling the weighted pinch tab in fast tight circles then releasing at a precise moment he could cause the sling to dart out in a long line and wrap itself about an object. A hard tug on the extended trailing finger loop retention cord, which incidentally had been meticulously coiled about his arm in a way to keep it from tangling, would send the captured object flying9 The intricacy of the coiled retention cord takes at least a long rest to reset and is the only way to insure a successful throw. The sling itself can still be used since the extended line is on the side that remains held.
Through his mother's extensive network of gossiping connections he has obtained information that he hopes will convince the party to allow him to join in the rescue attempt.
This character is meant to be the traveling companion, drinking buddy, and sidekick of Denanstus' character, assuming we both make the cut.
Name: Coenen Cole
Race/Subrace: Variant Human (Feat: Tavern Brawler)
Class/Subclass: Barbarian 1/Fighter (Champion) 3
Background: Folk Hero
Physical Appearance:
Cole is of average height with a muscular build. Her short, straight hair is somewhere between light brown and dishwater blonde. Though only twenty, long hours working outdoors have already started to etch laugh-lines around her twinkling blue eyes. Her skin is relatively fair (though not so much as to lend itself to heavy freckling) and her cheeks are rosy from a near perpetual sunburn.
Cole generally wears leather shoes and a thick belt, woolen trousers, and a sleeveless linen tunic.
Personality:
Cole is good-natured and boisterous, loves friendly competition (including the occasional brawl), and tends to get bored and restless when inactive.
Character:
Cole is hard-working, honest, and dependable. She genuinely cares for all living things. Despite losing her family and her home she tends to be optimistic and upbeat, and will always try to cheer up those around her when things seem sad or grim.
Ideals: "No one's ever so bad off that they can't help someone in need."
Backstory:
Cole was the only surviving child of the local blacksmith in a small farming community. Without an apprentice or any sons to help out, Cole went to work at her father's shop at an early age. Working the bellows, splitting wood to feed the forge, and eventually hammer hardening her own creations made Cole hearty and hale, which is probably why she survived the plague when so many others did not...
After losing her family Cole stayed on for a while, running the forge in her father's absence, until a journeyman smith and the local lord made an arrangement. Because the lease specified that use of the forge would be passed on to the eldest son, Cole had no claim to it. And, since she'd never been a formal apprentice, the guild wouldn't recognize her as a smith.
Facing pressure towards a marriage of convenience, Cole opted for a vagabond life on the open road, which led her to learning her trade as a sell sword and, eventually, Saikhan.
Reason for Being in the Tinkling Thunder Inn: Drinking, arm wrestling, and looking for work. Not necessarily in that order.
Personal Goal: To save up enough to buy some land of her own, someplace that belongs to her and can't be taken away by anyone, and set up a smithy of her own.
I told myself that I wasn't going to apply for more campaigns for a while with the exception of Raccoon's Vecna one. However this is too intriguing to pass up, and just like Raccoon, you are another DM that I am enjoying a campaign with so this is now my last application until more fizzles out (technically, another campaign did fizzle out so I will count this as a potential replacement).
Reading the background, I was having thoughts of wizard (either divination of the CR chronurgy one due to the link with time). That being said, I also don't feel like a wizard is needed with a sorc and lock. Instead I present to you, Senni Pathshutter, the SvirfneblinArtificer (Alchemist) (will be providing healing as well as some support).
Full backstory tbc, but will edit this post with more info probably tonight or tomorrow (GMT). As for tying into the storyline, Archive of Ages sounds good for an artificer, so will probably be tying into that plot hook.
Senni Pathshutter, like the rest of his clan, grew up vary wary of outsiders. The clan stuck to their tunnels in the underdark/mountain range (as appropriate for the world) keeping away from any outsiders, after all, outsiders have a history of bringing death and betrayal, a fact well known. The problem with that, is that Senni gets bored easily. And when bored, he tinkers. Sometimes he is making little moving creatures, othertimes he is making enhancements to items (stronger picks for the miners is often enjoyed, when they work), though most often it is alchemy. Brewing all manor of potions, most of which are not toxic luckily, even if their effects are not always what was intended. "But Swift, you said this is a problem?", well.... yes. His workshop has moved 4 times, each time due to a bit of an explosion, or a fire, or too many toxic fumes in an unventilated underground tunnel.... and the one person who died was already told they had no chance of survival so there is no guarantee that they died as a direct result of the potion that had a chance to heal them... Eventually, enough was enough and he was given an ultimatum. Stop with the tinkering, or leave. Obviously, family comes first. So he took his mechanical construct and his mobile lab and left, realising that his creations were his only true family now. On his travels, he was surprised to discover that not all outsiders are evil, and that many people were actually nice. He eventually found his way to the Archive of Ages after his knowledge impressed a travelling Seeker, where his tinkering ability was actually praised, and he was given his own space with proper safety precautions and better, more controlled equipment. After a few years, people stopped left and didn't return, and the Seeker who actually led him here (who I am happy to name unless you have already named them) was one of the ones who went missing. Senni set out to find him, the last known location being Erdelun.
Other than finding that Seeker, the other main goal Senni has, is proving (mostly to himself, but also to a lesser extent, his former clan), that his tinkering is life saving and world improving, and not just a dangerous waste of time and space.
A provisional character sheet (will be updated more, and then finalised once stat generation method confirmed as that will decide what I do with the ASI/feat option at level 4) https://www.dndbeyond.com/characters/125926632/GgtUSy
Krayveneer: Would it be okay (can edit some of the backstory if not) if instead of a magic item, Senni starts with a gem/crystal costing 100gp that has been used to build the homunculus? (and if that was a diamond, would the homunculus be a valid component to cast identify with, if I happen to prepare it?)
Greetings adventures, I am Dover Thumperson a member in good standing with the Ranger's Conclave of Saikhan. While the rest of recon team has been drafted, my commander thought I may be of service to you while on your quest. Here is my letter of referral, I trust you'll find it all in order.
