Appearance: A young woman of pale olive skin and dark hair, with piercing yellow eyes, the shade of sulfur. Triangular black scales peek out below her flesh, just along her hairline. There seems to be a mute sadness behind her otherwise piercing stare.
Personality/Ideals: "To hells with who people say I am, or my ancestors for that matter! I am me, and no one else. Let my errs be my own! The sins of the mother, or the great grandmother should not reflect the sins of their spawn."
Tieflings are often looked down upon for their demonic ancestry. So much so that they become what people think of them: vagrants, thieves, criminals, thugs. Not Talmha. When her parents gave her up, they at least had the good sense to leave her with a temple and a name. Though she would never realize it, they did love her deeply. They gave her with that decision a life she could be proud of, regardless of how others treated her. She would grow under the tutelage of Brother Orslaad, in service to the Temple of The Valiant, an archaic alias of Dragon God Bahamut.
Orslaad took the girl under his wing, raised her as his own. She was never one for written word or numbers, but she hung on her foster fathers' words like a fly to honey, learning the tenets of his order and aspiring to be as a disciple to the order. She did him proud with that goal, saying as much when, on her sixteenth birthday, he gifted her his first prayer book and an acolytes' cloister amulet. She was eighteen when Talmha first showed a penchant for magic, at first only able to create simple light or a silent bird like the many boisterous ones around the temple courtyard. With time, her talent grew, clearly the sign of a natural sorcerer and a pride of The Valiants' order.
That is, until her twenty third birthday, when her scales manifested: black. Of acid and bile. Not all black dragons are evil, but far too few are good. Talmhas' magic was tainted in the eyes of the Order, and her presence was a stain on Orslaads' service, though he'd served faithfully from his youth. The Valiant would not stand for the ousting of a cloistered disciple without reason, so Talmha was safe from banishment of the place she'd considered her only home. That doesn't mean she wasn't mistreated from then on. Even servants of the just had standards, and the lineage of an evil dragon fell well below them. But Talmha was stubborn.
It was ultimately Orslaad who suffered the most. Torn between his faith and his family, it pained him to see his daughter suffer to prejudice daily, and his heart had soon grown heavy with regret, though the girl was quick to wear a hardy smile. In the old days, Brother Orslaad was quite the mercenary, a young elf with much to prove and little to show beyond scars and blood money. He'd long since given up on his old life when he swore to holier tenets, but for his daughter, he was willing to take up arms one last time for her future. Why take up arms? A rumor.
Stories of an ancient ruin in a distant land, said to contain the records of a powerful hero, including of which a particular record of dragons encountered. Supposedly, one such dragon is described as the progenitor of many sorcerous bloodlines. It was a longshot, but one a good father was more than willing to take. The man was ready to go on a journey, potentially one of no return, for the one thing he cared about more than his faith. Talmha imagined that he was quite surprised the day he awoke to find his gear, his daughter, and the last of his mercenary gold were all gone. She would not let him make such a sacrifice, and had taken it upon herself to find this record in his stead.
That was a few years past. Now a more rugged sorceress sits within the ruin, stuck in an impossible situation, after months and months of arduous travel. The girl had been clever, strong, and ambitious up till now. She weren't the smartest, but she'd done her best. Travel was easy, just long. Wolves, spiders, flying serpents, a brigand or two - the fierce young woman had dealt with them in one fashion or another. Who could've guessed it would be a trap had done her in: a trip wire with a bloody rotten snare. No sooner had she felt the tug than she awoke hanging upside down, possessions strewn about and a nasty knot on her head. Embarrassing. "'Lo? Anyone 'ere? Anyone at all...?"
Physical appearance: Small build(~3’7”)Jet black plumage with a slight iridescence in the right light. Black corvid eyes with sparse lashes and slightly askew whisker like feathers around the base of his beak. Wears simple leather armour and a broken compass on a leather string around his neck.
