Appearance: He is a wee little lad with a scruffy beard who is trying to look older and wiser than his 22 years.
Personality: He is insecure about his age and not being taken seriously despite his carefree and somewhat chaotic nature. He wants to prove that he is good at wizarding and knows things. Sadly for him he has never had a chance.
Story: He's never had a chance to prove himself because his father got him a job as a scribe to keep him from adventuring. Over the last several years he has been stuck copying dusty tomes into books for preservation. At first he was excited to learn as he scribed but the scrolls and tomes he was given to copy over were mundane family records, lineages, deeds to properties, etc. Not once was he given something fun or exciting until.....
Why did your character accept the caravan guard job?: one fated evening, Toodles was at the local tavern where he overheard Gundren speaking about trying to rebuild Phandalin to its former glory through some ancient thingy but Gundren was having trouble locating where exactly to look. Toodles saw his chance. The next day Toodles began scouring any information he could find about Phandalin where after days he found something hidden away called the Pact of Phandelver. He thought maybe this is what Gundren was after! He hid it in his things and ran to find Gundren. Gundren was impressed with Toodles and promised to allow him to be a part of the group that helps him get to Phandalin to start the adventure and rebuilding.
Personality: Relies heavily on logic, but lacks common sense, survival instinct, and real world experience. Enjoys performing her assigned tasks effectively, thinking nothing of putting herself in danger to do so. Enjoys sugar, particularly in milk tea, and of course books.
Story:
Yua Kurosawa was not born but crafted—an elegant homunculus (ooc: she's functionally completely human, this is just flavor essentially) molded from alchemical precision and arcane intent by a reclusive wizard who required an unerring assistant. Imbued with keen intellect and a tireless work ethic, Yua proved a perfect scribe, cataloging spells, transcribing ancient texts, and maintaining an immaculate library with clinical efficiency. Yet for all her brilliance, she lacked the instincts that come from living—things like self-preservation, tact, or knowing not to walk into a fire just to retrieve a dropped quill.
Why did your character accept the caravan guard job? Her master, growing concerned about her literal-minded nature and isolation, recommended she join the caravan to gain real-world experience.
Clara is an actress in an itinerant theatre troupe that has toured much of the Sword Coast - she is considered a minor celebrity in Neverwinter for her work on stage. Born into a family of thespians, she has always been steeped in the arts - learning to fake a swoon, cry on cue, and play with stage swords even as a child. In her late teens, her aptitude in the arts drew the attention of a roving Harper agent called Merromer Wenthgorst who recruited the young starlet to their clandestine cause. Clara was drawn to their covert mission for the antics and escapades as the lofty goals of defending the innocent and preserving the balance. In her eyes, it was all still a game of theatre - just with fancier costumes and higher stakes.
At first, Clara was tasked with simple assignments - eavesdropping on crime lords while playing the beggar in alleyways outside taverns, or else flirting with drunken dignitaries as a noblewoman before pilfering their diaries when invited back to the boudoir. Over time, her standing among the Harpers appears to have grown and she's been tasked with a new mission outside of Neverwinter - one that requires far greater autonomy and responsibility. She's been commissioned with investigating the reports of evil draconic activity in the region around the Sword Coast and any cults that may be brewing around them. There's a personal stake too - her first friend among the Harpers, Merromer, was on the same mission, and he has vanished without any word of his whereabouts.
Personality:
Happy and good-natured to a fault, Clara comes across as the thrill-seeking, mischievous little sister determined to always to see the potential naughtiness in every situation. As an actress of growing acclaim, her life among the comfortable and wealthy in Neverwinter's high society may have made her naive to the harsh realities of the world. It's clear she idealises beauty, love, freedom and the arts above all else, and views every experience as one ripe with the possibility of adventure. She has little regard for the stuffy constraints of the law, and tends to follow her own caprices - if there's a simple path, she'll prefer to choose the one that makes the best story. Despite her love for mischief and drama, she is a kind-hearted soul and is likely to put herself in harm's way to help those in need.
Why did your character accept the caravan guard job? :
As a fairly well-connected person in Neverwinter, Clara first crossed paths when Gundren came to watch her performing in a farcical production of The Duke's Trouser Scandal. They've been good friends for a while, with Clara developing a kind of paternal affection for the oft-mysterious prospecter and entrepreneur. When she heard word that Gundren needed guards to transport goods to Phandalin, she leapt at the opportunity. Gundren was understandably curious as to why a successful stage actress would be interested in such unseemly, lowly work. Clara managed to fob him off by explaining she was doing research for the biggest role of her career, a play she is due to star in later that year. The eponymous character in a tragic opera called The Waif of the Broken Stones supposedly wandered far across the lands around the Sword Mountains as a vagabond and mercenary - and as a zealous method actor who'd go to any length to achieve perfection, she felt it necessary to replicate the voyage. If Gundren seemed sceptical, he didn't let on - after all, her whimsical, theatrical side was well-known to him, and so he quickly accepted her onto the crew.
Appearance: Chretien is a tall, lanky elven man. He wears many layers of brightly colored and patterned fabrics that he's collected over the years, and the only thing marking him as a cleric is the three star symbol hanging off of his belt. He carries a painted shield and a flute strapped safely into a case at his hip. He has dark skin, short black hair kept in waves, and his ears are heavily pierced.
Personality: Chretien is a cheery man, and both endeavors to be well liked and is naturally magnetic. He's a staunch optimist and a wanderer, and has a hard time staying in one place for too long. His elven lifespan and difficulty settling can make him seem detached or unrealistic, but he means well. He loves music and storytelling and is always looking to learn more about either.