Class: Warlock - Hexblade 1 / Bard - College of Swords 3
Backstory:
Barfly. Scoundrel. Reprobate. Bookworm. The last bit is what brought Seamus McGee to the attention of the Archive of Ages. After performing at a local tavern the young bard had then proceeded directly to the gaming tables and swindled one of the Librarians out of all of their coin and then some. The Librarian was sure, of course, that Seamus had cheated. For the life of him he couldn't say how, however, and his complaints went ignored. What made their eyebrows raise was the calm, comfortable chuckle that Seamus gave in response, and his offer... "I'll take that book you have there instead of your coin, if you like. The Ketch Canons of the Third Age, is it? I've not read that one..." The Librarian was a bit dumbfounded...
One thing led to another, as they say, and soon enough Seamus McGee was working for the Archive. Not everything about the Archive of Ages is about studying and filing books, though Seamus can do so in a pinch - Sometimes new (or very old) books and tomes and other items of historical importance need to be... acquired. The skills for this aren't always the most studious of skills and Seamus' mix of spells and blades and variable ethics proved to be quite an asset to the Archive. When a pair of Gloves of Thievery came into the Archive's collection that were lent out to Seamus to help him in acquiring items of more academic interests... Seamus McGee is quite happy with this life, the mixture of intellectual comfort and the derring-do and freedom that comes from being the one sent out to handle the dirtier aspects. It's a freedom and comfort he had never really expected, and he aims to keep it.
As a Blade of the Archive, Seamus McGee has been tasked with finding not a rare book, this time, but Gavis Runnibonia - the very Librarian who first recruited Seamus to the Archive nearly a decade ago. Seamus has been following clues and they seem to be leading him to Erdelun. First, however, Seamus is taking a short breather in the Tinkling Thunder. A good ale, maybe a song or two... And some carousing to see if the underbelly of Saikhan has any more information...
((Not taking Eldritch Blast from Warlock, the dip is mostly for the Shield spell so he can be a frontline fighter. All in all I see Seamus as a kind of "fixer" for the Archive - Doing whatever dirty work that needs doing. Gloves of Thievery uncommon magic item as I think they fit the theme and help fill that rogue slot if one doesn't join - Can easily change if one does. Card Sharp's Deck would fit thematicallym Serpent Scale Armor would fit with idea of Archive trying to protect their Blade... Or nothing works as well since it's an optional thing. Instrument of Illusions is common magic item, mostly for RP))
It looks as if you may have the tank end of desires fulfilled, perhaps I could withdraw Dover Thumperson's application and submit to you:
Lady bless you adventurers, I am helper Bert a faithful follower of the Lady of Light and Health, I hope you don't find me too forward but I followed you here from Mantagard following the events there. My Goddess has advised that I may be of some service to you on your search for the kidnapped children. I have extensive knowledge of the healing arts, both of the spiritual and physical nature, having served our monasteries infirmary for the last few years. I did spend a few months at the front where I honed my martial skills.
I pray the Lady bless you and that you consider my pledge of assistance.
It looks as if you may have the tank end of desires fulfilled, perhaps I could withdraw Dover Thumperson's application and submit to you:
You never know which character they are going to like best, it's not always first come first served. Best bet is to make what you would enjoy playing best (that fits the theme) and hope it catches their eye...
It looks as if you may have the tank end of desires fulfilled, perhaps I could withdraw Dover Thumperson's application and submit to you:
You never know. Even though I'm the DM, I'm not alone in this. The other 2 players will be monitoring the thread to see who they like to play with. You also technically don't need to have a character profile ready as long as you can describe the things I've asked of you about your characters. We're more interested in how your characters came to be and why they're the way they are instead of having a ready-made character ready to go. High chance that we're still going to have to flesh out the details of your character later on if you are chosen, and that means possibly changing subclass or maybe rearranging your stats.
However, I can offer you guys more information about the state of religion in Sabitah because I honestly forgot that Cleric needs a deity. Certain cities will worship certain deities, but some cities will also have a place or history for all of them. For example, an important location in Mantagard was founded by a worshipper of The Goddess of Magic, Mystery, and Secret, so it has many secret passages and hidden tunnels. Another example is that the worship of the God of Life, Light, and Rebirth in the same city had been abolished after a previous priest committed great atrocities in the city, but it is now gaining traction once again because of the House of Clarent's long-standing good deed to the society. Check the following spoiler:
When the War in Heaven ended with the fall of Curiosity the Lifegiver and the departure of Tuada the Sentry, there was a power vacuum in Sabitah. To get a semblance of normalcy, the Children of Tuada who rose to prominence during the war assembled and tried to return order to the world. They called themselves the Sentinels of the Heavenly Court.
Ten rose to take the mantle of Sentinel, and they ruled for quite some time through the Third Age. Unfortunately, when the War of the Best broke out, three fell to the corruption of the Hellish Chaos.
Since the end of the War of the Best and the beginning of the Fourth Age, the Heavenly Court had remained out of the Material Plane, safe and perhaps trapped behind the Gate of Divinity, interacting only through champions or proxies.
Sentinels of the Heavenly Court
Ausvic the Weary
The God of War, Peace, and Judgement
Nythilene the Clear-Sighted
The Goddess of Knowledge, Wisdom, and Strategy
Ami the Treant Protector
The Deity of Nature, Wildlife, and the Hunt
Auctolis the Innovator
The God of Creation, Forge, and Power
The Mistress of Memories
The Goddess of Magic, Mystery, and Secret
Ysadora the Dusk Weaver
The Goddess of Death, Darkness, and Fate
Ynana the Light Bearer
The God of Life, Light, and Rebirth
More details on the deities can be discussed through PM if you're interested in it. I still don't have a brief about most of the deities except for Ynana the Light Bearer (Patron God of the House of Clarent in case you want to connect to there) and Ysadora the Dusk Weaver (Patron Goddess of one of the leaving players).
The "Demigod"
In the brief, I alluded that there is a "demigod". He's not exactly a demigod in the way that he's half God half mortal. It's the way his power and immortality work that classed him as not exactly a God but close enough, and not exactly a mortal but close enough. Do you get my meaning? If you don't, don't worry about it.
