Backstory: Alden Lightfinger was born in the sprawling, labyrinthine streets of Greyhawk City, one of the most prominent and diverse cities in the world. His mother, an elven scholar named Eryndor, died in childbirth, leaving Alden with only the faintest traces of elven heritage—his pointed ears and a silver crescent moon pendant she had worn. His father, a human merchant with a reputation for disappearing at a moment’s notice, was nowhere to be found.
Left alone in a city of such size and power, Alden had no choice but to survive. He was abandoned at the doorstep of an overcrowded orphanage, a dreary place in the Dock Ward, where food was scarce, and attention from the caretakers was nonexistent. Life in Greyhawk’s orphanages was brutal—children were seen as little more than a nuisance, a problem to be dealt with, and Alden quickly learned that those who couldn’t fend for themselves were the first to be forgotten. From a young age, Alden discovered that the world was not kind to orphans, especially ones with no family name or standing. But he also learned that the city was full of rich fools and smug nobles who believed that wealth was the ultimate power. He learned to work with what he had—his quick wit, his charm, and his ability to spin stories. By age six, Alden had already begun using his gift for words. He would charm the occasional merchant or traveler, convincing them that he was a poor child with nowhere to sleep, only for the merchant to find that Alden had “borrowed” a purse or two by the time they parted ways. By eight, he could spin a tragic tale that would leave people handing him coins and promises of help before they even realized they were being swindled.
At 10, Alden made his first true escape from the orphanage, which had become a prison in his mind. He found solace in the streets of Greyhawk, where the law was as crooked as the alleys, and the real power lay in the hands of those who could deceive, manipulate, and talk their way to the top. Alden eventually crossed paths with a half-orc named Gavric, a conman of considerable repute who ran a small crew of pickpockets, hustlers, and fortune tellers in the bustling Foreign Quarter. Gavric saw something in Alden—the way he could lie with such sincerity, the way he could captivate an audience with nothing but words. He took the boy under his wing, teaching him the finer points of the con. By 12, Alden had learned to blend in with the city's elite, posing as a poor noble's lost son, an ambitious student of magic, or even a charismatic bard seeking a patron. His ability to gain people’s trust and then relieve them of their wealth was unmatched. He became known as "Lightfinger" for his uncanny ability to lift wallets, rings, and purses without anyone noticing. But his cons weren’t limited to petty theft. Alden was a master of manipulation—posing as a wounded hero or a lost soul in need of a handout, only to leave his marks with empty pockets and bewildered expressions. Greyhawk’s political elite were often his favorite targets. Whether they were local merchants, greedy nobles, or pompous adventurers looking to prove their worth, Alden was a phantom among the rich, weaving stories and illusions that led them to believe they were in control, all while he walked away with their coin.
At 17, Alden’s life changed when Gavric, his mentor and father figure, was arrested by the Greyhawk City Watch during a high-stakes scam involving a wealthy noble’s daughter and a forged family heirloom. Gavric had seen the city’s underworld turn on him before, but this time, he was left out to dry. The moment Alden witnessed Gavric being dragged away, shackled and bloodied, a cold realization hit him: there was no honor in the world of cons, no true loyalty. Before he was carted off, Gavric locked eyes with Alden and said, “The game’s rigged, boy. But that doesn’t mean you can’t play it. Just remember this—there’s no winning without losing something.” Alden stood in the shadows, his heart cold as stone, knowing his mentor was probably doomed. But something in those final words changed him. He realized he could no longer rely on others, no matter how much he owed them. Gavric had sacrificed everything for him, and Alden couldn’t afford to make the same mistake. It was time for him to take control of his own fate—alone, if necessary. From that moment, Alden made a silent vow: He would no longer be a puppet of the city’s games. If he were to rise above the streets, it would be on his own terms. He would use his charm, his skills, and his wit to forge his own path—one that didn’t rely on anyone else’s sacrifice.
Now in his early twenties, Alden Lightfinger has become a well-known figure in Greyhawk City, though few know him by his true name. He’s a bard, traveling from tavern to noble house, performing tales and songs that bring both joy and sorrow. But Alden is not just a bard. He is still a master manipulator—his performances are often a cover for his true activities.
He’s found that the high-profile events and political gatherings are perfect places to pull off cons—whether it’s planting false rumors, convincing a noble to invest in a fake venture, or even stealing a secret letter that could shift the balance of power in the city. Alden no longer works with a crew; the trust he once placed in Gavric’s gang has withered. The streets of Greyhawk have taught him that people will always sell you out when their backs are against the wall. He has no friends—only contacts, allies, and marks. He has learned to rely on no one but himself.
Despite his success, Alden is not without inner conflict. He longs for something more than his life of lies and deception—something real that he can’t quite name. But for now, he is content to continue weaving his webs, playing his games, and maintaining the facade of the carefree bard. His deep-seated cynicism keeps him from trusting others, yet he is still searching for the one thing that could make it all worth it—whether that be redemption, true family, or the elusive sense of home he never had. He wears his mother’s silver crescent moon pendant—a reminder of a life he never truly knew—tucked beneath his tunic, though few ever ask about it. Alden Lightfinger is no longer just a street urchin. He is a man with ambition, a bard with a thousand faces, and a master manipulator in one of the most dangerous cities in the world.