Personality, character, ideals:
Background- Anthropologist Alignment - Neutral Personality Traits- I would rather observe than meddle. When I arrive at a new settlement for the first time, I must learn all its customs Ideals - Knowledge. By understanding other races and cultures, we learn to understand ourselves
Backstory:
As a child ending up in the material plane from Shadowfell Paqen was taken in by the Emerald Enclave and taught their tenants. His corvid curiosity became focused on two things as he matured.
One was the many different peoples of his new home and land. He would spend hours watching rituals and day to day activities of folks in the Enclave. This being noticed by his superiors would assign him to study and keep an eye on new towns and their growth and interactions with the natural world. To identify and help address potential clashes between civilization and nature.
The other interest was the stars and the heavens. While the days were full of watching people the nights were full of observing the heavens. This focus is where he begins to draw his Druidic powers from.
It has been weeks of preparation and travel by Paqen has finally arrived. This quaint agrarian hamlet would be his home for the next few days. He has come to study the ruined keep before the stone and structure was completely repurposed by the locals. Waterdeep had been a lot so many people, so much noise. The time on the road headed north was a nice cleanse of the city’s maddness. Approaching as evening neared and the fire light of the farm houses came into view the smell of woodsmoke began to fill the air..along with the smell of whatever was cooking in these homes. “A warm meal would be good,” he said to himself. “And depending on the weather a warm bed might be preferable to the tent.” He watches the sky as he makes his way past the stone fences of the farmsteads now lining the road.
He stops to investigate a section of the fence. “I wonder if these rocks were part of the keep. Very clever of the locals to use already cut stone to build their new home and community…but how did they manage to begin dismantling a fortress. And I am sure the previous and new inhabitants would have been none too impressed with this…how did they convince or evict whomever or whatever it was so they could repurpose it so.” He stares and touches the fence for a while and then looks to the sky and ahead to what he assumes is the Sleeping Dragon Inn he had been informed of in Waterdeep.
“Well are we staying in the tent or at the inn tonight?” He asks himself holding his hand out manifesting a small glowing sphere to hopefully get an accurate forecast for the night…
This post has potentially manipulated dice roll results.
I see you prefer 2014 rules, but I was wondering if you would accept newer third party subclasses that are written for 2024. I can home-brew them for 2014 if you would accept that. As far as I can tell, there isn't anything that works against 2014 rules but it simply isn't technically implemented for the 2014 base class, and therefore I would need to copy everything to a 2014 home-brew version. That said, I also wonder if you accept third party content in general.
In case this is acceptable for you, I roll stats already.
Physical appearance: Zevriel is a slender half-elf with faintly purple-tinted skin reflecting his drow heritage, accentuated by short, stark-white hair loosely tied at the back. His delicate build and noticeably frail physique contrast with his graceful, cat-like movements, emphasizing agility rather than strength. Large lavender eyes glow softly in dim light, filled with intensity yet hinting at a thoughtful melancholy. His finely-crafted leather armor, subtly etched with spiderweb patterns, reinforces the mysterious aura surrounding him, and though physically unimposing, Zevriel carries himself with a quiet, unsettling confidence. Personality: Quiet, observant, and deeply intuitive, Zevriel prefers actions over words, speaking softly but decisively. He understands his intellectual limitations clearly, rarely trusting logical reasoning or complicated planning, instead following his instincts with unwavering faith. This intuitive nature often makes him appear mysterious or aloof, yet his empathy and understanding of emotions grant him surprising insight into others. Character: Zevriel moves through life as a shadow at the edge of perception, embracing his own flaws rather than hiding from them. His limited physical strength and slow grasp of abstract concepts shaped him into a patient, methodical, yet instinctive individual. Rather than resent his weaknesses, he leverages his powerful charisma and agility, becoming an adept manipulator of shadows—both literal and figurative. Ideals: - Instinct: Logic can mislead; intuition rarely does. Trust what you feel, not what you think. - Acceptance: Weaknesses define as clearly as strengths; acknowledging them openly is true power. - Empathy: Everyone has hidden pain; understanding others is the first step toward healing the world's sorrow.