So, this character is called only by his title: The Braveheart. I have a full brief for him if you're interested, but essentially he's the one who ended the War of the Best, trapped the Heavenly Court behind the Gate of Divinity, and imprisoned the enemies. He is the only one who has the power to manipulate time and space, and he has an organization founded by a friend of his after the War of the Best called the Time Agency. It resides in the southern region of the continent of Vorgeris.
I don't really limit classes, except maybe chronurgy and graviturgy wizard because they don't exist except for the "demigod" I mentioned in the briefing. So, if you can build a backstory on how your blood hunter order came to be, you are free to do so. I will try to incorporate it into the world as best as I can if you're chosen.
Before you go ahead with the Lycan theme, there is a faction in Sabitah called the Plainsrider Clan. They are a clan of beastfolk (which includes leonin, tabaxi, tortle, all animal-themed race). One of our leaving players is actually a Leonin of this clan -- or at least descended from a member of the clan who then left to pursue other things. They have their own deity, a sort of ancestral spirit to which they can trace their ancestry. We haven't reached the point where I introduced them yet, but two of the ancestral spirits are twin wolves. One became the ancestor of a wolf-like beastfolk (a homebrew race that I've yet to get around to making) while the other was corrupted and became the ancestor of gnolls. You can draw inspiration from there if you like. Who knows? It may be interesting enough to put into the world and explore further if you're accepted.
Backstory: Kesed was born and raised in an Elf community to an Elvan Father and a Human Mother. He was raised deeply religious as a follower of The Way and brought up with a tremendous amount of morals and integrity by his family and the elders in his community. But the other Elvan children did not accept Kesed and he dealt with a tremendous amount of persecution growing up. He enlisted in his nations Army to serve the Most High Elf and after the first two years, Kesed was recruited to the special Rangers division - the Elite of their Army. In the Rangers division, Kesed received advanced weapons training to become proficient in all martial weapons, both ranged and hand to hand combat. He also developed expertise in two weapon fighting, as a result, you will frequently find him brandishing two short swords and gracefully fighting with such finesse it almost looks like a dance. Then during the great battle with the Orcs, something terrible happened, and many of Kesed's comrades perished in the fighting. Kesed felt such shame and guilt for surviving the onslaught that he deserted and is now rather poor and basically owns the armor and weapons that he deserted with.
Plot Hook: Kesed arrived at the Tinkling Thunder Inn a week before your party arrived. He had been sleeping out doors but coming to the Inn for one meal a day. One day while eating his meager meal and observing people, he overheard your party talking about the kidnapped children. Kesed's deep faith and sense of righteousness drives him to offer his swords to aid your party in rescuing the kidnapped children.
Will Kesed's presence be accepted? Will he join your party? That will be revealed in due time. His passion is for goodness and righteousness to thrive, and to thwart evil at every turn.
That actually might work really well. The PC I was planning to play is a black sheep of a Genasi family that runs a temple for a deity of the elements/storms. Unlike other members of his family, he is unable to call on the magic of the god, so he works as sort of the handyman/errand boy of the temple. Eventually, while returning from one of his errand runs in a town about a half day of travel away, he returns to find those of the temple massacred, with no signs showing his family either were among those killed or escaped. This brings him into almost a broken/crazed state for a short time, in which some deity drove him to a ritual site in which he became a blood hunter. Afterwards, he wandered through the woods until finding an old hermit that was a former military man. This man would go on to train the PC, teaching them more about warfare and fighting against different monsters. Eventually, the hermit passes away, leading to the PC going out to try and solve what happened to his own family.
i’ve also talked with groverbloom & we’ve worked to have a bit of a background connection, if we both are accepted.
Tracing his family’s ancestry to the Wilds of Pancarona, or so his grandmother used to say. This is how she explained the gift of his beastial Shifter inheritance. She used to say her mother had the same gifts.
Being different from most with his abilities he spent most of his time growing up out in the wilds and nature. Here he deepened his connection and honed new gifts. He began to pay visits to the Plainstrider clan to learn more about his heritage and ancestors. Here he deepened his connection and honed new gifts, finding a deity to connect to that ‘felt’ natural to him.
As his Druidic powers began to manifest his desire to do right by people began to grow. He started to make correlations between the balance of nature and the balance of justice…in that justice should be natural and unbiased, not dictated by those in power. He signed onto the Rangers to find a place to exercise these beliefs in practice. He often got pulled into interrogations to play ‘bad cop’ by using his shifted visage to strike fear into the criminals detained.
The enlistment into the military of the Rangers felt like more of those in power using people as pawns and not justice so he refused to go to the front lines. Somewhat disillusioned with the way the rangers were called up so easily he has taken to more charitable uses helping folks in need and looking for more purpose…this search has been in the bottom of a bottle more often than not. And that bottle is usually at the Tinkling Thunder Inn…
Looking forward to joining the Campaign!
Edit: Just saw the beast folk lore. Will works some of that into my back story.
I’m in the same boat as Swiftgale as I didn’t want to permit myself to join another game. But since I know you as DM and know that you deliver a deep and fun world, it’s too good an opportunity to miss.
character's name: Kesili race: Dhampir class: Monk backstory: (I need a few pointers about vampirism in your world, like if vampires exist, if vampirism is common, where it could have happened, if the public loathes/fears/hunts them.) character's reason for being in the Tinkling Thunder Inn or the city of Saikhan in general: Member of Scarlet Barony. Hired by the Lady of House Clarent to help investigations. character's personal goal: Finding the vampire that killed his family and exact revenge. Find perfect balance between body and mind (which could include a pilgrimage to one or several gurus of sorts.)
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
That actually might work really well. The PC I was planning to play is a black sheep of a Genasi family that runs a temple for a deity of the elements/storms. Unlike other members of his family, he is unable to call on the magic of the god, so he works as sort of the handyman/errand boy of the temple.
From original post…
I am open to any character race, but I will say that the world of Sabitah does not have a single Genasi on it. The reason will be revealed in the campaign if we reach that point.
Greetings and Salutations!