Oh yeah, Valagan--I guess I intended to ask in my post, but didn't really ask... would it be possible for me to play a CE character in your campaign? My character would be cunning, and willing to work with and even manipulate good players to suit his needs. He enjoys power for power's sake, knowledge for knowledge's sake, and doesn't really care about deaths of others. He doesn't really enjoy hurting others , he just doesn't care. He would be affable and friendly, with a high Charisma stat, and generally cooperative--but constantly trying to push his own agenda and become more powerful and/or influential in the world. I would specifically make a conscious effort to not be a disruptive or bad player in general; that includes needlessly killing NPCs (he cares about his reputation), hurting or sabotaging the party (they're helping him get what he wants). Something he might not do would be going on adventures without a personal incentive (if it's the "right thing to do), though an important distinction is whether other people are watching (again, reputation). I think I've pretty much outlined the roleplay style I would use with my CE player. Thanks for considering, and I understand if you do not feel comfortable DMing a CE character--I am totally willing to change or even entirely rework my character if you want.
Daryl (Dee) has lived all his life in and around Grewhawk City. Growing up in Old Town, Dee had very little and was almost always hungry. His modest dwelling, where he lived with his Ma and Pa, burned to the ground with both parents still inside. Dee managed to escape but always blamed himself for that fire that took his parents from him. Being orphaned and naturally athletic, it wasn't long before Dee was recruited by thieves who used children to steal coin purses from anyone unfortunate enough to be marked as a target. However, Dee's athletics didn't translate to skill with pickpocketing, and he was caught by the mark more times than not. He was quick to escape pursuit and avoided punishment by the guard, but could not escape the beatings his handler Eric would give him for failing. After a particularly brutal beating, Dee was thrown out and left for dead in the gutter where chamber pots were emptied.
Taking pity on the boy, a local guard named Frank Webster picked Dee up and brought him home. With the help of his wife Emma, Frank cleaned Dee up and nursed him back to health. The couple were not wealthy, but Dee could tell the couple lived much better than he had. Dee wanted to win back into the good graces of his handler Eric. He waited until he saw the opportunity to take Emma's most valuable jewelry. A silver broach with gold filigree and four diamonds inlaid surrounded a large emerald that had been passed down to Emma from her grandmother and her grandmother before that for several generations. That night, Dee successfully took the broach and found Eric in his typical haunt. Dee handed the broach over and begged to be part of the team again. Eric greedily took the broach and then laughed at Dee's groveling. Eric and his thugs gave Dee another beating and tossed him back out on his duff.
Broken physically and mentally, Dee limped to the garden district to watch the sunrise. However, before the sun crested the rooftops, Frank walked up with a worried expression. Frank had been looking for Dee all night. The two sat there as the sun rose. Dee admitted to taking the broach and apologized while sobbing uncontrollably. Frank's compassion flowed over the young boy, providing him comfort and reassurance. It was then Dee decided he would do whatever it took to get the broach back; even when Frank told him no, Dee wanted more than anything to correct the wrong he had done to Emma. Unfortunately, this was not to be. Dee failed in returning the broach to Emma as he was out matched by Eric and his band of child thugs. While Emma never made a fuss about it, Dee could tell the loss of the family heirloom weighed heavily on her. She had hoped to pass it down to her daughter some day, but they had never been successful having children.
At Frank's urging, Dee began training in martial weapons. On the weekends and after Frank's daily patrols around the city, Frank would train Dee to use superior techniques to best his foes. However, the most important lessons were for Dee's mind: about doing what is right, even when no one is looking, about helping those in need, and about growing up to be a man who honors his word. Dee had a natural talent with spear and glaive and progressed through training quickly which made Frank proud. When Dee turned 18, he enlisted in the army and spent several years going wherever his superiors told him to around Flanaess. He was promoted to Corporal just before his enlistment ended. When it did, he applied for a position as a city guard. He was hired quickly, given his army experience and Frank Webster's letter of recommendation.
It wasn't long before Dee was placed in a position where he was helping in investigating stolen property. Dee's mind immediately returned to Eric and the group of thieves he had spent part of his childhood with. No matter where the evidence pointed, Dee would try to spin it and implicate Eric for the crime. This caused some problems, and Dee was removed from these investigations. He was relegated to guarding one of the side gates to the city. A less used gate and often dull posting, Dee wanted more. He wanted more action, he wanted more justice, he wanted more... revenge. He vowed that one day, he would dismantle Eric's den of thieves and find a treasure beyond measure that he could provide to Frank and Emma for their forgiveness and compassion when he deserved neither. Perhaps if he found them a treasure valuable enough, they could afford to adopt a baby they could raise as their own.
I can't speak for others, but I will refuse to play with an evil character in the group. Period. Everybody has lines about what they consider unacceptable at a table. That's my core line.
I can't speak for others, but I will refuse to play with an evil character in the group. Period. Everybody has lines about what they consider unacceptable at a table. That's my core line.
How do you feel about the unaligned? (And no I don't mean Neutral)
Thordrak is from the Diamond Lake area, about three days east of the Free City of Greyhawk proper. His family used to be one of the main mining families of the area, clan legend says it was his people that found the vein that put the town on the map. Over the years others came and started mining the area, the Dwurfolk don't populate near as fast as some of the newly arrived mining races and they were quickly over run and pushed out of the mining operation all together.
The dwurfolk are known for couple of different crafts. One of which is brewing. The Madrest family of the clan settled into the fertile rolling hills of Diamond Lake, tending the soil and growing what's need to brew the clan drinks for all occasions. It was on these rolling hills that young Thordrak or lil'Drak as he was called, learned to work the earth and protect his clan family.
Now, sixty seasons of age, he accompanies a small caravan along the High Trail heading for Greyhawk in hopes of joining an adventuring group and seeing the land.
I can't speak for others, but I will refuse to play with an evil character in the group. Period. Everybody has lines about what they consider unacceptable at a table. That's my core line.
How do you feel about the unaligned? (And no I don't mean Neutral)
Alignment system doesn't support "unaligned". True Neutral is the typical commoner. They care about themselves and their family before anything else, but they still have normal empathy and support within the community where it doesn't cost them much. That's as unaligned as the alignment system covers.
