Let's see what the dice have in store for me: Ability scores: 141411171714
Rolled somewhere else for this character idea already, if you want me to roll anew let me know.
Name: Thamul Valu-Nathala Race: Goliath (Frost) Sheet: https://www.dndbeyond.com/characters/145658008/Cqkpfy Class: Fighter 1/(going Ranger after level 1; maybe) Background: Soldier (not the actual soldier type, but he did train to be a magnificent weapons thrower) Backstory: Thamul grew up on the streets of Tempest city. As a goliath his size luckily helped him with not getting bothered to much. Furthermore, he quickly found to have a keen eye when it came to throwing stuff. With this skill he went into taverns and the likes were he participated in bets, and tournaments regarding axe (and what not) throwing. Gaining more and more experience and gaining little by little enough money to provide himself a roof over his head as well as enough weapons for an arsenal (partly bought, partly won in matches).
Alignment: Chaotic Neutral Aspiration: To be named in awe for his skill Personality: Pragmatic and Boastful. He will say he was the one that threw that axe through that mans head, he will boast he was the best during a fight and when they encounter something that's got to do with emotions he will find a practical way to deal with it.
Focus: This character is gonna be all about throwing his weapons, Ideally Ill have a quiver of Ehlonna to explain the amount of weapons on him at some point; although carrying capacity shouldn't be an issue either^^.
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
This sounds cool, so I can't really pass it up.....
Character Name: Atonement (Tony for short) Class: Rogue (eventually soulknife) Stats: Ability scores: 9151417158 Race: Tiefling (Chthonic) Backstory, including aspirations, alignment and personality:
Tony has never been one for rules. He is not a criminal, by his own reasoning at least, because no one had ever arrested him. That isn't to say he hasn't cheated anyone out of their legitimate earnings, or sold anything fraudulent (Charlatan background). Naturally, he couldn't do this in one place for long because someone would cotton on, and if he wanted to stay a free man, he had to move on to the next place before the arrest happened.
His appearance sometimes made it hard to gain someone's trust. The grey skin, the horns, the sharp teeth and the pitch black eyes did not do him any favours, but with his personality he was normally able to overcome this. It is why he chose his name of Atonement. It brings out a feeling of trust in people that he is trying to change from his ancestor's ways, which in a way he is. He is choosing targets who can afford it, and not ruining people's lives. Sure their day might be a bit ruined but they can recover quickly. And for those who didn't fall for his ruse, he had light fingers and could often swipe their coin pouches without them noticing anyway.
After a while however, he realised that he could not keep moving, and so he headed to Tempest City. Somewhere that his skillset would not get him into trouble with the law. Once arriving though, he quickly had to expand his skillset to be able to be effective with a blade too. Where the law was stronger, people didn't often try and fight him when they got angry, so self defence was not as critical. In Tempest City, a wrong move would often lead to a fight, so being able to strike with precision was the key to his survival.
Aspirations: Getting rich. He doesn't really mind how he achieves this, but he will always take the easiest way if possible (hence his mostly lack of legitimate work until now). If he is working with people seeking power, he will aid them. Not for the power itself, but for the riches that come from aiding them to power.
Alignment: Chaotic Neutral. (slightly more towards good than true neutral, but still firmly in the Neutral zone)
Personality: Tony is selfish, but not overly so. While he does not care much about other people, if someone shows him kindness, he will repay the favour. He also will not screw someone over who has helped him. If he teams up with someone to achieve a goal (i.e. the party), he will fairly split the reward, but sharing something that he has earned by himself is not something he would usually be comfortable with.
He comes across like a charming fellow, friends with everyone, but that is an act to try and get his way into being able to get something from you. In reality, he is actually pretty lonely, having moved towns a lot to avoid the law, and it is also hard to be a true friend with someone you are trying to steal from. To that end, now he has settled in Tempest City, he is hoping to actually have some friends he can rely on as well as just people to use until they realise what he is doing.
Character Sheet: https://www.dndbeyond.com/characters/146348705/NT2Q3X Any other information you want to include!: I have used 2024 content. I am happy to go down the crime or legitimate route, both work for this character. Art will follow if accepted.
Your characters, whilst being adventurers, likely didn't take their classes with that as the intention. Artificers, Bards, and Wizards likely earned their expertise from an extensive study of what was once a hobby, whilst Barbarians, Druids and Rangers likely already had their skills as a result of their lifestyle from before relocating. Fighters, Monks and Rogues will have probably gathered their abilities just so they can survive in the cruel city environment, and Sorcerers, Warlocks and Clerics will have gained their power through a factor beyond their control, or deep personal devotion that resulted in something more. In fact, it's probably only Paladins that had their class for the sole purpose of adventuring, perhaps seeking to go on a crusade to cleanse Tempest City, making them the bravest, or most foolish, of the lot.
Hey! This sounds like fun and I automatically thought of a Blood Hunter. I was just wondering how that would fit in your campaign, since you did that breakdown of classes? In fact, I thought that a character like that would have actually taken that class with its specific intention, maybe?