Story: Chretien was raised in the Palace of Holy Festivals, a temple of Lliira, in Selgaunt. His mothers were devotees, and Chretien was brought up with the expectation that he follow his mothers into the temple. Chretien was always a free spirit, even for a follower of Lliira, and after coming of age in the temple he struck out, following rumors of a young temple of Lliira in Neverwinter and traveling across Faerun to reach the city. Along his route he continued practicing the musical skills he'd learned at the Palace, and enjoyed taking "the scenic route", traveling out of his way, joining bards and entertainers on a whim, and practicing all the while the Joybringing that followers of Lliira work for.
Upon reaching Neverwinter, Chretien found the fledgling temple and spends his days assisting with their work and worship for Lliira and his nights earning coin playing music in various taverns around the city.
Why did your character accept the caravan guard job?: Chretien makes friends quickly, and encountered Gundren in a tavern he had a gig in. He mentioned to the dwarven man that he loves to travel, and offered to help him in his treasure hunting if he ever needed it. When Gundren returned to Neverwinter with the Phandelver job Chretien happily agreed, excited for the chance to see new sights and knowing the temple would be fine without him for a little while.
Hmm...I've had a similar experience to Monsterball, though I have no experience with DoISP. Sounds fun though, and since it seems characters are going to be pretty in depth, that should counterbalance the fact most of us have played through that first encounter at least once. I'm in!
Ability scores: 131015151715
Knowing my luck, these scores are about to suck. But point buy is boring, so here I go!
Appearance: You can include a photo or describe your character's appearance here.
Ellora is of a tall and slender build, standing at around 5'6 or 5'7", though she possesses an athletic power and a type of strength she would refer to as "farm strong". Her skin is naturally fair, not quite having lost that tan from all those days in the fields, a nasty pink scar running from her cheek, down her jaw, and along her neck to her collarbone. Her hair is often tied back in a long ponytail, the sandy mess of golden waves kept at bay by a bright blue ribbon. Her eyes sparkle with the curiosity and drive for adventure, their vibrant hue being reminiscent of the summer sky.
All in all, she is fairly good looking, though the scar keeps her features from being what most would call elegant and beautiful. Indeed, she has a wild air about her, like one minute she'll frolick in the meadow and the next gallop across the same meadow on a horse at full speed. As for her clothing, it is decidedly less interesting, consisting of a faded blue tunic over a suit of old chainmail, with too short trousers and worn leather boots. Despite the age of her gear, she strives to keep it in good condition, trying to keep the metal of both her chainmail, as well as her shield and weapons, as polished and shiny as can be.
Personality: A paragraph is fine. Tell us how your character behaves.
To those she first meets, Ellora maintains a respectful and friendly disposition, though she often tries too hard to impress them, much to her own detriment. To her friends however, she will form strong bonds with them, maintaining a cheerful attitude when things get rough and protecting them when they are attacked. Despite these protective instincts, Ellora can be impetuous, often acting without thinking, though she has found in recent times that if she stops to think, usually she can come up with a solid plan. Despite professing her trade to be that of a warrior, Ellora has never been in a fight before. She assumes that when the time comes, she can rely on her strength and determination, rather than any form of training or skill, to win. She is almost woefully unprepared for the realities of violence, though she is comfortable with the idea of blood, having worked with animals for the first sixteen years of her life. All in all, she is almost the little sister of the group, despite being an only child herself.
Story: Please give a short 1-2 paragraph history of your character prior to the start of the adventure.
Ellora was born to a family of farmers in a small village outside of Neverwinter. As she grew up, Ellora learned the simple trade of her parents, that of tending crops and feeding animals. Despite this, Ellora was possessed of an adventurous spirit, and that often got her into trouble. One day, while exploring deep in the Neverwinter wood, she disturbed an Owlbear, which chased her back to town, inflicting upon her a grievous injury. The villagers managed to fight off the owlbear, but in their desperation, her family hired a less than scrupoluos cleric to save the child, whose extortionist fees cost the family almost all of their money. With nothing else to do, the family sold the farm, packed up, and moved to the city of Neverwinter to find work.
While in the city, Ellora met someone who would change her life: Verellia Dawnwhisper, the daughter of a noble. They instantly formed a bond, first as companions in wild adventures around the city, but then as lovers. One night, as they snuck into the house of the noble, they were caught by Verellia's father, who was horrified that his daughter would love someone of such low standing. He told Ellora that she could never provide for his daughter. Ellora ardently disagreed. In a fit of rage, Verellia's father said that if over the next year, Ellora could provide him with 500 gold pieces, she could have his daughter's hand in marriage. Ellora, impassioned as she was, accepted, storming out in a fit of rage. After, Ellora realized she had no way to make this money, and began to despair. Then, she found a job listing for adventurers seeking a caravan guard. And she had an idea.
Why did your character accept the caravan guard job?: Are they in it for the money? The experience? Do they want to go to Phandalin for some reason? Are they friends with Gundren, etc.?
Ellora is in it for the money. But not because of greed, no. Ellora needs 500 GP by the time the year is over, and she sees adventuring as the best way to get it. If she can just get that gold, she can marry the girl she loves. Naively, Ellora doesn't fully grasp why Gundren needs guards, unaware of the danger of the wider world, but she's willing to give it a go anyway.
Personality: Cheerful service is the mantra Kiselina lives his live by. The Dragonborn believes in a very defined line between good and evil, right and wrong. But he also believes in the best of others. He is willing to lend a hand, isn’t afraid of hard work, and wants to do so with a song in his heart.