Backstory: Zevriel was born in Waterdeep’s darkest alleys, an unlikely union between an exiled drow mother and a human rogue father. Physically frail and unfit for hard labor, Zevriel was often mocked and underestimated, perceived as both weak and slow-witted. However, this harsh environment sharpened his instincts and reflexes to an extraordinary degree.
His limited intellect always frustrated him; numbers confounded him, books held no meaning, and logic-based puzzles brought him nothing but embarrassment. Yet Zevriel possessed a gift few could match: raw intuition, empathy, and charisma that could charm or terrify, as needed.
Life took a darker turn when Zevriel stumbled into a forgotten shrine beneath Waterdeep’s sewers, lost and disoriented by instructions he couldn't understand. There, the entity known as the "Mother of Sorrow" saw potential beyond Zevriel's limitations. Recognizing his strong empathy and intuitive perception, she formed a pact with him, granting him control over shadows and a supernatural affinity with spiders.
When the tiefling paladin Virelia asked Zevriel’s aid to find a missing boy rumored to have entered the flooded dungeons of Rassalantar’s Keep, Zevriel felt compelled to accept—not because of any logical strategy or historical curiosity, but because the Mother’s whispers subtly encouraged it. Perhaps the ruins held secrets not in dusty tomes or scrolls, but in forgotten emotions and echoes of the past—things Zevriel was uniquely suited to uncover.
RP arrival: Zevriel quietly entered the Sleeping Dragon Inn, swiftly scanning the dim room, feeling rather than consciously analyzing potential threats. His slender frame, clearly unsuited to physical confrontations, drew curious stares. Yet those who met his eyes quickly turned away, unsettled by the intense, almost hypnotic gaze that belied his seemingly frail build. Approaching the innkeeper, Zevriel hesitated briefly, visibly struggling to recall the right words before finally speaking in a soft, careful tone: "Ruins near here—Rassalantar's Keep, yes? A child lost there. I… help find." The simplicity of his speech briefly amused nearby patrons, mistaking it for timidity or foolishness. Yet the gravity behind Zevriel’s glowing lavender eyes silenced their quiet chuckles. Sliding coins carefully across the counter, Zevriel gently grasped the key offered him, clearly handling even this small object with unusual delicacy. As he ascended the stairs, small shadows scuttled subtly from beneath his cloak, tiny spiders exploring ahead, instinctively guiding him through places his mind could not easily grasp.
I see you prefer 2014 rules, but I was wondering if you would accept newer third party subclasses that are written for 2024. I can home-brew them for 2014 if you would accept that. As far as I can tell, there isn't anything that works against 2014 rules but it simply isn't technically implemented for the 2014 base class, and therefore I would need to copy everything to a 2014 home-brew version. That said, I also wonder if you accept third party content in general.
In case this is acceptable for you, I roll stats already.
Ability scores: 1715167147
No, sorry but I prefer no homebrew... After all, in the 2014 rules, considering the various manuals available, it's not like there's a shortage of options...
Let's limit ourselves to just the 2014 rules, for this campaign (any future module I create will undoubtedly be for the 2024 rules, so there will be occasions to use them in the future).
Ok, another idea. Something I wanted to try for some time: A lawful good rogue. I took the liberty to re-flavour his background, Knight of Solamnia, into an invented order in Waterdeep, the Knights of the Moonblade. They are a small, respected chivalric order with roots among Waterdeep’s moon elf and half-elf communities, their mission is to protect the innocent where the law cannot reach. The reason for this is to provide a narrative for his expertise with a twin blade, which is excellently captured by the background feature. I hope that's ok, and if not, just let me know, because the background would be relatively easy to switch with the rest of the concept remaining largely intact.
