Submission window is currently closed. Thank you all for considering my game. I will spend some time reviewing applications and send PMs to all who have applied for an answer.
Morgan doesn't have a homeland in the traditional sense. As a child, he was gifted to (or rather, abandoned with) a traveling circus. Since then, he's belonged nowhere and everywhere. The road is his nation, and the people who raised him are his family. He has two moms, a few sisters, and many cousins and uncles. For some reason, he never had a father figure.
Morgan values freedom above all else: freedom of thought, of movement, and of spirit. This makes him instinctively suspicious of gods, kings, and anyone who claims dominion over others.
Morgan’s traveling circus isn't just entertainment... not really. Behind the tents and the music, there's a mission (or so they claim). Morgan's strange family says they're part of a hidden resistance, a secret organization fighting tyrants and toppling despots wherever they find them, from kings and warlords to petty bureaucrats and schoolyard bullies. Others would call them anarchists (or just mad?). Morgan doesn't know what's true, and he doesn't care. He was raised with their stories and their fire, and he believes in their dream: a world without chains. He'll do anything to keep that dream alive.
He thinks it's his turn to ensure that dream continues. This is why he is adventuring. This... and having fun.
Morgan doesn't have a homeland in the traditional sense. As a child, he was gifted to (or rather, abandoned with) a traveling circus. Since then, he's belonged nowhere and everywhere. The road is his nation, and the people who raised him are his family. He has two moms, a few sisters, and many cousins and uncles. For some reason, he never had a father figure.
Morgan values freedom above all else: freedom of thought, of movement, and of spirit. This makes him instinctively suspicious of gods, kings, and anyone who claims dominion over others.
Morgan’s traveling circus isn't just entertainment... not really. Behind the tents and the music, there's a mission (or so they claim). Morgan's strange family says they're part of a hidden resistance, a secret organization fighting tyrants and toppling despots wherever they find them, from kings and warlords to petty bureaucrats and schoolyard bullies. Others would call them anarchists (or just mad?). Morgan doesn't know what's true, and he doesn't care. He was raised with their stories and their fire, and he believes in their dream: a world without chains. He'll do anything to keep that dream alive.
He thinks it's his turn to ensure that dream continues. This is why he is adventuring. This... and having fun.
If it matters, my time zone is GMT+2
Cool build and backstory. I think it would work very well for our game. I will leave this open for a few more days to see if any others have interest. Some people are away during the weekends and I want to make sure enough eyes see it before I make a decision.
I was going to let this stay open for a couple days, but the interest doesn't really seem to be here, so I am doing a 24 hour last call from the time of this post instead.
They were an singer all their lives, born the child of a preacher of the Luxon faith, their parents knew they had a talent for song. They were the first in their clutch to sing in the choir, first to play the harp, the trocken. Their life was filled with music.
Until the music started to bring with them ghosts. As the Luxon faith believes in reincarnation, the spirits of those who could no move on being draw to their daughter worried her parents. They didn't technically disavowed their son, but Steven knew it was time to move elsewhere. They became a traveling bard who would tell stories of the fallen who flock to them, hoping that their music will one day put those souls to rest.
In the mean time it had bills to pay, and going out and doing good seems a whole hell a lot more fun that sitting around and mopping about what was lost.
Sylorin Drae was raise in a quiet enclave on the edges of Syngorn.There, with the influence of the Feywild, emotions ran bright and strange, and he grew into a boy who could not help but feel them all.
In the enclave, that empathic gift was a balm: he calmed quarrels, guided the grieving, and learned to bear the weight of others’ pain.But in Syngorn proper, where self-control was prized and emotions were veiled, his presence unsettled. Whispers said he knew too much, that his eyes read deeper than was comfortable.
Whether he was asked to leave or left by choice, Sylorin does not often speak of what prompted his exodus. He simply walks the wider world now, offering his counsel and comfort where he can, exploring the world and its people.
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Love the idea of a test run. Good luck everyone!
Submission window is currently closed. Thank you all for considering my game. I will spend some time reviewing applications and send PMs to all who have applied for an answer.
DM mostly, Player occasionally | Session 0 form | He/Him/They/Them
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Giving this a bump. You will be on reserves at the moment and not joining right away, but I will want someone spooled up.
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Is there an update to the post, such as a new level or other requirements?
A great question, Bweoti.
I updated the OP before bumping. It is updated for all current character building options.
I will Close this for the moment to see if there is a better way to word the OP.
DM mostly, Player occasionally | Session 0 form | He/Him/They/Them
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Bumped with new OP.
DM mostly, Player occasionally | Session 0 form | He/Him/They/Them
EXTENDED SIGNATURE!