Your characters, whilst being adventurers, likely didn't take their classes with that as the intention. Artificers, Bards, and Wizards likely earned their expertise from an extensive study of what was once a hobby, whilst Barbarians, Druids and Rangers likely already had their skills as a result of their lifestyle from before relocating. Fighters, Monks and Rogues will have probably gathered their abilities just so they can survive in the cruel city environment, and Sorcerers, Warlocks and Clerics will have gained their power through a factor beyond their control, or deep personal devotion that resulted in something more. In fact, it's probably only Paladins that had their class for the sole purpose of adventuring, perhaps seeking to go on a crusade to cleanse Tempest City, making them the bravest, or most foolish, of the lot.
Hey! This sounds like fun and I automatically thought of a Blood Hunter. I was just wondering how that would fit in your campaign, since you did that breakdown of classes? In fact, I thought that a character like that would have actually taken that class with its specific intention, maybe?
Thanks!
Hiya, thanks for the question, I agree, a blood hunter would definitely have chosen their class for the purpose of adventuring in a very similar manner to a paladin, and I agree that they would work well for this adventure!
Would any kind of Blood Hunter order exist in the city, perhaps? If that doesn't match your ideas, I can make him/her self taught, somehow 🤔 (we would have to ignore the fact that they undergo some kind of witcher-like ritual that makes their blood "special", though)
Would any kind of Blood Hunter order exist in the city, perhaps? If that doesn't match your ideas, I can make him/her self taught, somehow 🤔 (we would have to ignore the fact that they undergo some kind of witcher-like ritual that makes their blood "special", though)
The aristocracy of the city is almost entirely vampires, so a blood hunter order could easily fit into that as like an opposing rebel group of sorts. I’m happy for you to come up with a general idea for them as part of your character’s backstory, and then I can weave that more deeply into the existing lore!
Sorry, I've thought about it and I'll withdraw my application. I'm in too many campaigns already, and thought this one seems super interesting, I'm gonna need to withdraw.
Character Name: Niamh Class: Blood Hunter (not sure which Order, yet. Problably Ghostslayer or Profane Soul) Stats:
Race: Human (Variant) Backstory, including aspirations, alignment and personality:
Backstory
Niamhwas raised with steel in her hands and shadows at her back. Born into the Crimsom Brand, a secretive order of Blood Hunters dedicated to rooting out the vampire aristocracy of Tempest City, she was forged for war long before she understood its cost. The Crimson Brand has existed in the cracks of the city for long, predating the Thunder Lord’s pact with the King. Their purpose: to see the rulers of Tempest City fall and the city freed from their grip.
Her mother, Seris, was a legend among the Brand—a woman whose sword had tasted the ash of more than a dozen highbloods. Her father, Kael, was quieter but no less deadly, serving as one of the order's strategists, those who orchestrated the strikes against vampire holdings from the shadows. Together, they were a force of myth.
But even legends bleed.
On a night that began like any other mission, Seris fell into a trap laid by a of of the vampire commanders. Only pieces of her were returned. Her death shattered Kael, who swore to keep his only child far from the same fate. Niamh, barely sixteen, was forbidden from training further, confined to watch the war from a distance.
But Niamh had the blood of hunters in her veins. She learned in secret. She listened when no one thought she could hear. She memorized the rites, the sigils, the alchemy. And then, one night, she enacted the Hunter's Bane ritual alone in the ruins beneath their safehouse.
When Kael found her writhing in pain, her veins black with the corruption of transformation, she looked him in the eye and whispered through clenched teeth: "What's done is done. You can leave me here, or you can see me through it."
For the first time since Seris died, Kael wept. And then he took her hand, and helped her become what he feared most: a weapon.
(PS: She wouldn't be an outsider, as I imagine that the Order is rooted inside Tempest City, if that is okay?)
Alignment: I've chosen Lawful Neutral (though I gotta say, I'm not super good and precise roleplaying alignments. I try to, though!)
Personality & aspirations: Quiet and disciplined, Niamh carries herself with the focused intensity of someone who has known purpose her entire life. She isn't one for easy laughter or idle chatter—her expression is often unreadable, her words few but precise. Though she may not radiate warmth or cheer, those who fight beside her quickly learn she is a pillar of strength: dependable, unshakable, and fiercely loyal. Her sense of duty runs bone-deep. Niamh lives for the cause of the Crimson Brand, and she will not rest until the vampire tyrants of Tempest City are brought to their knees.
Any other information you want to include!: It seems there is no 2024 version of the Blood Hunter :( Which means that I would probably need to play using the 2014 rules (and I guess this mean all the party should follow the same rules to make them all balanced?), or this character would need a few adjusments to level it to the 2024 modifications (such as giving her Masteries, maybe adjusting the number of Crimsom Rites. I've done a little reading, but haven't delved too much on it. That would be best done if the character is selected for the campaing). Though I did create the character with the only available (2014) rules I did choose a 2024 background (Soldier). I hope that is okay.