Physical appearance: Zevriel is lithe and sinewy, his form shaped by years of acrobatic training rather than brute strength. His mixed heritage is visible in his slightly pointed ears, pale olive skin, and striking, almond-shaped hazel eyes that reflect both human determination and elven grace. He wears his dark hair short, often swept back to keep it clear of his face in combat. His gear is immaculate: supple leather armor with silver-blue trim, and a crescent-moon cloak pin at his collar. His rare twinblade, beautifully forged with delicate elven script along the haft, rests comfortably across his back—a clear sign he is no common sellsword. Personality: Zevriel is earnest and unassuming, his manner gentle but confident. He prefers quiet action to boastful words, and his presence tends to put others at ease—he listens intently, with a steady gaze and an air of calm assurance. He is slow to anger, quick to forgive, and shows respect to everyone, regardless of their station. When challenged or threatened, his tone becomes measured and unwavering, revealing the iron resolve beneath his humility. Character: At his core, Zevriel is guided by empathy and a strong sense of duty. He believes heroism is about service, not glory; he measures himself not by victory but by whom he protects. Years of hardship taught him self-reliance and how to trust his instincts when intellect fails. Though sometimes overwhelmed by the expectations of knighthood, he strives to live up to the Moonblade code: to be the shield others need, even at personal cost. He feels most comfortable among common folk, and will never look down on those with humble beginnings. Ideals: - Protection: “I stand between the innocent and harm, no matter the cost to myself.” - Humility: “Titles and fame mean nothing—what matters is what you do when no one is watching.” - Unity: “True strength comes from standing together. We are at our best when we bridge our differences.” - Redemption: “Everyone deserves a second chance, as I was once given.”
Backstory: Zevriel was born to hardship in the winding alleys of Waterdeep, the child of a moon elf father and a human mother who both worked too hard and worried too much. He never learned his letters, but he learned to move quietly, to listen well, and to trust his gut. Trouble always found him—sometimes because he stood up for others, sometimes because he simply wouldn’t look away when someone suffered.
His life changed the night he tried to shield a friend from a gang’s beating. Outmatched, Zevriel braced for the worst—only to be saved by a knight of the Moonblade, a half-elf whose rare twinblade scattered the thugs like crows. The knight saw something in Zevriel’s stubborn courage and clear eyes, offering him a chance to train with the order. Zevriel learned the moonblade’s dance, practiced until his hands bled, and listened more than he spoke. He never mastered books, but he mastered the rhythm of the blade and the meaning of a promise.
The Moonblade Knights taught him that being a hero was not about glory, but about standing between danger and those who couldn’t stand for themselves. Zevriel took that lesson to heart. Now, as a wandering knight-errant, he follows stories of need—never clever with words, but always quick to act, and never doubting that a good heart can change the world.
RP arrival: The morning was cool as Zevriel stepped into the Sleeping Dragon Inn, the twin moons of his cloak pin catching the light. He scanned the room with a quiet, steady gaze, then made his way to the counter. He placed a silver token beside the barkeep and spoke, voice plain and soft but certain. “Name’s Zevriel. Knight of the Moonblade. Heard a kid’s gone missing. Point me where to look. I’ll bring him home.” He waited, posture relaxed but ready, fingers brushing the hilt of his twinblade. Zevriel never needed many words—his actions, and the calm strength in his presence, said everything for him.
Very well, dear fellow players! Using this and other channels, I think I have identified the characters I was looking for.
I close the selection and truly thank all those who applied! I will contact those I have chosen shortly (that is, today or at the latest tomorrow).
And as for the others... I wish them the best of luck in the other selections; playing with fantasy as D&D allows you to do is an activity that I find beautiful, enriching and exciting and therefore I hope everyone can find the opportunity to enjoy it. Maybe we will find ourselves playing together in other Campaigns!
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Yes, still Level 4.
It's just a short quest (well, takes time because of PBP, but at a table it would be short).
You'll not level up during the quest, you'll just get a level as minestrone reward for completing it. During the quest you'll be Level 4.