People claiming "undeclared" doesn't bother me (I don't like how the alignment system gets abused, really), but if they use that as a cover to engage in evil acts, well, then I'm not confused and am not interested in being at that table. Other people draw the line at specific types of acts, and people acknowledge that as healthy. Mine's more broad, but allows for those same sorts of acts to be mentioned as activities the opposition engages in. Game was designed on the assumption the PCs would be heroes. That's how I like to play it.
Oh yeah, Valagan--I guess I intended to ask in my post, but didn't really ask... would it be possible for me to play a CE character in your campaign? My character would be cunning, and willing to work with and even manipulate good players to suit his needs.
I'm with huston on this. If this player gets accepted, I'm out.
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?"
Oh yeah, Valagan--I guess I intended to ask in my post, but didn't really ask... would it be possible for me to play a CE character in your campaign? My character would be cunning, and willing to work with and even manipulate good players to suit his needs. He enjoys power for power's sake, knowledge for knowledge's sake, and doesn't really care about deaths of others. He doesn't really enjoy hurting others , he just doesn't care. He would be affable and friendly, with a high Charisma stat, and generally cooperative--but constantly trying to push his own agenda and become more powerful and/or influential in the world. I would specifically make a conscious effort to not be a disruptive or bad player in general; that includes needlessly killing NPCs (he cares about his reputation), hurting or sabotaging the party (they're helping him get what he wants). Something he might not do would be going on adventures without a personal incentive (if it's the "right thing to do), though an important distinction is whether other people are watching (again, reputation). I think I've pretty much outlined the roleplay style I would use with my CE player. Thanks for considering, and I understand if you do not feel comfortable DMing a CE character--I am totally willing to change or even entirely rework my character if you want.
I got your back on this. If the GM likes your character I'd still play alongside. And thank you for asking if it's okay openly
To be clear: I don't deny that some people want to play evil characters and do evil things. I don't deny that they can have fun doing it.
But I do remember that TTRPGs involve a social contract, and that the core of that contract is that everyone at the table should be working to ensure everyone at the table has fun. I know I do not enjoy the people that are my allies being evil, so I specifically avoid ruining a table's social contract by trying to play with such characters. A given table's contract could include everybody being evil. I will never be at that table, but that doesn't make it a "wrong" choice. It just won't be MY choice.
Edit: This is where the "But it is what my character would do!" argument usually gets thrown in. If "what your character would do" makes the game less fun for other people at the table, then you have made yourself a problem player. You should be playing a different character or be at a different table.
Wow, there has been an overwhelming response to this thread and my call for players to join this game. Thank you all for your character creations. I have received several messages and posts that I will try to address.
I plan to enable content sharing, but before I do, I wish to ensure all the players are ok and that content won't affect the adventure.
I will run the game here on DnDBeyond on the PBP forum and private messages.
A player has 'asked' about playing a Chaotic Evil character. Here is my stance on this. Players are not privy to other players' characters' alignment, or my opinion on CE in this game.
Forget what you think you know about the Greyhawk setting. We are starting in 576 CY. Your character is 1st level. A novice of the world seeking their first adventure.
I am looking for 'adventurous' players to join me in exploring the new world of Greyhawk (2024DMG).
If you're interested, I encourage you to write up the '1st level' character You want to play. Hit me up with your character questions here or via PM. If it is a character's secret, then PM me. I am most interested in your character's backstory, so don't hold back and tell their story.
I hope we have a fun and exciting adventure together. Remember, it is just a game!
I gave you a quick sketch earlier. How much background do you want for a first level character? I mean, I can write a bunch, but there's just not that much accomplished before First Level, normally. Given that my sketch included travel from the Kingdom of Celene to The Free City of Greyhawk, there can be a lot of travel encounters discussed.
Hi! I'll throw my hat in here. I'm also submitting a character that I already played a little but whose campaign banked sadly. Backstory is adapted to the Greyhawk setting but I must mention that the intended subclasses are from the Critical Role world. Not sure if that is a deal breaker, I just love the concept and try to find a new home for it. That said, the concept is pretty simple, the character is using her own life force to power up her magic when helping others. I should mention that there might be scenes of self harm with the character concept, not sure if that's crossing lines for some, but I can say that I'm not married to the idea and I can also just not mention it specifically. Generally, I'd say we just talk about stuff that comes up and remain respectful to everyone's needs and we should be safe.
Name: Shaephina Bloodmoon Class: Cleric (will MC with Wizard more or less on similar levels) Subclass: Blood Domain (School of Blood Magic) Background: Sage Species: Human (or if allowed Variant Human for a special boon from her goddess) Abilities:101511141214 (copied from below) Backstory (you asked for a long one...):
Shaephina Bloodmoon was, by all outward appearances, a human child. Yet her deep violet eyes and an otherworldly pallor hinted at a distant drow heritage—whispers of an ancestor who had once walked the lightless realm of the Underdark. She grew up on the outskirts of the Domain of Greyhawk, in a small, hidden settlement known simply as Blackbriar Haven, a place where the unwanted and the ostracized found uneasy camaraderie. Blackbriar Haven had no official recognition on any map; it existed only because its residents preferred the rest of the world to forget they were there.
From the time Shaephina could walk, she saw the fragile peace of Blackbriar Haven tested by raiders, roving monsters from the nearby Gnarley Forest, and worse yet, the simmering feuds among its own people. These perils cost many their lives. Shaephina witnessed her neighbors—some of them dear friends—perish in senseless violence. In those formative years, something firm and unyielding took root in her heart: a resolve to protect the weak at any cost. Survival wasn’t enough; she wanted to change the fate of those who were destined to be victims.