"My daughter, these past few weeks I have hearing disturbing things." the old man looked at Shayla with warm brown eyes.
"What kinds of things father?" Shayla looked up from her studies.
"Oh you know the kinds of things that I was trying to get you away from when I found you?" he smiles and shakes his head with a regretful smile. "You gave those things up yes?"
"Of course! I've been clean since I joined the church." she blows a wayward lock of hair out of her face.
The priest nods, "Well I think it would be a good idea if you went to the temple and made an offering."
"Sure thing father, I'll pack right away." closing her book. "Remember, Strength of Heart, Strength of Mind, Strength of Body."
"Yes father," and she knocked elbows with the surprisingly muscular arms of the man who literally saved her life.
Chaotic Good, easy going, trusts only those she is familiar with.
Character Name: Flick Class: Warlock (Great Old One) Stats: Ability scores: 14 15 16 12 13 14 Race: Kenku Backstory, including aspirations, alignment and personality:
Flick was always wanted to be an entertainer. Ever since he saw the street performance of a Pink Dragonborn Bard, he had yearned to do so. Unfortunately, he was severely inhibited by his low standing in the economic hierarchy, as he was born poor and an orphan in the streets, and couldn't progress further in his dream. He spent most of his formative years there, despising those richer and wealthier than him. He even did things to "right the wrongs" of the rich, such as robbery. However, he was caught and sent to an orphanage/prison. While he was there, though, a kindly aarakocran noble, Jetstream, took a liking to him during one of his visits and, eventually, adopted him. They spent many years together, many of which were used to educate Flick and teach him of the ways of the nobles. Jetstream, too, was fighting injustice, although he was doing it legally, and he taught Flick of the ways.
Flick, unfortunately, had a problematic ancestor. That ancestor had entered into a pact with a strange being, many years ago. Apparently, that ancestor had promised his great-grandson to this being n order to further the said being's goals, and now the being wanted to collect. Flick, of course, wanted to save his own life (and sanity), so he decided to make a pact with this being, promising his servitude. The being, in turn, gave him power, and told him to go to "Tempest City." He obliged, parting with Jetstream, and set off to the city.
Aspirations: To prevent both corruption in the upper classes and exploitation of the lower class.
Although he is Neutral Good, he does has a certain, more lawful, personal code to right wrongs that he sees. Sometimes, though, he uses... less than savory methods.
Personality: He is very soft-spoken, although he can be sarcastic sometimes, often mocking people's voices if they insult him, but he is generally good-natured. He is very afraid to mess up relationships once they are made, so if he thinks that a friendship may be in jeopardy, he resorts to appeasement.
His ideal is Balance: "I will commit the necessary evils so other don't have to."
Flaws: "I sometimes relish in punishing evildoers, so I find myself searching for flaws in others." "I can't help but swindle those that are richer than me."
Background Feature (False Identity): Flick has an alternate persona known as Dr. Scynth; Dr. Scynth is a plague doctor that works for the noble vampire family of Rhenzan, a supposedly credible yet little known family (fake noble family). He regularly uses this persona to enter buildings under the false pretense of him inspecting the building under reports of diseased rat infestations.
Character Sheet:https://www.dndbeyond.com/characters/146324130 Any other information you want to include!: He's made using 2014 rules, and probably leans towards the good path. However, what with him being a Kenku and probably relying on illusions and deception, he could definitely go evil.
Backstory : Zofsaadi lived in a hamlet in half of day travel from Tempest city. Sometimes she fought wolves to defend cattle and realized she likes 2 things: to fight and to win. After storm around city got worse and animals started to get sick hamlet had to move away from Tempest. Zofsaadi decided to try herself in the Tempest city which is famous for its troubles.
Personality : Zofsaadi doesn’t look for trouble, but she doesn’t walk away from it either. She’s practical, blunt, and values action over talk.
Aspirations : Test her strength against the real dangers of the world, not just wolves. Find new trusty shelter and companions.
This sounds like a neat campaign concept. I'm keen to throw my hat in to the Tempest.
Ability scores: 141015141510
Character Name: Zifni Class: Druid (planning Cirle of the Sea, relavoured as Circle of the Storm) Stats: 10 14 16 14 17 10 Race: Air Genasi Backstory, including aspirations, alignment and personality:
Zifni was born of storm and spray, an air genasi with hair that drifted like seafoam and eyes alight with flashes of lightning. From a young age, he heard the voices of the winds and the shifting moods of the waves as whispers that beckoned him toward a life on the open sea. He joined the crew of The Seraph's Wake as a Wind Whisperer who guided ships through tempests by reading the clouds and tides like scripture. As the ship's oracle, Zifni charted safe passages, navigated furious gales, and delved into the ancient lore hidden beneath sky and surf.