Story: Kiselina is the son of a minor lord of Neverwinter. In order to extend the Grayscale family influence, the young Dragonborn entered into the services of the Temple to Bahamut. After several years of working the temple, he had learned to tend to the sick and poor.
As he came of age, Kiselina swore an oath to serve the Platinum Dragon of Bahamut. The temple has entrusted the Dragonborn to take on more roles within the order. His family hopes that having a servant of the temple will expand their sphere. While the Paladin is aware of his familial responsibilities, he truly believes in doing the church’s works. If the family gathers clout from it, then let it be Bahamut’s will.
Why did your character accept the caravan guard job?: There exists a relationship between the Greyscale and the Rockseekers, although it is weighted more to the dwarf’s side. Early in Kiselina’s life, his father ran into a bit of trouble with the authorities. It was all a big misunderstanding, a mistaken identity, a ‘wrong place at the wrong time’ situation. But without the Rockseeker family vouching for the Greyscale’s reputation as upstanding citizens, the Dragonborn clan might have lost their position within the nobility.
Kiselina’s father has been looking for ways to repay the gratitude to the Dwarf clan. It is in offering Kiselina as an escort for Gundren’s trip to Phandalin that the senior hopes to regain a balance to the relationship.
Appearance: Herron is a grandfatherly looking man with spry in his step. Clearly still in good shape for his age. He wears a old large robe thats still on good shape and a matching floppy brimmed hat. He carries his staff/walking stick in one hand, the other helping hold the leather strap of his pack over his shoulder.
Personality: A humble fellow, never one to put another person down or discourage. He puffs on his pipe while his ponders, and he likes to ponder. He is slow to speak, preferring to let others speak. He's always about teachable moments and letting other discover truths as opposed to simply being told.
Story: Herron Springfell stated out as a gardener for an dwarven wizard, Thulewyn Thunderwood. Over time the two became friends and Herron looked after Thulewyn's home while he was away. Thulewyn started teaching a few tricks here and there to Herron to help him be able to look after things while Thulewyn himself was away.
After Thulewyn death, Herron decided he was gonna try and see the world like his friend had done for all those years, dispite his age. Herron didn't keep much from his old friend as other relatives came in to claim the inheritance and trying to discover what mysteries were left behind. All he took was the spell book Thulewyn had gifted to him years earlier and a simple dagger the dwarf had insisted he have.
Why did your character accept the caravan guard job?: Herron sees the job as a way to start his adventure by getting out of town and seeing new places whike earning a little spending coin along the way.
A rather unhinged and expressive person, they react to everything the notice, and they notice everything. They form strong bonds with anybody they get to know, and they will get to know most everybody. They are constantly trying to show off new skills they learned, and when they are not thriving they are busy complaining. They can get rather smug and insufferable, but really they just want to prove their use.
Story:
Born being fiendish isn't easy. Elyia knows this all too well. As a child, she yearned so hard to be of use in her old decayed household and the town around it. It didn't help that she was marked as some demonic creature, as townsfolk would ignore her and if she pressed harder force her away. But all she wanted was to be helpful. So she scavenged and studied the terrain, learning it's secrets. But then, at age 13 she moved. And she had to start all over again, all her built up good will in a town she used to live in. How would she help? By learning this terrain? By entertainment? Or a mix of both? And so she practiced with instruments, learning more and trying to help more.
Soon she was well known in her small town settled in the sword coast, a helpful guide and a great musician, performing songs that tell of the terrain, of the dangers, and helping out the town. And soon she was a traveling musician, at age 18 going to Waterdeep for a while, studying the terrain, and always writing down notes of places in a book, sometimes being gifted garments for her horns at the ends of songs. Then out of Waterdeep, wandering until slowly she became less and less known. She still wished to help others, and so she tried again but with here useless demon horns and her useless demon tail they wouldn't let her, and it hurt her, oh did it hurt. But she tried to keep going, things getting worse, and that annoyed her. But she stayed and by age 25 life got a slight bit better.
Why did your character accept the caravan guard job?:
For helping them guide, for showing off, and most importantly because she wanted to help people, even if it just means guarding. Then again, she was no strangers to caravans. And she met all these people before!
Appearance: Marwolaeth appearance is best described as looking like death warmed up. His lank, stringy, black hair, pale washed out blue eyes and grey pockmarked skin are all the result of his chothic heritage. To disguise his appearance, Marwolaeth wears a broad brimmed hat pulled down over his face.
Personality: As a result of his upbringing - largely fending for himself in the wilds - Marwolaeth is a person of few words. He does not suffer fools gladly but is intensely loyal to his friends and will always put his body in danger to save them even if they’ve done something stupid. If they both survive you can rest assured that they will get a good talking too later.
Story: Marwolaeth was abandoned as a baby in a long forgotten graveyard. Initially brought up by a Hermit he was once again on his own at puberty when the Hermit died. He made his way into a local village but was because of his appearance was picked upon by a gang of local youths. When one of them reached out to punch him, Marwolaeth’s powers emerged and the youth collapsed to ground. Driven into the wilds by the angry villagers he lived hand to mouth for the next decade. Eventually he emerged from the wilderness as one of the best most skilful guides in the region.
Why did you’re character accept a job as a caravan guard: Marwolaeth values the few friends he has very highly and he is doing this job as a personal favour to Gundren who recognises his skills as a scout and guide. Marwolaeth has worked for Gundren before and on more than one occasion Gundren has stood up for him in villages when the local inhabitants took umbrage with Marwolaeth’s appearance.