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Hey, if this is still open:
Name: Morgan
Class: Sorcerer - Wild Magic Sorcery
Character Sheet: https://www.dndbeyond.com/characters/152791602/s9WB43
Backstory (it can be tweaked to fit the campaign)
Morgan doesn't have a homeland in the traditional sense. As a child, he was gifted to (or rather, abandoned with) a traveling circus. Since then, he's belonged nowhere and everywhere. The road is his nation, and the people who raised him are his family. He has two moms, a few sisters, and many cousins and uncles. For some reason, he never had a father figure.
Morgan values freedom above all else: freedom of thought, of movement, and of spirit. This makes him instinctively suspicious of gods, kings, and anyone who claims dominion over others.
Morgan’s traveling circus isn't just entertainment... not really. Behind the tents and the music, there's a mission (or so they claim). Morgan's strange family says they're part of a hidden resistance, a secret organization fighting tyrants and toppling despots wherever they find them, from kings and warlords to petty bureaucrats and schoolyard bullies. Others would call them anarchists (or just mad?). Morgan doesn't know what's true, and he doesn't care. He was raised with their stories and their fire, and he believes in their dream: a world without chains. He'll do anything to keep that dream alive.
He thinks it's his turn to ensure that dream continues. This is why he is adventuring. This... and having fun.
If it matters, my time zone is GMT+2
It is still open and thank you for offering a submission. I will review over coffee.
DM mostly, Player occasionally | Session 0 form | He/Him/They/Them
EXTENDED SIGNATURE!
Doctor/Published Scholar/Science and Healthcare Advocate/Critter/Trekkie/Gandalf with a Glock
Try DDB free: Free Rules (2024), premade PCs, adventures, one shots, encounters, SC, homebrew, more
Answers: physical books, purchases, and subbing.
Check out my life-changing
Cool build and backstory. I think it would work very well for our game. I will leave this open for a few more days to see if any others have interest. Some people are away during the weekends and I want to make sure enough eyes see it before I make a decision.
DM mostly, Player occasionally | Session 0 form | He/Him/They/Them
EXTENDED SIGNATURE!
Doctor/Published Scholar/Science and Healthcare Advocate/Critter/Trekkie/Gandalf with a Glock
Try DDB free: Free Rules (2024), premade PCs, adventures, one shots, encounters, SC, homebrew, more
Answers: physical books, purchases, and subbing.
Check out my life-changing
I was going to let this stay open for a couple days, but the interest doesn't really seem to be here, so I am doing a 24 hour last call from the time of this post instead.
DM mostly, Player occasionally | Session 0 form | He/Him/They/Them
EXTENDED SIGNATURE!
Doctor/Published Scholar/Science and Healthcare Advocate/Critter/Trekkie/Gandalf with a Glock
Try DDB free: Free Rules (2024), premade PCs, adventures, one shots, encounters, SC, homebrew, more
Answers: physical books, purchases, and subbing.
Check out my life-changing
((i'll try this out! ))
Character: https://www.dndbeyond.com/characters/148236069
Name: Steven
Gender: Nonbinary; Any Pronouns (She/He/They/Its)
Species: Satarre
Class: Bard (College of Spirits)
Background: Entertainer
They were an singer all their lives, born the child of a preacher of the Luxon faith, their parents knew they had a talent for song. They were the first in their clutch to sing in the choir, first to play the harp, the trocken. Their life was filled with music.
Until the music started to bring with them ghosts. As the Luxon faith believes in reincarnation, the spirits of those who could no move on being draw to their daughter worried her parents. They didn't technically disavowed their son, but Steven knew it was time to move elsewhere. They became a traveling bard who would tell stories of the fallen who flock to them, hoping that their music will one day put those souls to rest.
In the mean time it had bills to pay, and going out and doing good seems a whole hell a lot more fun that sitting around and mopping about what was lost.
<---- me irl slow reader, even slower writer easily jumpy thanks for being patient
DM: Drakkenheim Mind and Matter + Blood Secrets + What's in the Here and Now;
Player: Ibahalii Vriwhulth
[Thanks for leaving it open. Really would love to play in Exandria.]
Name: Sylorin Drae
Class: Cleric - Life Domain
Backstory (open to changes)
Sylorin Drae was raise in a quiet enclave on the edges of Syngorn. There, with the influence of the Feywild, emotions ran bright and strange, and he grew into a boy who could not help but feel them all.
In the enclave, that empathic gift was a balm: he calmed quarrels, guided the grieving, and learned to bear the weight of others’ pain. But in Syngorn proper, where self-control was prized and emotions were veiled, his presence unsettled. Whispers said he knew too much, that his eyes read deeper than was comfortable.
Whether he was asked to leave or left by choice, Sylorin does not often speak of what prompted his exodus. He simply walks the wider world now, offering his counsel and comfort where he can, exploring the world and its people.