Nearly 2 years ago, I made a recruitment thread for my very first homebrew campaign here in DDB forum. In the beginning, we had 5 players with a rather nice storyline tying them together. However, since then we've lost 2 players, one for an unknown reason and another one have to beg off due to an important matter in their life. Recently, we've lost another one when they have to put their health first and foremost (we pray for their continued health and hope they can get well soon). With only 2 players left, and nearing an important quest too, we feel it is time to recruit more players into the campaign.
A Very, Very Brief Recap of the Story So Far
I will not talk about it quite extensively, but I want to give you a briefing on what happened to the characters. The campaign started in the year 511 ABM (After the Battle of Montecarexpat) or the year 511 FA (Fourth Age). From what should have been a simple task of delivering a box to a remote ruin of a fortress, they became embroiled in discoveries of ancient enemies and allies from the First Age. In a bid to save them from certain doom when they were faced with these ancient enemies, a kind gentleman that they met along the way revealed himself to be a demigod of a kind with the power to bend time to his will and cast them back to the past to prepare themselves against the enemies. They arrived in the year 377 ABM and had to survive there with only a few lines of prophecies uttered by the kind gentleman. One of them managed to decipher one line of the prophecy; that the event the prophecy talked about will occur in exactly 2 months from the moment they arrived in the past.
With no one to turn to and without anything to do in the meantime, they allied themselves with the local Ranger's Conclave Branch in investigating a series of kidnappings in the city of Erdelun, the closest city to the location they appeared in the past. Eventually, the investigation led them to uncover the corruption in one of the organizations upholding the city before they had to chase the kidnapped children to another city called Mantagard. From there, they uncovered another conspiracy to assassinate a well-regarded family in Mantagard and were led to a clue that pointed them to the location of where the children would be in the next few days.
Currently, the party is resting in the city of Saikhan, specifically in the Tinkling Thunder Inn. The ship that would take the kidnapped children to an unknown location would be leaving in the morning. They only have a few hours of rest before they have to chase the ship and rescue the children.
LF > Players
We are looking for 3 to 4 players that will be able to post at least once a day. You will be starting at Level 4. As we only have a Sorcerer and a Warlock right now, you will have to understand that we are mostly looking for Healers and Tanks but feel free to choose any class you want. During character creation, you can take the standard starting equipment and also the standard starting money. Also, I will allow you to bring at the most one common magic item. If you want to get an uncommon magic item in addition to the one common magic item, you will have to weave it into your very background and it must not be bought or found, but gifted or inherited.
I would like those who are interested to give a short (or long if you can) basic information concerning what your character's name is, their race, their class, and their backstory. The more detailed, the better, but I don't require you to write a novel on it (although, if you can, do so because it would be interesting to read it). I would also like for the background info to include your character's reason for being in the Tinkling Thunder Inn or the city of Saikhan in general, and your character's personal goal (i.e. what you would like to do, to see, or to experience in the wide, wide world).
I can offer you some character hooks that would tie you directly into the storyline.
However, I won't limit your backstory to these three. Make up something interesting. We'll tie it into the story one way or another. However, remember that there are space-time shenanigans and there is a high chance that you will be taken into the future (the time the party originally came from) with an uncertain prospect of returning to your own time.
General World Information
You can see the general information about the world and the campaign in the first recruitment post here: Vorgeris - Homebrew Campaign. However, I will also put it here as follows:
Additional Information
To those who are interested, here is the overview of Sabitah. You can also read this in the first recruitment campaign, and nothing has changed since then. I've put it in a spoiler just so it wouldn't clutter the post much.
First Age
Light blossomed on a world of dust and rocks, and with it stepped into the light a form, unrefined and untouched by woe. Curiosity was of dust and of rocks. Their skin was wrought ore, limbs were softly hewn diamonds glittering under a red firmament, eyes seemingly unseeing and prismatic as the grandest opaline.
Curiosity looked upon everything the light touched, a red veneer caressing from the blackened sea of twinkling and swimming stars, and saw for the first time the world entrusted to them. They named it Sabitah, an immovable spot amidst the flowing sea of stars and twinkling lights. They dared their gaze up to the red gentle giant above their head and named it Niskala, an untouchable, almost unreal, foundation that had given them purpose.
Second Age
It came from the firmament, parting the sea above the clouds with its blackened hull. Golden filigree and runes of power were etched across the flying behemoth, holding promises of a bountiful future. Beautiful creatures stepped out of the skyship, with their silver tongues and golden hair, offering a hand into the next age and creation most wondrous.
Curiosity greeted the Sons and Daughters of Tuada with the last bountiful harvest before winter and welcomed them to Sabitah. They granted the Children of Tuada a place to lay their weary head, to grow, to restart, to flourish under the light of Niskala. They unmade the sea and the land and the sky and formed from their remnants an island, verdant and lush and pristine and as beautiful as the Children of Tuada. They called it Pancarona, a paradise wrapped in the colours of the Tuada.
Third Age
Behind the beauty and alluring words, the Children of Tuada brought with them a terror and horror never before seen under the light of Niskala. They came with sky ships that blotted the sky black, descending upon the face of Sabitah with their armies of monstrosities and aberrations that turned even the land and the sea and the sky mad.
The Children of Tuada stood victorious on the ashes of the army of Veistonii Hegemon, and only the Ancients wept the fall of Curiosity to the oppression of Magoi and aberrant corruption. The deception and the dark price of Magoi had fouled the trust gifted to the Children of Tuada and the Ancients took the remnants of Curiosity away from the world that had besmirched their kindness and claimed their parent, their teacher, and their family. They took the First Vow with them and stood ablaze amongst the stars, continuing Curiosity's will to defend everything that the light of Niskala touched and vowing never to return to the face of Sabitah until they had fulfilled their vow.
The Heroes of Sabitah rose up and took the reins on the land that had been wrought with war. They called themselves the Heavenly Court, and from their perch atop Mount Celestia, formerly the Cradle of Curiosity, they brought peace to the planet.