Personality: Zokeri tends to be a quiet person and very soft spoken. While friendly, she tends to let others initiate conversations. Her answers often seem well-thought out and her responses limited. Some might think she is timid, though when observing her actions she is in no way reluctant to jump in and do things. There is an intensity to her when doing something - whether it is work or enjoying herself.
Story:
Zokeri is rather sure she was born in Chult somewhere. At an early age, she was taken by a group of slavers and sold in Calimshan. There she was trained to be an entertainer - playing music and dancing. But of course, she also was expected to work as a servant, doing whatever chores needed to be done. Her heritage as a tiefling brought her to the attention of her masters' more than others. This made her both prized as 'exotic' and shunned for her 'evil' nature. Life was not easy, and she was often mistreated. Over the years she had a couple of different owners, working for high-ranking lords around Calimport. She was quite talented in her playing, singing, and dancing, so she was quite prized. While in the household of her final owner, she met an older woman who had some bardic abilities. She recognized the same in Zokeri and started to teach her. Obviously, the two kept the magic a well-hidden secret.
When about 20, her owner decided to take her with him on a voyage. One of the first stops was Port Nyranzaru. Slavery may not have been legal there, but the right people had been paid to look the other way as they passed through. Zokeri though, saw it is an opportunity. She was able to use her magic to blind those around her so she could run. It didn't seem like she would get past the gates, when a young guard noticed the crude almiraj figure she wore about her neck. It was the symbol of the spirit god I'jin in Chult, and one of the few things from her childhood she still retained. Seeing it, the man helped her hide from her owner's pursuers.
It turned out the young man and most the other guards were Zhentarim mercenaries. They quickly arranged for her to be smuggled out on a ship the next day. Using her magic to disguise herself, she was able to slip past those looking for her. The ship ended up taking her to Neverwinter. Grateful to the Zhentarim that helped her, she ended up working for them once in the city. That is what she has been doing for more than a year. Despite her poor living conditions, she is glad to have escaped slavery.
Why did your character accept the caravan guard job?: Yes, Zokeri is mostly in this for the money. However, the Zhentarim were interested in keeping an eye on what Gundren might be up to, so she was asked to join this caravan and report information back to them.
Thank you everyone for the applications. You all made it was extremely hard to choose. In the end, I decided to choose 6 instead of 5 because it was so hard to narrow it down. If you weren't chosen, I will still keep your application as a backup in case someone drops out!
@Raccoon_Master playing Ellora Tumblehill, Human Fighter (NG) @ScienceVersusAdventure playing Throg Stonefist, Orc Monk (LN) @MightyOwl playing Magnus Neverember, Human Paladin (LN) @Monsterball playing Clara d'Argansioux, Human Bard (CG) @rilem playing Chretien deMarie, High Elf Cleric (CG) @Engineered_Beard playing Herron Springfall, Human Wizard (CG)
To those chosen, I will be sending out an OOC DM shortly!
Ability scores: 14 16 14 10 15 13
Ability scores for Throg:
Ability scores: 13 10 15 15 10 13
Character Name: Toodles Teddletiddle
Species: Gnome
Age: 22
Class: Wizard
Background: Scribe
Alignment: Chaotic good
Character Sheet: https://www.dndbeyond.com/characters/149174019/NDVh5p
Appearance: He is a wee little lad with a scruffy beard who is trying to look older and wiser than his 22 years.
Personality: He is insecure about his age and not being taken seriously despite his carefree and somewhat chaotic nature. He wants to prove that he is good at wizarding and knows things. Sadly for him he has never had a chance.
Story: He's never had a chance to prove himself because his father got him a job as a scribe to keep him from adventuring. Over the last several years he has been stuck copying dusty tomes into books for preservation. At first he was excited to learn as he scribed but the scrolls and tomes he was given to copy over were mundane family records, lineages, deeds to properties, etc. Not once was he given something fun or exciting until.....
Why did your character accept the caravan guard job?: one fated evening, Toodles was at the local tavern where he overheard Gundren speaking about trying to rebuild Phandalin to its former glory through some ancient thingy but Gundren was having trouble locating where exactly to look. Toodles saw his chance. The next day Toodles began scouring any information he could find about Phandalin where after days he found something hidden away called the Pact of Phandelver. He thought maybe this is what Gundren was after! He hid it in his things and ran to find Gundren. Gundren was impressed with Toodles and promised to allow him to be a part of the group that helps him get to Phandalin to start the adventure and rebuilding.
Ability scores: 15 17 13 15 11 15
Character Name: Yua Kurosawa
Species: Human
Age: 25
Class: Wizard (Probably Abjurer Subclass)
Background: Scribe
Alignment: Lawful Neutral
Character Sheet: https://www.dndbeyond.com/characters/149197904/GLLpvS
Appearance:
Personality: Relies heavily on logic, but lacks common sense, survival instinct, and real world experience. Enjoys performing her assigned tasks effectively, thinking nothing of putting herself in danger to do so. Enjoys sugar, particularly in milk tea, and of course books.
Story:
Yua Kurosawa was not born but crafted—an elegant homunculus (ooc: she's functionally completely human, this is just flavor essentially) molded from alchemical precision and arcane intent by a reclusive wizard who required an unerring assistant. Imbued with keen intellect and a tireless work ethic, Yua proved a perfect scribe, cataloging spells, transcribing ancient texts, and maintaining an immaculate library with clinical efficiency. Yet for all her brilliance, she lacked the instincts that come from living—things like self-preservation, tact, or knowing not to walk into a fire just to retrieve a dropped quill.