Name/Pronunciation: Talmha Freydh [Tel-Mm-Uh Fr-Ayd]
Character Sheet: https://www.dndbeyond.com/characters/146501044/1VDdeP
Race: Tiefling
Class/Subclass: Draconic Sorcerer
Affinity: Neutral
Appearance: A young woman of pale olive skin and dark hair, with piercing yellow eyes, the shade of sulfur. Triangular black scales peek out below her flesh, just along her hairline. There seems to be a mute sadness behind her otherwise piercing stare.
Personality/Ideals: "To hells with who people say I am, or my ancestors for that matter! I am me, and no one else. Let my errs be my own! The sins of the mother, or the great grandmother should not reflect the sins of their spawn."
Tieflings are often looked down upon for their demonic ancestry. So much so that they become what people think of them: vagrants, thieves, criminals, thugs. Not Talmha. When her parents gave her up, they at least had the good sense to leave her with a temple and a name. Though she would never realize it, they did love her deeply. They gave her with that decision a life she could be proud of, regardless of how others treated her. She would grow under the tutelage of Brother Orslaad, in service to the Temple of The Valiant, an archaic alias of Dragon God Bahamut.
Orslaad took the girl under his wing, raised her as his own. She was never one for written word or numbers, but she hung on her foster fathers' words like a fly to honey, learning the tenets of his order and aspiring to be as a disciple to the order. She did him proud with that goal, saying as much when, on her sixteenth birthday, he gifted her his first prayer book and an acolytes' cloister amulet. She was eighteen when Talmha first showed a penchant for magic, at first only able to create simple light or a silent bird like the many boisterous ones around the temple courtyard. With time, her talent grew, clearly the sign of a natural sorcerer and a pride of The Valiants' order.
That is, until her twenty third birthday, when her scales manifested: black. Of acid and bile. Not all black dragons are evil, but far too few are good. Talmhas' magic was tainted in the eyes of the Order, and her presence was a stain on Orslaads' service, though he'd served faithfully from his youth. The Valiant would not stand for the ousting of a cloistered disciple without reason, so Talmha was safe from banishment of the place she'd considered her only home. That doesn't mean she wasn't mistreated from then on. Even servants of the just had standards, and the lineage of an evil dragon fell well below them. But Talmha was stubborn.
It was ultimately Orslaad who suffered the most. Torn between his faith and his family, it pained him to see his daughter suffer to prejudice daily, and his heart had soon grown heavy with regret, though the girl was quick to wear a hardy smile. In the old days, Brother Orslaad was quite the mercenary, a young elf with much to prove and little to show beyond scars and blood money. He'd long since given up on his old life when he swore to holier tenets, but for his daughter, he was willing to take up arms one last time for her future. Why take up arms? A rumor.
Stories of an ancient ruin in a distant land, said to contain the records of a powerful hero, including of which a particular record of dragons encountered. Supposedly, one such dragon is described as the progenitor of many sorcerous bloodlines. It was a longshot, but one a good father was more than willing to take. The man was ready to go on a journey, potentially one of no return, for the one thing he cared about more than his faith. Talmha imagined that he was quite surprised the day he awoke to find his gear, his daughter, and the last of his mercenary gold were all gone. She would not let him make such a sacrifice, and had taken it upon herself to find this record in his stead.
That was a few years past. Now a more rugged sorceress sits within the ruin, stuck in an impossible situation, after months and months of arduous travel. The girl had been clever, strong, and ambitious up till now. She weren't the smartest, but she'd done her best. Travel was easy, just long. Wolves, spiders, flying serpents, a brigand or two - the fierce young woman had dealt with them in one fashion or another. Who could've guessed it would be a trap had done her in: a trip wire with a bloody rotten snare. No sooner had she felt the tug than she awoke hanging upside down, possessions strewn about and a nasty knot on her head. Embarrassing. "'Lo? Anyone 'ere? Anyone at all...?"
Character stats(point buy):
Str-8 Dex-13 Con-14 Int-14 Wis-17 Cha-10
Name: Paqen
Race/Subrace: Kenku
Class/Subclass: Druid/Circle of Stars
DDB link -https://www.dndbeyond.com/characters/126196402/fiRK3l
Physical appearance: Small build(~3’7”)Jet black plumage with a slight iridescence in the right light. Black corvid eyes with sparse lashes and slightly askew whisker like feathers around the base of his beak. Wears simple leather armour and a broken compass on a leather string around his neck.
