Backstory: Valeria had always possessed a restless spirit, a yearning for something beyond the hallowed halls of the church. While she excelled in her studies, mastering complex arcane formulas and demonstrating a natural affinity for magic, she felt a growing disconnect from the structured, predictable life laid out before her. The endless recitations and controlled ceremony felt stifling, a cage for her adventurous soul. She longed to test her skills in the real world, to face unpredictable challenges and use her abilities to make a tangible difference, not just in theological exercises. The whispers of ancient ruins, forgotten treasures, and monstrous threats lurking beyond the seminary walls called to her, a siren song promising a life of excitement and purpose.
Rollback Post to RevisionRollBack
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
This post has potentially manipulated dice roll results.
I would be keen to join.
Ability scores: 131311121613
I'm not sure why it's showing the warning about the rolls. I'm happy to redo them if there's any concern. But in any case, here is my character!
Name: Aimon Perynor Race: High Elf Class: Sorcerer (Draconic) Background: Merchant Concept: A merchant in Greenest who got his hands on an item he shouldn't have that has given him power but put him on the wrong side of the Cult of the Dragon
Backstory and image:
Aimon Perynor was born into the comfort of coin, the son of a prosperous merchant family in Nashkel. His mother oversaw a thriving logistics trade, managing the flow of goods along the Uldoon Trail deep into Amn, while his father brokered the choicest wares directly in the markets of Nashkel. From an early age, Aimon was steeped in the principles of commerce, and when he came of age, he was dispatched to oversee the family’s outpost in Greenest.
There, he quickly earned a reputation as a sharp dealer—adept at unearthing rare and curious items prized by scholars and wealthy collectors alike. It was one such treasure, spoken of in hushed tones, that brought the rise of his mercantile star to an abrupt and strange end.
Whispers reached him of a goblet crafted from the scales of a dragon—a relic cloaked in legend, irresistible in both beauty and mystery. He had to possess it. Surely someone would pay a king’s ransom for such a thing. Though he failed to acquire it outright, he was granted the lucrative task of transporting it inland by an enigmatic patron who offered little and demanded much. She warned him not to touch the goblet, and to follow her instructions without deviation.
And so he did. Almost.
If he could not claim the goblet, he would at least drink from it—once, just once, to mark the occasion. One quiet evening, he poured a modest glass of wine and raised the vessel in triumph. But what passed his lips was no wine. It was something ancient and potent—the very arcane essence of the dragon whose scales had forged the cup. The power roared through him, searing his veins, threatening to unravel his form. And then, slowly, it subsided. But the energy remained, coiled in his blood, awakening a new and vivid sensitivity to the Weave.
Yet even as the power thrilled him, dread followed. The goblet had disintegrated to dust in the wake of his transformation, and his patron would soon come calling. What Aimon did not yet know was that the woman served a darker purpose—she was a member of the Cult of the Dragon.
Eve's first family was taken from her in a raid - of this night she remembers very little, save for the flames that seemed to consume everything around her. She remembers the cold irons clamped around her wrists and being put in the damp hold of a ship with others. And she remembers the ferocious storm that took the ship at sea, and being pulled onto the docks at Waterdeep.
Her second family she found on the streets of the so-called City of Splendors. Bren. Miri. Finnian. Jasper. Nadiya. And of course, Pip. There were others of course, but these were the ones she has continued to carry with her. One by one, she lost this family too until only Finnian remained. Some endings were happy, most weren't.
With Finn she's found something resembling a purpose, working with the Harper organization. Mostly it was an excuse to remain close to the last connection she had. Although she would never admit it, some part of her reveled in the pride that came with saving someone else the pain wrought by an evil. Their latest duty has sent them to the southern end of the Sword Coast, to help another Harper investigate cultist activity.
Backstory: Anen was raised in a monastery located in the sunset mountains. For most of his life he was stuck in the library learning. In his free time he would attempt to break out of the monastery or hunt in the mountains. When he was 25 he left the monastery and lived by hunting or stealing.
Backstory: Born and raised in Greenest, Maelie belongs to a family with an infamous legacy of illicit criminality. But that proud birthright has sadly dwindled in recent years, such that Maelie grew up both idolizing the daring tales of her adventurous ancestors, while also fearing that their rich heritage of lawless trickery was in danger of being lost forever. Instead of the dashing scoundrels and schemers of old, the Quickboughs of Maelie's generation are soft, lazy, and unimaginative. The Quickboughs are still thieves, but with the influx of wealthy visitors to Greenest providing easy and ample access to opportunities for profitable theft, their trade has become rote, tired, and uninspired. Maelie's parents forced her to spend her childhood and youth posing as a vacation-house servant, who in secret moments would rifle idly through over-laden jewelry boxes for fancy pieces that would likely never be missed. To Maelie, it was boring and insulting to the good name of Quickbough. So she was determined to leave the family business as soon as she was able, and strike out on her own, perhaps with a traveling band of like-minded adventurers, to find fame, fortune, and, most importantly, fun in the wide world of the Sword Coast.
I would be keen to join.