But one night, the sea turned on them. A storm unlike any he’d known rose with a howl that no Wind Whisperer could tame. The ship splintered against black rocks near the coast of the Tempest City, a place Zifni had only heard of in cautious tales. He clung to driftwood and consciousness as the storm claimed his crewmates. In the end, it was not death that found him, but a crew of dhampir scavengers who pulled him from the wreckage and carried him through mist-veiled gates to the city.
Within Tempest City's towering spires and rain-slick alleys, Zifni learned the truth of his rescuers. They served the city's vampiric elite, and their aid came at a steep price. His survival was a debt, and payment would not be measured in coin alone. Now bound to serve, Zifni walks a fragile line between servitude and freedom, using his druidic gifts to aid his patrons while secretly gathering knowledge of the city's power plays and forgotten rites hidden in ancient ruins.
Alignment: True Neutral Aspiration: He yearns to be free of the chains that bind him and to make his own name in Tempest City.
Ideal – Freedom of the Storm: “The wind and waves bow to no master, and neither shall I.” Zifni values personal freedom and detests being bound by unnatural forces, even as he finds himself caught in the web of obligation within Tempest City.
Flaw – Survivor's Guilt: “Why was I the only one the sea spared?” He is haunted by the loss of his ship and crew, questioning why he survived while others perished. This guilt can cloud his judgment or lead him to reckless choices to "make things right."
Bond – What Lies Below : “Something ancient stirred in the storm that wrecked us—and it knows my name.” Zifni believes the storm that destroyed his ship was no natural tempest. He is bound by a growing need to uncover the force behind it and the mysterious call he sometimes hears from the sea's depths.
Character Sheet:https://www.dndbeyond.com/characters/146388581/FTy92a Any other information you want to include!: I've added some hooks to tie his backstory into Tempest City, but am happy to change them if they don't fit the lore you have in mind.
If you don’t know where I am, I’m either sleeping or roleplaying. If I’m doing neither of those things, except the worst. (Do not actually expect the worst) If you need to talk then PM me. Head Acolyte of The Tree Cult.
Character Name: Ulrick Von Lichtenstien Class: Wizard Stats Rolled above. Race: Variant Human Backstory:
Sir Ulrick Von Lichtenstien was born into a wealthy family. The Lichtenstien family crest, a two-headed lion standing over a field of gold, adorned the mantle of their small castle on the eastern coastline of Northern Ergoth. Although their fiefdom was small, it was home to more than 1,000 peasants, men-at-arms, craftsmen, and other nobles.
Ulrick learned early in life that his father was not a capable ruler and became determined to learn all he could. At age 16, he was practically running the fiefdom. He desired more than anything to bring about a golden age for his people. By age 18, the fiefdom's finances were in order, and crops were plentiful. Most recognized Ulrick as the de facto Lord of Lichtenstien.
On his 20th birthday, he was interrupted by villagers requesting his help with an illness. Ulrick and the local healers were unable to help against the Medusa Plague. Ulrick watched as his people began to die of the disease. Ulrick left home to find someone, anyone, hoping he could do something to stop the plague. The local faeries gave Ulrick passage to the Mage tower at Higarlelith where he recruited the help of the master wizards there.
With their tutelage and help, it was determined that a corrupted magical weave controlled the progression of the disease. Ulrick learned to use the magic of that weave to syphon the plague from his people into himself, disfiguring Ulrick in the process. The pox covered most of Ulrick's skin. While not contagious, his people, including his family, shunned him and cast him out of the Fiefdom out of fear.
Alone and abandoned, Ulrick set out to gain power and prestige in the only place he might fit in: Tempest City. Ulrick didn't want revenge, but as time passed, he became bitter about being cast out after saving his people. Maybe someday, he will return to them and take what's rightfully his.
Alignment: Lawful Neutral
Personality:
I like to be the one in charge. It comes naturally for me.
I learned to read early in life and never stopped soaking in the knowledge.
Warrick was born to a noble household in Tempest City, the Markhams. As most noble houses, the Markhams had many enemies and had made some shady alliances. Warrick was more interested in learning history and mingling with the help more then learning politics and keeping appearances. So much so, the Markhams rarely introduced Warrick to outsiders for worry of his clumsy demeanor and lack of social skills would embarrass their families name. He had plenty of siblings willing to pick up Warrick's slack.
One frightful night, a fiendish demon was summoned in the Markhams estate and slaughter the family as they slept. When the demon approached Warrick studying late into the night, the demon paused, realizing that Warrick wasn't on his list of those he was ending. Admiring the boys ability stay out of attention way without hiding and Warrick's pleading and begging to spare him, the Fiend made a deal with Warrick. The Fiend gave Warrick the power to kill the remaining Markhams in the estate in exchange for his life of service, if he could prove himself in finishing what the Fiend had started.
Warrick is a good person and doesn't wish to hurt anyone, nor could he without the Fiend's granted abilities. Through might agony Warrick proved himself, finishing the remaining family members. He know they woukd all be killed by the Fiend and himself with them if he didn't.
He ran from the estate once the deed was done and has been running from his family name ever since, trying to survive the cooler life with his new abilities. He trys not to use them as he feel the connection to the Fiend grow everything he does.