Fourth Age (Current Age)
The purpose of Curiosity was to wonder and to seek, continuously, the knowledge to explain the infinite. Yet, without Curiosity, a question remained on whether the pursuit would be worth the result. The question remained unanswered.
Time was fickle and the Heavenly Court learnt about the temperamental force without understanding the consequences they had unleashed upon the face of Sabitah, the twisted horror that would descend and rend the land and the sea and the sky anew. A product of hubris and pride and fear had led the long peace across Sabitah to be broken by their own protector in their attempt to assert their true divinity upon those who dared to step higher than they were supposed to and allowed to. In a fraction of a second, Sabitah both existed and didn't at the same time across dozens of instances and at the centre of it, the Heavenly Court stood responsible. The Heroes of Sabitah, the Defender of the Realm, became the doom that might bring Sabitah to ruin for the final time.
When the Could Have Been King had been slayed, when the Horde of Travesties had been decimated, when the Hellish Chaos had been chained and trapped within the Nine Circles of Perdition, when the Gate of Divinity had been locked behind the Chain of Eternity, when the Eye of Harmony had locked away the Meanwhiles, the Age of Divinity ended and the Age of Enlightenment begun. It was the age of reason and the pursuit of growth and knowledge. It was the age of liberty and the recession of tyranny. It was the age of separation of religions and governments. It was a new dawn to regrow, to relearn, and to restart living.
The Continent of Vorgeris (Current Location)
The continent of Vorgeris consists of two major landmasses: the Root Anvil to the West and the Verdant Trammel to the East. One minor landmass called the Frozen Teardrop stood in the middle of the two major landmasses.
At one point, this continent was one before it was shattered at the end of the Second Age. The Shifting Strait separated the two major landmasses, allowing only the most skilled sailors to traverse the treacherous water and acting as a protective barrier for the Frozen Teardrop that stood in the midst of it.
On the Verdant Trammel, democracy had risen with a peaceful union between the four nations that resided on it. They are united in their goal to protect the entire realm from the remnant of the War of the Best that ended the Third Age.
On the Root Anvil, war erupted between three of the six nations that resided on it. Some would say it was a matter of culture, some a matter of religion, while some other a matter of foreign influence.
On the Frozen Teardrop, where the Archive of Ages resided, an emergence of Graviturgy had brought back the study on the end of the First and Second Age, where tales of massive ships that flew the skies were prominent. There were rumours that one had been recovered and reverse-engineered, paving the path for the people of Sabitah to seek higher things.
Closing Remarks
There are a lot of things to do in this world. I originally planned only to be in one continent, but that can change as your character grows stronger. I await your creation and hope you can join us in exploring and telling this story together.
-K
Addendum
We'll be having our out-of-character chat via Discord. I also put maps there. Some also prefer rolling via Avrae in Discord or through their character sheet, which Avrae usually display in the Discord channel. Just to let you know.
Character Name: Seraphis Dagonet
Race: Human
Ability scores: 15 16 15 9 12 15
Class: Fighter (Champion)
Background: Noble (Retainer of House Clarent)
Alignment: Lawful Neutral
Backstory: Seraphis Dagonet was born into a family of knights sworn to House Clarent. Trained from a young age in the art of combat and chivalry, he quickly rose through the ranks to become one of the house’s most trusted warriors. Recently, he had been sent on a long mission to the borders of Mantagard to quell a bandit uprising, causing him to miss the fight that saved the Clarent family from a deadly conspiracy.
Upon his return, Seraphis was deeply troubled by the threat his house faced in his absence. To make amends and prove his loyalty, he pledged to aid the party that saved Lady Clarent, using his combat skills and strategic mind to ensure their success. Lady Clarent, recognizing his determination and skill, sent him as an envoy to assist the party in their critical mission.
Plot Hook: Seraphis arrives at the Tinkling Thunder Inn just as the party is preparing to rest. He carries a message from Lady Clarent, expressing her gratitude and support, and offers his sword and shield to aid them in rescuing the kidnapped children. His presence brings renewed hope and an additional layer of strategy to the party’s efforts. As a noble envoy and a skilled fighter, Seraphis's mission is to ensure the safety of the innocent and to uphold the honor of House Clarent.
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
Quin Oberon
Variant human soul blade
https://www.dndbeyond.com/characters/105748336/wKKMdA
Quin was the product of an encounter between his bar maid mother and a local guard. His mother taught him how to hustle a mark and the importance of information almost as soon as he could walk. His father was ambivalous.
One night Quin overestimated his skills and attempted to repay a drunk soldier who got a little handsey with his mother. A fellow patron bumped the fledgling thief just as Quins hand was about to clear the marks pocket. But the universe often balances itself and in this case it was Quins father who just happened to be on shift that very night. Seeing a way to both help his son and be rid of him as well, the father took custody of Quin only to release him out side the city with instructions to never return.
Even though Quin lived in exhile he was still able to keep in contact with his mother at the Roadhouse. It was through a message from her that he found out about the kidnappings. He has snuck back into Saikhan and is at the Tinkling Thunder. The message inspired the idea that maybe if he was able to assist in the childrens return his transgressions would be overlooked and he could return to Saikhan
During his time away Quin had honed his skills as a thief as a way to survive. He also discovered he had a rare if not unique ability to harness his psychic energy.
Quin gained his articifer feat by hanging around the Roadhouse kitchen where his mother worked. The cook would shoo him away with snaps of an apron string, cleaning cloth or by throwing anything close at hand. In addition to targeting Quin, as you can imagine rats were a problem, but the cook used the same solution. Only this time he would do it in away the rats didn't usually survive. The cook would use his large cooking spoon like a a hand held catapult. He would scoup up and send a large walnut, grape, berry or even small stones hurtling across the room to strike a Furry pest. Quin was amazed at the skill. He watched the cook closely and learned how to snap cordage the same as the cook with his apron strings and rags and to hit targets with small stones. What Quin didn't know was that the cook was an alchemist articifer and by studying the cooks moves so closely and copying them so completely he was essentially taking lessons on how to cast the magic stone and Catapult spells. As he improved, He would snag food from the tavern cook by using his sling, which he had modified. In addition to the typical finger loop, pouch, pinch tab, he had lengthened the retention cord on the loop side and weighted the pitch tab. By twirling the weighted pinch tab in fast tight circles then releasing at a precise moment he could cause the sling to dart out in a long line and wrap itself about an object. A hard tug on the extended trailing finger loop retention cord, which incidentally had been meticulously coiled about his arm in a way to keep it from tangling, would send the captured object flying9 The intricacy of the coiled retention cord takes at least a long rest to reset and is the only way to insure a successful throw. The sling itself can still be used since the extended line is on the side that remains held.