When she was twelve, she caught the attention of Master Gilraen, an eccentric scholar and wizard who made his home in a dilapidated tower at the edge of Blackbriar Haven. He had come to the settlement in search of rare tomes and discovered in Shaephina an inquisitive mind that devoured any knowledge placed before her. She became his informal apprentice, spending long hours transcribing arcane scripts and researching ancient rituals.
One evening, as Shaephina pored over a thick tome detailing obscure magical practices, Master Gilraen quietly entered the cramped study. He observed her with a curious frown before finally speaking. “Shaephina,” he said, “I never tire of seeing you with your nose in a book. But this—” he tapped the section she was reading, titled ‘The Power of Blood in Arcane Traditions’ “—is dangerous knowledge. I’m not saying you should stop, but I must warn you, it can lead you down perilous paths.”
Shaephina looked up, determination shining in her violet eyes. “Master, the people here are at the mercy of horrors no one else cares to fight. If this gives me the power to protect them, why not learn it?”
Gilraen’s gaze softened. “Not all power is evil. But all power has consequences. If you choose to walk this road, do so with a sense of responsibility. Never forget the faces of those you wish to protect.”
That was the first time Shaephina heard someone speak openly of blood magic. It wasn’t the last. She delved into those forbidden texts further, discovering ancient references to Kiaransalee, a drow goddess of vengeance and the undead. At first, Shaephina dismissed these legends as relics of a faith that had no place in the world of Oerth. But something about Kiaransalee’s teachings—a focus on the cyclical nature of life and death—struck a chord deep within her. The more she read, the more she felt an inexplicable pull.
As the years passed, Shaephina’s grasp on arcane theory expanded, though she never formally adopted the title of wizard. She studied intensively under Gilraen’s watchful eye, but also spent time in quiet corners of Blackbriar Haven, testing minor cantrips fueled by ritualistic gestures that hinted at the deeper powers of blood. Word began to spread that she might wield a magic that defied conventional norms. Some villagers eyed her with a mix of awe and fear, while others saw in her an embodiment of hope. In her mind, it was a necessary step; if it saved even one life, it was worth the risk.
Fate soon intervened. A roving band of raiders laid siege to Blackbriar Haven. Shaephina fought valiantly at Gilraen’s side, but they were vastly outnumbered. In a desperate moment, she performed a hastily learned blood-ritual that turned the tide of battle. The raiders, shocked by her display of raw, pulsing power, fled. Though the settlement was saved, many were gravely injured—Gilraen among them. Dying, he grasped her hand and whispered, “I have nothing left to teach you. Go to the great City of Greyhawk… that is where you’ll find the knowledge you need to wield this power safely.”
It was in that moment she also felt something stir inside her: a presence. She sensed the dark benediction of Kiaransalee, as though the goddess herself acknowledged her actions. Plagued by guilt and sorrow over Gilraen’s death, Shaephina left Blackbriar Haven behind, determined to honor her mentor’s last wish.
Upon arriving in the City of Greyhawk, Shaephina was overwhelmed by its bustling streets, towering spires, and the throngs of adventurers, traders, and scholars. She used the small coin purse she had saved—plus a few minor magic services offered at local taverns—to finance her stay. Enrolling as an assistant researcher under Scholar Emeritus Jovarat the University of Magical Arts, Shaephina impressed her peers with her meticulous research skills and her insights into esoteric magical practices. She was granted special access to restricted texts in the university’s sprawling library, where she delved deeper into the mysteries of blood magic.
It was during one of these long nights in the library that she discovered a hidden alcove of forbidden tomes, each page marked with cryptic symbols referencing Kiaransalee and the delicate balance between life and death. Although uneasy about these revelations, Shaephina felt an undeniable resonance. She heard a silent whisper urging her toward the goddess’s teachings. Night after night, she offered quiet prayers—less out of worship and more in the spirit of seeking guidance.
Not long after, on a moonless night, she had a vivid dream of standing in a shadowy temple. A whispering voice called her forward, offering both the power to protect the weak and the duty to punish the wicked. When Shaephina woke, her fingers were streaked with what looked like faint, dried blood. She knew then that her path was set: she would become a cleric of Kiaransalee, one who honored the cycles of mortality. Though it meant embracing a domain considered dark by most, she believed she could use its gifts for a righteous cause.
Now, Shaephina stands at the threshold of true independence. She is a newcomer to Greyhawk’s vibrant tapestry—an acolyte of Kiaransalee who has only just begun to tap into the blood domain’s powers, a self-taught wizard-in-waiting whose knowledge surpasses her practical experience. By day, she carries out scholarly tasks in the University’s dusty archives, decoding archaic runes and cross-referencing ancient scrolls. By night, she explores the city’s underbelly—conversing with shady antiquarians and searching for texts that might illuminate new methods for harnessing blood magic without succumbing to corruption.
Though her chosen path is shadowed and fraught with moral quandaries, Shaephina Bloodmoon remains steadfast. She is no villain; rather, she is a determined scholar and fledgling cleric who believes that sometimes, the line between light and dark must be walked in order to shield the innocent. Her drow-tainted ancestry, though distant, fuels her ambition to challenge preconceived notions of good and evil. And in the City of Greyhawk—a metropolis brimming with intrigue, secrets, and opportunities—her story is only beginning.
Ability scores: Point Buy
Name: Alden Lightfinger
Class: Bard
Background: Charlatan
Character Sheet: https://www.dndbeyond.com/characters/137497421/PB1cPm
Backstory: Alden Lightfinger was born in the sprawling, labyrinthine streets of Greyhawk City, one of the most prominent and diverse cities in the world. His mother, an elven scholar named Eryndor, died in childbirth, leaving Alden with only the faintest traces of elven heritage—his pointed ears and a silver crescent moon pendant she had worn. His father, a human merchant with a reputation for disappearing at a moment’s notice, was nowhere to be found.