Rolled somewhere else for this character idea already, if you want me to roll anew let me know.
Name: Thamul Valu-Nathala
Race: Goliath (Frost)
Sheet: https://www.dndbeyond.com/characters/145658008/Cqkpfy
Class: Fighter 1/(going Ranger after level 1; maybe)
Background: Soldier (not the actual soldier type, but he did train to be a magnificent weapons thrower)
Backstory: Thamul grew up on the streets of Tempest city. As a goliath his size luckily helped him with not getting bothered to much. Furthermore, he quickly found to have a keen eye when it came to throwing stuff. With this skill he went into taverns and the likes were he participated in bets, and tournaments regarding axe (and what not) throwing. Gaining more and more experience and gaining little by little enough money to provide himself a roof over his head as well as enough weapons for an arsenal (partly bought, partly won in matches).
Alignment: Chaotic Neutral
Aspiration: To be named in awe for his skill
Personality: Pragmatic and Boastful. He will say he was the one that threw that axe through that mans head, he will boast he was the best during a fight and when they encounter something that's got to do with emotions he will find a practical way to deal with it.
Focus: This character is gonna be all about throwing his weapons, Ideally Ill have a quiver of Ehlonna to explain the amount of weapons on him at some point; although carrying capacity shouldn't be an issue either^^.
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
This sounds cool, so I can't really pass it up.....
Character Name: Atonement (Tony for short)
Class: Rogue (eventually soulknife)
Stats: Ability scores: 9 15 14 17 15 8
Race: Tiefling (Chthonic)
Backstory, including aspirations, alignment and personality:
Tony has never been one for rules. He is not a criminal, by his own reasoning at least, because no one had ever arrested him. That isn't to say he hasn't cheated anyone out of their legitimate earnings, or sold anything fraudulent (Charlatan background). Naturally, he couldn't do this in one place for long because someone would cotton on, and if he wanted to stay a free man, he had to move on to the next place before the arrest happened.
His appearance sometimes made it hard to gain someone's trust. The grey skin, the horns, the sharp teeth and the pitch black eyes did not do him any favours, but with his personality he was normally able to overcome this. It is why he chose his name of Atonement. It brings out a feeling of trust in people that he is trying to change from his ancestor's ways, which in a way he is. He is choosing targets who can afford it, and not ruining people's lives. Sure their day might be a bit ruined but they can recover quickly. And for those who didn't fall for his ruse, he had light fingers and could often swipe their coin pouches without them noticing anyway.
After a while however, he realised that he could not keep moving, and so he headed to Tempest City. Somewhere that his skillset would not get him into trouble with the law. Once arriving though, he quickly had to expand his skillset to be able to be effective with a blade too. Where the law was stronger, people didn't often try and fight him when they got angry, so self defence was not as critical. In Tempest City, a wrong move would often lead to a fight, so being able to strike with precision was the key to his survival.
Aspirations: Getting rich. He doesn't really mind how he achieves this, but he will always take the easiest way if possible (hence his mostly lack of legitimate work until now). If he is working with people seeking power, he will aid them. Not for the power itself, but for the riches that come from aiding them to power.
Alignment: Chaotic Neutral. (slightly more towards good than true neutral, but still firmly in the Neutral zone)
Personality: Tony is selfish, but not overly so. While he does not care much about other people, if someone shows him kindness, he will repay the favour. He also will not screw someone over who has helped him. If he teams up with someone to achieve a goal (i.e. the party), he will fairly split the reward, but sharing something that he has earned by himself is not something he would usually be comfortable with.
He comes across like a charming fellow, friends with everyone, but that is an act to try and get his way into being able to get something from you. In reality, he is actually pretty lonely, having moved towns a lot to avoid the law, and it is also hard to be a true friend with someone you are trying to steal from. To that end, now he has settled in Tempest City, he is hoping to actually have some friends he can rely on as well as just people to use until they realise what he is doing.
Character Sheet: https://www.dndbeyond.com/characters/146348705/NT2Q3X
Any other information you want to include!: I have used 2024 content. I am happy to go down the crime or legitimate route, both work for this character. Art will follow if accepted.
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Hey! This sounds like fun and I automatically thought of a Blood Hunter. I was just wondering how that would fit in your campaign, since you did that breakdown of classes? In fact, I thought that a character like that would have actually taken that class with its specific intention, maybe?
Thanks!
Diving deep to the surface ♫ Auriel | Chase | Shenua | Arren | Lyra | Jadzia
Meanwhile, I will leave rolls here:
Ability scores: 15 15 16 15 14 12
Diving deep to the surface ♫ Auriel | Chase | Shenua | Arren | Lyra | Jadzia
Hiya, thanks for the question, I agree, a blood hunter would definitely have chosen their class for the purpose of adventuring in a very similar manner to a paladin, and I agree that they would work well for this adventure!