Why did your character accept the caravan guard job? Her master, growing concerned about her literal-minded nature and isolation, recommended she join the caravan to gain real-world experience.
Name: Clara d'Argansioux
Species: Human
Age: 19
Class: Bard
Background: Faction Agent or Spy (using the Background rules outlined in the PHB 2024?). If this isn't allowed, I can switch to another!
Alignment: Chaotic Good
Character Sheet: https://www.dndbeyond.com/characters/149152052
Appearance:
Background:
Clara is an actress in an itinerant theatre troupe that has toured much of the Sword Coast - she is considered a minor celebrity in Neverwinter for her work on stage. Born into a family of thespians, she has always been steeped in the arts - learning to fake a swoon, cry on cue, and play with stage swords even as a child. In her late teens, her aptitude in the arts drew the attention of a roving Harper agent called Merromer Wenthgorst who recruited the young starlet to their clandestine cause. Clara was drawn to their covert mission for the antics and escapades as the lofty goals of defending the innocent and preserving the balance. In her eyes, it was all still a game of theatre - just with fancier costumes and higher stakes.
At first, Clara was tasked with simple assignments - eavesdropping on crime lords while playing the beggar in alleyways outside taverns, or else flirting with drunken dignitaries as a noblewoman before pilfering their diaries when invited back to the boudoir. Over time, her standing among the Harpers appears to have grown and she's been tasked with a new mission outside of Neverwinter - one that requires far greater autonomy and responsibility. She's been commissioned with investigating the reports of evil draconic activity in the region around the Sword Coast and any cults that may be brewing around them. There's a personal stake too - her first friend among the Harpers, Merromer, was on the same mission, and he has vanished without any word of his whereabouts.
Personality:
Happy and good-natured to a fault, Clara comes across as the thrill-seeking, mischievous little sister determined to always to see the potential naughtiness in every situation. As an actress of growing acclaim, her life among the comfortable and wealthy in Neverwinter's high society may have made her naive to the harsh realities of the world. It's clear she idealises beauty, love, freedom and the arts above all else, and views every experience as one ripe with the possibility of adventure. She has little regard for the stuffy constraints of the law, and tends to follow her own caprices - if there's a simple path, she'll prefer to choose the one that makes the best story. Despite her love for mischief and drama, she is a kind-hearted soul and is likely to put herself in harm's way to help those in need.
Why did your character accept the caravan guard job? :
As a fairly well-connected person in Neverwinter, Clara first crossed paths when Gundren came to watch her performing in a farcical production of The Duke's Trouser Scandal. They've been good friends for a while, with Clara developing a kind of paternal affection for the oft-mysterious prospecter and entrepreneur. When she heard word that Gundren needed guards to transport goods to Phandalin, she leapt at the opportunity. Gundren was understandably curious as to why a successful stage actress would be interested in such unseemly, lowly work. Clara managed to fob him off by explaining she was doing research for the biggest role of her career, a play she is due to star in later that year. The eponymous character in a tragic opera called The Waif of the Broken Stones supposedly wandered far across the lands around the Sword Mountains as a vagabond and mercenary - and as a zealous method actor who'd go to any length to achieve perfection, she felt it necessary to replicate the voyage. If Gundren seemed sceptical, he didn't let on - after all, her whimsical, theatrical side was well-known to him, and so he quickly accepted her onto the crew.
Character Name: Chretien deMarie
Species: High elf
Age: 200 (Young elven man, would be like 25)
Class: Cleric (possible plans for multiclass Bard)
Background: Entertainer
Alignment: Chaotic Good
Character Sheet: https://www.dndbeyond.com/characters/149139514
Appearance: Chretien is a tall, lanky elven man. He wears many layers of brightly colored and patterned fabrics that he's collected over the years, and the only thing marking him as a cleric is the three star symbol hanging off of his belt. He carries a painted shield and a flute strapped safely into a case at his hip. He has dark skin, short black hair kept in waves, and his ears are heavily pierced.
Personality: Chretien is a cheery man, and both endeavors to be well liked and is naturally magnetic. He's a staunch optimist and a wanderer, and has a hard time staying in one place for too long. His elven lifespan and difficulty settling can make him seem detached or unrealistic, but he means well. He loves music and storytelling and is always looking to learn more about either.
Story: Chretien was raised in the Palace of Holy Festivals, a temple of Lliira, in Selgaunt. His mothers were devotees, and Chretien was brought up with the expectation that he follow his mothers into the temple. Chretien was always a free spirit, even for a follower of Lliira, and after coming of age in the temple he struck out, following rumors of a young temple of Lliira in Neverwinter and traveling across Faerun to reach the city. Along his route he continued practicing the musical skills he'd learned at the Palace, and enjoyed taking "the scenic route", traveling out of his way, joining bards and entertainers on a whim, and practicing all the while the Joybringing that followers of Lliira work for.
Upon reaching Neverwinter, Chretien found the fledgling temple and spends his days assisting with their work and worship for Lliira and his nights earning coin playing music in various taverns around the city.
Why did your character accept the caravan guard job?: Chretien makes friends quickly, and encountered Gundren in a tavern he had a gig in. He mentioned to the dwarven man that he loves to travel, and offered to help him in his treasure hunting if he ever needed it. When Gundren returned to Neverwinter with the Phandelver job Chretien happily agreed, excited for the chance to see new sights and knowing the temple would be fine without him for a little while.