Left alone in a city of such size and power, Alden had no choice but to survive. He was abandoned at the doorstep of an overcrowded orphanage, a dreary place in the Dock Ward, where food was scarce, and attention from the caretakers was nonexistent. Life in Greyhawk’s orphanages was brutal—children were seen as little more than a nuisance, a problem to be dealt with, and Alden quickly learned that those who couldn’t fend for themselves were the first to be forgotten. From a young age, Alden discovered that the world was not kind to orphans, especially ones with no family name or standing. But he also learned that the city was full of rich fools and smug nobles who believed that wealth was the ultimate power. He learned to work with what he had—his quick wit, his charm, and his ability to spin stories. By age six, Alden had already begun using his gift for words. He would charm the occasional merchant or traveler, convincing them that he was a poor child with nowhere to sleep, only for the merchant to find that Alden had “borrowed” a purse or two by the time they parted ways. By eight, he could spin a tragic tale that would leave people handing him coins and promises of help before they even realized they were being swindled.
At 10, Alden made his first true escape from the orphanage, which had become a prison in his mind. He found solace in the streets of Greyhawk, where the law was as crooked as the alleys, and the real power lay in the hands of those who could deceive, manipulate, and talk their way to the top. Alden eventually crossed paths with a half-orc named Gavric, a conman of considerable repute who ran a small crew of pickpockets, hustlers, and fortune tellers in the bustling Foreign Quarter. Gavric saw something in Alden—the way he could lie with such sincerity, the way he could captivate an audience with nothing but words. He took the boy under his wing, teaching him the finer points of the con. By 12, Alden had learned to blend in with the city's elite, posing as a poor noble's lost son, an ambitious student of magic, or even a charismatic bard seeking a patron. His ability to gain people’s trust and then relieve them of their wealth was unmatched. He became known as "Lightfinger" for his uncanny ability to lift wallets, rings, and purses without anyone noticing. But his cons weren’t limited to petty theft. Alden was a master of manipulation—posing as a wounded hero or a lost soul in need of a handout, only to leave his marks with empty pockets and bewildered expressions. Greyhawk’s political elite were often his favorite targets. Whether they were local merchants, greedy nobles, or pompous adventurers looking to prove their worth, Alden was a phantom among the rich, weaving stories and illusions that led them to believe they were in control, all while he walked away with their coin.
At 17, Alden’s life changed when Gavric, his mentor and father figure, was arrested by the Greyhawk City Watch during a high-stakes scam involving a wealthy noble’s daughter and a forged family heirloom. Gavric had seen the city’s underworld turn on him before, but this time, he was left out to dry. The moment Alden witnessed Gavric being dragged away, shackled and bloodied, a cold realization hit him: there was no honor in the world of cons, no true loyalty. Before he was carted off, Gavric locked eyes with Alden and said, “The game’s rigged, boy. But that doesn’t mean you can’t play it. Just remember this—there’s no winning without losing something.” Alden stood in the shadows, his heart cold as stone, knowing his mentor was probably doomed. But something in those final words changed him. He realized he could no longer rely on others, no matter how much he owed them. Gavric had sacrificed everything for him, and Alden couldn’t afford to make the same mistake. It was time for him to take control of his own fate—alone, if necessary. From that moment, Alden made a silent vow: He would no longer be a puppet of the city’s games. If he were to rise above the streets, it would be on his own terms. He would use his charm, his skills, and his wit to forge his own path—one that didn’t rely on anyone else’s sacrifice.
Now in his early twenties, Alden Lightfinger has become a well-known figure in Greyhawk City, though few know him by his true name. He’s a bard, traveling from tavern to noble house, performing tales and songs that bring both joy and sorrow. But Alden is not just a bard. He is still a master manipulator—his performances are often a cover for his true activities.
He’s found that the high-profile events and political gatherings are perfect places to pull off cons—whether it’s planting false rumors, convincing a noble to invest in a fake venture, or even stealing a secret letter that could shift the balance of power in the city. Alden no longer works with a crew; the trust he once placed in Gavric’s gang has withered. The streets of Greyhawk have taught him that people will always sell you out when their backs are against the wall. He has no friends—only contacts, allies, and marks. He has learned to rely on no one but himself.
Despite his success, Alden is not without inner conflict. He longs for something more than his life of lies and deception—something real that he can’t quite name. But for now, he is content to continue weaving his webs, playing his games, and maintaining the facade of the carefree bard. His deep-seated cynicism keeps him from trusting others, yet he is still searching for the one thing that could make it all worth it—whether that be redemption, true family, or the elusive sense of home he never had. He wears his mother’s silver crescent moon pendant—a reminder of a life he never truly knew—tucked beneath his tunic, though few ever ask about it. Alden Lightfinger is no longer just a street urchin. He is a man with ambition, a bard with a thousand faces, and a master manipulator in one of the most dangerous cities in the world.
Ready to DM and chew bubblegum. And I'm alllll outta bubblegum.
Kellen Rivian (Level 12 Lore Bard)- Ghosts of Saltmarsh (cbaer8)
Ruven Gilrel (Level 4 Bladesinger)- The Shattered Obelisk
Ability scores: 13 14 10 13 9 11
DM for Tyranny of Dragons and Phandelver and Below, two in-person campaigns that meet weekly on Friday and Saturday nights.
How I've missed this setting, let's see what we get.