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Would any kind of Blood Hunter order exist in the city, perhaps? If that doesn't match your ideas, I can make him/her self taught, somehow 🤔 (we would have to ignore the fact that they undergo some kind of witcher-like ritual that makes their blood "special", though)
Diving deep to the surface ♫ Auriel | Chase | Shenua | Arren | Lyra | Jadzia
The aristocracy of the city is almost entirely vampires, so a blood hunter order could easily fit into that as like an opposing rebel group of sorts. I’m happy for you to come up with a general idea for them as part of your character’s backstory, and then I can weave that more deeply into the existing lore!
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Sorry, I've thought about it and I'll withdraw my application. I'm in too many campaigns already, and thought this one seems super interesting, I'm gonna need to withdraw.
Character Name: Niamh
Class: Blood Hunter (not sure which Order, yet. Problably Ghostslayer or Profane Soul)
Stats:
Race: Human (Variant)
Backstory, including aspirations, alignment and personality:
Backstory
Niamh was raised with steel in her hands and shadows at her back. Born into the Crimsom Brand, a secretive order of Blood Hunters dedicated to rooting out the vampire aristocracy of Tempest City, she was forged for war long before she understood its cost. The Crimson Brand has existed in the cracks of the city for long, predating the Thunder Lord’s pact with the King. Their purpose: to see the rulers of Tempest City fall and the city freed from their grip.
Her mother, Seris, was a legend among the Brand—a woman whose sword had tasted the ash of more than a dozen highbloods. Her father, Kael, was quieter but no less deadly, serving as one of the order's strategists, those who orchestrated the strikes against vampire holdings from the shadows. Together, they were a force of myth.
But even legends bleed.
On a night that began like any other mission, Seris fell into a trap laid by a of of the vampire commanders. Only pieces of her were returned. Her death shattered Kael, who swore to keep his only child far from the same fate. Niamh, barely sixteen, was forbidden from training further, confined to watch the war from a distance.
But Niamh had the blood of hunters in her veins. She learned in secret. She listened when no one thought she could hear. She memorized the rites, the sigils, the alchemy. And then, one night, she enacted the Hunter's Bane ritual alone in the ruins beneath their safehouse.
When Kael found her writhing in pain, her veins black with the corruption of transformation, she looked him in the eye and whispered through clenched teeth: "What's done is done. You can leave me here, or you can see me through it."
For the first time since Seris died, Kael wept. And then he took her hand, and helped her become what he feared most: a weapon.
(PS: She wouldn't be an outsider, as I imagine that the Order is rooted inside Tempest City, if that is okay?)
Alignment: I've chosen Lawful Neutral (though I gotta say, I'm not super good and precise roleplaying alignments. I try to, though!)
Personality & aspirations: Quiet and disciplined, Niamh carries herself with the focused intensity of someone who has known purpose her entire life. She isn't one for easy laughter or idle chatter—her expression is often unreadable, her words few but precise. Though she may not radiate warmth or cheer, those who fight beside her quickly learn she is a pillar of strength: dependable, unshakable, and fiercely loyal. Her sense of duty runs bone-deep. Niamh lives for the cause of the Crimson Brand, and she will not rest until the vampire tyrants of Tempest City are brought to their knees.
Character Sheet: https://www.dndbeyond.com/characters/146355349
Character Art:
Art by

Any other information you want to include!: It seems there is no 2024 version of the Blood Hunter :( Which means that I would probably need to play using the 2014 rules (and I guess this mean all the party should follow the same rules to make them all balanced?), or this character would need a few adjusments to level it to the 2024 modifications (such as giving her Masteries, maybe adjusting the number of Crimsom Rites. I've done a little reading, but haven't delved too much on it. That would be best done if the character is selected for the campaing).
Though I did create the character with the only available (2014) rules I did choose a 2024 background (Soldier). I hope that is okay.
Diving deep to the surface ♫ Auriel | Chase | Shenua | Arren | Lyra | Jadzia
Name: Misha
Class: Cleric
Species: Human
Backstory:
"My daughter, these past few weeks I have hearing disturbing things." the old man looked at Shayla with warm brown eyes.
"What kinds of things father?" Shayla looked up from her studies.
"Oh you know the kinds of things that I was trying to get you away from when I found you?" he smiles and shakes his head with a regretful smile. "You gave those things up yes?"
"Of course! I've been clean since I joined the church." she blows a wayward lock of hair out of her face.
The priest nods, "Well I think it would be a good idea if you went to the temple and made an offering."
"Sure thing father, I'll pack right away." closing her book.
"Remember, Strength of Heart, Strength of Mind, Strength of Body."
"Yes father," and she knocked elbows with the surprisingly muscular arms of the man who literally saved her life.