Through his mother's extensive network of gossiping connections he has obtained information that he hopes will convince the party to allow him to join in the rescue attempt.
**This Space for Rent**
This character is meant to be the traveling companion, drinking buddy, and sidekick of Denanstus' character, assuming we both make the cut.
Name: Coenen Cole
Race/Subrace: Variant Human (Feat: Tavern Brawler)
Class/Subclass: Barbarian 1/Fighter (Champion) 3
Background: Folk Hero
Physical Appearance:
Cole is of average height with a muscular build. Her short, straight hair is somewhere between light brown and dishwater blonde. Though only twenty, long hours working outdoors have already started to etch laugh-lines around her twinkling blue eyes. Her skin is relatively fair (though not so much as to lend itself to heavy freckling) and her cheeks are rosy from a near perpetual sunburn.
Cole generally wears leather shoes and a thick belt, woolen trousers, and a sleeveless linen tunic.
Personality:
Cole is good-natured and boisterous, loves friendly competition (including the occasional brawl), and tends to get bored and restless when inactive.
Character:
Cole is hard-working, honest, and dependable. She genuinely cares for all living things. Despite losing her family and her home she tends to be optimistic and upbeat, and will always try to cheer up those around her when things seem sad or grim.
Ideals: "No one's ever so bad off that they can't help someone in need."
Backstory:
Cole was the only surviving child of the local blacksmith in a small farming community. Without an apprentice or any sons to help out, Cole went to work at her father's shop at an early age. Working the bellows, splitting wood to feed the forge, and eventually hammer hardening her own creations made Cole hearty and hale, which is probably why she survived the plague when so many others did not...
After losing her family Cole stayed on for a while, running the forge in her father's absence, until a journeyman smith and the local lord made an arrangement. Because the lease specified that use of the forge would be passed on to the eldest son, Cole had no claim to it. And, since she'd never been a formal apprentice, the guild wouldn't recognize her as a smith.
Facing pressure towards a marriage of convenience, Cole opted for a vagabond life on the open road, which led her to learning her trade as a sell sword and, eventually, Saikhan.
Reason for Being in the Tinkling Thunder Inn: Drinking, arm wrestling, and looking for work. Not necessarily in that order.
Personal Goal: To save up enough to buy some land of her own, someplace that belongs to her and can't be taken away by anyone, and set up a smithy of her own.
I told myself that I wasn't going to apply for more campaigns for a while with the exception of Raccoon's Vecna one. However this is too intriguing to pass up, and just like Raccoon, you are another DM that I am enjoying a campaign with so this is now my last application until more fizzles out (technically, another campaign did fizzle out so I will count this as a potential replacement).
Reading the background, I was having thoughts of wizard (either divination of the CR chronurgy one due to the link with time). That being said, I also don't feel like a wizard is needed with a sorc and lock. Instead I present to you, Senni Pathshutter, the Svirfneblin Artificer (Alchemist) (will be providing healing as well as some support).
Full backstory tbc, but will edit this post with more info probably tonight or tomorrow (GMT). As for tying into the storyline, Archive of Ages sounds good for an artificer, so will probably be tying into that plot hook.Senni Pathshutter, like the rest of his clan, grew up vary wary of outsiders. The clan stuck to their tunnels in the underdark/mountain range (as appropriate for the world) keeping away from any outsiders, after all, outsiders have a history of bringing death and betrayal, a fact well known. The problem with that, is that Senni gets bored easily. And when bored, he tinkers. Sometimes he is making little moving creatures, othertimes he is making enhancements to items (stronger picks for the miners is often enjoyed, when they work), though most often it is alchemy. Brewing all manor of potions, most of which are not toxic luckily, even if their effects are not always what was intended. "But Swift, you said this is a problem?", well.... yes. His workshop has moved 4 times, each time due to a bit of an explosion, or a fire, or too many toxic fumes in an unventilated underground tunnel.... and the one person who died was already told they had no chance of survival so there is no guarantee that they died as a direct result of the potion that had a chance to heal them... Eventually, enough was enough and he was given an ultimatum. Stop with the tinkering, or leave. Obviously, family comes first. So he took his mechanical construct and his mobile lab and left, realising that his creations were his only true family now. On his travels, he was surprised to discover that not all outsiders are evil, and that many people were actually nice. He eventually found his way to the Archive of Ages after his knowledge impressed a travelling Seeker, where his tinkering ability was actually praised, and he was given his own space with proper safety precautions and better, more controlled equipment. After a few years, people stopped left and didn't return, and the Seeker who actually led him here (who I am happy to name unless you have already named them) was one of the ones who went missing. Senni set out to find him, the last known location being Erdelun.
Other than finding that Seeker, the other main goal Senni has, is proving (mostly to himself, but also to a lesser extent, his former clan), that his tinkering is life saving and world improving, and not just a dangerous waste of time and space.
A provisional character sheet (will be updated more, and then finalised once stat generation method confirmed as that will decide what I do with the ASI/feat option at level 4) https://www.dndbeyond.com/characters/125926632/GgtUSy
Krayveneer: Would it be okay (can edit some of the backstory if not) if instead of a magic item, Senni starts with a gem/crystal costing 100gp that has been used to build the homunculus? (and if that was a diamond, would the homunculus be a valid component to cast identify with, if I happen to prepare it?)
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Would Blood Hunter characters be allowed?