Personality, character, ideals:
Background- Anthropologist
Alignment - Neutral
Personality Traits- I would rather observe than meddle. When I arrive at a new settlement for the first time, I must learn all its customs
Ideals - Knowledge. By understanding other races and cultures, we learn to understand ourselves
Backstory:
As a child ending up in the material plane from Shadowfell Paqen was taken in by the Emerald Enclave and taught their tenants. His corvid curiosity became focused on two things as he matured.
One was the many different peoples of his new home and land. He would spend hours watching rituals and day to day activities of folks in the Enclave. This being noticed by his superiors would assign him to study and keep an eye on new towns and their growth and interactions with the natural world. To identify and help address potential clashes between civilization and nature.
The other interest was the stars and the heavens. While the days were full of watching people the nights were full of observing the heavens. This focus is where he begins to draw his Druidic powers from.
It has been weeks of preparation and travel by Paqen has finally arrived. This quaint agrarian hamlet would be his home for the next few days. He has come to study the ruined keep before the stone and structure was completely repurposed by the locals.
Waterdeep had been a lot so many people, so much noise. The time on the road headed north was a nice cleanse of the city’s maddness. Approaching as evening neared and the fire light of the farm houses came into view the smell of woodsmoke began to fill the air..along with the smell of whatever was cooking in these homes.
“A warm meal would be good,” he said to himself. “And depending on the weather a warm bed might be preferable to the tent.” He watches the sky as he makes his way past the stone fences of the farmsteads now lining the road.
He stops to investigate a section of the fence. “I wonder if these rocks were part of the keep. Very clever of the locals to use already cut stone to build their new home and community…but how did they manage to begin dismantling a fortress. And I am sure the previous and new inhabitants would have been none too impressed with this…how did they convince or evict whomever or whatever it was so they could repurpose it so.” He stares and touches the fence for a while and then looks to the sky and ahead to what he assumes is the Sleeping Dragon Inn he had been informed of in Waterdeep.
“Well are we staying in the tent or at the inn tonight?” He asks himself holding his hand out manifesting a small glowing sphere to hopefully get an accurate forecast for the night…
I see you prefer 2014 rules, but I was wondering if you would accept newer third party subclasses that are written for 2024. I can home-brew them for 2014 if you would accept that. As far as I can tell, there isn't anything that works against 2014 rules but it simply isn't technically implemented for the 2014 base class, and therefore I would need to copy everything to a 2014 home-brew version. That said, I also wonder if you accept third party content in general.
In case this is acceptable for you, I roll stats already.
Ability scores: 12 11 10 9 9 11
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Name: Zevriel (Link)Race/Subrace: Half-DrowClass/Subclass: Rogue (Arachnoid Stalker) [3] / Warlock (Mother of Sorrow) [1]Note: I'll manage equipment if selected.Physical appearance: Zevriel is a slender half-elf with faintly purple-tinted skin reflecting his drow heritage, accentuated by short, stark-white hair loosely tied at the back. His delicate build and noticeably frail physique contrast with his graceful, cat-like movements, emphasizing agility rather than strength. Large lavender eyes glow softly in dim light, filled with intensity yet hinting at a thoughtful melancholy. His finely-crafted leather armor, subtly etched with spiderweb patterns, reinforces the mysterious aura surrounding him, and though physically unimposing, Zevriel carries himself with a quiet, unsettling confidence.Personality: Quiet, observant, and deeply intuitive, Zevriel prefers actions over words, speaking softly but decisively. He understands his intellectual limitations clearly, rarely trusting logical reasoning or complicated planning, instead following his instincts with unwavering faith. This intuitive nature often makes him appear mysterious or aloof, yet his empathy and understanding of emotions grant him surprising insight into others.Character: Zevriel moves through life as a shadow at the edge of perception, embracing his own flaws rather than hiding from them. His limited physical strength and slow grasp of abstract concepts shaped him into a patient, methodical, yet instinctive individual. Rather than resent his weaknesses, he leverages his powerful charisma and agility, becoming an adept manipulator of shadows—both literal and figurative.Ideals:- Instinct: Logic can mislead; intuition rarely does. Trust what you feel, not what you think.