You enter the building hesitantly. You have never been in this building before and honestly other than looking official, you have no idea behind the purpose of it. There are some people walking around looking all fancy in their robes and such, but no one you recognize. The lady at the front desk told you the third door on the right down this hall…there it is. It is slightly ajar, do you knock or just walk in?
Before you make up your mind, a voice calls from within, “Well don’t just stand there, come in!” As you walk into the room, you see that it is a very cluttered office. You don’t even see the body that the voice is connected to for a moment, but then you see the small dwarf, buried behind the piles of papers stacked upon an unruly desk. He smiles up at you and points at one of the two empty chairs in the room. After taking a seat, he looks at you expectantly. As you are unsure one, as to why you are there, and two, who he is, you look back. “Oh!” he exclaims, “I’m sorry, for some reason, I thought you knew why you were here. You got the note right? Adventurer’s wanted and all that? Good good.”
He walks out from behind the desk and sits in the other empty chair. He pulls out a notepad and looks at you appraisingly. Long enough to make you uncomfortable and wonder if the letter was supposed to be addressed to someone else? “Ah yes, good! So, tell me. You want to be an adventurer.. Why?”
He takes notes as you answer, asking a few clarifying questions as you do, frowning if it is the typical I need to get out of this town sort of answer, so you think harder and give real feeling to his question. After you seem to trail off on the main gist of adventuring, he asks, “What are some of your aspirations? What do you dream about at night? What do you brag about to your friends that you are going to do someday?”
These are getting tougher you realize but answer to your best ability. He then changes tact on you, “What frightens you? What keeps you up at night?” Finally, after he flips a page and continues taking notes as you answer, he follows up with, “If you were to go on an adventure, how soon could you get away?”
He then thanks you for your time and heads back to behind his desk, you realize this is your cue to exit and leave through the door back into the hallway, but the place seems eerily quiet. As you head back to the front door, even the woman behind the front desk isn’t there anymore. Shrugging your shoulders at the oddness of it all, you leave the building and head back home.
Hello! I’m looking for players to join my homebrew world of Verdant Reach. Though it is a new world, any published DND race will work, and the setting is a typical fantasy world. Your home is in Eldershore, a modest city on the edge of the sea, but in somewhat recent years it has been in serious decline. It seems to be unlucky in terms of natural disasters, raids, hard times with fishing/farming etc… It has gotten to the point that many families who have been around in Eldershore for generations are looking elsewhere for a better life.
This story picks up with you, one fateful night by mystical means you are drawn to help, secrets of the city are revealed to you and a task to recapture a mystical artifact begins, the lives and livelihoods of those around you are placed in your hands, but this incident may be a whole lot bigger than you were first expecting.
To apply for this campaign, please respond to this thread with your version of how the above went. Answer the dwarves' questions and feel free to add to his part as well if needed. In addition, submit your character (it doesn’t need to be flushed out with ASIs yet - will most likely be rolled) with the following:
Name:
Race:
Class/subclass:
Background:
Backstory:
Magic item (you may choose an uncommon magic item that is an heirloom of your families):
Your character will start at level 3.
As for equipment - starting equipment plus 100 gold to spend
Expectations of players:
Post at least once a day, preferably more - weekends are more flexible
Player vs player is allowed, but everyone is to be respectful OOC
Discord will be used for OOC, Beyond for IC
This campaign will be role-play heavy, with combat for sure, but that won’t be the focus. The planning and plot for this pbp has been laid out and it should last several years in real time.
I will be leaving this application open till August 1. I can’t wait to read what you all come up with!
Backstory: Dewmane was always a bit of a dreamer. He had a good heart, but he was easily distracted and never keen on his responsibilities. All that changed the day he stumbled upon a dying human paladin. Seeing the man needed help, Dewmane did his best to attend to his wounds but there was no hope. The dying knight, seeing something special in the boy. The paladin whispered words of blessing and asked the firbolg to grant him a dying wished. He asked that Dewmane continue his quest by seeking out a noble ruler worthy of his service... and then dedicating his life to that ruler. Unsure what to do, Dewmane agreed, not realizing the vow was magically binding. After trying to reject the call and return to his life as a layabout, Dewmane found himself called to explore... to do battle against evil things... and to help those in need. And so, he said his goodbyes to his clanmates and set off to wander, hoping he doesn't get himself killed before fulfilling his vow to the dying knight.
Magic item : Before departing on his quest, his worried mother gave him a Cloak of Elvenkind that's been in the family for generations.
Interview:
“Well don’t just stand there, come in!” says the voice.
Dewmane ducks his head to fit through the door but still manages to bump it by standing up to his full height a second too soon, cracking the masonry slightly with his noggin.
"Oops, ouch. Sorry. I'll um... pay for that... just as soon as I, um... have any gold." The firbolg says, smiling sheepishly.
After taking his seat, as instructed, Dewmane addresses the question about why he wants to be an adventurer.
"Oh, gosh, wow. That's quite a question, sir."He replies, shifting nervously and adjusting his ill-fitting armor. "I guess it's not so much about wanting to be one... I think I, um, sorta feel kinda called to be one. See, I helped this fellow once who I found in the woods. He gave me this..." pulling at the neckline of his chainmail... "...armor and his dying wish was that I succeed him in, um, doing good and finding a noble leader to serve. So, um...." He shrugs, grinning. "That's why I'm here sir."
He pantomimes a few punches... "To beat up bad guys and help the innocent... And maybe fulfill some sort of divine purpose... if you can believe it."
The dwarf then asks about Dewmanes aspirations, dreams and future boasts... "Gee, golly. I never really had much of those before... I always kinda just went where the wind took me." As he answers, he looks down at his feet, noticing the glistening chain mail armor and the sword at his side. "But I guess now, things are different." He looks up at the dwarf with a smile. "I might actually get to be, like... a real hero! The type they write stories about..."
His voice gets a little louder and a little quicker as he talks. "I might actually safe someone's life. Could you imagine that? Me!?" He bellows out a guileless laugh of wonder and excitement. Then a thought comes to him. "And, who knows, maybe I could do something so good.. or vanquish something so bad... that word might find its way back to my clan back home and make my mom proud of me..." His eyes grow a little misty and homesick as he considers the thought.
He's lost in thought for a moment when the dwarf's question about fears takes him by surprise. "What frightens me?" Dewmane asks... He pauses so long that for a moment, the dwarf thinks something might be wrong... but finally Dewmane replies. "I guess it's the things I don't know."His brow furrows as he looks at the dwarf with an expression that says, "Is that an okay answer?" He continues. "I've heard stories of... evil things... truly evil things... Demons, devils... Things that were dead but came back...."
He takes a deep breath, trying to summon a touch more courage."I know if I'm going to become a hero, I'll need to face those kind of things..."He looks to the dwarf, grimacing weakly. "...but I'd be lying if I said they didn't scare me."
When the dwarf asks about Dewmane's availability for departing, he lets out an earnest chuckle. "Are you kidding? I can go right now if you want. Eldershore is pretty neat but I'm more of a country boy myself. I feel a lot more comfortable on the open road... Oh, and do we get food on this trip because I can eat a lot..."
As the dwarf returns to his desk and Dewmane realizes it's time to leave he slowly starts backing out of the room, tripping over furniture and banging his head again. As he goes he adds, "Really nice meeting you, mister. If you need, like, a reference or something, I can see about writing to my mom. I'm sure she'll say really nice things about me. She's really sweet that way... Um... anyway, I'll see myself---" He turns and manages to bang his head yet again before extending a thumbs up and quickly hurrying out of the room.
Background | Junior member (Watcher) of the Harpers Guild
Backstory | see below:
Nola is a Harper she has been tasked to look into locating a magical artifact. Her senior Harper wasn't forthcoming wth any facts. Been a Watcher in the Guide meant she wasn't in any position to ask any questions. With little to go on she heads out to investigate. It's getting dark and the weather has started to turn for the worse. Been in the city her sense of frustration is compounded at times like this. "everything gets dirty when the rain starts" she murmurs to herself pulling her cloak tighter around her. "OK, senior says to go to the building as directed. "Bit fancy" she notices as she arrives but thats OK, Nola tends to stand out been a wood elf anyway. A rather brutish voice calls to her, "Well don't just stand there, come in!". Not quite what she expect, disorganised, cluttered no sense of priority, a mess confronts Nola. "Take a seat" the Dwarf says to her, "I'd rather stand thank you". Nola isn't touching such mess. The dwarf continues to move to a seat and pulls out a notebook, noting Nola isn't sitting down, "You got the note didn't you? he continues while Nola looks at him with the beginnings of clear frustration. "The note, adventurers wanted and all that?" Nola looks on with clear disdain, "Im here because my employer tasked me to find an item, is that not so?' The Dwarf continues as if he hasn't heard what Nola said and continues asking his questions. "What are your aspirations and and what do you dream of at night?". Nola is perplexed but compelled to answer. She says, "I aspire to do good things be an example to those who are persecuted, what do I dream about? I dream of seeing justice brought for those persecuted and as an Elf I am well versed in this". The Dwarf respond, "hmmm hmmm, what do you brag about to your friends that your are going to do someday?", Nola gives a small gasp, "Brag, brag I don't believe I've ever bragged, its hard enough been an elf my family were persecuted, I .. I don't feel I need to brag about anything". The dwarf sees genuine discomfort and sadness from Nola and asks quietly, "I need to ask, what frightens you what keeps you up at night?. Nola sits down, amongst the mess and the disorganised items around her. She seems to answer from a far away place. "Im frightened about not been wanted, I need to do my best to help the common good, what keeps me up at night...? and here a deep sadness comes across Nola as she responds with tears falling from her eyes and looks directly at the Dwarf, "My parents were murdered for being elven and all I have left of them is my fathers bow, one day I will find who did this and I will seek revenge". The firmness combined with the sadness of Nola's response hits the Dwarf hard. "If you are chosen to go on an adventure, how soon could you get away? Nola looks at the Dwarf, and says with her original disdain, "I'm here am I not? and the weather is terrible out there right now!". The Dwarf smiles for the first time and thinks to himself. I like this elf we could get on very well. Very well indeed.
This sounds interesting, especially the questions.
Name: Gail
Race: Variant Human
Class/subclass: Fighter/Battle Master
Background: Haunted
Backstory: The small forest hamlet Gail was born in was attacked by a horde of zombie, sent by their necromancer master to collect more bodies to be made into zombies. Gail was lucky enough not to be instantly killed, she was even luckier that she was dropped on the way to necromancers lair, her lucky streak continued when she was found and healed by heroes who had come to deal with the necromancer. Gail had always been lucky, but her luck only saved her, she was the only surviver. The heroes took her in and trained her as a fighter. Now she is ready to go out on her own as one of the next generation of heroes!
Magic item: Hew (+1 battle axe with extra damage vs. plants), her grandfathers battle axe, used by her father just for chopping firewood.
Interview:
You enter the building hesitantly. You have never been in this building before and honestly other than looking official, you have no idea behind the purpose of it. There are some people walking around looking all fancy in their robes and such, but no one you recognize. The lady at the front desk told you the third door on the right down this hall…there it is. It is slightly ajar, do you knock or just walk in?
Before you make up your mind, a voice calls from within, “Well don’t just stand there, come in!” As you walk into the room, you see that it is a very cluttered office. You don’t even see the body that the voice is connected to for a moment, but then you see the small dwarf, buried behind the piles of papers stacked upon an unruly desk. He smiles up at you and points at one of the two empty chairs in the room. After taking a seat, he looks at you expectantly. As you are unsure one, as to why you are there, and two, who he is, you look back. “Oh!” he exclaims, “I’m sorry, for some reason, I thought you knew why you were here. You got the note right? Adventurer’s wanted and all that? Good good.”
He walks out from behind the desk and sits in the other empty chair. He pulls out a notepad and looks at you appraisingly. Long enough to make you uncomfortable and wonder if the letter was supposed to be addressed to someone else? “Ah yes, good! So, tell me. You want to be an adventurer.. Why?”
Gail answered, "It's what I've been working towards ever since... I was taken in by adventurers."
He takes notes as you answer, asking a few clarifying questions as you do, frowning if it is the typical I need to get out of this town sort of answer, so you think harder and give real feeling to his question, "So you wanted to be an adventurer for a long time, that still doesn't answer the question.. Why?"
Gail is obviously uncomfortable going into these details, but does so anyway, "When I was young, the hamlet I lived in was attacked by a horde of zombies, collecting bodies to become more zombies. It was terrifying. By sheer chance I happened to survive, but I was the only one. I want to be an adventurer to keep something like that from happening to anyone else!"
After you seem to trail off on the main gist of adventuring, he asks, “What are some of your aspirations? What do you dream about at night? What do you brag about to your friends that you are going to do someday?”
"Aspirations? I simply want to kill monsters till everyone is safe."
"Dreams? I wish I had dreams. What I hav is nightmares every night, reliving the attack over and over again."
"Friends? It's been so long since I had friends. My friends all died that night, and after that I didn't feel like making new friends. I suppose the closest would be the adventurers that raised me. I would tell them that someday I would be as strong as they were and I would save the world!"
These are getting tougher you realize but answer to your best ability. He then changes tact on you, “What frightens you? What keeps you up at night?” Finally, after he flips a page and continues taking notes as you answer, he follows up with, “If you were to go on an adventure, how soon could you get away?”
Gail had to think about that one, "I was terrified of undead, especially zombies. I've gotten over that, mostly. I still feel twinges of terror when I see undead, but I can get past that and fight them. They are the monsters I most want to destroy." She added sheepishly, "But they do still wake me up screaming pretty much every night."
"Right away, I have all my adventuring gear ready to go!"
He then thanks you for your time and heads back to behind his desk, you realize this is your cue to exit and leave through the door back into the hallway, but the place seems eerily quiet. As you head back to the front door, even the woman behind the front desk isn’t there anymore. Shrugging your shoulders at the oddness of it all, you leave the building and head back home.
Notes: Gail was an NPC introduced in a campaign I'm running titled "Save the World", with the backstory described above. I thought she would be a good fit for this campaign, especially since she had a background that could provide answers to the questions.
Backstory: Ardyn Tormance was the third child of Lady Elira. Despite living a privileged life, he felt isolated since he was never close to his siblings, and his childhood was marked by relentless scrutiny as he navigated social events filled with hushed conversations and sidelong glances from some who viewed him as less than whole. However, Ardyn found that he preferred spending time in the manor library reading about history and the adventures of great heroes. When he reached adolescence, Ardyn discovered that he had a natural gift for magic, much to the delight of his ambitious mother, who encouraged him to explore his gift. Years passed, and Ardyn grew even more disinterested in his privileged life and his mother’s ambitions. When he reached adulthood, he left his house determined to fulfill his dreams and make his own destiny.
You enter the building hesitantly. You have never been in this building before and honestly other than looking official, you have no idea behind the purpose of it. There are some people walking around looking all fancy in their robes and such, but no one you recognize. The lady at the front desk told you the third door on the right down this hall…there it is. It is slightly ajar, do you knock or just walk in?
Before you make up your mind, a voice calls from within, “Well don’t just stand there, come in!” As you walk into the room, you see that it is a very cluttered office. You don’t even see the body that the voice is connected to for a moment, but then you see the small dwarf, buried behind the piles of papers stacked upon an unruly desk. He smiles up at you and points at one of the two empty chairs in the room. After taking a seat, he looks at you expectantly. As you are unsure one, as to why you are there, and two, who he is, you look back. “Oh!” he exclaims, “I’m sorry, for some reason, I thought you knew why you were here. You got the note right? Adventurer’s wanted and all that? Good good.”
He walks out from behind the desk and sits in the other empty chair. He pulls out a notepad and looks at you appraisingly. Long enough to make you uncomfortable and wonder if the letter was supposed to be addressed to someone else. “Ah yes, good! So, tell me. You want to be an adventurer.. Why?”