Intriguing, I'd like to submit a character. Thanks
Greetings adventures, I am Dover Thumperson a member in good standing with the Ranger's Conclave of Saikhan. While the rest of recon team has been drafted, my commander thought I may be of service to you while on your quest. Here is my letter of referral, I trust you'll find it all in order.
https://www.dndbeyond.com/characters/89730835/y2BnoG
I've a room here at the Tinkling Thunder and look forward to serving with you if you'll have me.
Name: Seamus McGee
Race: Variant Human
Class: Warlock - Hexblade 1 / Bard - College of Swords 3
Backstory:
Barfly. Scoundrel. Reprobate. Bookworm. The last bit is what brought Seamus McGee to the attention of the Archive of Ages. After performing at a local tavern the young bard had then proceeded directly to the gaming tables and swindled one of the Librarians out of all of their coin and then some. The Librarian was sure, of course, that Seamus had cheated. For the life of him he couldn't say how, however, and his complaints went ignored. What made their eyebrows raise was the calm, comfortable chuckle that Seamus gave in response, and his offer... "I'll take that book you have there instead of your coin, if you like. The Ketch Canons of the Third Age, is it? I've not read that one..." The Librarian was a bit dumbfounded...
One thing led to another, as they say, and soon enough Seamus McGee was working for the Archive. Not everything about the Archive of Ages is about studying and filing books, though Seamus can do so in a pinch - Sometimes new (or very old) books and tomes and other items of historical importance need to be... acquired. The skills for this aren't always the most studious of skills and Seamus' mix of spells and blades and variable ethics proved to be quite an asset to the Archive. When a pair of Gloves of Thievery came into the Archive's collection that were lent out to Seamus to help him in acquiring items of more academic interests... Seamus McGee is quite happy with this life, the mixture of intellectual comfort and the derring-do and freedom that comes from being the one sent out to handle the dirtier aspects. It's a freedom and comfort he had never really expected, and he aims to keep it.
As a Blade of the Archive, Seamus McGee has been tasked with finding not a rare book, this time, but Gavis Runnibonia - the very Librarian who first recruited Seamus to the Archive nearly a decade ago. Seamus has been following clues and they seem to be leading him to Erdelun. First, however, Seamus is taking a short breather in the Tinkling Thunder. A good ale, maybe a song or two... And some carousing to see if the underbelly of Saikhan has any more information...
((Not taking Eldritch Blast from Warlock, the dip is mostly for the Shield spell so he can be a frontline fighter. All in all I see Seamus as a kind of "fixer" for the Archive - Doing whatever dirty work that needs doing. Gloves of Thievery uncommon magic item as I think they fit the theme and help fill that rogue slot if one doesn't join - Can easily change if one does. Card Sharp's Deck would fit thematicallym Serpent Scale Armor would fit with idea of Archive trying to protect their Blade... Or nothing works as well since it's an optional thing. Instrument of Illusions is common magic item, mostly for RP))
It looks as if you may have the tank end of desires fulfilled, perhaps I could withdraw Dover Thumperson's application and submit to you:
Lady bless you adventurers, I am helper Bert a faithful follower of the Lady of Light and Health, I hope you don't find me too forward but I followed you here from Mantagard following the events there. My Goddess has advised that I may be of some service to you on your search for the kidnapped children. I have extensive knowledge of the healing arts, both of the spiritual and physical nature, having served our monasteries infirmary for the last few years. I did spend a few months at the front where I honed my martial skills.
I pray the Lady bless you and that you consider my pledge of assistance.
www.dndbeyond.com/characters/125929879/QiKffw
You never know which character they are going to like best, it's not always first come first served. Best bet is to make what you would enjoy playing best (that fits the theme) and hope it catches their eye...
You never know. Even though I'm the DM, I'm not alone in this. The other 2 players will be monitoring the thread to see who they like to play with. You also technically don't need to have a character profile ready as long as you can describe the things I've asked of you about your characters. We're more interested in how your characters came to be and why they're the way they are instead of having a ready-made character ready to go. High chance that we're still going to have to flesh out the details of your character later on if you are chosen, and that means possibly changing subclass or maybe rearranging your stats.
However, I can offer you guys more information about the state of religion in Sabitah because I honestly forgot that Cleric needs a deity. Certain cities will worship certain deities, but some cities will also have a place or history for all of them. For example, an important location in Mantagard was founded by a worshipper of The Goddess of Magic, Mystery, and Secret, so it has many secret passages and hidden tunnels. Another example is that the worship of the God of Life, Light, and Rebirth in the same city had been abolished after a previous priest committed great atrocities in the city, but it is now gaining traction once again because of the House of Clarent's long-standing good deed to the society. Check the following spoiler:
When the War in Heaven ended with the fall of Curiosity the Lifegiver and the departure of Tuada the Sentry, there was a power vacuum in Sabitah. To get a semblance of normalcy, the Children of Tuada who rose to prominence during the war assembled and tried to return order to the world. They called themselves the Sentinels of the Heavenly Court.
Ten rose to take the mantle of Sentinel, and they ruled for quite some time through the Third Age. Unfortunately, when the War of the Best broke out, three fell to the corruption of the Hellish Chaos.
Since the end of the War of the Best and the beginning of the Fourth Age, the Heavenly Court had remained out of the Material Plane, safe and perhaps trapped behind the Gate of Divinity, interacting only through champions or proxies.
Sentinels of the Heavenly Court
More details on the deities can be discussed through PM if you're interested in it. I still don't have a brief about most of the deities except for Ynana the Light Bearer (Patron God of the House of Clarent in case you want to connect to there) and Ysadora the Dusk Weaver (Patron Goddess of one of the leaving players).
The "Demigod"
In the brief, I alluded that there is a "demigod". He's not exactly a demigod in the way that he's half God half mortal. It's the way his power and immortality work that classed him as not exactly a God but close enough, and not exactly a mortal but close enough. Do you get my meaning? If you don't, don't worry about it.
So, this character is called only by his title: The Braveheart. I have a full brief for him if you're interested, but essentially he's the one who ended the War of the Best, trapped the Heavenly Court behind the Gate of Divinity, and imprisoned the enemies. He is the only one who has the power to manipulate time and space, and he has an organization founded by a friend of his after the War of the Best called the Time Agency. It resides in the southern region of the continent of Vorgeris.