- Acceptance: Weaknesses define as clearly as strengths; acknowledging them openly is true power.- Empathy: Everyone has hidden pain; understanding others is the first step toward healing the world's sorrow.Backstory:Zevriel was born in Waterdeep’s darkest alleys, an unlikely union between an exiled drow mother and a human rogue father. Physically frail and unfit for hard labor, Zevriel was often mocked and underestimated, perceived as both weak and slow-witted. However, this harsh environment sharpened his instincts and reflexes to an extraordinary degree.His limited intellect always frustrated him; numbers confounded him, books held no meaning, and logic-based puzzles brought him nothing but embarrassment. Yet Zevriel possessed a gift few could match: raw intuition, empathy, and charisma that could charm or terrify, as needed.Life took a darker turn when Zevriel stumbled into a forgotten shrine beneath Waterdeep’s sewers, lost and disoriented by instructions he couldn't understand. There, the entity known as the "Mother of Sorrow" saw potential beyond Zevriel's limitations. Recognizing his strong empathy and intuitive perception, she formed a pact with him, granting him control over shadows and a supernatural affinity with spiders.When the tiefling paladin Virelia asked Zevriel’s aid to find a missing boy rumored to have entered the flooded dungeons of Rassalantar’s Keep, Zevriel felt compelled to accept—not because of any logical strategy or historical curiosity, but because the Mother’s whispers subtly encouraged it. Perhaps the ruins held secrets not in dusty tomes or scrolls, but in forgotten emotions and echoes of the past—things Zevriel was uniquely suited to uncover.RP arrival: Zevriel quietly entered the Sleeping Dragon Inn, swiftly scanning the dim room, feeling rather than consciously analyzing potential threats. His slender frame, clearly unsuited to physical confrontations, drew curious stares. Yet those who met his eyes quickly turned away, unsettled by the intense, almost hypnotic gaze that belied his seemingly frail build. Approaching the innkeeper, Zevriel hesitated briefly, visibly struggling to recall the right words before finally speaking in a soft, careful tone: "Ruins near here—Rassalantar's Keep, yes? A child lost there. I… help find." The simplicity of his speech briefly amused nearby patrons, mistaking it for timidity or foolishness. Yet the gravity behind Zevriel’s glowing lavender eyes silenced their quiet chuckles. Sliding coins carefully across the counter, Zevriel gently grasped the key offered him, clearly handling even this small object with unusual delicacy. As he ascended the stairs, small shadows scuttled subtly from beneath his cloak, tiny spiders exploring ahead, instinctively guiding him through places his mind could not easily grasp.|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
No, sorry but I prefer no homebrew... After all, in the 2014 rules, considering the various manuals available, it's not like there's a shortage of options...
Let's limit ourselves to just the 2014 rules, for this campaign (any future module I create will undoubtedly be for the 2024 rules, so there will be occasions to use them in the future).
No problem. If I have an inspiration before you close, I submit something else. I take it that third party content is ok, though.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Yes, it's ok!
Ok, another idea. Something I wanted to try for some time: A lawful good rogue. I took the liberty to re-flavour his background, Knight of Solamnia, into an invented order in Waterdeep, the Knights of the Moonblade. They are a small, respected chivalric order with roots among Waterdeep’s moon elf and half-elf communities, their mission is to protect the innocent where the law cannot reach. The reason for this is to provide a narrative for his expertise with a twin blade, which is excellently captured by the background feature. I hope that's ok, and if not, just let me know, because the background would be relatively easy to switch with the rest of the concept remaining largely intact.