Ardyn thinks about the question for a moment “ Well besides the obvious answer for fortune and glory partly. When I was a child I would lock myself for hours reading about the great adventures of others, to me it seemed far more appealing than the life my family had planned for me.
He takes notes as you answer, asking a few clarifying questions as you do, frowning if it is the typical I need to get out of this town sort of answer, so you think harder and give real feeling to his question. After you seem to trail off on the main gist of adventuring, he asks, “What are some of your aspirations? What do you dream about at night? What do you brag about to your friends that you are going to do someday?”
“My Aspirations are simple, “ Ardyn relied “I wish to define myself through my own actions and achievements, rather than be defined by those of my family.”
“I, rarely recall what I dream at night,” Ardyn said as he gave a small shrug “But those few that I do remember those I prefer to keep to myself.” “Friends, to be honest, I’m not sure I ever had any real friends.” He shrugs again.
“As for what I brag about” the half-elf smiled ruefully “I’ve spent most my life listening to nobles bragg about what they have done or will do someday, So bragging isn’t something I see myself doing.
These are getting tougher you realize but answer to your best ability. He then changes tact on you, “What frightens you? What keeps you up at night?” Finally, after he flips a page and continues taking notes as you answer, he follows up with, “If you were to go on an adventure, how soon could you get away?”
“What Frightens me, and would keep me up at night?” Ardyn considered the question “Being trapped in the life I’m trying to leave behind, never getting a chance to walk my own path, Or worse ending up a tool for someone else’s ambition."
“I could be ready to leave immediately,” Ardyn said quickly
He then thanks you for your time and heads back to behind his desk, you realize this is your cue to exit and leave through the door back into the hallway, but the place seems eerily quiet. As you head back to the front door, even the woman behind the front desk isn’t there anymore. Shrugging your shoulders at the oddness of it all, you leave the building and head back home.
Only limitations on races, classes, backgrounds or magic items - just anything published.
I don't think I was going for real silly - there is a real situation going on and it's pretty dire. More a mysterious feel than anything. But if you want to play something a bit on the silly side, I'm fine with that. Good question though!
Sometimes power and position can be quite useful. Togar grew up in a prominent family that developed the finest and most well know woven rugs and textiles in nearly all of Verdant Reach. Their rugs were known far and wide, some even having magical properties. Their business was well regarded in Thune. Togar never had an interest in the textile industry or in business, but he did have an interest in magic and he read voraciously about the subject. To take his skills to the next level, his parents Pengo and Pruscilla leveraged a meeting with the keeper of the Thunian Observatory, Cylic Ferdeth. A large donation to their facility was arranged to make sure that their son Togar would be accepted among the current class of students. “Put our name on a little plaque in the library..” they said, “but please, take our son, this is all that he dreams of.” Togar was not told about the donation, but he is thrilled to further his studies in the arcane arts with a concentration in conjuration. While at the Observatory, wonderous sights appeared in the sky. While studying the magical arts and the events of the night sky, he notices a particular constellation, a cross of twinkling stars pointing at a reddish strange looking nebula, centered right over the eroding village of Eldershore. He has the feeling that magical energies may be converging in the area, perhaps a magical artifact is hidden and trying to make itself known in the crumbling city. He gathers his things during the break to head to the site and investigate…
Magical Item : Helm of Telepathy. It was given to him by his father and mother to hopefully give him a “wing up” on his classmates. He is finding that it has many uses…
Interview :
You enter the building hesitantly. You have never been in this building before and honestly other than looking official, you have no idea behind the purpose of it. There are some people walking around looking all fancy in their robes and such, but no one you recognize. The lady at the front desk told you the third door on the right down this hall…there it is. It is slightly ajar, do you knock or just walk in?
Before you make up your mind, a voice calls from within, “Well don’t just stand there, come in!” As you walk into the room, you see that it is a very cluttered office. You don’t even see the body that the voice is connected to for a moment, but then you see the small dwarf, buried behind the piles of papers stacked upon an unruly desk. He smiles up at you and points at one of the two empty chairs in the room. After taking a seat, he looks at you expectantly. As you are unsure one, as to why you are there, and two, who he is, you look back. “Oh!” he exclaims, “I’m sorry, for some reason, I thought you knew why you were here. You got the note right? Adventurer’s wanted and all that? Good good.”
Togar enters the door cautiously, looking around, then spies the small dwarf. He makes a clucking sound with his beak, that sounds like a loud swallow. “Adventurers? Why, yes… I have it here somewhere…” He fumbles in his vest pocket and finds the folded note, opening it up. He reads it and speaks, without looking up. “You mention nothing of the sign. Did you see it? I wonder, why are you calling adventurers here? Would they be looking into it as well? I guess they would, wouldn’t they….” he holds his feathered hand to his chin, contemplating, his eyes narrow. “Unavoidable, I suppose. Maybe I would need some help. There might be digging or rock lifting or something involved.” He looks up and meets his eyes. “Yes, I would like to go, if you are forming a group. Count me in.”
He walks out from behind the desk and sits in the other empty chair. He pulls out a notepad and looks at you appraisingly. Long enough to make you uncomfortable and wonder if the letter was supposed to be addressed to someone else? “Ah yes, good! So, tell me. You want to be an adventurer.. Why?” “Why? Does such a question need to be asked? Why does one read a book? Try as one might, you resist the urge to flip to the end to see how it comes out. Mostly. Why do you try to solve a puzzle? Curiosity of course? And knowledge. Imagine what secrets it could hold…” he trails off, almost ignoring the dwarf, musing to himself.
He takes notes as you answer, asking a few clarifying questions as you do, frowning if it is the typical I need to get out of this town sort of answer, so you think harder and give real feeling to his question. After you seem to trail off on the main gist of adventuring, he asks, “What are some of your aspirations? What do you dream about at night? What do you brag about to your friends that you are going to do someday?” “Hah! Dreams? I dream of reading every scroll written in the world. Reading every book of knowledge, secrets, spells that has been penned! I dream about eventually making an Academy of my own, where only the best and brightest students will be taught. Where all knowledge will be revealed, taught, practiced. I wish to know the unknowable!” He forms his beak in the arc of an odd smile.
These are getting tougher you realize but answer to your best ability. He then changes tact on you, “What frightens you? What keeps you up at night?” Finally, after he flips a page and continues taking notes as you answer, he follows up with, “If you were to go on an adventure, how soon could you get away?” Togar pauses at this question, putting his arms down to his side, looking down at the floor. “If you must know.. That which every winged and feathered creature fears. The loss of my wings, the loss of the ability to fly. Such things are private…” he looks away, not wanting to meet his eyes. When asked about timing, he instantly looks back, saying “Immediately! I can be ready to depart at a moments notice… Quite ready, I am. Just let me know…”
He then thanks you for your time and heads back to behind his desk, you realize this is your cue to exit and leave through the door back into the hallway, but the place seems eerily quiet. As you head back to the front door, even the woman behind the front desk isn’t there anymore. Shrugging your shoulders at the oddness of it all, you leave the building and head back home.
Togar shrugs and walks out of the door, pausing right outside of it to fumble for something in his pack, putting it on and pausing in the hallway…
Backstory: Amaryllis has lead a fairly unimpressive life, tending to his cloisters vegetable garden, helping the homeless or people down on their luck, or, his main role in the cloister: copying texts from the expansive library, so the words and teachings can spread throughout the land to those who will listen. One day, he was perusing through the shelves of books, tomes, and scrolls, and a faint glimmer of gold caught his eye. It seems to have come from a rather unnoteworthy tome, sitting high on a shelf. Being a Halfling he obviously had to find out what that was, Halfling curiosity being what it is. Also being a Halfling meant he had to find the ladder to reach the tome. Finally within reach, he pulled it from the shelf opened the tome and was blasted by an incredible beam of light. Knocking him from the ladder. When he came to, he was uninjured, with the book laying open next to him. "Whew! That was close" came a voice from the book. Amaryllis couldn't utter anything out of shock, except some repeated "Uh"s as he failed to coherently voice his bewilderment. "I'm hoping you can help me," the book continued "I'm kind of stuck". "Who are you? What are you?" Amaryllis managed to blurt out. "Oh my name is Lo'ra, I'm a Ki-Rin and I'm trapped in this book, kind of"
Magic item (you may choose an uncommon magic item that is an heirloom of your families): Winged Boots (heirloom from the monastery)
Interview:
You enter the building hesitantly. You have never been in this building before and honestly other than looking official, you have no idea behind the purpose of it. There are some people walking around looking all fancy in their robes and such, but no one you recognize. The lady at the front desk told you the third door on the right down this hall…there it is. It is slightly ajar, do you knock or just walk in?
Before you make up your mind, a voice calls from within, “Well don’t just stand there, come in!”
Amaryllis is taken aback by the curtness of the request and boisterous voice from within the room, but he does as he is told and meekly walks in.
As you walk into the room, you see that it is a very cluttered office. You don’t even see the body that the voice is connected to for a moment, but then you see the small dwarf, buried behind the piles of papers stacked upon an unruly desk. He smiles up at you and points at one of the two empty chairs in the room.
Amaryllis takes the hint and sits down, "Greetings, I'm Amaryllis, I got told to come here. Just not sure… why?"
After taking a seat, he looks at you expectantly. As you are unsure one, as to why you are there, and two, who he is, you look back. “Oh!” he exclaims, “I’m sorry, for some reason, I thought you knew why you were here. You got the note right? Adventurer’s wanted and all that? Good good.”
"Yes that's correct, my patron told me the note would be coming and to make sure I meet at this place and at the right time. And here I am."
He walks out from behind the desk and sits in the other empty chair. He pulls out a notepad and looks at you appraisingly. Long enough to make you uncomfortable and wonder if the letter was supposed to be addressed to someone else? “Ah yes, good! So, tell me. You want to be an adventurer.. Why?”
Adventurer? That's something Amaryllis wouldn't call himself. But Lo'ra knows what she's doing.
"I am taking up the mantle of Adventurer as I need to find a way to free a friend. The world holds many secrets, hopefully just one can be enough. But like the old tales say, what you are looking for is never the first thing you find."
He takes notes as you answer, asking a few clarifying questions as you do, frowning if it is the typical I need to get out of this town sort of answer, so you think harder and give real feeling to his question. After you seem to trail off on the main gist of adventuring, he asks, “What are some of your aspirations? What do you dream about at night? What do you brag about to your friends that you are going to do someday?”
"I aspire to bring peace and joy to those who need it most." Amaryllis pauses as he contemplates the second question, his dreams are usually invaded by Lo'ra. Asking questions about the world, which is fair, when you've been trapped in a book for who knows how long you'd want to converse about anything. He didn't think the Dwarf would appreciate that answer.
"I dream of bringing light to the dark and to dismiss evil." He lied.
The last questions he tells it straight from the heart, "I tell my friends I am going to make a difference."
These are getting tougher you realize but answer to your best ability. He then changes tact on you, “What frightens you? What keeps you up at night?” Finally, after he flips a page and continues taking notes as you answer, he follows up with, “If you were to go on an adventure, how soon could you get away?”
"What frightens me? A lot of things, monsters, devils, snakes. But mostly that I am not in control of my own destiny."
A certain Ki-Rin keeps him up at night.
"Mostly those who are evil, but do it behind a veil of good. They keep me up at night, because they are the ones that are the hardest to vanquish."
"I travel light, I can leave at the shortest notice."
He then thanks you for your time and heads back to behind his desk, you realize this is your cue to exit and leave through the door back into the hallway, but the place seems eerily quiet. As you head back to the front door, even the woman behind the front desk isn’t there anymore. Shrugging your shoulders at the oddness of it all, you leave the building and head back home.
Falchion was a commissioned creation at the order of Duke Arlen as a spectacle piece and gift to his daughter Amelia. He was used like an elaborate music box taken out for feasts, celebrations, and at times funerals. Indeed, he was sentient but also newly born to the world. It was Amelia who slowly drew him out of just being a music box and even taught him how to read and write. The bond of friendship made Falchion more aware of his surroundings and to have thoughts of his own. With an unsure boldness he asked to be treated the same as a flesh and blood person from Duke Arlen. Falchioned was surprised that many of Duke Arlen's vassals wanted him to be destroyed and the Duke Arlen himself was also leaning in that direction. Luckily Amelia intervened and pleaded on his behalf. In the end Falchion was treated more like a lowly servant which was an improvement over being seen as a music box. Life was good and as long as he had Amelia as a friend, he thought his life was perfect. That is until she passed away from a lingering illness. He knew of death but was not prepared to lose his friend forever. He refused to play anymore music and spent all of his time near Amelia's grave.
One night as he was lost in grief, he met someone an ethereal spirit. It took pity on him and taught him how to listen to the spirits of the world and he hoped with such a skill he can talk to Amelia again, but she never answered his pleas. The spirit spoke of the afterlife and how Falchion may see Amelia again. He wondered if it were possible for a mechanical creation such as himself, but he figures if he can mourn the loss of a friend then it might be possible. Now he travels to learn more about himself and to wonder if he has a soul.
Magic Item:
Winged Boots
Interview:
You enter the building hesitantly. You have never been in this building before and honestly other than looking official, you have no idea behind the purpose of it. There are some people walking around looking all fancy in their robes and such, but no one you recognize. The lady at the front desk told you the third door on the right down this hall…there it is. It is slightly ajar, do you knock or just walk in?
Before you make up your mind, a voice calls from within, “Well don’t just stand there, come in!” As you walk into the room, you see that it is a very cluttered office. You don’t even see the body that the voice is connected to for a moment, but then you see the small dwarf, buried behind the piles of papers stacked upon an unruly desk. He smiles up at you and points at one of the two empty chairs in the room. After taking a seat, he looks at you expectantly. As you are unsure one, as to why you are there, and two, who he is, you look back. “Oh!” he exclaims, “I’m sorry, for some reason, I thought you knew why you were here. You got the note right? Adventurer’s wanted and all that? Good good.”
"Yes, I got the note and came as soon as I can"
He walks out from behind the desk and sits in the other empty chair. He pulls out a notepad and looks at you appraisingly. Long enough to make you uncomfortable and wonder if the letter was supposed to be addressed to someone else? “Ah yes, good! So, tell me. You want to be an adventurer.. Why?”
"I want to be an adventurer for Amelia. She always told me about the wider world in her stories and I believe it is time I take a look for myself. Though in truth I seek adventure to test myself to see if I have a soul so that one day I may be reunited with Amelia once more."says Falchion with somber tone.
He takes notes as you answer, asking a few clarifying questions as you do, frowning if it is the typical I need to get out of this town sort of answer, so you think harder and give real feeling to his question. After you seem to trail off on the main gist of adventuring, he asks, “What are some of your aspirations? What do you dream about at night? What do you brag about to your friends that you are going to do someday?”
"I aspire to live a grand life so that when I see Amelia again, I will be the one to share the stories. To have tales that last a lifetime. I don't dream the same as other people, but I do imagine sitting by bay window and just being there with a trusted friend. Content that all is well"
These are getting tougher you realize but answer to your best ability. He then changes tact on you, “What frightens you? What keeps you up at night?” Finally, after he flips a page and continues taking notes as you answer, he follows up with, “If you were to go on an adventure, how soon could you get away?”
"I fear that I am just a construct with no soul and that the thought of never seeing Amelia again tears at my heart." says Falchion with a look of fear and sadness. He takes a moment to compose himself "I can get away for the adventure at any time you deem ready"
He then thanks you for your time and heads back to behind his desk, you realize this is your cue to exit and leave through the door back into the hallway, but the place seems eerily quiet. As you head back to the front door, even the woman behind the front desk isn’t there anymore. Shrugging your shoulders at the oddness of it all, you leave the building and head back home.