Chaotic Good, easy going, trusts only those she is familiar with.
https://www.dndbeyond.com/characters/146355681/UqA8VQ
"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
Character Name: Flick
Class: Warlock (Great Old One)
Stats: Ability scores: 14 15 16 12 13 14
Race: Kenku
Backstory, including aspirations, alignment and personality:
Flick was always wanted to be an entertainer. Ever since he saw the street performance of a Pink Dragonborn Bard, he had yearned to do so. Unfortunately, he was severely inhibited by his low standing in the economic hierarchy, as he was born poor and an orphan in the streets, and couldn't progress further in his dream. He spent most of his formative years there, despising those richer and wealthier than him. He even did things to "right the wrongs" of the rich, such as robbery. However, he was caught and sent to an orphanage/prison. While he was there, though, a kindly aarakocran noble, Jetstream, took a liking to him during one of his visits and, eventually, adopted him. They spent many years together, many of which were used to educate Flick and teach him of the ways of the nobles. Jetstream, too, was fighting injustice, although he was doing it legally, and he taught Flick of the ways.
Flick, unfortunately, had a problematic ancestor. That ancestor had entered into a pact with a strange being, many years ago. Apparently, that ancestor had promised his great-grandson to this being n order to further the said being's goals, and now the being wanted to collect. Flick, of course, wanted to save his own life (and sanity), so he decided to make a pact with this being, promising his servitude. The being, in turn, gave him power, and told him to go to "Tempest City." He obliged, parting with Jetstream, and set off to the city.
Aspirations: To prevent both corruption in the upper classes and exploitation of the lower class.
Although he is Neutral Good, he does has a certain, more lawful, personal code to right wrongs that he sees. Sometimes, though, he uses... less than savory methods.
Personality: He is very soft-spoken, although he can be sarcastic sometimes, often mocking people's voices if they insult him, but he is generally good-natured. He is very afraid to mess up relationships once they are made, so if he thinks that a friendship may be in jeopardy, he resorts to appeasement.
His ideal is Balance: "I will commit the necessary evils so other don't have to."
Flaws: "I sometimes relish in punishing evildoers, so I find myself searching for flaws in others." "I can't help but swindle those that are richer than me."
Background Feature (False Identity): Flick has an alternate persona known as Dr. Scynth; Dr. Scynth is a plague doctor that works for the noble vampire family of Rhenzan, a supposedly credible yet little known family (fake noble family). He regularly uses this persona to enter buildings under the false pretense of him inspecting the building under reports of diseased rat infestations.
Character Sheet: https://www.dndbeyond.com/characters/146324130
Any other information you want to include!: He's made using 2014 rules, and probably leans towards the good path. However, what with him being a Kenku and probably relying on illusions and deception, he could definitely go evil.
Roll for Initiative: [roll]1d20+7[/roll]
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
This sounds like a neat campaign concept. I'm keen to throw my hat in to the Tempest.
Ability scores: 15 13 17 11 13 9
Ability scores: 13 16 15 18 16 15
Ability scores: 16 14 9 14 12 16
Name : Zofsaadi Ulthek
Race : Brass Dragonborn
Class : Barbarian
Alignment : Neutral
Backstory : Zofsaadi lived in a hamlet in half of day travel from Tempest city. Sometimes she fought wolves to defend cattle and realized she likes 2 things: to fight and to win. After storm around city got worse and animals started to get sick hamlet had to move away from Tempest. Zofsaadi decided to try herself in the Tempest city which is famous for its troubles.
Personality : Zofsaadi doesn’t look for trouble, but she doesn’t walk away from it either. She’s practical, blunt, and values action over talk.
Aspirations : Test her strength against the real dangers of the world, not just wolves. Find new trusty shelter and companions.
Character sheet : https://www.dndbeyond.com/characters/146495099
Character Name: Zifni
Class: Druid (planning Cirle of the Sea, relavoured as Circle of the Storm)
Stats: 10 14 16 14 17 10
Race: Air Genasi
Backstory, including aspirations, alignment and personality:
Zifni was born of storm and spray, an air genasi with hair that drifted like seafoam and eyes alight with flashes of lightning. From a young age, he heard the voices of the winds and the shifting moods of the waves as whispers that beckoned him toward a life on the open sea. He joined the crew of The Seraph's Wake as a Wind Whisperer who guided ships through tempests by reading the clouds and tides like scripture. As the ship's oracle, Zifni charted safe passages, navigated furious gales, and delved into the ancient lore hidden beneath sky and surf.
But one night, the sea turned on them. A storm unlike any he’d known rose with a howl that no Wind Whisperer could tame. The ship splintered against black rocks near the coast of the Tempest City, a place Zifni had only heard of in cautious tales. He clung to driftwood and consciousness as the storm claimed his crewmates. In the end, it was not death that found him, but a crew of dhampir scavengers who pulled him from the wreckage and carried him through mist-veiled gates to the city.
Within Tempest City's towering spires and rain-slick alleys, Zifni learned the truth of his rescuers. They served the city's vampiric elite, and their aid came at a steep price. His survival was a debt, and payment would not be measured in coin alone. Now bound to serve, Zifni walks a fragile line between servitude and freedom, using his druidic gifts to aid his patrons while secretly gathering knowledge of the city's power plays and forgotten rites hidden in ancient ruins.