Name: Zevriel (Link)
Race/Subrace: Variant Human
Class/Subclass: Fighter [1] / Rogue (Swashbuckler) [3]
Physical appearance: Zevriel is lithe and sinewy, his form shaped by years of acrobatic training rather than brute strength. His mixed heritage is visible in his slightly pointed ears, pale olive skin, and striking, almond-shaped hazel eyes that reflect both human determination and elven grace. He wears his dark hair short, often swept back to keep it clear of his face in combat. His gear is immaculate: supple leather armor with silver-blue trim, and a crescent-moon cloak pin at his collar. His rare twinblade, beautifully forged with delicate elven script along the haft, rests comfortably across his back—a clear sign he is no common sellsword.
Personality: Zevriel is earnest and unassuming, his manner gentle but confident. He prefers quiet action to boastful words, and his presence tends to put others at ease—he listens intently, with a steady gaze and an air of calm assurance. He is slow to anger, quick to forgive, and shows respect to everyone, regardless of their station. When challenged or threatened, his tone becomes measured and unwavering, revealing the iron resolve beneath his humility.
Character: At his core, Zevriel is guided by empathy and a strong sense of duty. He believes heroism is about service, not glory; he measures himself not by victory but by whom he protects. Years of hardship taught him self-reliance and how to trust his instincts when intellect fails. Though sometimes overwhelmed by the expectations of knighthood, he strives to live up to the Moonblade code: to be the shield others need, even at personal cost. He feels most comfortable among common folk, and will never look down on those with humble beginnings.
Ideals:
- Protection: “I stand between the innocent and harm, no matter the cost to myself.”
- Humility: “Titles and fame mean nothing—what matters is what you do when no one is watching.”
- Unity: “True strength comes from standing together. We are at our best when we bridge our differences.”
- Redemption: “Everyone deserves a second chance, as I was once given.”
Backstory:
Zevriel was born to hardship in the winding alleys of Waterdeep, the child of a moon elf father and a human mother who both worked too hard and worried too much. He never learned his letters, but he learned to move quietly, to listen well, and to trust his gut. Trouble always found him—sometimes because he stood up for others, sometimes because he simply wouldn’t look away when someone suffered.
His life changed the night he tried to shield a friend from a gang’s beating. Outmatched, Zevriel braced for the worst—only to be saved by a knight of the Moonblade, a half-elf whose rare twinblade scattered the thugs like crows. The knight saw something in Zevriel’s stubborn courage and clear eyes, offering him a chance to train with the order. Zevriel learned the moonblade’s dance, practiced until his hands bled, and listened more than he spoke. He never mastered books, but he mastered the rhythm of the blade and the meaning of a promise.
The Moonblade Knights taught him that being a hero was not about glory, but about standing between danger and those who couldn’t stand for themselves. Zevriel took that lesson to heart. Now, as a wandering knight-errant, he follows stories of need—never clever with words, but always quick to act, and never doubting that a good heart can change the world.
RP arrival:
The morning was cool as Zevriel stepped into the Sleeping Dragon Inn, the twin moons of his cloak pin catching the light. He scanned the room with a quiet, steady gaze, then made his way to the counter. He placed a silver token beside the barkeep and spoke, voice plain and soft but certain.
“Name’s Zevriel. Knight of the Moonblade. Heard a kid’s gone missing. Point me where to look. I’ll bring him home.”
He waited, posture relaxed but ready, fingers brushing the hilt of his twinblade. Zevriel never needed many words—his actions, and the calm strength in his presence, said everything for him.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Very well, dear fellow players! Using this and other channels, I think I have identified the characters I was looking for.
I close the selection and truly thank all those who applied! I will contact those I have chosen shortly (that is, today or at the latest tomorrow).
And as for the others... I wish them the best of luck in the other selections; playing with fantasy as D&D allows you to do is an activity that I find beautiful, enriching and exciting and therefore I hope everyone can find the opportunity to enjoy it. Maybe we will find ourselves playing together in other Campaigns!