Ability scores: 6 11 12 6 16 14
Oh yeah, Valagan--I guess I intended to ask in my post, but didn't really ask... would it be possible for me to play a CE character in your campaign? My character would be cunning, and willing to work with and even manipulate good players to suit his needs. He enjoys power for power's sake, knowledge for knowledge's sake, and doesn't really care about deaths of others. He doesn't really enjoy hurting others , he just doesn't care. He would be affable and friendly, with a high Charisma stat, and generally cooperative--but constantly trying to push his own agenda and become more powerful and/or influential in the world. I would specifically make a conscious effort to not be a disruptive or bad player in general; that includes needlessly killing NPCs (he cares about his reputation), hurting or sabotaging the party (they're helping him get what he wants). Something he might not do would be going on adventures without a personal incentive (if it's the "right thing to do), though an important distinction is whether other people are watching (again, reputation). I think I've pretty much outlined the roleplay style I would use with my CE player. Thanks for considering, and I understand if you do not feel comfortable DMing a CE character--I am totally willing to change or even entirely rework my character if you want.
Please sign here. And don't read the fine print.
Name: Daryl (Dee) Thrume
Species: Human
Class: Fighter (Battle Master)
Background: Soldier (Corporal)
Daryl (Dee) has lived all his life in and around Grewhawk City. Growing up in Old Town, Dee had very little and was almost always hungry. His modest dwelling, where he lived with his Ma and Pa, burned to the ground with both parents still inside. Dee managed to escape but always blamed himself for that fire that took his parents from him. Being orphaned and naturally athletic, it wasn't long before Dee was recruited by thieves who used children to steal coin purses from anyone unfortunate enough to be marked as a target. However, Dee's athletics didn't translate to skill with pickpocketing, and he was caught by the mark more times than not. He was quick to escape pursuit and avoided punishment by the guard, but could not escape the beatings his handler Eric would give him for failing. After a particularly brutal beating, Dee was thrown out and left for dead in the gutter where chamber pots were emptied.
Taking pity on the boy, a local guard named Frank Webster picked Dee up and brought him home. With the help of his wife Emma, Frank cleaned Dee up and nursed him back to health. The couple were not wealthy, but Dee could tell the couple lived much better than he had. Dee wanted to win back into the good graces of his handler Eric. He waited until he saw the opportunity to take Emma's most valuable jewelry. A silver broach with gold filigree and four diamonds inlaid surrounded a large emerald that had been passed down to Emma from her grandmother and her grandmother before that for several generations. That night, Dee successfully took the broach and found Eric in his typical haunt. Dee handed the broach over and begged to be part of the team again. Eric greedily took the broach and then laughed at Dee's groveling. Eric and his thugs gave Dee another beating and tossed him back out on his duff.
Broken physically and mentally, Dee limped to the garden district to watch the sunrise. However, before the sun crested the rooftops, Frank walked up with a worried expression. Frank had been looking for Dee all night. The two sat there as the sun rose. Dee admitted to taking the broach and apologized while sobbing uncontrollably. Frank's compassion flowed over the young boy, providing him comfort and reassurance. It was then Dee decided he would do whatever it took to get the broach back; even when Frank told him no, Dee wanted more than anything to correct the wrong he had done to Emma. Unfortunately, this was not to be. Dee failed in returning the broach to Emma as he was out matched by Eric and his band of child thugs. While Emma never made a fuss about it, Dee could tell the loss of the family heirloom weighed heavily on her. She had hoped to pass it down to her daughter some day, but they had never been successful having children.
At Frank's urging, Dee began training in martial weapons. On the weekends and after Frank's daily patrols around the city, Frank would train Dee to use superior techniques to best his foes. However, the most important lessons were for Dee's mind: about doing what is right, even when no one is looking, about helping those in need, and about growing up to be a man who honors his word. Dee had a natural talent with spear and glaive and progressed through training quickly which made Frank proud. When Dee turned 18, he enlisted in the army and spent several years going wherever his superiors told him to around Flanaess. He was promoted to Corporal just before his enlistment ended. When it did, he applied for a position as a city guard. He was hired quickly, given his army experience and Frank Webster's letter of recommendation.
It wasn't long before Dee was placed in a position where he was helping in investigating stolen property. Dee's mind immediately returned to Eric and the group of thieves he had spent part of his childhood with. No matter where the evidence pointed, Dee would try to spin it and implicate Eric for the crime. This caused some problems, and Dee was removed from these investigations. He was relegated to guarding one of the side gates to the city. A less used gate and often dull posting, Dee wanted more. He wanted more action, he wanted more justice, he wanted more... revenge. He vowed that one day, he would dismantle Eric's den of thieves and find a treasure beyond measure that he could provide to Frank and Emma for their forgiveness and compassion when he deserved neither. Perhaps if he found them a treasure valuable enough, they could afford to adopt a baby they could raise as their own.
Character Sheet: Link
DM for Tyranny of Dragons and Phandelver and Below, two in-person campaigns that meet weekly on Friday and Saturday nights.
Ability scores: 12 15 12 11 12 13
I can't speak for others, but I will refuse to play with an evil character in the group. Period. Everybody has lines about what they consider unacceptable at a table. That's my core line.
How do you feel about the unaligned? (And no I don't mean Neutral)
Thordrak Madrest
Hill Dwur(dwarf) farmer/fighter
https://www.dndbeyond.com/characters/141021942/EQCmQn
Thordrak is from the Diamond Lake area, about three days east of the Free City of Greyhawk proper. His family used to be one of the main mining families of the area, clan legend says it was his people that found the vein that put the town on the map. Over the years others came and started mining the area, the Dwurfolk don't populate near as fast as some of the newly arrived mining races and they were quickly over run and pushed out of the mining operation all together.
The dwurfolk are known for couple of different crafts. One of which is brewing. The Madrest family of the clan settled into the fertile rolling hills of Diamond Lake, tending the soil and growing what's need to brew the clan drinks for all occasions. It was on these rolling hills that young Thordrak or lil'Drak as he was called, learned to work the earth and protect his clan family.