I don't really limit classes, except maybe chronurgy and graviturgy wizard because they don't exist except for the "demigod" I mentioned in the briefing. So, if you can build a backstory on how your blood hunter order came to be, you are free to do so. I will try to incorporate it into the world as best as I can if you're chosen.
The plan for the Blood Hunter to get their powers in a similar way to a Warlock, but instead be built around a Lycan theme.
Before you go ahead with the Lycan theme, there is a faction in Sabitah called the Plainsrider Clan. They are a clan of beastfolk (which includes leonin, tabaxi, tortle, all animal-themed race). One of our leaving players is actually a Leonin of this clan -- or at least descended from a member of the clan who then left to pursue other things. They have their own deity, a sort of ancestral spirit to which they can trace their ancestry. We haven't reached the point where I introduced them yet, but two of the ancestral spirits are twin wolves. One became the ancestor of a wolf-like beastfolk (a homebrew race that I've yet to get around to making) while the other was corrupted and became the ancestor of gnolls. You can draw inspiration from there if you like. Who knows? It may be interesting enough to put into the world and explore further if you're accepted.
Character Name: Kesed
Race: Half-Elf
Ability scores: 17 15 16 13 12 18
Class: Paladin
Background: Soldier
Alignment: Lawful Good
Backstory: Kesed was born and raised in an Elf community to an Elvan Father and a Human Mother. He was raised deeply religious as a follower of The Way and brought up with a tremendous amount of morals and integrity by his family and the elders in his community. But the other Elvan children did not accept Kesed and he dealt with a tremendous amount of persecution growing up. He enlisted in his nations Army to serve the Most High Elf and after the first two years, Kesed was recruited to the special Rangers division - the Elite of their Army. In the Rangers division, Kesed received advanced weapons training to become proficient in all martial weapons, both ranged and hand to hand combat. He also developed expertise in two weapon fighting, as a result, you will frequently find him brandishing two short swords and gracefully fighting with such finesse it almost looks like a dance. Then during the great battle with the Orcs, something terrible happened, and many of Kesed's comrades perished in the fighting. Kesed felt such shame and guilt for surviving the onslaught that he deserted and is now rather poor and basically owns the armor and weapons that he deserted with.
Plot Hook: Kesed arrived at the Tinkling Thunder Inn a week before your party arrived. He had been sleeping out doors but coming to the Inn for one meal a day. One day while eating his meager meal and observing people, he overheard your party talking about the kidnapped children. Kesed's deep faith and sense of righteousness drives him to offer his swords to aid your party in rescuing the kidnapped children.
Will Kesed's presence be accepted? Will he join your party? That will be revealed in due time. His passion is for goodness and righteousness to thrive, and to thwart evil at every turn.
Please consider my application.
That actually might work really well. The PC I was planning to play is a black sheep of a Genasi family that runs a temple for a deity of the elements/storms. Unlike other members of his family, he is unable to call on the magic of the god, so he works as sort of the handyman/errand boy of the temple. Eventually, while returning from one of his errand runs in a town about a half day of travel away, he returns to find those of the temple massacred, with no signs showing his family either were among those killed or escaped. This brings him into almost a broken/crazed state for a short time, in which some deity drove him to a ritual site in which he became a blood hunter. Afterwards, he wandered through the woods until finding an old hermit that was a former military man. This man would go on to train the PC, teaching them more about warfare and fighting against different monsters. Eventually, the hermit passes away, leading to the PC going out to try and solve what happened to his own family.
i’ve also talked with groverbloom & we’ve worked to have a bit of a background connection, if we both are accepted.
Name: Mistnas
Race: Shifter(wildhunt)
Ability Scores: 8 14 14 12 18 10
Class: Druid - Circle of Dreams
Background: Town Guard/Investigator
Alignment: Chaotic Good
Link: https://www.dndbeyond.com/characters/125960228/JPutwd
Backstory:
Tracing his family’s ancestry to the Wilds of Pancarona, or so his grandmother used to say. This is how she explained the gift of his beastial Shifter inheritance. She used to say her mother had the same gifts.
Being different from most with his abilities he spent most of his time growing up out in the wilds and nature. Here he deepened his connection and honed new gifts.
He began to pay visits to the Plainstrider clan to learn more about his heritage and ancestors. Here he deepened his connection and honed new gifts, finding a deity to connect to that ‘felt’ natural to him.
As his Druidic powers began to manifest his desire to do right by people began to grow. He started to make correlations between the balance of nature and the balance of justice…in that justice should be natural and unbiased, not dictated by those in power. He signed onto the Rangers to find a place to exercise these beliefs in practice. He often got pulled into interrogations to play ‘bad cop’ by using his shifted visage to strike fear into the criminals detained.
The enlistment into the military of the Rangers felt like more of those in power using people as pawns and not justice so he refused to go to the front lines. Somewhat disillusioned with the way the rangers were called up so easily he has taken to more charitable uses helping folks in need and looking for more purpose…this search has been in the bottom of a bottle more often than not. And that bottle is usually at the Tinkling Thunder Inn…
Looking forward to joining the Campaign!
Edit: Just saw the beast folk lore. Will works some of that into my back story.
I’m in the same boat as Swiftgale as I didn’t want to permit myself to join another game. But since I know you as DM and know that you deliver a deep and fun world, it’s too good an opportunity to miss.
character's name: Kesili
race: Dhampir
class: Monk
backstory: (I need a few pointers about vampirism in your world, like if vampires exist, if vampirism is common, where it could have happened, if the public loathes/fears/hunts them.)
character's reason for being in the Tinkling Thunder Inn or the city of Saikhan in general: Member of Scarlet Barony. Hired by the Lady of House Clarent to help investigations.
character's personal goal: Finding the vampire that killed his family and exact revenge. Find perfect balance between body and mind (which could include a pilgrimage to one or several gurus of sorts.)
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
From original post…
Oh. I missed that in my earlier readings…uhh…let me go back to the drawing board, then…