I do both party and individual character commissions. PM me for info.
Corti- Warforged bard of lore (Union!); Jean CamGaret - Half-elven draconic sorcerer (Acjots' Rise of Tiamat); Chretien deMarie - High-elven Cleric of Lliira (Owlbear's Phandalin Adventures)
Ability scores: 13 13 15 15 15 12
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Okay, I can work with this! Now, let's see...
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Character Name: Ellora Tumblehill
Species: Human
Age: 18
Class: Fighter
Background: Farmer
Alignment: Neutral Good
Character Sheet: https://www.dndbeyond.com/characters/149225833/ZkmlWb
Appearance: You can include a photo or describe your character's appearance here.
Ellora is of a tall and slender build, standing at around 5'6 or 5'7", though she possesses an athletic power and a type of strength she would refer to as "farm strong". Her skin is naturally fair, not quite having lost that tan from all those days in the fields, a nasty pink scar running from her cheek, down her jaw, and along her neck to her collarbone. Her hair is often tied back in a long ponytail, the sandy mess of golden waves kept at bay by a bright blue ribbon. Her eyes sparkle with the curiosity and drive for adventure, their vibrant hue being reminiscent of the summer sky.
All in all, she is fairly good looking, though the scar keeps her features from being what most would call elegant and beautiful. Indeed, she has a wild air about her, like one minute she'll frolick in the meadow and the next gallop across the same meadow on a horse at full speed. As for her clothing, it is decidedly less interesting, consisting of a faded blue tunic over a suit of old chainmail, with too short trousers and worn leather boots. Despite the age of her gear, she strives to keep it in good condition, trying to keep the metal of both her chainmail, as well as her shield and weapons, as polished and shiny as can be.
Personality: A paragraph is fine. Tell us how your character behaves.
To those she first meets, Ellora maintains a respectful and friendly disposition, though she often tries too hard to impress them, much to her own detriment. To her friends however, she will form strong bonds with them, maintaining a cheerful attitude when things get rough and protecting them when they are attacked. Despite these protective instincts, Ellora can be impetuous, often acting without thinking, though she has found in recent times that if she stops to think, usually she can come up with a solid plan. Despite professing her trade to be that of a warrior, Ellora has never been in a fight before. She assumes that when the time comes, she can rely on her strength and determination, rather than any form of training or skill, to win. She is almost woefully unprepared for the realities of violence, though she is comfortable with the idea of blood, having worked with animals for the first sixteen years of her life. All in all, she is almost the little sister of the group, despite being an only child herself.
Story: Please give a short 1-2 paragraph history of your character prior to the start of the adventure.
Ellora was born to a family of farmers in a small village outside of Neverwinter. As she grew up, Ellora learned the simple trade of her parents, that of tending crops and feeding animals. Despite this, Ellora was possessed of an adventurous spirit, and that often got her into trouble. One day, while exploring deep in the Neverwinter wood, she disturbed an Owlbear, which chased her back to town, inflicting upon her a grievous injury. The villagers managed to fight off the owlbear, but in their desperation, her family hired a less than scrupoluos cleric to save the child, whose extortionist fees cost the family almost all of their money. With nothing else to do, the family sold the farm, packed up, and moved to the city of Neverwinter to find work.
While in the city, Ellora met someone who would change her life: Verellia Dawnwhisper, the daughter of a noble. They instantly formed a bond, first as companions in wild adventures around the city, but then as lovers. One night, as they snuck into the house of the noble, they were caught by Verellia's father, who was horrified that his daughter would love someone of such low standing. He told Ellora that she could never provide for his daughter. Ellora ardently disagreed. In a fit of rage, Verellia's father said that if over the next year, Ellora could provide him with 500 gold pieces, she could have his daughter's hand in marriage. Ellora, impassioned as she was, accepted, storming out in a fit of rage. After, Ellora realized she had no way to make this money, and began to despair. Then, she found a job listing for adventurers seeking a caravan guard. And she had an idea.
Why did your character accept the caravan guard job?: Are they in it for the money? The experience? Do they want to go to Phandalin for some reason? Are they friends with Gundren, etc.?
Ellora is in it for the money. But not because of greed, no. Ellora needs 500 GP by the time the year is over, and she sees adventuring as the best way to get it. If she can just get that gold, she can marry the girl she loves. Naively, Ellora doesn't fully grasp why Gundren needs guards, unaware of the danger of the wider world, but she's willing to give it a go anyway.
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There we go! Hope you enjoy, I'm excited to see the results of who gets in!
Hi, I'm Raccoon_Master, a young genderfluid actor, writer, explorer, and bass vocalist. Pronouns They/Them/Theirs
My Characters: Brormin the Devout Crusher; Morgrom the Cunning Summoner; Thea the Rebellious Beauty;
Check out my EXTENDED SIGNATUR and don’t forget to join the Anything but the OGL 2.0 Thread!
"I don't make sense to you, and I don't make sense to myself. Maybe the only one I make sense to is God" ~ Me, trying to sound smart
Ability scores: 11 16 15 14 15 14
Sig but long ^w^
Gulpmissle Day, Saturday, Feburay 15th, 2025
💛🤍💜🖤 🩷💛💙
Henlo, I am a pan, NB, chaotic ADHD mess of a furry.
I am also a eepy eeper, who likes WoF, WC, and fire.
HP: 2
Sig but long ^w^
Gulpmissle Day, Saturday, Feburay 15th, 2025
💛🤍💜🖤 🩷💛💙
Henlo, I am a pan, NB, chaotic ADHD mess of a furry.