Now, sixty seasons of age, he accompanies a small caravan along the High Trail heading for Greyhawk in hopes of joining an adventuring group and seeing the land.
Alignment system doesn't support "unaligned". True Neutral is the typical commoner. They care about themselves and their family before anything else, but they still have normal empathy and support within the community where it doesn't cost them much. That's as unaligned as the alignment system covers.
People claiming "undeclared" doesn't bother me (I don't like how the alignment system gets abused, really), but if they use that as a cover to engage in evil acts, well, then I'm not confused and am not interested in being at that table. Other people draw the line at specific types of acts, and people acknowledge that as healthy. Mine's more broad, but allows for those same sorts of acts to be mentioned as activities the opposition engages in. Game was designed on the assumption the PCs would be heroes. That's how I like to play it.
I'm with huston on this. If this player gets accepted, I'm out.
"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
I got your back on this. If the GM likes your character I'd still play alongside. And thank you for asking if it's okay openly
To be clear: I don't deny that some people want to play evil characters and do evil things. I don't deny that they can have fun doing it.
But I do remember that TTRPGs involve a social contract, and that the core of that contract is that everyone at the table should be working to ensure everyone at the table has fun. I know I do not enjoy the people that are my allies being evil, so I specifically avoid ruining a table's social contract by trying to play with such characters. A given table's contract could include everybody being evil. I will never be at that table, but that doesn't make it a "wrong" choice. It just won't be MY choice.
Edit: This is where the "But it is what my character would do!" argument usually gets thrown in. If "what your character would do" makes the game less fun for other people at the table, then you have made yourself a problem player. You should be playing a different character or be at a different table.
Wow, there has been an overwhelming response to this thread and my call for players to join this game. Thank you all for your character creations.
I have received several messages and posts that I will try to address.
I plan to enable content sharing, but before I do, I wish to ensure all the players are ok and that content won't affect the adventure.
I will run the game here on DnDBeyond on the PBP forum and private messages.
A player has 'asked' about playing a Chaotic Evil character. Here is my stance on this. Players are not privy to other players' characters' alignment, or my opinion on CE in this game.
Forget what you think you know about the Greyhawk setting. We are starting in 576 CY. Your character is 1st level. A novice of the world seeking their first adventure.
I am looking for 'adventurous' players to join me in exploring the new world of Greyhawk (2024DMG).
If you're interested, I encourage you to write up the '1st level' character You want to play. Hit me up with your character questions here or via PM. If it is a character's secret, then PM me. I am most interested in your character's backstory, so don't hold back and tell their story.
I hope we have a fun and exciting adventure together. Remember, it is just a game!
I gave you a quick sketch earlier. How much background do you want for a first level character? I mean, I can write a bunch, but there's just not that much accomplished before First Level, normally. Given that my sketch included travel from the Kingdom of Celene to The Free City of Greyhawk, there can be a lot of travel encounters discussed.
How much do you desire?
Hi! I'll throw my hat in here. I'm also submitting a character that I already played a little but whose campaign banked sadly. Backstory is adapted to the Greyhawk setting but I must mention that the intended subclasses are from the Critical Role world. Not sure if that is a deal breaker, I just love the concept and try to find a new home for it. That said, the concept is pretty simple, the character is using her own life force to power up her magic when helping others. I should mention that there might be scenes of self harm with the character concept, not sure if that's crossing lines for some, but I can say that I'm not married to the idea and I can also just not mention it specifically. Generally, I'd say we just talk about stuff that comes up and remain respectful to everyone's needs and we should be safe.
Name: Shaephina Bloodmoon
Class: Cleric (will MC with Wizard more or less on similar levels)
Subclass: Blood Domain (School of Blood Magic)
Background: Sage
Species: Human (or if allowed Variant Human for a special boon from her goddess)
Abilities:10 15 11 14 12 14 (copied from below)
Backstory (you asked for a long one...):
Shaephina Bloodmoon was, by all outward appearances, a human child. Yet her deep violet eyes and an otherworldly pallor hinted at a distant drow heritage—whispers of an ancestor who had once walked the lightless realm of the Underdark. She grew up on the outskirts of the Domain of Greyhawk, in a small, hidden settlement known simply as Blackbriar Haven, a place where the unwanted and the ostracized found uneasy camaraderie. Blackbriar Haven had no official recognition on any map; it existed only because its residents preferred the rest of the world to forget they were there.
From the time Shaephina could walk, she saw the fragile peace of Blackbriar Haven tested by raiders, roving monsters from the nearby Gnarley Forest, and worse yet, the simmering feuds among its own people. These perils cost many their lives. Shaephina witnessed her neighbors—some of them dear friends—perish in senseless violence. In those formative years, something firm and unyielding took root in her heart: a resolve to protect the weak at any cost. Survival wasn’t enough; she wanted to change the fate of those who were destined to be victims.
When she was twelve, she caught the attention of Master Gilraen, an eccentric scholar and wizard who made his home in a dilapidated tower at the edge of Blackbriar Haven. He had come to the settlement in search of rare tomes and discovered in Shaephina an inquisitive mind that devoured any knowledge placed before her. She became his informal apprentice, spending long hours transcribing arcane scripts and researching ancient rituals.
One evening, as Shaephina pored over a thick tome detailing obscure magical practices, Master Gilraen quietly entered the cramped study. He observed her with a curious frown before finally speaking.
“Shaephina,” he said, “I never tire of seeing you with your nose in a book. But this—” he tapped the section she was reading, titled ‘The Power of Blood in Arcane Traditions’ “—is dangerous knowledge. I’m not saying you should stop, but I must warn you, it can lead you down perilous paths.”