Alignment: True Neutral
Aspiration: He yearns to be free of the chains that bind him and to make his own name in Tempest City.
Ideal – Freedom of the Storm:
“The wind and waves bow to no master, and neither shall I.”
Zifni values personal freedom and detests being bound by unnatural forces, even as he finds himself caught in the web of obligation within Tempest City.
Flaw – Survivor's Guilt:
“Why was I the only one the sea spared?”
He is haunted by the loss of his ship and crew, questioning why he survived while others perished. This guilt can cloud his judgment or lead him to reckless choices to "make things right."
Bond – What Lies Below :
“Something ancient stirred in the storm that wrecked us—and it knows my name.”
Zifni believes the storm that destroyed his ship was no natural tempest. He is bound by a growing need to uncover the force behind it and the mysterious call he sometimes hears from the sea's depths.
Character Sheet: https://www.dndbeyond.com/characters/146388581/FTy92a
Any other information you want to include!: I've added some hooks to tie his backstory into Tempest City, but am happy to change them if they don't fit the lore you have in mind.
Ability scores: 14 14 12 12 15 15
DM for Tyranny of Dragons and Phandelver and Below, two in-person campaigns that meet weekly on Friday and Saturday nights.
Ability scores: 13 16 9 14 13 17
If I join, can I play as a wereraven?
Lightning flashes, it creates ash. The ash forms a human.
If you don’t know where I am, I’m either sleeping or roleplaying. If I’m doing neither of those things, except the worst. (Do not actually expect the worst) If you need to talk then PM me. Head Acolyte of The Tree Cult.
Character Name: Ulrick Von Lichtenstien
Class: Wizard
Stats Rolled above.
Race: Variant Human
Backstory:
Sir Ulrick Von Lichtenstien was born into a wealthy family. The Lichtenstien family crest, a two-headed lion standing over a field of gold, adorned the mantle of their small castle on the eastern coastline of Northern Ergoth. Although their fiefdom was small, it was home to more than 1,000 peasants, men-at-arms, craftsmen, and other nobles.
Ulrick learned early in life that his father was not a capable ruler and became determined to learn all he could. At age 16, he was practically running the fiefdom. He desired more than anything to bring about a golden age for his people. By age 18, the fiefdom's finances were in order, and crops were plentiful. Most recognized Ulrick as the de facto Lord of Lichtenstien.
On his 20th birthday, he was interrupted by villagers requesting his help with an illness. Ulrick and the local healers were unable to help against the Medusa Plague. Ulrick watched as his people began to die of the disease. Ulrick left home to find someone, anyone, hoping he could do something to stop the plague. The local faeries gave Ulrick passage to the Mage tower at Higarlelith where he recruited the help of the master wizards there.
With their tutelage and help, it was determined that a corrupted magical weave controlled the progression of the disease. Ulrick learned to use the magic of that weave to syphon the plague from his people into himself, disfiguring Ulrick in the process. The pox covered most of Ulrick's skin. While not contagious, his people, including his family, shunned him and cast him out of the Fiefdom out of fear.
Alone and abandoned, Ulrick set out to gain power and prestige in the only place he might fit in: Tempest City. Ulrick didn't want revenge, but as time passed, he became bitter about being cast out after saving his people. Maybe someday, he will return to them and take what's rightfully his.
Alignment: Lawful Neutral
Personality:
Portrait:
DM for Tyranny of Dragons and Phandelver and Below, two in-person campaigns that meet weekly on Friday and Saturday nights.
Name: Warrick Markham
Class: Warlock (the Fiend)
Race: V. Human
Backstory:
Warrick was born to a noble household in Tempest City, the Markhams. As most noble houses, the Markhams had many enemies and had made some shady alliances. Warrick was more interested in learning history and mingling with the help more then learning politics and keeping appearances. So much so, the Markhams rarely introduced Warrick to outsiders for worry of his clumsy demeanor and lack of social skills would embarrass their families name. He had plenty of siblings willing to pick up Warrick's slack.
One frightful night, a fiendish demon was summoned in the Markhams estate and slaughter the family as they slept. When the demon approached Warrick studying late into the night, the demon paused, realizing that Warrick wasn't on his list of those he was ending. Admiring the boys ability stay out of attention way without hiding and Warrick's pleading and begging to spare him, the Fiend made a deal with Warrick. The Fiend gave Warrick the power to kill the remaining Markhams in the estate in exchange for his life of service, if he could prove himself in finishing what the Fiend had started.
Warrick is a good person and doesn't wish to hurt anyone, nor could he without the Fiend's granted abilities. Through might agony Warrick proved himself, finishing the remaining family members. He know they woukd all be killed by the Fiend and himself with them if he didn't.
He ran from the estate once the deed was done and has been running from his family name ever since, trying to survive the cooler life with his new abilities. He trys not to use them as he feel the connection to the Fiend grow everything he does.
Sheet: https://www.dndbeyond.com/characters/146471776