Ability scores: 18 13 17 12 10 15
Ability scores: 12 14 11 16 13 17
Name: Valeria
Species: Goliath
Class: Cleric
https://www.dndbeyond.com/characters/145112164/FVnVJR
Backstory: Valeria had always possessed a restless spirit, a yearning for something beyond the hallowed halls of the church. While she excelled in her studies, mastering complex arcane formulas and demonstrating a natural affinity for magic, she felt a growing disconnect from the structured, predictable life laid out before her. The endless recitations and controlled ceremony felt stifling, a cage for her adventurous soul. She longed to test her skills in the real world, to face unpredictable challenges and use her abilities to make a tangible difference, not just in theological exercises. The whispers of ancient ruins, forgotten treasures, and monstrous threats lurking beyond the seminary walls called to her, a siren song promising a life of excitement and purpose.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Ability scores: 13 13 9 16 11 15
Coriana - Company of the Grey Chain
Thelanis - Darkness Below: Kholias
Wagner - Dragon Heist: Bards.
DM - The Old Keep
I'm not sure why it's showing the warning about the rolls. I'm happy to redo them if there's any concern. But in any case, here is my character!
Name: Aimon Perynor
Race: High Elf
Class: Sorcerer (Draconic)
Background: Merchant
Concept: A merchant in Greenest who got his hands on an item he shouldn't have that has given him power but put him on the wrong side of the Cult of the Dragon
Backstory and image:
Aimon Perynor was born into the comfort of coin, the son of a prosperous merchant family in Nashkel. His mother oversaw a thriving logistics trade, managing the flow of goods along the Uldoon Trail deep into Amn, while his father brokered the choicest wares directly in the markets of Nashkel. From an early age, Aimon was steeped in the principles of commerce, and when he came of age, he was dispatched to oversee the family’s outpost in Greenest.
There, he quickly earned a reputation as a sharp dealer—adept at unearthing rare and curious items prized by scholars and wealthy collectors alike. It was one such treasure, spoken of in hushed tones, that brought the rise of his mercantile star to an abrupt and strange end.
Whispers reached him of a goblet crafted from the scales of a dragon—a relic cloaked in legend, irresistible in both beauty and mystery. He had to possess it. Surely someone would pay a king’s ransom for such a thing. Though he failed to acquire it outright, he was granted the lucrative task of transporting it inland by an enigmatic patron who offered little and demanded much. She warned him not to touch the goblet, and to follow her instructions without deviation.
And so he did. Almost.
If he could not claim the goblet, he would at least drink from it—once, just once, to mark the occasion. One quiet evening, he poured a modest glass of wine and raised the vessel in triumph. But what passed his lips was no wine. It was something ancient and potent—the very arcane essence of the dragon whose scales had forged the cup. The power roared through him, searing his veins, threatening to unravel his form. And then, slowly, it subsided. But the energy remained, coiled in his blood, awakening a new and vivid sensitivity to the Weave.
Yet even as the power thrilled him, dread followed. The goblet had disintegrated to dust in the wake of his transformation, and his patron would soon come calling. What Aimon did not yet know was that the woman served a darker purpose—she was a member of the Cult of the Dragon.
~ Evelyn, a Moony Druid ~
Eve's first family was taken from her in a raid - of this night she remembers very little, save for the flames that seemed to consume everything around her. She remembers the cold irons clamped around her wrists and being put in the damp hold of a ship with others. And she remembers the ferocious storm that took the ship at sea, and being pulled onto the docks at Waterdeep.
Her second family she found on the streets of the so-called City of Splendors. Bren. Miri. Finnian. Jasper. Nadiya. And of course, Pip. There were others of course, but these were the ones she has continued to carry with her. One by one, she lost this family too until only Finnian remained. Some endings were happy, most weren't.
With Finn she's found something resembling a purpose, working with the Harper organization. Mostly it was an excuse to remain close to the last connection she had. Although she would never admit it, some part of her reveled in the pride that came with saving someone else the pain wrought by an evil. Their latest duty has sent them to the southern end of the Sword Coast, to help another Harper investigate cultist activity.
Name: Anen
Class: Ranger/Rogue
Background:Sage
Backstory: Anen was raised in a monastery located in the sunset mountains. For most of his life he was stuck in the library learning. In his free time he would attempt to break out of the monastery or hunt in the mountains. When he was 25 he left the monastery and lived by hunting or stealing.
Ability scores: 18 16 13 13 10 8
Name: Maelie Quickbough
Species: Halfling
Class: Rogue
Background: Criminal
Backstory: Born and raised in Greenest, Maelie belongs to a family with an infamous legacy of illicit criminality. But that proud birthright has sadly dwindled in recent years, such that Maelie grew up both idolizing the daring tales of her adventurous ancestors, while also fearing that their rich heritage of lawless trickery was in danger of being lost forever. Instead of the dashing scoundrels and schemers of old, the Quickboughs of Maelie's generation are soft, lazy, and unimaginative. The Quickboughs are still thieves, but with the influx of wealthy visitors to Greenest providing easy and ample access to opportunities for profitable theft, their trade has become rote, tired, and uninspired. Maelie's parents forced her to spend her childhood and youth posing as a vacation-house servant, who in secret moments would rifle idly through over-laden jewelry boxes for fancy pieces that would likely never be missed. To Maelie, it was boring and insulting to the good name of Quickbough. So she was determined to leave the family business as soon as she was able, and strike out on her own, perhaps with a traveling band of like-minded adventurers, to find fame, fortune, and, most importantly, fun in the wide world of the Sword Coast.
And closed again as the party is now full up once more. Thank you for the speedy replies!