Shaephina looked up, determination shining in her violet eyes. “Master, the people here are at the mercy of horrors no one else cares to fight. If this gives me the power to protect them, why not learn it?”
Gilraen’s gaze softened. “Not all power is evil. But all power has consequences. If you choose to walk this road, do so with a sense of responsibility. Never forget the faces of those you wish to protect.”
That was the first time Shaephina heard someone speak openly of blood magic. It wasn’t the last. She delved into those forbidden texts further, discovering ancient references to Kiaransalee, a drow goddess of vengeance and the undead. At first, Shaephina dismissed these legends as relics of a faith that had no place in the world of Oerth. But something about Kiaransalee’s teachings—a focus on the cyclical nature of life and death—struck a chord deep within her. The more she read, the more she felt an inexplicable pull.
As the years passed, Shaephina’s grasp on arcane theory expanded, though she never formally adopted the title of wizard. She studied intensively under Gilraen’s watchful eye, but also spent time in quiet corners of Blackbriar Haven, testing minor cantrips fueled by ritualistic gestures that hinted at the deeper powers of blood. Word began to spread that she might wield a magic that defied conventional norms. Some villagers eyed her with a mix of awe and fear, while others saw in her an embodiment of hope. In her mind, it was a necessary step; if it saved even one life, it was worth the risk.
Fate soon intervened. A roving band of raiders laid siege to Blackbriar Haven. Shaephina fought valiantly at Gilraen’s side, but they were vastly outnumbered. In a desperate moment, she performed a hastily learned blood-ritual that turned the tide of battle. The raiders, shocked by her display of raw, pulsing power, fled. Though the settlement was saved, many were gravely injured—Gilraen among them. Dying, he grasped her hand and whispered, “I have nothing left to teach you. Go to the great City of Greyhawk… that is where you’ll find the knowledge you need to wield this power safely.”
It was in that moment she also felt something stir inside her: a presence. She sensed the dark benediction of Kiaransalee, as though the goddess herself acknowledged her actions. Plagued by guilt and sorrow over Gilraen’s death, Shaephina left Blackbriar Haven behind, determined to honor her mentor’s last wish.
Upon arriving in the City of Greyhawk, Shaephina was overwhelmed by its bustling streets, towering spires, and the throngs of adventurers, traders, and scholars. She used the small coin purse she had saved—plus a few minor magic services offered at local taverns—to finance her stay. Enrolling as an assistant researcher under Scholar Emeritus Jovarat the University of Magical Arts, Shaephina impressed her peers with her meticulous research skills and her insights into esoteric magical practices. She was granted special access to restricted texts in the university’s sprawling library, where she delved deeper into the mysteries of blood magic.
It was during one of these long nights in the library that she discovered a hidden alcove of forbidden tomes, each page marked with cryptic symbols referencing Kiaransalee and the delicate balance between life and death. Although uneasy about these revelations, Shaephina felt an undeniable resonance. She heard a silent whisper urging her toward the goddess’s teachings. Night after night, she offered quiet prayers—less out of worship and more in the spirit of seeking guidance.
Not long after, on a moonless night, she had a vivid dream of standing in a shadowy temple. A whispering voice called her forward, offering both the power to protect the weak and the duty to punish the wicked. When Shaephina woke, her fingers were streaked with what looked like faint, dried blood. She knew then that her path was set: she would become a cleric of Kiaransalee, one who honored the cycles of mortality. Though it meant embracing a domain considered dark by most, she believed she could use its gifts for a righteous cause.
Now, Shaephina stands at the threshold of true independence. She is a newcomer to Greyhawk’s vibrant tapestry—an acolyte of Kiaransalee who has only just begun to tap into the blood domain’s powers, a self-taught wizard-in-waiting whose knowledge surpasses her practical experience. By day, she carries out scholarly tasks in the University’s dusty archives, decoding archaic runes and cross-referencing ancient scrolls. By night, she explores the city’s underbelly—conversing with shady antiquarians and searching for texts that might illuminate new methods for harnessing blood magic without succumbing to corruption.
Though her chosen path is shadowed and fraught with moral quandaries, Shaephina Bloodmoon remains steadfast. She is no villain; rather, she is a determined scholar and fledgling cleric who believes that sometimes, the line between light and dark must be walked in order to shield the innocent. Her drow-tainted ancestry, though distant, fuels her ambition to challenge preconceived notions of good and evil. And in the City of Greyhawk—a metropolis brimming with intrigue, secrets, and opportunities—her story is only beginning.
Portrait:
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EDIT: added a portrait.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Pallid Elf Rogue - Wildnis || b'Reh - Stig Order Cleric - Humblewood || Rowan - Halfling Giant Path Barbarian - Runewarren || Shaephina - Half-Drow Blood Cleric/Wizard - Murder Court || Ianjin - Gallus Open Hand Monk - Mad Empiricist || Khazela - Spiritfarer Dervish - Tribute Court || Arista - Human Frost Giant Sorcerer - The Old Keep ||
Ability scores: 17 9 17 15 13 13
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Pallid Elf Rogue - Wildnis || b'Reh - Stig Order Cleric - Humblewood || Rowan - Halfling Giant Path Barbarian - Runewarren || Shaephina - Half-Drow Blood Cleric/Wizard - Murder Court || Ianjin - Gallus Open Hand Monk - Mad Empiricist || Khazela - Spiritfarer Dervish - Tribute Court || Arista - Human Frost Giant Sorcerer - The Old Keep ||
Ability scores: 11 15 15 12 10 9
Cats go Moo!
Mr ABOVE AVERAGE has entered the room.
Cats go Moo!
Ability scores: 16 14 14 14 11 13
DM for Tyranny of Dragons and Phandelver and Below, two in-person campaigns that meet weekly on Friday and Saturday nights.