I am also a eepy eeper, who likes WoF, WC, and fire.
*Is it okay if I customize my weapon to just rename it (Like what my char calls it)?*
Sig but long ^w^
Gulpmissle Day, Saturday, Feburay 15th, 2025
💛🤍💜🖤 🩷💛💙
Henlo, I am a pan, NB, chaotic ADHD mess of a furry.
I am also a eepy eeper, who likes WoF, WC, and fire.
Character Name: Kiselina Greyscale
Species: Dragonborn
Age: 23
Class: Paladin
Background: Acolyte
Alignment: Lawful Good
Character Sheet: Kiselina Greyscale's Character Sheet - D&D Beyond
Appearance: Forthcoming
Personality: Cheerful service is the mantra Kiselina lives his live by. The Dragonborn believes in a very defined line between good and evil, right and wrong. But he also believes in the best of others. He is willing to lend a hand, isn’t afraid of hard work, and wants to do so with a song in his heart.
Story: Kiselina is the son of a minor lord of Neverwinter. In order to extend the Grayscale family influence, the young Dragonborn entered into the services of the Temple to Bahamut. After several years of working the temple, he had learned to tend to the sick and poor.
As he came of age, Kiselina swore an oath to serve the Platinum Dragon of Bahamut. The temple has entrusted the Dragonborn to take on more roles within the order. His family hopes that having a servant of the temple will expand their sphere. While the Paladin is aware of his familial responsibilities, he truly believes in doing the church’s works. If the family gathers clout from it, then let it be Bahamut’s will.
Why did your character accept the caravan guard job?: There exists a relationship between the Greyscale and the Rockseekers, although it is weighted more to the dwarf’s side. Early in Kiselina’s life, his father ran into a bit of trouble with the authorities. It was all a big misunderstanding, a mistaken identity, a ‘wrong place at the wrong time’ situation. But without the Rockseeker family vouching for the Greyscale’s reputation as upstanding citizens, the Dragonborn clan might have lost their position within the nobility.
Kiselina’s father has been looking for ways to repay the gratitude to the Dwarf clan. It is in offering Kiselina as an escort for Gundren’s trip to Phandalin that the senior hopes to regain a balance to the relationship.
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https://www.dndbeyond.com/characters/149137245
Character Name: Herron Springfall
Species: Human
Age:72
Class: Wizard
Background: Sage
Alignment: Chaotic Good
Character Sheet: https://www.dndbeyond.com/characters/149137245
Appearance: Herron is a grandfatherly looking man with spry in his step. Clearly still in good shape for his age. He wears a old large robe thats still on good shape and a matching floppy brimmed hat. He carries his staff/walking stick in one hand, the other helping hold the leather strap of his pack over his shoulder.
Personality: A humble fellow, never one to put another person down or discourage. He puffs on his pipe while his ponders, and he likes to ponder. He is slow to speak, preferring to let others speak. He's always about teachable moments and letting other discover truths as opposed to simply being told.
Story: Herron Springfell stated out as a gardener for an dwarven wizard, Thulewyn Thunderwood. Over time the two became friends and Herron looked after Thulewyn's home while he was away. Thulewyn started teaching a few tricks here and there to Herron to help him be able to look after things while Thulewyn himself was away.
After Thulewyn death, Herron decided he was gonna try and see the world like his friend had done for all those years, dispite his age. Herron didn't keep much from his old friend as other relatives came in to claim the inheritance and trying to discover what mysteries were left behind. All he took was the spell book Thulewyn had gifted to him years earlier and a simple dagger the dwarf had insisted he have.
Why did your character accept the caravan guard job?: Herron sees the job as a way to start his adventure by getting out of town and seeing new places whike earning a little spending coin along the way.
Ability scores: 16 12 14 12 8 12
DM - Stopping a god in his tracks
Character Name: Elyian Fanthaur
Species: Tiefling (Abysal (Bulezau))
Age: 25
Class: Bard
Background: Entertainer
Alignment: Chaotic Good
Character Sheet: https://www.dndbeyond.com/characters/145525113
Appearance:
https://www.pixilart.com/photo/elyia-fanthaur-85fc8fed6a03a14
Personality:
A rather unhinged and expressive person, they react to everything the notice, and they notice everything. They form strong bonds with anybody they get to know, and they will get to know most everybody. They are constantly trying to show off new skills they learned, and when they are not thriving they are busy complaining. They can get rather smug and insufferable, but really they just want to prove their use.
Story:
Born being fiendish isn't easy. Elyia knows this all too well. As a child, she yearned so hard to be of use in her old decayed household and the town around it. It didn't help that she was marked as some demonic creature, as townsfolk would ignore her and if she pressed harder force her away. But all she wanted was to be helpful. So she scavenged and studied the terrain, learning it's secrets. But then, at age 13 she moved. And she had to start all over again, all her built up good will in a town she used to live in. How would she help? By learning this terrain? By entertainment? Or a mix of both? And so she practiced with instruments, learning more and trying to help more.
Soon she was well known in her small town settled in the sword coast, a helpful guide and a great musician, performing songs that tell of the terrain, of the dangers, and helping out the town. And soon she was a traveling musician, at age 18 going to Waterdeep for a while, studying the terrain, and always writing down notes of places in a book, sometimes being gifted garments for her horns at the ends of songs. Then out of Waterdeep, wandering until slowly she became less and less known. She still wished to help others, and so she tried again but with here useless demon horns and her useless demon tail they wouldn't let her, and it hurt her, oh did it hurt. But she tried to keep going, things getting worse, and that annoyed her. But she stayed and by age 25 life got a slight bit better.