Magic Item: I would like to think about this a bit more, cuz my character is broke, that's why he takes this quests, he is not a hero just trying to survive. So not sure what item I would give him, it must be something important to him so he don't change it for gold, but not too powerful, cuz he is not a hero just a regular person.
Backstory:
Arathorn's early life was the epitome of the idyllic countryside. Born to a loving family on a farm near Baldur's Gate, he spent his days working the fields, surrounded by the warmth of his parents and the laughter of friends. His childhood friends were his constant companions, and together they forged memories through countless adventures.
The tranquility shattered when a marauding group of Orcs established a camp near Baldur's Gate, disrupting the peace of the region. In an attempt to rid the land of this threat, soldiers from Baldur's Gate confronted the Orcs. The battle was fierce, and many Orcs fell, but the survivors sought revenge. Tragically, Arathorn's village bore the brunt of this retaliation.
The once-thriving farmstead became a scene of devastation. Arathorn returned home to find his family and friends slain, their lives taken in a brutal act of retribution. With nothing left, he made his way to Baldur's Gate, a city that once felt like a distant neighbour but now offered a cold refuge for the grieving.
Struggling to survive in the urban chaos, Arathorn resorted to theft and lived as a shadow beneath the city's bridges. His luck changed when a mercenary company, in need of able bodies, discovered him. Joining their ranks, Arathorn became a soldier, honing his combat skills and finding a sense of purpose amid the chaos of war.
Company leader became greedy and reckless, taking more and more riskier contracts and pitting us against one baron only to switch sides moments later and turn on our employer, decision that he will come to regret. Finally he met his end, together with most of the company; fate Arathorn barely escaped.
Alone once again, Arathorn wander the lands, trying to survive, one day at the time.
Interview:
You enter the building hesitantly. You have never been in this building before and honestly other than looking official, you have no idea behind the purpose of it. There are some people walking around looking all fancy in their robes and such, but no one you recognize. The lady at the front desk told you the third door on the right down this hall…there it is. It is slightly ajar, do you knock or just walk in?
Before you make up your mind, a voice calls from within, “Well don’t just stand there, come in!” As you walk into the room, you see that it is a very cluttered office. You don’t even see the body that the voice is connected to for a moment, but then you see the small dwarf, buried behind the piles of papers stacked upon an unruly desk. He smiles up at you and points at one of the two empty chairs in the room. After taking a seat, he looks at you expectantly. As you are unsure one, as to why you are there, and two, who he is, you look back. “Oh!” he exclaims, “I’m sorry, for some reason, I thought you knew why you were here. You got the note right? Adventurer’s wanted and all that? Good good.”
He walks out from behind the desk and sits in the other empty chair. He pulls out a notepad and looks at you appraisingly. Long enough to make you uncomfortable and wonder if the letter was supposed to be addressed to someone else? “Ah yes, good! So, tell me. You want to be an adventurer.. Why?”
Arathorn hearing him speak thinks to himself, only person that never left the comfort of his office would call almost getting eaten by owlbear an adventure, gives a dwarf a look of man that didn't sleep in a nice bed for weeks and haven't had a decent meal even more... Dwarf realizing the situation, calls for his assistant and orders him to bring in a plate of food and drinks. Conversation takes a more informal turn for the duration of Arathorn's meal.
He takes notes as you answer, asking a few clarifying questions as you do, frowning if it is the typical I need to get out of this town sort of answer, so you think harder and give real feeling to his question. After you seem to trail off on the main gist of adventuring, he asks, “What are some of your aspirations? What do you dream about at night? What do you brag about to your friends that you are going to do someday?”
Arathorn sipping on a glass of vine, looks around the office, spotting all around him traces of rich life, turns to the dwarf: "Something like this wouldn't be so bad for retirement... Cold stone to shield me on hot days, servants to light fire in the winter, nice place to settle down..."
These are getting tougher you realize but answer to your best ability. He then changes tact on you, “What frightens you? What keeps you up at night?” Finally, after he flips a page and continues taking notes as you answer, he follows up with, “If you were to go on an adventure, how soon could you get away?”
"What drives all... Fear of death... But if I had a chance to pick between starving or dying from a sword, I pick later, at least it's poetic."
"How soon can you produce gold...?"
He then thanks you for your time and heads back to behind his desk, you realize this is your cue to exit and leave through the door back into the hallway, but the place seems eerily quiet. As you head back to the front door, even the woman behind the front desk isn’t there anymore. Shrugging your shoulders at the oddness of it all, you leave the building and head back home.
"It's a dangerous business, Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you'll be swept off to."
Only limitations on races, classes, backgrounds or magic items - just anything published.
I don't think I was going for real silly - there is a real situation going on and it's pretty dire. More a mysterious feel than anything. But if you want to play something a bit on the silly side, I'm fine with that. Good question though!
Really?
Asking once more for certainty because some races are pretty far out there, like the Spelljammer ones.
In that vein, some more questions: - Do you prefer the updated race templates or are legacy ones fair game? - What about backgrounds that start you off with a feat compared to those that don't? - Do all optional rulings from XGtE and TCoE apply? - "Anything published", does this include non-core and partnered content?
Apologies if I am asking too much up front. I'm very much a "what are my options" and "restrictions breed creativity" kind of person :)
Ok - you make a good point, I wasn't considering all those other races. I do not want to include the Spelljammer ones and I would like to just include the core DND content. I am fine with either updated race or legacy ones - though I do not have content to share, hopefully someone who joins will for the campaign. Yes, all optional rulings apply
As for backgrounds, you should have a good reason for them, ones that are obviously for the glory of giants, or dragonlance or spelljammer do not apply. This might take out the ones that start you off with feat, but if it doesn't - you'd have to run it by me.
You're fine, made me look at things with a bit of a finer toothed comb. I hope this answers your questions?
Backstory:Fable got her gambling habit from her father. He was a skilled con man that could get almost anyone into playing his rigged games of chance. She learned every one of his games, but enjoys the dice most. If the two had a really good day then they would go to the tavern to celebrate. This is where she learned how to play the games fair(ish). While her father worked the streets, she stayed in the tavern and played the tables. She got good, but also cocky. Her father left one night, leaving only a note and his ring. The note explained that he had played the wrong person and had to lie low and not to look for him. He left the family ring as an apology. Fable just went to the tavern like everything was normal. A woman came up to her table offering a high stakes game while placing a wrapped object onto the table. Fable saw a glint of gold underneath. She agreed immediately before asking what she was to wager. She lost. The woman told her to come to her room. Once inside, she revealed herself as a devil. Fable's eyes then started to burn but the woman’s voice still rang clear in her mind. “Since you show promise, I will make you my warlock, but never forget that you are now my servant. I have no need for you at this moment, but soon I will.” The demoness laughed, “I must remember to thank your father for pointing me your way.” She then disappears, leaving Fable panicked and confused by the demoness’s words, and an odd book covered in gold and unfamiliar markings. She needs answers.
You enter the building hesitantly. You have never been in this building before and honestly other than looking official, you have no idea behind the purpose of it. There are some people walking around looking all fancy in their robes and such, but no one you recognize. The lady at the front desk told you the third door on the right down this hall…there it is. It is slightly ajar, do you knock or just walk in?
Before you make up your mind, a voice calls from within, “Well don’t just stand there, come in!” As you walk into the room, you see that it is a very cluttered office. You don’t even see the body that the voice is connected to for a moment, but then you see the small dwarf, buried behind the piles of papers stacked upon an unruly desk. He smiles up at you and points at one of the two empty chairs in the room. After taking a seat, he looks at you expectantly. As you are unsure one, as to why you are there, and two, who he is, you look back. “Oh!” he exclaims, “I’m sorry, for some reason, I thought you knew why you were here. You got the note right? Adventurer’s wanted and all that? Good good.”
"Yes, I did altho-"
Fable's eye twitches from being interrupted
He walks out from behind the desk and sits in the other empty chair. He pulls out a notepad and looks at you appraisingly. Long enough to make you uncomfortable and wonder if the letter was supposed to be addressed to someone else? “Ah yes, good! So, tell me. You want to be an adventurer.. Why?”
"I wish to get answers on a few plights I am currently dealing with."
"What are these plights."
She sighs, "I'm not incredibly comfortable about talking about this, so I'll just say this: To my current understanding, my father sold me out to my now patron. I have no idea why, so now I'm stuck trying to find him. I've search high and low of this city and haven't found anything." Her features relax and she leans back in the chair, "So traveling the outside world is the next step. Not how I imagined my first trip but oh well. "
He takes notes as you answer, asking a few clarifying questions as you do, frowning if it is the typical I need to get out of this town sort of answer, so you think harder and give real feeling to his question. After you seem to trail off on the main gist of adventuring, he asks, “What are some of your aspirations? What do you dream about at night? What do you brag about to your friends that you are going to do someday?”
"I want have fun. I want to gamble more, and not just with boring money, something more. I plan to go against any fate made for me and live purely by chance. That's my dream." A spark seems to shine in her eyes, imagining such a chaotic future, all the while playing with a gold coin between her fingers.
These are getting tougher you realize but answer to your best ability. He then changes tact on you, “What frightens you? What keeps you up at night?” Finally, after he flips a page and continues taking notes as you answer, he follows up with, “If you were to go on an adventure, how soon could you get away?”
Her hand flinches ever so slightly at the question, but continues to roll the coin across her knuckles. She eyes the dwarf for a minute before responding, "I do my best not to dwell on things such as fear. A small amount keeps you alive so I'll admit to being cautious about the monsters that wander the wilds and deep water, but nothing so great as true terror."
Fable's smile returns and she leans forward, "Right away, sir."
He then thanks you for your time and heads back to behind his desk, you realize this is your cue to exit and leave through the door back into the hallway, but the place seems eerily quiet. As you head back to the front door, even the woman behind the front desk isn’t there anymore. Shrugging your shoulders at the oddness of it all, you leave the building and head back home.
It was her wedding day. Well, her second one. They were renewing their vows. Doing it right this time. Doing it in front of friends and family and their children. It was a magical day... She lost everything that day. They rode out of the woods. Whoever they were. Torches held high, weapons slashing out. It was too quick. Too bloody. Too awful for Anachain to do anything but fall to her knees and wail and keen into the night over the loss of.. . . . . She awoke without ever knowing she needed to. One minute horror and the next awakening to the horror that it was real. They were all gone. The tables, the altar, the whole damned serene little glen they had staged it in - It was all covered in the blood and gore and bits of the people she knew and loved. All of them. All of them but her. She was pristine. Not a scratch. Not a drop of blood upon her wedding dress. Nothing to show the horror and onslaught that happened on her wedding day. She awoke dead inside if not out. She saw the carnage that remained. She walked amongst it and noted the people who were gone, looked upon the corpses of her dearly beloved and her two children. She walked and saw and shed not a tear. Screamed not one scream. She was no longer who she was... Somehow the story of it all had reached Eldershore even before Anachain herself did. She walked to the city barefoot and still dressed in her gown and veil for she had nothing else to do. Someone helped her to a seat next to the little chapel in the poor section of town and told the clergy of her presence. They brought her food and drink. Day after day. Anachain sat and silently thanked them and looked off into the distance. At some point a lost toddler was found next to Anachain, sitting happily on the bench beside her. Eventually someone say another child there to wait while they ran an errand. It became a thinh. Anachain became Mother Anachain and it was known that the children were safe with her. Nobody every questioned it... it just was. No matter that she barely moved and never spoke. Day after day the clergy brought her food and water and parents brought her children to watch over... Until one day the clergy brought her a letter.
She walks into the room barefoot and head down. Her eyes scan the room without ever really moving. The room is cluttered and seems to have drowned the speaker who is somewhere beneath it all, she assumes. The clutter is mostly papers, all very important she is sure, but also various bric-a-brac. One item in particular catches her eye but she doesn't give it a second thought as the drowned dwarf points to one of the seats miraculously empty of disorder. She sits wordlessly.
“Oh!” he exclaims, “I’m sorry, for some reason, I thought you knew why you were here. You got the note right? Adventurer’s wanted and all that?" She gives him a wan smile and nods once. "Good good.”
He walks out from behind the desk and sits in the other empty chair. He pulls out a notepad and looks at her appraisingly. Long enough to make her uncomfortable and wonder if the letter was supposed to be addressed to someone else? “Ah yes, good! So, tell me. You want to be an adventurer.. Why?”
Mother Anachain tilts her head to one side and ponders the question for a moment. She didn't. That was the truth. She didn't want to be an adventurer. She wanted to be a wife. A mother. Part of a family. She wanted to be happy. "I... I want..." she begins to say, finding it difficult to form words after so, so long. The dwarf looks at her and waits. Waits with growing impatience. But finally it comes out.
"Revenge..."
The dwarf blinks. Once. Twice. And then after the third time he nods and jots some scratchings down into his little notebook. "I see." He follows up trying to get details and information but Mother Anachain has little answers and even fewer words. She cannot tell him exactly who she wants revenge on but she will know when she has had it.
“What are some of your aspirations?" he asks. Aspirations? Those are a thing of the past. "Revenge," is all she can answer.
"What do you dream about at night?" he asks. She doesn't dream. She barely sleeps. But if she has a dream it is "Revenge."
"What do you brag about to your friends that you are going to do someday?” he asks. She turns her head and looks him in the eye for the first time. Her eyes are flat and cold and they see everything but nothing at the same time. "Ah, yes. Yes. I get it," he says, not needing the answer.
The interview, if you could call it that, continues on in this way for a bit of time. It is a bit frustrating for the dwarf - He wants more but has to come to accept that he'd be better off bleeding a stone. Finally, after taking his last note and closing his book, he follows up with, “If you were to go on an adventure, how soon could you get away?”
Mother Anachain reaches out to a pile a papers that sits upon his desk. Atop those papers is a mask. It is made of ceramic or bone or clay or something. It feels thin and fragile yet sturdy and strong. The face of the mask is painted with a feminine skull. "May I?" she asks, the first words she had spoken unbidden. The dwarf fumbles a bit and agrees out of hand, assuming she meant may she examine it. Instead put it on.
"I am ready," she says through the mask and then stands and walks out of the room.
Final note: Unarmed fighter build I used in your Halloween One-Shot but, obviously, a totally different character concept. She wears the remnants of her wedding dress (which due to trauma has become imbued with the power the magical wraps) and the skull mask she took from the dwarf. She is not the face of the party, by any means, but is more than willing to punch a shitter in the face if they deserve it!
So my first thought was to make a plasmoid but to flavor him as a sort of failed clay golem... so that he is more like a mud golem of sorts that was essentially thrown away and is now seeking to find a purpose in life and prove that he is more than just a failure...
Since you mentioned no spelljammer, I also have an idea for a beasthide shifter fighter that specializes in unarmed combat. Imagine a large heavy man that has features that resemble a hog that uses a net and whip to catch his enemies before wrestling them into submission.
Name: Misora "Misa" Helisiné Race: Yuan-ti Pureblood (I'm happy to change this if it doesn't quite fit - I mostly just chose it because I like snakes haha) Class/subclass: Bard (College of Glamour (or possibly Eloquence I haven't quite decided) Background: Courtier Backstory:
Misora's (or Misa's, as she prefers) early life diverged sharply from those typical of her kind. As a baby, she was abandoned on the streets of a large human city, left behind by parents she never knew long enough to remember. For her first few years, she lived as an urchin, surviving on scraps and evading countless dangers. Her striking white hair and slitted pupils set her apart from the other street children, drawing attention that she learned to use to her advantage - it did not take long to figure out that the average passerby was more inclined to spare a few coins for a cute, charming child rather than a ragged, feral one.
At the age of seven, Misa’s fate took a pivotal turn when she was noticed by the calculating and influential Madam Xue, the proprietor of a high-end brothel catering to the city’s elite. Recognizing the young girl's potential and exotic allure, Madam Xue took her in and provided her with an education and rigorous training. Under Madam Xue’s tutelage, Misa was transformed into a courtesan of unmatched beauty and mystique, her presence becoming a sought-after gem among the wealthy.
As she matured, Misa’s training encompassed the arts of seduction, persuasion, and performance. She became a highly coveted asset in the circles of high society, her charm and skill both admired and envied by nobles and other courtesans alike. Despite the luxury surrounding her, Misa felt trapped in a gilded cage. Her true self was obscured behind layers of cultivated allure, and an insurmountable monetary debt imposed by Madam Xue bound her to the brothel, a constant reminder of her lack of freedom.
Over time, Misa’s resentment grew, fueled by an icy anger toward her situation and the society that saw her as nothing more than a beautiful plaything. She maintained her role with grace while secretly plotting her escape, yearning for the wealth and power her clients took for granted, coveting the freedom that came with such things. Determined to claim this for herself, Misa began subtly undermining Madam Xue’s operations. She used her charms to seduce a nobleman, promising him her hand in marriage in exchange for dealing with her debt. Misa intended only to secure enough money to escape and had no plans of actually fulfilling her end of the bargain. However, the nobleman, lacking the wealth she had anticipated or perhaps simply unwilling to part with it, instead arranged for Madam Xue’s murder.
In the chaos that ensued, Misa seized the opportunity to slip away, evading both the nobleman and suspicion surrounding the death of her former madam. In her flight she left her home behind, wounding up in the much more humble city of Eldershore. It was here that she came across a note advertising for adventurers, and an idea began to form. What better way to acquire the wealth and prestige she so desired than through the heroic deeds humans seemed to so admire?
Magic item: Pearl of Power
Interview:
Misa enters the building with a mix of curiosity and apprehension. She has not been in Eldershore long, and this place is as unfamiliar as the rest of the city, its official appearance giving little hint as to its true purpose. Slowly, she moves down the stately corridor, following the directions given to her by the woman at the front desk. The third door on the right…. Ah, here it is. Left slightly ajar, light seeping through it’s cracks. She is faced with a dilemma now; knock, or simply waltz in?
Before she can decide, a voice calls out from within, "Well, don’t just stand there, come in!" She pushes open the door and steps inside, her eyes sweeping over the chaotic mess of papers decorating the room before landing on the small figure all but buried behind his unruly desk.
The dwarf looks up with a warm smile and gestures to one of the two empty chairs. “Please, have a seat.”Misa complies, taking her place with a practiced grace; back straight, legs crossed, hands neatly folded - it was all simply habit to her now. The dwarf only stares at her. With nothing else to do, she simply looks back at a him as a few beats of silence pass them by.
“Oh!” the dwarf exclaims suddenly, “I’m sorry, for some reason, I thought you knew why you were here. You got the note, right? Adventurers wanted and all that? Good, good.” He bustles out from behind his stacks of paper, soon joining her on the other chair before pulling out a notepad and giving her a scrutinizing look. She meets his gaze with her own, raising a single, arched eyebrow as the moment stretches on past its comfortable limit. Finally he speaks once more “Ah yes, good! So, tell me. You want to be an adventurer.. Why?” The dwarf’s casual demeanor contrasts with the seriousness of his tone as he begins to take notes.
Misa's gaze remains steady as she ponders his question. She thinks it best not to mention her main driving force - the money and fame such a career could offer. People do not seem to like such honesty. Her voice is smooth as she instead responds“Adventuring offers more than just a chance to escape. It’s a gateway to freedom, to redefine my destiny beyond the constraints of my past life. For years, I’ve played a role designed by others, navigating a world that saw me as a mere asset. Now, I seek to shape my fate with my own hands." She watches as he frowns slightly and does not respond, a hint of uncertainty accosting her. Was he not satisfied with her answer? Perhaps the truth was the best option after all. She quickly adds “Besides, the rewards adventuring can provide are not an unwanted bonus.” She plays her words off as a joke, twisting her lips into a smile. The dwarf nods, jotting down notes and occasionally glancing up for clarification. After a moment, he asks, “What are some of your aspirations? What do you dream about at night? What do you brag about to your friends that you are going to do someday?” At that, the Yuan-ti offers him a small smirk. Clearly lies and half-truths were not the language of this man, so she would speak plainly and truly. It was not as if she had anything to lose to this small man. “Those are two different questions, no? The dreams that enter ones head when they are alone are often far different to any trivial boasts they may speak to their friends. But no matter. I dream of reclaiming myself. I aspire to make a mark on the world, to be remembered not just for beauty, but for power and influence. To my peers, I boast of someday achieving a position where I command respect and influence, founded through genuine accomplishment.” The questions continue, though they change their tone. “What frightens you? What keeps you up at night?”
Misa’s serpentine eyes narrow slightly, though the practiced smile never leaves her lips. “If you truly must know, it is not death nor the perils of adventure that frighten me.But… the thought of remaining trapped in a role that I despise, forever relegated to the status of an object rather than a person of true substance…The idea of forever being seen as nothing more than the facade I put up – it is a fear that gnaws at my peace and disturbs my rest." Her eyes flicker around the room as she speaks, breaking contact for the first time since she entered, before coming to rest on him once more. "I shall speak no further on the subject.”
The dwarf nods, flipping to another page in his notepad. “If you were to go on an adventure, how soon could you get away?”
She relaxes again, her smile becoming less taunt, her gaze less sharp. “I am ready to depart at a moment’s notice. Simply say the word and I am gone.”
The dwarf thanks her and returns to his desk. Misa stands up, graceful as ever, as she offers him her thanks and exits the office.
Caidra joined up with the Forestries Order after her home was caught in the crossfire of their battle with a corruption that had begun spreading in the forest near her home. Her squirrels had found one of their wounded and brought her to him, a man named Laerel. After he had woken up she had to chase him down as he raced to rejoin those he had gotten seperated from. Caidra and her squirrels would end up assisting in finding the source of corruption, a cursed sword that had somehow began to merge with a Tree-Ent and allowed the Forestries Order to find and put it down, freeing the forest from it's influence. While she does not often lodge alongside her fellow Knights and tends to stick fairly distant from civilization she maintains fairly regular contact with them.
Q:“Ah yes, good! So, tell me. You want to be an adventurer.. Why?”
A: "It feels time to bring myself away from the forest, while this place might not be as much my home, it clearly needs a helping hand, and I do a disservice to leave it to rot and worsen when I could try to lessen or undo some of that."
Q:What are some of your aspirations? What do you dream about at night? What do you brag about to your friends that you are going to do someday?”
A: "I want my groves and forest to be able to fend for themselves when I'm eventually gone. While I don't plan on leaving soon, I want my legacy to be found in these creatures who I teach and protect so that in hundreds of years they will still be able to protect and watch over the place they reside.
Q: “What frightens you? What keeps you up at night?” Finally, after he flips a page and continues taking notes as you answer, he follows up with, “If you were to go on an adventure, how soon could you get away?”
A: "The horrors of what became of that poor Tree-Ent. I hadn't met that one but I've met enough to know that it was just wrong, it felt more like a puppet for whatever infernal curse possesed that sword. The way that the life left what the corruption affected, leaving only ichor behind when we had finally removed the blade from that Tree-Ent. As for when I have pretty much liquidated the things I have, helped a few farmers out to get some gold and am ready to move whenever needed.
Magic item: (Probably) Insignia Of Claws
Rollback Post to RevisionRollBack
P: The Traveling Ward: Natural Napalm Enthusiast. (AURYN: The Hunt For The Last Unicorn.)
Isaiah was discovered one morning, nestled among the reeds that lined the shore of the small coastal village near the Eldershore, where the churning sounds of the sea a constant presence. He was no more than a newborn, small and frail. No one knew where he had come from. Upon closer examination, however, they soon realized that this baby was different. His skin was soft and delicate, but it had an otherworldly glow, almost like the moonlight itself was trapped within his pores. As they held him, they felt a faint aura of celestial energy emanating from his small body, like a warm blanket on a cold winter's night.
Unable to find out where he had come from, several families in the village took on the responsibility of his care and upbringing. As he grew older, Isaiah started to have vivid dreams of a man he had never met. The man would appear to him in his sleep, speaking to him in hushed tones, his voice was like the soothing sound of waves crashing against the shore, and he would show him visions of things that were yet to come, like a seer gifted with a sacred sight. He would show Isaiah the ebb and flow of the tides, the coming of the storms, and the migrations of sea creatures. But when Isaiah asked the man who he was, he always turned away from him. Nevertheless, with these dreams, Isaiah was able to predict the tides and storms with astounding accuracy. The villagers viewed him as a divine blessing, a messenger of the sea who brought prosperity and abundance to their humble village. Isaiah was cherished, and his presence filled the village with a sense of hope and joy.
However, slowly, Isaiah noticed something was wrong. The man's guidance had always been accurate, but now his predictions were leading the village astray. Crops were failing, fishing expeditions were coming up empty, and storms were catching the villagers off guard. Isaiah was at a loss. He had always relied on the man in his dreams, and now he didn't know who to turn to for guidance. The villagers grew restless and began to turn on him, blaming him for their misfortunes. They no longer saw him as a messenger of the heavens but rather as a fraud and a charlatan. Then, even the man in the dreams stopped showing up. The villagers changed, their once-reverent attitude transformed into vicious cruelty. They abused and battered him. Isaiah’s pleas fell on deaf ears, drowned out by the sound of the crashing waves and the jeers of the villagers. Despite his cries for help, the sea and his dreams remained silent, with no way to escape.
In a desperate attempt to appease the sea and calm the raging storms, the villagers decided - Isaiah would be sacrificed to the sea. That night, Isaiah was forced to walked into the frigid water, the chill bit at his skin. The waves rose above his head, the current merciless, each drop feeling like a thousand icy needles piercing his skin.
Just when Isaiah thought it was all over, a massive wave rose from the depths of the sea. It towered over him, casting a shadow that blotted out the sun, and then it crashed down upon them with a deafening roar. It swept everything in its path, dragging the villagers and their boats out to sea, devouring everyone.
For a moment, everything was chaos and darkness. Isaiah felt himself being tossed and turned by the raging waters, feeling like he was going to drown, and fell unconscious.
That night, a man waded in the ocean and carried Isaiah’s lifeless back to shore. Isaiah was heavy with fever, barely clinging to life. But as he looked up, he recognized the man - the same man from his dreams. "Why?" Isaiah managed to whisper. Why were the predictions wrong? Why had you left me to suffer at the hands of the villagers? Why had you allowed them to sacrifice me to the sea? Isaiah's mind was a whirlwind of questions, and his heart ached with a deep, lingering pain. The sound of the waves grew louder and more intense. The ocean seemed to be in a frenzy, its energy wild and uncontrollable. The moon, now higher in the sky, shone down on the tumultuous water, creating an eerie glow that illuminated the man's features as he waded through the waves. The wind was bitter and cold, whipping through Isaiah's damp clothing and making him shiver uncontrollably, but the man's arms were warm and comforting.
"I had to see if you were truly worthy," he said, gently closing Isaiah’s eyes. "And they had failed the test."
The man’s name was Theron. He took Isaiah back to his tower and gave him a few basic magical books, but he was barely around to teach him anything. Isaiah taught himself everything he could from the books, practicing for hours on end until he could cast spells effortlessly. His fingers would trace the intricate symbols and diagrams, memorizing each step of the spells until they became second nature. The tower was his sanctuary, and the magic he wielded was his shield against the outside world.
As time went on, Theron would appear intermittently, offering praises for Isaiah's progress, but never staying long enough to truly guide him. Isaiah grew older, and their relationship became more volatile, turbulent. Still, Isaiah hesitated to use the word "lover”, even if he did, it would be a pretty sick version of it.
Theron would often tell Isaiah that he was not good enough, that his magic was weak and flawed. He would criticize every spell Isaiah cast, even if it worked perfectly. He would then tell him that he was teaching him magic out of pity, not because he believed in Isaiah's abilities. They would have fight after fight, with Theron hurling insults and accusations at Isaiah, and Isaiah pushing back with his own anger and frustration. Isaiah confronted Theron of using him as a pawn in his own twisted scheme, and Theron called him ungrateful. When Isaiah asked about the dreams, Theron would outright deny it, claiming he never used him. He told Isaiah that his dreams were his own fault, and any visions he had were not under his control. Sometimes Theron’s denial would make Isaiah doubt his own memories, and sometimes Isaiah would hate Theron so much that he wanted to tear off the man’s lying face and expose the deceit lurking beneath. It was a battle that raged within him, tearing at his soul and threatening to consume him whole. Isaiah both loved and hated when he was with him, but the sharp sting of physical pain could somehow distract from the dull, throbbing ache of the true wound in his heart. Despite their twisted relationship, he also knew Theron was his only chance to make it in the world. With power like Theron’s, no one would dare to hurt him again. He had to become stronger, and learning under Theron was the only way.
When the mystical letter arrived, speaking of the need for adventurers and the disaster and famine ravaging Eldershore, Isaiah realized it’s a way to leave Theron behind, once and for all. He could find his new purpose in life. As Isaiah packed his bags, memories of his time with Theron flashed before his eyes. He remembered the early days, the moments of tenderness, the harsh lessons, the intimate nights. Despite everything, there was a small part of him that still loved the man, no matter how he didn’t want to.
Isaiah thought he could leave without Theron knowing, but as he walked towards the door, Theron's words caught him off guard. Isaiah turned around to see the man sitting at the table, his face half-hidden in shadows.
“Do you really hate me that much?” Theron had asked. Isaiah realized he hadn't seen Theron age one bit, despite the years they have spent together. He looked just the same as he appeared in his dreams, fifteen years ago, sharp features now etched in pain.
"Does it matter?" Isaiah had said, his voice almost a whisper. "All my tears were washed away that night in the sea."
Theron’s laughter broke the silence, but it was not the sound of mirth. It was a bitter, hollow sound that reverberated through the empty hall like an echo from a forgotten place. The sound made Isaiah's heart ache, but he didn’t stop. He walked out the door, and Theron didn't stop him. The crisp air of the night embraced him. It was a new life for him, and this time he won’t let anyone hurt him anymore.
Interview:
Isaiah pushed open the door to the cluttered office, finding a seat. He smiled politely as he crossed his legs and placed his hands together, resting them on his knees.
“Yes, I did,” Isaiah said, “I received the note.”
A faint smile touched his lips as he continued, “I could give you the run-of-the-mill answers. I want to uncover ancient mysteries, help those in need, and perhaps even leave a mark on the world. I aspire to achieve something great, something that will be remembered long after I’m gone.” He paused, his gaze dropping to his hands, the shadows of his eyelashes playing on his high cheekbones. A soft chuckle escaped him, a sound that seemed to linger in the air like a ghost of old wounds.
“But the truth is...” Isaiah’s voice grew softer, vulnerable, “I wanted a way to escape. People once praised me as a celestial messenger, a gift from the divine, only to turn around and call me a liar and a charlatan. They lifted me up only to pull the rug out from under me. They helped me rise and then watched me fall. And after that, I realized for all of my life, I’ve always been in someone else’s control. Manipulated. Played like a pawn in a game. I want to run away from that. And I need this chance to help me get back up on my feet.”
Isaiah’s gaze lifted, his green eyes flecked with gold shimmering like strong tea in sunlight. “My aspirations?” He said. “I want to be powerful. To protect myself. I want to reach a point where I no longer need anyone else’s protection, where I won’t be hurt or betrayed again. I want people to fear me and respect me when they hear my name. I dream of those who once hurt me bowing at my feet… and regretting everything they’ve done to me.” He flashed a sorrowful smile. “But that will never happen. They were swallowed by the sea. And the scars they left will never fade. If I had friends, I’d tell them the same.”
“What I am afraid…” Isaiah murmured, his gaze drifting as if looking past the dwarf at something far beyond the walls of the office, into an abyss of his own making. “I fear he’s right. That I don’t know what I’m talking about. That all of this—visions, prophecies, everything—was just my imagination. I worry that my mind is playing tricks on me. I’m afraid that I’m a fraud, that I’ve lied to everyone.” His eyes returned to meet the dwarf’s, his gaze intense and earnest, searching for understanding. “Do you believe that? That a person’s mind is capable of making up everything? When I’m up at night, I always hear his voice. Whispering in my ears. Telling me that no matter what I do, it’d all be in vain.”
The weight of his confession seemed to hang in the air. After a moment of palpable introspection, Isaiah took a deep breath, visibly gathering himself. A professional, composed smile reemerged on his lips, though it barely masked the lingering traces of storms that turmoiled within him. “My apologies,” He said, his voice regaining its steadiness. “I seem to have wandered off-topic. But I want to assure you - I am the right person for this job. I am capable, determined, and, most importantly, I have nowhere to turn back to. This is my only way forward.”
Isaiah didn’t have to think on the final question. “I can leave now. The sooner, the better.”
Rising from his chair, he extended his hand for a handshake. His fingers were long and slender - a wizard’s fingers, graceful and efficient. His handshake was gentle but firm. After a final nod of thanks, Isaiah turned and walked out of the building. The night air greeted him, and he found comfort in that.
Are you the one we are looking for?
You enter the building hesitantly. You have never been in this building before and honestly other than looking official, you have no idea behind the purpose of it. There are some people walking around looking all fancy in their robes and such, but no one you recognize. The lady at the front desk told you the third door on the right down this hall…there it is. It is slightly ajar, do you knock or just walk in?
Before you make up your mind, a voice calls from within, “Well don’t just stand there, come in!” As you walk into the room, you see that it is a very cluttered office. You don’t even see the body that the voice is connected to for a moment, but then you see the small dwarf, buried behind the piles of papers stacked upon an unruly desk. He smiles up at you and points at one of the two empty chairs in the room. After taking a seat, he looks at you expectantly. As you are unsure one, as to why you are there, and two, who he is, you look back. “Oh!” he exclaims, “I’m sorry, for some reason, I thought you knew why you were here. You got the note right? Adventurer’s wanted and all that? Good good.”
He walks out from behind the desk and sits in the other empty chair. He pulls out a notepad and looks at you appraisingly. Long enough to make you uncomfortable and wonder if the letter was supposed to be addressed to someone else? “Ah yes, good! So, tell me. You want to be an adventurer.. Why?”
He takes notes as you answer, asking a few clarifying questions as you do, frowning if it is the typical I need to get out of this town sort of answer, so you think harder and give real feeling to his question. After you seem to trail off on the main gist of adventuring, he asks, “What are some of your aspirations? What do you dream about at night? What do you brag about to your friends that you are going to do someday?”
These are getting tougher you realize but answer to your best ability. He then changes tact on you, “What frightens you? What keeps you up at night?” Finally, after he flips a page and continues taking notes as you answer, he follows up with, “If you were to go on an adventure, how soon could you get away?”
He then thanks you for your time and heads back to behind his desk, you realize this is your cue to exit and leave through the door back into the hallway, but the place seems eerily quiet. As you head back to the front door, even the woman behind the front desk isn’t there anymore. Shrugging your shoulders at the oddness of it all, you leave the building and head back home.
Hello! I’m looking for players to join my homebrew world of Verdant Reach. Though it is a new world, any published DND race will work, and the setting is a typical fantasy world. Your home is in Eldershore, a modest city on the edge of the sea, but in somewhat recent years it has been in serious decline. It seems to be unlucky in terms of natural disasters, raids, hard times with fishing/farming etc… It has gotten to the point that many families who have been around in Eldershore for generations are looking elsewhere for a better life.
This story picks up with you, one fateful night by mystical means you are drawn to help, secrets of the city are revealed to you and a task to recapture a mystical artifact begins, the lives and livelihoods of those around you are placed in your hands, but this incident may be a whole lot bigger than you were first expecting.
To apply for this campaign, please respond to this thread with your version of how the above went. Answer the dwarves' questions and feel free to add to his part as well if needed. In addition, submit your character (it doesn’t need to be flushed out with ASIs yet - will most likely be rolled) with the following:
Your character will start at level 3.
As for equipment - starting equipment plus 100 gold to spend
Expectations of players:
This campaign will be role-play heavy, with combat for sure, but that won’t be the focus. The planning and plot for this pbp has been laid out and it should last several years in real time.
I will be leaving this application open till August 1. I can’t wait to read what you all come up with!
Sign me up! I'd love to play!
Character Details:
Interview:
“Well don’t just stand there, come in!” says the voice.
Dewmane ducks his head to fit through the door but still manages to bump it by standing up to his full height a second too soon, cracking the masonry slightly with his noggin.
"Oops, ouch. Sorry. I'll um... pay for that... just as soon as I, um... have any gold." The firbolg says, smiling sheepishly.
After taking his seat, as instructed, Dewmane addresses the question about why he wants to be an adventurer.
"Oh, gosh, wow. That's quite a question, sir." He replies, shifting nervously and adjusting his ill-fitting armor. "I guess it's not so much about wanting to be one... I think I, um, sorta feel kinda called to be one. See, I helped this fellow once who I found in the woods. He gave me this..." pulling at the neckline of his chainmail... "...armor and his dying wish was that I succeed him in, um, doing good and finding a noble leader to serve. So, um...." He shrugs, grinning. "That's why I'm here sir."
He pantomimes a few punches... "To beat up bad guys and help the innocent... And maybe fulfill some sort of divine purpose... if you can believe it."
The dwarf then asks about Dewmanes aspirations, dreams and future boasts... "Gee, golly. I never really had much of those before... I always kinda just went where the wind took me." As he answers, he looks down at his feet, noticing the glistening chain mail armor and the sword at his side. "But I guess now, things are different." He looks up at the dwarf with a smile. "I might actually get to be, like... a real hero! The type they write stories about..."
His voice gets a little louder and a little quicker as he talks. "I might actually safe someone's life. Could you imagine that? Me!?" He bellows out a guileless laugh of wonder and excitement. Then a thought comes to him. "And, who knows, maybe I could do something so good.. or vanquish something so bad... that word might find its way back to my clan back home and make my mom proud of me..." His eyes grow a little misty and homesick as he considers the thought.
He's lost in thought for a moment when the dwarf's question about fears takes him by surprise. "What frightens me?" Dewmane asks... He pauses so long that for a moment, the dwarf thinks something might be wrong... but finally Dewmane replies. "I guess it's the things I don't know." His brow furrows as he looks at the dwarf with an expression that says, "Is that an okay answer?" He continues. "I've heard stories of... evil things... truly evil things... Demons, devils... Things that were dead but came back...."
He takes a deep breath, trying to summon a touch more courage. "I know if I'm going to become a hero, I'll need to face those kind of things..." He looks to the dwarf, grimacing weakly. "...but I'd be lying if I said they didn't scare me."
When the dwarf asks about Dewmane's availability for departing, he lets out an earnest chuckle. "Are you kidding? I can go right now if you want. Eldershore is pretty neat but I'm more of a country boy myself. I feel a lot more comfortable on the open road... Oh, and do we get food on this trip because I can eat a lot..."
As the dwarf returns to his desk and Dewmane realizes it's time to leave he slowly starts backing out of the room, tripping over furniture and banging his head again. As he goes he adds, "Really nice meeting you, mister. If you need, like, a reference or something, I can see about writing to my mom. I'm sure she'll say really nice things about me. She's really sweet that way... Um... anyway, I'll see myself---" He turns and manages to bang his head yet again before extending a thumbs up and quickly hurrying out of the room.
Portrait:
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
Nola is a Harper she has been tasked to look into locating a magical artifact. Her senior Harper wasn't forthcoming wth any facts. Been a Watcher in the Guide meant she wasn't in any position to ask any questions. With little to go on she heads out to investigate. It's getting dark and the weather has started to turn for the worse. Been in the city her sense of frustration is compounded at times like this. "everything gets dirty when the rain starts" she murmurs to herself pulling her cloak tighter around her. "OK, senior says to go to the building as directed. "Bit fancy" she notices as she arrives but thats OK, Nola tends to stand out been a wood elf anyway. A rather brutish voice calls to her, "Well don't just stand there, come in!". Not quite what she expect, disorganised, cluttered no sense of priority, a mess confronts Nola. "Take a seat" the Dwarf says to her, "I'd rather stand thank you". Nola isn't touching such mess. The dwarf continues to move to a seat and pulls out a notebook, noting Nola isn't sitting down, "You got the note didn't you? he continues while Nola looks at him with the beginnings of clear frustration. "The note, adventurers wanted and all that?" Nola looks on with clear disdain, "Im here because my employer tasked me to find an item, is that not so?' The Dwarf continues as if he hasn't heard what Nola said and continues asking his questions. "What are your aspirations and and what do you dream of at night?". Nola is perplexed but compelled to answer. She says, "I aspire to do good things be an example to those who are persecuted, what do I dream about? I dream of seeing justice brought for those persecuted and as an Elf I am well versed in this". The Dwarf respond, "hmmm hmmm, what do you brag about to your friends that your are going to do someday?", Nola gives a small gasp, "Brag, brag I don't believe I've ever bragged, its hard enough been an elf my family were persecuted, I .. I don't feel I need to brag about anything". The dwarf sees genuine discomfort and sadness from Nola and asks quietly, "I need to ask, what frightens you what keeps you up at night?. Nola sits down, amongst the mess and the disorganised items around her. She seems to answer from a far away place. "Im frightened about not been wanted, I need to do my best to help the common good, what keeps me up at night...? and here a deep sadness comes across Nola as she responds with tears falling from her eyes and looks directly at the Dwarf, "My parents were murdered for being elven and all I have left of them is my fathers bow, one day I will find who did this and I will seek revenge". The firmness combined with the sadness of Nola's response hits the Dwarf hard. "If you are chosen to go on an adventure, how soon could you get away? Nola looks at the Dwarf, and says with her original disdain, "I'm here am I not? and the weather is terrible out there right now!". The Dwarf smiles for the first time and thinks to himself. I like this elf we could get on very well. Very well indeed.
This sounds interesting, especially the questions.
You enter the building hesitantly. You have never been in this building before and honestly other than looking official, you have no idea behind the purpose of it. There are some people walking around looking all fancy in their robes and such, but no one you recognize. The lady at the front desk told you the third door on the right down this hall…there it is. It is slightly ajar, do you knock or just walk in?
Before you make up your mind, a voice calls from within, “Well don’t just stand there, come in!” As you walk into the room, you see that it is a very cluttered office. You don’t even see the body that the voice is connected to for a moment, but then you see the small dwarf, buried behind the piles of papers stacked upon an unruly desk. He smiles up at you and points at one of the two empty chairs in the room. After taking a seat, he looks at you expectantly. As you are unsure one, as to why you are there, and two, who he is, you look back. “Oh!” he exclaims, “I’m sorry, for some reason, I thought you knew why you were here. You got the note right? Adventurer’s wanted and all that? Good good.”
He walks out from behind the desk and sits in the other empty chair. He pulls out a notepad and looks at you appraisingly. Long enough to make you uncomfortable and wonder if the letter was supposed to be addressed to someone else? “Ah yes, good! So, tell me. You want to be an adventurer.. Why?”
Gail answered, "It's what I've been working towards ever since... I was taken in by adventurers."
He takes notes as you answer, asking a few clarifying questions as you do, frowning if it is the typical I need to get out of this town sort of answer, so you think harder and give real feeling to his question, "So you wanted to be an adventurer for a long time, that still doesn't answer the question.. Why?"
Gail is obviously uncomfortable going into these details, but does so anyway, "When I was young, the hamlet I lived in was attacked by a horde of zombies, collecting bodies to become more zombies. It was terrifying. By sheer chance I happened to survive, but I was the only one. I want to be an adventurer to keep something like that from happening to anyone else!"
After you seem to trail off on the main gist of adventuring, he asks, “What are some of your aspirations? What do you dream about at night? What do you brag about to your friends that you are going to do someday?”
"Aspirations? I simply want to kill monsters till everyone is safe."
"Dreams? I wish I had dreams. What I hav is nightmares every night, reliving the attack over and over again."
"Friends? It's been so long since I had friends. My friends all died that night, and after that I didn't feel like making new friends. I suppose the closest would be the adventurers that raised me. I would tell them that someday I would be as strong as they were and I would save the world!"
These are getting tougher you realize but answer to your best ability. He then changes tact on you, “What frightens you? What keeps you up at night?” Finally, after he flips a page and continues taking notes as you answer, he follows up with, “If you were to go on an adventure, how soon could you get away?”
Gail had to think about that one, "I was terrified of undead, especially zombies. I've gotten over that, mostly. I still feel twinges of terror when I see undead, but I can get past that and fight them. They are the monsters I most want to destroy." She added sheepishly, "But they do still wake me up screaming pretty much every night."
"Right away, I have all my adventuring gear ready to go!"
He then thanks you for your time and heads back to behind his desk, you realize this is your cue to exit and leave through the door back into the hallway, but the place seems eerily quiet. As you head back to the front door, even the woman behind the front desk isn’t there anymore. Shrugging your shoulders at the oddness of it all, you leave the building and head back home.
Name: Ardyn Tormance
Race: Half-elf
Class/subclass: Sorcerer (Draconic bloodline)
Background: Noble
Magic item Crossbow, light +1
Backstory: Ardyn Tormance was the third child of Lady Elira. Despite living a privileged life, he felt isolated since he was never close to his siblings, and his childhood was marked by relentless scrutiny as he navigated social events filled with hushed conversations and sidelong glances from some who viewed him as less than whole. However, Ardyn found that he preferred spending time in the manor library reading about history and the adventures of great heroes. When he reached adolescence, Ardyn discovered that he had a natural gift for magic, much to the delight of his ambitious mother, who encouraged him to explore his gift. Years passed, and Ardyn grew even more disinterested in his privileged life and his mother’s ambitions. When he reached adulthood, he left his house determined to fulfill his dreams and make his own destiny.
You enter the building hesitantly. You have never been in this building before and honestly other than looking official, you have no idea behind the purpose of it. There are some people walking around looking all fancy in their robes and such, but no one you recognize. The lady at the front desk told you the third door on the right down this hall…there it is. It is slightly ajar, do you knock or just walk in?
Before you make up your mind, a voice calls from within, “Well don’t just stand there, come in!” As you walk into the room, you see that it is a very cluttered office. You don’t even see the body that the voice is connected to for a moment, but then you see the small dwarf, buried behind the piles of papers stacked upon an unruly desk. He smiles up at you and points at one of the two empty chairs in the room. After taking a seat, he looks at you expectantly. As you are unsure one, as to why you are there, and two, who he is, you look back. “Oh!” he exclaims, “I’m sorry, for some reason, I thought you knew why you were here. You got the note right? Adventurer’s wanted and all that? Good good.”
He walks out from behind the desk and sits in the other empty chair. He pulls out a notepad and looks at you appraisingly. Long enough to make you uncomfortable and wonder if the letter was supposed to be addressed to someone else. “Ah yes, good! So, tell me. You want to be an adventurer.. Why?”
Ardyn thinks about the question for a moment “ Well besides the obvious answer for fortune and glory partly. When I was a child I would lock myself for hours reading about the great adventures of others, to me it seemed far more appealing than the life my family had planned for me.
He takes notes as you answer, asking a few clarifying questions as you do, frowning if it is the typical I need to get out of this town sort of answer, so you think harder and give real feeling to his question. After you seem to trail off on the main gist of adventuring, he asks, “What are some of your aspirations? What do you dream about at night? What do you brag about to your friends that you are going to do someday?”
“My Aspirations are simple, “ Ardyn relied “I wish to define myself through my own actions and achievements, rather than be defined by those of my family.”
“I, rarely recall what I dream at night,” Ardyn said as he gave a small shrug “But those few that I do remember those I prefer to keep to myself.” “Friends, to be honest, I’m not sure I ever had any real friends.” He shrugs again.
“As for what I brag about” the half-elf smiled ruefully “I’ve spent most my life listening to nobles bragg about what they have done or will do someday, So bragging isn’t something I see myself doing.
These are getting tougher you realize but answer to your best ability. He then changes tact on you, “What frightens you? What keeps you up at night?” Finally, after he flips a page and continues taking notes as you answer, he follows up with, “If you were to go on an adventure, how soon could you get away?”
“What Frightens me, and would keep me up at night?” Ardyn considered the question “Being trapped in the life I’m trying to leave behind, never getting a chance to walk my own path, Or worse ending up a tool for someone else’s ambition."
“I could be ready to leave immediately,” Ardyn said quickly
He then thanks you for your time and heads back to behind his desk, you realize this is your cue to exit and leave through the door back into the hallway, but the place seems eerily quiet. As you head back to the front door, even the woman behind the front desk isn’t there anymore. Shrugging your shoulders at the oddness of it all, you leave the building and head back home.
This sounds promising. Leaving this reply here so I can get back to it.
Are there any limitations on races, classes, backgrounds or magic items?
Additionally, how serious/silly are you expecting the campaign to be and which aesthetic are you going for?
I ask because I have several ideas and want to know how well they may fit.
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
Only limitations on races, classes, backgrounds or magic items - just anything published.
I don't think I was going for real silly - there is a real situation going on and it's pretty dire. More a mysterious feel than anything. But if you want to play something a bit on the silly side, I'm fine with that. Good question though!
I cannot resist. Here is :
Name : Togar
Race : Owlin
Class : Wizard, school of Conjuration
Background : Cloistered Scholar
Backstory :
Sometimes power and position can be quite useful. Togar grew up in a prominent family that developed the finest and most well know woven rugs and textiles in nearly all of Verdant Reach. Their rugs were known far and wide, some even having magical properties. Their business was well regarded in Thune. Togar never had an interest in the textile industry or in business, but he did have an interest in magic and he read voraciously about the subject. To take his skills to the next level, his parents Pengo and Pruscilla leveraged a meeting with the keeper of the Thunian Observatory, Cylic Ferdeth. A large donation to their facility was arranged to make sure that their son Togar would be accepted among the current class of students. “Put our name on a little plaque in the library..” they said, “but please, take our son, this is all that he dreams of.” Togar was not told about the donation, but he is thrilled to further his studies in the arcane arts with a concentration in conjuration. While at the Observatory, wonderous sights appeared in the sky. While studying the magical arts and the events of the night sky, he notices a particular constellation, a cross of twinkling stars pointing at a reddish strange looking nebula, centered right over the eroding village of Eldershore. He has the feeling that magical energies may be converging in the area, perhaps a magical artifact is hidden and trying to make itself known in the crumbling city. He gathers his things during the break to head to the site and investigate…
Magical Item : Helm of Telepathy. It was given to him by his father and mother to hopefully give him a “wing up” on his classmates. He is finding that it has many uses…
Interview :
You enter the building hesitantly. You have never been in this building before and honestly other than looking official, you have no idea behind the purpose of it. There are some people walking around looking all fancy in their robes and such, but no one you recognize. The lady at the front desk told you the third door on the right down this hall…there it is. It is slightly ajar, do you knock or just walk in?
Before you make up your mind, a voice calls from within, “Well don’t just stand there, come in!” As you walk into the room, you see that it is a very cluttered office. You don’t even see the body that the voice is connected to for a moment, but then you see the small dwarf, buried behind the piles of papers stacked upon an unruly desk. He smiles up at you and points at one of the two empty chairs in the room. After taking a seat, he looks at you expectantly. As you are unsure one, as to why you are there, and two, who he is, you look back. “Oh!” he exclaims, “I’m sorry, for some reason, I thought you knew why you were here. You got the note right? Adventurer’s wanted and all that? Good good.”
Togar enters the door cautiously, looking around, then spies the small dwarf. He makes a clucking sound with his beak, that sounds like a loud swallow. “Adventurers? Why, yes… I have it here somewhere…” He fumbles in his vest pocket and finds the folded note, opening it up. He reads it and speaks, without looking up. “You mention nothing of the sign. Did you see it? I wonder, why are you calling adventurers here? Would they be looking into it as well? I guess they would, wouldn’t they….” he holds his feathered hand to his chin, contemplating, his eyes narrow. “Unavoidable, I suppose. Maybe I would need some help. There might be digging or rock lifting or something involved.” He looks up and meets his eyes. “Yes, I would like to go, if you are forming a group. Count me in.”
He walks out from behind the desk and sits in the other empty chair. He pulls out a notepad and looks at you appraisingly. Long enough to make you uncomfortable and wonder if the letter was supposed to be addressed to someone else? “Ah yes, good! So, tell me. You want to be an adventurer.. Why?” “Why? Does such a question need to be asked? Why does one read a book? Try as one might, you resist the urge to flip to the end to see how it comes out. Mostly. Why do you try to solve a puzzle? Curiosity of course? And knowledge. Imagine what secrets it could hold…” he trails off, almost ignoring the dwarf, musing to himself.
He takes notes as you answer, asking a few clarifying questions as you do, frowning if it is the typical I need to get out of this town sort of answer, so you think harder and give real feeling to his question. After you seem to trail off on the main gist of adventuring, he asks, “What are some of your aspirations? What do you dream about at night? What do you brag about to your friends that you are going to do someday?” “Hah! Dreams? I dream of reading every scroll written in the world. Reading every book of knowledge, secrets, spells that has been penned! I dream about eventually making an Academy of my own, where only the best and brightest students will be taught. Where all knowledge will be revealed, taught, practiced. I wish to know the unknowable!” He forms his beak in the arc of an odd smile.
These are getting tougher you realize but answer to your best ability. He then changes tact on you, “What frightens you? What keeps you up at night?” Finally, after he flips a page and continues taking notes as you answer, he follows up with, “If you were to go on an adventure, how soon could you get away?” Togar pauses at this question, putting his arms down to his side, looking down at the floor. “If you must know.. That which every winged and feathered creature fears. The loss of my wings, the loss of the ability to fly. Such things are private…” he looks away, not wanting to meet his eyes. When asked about timing, he instantly looks back, saying “Immediately! I can be ready to depart at a moments notice… Quite ready, I am. Just let me know…”
He then thanks you for your time and heads back to behind his desk, you realize this is your cue to exit and leave through the door back into the hallway, but the place seems eerily quiet. As you head back to the front door, even the woman behind the front desk isn’t there anymore. Shrugging your shoulders at the oddness of it all, you leave the building and head back home.
Togar shrugs and walks out of the door, pausing right outside of it to fumble for something in his pack, putting it on and pausing in the hallway…
A wizard is never late, nor is he early, he arrives precisely when he means to.
One day, he was perusing through the shelves of books, tomes, and scrolls, and a faint glimmer of gold caught his eye. It seems to have come from a rather unnoteworthy tome, sitting high on a shelf. Being a Halfling he obviously had to find out what that was, Halfling curiosity being what it is. Also being a Halfling meant he had to find the ladder to reach the tome.
Finally within reach, he pulled it from the shelf opened the tome and was blasted by an incredible beam of light. Knocking him from the ladder.
When he came to, he was uninjured, with the book laying open next to him.
"Whew! That was close" came a voice from the book.
Amaryllis couldn't utter anything out of shock, except some repeated "Uh"s as he failed to coherently voice his bewilderment.
"I'm hoping you can help me," the book continued "I'm kind of stuck".
"Who are you? What are you?" Amaryllis managed to blurt out.
"Oh my name is Lo'ra, I'm a Ki-Rin and I'm trapped in this book, kind of"
Interview:
You enter the building hesitantly. You have never been in this building before and honestly other than looking official, you have no idea behind the purpose of it. There are some people walking around looking all fancy in their robes and such, but no one you recognize. The lady at the front desk told you the third door on the right down this hall…there it is. It is slightly ajar, do you knock or just walk in?
Before you make up your mind, a voice calls from within, “Well don’t just stand there, come in!”
Amaryllis is taken aback by the curtness of the request and boisterous voice from within the room, but he does as he is told and meekly walks in.
As you walk into the room, you see that it is a very cluttered office. You don’t even see the body that the voice is connected to for a moment, but then you see the small dwarf, buried behind the piles of papers stacked upon an unruly desk. He smiles up at you and points at one of the two empty chairs in the room.
Amaryllis takes the hint and sits down, "Greetings, I'm Amaryllis, I got told to come here. Just not sure… why?"
After taking a seat, he looks at you expectantly. As you are unsure one, as to why you are there, and two, who he is, you look back. “Oh!” he exclaims, “I’m sorry, for some reason, I thought you knew why you were here. You got the note right? Adventurer’s wanted and all that? Good good.”
"Yes that's correct, my patron told me the note would be coming and to make sure I meet at this place and at the right time. And here I am."
He walks out from behind the desk and sits in the other empty chair. He pulls out a notepad and looks at you appraisingly. Long enough to make you uncomfortable and wonder if the letter was supposed to be addressed to someone else? “Ah yes, good! So, tell me. You want to be an adventurer.. Why?”
Adventurer? That's something Amaryllis wouldn't call himself. But Lo'ra knows what she's doing.
"I am taking up the mantle of Adventurer as I need to find a way to free a friend. The world holds many secrets, hopefully just one can be enough. But like the old tales say, what you are looking for is never the first thing you find."
He takes notes as you answer, asking a few clarifying questions as you do, frowning if it is the typical I need to get out of this town sort of answer, so you think harder and give real feeling to his question. After you seem to trail off on the main gist of adventuring, he asks, “What are some of your aspirations? What do you dream about at night? What do you brag about to your friends that you are going to do someday?”
"I aspire to bring peace and joy to those who need it most." Amaryllis pauses as he contemplates the second question, his dreams are usually invaded by Lo'ra. Asking questions about the world, which is fair, when you've been trapped in a book for who knows how long you'd want to converse about anything. He didn't think the Dwarf would appreciate that answer.
"I dream of bringing light to the dark and to dismiss evil." He lied.
The last questions he tells it straight from the heart, "I tell my friends I am going to make a difference."
These are getting tougher you realize but answer to your best ability. He then changes tact on you, “What frightens you? What keeps you up at night?” Finally, after he flips a page and continues taking notes as you answer, he follows up with, “If you were to go on an adventure, how soon could you get away?”
"What frightens me? A lot of things, monsters, devils, snakes. But mostly that I am not in control of my own destiny."
A certain Ki-Rin keeps him up at night.
"Mostly those who are evil, but do it behind a veil of good. They keep me up at night, because they are the ones that are the hardest to vanquish."
"I travel light, I can leave at the shortest notice."
He then thanks you for your time and heads back to behind his desk, you realize this is your cue to exit and leave through the door back into the hallway, but the place seems eerily quiet. As you head back to the front door, even the woman behind the front desk isn’t there anymore. Shrugging your shoulders at the oddness of it all, you leave the building and head back home.
Name: Falchion
Race: Warforged
Class/Subclass: Bard/ College of Spirits
Background: Entertainer
Backstory:
Falchion was a commissioned creation at the order of Duke Arlen as a spectacle piece and gift to his daughter Amelia. He was used like an elaborate music box taken out for feasts, celebrations, and at times funerals. Indeed, he was sentient but also newly born to the world. It was Amelia who slowly drew him out of just being a music box and even taught him how to read and write. The bond of friendship made Falchion more aware of his surroundings and to have thoughts of his own. With an unsure boldness he asked to be treated the same as a flesh and blood person from Duke Arlen. Falchioned was surprised that many of Duke Arlen's vassals wanted him to be destroyed and the Duke Arlen himself was also leaning in that direction. Luckily Amelia intervened and pleaded on his behalf. In the end Falchion was treated more like a lowly servant which was an improvement over being seen as a music box. Life was good and as long as he had Amelia as a friend, he thought his life was perfect. That is until she passed away from a lingering illness. He knew of death but was not prepared to lose his friend forever. He refused to play anymore music and spent all of his time near Amelia's grave.
One night as he was lost in grief, he met someone an ethereal spirit. It took pity on him and taught him how to listen to the spirits of the world and he hoped with such a skill he can talk to Amelia again, but she never answered his pleas. The spirit spoke of the afterlife and how Falchion may see Amelia again. He wondered if it were possible for a mechanical creation such as himself, but he figures if he can mourn the loss of a friend then it might be possible. Now he travels to learn more about himself and to wonder if he has a soul.
Magic Item:
Winged Boots
Interview:
You enter the building hesitantly. You have never been in this building before and honestly other than looking official, you have no idea behind the purpose of it. There are some people walking around looking all fancy in their robes and such, but no one you recognize. The lady at the front desk told you the third door on the right down this hall…there it is. It is slightly ajar, do you knock or just walk in?
Before you make up your mind, a voice calls from within, “Well don’t just stand there, come in!” As you walk into the room, you see that it is a very cluttered office. You don’t even see the body that the voice is connected to for a moment, but then you see the small dwarf, buried behind the piles of papers stacked upon an unruly desk. He smiles up at you and points at one of the two empty chairs in the room. After taking a seat, he looks at you expectantly. As you are unsure one, as to why you are there, and two, who he is, you look back. “Oh!” he exclaims, “I’m sorry, for some reason, I thought you knew why you were here. You got the note right? Adventurer’s wanted and all that? Good good.”
"Yes, I got the note and came as soon as I can"
He walks out from behind the desk and sits in the other empty chair. He pulls out a notepad and looks at you appraisingly. Long enough to make you uncomfortable and wonder if the letter was supposed to be addressed to someone else? “Ah yes, good! So, tell me. You want to be an adventurer.. Why?”
"I want to be an adventurer for Amelia. She always told me about the wider world in her stories and I believe it is time I take a look for myself. Though in truth I seek adventure to test myself to see if I have a soul so that one day I may be reunited with Amelia once more." says Falchion with somber tone.
He takes notes as you answer, asking a few clarifying questions as you do, frowning if it is the typical I need to get out of this town sort of answer, so you think harder and give real feeling to his question. After you seem to trail off on the main gist of adventuring, he asks, “What are some of your aspirations? What do you dream about at night? What do you brag about to your friends that you are going to do someday?”
"I aspire to live a grand life so that when I see Amelia again, I will be the one to share the stories. To have tales that last a lifetime. I don't dream the same as other people, but I do imagine sitting by bay window and just being there with a trusted friend. Content that all is well"
These are getting tougher you realize but answer to your best ability. He then changes tact on you, “What frightens you? What keeps you up at night?” Finally, after he flips a page and continues taking notes as you answer, he follows up with, “If you were to go on an adventure, how soon could you get away?”
"I fear that I am just a construct with no soul and that the thought of never seeing Amelia again tears at my heart." says Falchion with a look of fear and sadness. He takes a moment to compose himself "I can get away for the adventure at any time you deem ready"
He then thanks you for your time and heads back to behind his desk, you realize this is your cue to exit and leave through the door back into the hallway, but the place seems eerily quiet. As you head back to the front door, even the woman behind the front desk isn’t there anymore. Shrugging your shoulders at the oddness of it all, you leave the building and head back home.
Name: Arathorn
Race: Human
Class: Fighter
Background: Soldier
Magic Item: I would like to think about this a bit more, cuz my character is broke, that's why he takes this quests, he is not a hero just trying to survive. So not sure what item I would give him, it must be something important to him so he don't change it for gold, but not too powerful, cuz he is not a hero just a regular person.
Backstory:
Arathorn's early life was the epitome of the idyllic countryside.
Born to a loving family on a farm near Baldur's Gate, he spent his days working the fields, surrounded by the warmth of his parents and the laughter of friends.
His childhood friends were his constant companions, and together they forged memories through countless adventures.
The tranquility shattered when a marauding group of Orcs established a camp near Baldur's Gate, disrupting the peace of the region.
In an attempt to rid the land of this threat, soldiers from Baldur's Gate confronted the Orcs.
The battle was fierce, and many Orcs fell, but the survivors sought revenge. Tragically, Arathorn's village bore the brunt of this retaliation.
The once-thriving farmstead became a scene of devastation. Arathorn returned home to find his family and friends slain, their lives taken in a brutal act of retribution.
With nothing left, he made his way to Baldur's Gate, a city that once felt like a distant neighbour but now offered a cold refuge for the grieving.
Struggling to survive in the urban chaos, Arathorn resorted to theft and lived as a shadow beneath the city's bridges.
His luck changed when a mercenary company, in need of able bodies, discovered him.
Joining their ranks, Arathorn became a soldier, honing his combat skills and finding a sense of purpose amid the chaos of war.
Company leader became greedy and reckless, taking more and more riskier contracts and pitting us against one baron only to switch sides moments later and turn on our employer,
decision that he will come to regret.
Finally he met his end, together with most of the company; fate Arathorn barely escaped.
Alone once again, Arathorn wander the lands, trying to survive, one day at the time.
Interview:
You enter the building hesitantly. You have never been in this building before and honestly other than looking official, you have no idea behind the purpose of it. There are some people walking around looking all fancy in their robes and such, but no one you recognize. The lady at the front desk told you the third door on the right down this hall…there it is. It is slightly ajar, do you knock or just walk in?
Before you make up your mind, a voice calls from within, “Well don’t just stand there, come in!” As you walk into the room, you see that it is a very cluttered office. You don’t even see the body that the voice is connected to for a moment, but then you see the small dwarf, buried behind the piles of papers stacked upon an unruly desk. He smiles up at you and points at one of the two empty chairs in the room. After taking a seat, he looks at you expectantly. As you are unsure one, as to why you are there, and two, who he is, you look back. “Oh!” he exclaims, “I’m sorry, for some reason, I thought you knew why you were here. You got the note right? Adventurer’s wanted and all that? Good good.”
He walks out from behind the desk and sits in the other empty chair. He pulls out a notepad and looks at you appraisingly. Long enough to make you uncomfortable and wonder if the letter was supposed to be addressed to someone else? “Ah yes, good! So, tell me. You want to be an adventurer.. Why?”
Arathorn hearing him speak thinks to himself, only person that never left the comfort of his office would call almost getting eaten by owlbear an adventure, gives a dwarf a look of man that didn't sleep in a nice bed for weeks and haven't had a decent meal even more... Dwarf realizing the situation, calls for his assistant and orders him to bring in a plate of food and drinks. Conversation takes a more informal turn for the duration of Arathorn's meal.
He takes notes as you answer, asking a few clarifying questions as you do, frowning if it is the typical I need to get out of this town sort of answer, so you think harder and give real feeling to his question. After you seem to trail off on the main gist of adventuring, he asks, “What are some of your aspirations? What do you dream about at night? What do you brag about to your friends that you are going to do someday?”
Arathorn sipping on a glass of vine, looks around the office, spotting all around him traces of rich life, turns to the dwarf: "Something like this wouldn't be so bad for retirement... Cold stone to shield me on hot days, servants to light fire in the winter, nice place to settle down..."
These are getting tougher you realize but answer to your best ability. He then changes tact on you, “What frightens you? What keeps you up at night?” Finally, after he flips a page and continues taking notes as you answer, he follows up with, “If you were to go on an adventure, how soon could you get away?”
"What drives all... Fear of death... But if I had a chance to pick between starving or dying from a sword, I pick later, at least it's poetic."
"How soon can you produce gold...?"
He then thanks you for your time and heads back to behind his desk, you realize this is your cue to exit and leave through the door back into the hallway, but the place seems eerily quiet. As you head back to the front door, even the woman behind the front desk isn’t there anymore. Shrugging your shoulders at the oddness of it all, you leave the building and head back home.
"It's a dangerous business, Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you'll be swept off to."
Really?
Asking once more for certainty because some races are pretty far out there, like the Spelljammer ones.
In that vein, some more questions:
- Do you prefer the updated race templates or are legacy ones fair game?
- What about backgrounds that start you off with a feat compared to those that don't?
- Do all optional rulings from XGtE and TCoE apply?
- "Anything published", does this include non-core and partnered content?
Apologies if I am asking too much up front. I'm very much a "what are my options" and "restrictions breed creativity" kind of person :)
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
Ok - you make a good point, I wasn't considering all those other races. I do not want to include the Spelljammer ones and I would like to just include the core DND content.
I am fine with either updated race or legacy ones - though I do not have content to share, hopefully someone who joins will for the campaign.
Yes, all optional rulings apply
As for backgrounds, you should have a good reason for them, ones that are obviously for the glory of giants, or dragonlance or spelljammer do not apply. This might take out the ones that start you off with feat, but if it doesn't - you'd have to run it by me.
You're fine, made me look at things with a bit of a finer toothed comb. I hope this answers your questions?
Yeah, thanks for answering.
Time to brainstorm a concept or two ^^
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
Fable's portrait![]()
You enter the building hesitantly. You have never been in this building before and honestly other than looking official, you have no idea behind the purpose of it. There are some people walking around looking all fancy in their robes and such, but no one you recognize. The lady at the front desk told you the third door on the right down this hall…there it is. It is slightly ajar, do you knock or just walk in?
Before you make up your mind, a voice calls from within, “Well don’t just stand there, come in!” As you walk into the room, you see that it is a very cluttered office. You don’t even see the body that the voice is connected to for a moment, but then you see the small dwarf, buried behind the piles of papers stacked upon an unruly desk. He smiles up at you and points at one of the two empty chairs in the room. After taking a seat, he looks at you expectantly. As you are unsure one, as to why you are there, and two, who he is, you look back. “Oh!” he exclaims, “I’m sorry, for some reason, I thought you knew why you were here. You got the note right? Adventurer’s wanted and all that? Good good.”
"Yes, I did altho-"
Fable's eye twitches from being interrupted
He walks out from behind the desk and sits in the other empty chair. He pulls out a notepad and looks at you appraisingly. Long enough to make you uncomfortable and wonder if the letter was supposed to be addressed to someone else? “Ah yes, good! So, tell me. You want to be an adventurer.. Why?”
"I wish to get answers on a few plights I am currently dealing with."
"What are these plights."
She sighs, "I'm not incredibly comfortable about talking about this, so I'll just say this: To my current understanding, my father sold me out to my now patron. I have no idea why, so now I'm stuck trying to find him. I've search high and low of this city and haven't found anything." Her features relax and she leans back in the chair, "So traveling the outside world is the next step. Not how I imagined my first trip but oh well. "
He takes notes as you answer, asking a few clarifying questions as you do, frowning if it is the typical I need to get out of this town sort of answer, so you think harder and give real feeling to his question. After you seem to trail off on the main gist of adventuring, he asks, “What are some of your aspirations? What do you dream about at night? What do you brag about to your friends that you are going to do someday?”
"I want have fun. I want to gamble more, and not just with boring money, something more. I plan to go against any fate made for me and live purely by chance. That's my dream." A spark seems to shine in her eyes, imagining such a chaotic future, all the while playing with a gold coin between her fingers.
These are getting tougher you realize but answer to your best ability. He then changes tact on you, “What frightens you? What keeps you up at night?” Finally, after he flips a page and continues taking notes as you answer, he follows up with, “If you were to go on an adventure, how soon could you get away?”
Her hand flinches ever so slightly at the question, but continues to roll the coin across her knuckles. She eyes the dwarf for a minute before responding, "I do my best not to dwell on things such as fear. A small amount keeps you alive so I'll admit to being cautious about the monsters that wander the wilds and deep water, but nothing so great as true terror."
Fable's smile returns and she leans forward, "Right away, sir."
He then thanks you for your time and heads back to behind his desk, you realize this is your cue to exit and leave through the door back into the hallway, but the place seems eerily quiet. As you head back to the front door, even the woman behind the front desk isn’t there anymore. Shrugging your shoulders at the oddness of it all, you leave the building and head back home.
Totally changed my mind...
It was her wedding day. Well, her second one. They were renewing their vows. Doing it right this time. Doing it in front of friends and family and their children. It was a magical day... She lost everything that day.
They rode out of the woods. Whoever they were. Torches held high, weapons slashing out. It was too quick. Too bloody. Too awful for Anachain to do anything but fall to her knees and wail and keen into the night over the loss of.. . . . .
She awoke without ever knowing she needed to. One minute horror and the next awakening to the horror that it was real. They were all gone. The tables, the altar, the whole damned serene little glen they had staged it in - It was all covered in the blood and gore and bits of the people she knew and loved. All of them. All of them but her. She was pristine. Not a scratch. Not a drop of blood upon her wedding dress. Nothing to show the horror and onslaught that happened on her wedding day.
She awoke dead inside if not out. She saw the carnage that remained. She walked amongst it and noted the people who were gone, looked upon the corpses of her dearly beloved and her two children. She walked and saw and shed not a tear. Screamed not one scream. She was no longer who she was...
Somehow the story of it all had reached Eldershore even before Anachain herself did. She walked to the city barefoot and still dressed in her gown and veil for she had nothing else to do. Someone helped her to a seat next to the little chapel in the poor section of town and told the clergy of her presence. They brought her food and drink. Day after day. Anachain sat and silently thanked them and looked off into the distance. At some point a lost toddler was found next to Anachain, sitting happily on the bench beside her. Eventually someone say another child there to wait while they ran an errand. It became a thinh. Anachain became Mother Anachain and it was known that the children were safe with her. Nobody every questioned it... it just was. No matter that she barely moved and never spoke. Day after day the clergy brought her food and water and parents brought her children to watch over... Until one day the clergy brought her a letter.
The Interview:
She walks into the room barefoot and head down. Her eyes scan the room without ever really moving. The room is cluttered and seems to have drowned the speaker who is somewhere beneath it all, she assumes. The clutter is mostly papers, all very important she is sure, but also various bric-a-brac. One item in particular catches her eye but she doesn't give it a second thought as the drowned dwarf points to one of the seats miraculously empty of disorder. She sits wordlessly.
“Oh!” he exclaims, “I’m sorry, for some reason, I thought you knew why you were here. You got the note right? Adventurer’s wanted and all that?" She gives him a wan smile and nods once. "Good good.”
He walks out from behind the desk and sits in the other empty chair. He pulls out a notepad and looks at her appraisingly. Long enough to make her uncomfortable and wonder if the letter was supposed to be addressed to someone else? “Ah yes, good! So, tell me. You want to be an adventurer.. Why?”
Mother Anachain tilts her head to one side and ponders the question for a moment. She didn't. That was the truth. She didn't want to be an adventurer. She wanted to be a wife. A mother. Part of a family. She wanted to be happy. "I... I want..." she begins to say, finding it difficult to form words after so, so long. The dwarf looks at her and waits. Waits with growing impatience. But finally it comes out.
"Revenge..."
The dwarf blinks. Once. Twice. And then after the third time he nods and jots some scratchings down into his little notebook. "I see." He follows up trying to get details and information but Mother Anachain has little answers and even fewer words. She cannot tell him exactly who she wants revenge on but she will know when she has had it.
“What are some of your aspirations?" he asks. Aspirations? Those are a thing of the past. "Revenge," is all she can answer.
"What do you dream about at night?" he asks. She doesn't dream. She barely sleeps. But if she has a dream it is "Revenge."
"What do you brag about to your friends that you are going to do someday?” he asks. She turns her head and looks him in the eye for the first time. Her eyes are flat and cold and they see everything but nothing at the same time. "Ah, yes. Yes. I get it," he says, not needing the answer.
The interview, if you could call it that, continues on in this way for a bit of time. It is a bit frustrating for the dwarf - He wants more but has to come to accept that he'd be better off bleeding a stone. Finally, after taking his last note and closing his book, he follows up with, “If you were to go on an adventure, how soon could you get away?”
Mother Anachain reaches out to a pile a papers that sits upon his desk. Atop those papers is a mask. It is made of ceramic or bone or clay or something. It feels thin and fragile yet sturdy and strong. The face of the mask is painted with a feminine skull. "May I?" she asks, the first words she had spoken unbidden. The dwarf fumbles a bit and agrees out of hand, assuming she meant may she examine it. Instead put it on.
"I am ready," she says through the mask and then stands and walks out of the room.
Final note: Unarmed fighter build I used in your Halloween One-Shot but, obviously, a totally different character concept. She wears the remnants of her wedding dress (which due to trauma has become imbued with the power the magical wraps) and the skull mask she took from the dwarf. She is not the face of the party, by any means, but is more than willing to punch a shitter in the face if they deserve it!
So my first thought was to make a plasmoid but to flavor him as a sort of failed clay golem... so that he is more like a mud golem of sorts that was essentially thrown away and is now seeking to find a purpose in life and prove that he is more than just a failure...
Since you mentioned no spelljammer, I also have an idea for a beasthide shifter fighter that specializes in unarmed combat. Imagine a large heavy man that has features that resemble a hog that uses a net and whip to catch his enemies before wrestling them into submission.
Ooo, this sounds fun! Colour me intrigued.
Name: Misora "Misa" Helisiné
Race: Yuan-ti Pureblood (I'm happy to change this if it doesn't quite fit - I mostly just chose it because I like snakes haha)
Class/subclass: Bard (College of Glamour (or possibly Eloquence I haven't quite decided)
Background: Courtier
Backstory:
Misora's (or Misa's, as she prefers) early life diverged sharply from those typical of her kind. As a baby, she was abandoned on the streets of a large human city, left behind by parents she never knew long enough to remember. For her first few years, she lived as an urchin, surviving on scraps and evading countless dangers. Her striking white hair and slitted pupils set her apart from the other street children, drawing attention that she learned to use to her advantage - it did not take long to figure out that the average passerby was more inclined to spare a few coins for a cute, charming child rather than a ragged, feral one.
At the age of seven, Misa’s fate took a pivotal turn when she was noticed by the calculating and influential Madam Xue, the proprietor of a high-end brothel catering to the city’s elite. Recognizing the young girl's potential and exotic allure, Madam Xue took her in and provided her with an education and rigorous training. Under Madam Xue’s tutelage, Misa was transformed into a courtesan of unmatched beauty and mystique, her presence becoming a sought-after gem among the wealthy.
As she matured, Misa’s training encompassed the arts of seduction, persuasion, and performance. She became a highly coveted asset in the circles of high society, her charm and skill both admired and envied by nobles and other courtesans alike. Despite the luxury surrounding her, Misa felt trapped in a gilded cage. Her true self was obscured behind layers of cultivated allure, and an insurmountable monetary debt imposed by Madam Xue bound her to the brothel, a constant reminder of her lack of freedom.
Over time, Misa’s resentment grew, fueled by an icy anger toward her situation and the society that saw her as nothing more than a beautiful plaything. She maintained her role with grace while secretly plotting her escape, yearning for the wealth and power her clients took for granted, coveting the freedom that came with such things.
Determined to claim this for herself, Misa began subtly undermining Madam Xue’s operations. She used her charms to seduce a nobleman, promising him her hand in marriage in exchange for dealing with her debt. Misa intended only to secure enough money to escape and had no plans of actually fulfilling her end of the bargain. However, the nobleman, lacking the wealth she had anticipated or perhaps simply unwilling to part with it, instead arranged for Madam Xue’s murder.
In the chaos that ensued, Misa seized the opportunity to slip away, evading both the nobleman and suspicion surrounding the death of her former madam. In her flight she left her home behind, wounding up in the much more humble city of Eldershore. It was here that she came across a note advertising for adventurers, and an idea began to form. What better way to acquire the wealth and prestige she so desired than through the heroic deeds humans seemed to so admire?
Magic item: Pearl of Power
Interview:
Misa enters the building with a mix of curiosity and apprehension. She has not been in Eldershore long, and this place is as unfamiliar as the rest of the city, its official appearance giving little hint as to its true purpose. Slowly, she moves down the stately corridor, following the directions given to her by the woman at the front desk. The third door on the right…. Ah, here it is. Left slightly ajar, light seeping through it’s cracks. She is faced with a dilemma now; knock, or simply waltz in?
Before she can decide, a voice calls out from within, "Well, don’t just stand there, come in!" She pushes open the door and steps inside, her eyes sweeping over the chaotic mess of papers decorating the room before landing on the small figure all but buried behind his unruly desk.
The dwarf looks up with a warm smile and gestures to one of the two empty chairs. “Please, have a seat.” Misa complies, taking her place with a practiced grace; back straight, legs crossed, hands neatly folded - it was all simply habit to her now. The dwarf only stares at her. With nothing else to do, she simply looks back at a him as a few beats of silence pass them by.
“Oh!” the dwarf exclaims suddenly, “I’m sorry, for some reason, I thought you knew why you were here. You got the note, right? Adventurers wanted and all that? Good, good.” He bustles out from behind his stacks of paper, soon joining her on the other chair before pulling out a notepad and giving her a scrutinizing look. She meets his gaze with her own, raising a single, arched eyebrow as the moment stretches on past its comfortable limit. Finally he speaks once more “Ah yes, good! So, tell me. You want to be an adventurer.. Why?” The dwarf’s casual demeanor contrasts with the seriousness of his tone as he begins to take notes.
Misa's gaze remains steady as she ponders his question. She thinks it best not to mention her main driving force - the money and fame such a career could offer. People do not seem to like such honesty. Her voice is smooth as she instead responds “Adventuring offers more than just a chance to escape. It’s a gateway to freedom, to redefine my destiny beyond the constraints of my past life. For years, I’ve played a role designed by others, navigating a world that saw me as a mere asset. Now, I seek to shape my fate with my own hands."
She watches as he frowns slightly and does not respond, a hint of uncertainty accosting her. Was he not satisfied with her answer? Perhaps the truth was the best option after all. She quickly adds “Besides, the rewards adventuring can provide are not an unwanted bonus.” She plays her words off as a joke, twisting her lips into a smile.
The dwarf nods, jotting down notes and occasionally glancing up for clarification. After a moment, he asks, “What are some of your aspirations? What do you dream about at night? What do you brag about to your friends that you are going to do someday?”
At that, the Yuan-ti offers him a small smirk. Clearly lies and half-truths were not the language of this man, so she would speak plainly and truly. It was not as if she had anything to lose to this small man. “Those are two different questions, no? The dreams that enter ones head when they are alone are often far different to any trivial boasts they may speak to their friends. But no matter. I dream of reclaiming myself. I aspire to make a mark on the world, to be remembered not just for beauty, but for power and influence. To my peers, I boast of someday achieving a position where I command respect and influence, founded through genuine accomplishment.”
The questions continue, though they change their tone. “What frightens you? What keeps you up at night?”
Misa’s serpentine eyes narrow slightly, though the practiced smile never leaves her lips. “If you truly must know, it is not death nor the perils of adventure that frighten me. But… the thought of remaining trapped in a role that I despise, forever relegated to the status of an object rather than a person of true substance… The idea of forever being seen as nothing more than the facade I put up – it is a fear that gnaws at my peace and disturbs my rest."
Her eyes flicker around the room as she speaks, breaking contact for the first time since she entered, before coming to rest on him once more. "I shall speak no further on the subject.”
The dwarf nods, flipping to another page in his notepad. “If you were to go on an adventure, how soon could you get away?”
She relaxes again, her smile becoming less taunt, her gaze less sharp. “I am ready to depart at a moment’s notice. Simply say the word and I am gone.”
The dwarf thanks her and returns to his desk. Misa stands up, graceful as ever, as she offers him her thanks and exits the office.
Portrait:
Caidra joined up with the Forestries Order after her home was caught in the crossfire of their battle with a corruption that had begun spreading in the forest near her home. Her squirrels had found one of their wounded and brought her to him, a man named Laerel. After he had woken up she had to chase him down as he raced to rejoin those he had gotten seperated from. Caidra and her squirrels would end up assisting in finding the source of corruption, a cursed sword that had somehow began to merge with a Tree-Ent and allowed the Forestries Order to find and put it down, freeing the forest from it's influence. While she does not often lodge alongside her fellow Knights and tends to stick fairly distant from civilization she maintains fairly regular contact with them.
Q:“Ah yes, good! So, tell me. You want to be an adventurer.. Why?”
A: "It feels time to bring myself away from the forest, while this place might not be as much my home, it clearly needs a helping hand, and I do a disservice to leave it to rot and worsen when I could try to lessen or undo some of that."
Q:What are some of your aspirations? What do you dream about at night? What do you brag about to your friends that you are going to do someday?”
A: "I want my groves and forest to be able to fend for themselves when I'm eventually gone. While I don't plan on leaving soon, I want my legacy to be found in these creatures who I teach and protect so that in hundreds of years they will still be able to protect and watch over the place they reside.
Q: “What frightens you? What keeps you up at night?” Finally, after he flips a page and continues taking notes as you answer, he follows up with, “If you were to go on an adventure, how soon could you get away?”
A: "The horrors of what became of that poor Tree-Ent. I hadn't met that one but I've met enough to know that it was just wrong, it felt more like a puppet for whatever infernal curse possesed that sword. The way that the life left what the corruption affected, leaving only ichor behind when we had finally removed the blade from that Tree-Ent. As for when I have pretty much liquidated the things I have, helped a few farmers out to get some gold and am ready to move whenever needed.
P: The Traveling Ward: Natural Napalm Enthusiast. (AURYN: The Hunt For The Last Unicorn.)
DM:
Name: Isaiah Astralis
Race: Aasimar
Class/subclass: Chronurgy Wizard
Background: Haunted One
Magic item: Mizzium Apparatus
Backstory:
Isaiah was discovered one morning, nestled among the reeds that lined the shore of the small coastal village near the Eldershore, where the churning sounds of the sea a constant presence. He was no more than a newborn, small and frail. No one knew where he had come from. Upon closer examination, however, they soon realized that this baby was different. His skin was soft and delicate, but it had an otherworldly glow, almost like the moonlight itself was trapped within his pores. As they held him, they felt a faint aura of celestial energy emanating from his small body, like a warm blanket on a cold winter's night.
Unable to find out where he had come from, several families in the village took on the responsibility of his care and upbringing. As he grew older, Isaiah started to have vivid dreams of a man he had never met. The man would appear to him in his sleep, speaking to him in hushed tones, his voice was like the soothing sound of waves crashing against the shore, and he would show him visions of things that were yet to come, like a seer gifted with a sacred sight. He would show Isaiah the ebb and flow of the tides, the coming of the storms, and the migrations of sea creatures. But when Isaiah asked the man who he was, he always turned away from him. Nevertheless, with these dreams, Isaiah was able to predict the tides and storms with astounding accuracy. The villagers viewed him as a divine blessing, a messenger of the sea who brought prosperity and abundance to their humble village. Isaiah was cherished, and his presence filled the village with a sense of hope and joy.
However, slowly, Isaiah noticed something was wrong. The man's guidance had always been accurate, but now his predictions were leading the village astray. Crops were failing, fishing expeditions were coming up empty, and storms were catching the villagers off guard. Isaiah was at a loss. He had always relied on the man in his dreams, and now he didn't know who to turn to for guidance. The villagers grew restless and began to turn on him, blaming him for their misfortunes. They no longer saw him as a messenger of the heavens but rather as a fraud and a charlatan. Then, even the man in the dreams stopped showing up. The villagers changed, their once-reverent attitude transformed into vicious cruelty. They abused and battered him. Isaiah’s pleas fell on deaf ears, drowned out by the sound of the crashing waves and the jeers of the villagers. Despite his cries for help, the sea and his dreams remained silent, with no way to escape.
In a desperate attempt to appease the sea and calm the raging storms, the villagers decided - Isaiah would be sacrificed to the sea. That night, Isaiah was forced to walked into the frigid water, the chill bit at his skin. The waves rose above his head, the current merciless, each drop feeling like a thousand icy needles piercing his skin.
Just when Isaiah thought it was all over, a massive wave rose from the depths of the sea. It towered over him, casting a shadow that blotted out the sun, and then it crashed down upon them with a deafening roar. It swept everything in its path, dragging the villagers and their boats out to sea, devouring everyone.
For a moment, everything was chaos and darkness. Isaiah felt himself being tossed and turned by the raging waters, feeling like he was going to drown, and fell unconscious.
That night, a man waded in the ocean and carried Isaiah’s lifeless back to shore. Isaiah was heavy with fever, barely clinging to life. But as he looked up, he recognized the man - the same man from his dreams. "Why?" Isaiah managed to whisper. Why were the predictions wrong? Why had you left me to suffer at the hands of the villagers? Why had you allowed them to sacrifice me to the sea? Isaiah's mind was a whirlwind of questions, and his heart ached with a deep, lingering pain. The sound of the waves grew louder and more intense. The ocean seemed to be in a frenzy, its energy wild and uncontrollable. The moon, now higher in the sky, shone down on the tumultuous water, creating an eerie glow that illuminated the man's features as he waded through the waves. The wind was bitter and cold, whipping through Isaiah's damp clothing and making him shiver uncontrollably, but the man's arms were warm and comforting.
"I had to see if you were truly worthy," he said, gently closing Isaiah’s eyes. "And they had failed the test."
The man’s name was Theron. He took Isaiah back to his tower and gave him a few basic magical books, but he was barely around to teach him anything. Isaiah taught himself everything he could from the books, practicing for hours on end until he could cast spells effortlessly. His fingers would trace the intricate symbols and diagrams, memorizing each step of the spells until they became second nature. The tower was his sanctuary, and the magic he wielded was his shield against the outside world.
As time went on, Theron would appear intermittently, offering praises for Isaiah's progress, but never staying long enough to truly guide him. Isaiah grew older, and their relationship became more volatile, turbulent. Still, Isaiah hesitated to use the word "lover”, even if he did, it would be a pretty sick version of it.
Theron would often tell Isaiah that he was not good enough, that his magic was weak and flawed. He would criticize every spell Isaiah cast, even if it worked perfectly. He would then tell him that he was teaching him magic out of pity, not because he believed in Isaiah's abilities. They would have fight after fight, with Theron hurling insults and accusations at Isaiah, and Isaiah pushing back with his own anger and frustration. Isaiah confronted Theron of using him as a pawn in his own twisted scheme, and Theron called him ungrateful. When Isaiah asked about the dreams, Theron would outright deny it, claiming he never used him. He told Isaiah that his dreams were his own fault, and any visions he had were not under his control. Sometimes Theron’s denial would make Isaiah doubt his own memories, and sometimes Isaiah would hate Theron so much that he wanted to tear off the man’s lying face and expose the deceit lurking beneath. It was a battle that raged within him, tearing at his soul and threatening to consume him whole. Isaiah both loved and hated when he was with him, but the sharp sting of physical pain could somehow distract from the dull, throbbing ache of the true wound in his heart. Despite their twisted relationship, he also knew Theron was his only chance to make it in the world. With power like Theron’s, no one would dare to hurt him again. He had to become stronger, and learning under Theron was the only way.
When the mystical letter arrived, speaking of the need for adventurers and the disaster and famine ravaging Eldershore, Isaiah realized it’s a way to leave Theron behind, once and for all. He could find his new purpose in life. As Isaiah packed his bags, memories of his time with Theron flashed before his eyes. He remembered the early days, the moments of tenderness, the harsh lessons, the intimate nights. Despite everything, there was a small part of him that still loved the man, no matter how he didn’t want to.
Isaiah thought he could leave without Theron knowing, but as he walked towards the door, Theron's words caught him off guard. Isaiah turned around to see the man sitting at the table, his face half-hidden in shadows.
“Do you really hate me that much?” Theron had asked. Isaiah realized he hadn't seen Theron age one bit, despite the years they have spent together. He looked just the same as he appeared in his dreams, fifteen years ago, sharp features now etched in pain.
"Does it matter?" Isaiah had said, his voice almost a whisper. "All my tears were washed away that night in the sea."
Theron’s laughter broke the silence, but it was not the sound of mirth. It was a bitter, hollow sound that reverberated through the empty hall like an echo from a forgotten place. The sound made Isaiah's heart ache, but he didn’t stop. He walked out the door, and Theron didn't stop him. The crisp air of the night embraced him. It was a new life for him, and this time he won’t let anyone hurt him anymore.
Interview:
Isaiah pushed open the door to the cluttered office, finding a seat. He smiled politely as he crossed his legs and placed his hands together, resting them on his knees.
“Yes, I did,” Isaiah said, “I received the note.”
A faint smile touched his lips as he continued, “I could give you the run-of-the-mill answers. I want to uncover ancient mysteries, help those in need, and perhaps even leave a mark on the world. I aspire to achieve something great, something that will be remembered long after I’m gone.” He paused, his gaze dropping to his hands, the shadows of his eyelashes playing on his high cheekbones. A soft chuckle escaped him, a sound that seemed to linger in the air like a ghost of old wounds.
“But the truth is...” Isaiah’s voice grew softer, vulnerable, “I wanted a way to escape. People once praised me as a celestial messenger, a gift from the divine, only to turn around and call me a liar and a charlatan. They lifted me up only to pull the rug out from under me. They helped me rise and then watched me fall. And after that, I realized for all of my life, I’ve always been in someone else’s control. Manipulated. Played like a pawn in a game. I want to run away from that. And I need this chance to help me get back up on my feet.”
Isaiah’s gaze lifted, his green eyes flecked with gold shimmering like strong tea in sunlight. “My aspirations?” He said. “I want to be powerful. To protect myself. I want to reach a point where I no longer need anyone else’s protection, where I won’t be hurt or betrayed again. I want people to fear me and respect me when they hear my name. I dream of those who once hurt me bowing at my feet… and regretting everything they’ve done to me.” He flashed a sorrowful smile. “But that will never happen. They were swallowed by the sea. And the scars they left will never fade. If I had friends, I’d tell them the same.”
“What I am afraid…” Isaiah murmured, his gaze drifting as if looking past the dwarf at something far beyond the walls of the office, into an abyss of his own making. “I fear he’s right. That I don’t know what I’m talking about. That all of this—visions, prophecies, everything—was just my imagination. I worry that my mind is playing tricks on me. I’m afraid that I’m a fraud, that I’ve lied to everyone.” His eyes returned to meet the dwarf’s, his gaze intense and earnest, searching for understanding. “Do you believe that? That a person’s mind is capable of making up everything? When I’m up at night, I always hear his voice. Whispering in my ears. Telling me that no matter what I do, it’d all be in vain.”
The weight of his confession seemed to hang in the air. After a moment of palpable introspection, Isaiah took a deep breath, visibly gathering himself. A professional, composed smile reemerged on his lips, though it barely masked the lingering traces of storms that turmoiled within him. “My apologies,” He said, his voice regaining its steadiness. “I seem to have wandered off-topic. But I want to assure you - I am the right person for this job. I am capable, determined, and, most importantly, I have nowhere to turn back to. This is my only way forward.”
Isaiah didn’t have to think on the final question. “I can leave now. The sooner, the better.”
Rising from his chair, he extended his hand for a handshake. His fingers were long and slender - a wizard’s fingers, graceful and efficient. His handshake was gentle but firm. After a final nod of thanks, Isaiah turned and walked out of the building. The night air greeted him, and he found comfort in that.