Why did your character accept the caravan guard job?:
For helping them guide, for showing off, and most importantly because she wanted to help people, even if it just means guarding. Then again, she was no strangers to caravans. And she met all these people before!
Sig but long ^w^
Gulpmissle Day, Saturday, Feburay 15th, 2025
💛🤍💜🖤 🩷💛💙
Henlo, I am a pan, NB, chaotic ADHD mess of a furry.
I am also a eepy eeper, who likes WoF, WC, and fire.
Accidentally deleted rolls which were as follows: 16, 13, 16, 13, 13, 13
Character name: Marwolaeth
Species: Tiefling (Cthonic)
Class: Ranger
Background: Guide
Alignment: Neutral
Character sheet: https://www.dndbeyond.com/characters/149263023/dYmUZq
Appearance: Marwolaeth appearance is best described as looking like death warmed up. His lank, stringy, black hair, pale washed out blue eyes and grey pockmarked skin are all the result of his chothic heritage. To disguise his appearance, Marwolaeth wears a broad brimmed hat pulled down over his face.
Personality: As a result of his upbringing - largely fending for himself in the wilds - Marwolaeth is a person of few words. He does not suffer fools gladly but is intensely loyal to his friends and will always put his body in danger to save them even if they’ve done something stupid. If they both survive you can rest assured that they will get a good talking too later.
Story: Marwolaeth was abandoned as a baby in a long forgotten graveyard. Initially brought up by a Hermit he was once again on his own at puberty when the Hermit died. He made his way into a local village but was because of his appearance was picked upon by a gang of local youths. When one of them reached out to punch him, Marwolaeth’s powers emerged and the youth collapsed to ground. Driven into the wilds by the angry villagers he lived hand to mouth for the next decade. Eventually he emerged from the wilderness as one of the best most skilful guides in the region.
Why did you’re character accept a job as a caravan guard: Marwolaeth values the few friends he has very highly and he is doing this job as a personal favour to Gundren who recognises his skills as a scout and guide. Marwolaeth has worked for Gundren before and on more than one occasion Gundren has stood up for him in villages when the local inhabitants took umbrage with Marwolaeth’s appearance.
DM - Stopping a god in his tracks
Name: Zokeri
Species: Tiefling (Cthonic)
Age: 23
Class: Bard
Background: Wayfarer
Alignment: Chaotic Neutral
Character Sheet: Zokeri Character Sheet
Appearance:

Personality: Zokeri tends to be a quiet person and very soft spoken. While friendly, she tends to let others initiate conversations. Her answers often seem well-thought out and her responses limited. Some might think she is timid, though when observing her actions she is in no way reluctant to jump in and do things. There is an intensity to her when doing something - whether it is work or enjoying herself.
Story:
Zokeri is rather sure she was born in Chult somewhere. At an early age, she was taken by a group of slavers and sold in Calimshan. There she was trained to be an entertainer - playing music and dancing. But of course, she also was expected to work as a servant, doing whatever chores needed to be done. Her heritage as a tiefling brought her to the attention of her masters' more than others. This made her both prized as 'exotic' and shunned for her 'evil' nature. Life was not easy, and she was often mistreated. Over the years she had a couple of different owners, working for high-ranking lords around Calimport. She was quite talented in her playing, singing, and dancing, so she was quite prized. While in the household of her final owner, she met an older woman who had some bardic abilities. She recognized the same in Zokeri and started to teach her. Obviously, the two kept the magic a well-hidden secret.
When about 20, her owner decided to take her with him on a voyage. One of the first stops was Port Nyranzaru. Slavery may not have been legal there, but the right people had been paid to look the other way as they passed through. Zokeri though, saw it is an opportunity. She was able to use her magic to blind those around her so she could run. It didn't seem like she would get past the gates, when a young guard noticed the crude almiraj figure she wore about her neck. It was the symbol of the spirit god I'jin in Chult, and one of the few things from her childhood she still retained. Seeing it, the man helped her hide from her owner's pursuers.
It turned out the young man and most the other guards were Zhentarim mercenaries. They quickly arranged for her to be smuggled out on a ship the next day. Using her magic to disguise herself, she was able to slip past those looking for her. The ship ended up taking her to Neverwinter. Grateful to the Zhentarim that helped her, she ended up working for them once in the city. That is what she has been doing for more than a year. Despite her poor living conditions, she is glad to have escaped slavery.
Why did your character accept the caravan guard job?: Yes, Zokeri is mostly in this for the money. However, the Zhentarim were interested in keeping an eye on what Gundren might be up to, so she was asked to join this caravan and report information back to them.
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Thank you everyone for the applications. You all made it was extremely hard to choose. In the end, I decided to choose 6 instead of 5 because it was so hard to narrow it down. If you weren't chosen, I will still keep your application as a backup in case someone drops out!
@Raccoon_Master playing Ellora Tumblehill, Human Fighter (NG)
@ScienceVersusAdventure playing Throg Stonefist, Orc Monk (LN)
@MightyOwl playing Magnus Neverember, Human Paladin (LN)
@Monsterball playing Clara d'Argansioux, Human Bard (CG)
@rilem playing Chretien deMarie, High Elf Cleric (CG)
@Engineered_Beard playing Herron Springfall, Human Wizard (CG)
To those chosen, I will be sending out an OOC DM shortly!
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus