“Tal’Dorei needs heroes — and this time, Vox Machina alone will not be enough.”
Hey folks, been on a Critical Role kick again and am feeling inspired to run a game in Exandria once again using the Tal’Dorei Reborn Campaign Setting.
A few things to consider before applying:
1. This game will be played using DnD 5e ‘24 rules, with room for using old ‘14 content. A few of the unique Crit Role classes and subclasses are only tooled for ‘14, but we should still be able to make it work! You must be 18 or older to apply.
2.I intend to run this entirely on Discord using D&D Beyond for keeping track of characters.
3. This will feature a lot of role-playing, just like the show. You don’t have to be a professional writer by any means, but good spelling and grammar along with some creativity is preferred.
4. This game takes place in 838 PD, over twenty years after CR Campaign 1 and a little after the end of Campaign 2. You don’t have to know everything about Campaigns 1 and 2, but having some knowledge will be useful for sure! With that in mind, there will be spoilers for both C1 and possibly C2.
5. Please be mature, respectful, supportive, and willing to be part of a team. I want everyone to have a good time! Treat others with civility. Hate speech, harassment, and bullying will not be tolerated. This is going to be a LGBTQIA+ inclusive game. Queer NPCs will be present in the game. Respect it please!
6. Please don’t join if you’re going to play murder-hobos or evil characters. Morally gray is fine - being a jerk is not.
7. This will be a long term engagement and I will be posting at least once every day - I ask that those involved do the same and be communicative when they cannot. Patience will be key!
My games usually consist of a lot of role play moments and combat, with some mysteries and intrigue sprinkled in. I sometimes do dungeon crawls, but I find they often bog down PbP play. We may do one if the need arises!
For now, there’s no need to make a final draft character sheet - we’ll get in the nitty gritty of character creation and stat generation once we got the final group. Go ahead and do it if you want, but for now, I’m only requiring you to come up with the vibes and story of the character. Where they come from, what they want to achieve by being an adventurer. All that jazz! When it comes to making your character, you can use any official materials as well as Critical Role material. To generate stats, go ahead and roll dropping ones, or just use point buy or standard array.
Use the following format for your application:
Name:
Pronouns:
Class:
Background:
Ancestry:
Backstory:
Thanks in advance! I’ll have the final selection by Sunday July 27.
Name: Trystane Trollblood (Link) Pronouns: He/Him Class: Fighter / Blood Hunter Background: Ruined (Tough) Changed to Farmer which corresponds better to his life before training as Fighter and before his trauma. Ancestry: Human / Troll (Custom Lineage with Remarkable Recovery) Backstory:
Trystane’s story begins in a stony patch of farmland tucked against the southern foothills of the Cliffkeep Mountains, where goat bells rang at dawn and the earth was so stubborn it took an iron‑backed plow and arms like timber to break it. His mother died delivering him; the midwife swore the infant’s skin had already begun to knit the moment the cord was cut. The hamlet blamed a troll raid that had swept through the fields nine months prior, and the boy grew up marked as half monster—broad‑shouldered, green‑tinged, and tougher than rawhide. He spent his youth coaxing skittish goats from rocky ledges, reading the weather by the tang in the breeze, and mending cracked yokes with the sure, square strokes of a carpenter’s plane. Even as a child he could shoulder a barrel of grain that made grown men grunt, and the faint scars on his palms were the only proof farm tools had ever bitten him.
When fresh rumors of marauding trolls reached the valley, the council hired a retired Fort Daxio sergeant to drill every able body. Trystane swapped his hoe for a battered training shield and discovered that the rhythm of marching feet suited him as well as any harvest song. The sergeant was a hard man who slept in his hauberk and expected the same: soon the weight of chain and plate felt natural on Trystane’s frame, and his sharp eye for storms turned to spotting ambushes along the ridgelines. Week‑long field sorties taught him how to read boot prints in dew, how to judge the silence of a forest, and—when the cook cart vanished one night—how to keep a squad fed on nothing but snared hare and weeds that wouldn’t poison a man.
The next summer the Ruby Menagerie rumbled into town. Its barkers praised Trystane’s strength, promised coin and camaraderie, and flattered him with roles beyond “plow hand.” He signed on as a roustabout, happy enough hauling poles and repairing wagons—until the impresario learned of his uncanny healing and pushed him beneath the colored lanterns as the Regenerating Marvel. Night after night he was ordered to draw a dagger across his own arm for the crowd’s delight; when he balked, iron manacles replaced friendly smiles.
Profits flagged as his spirit hardened, and desperation drove the troupe’s chirurgeon—an expelled devotee of the Claret Orders—to a darker remedy. Beneath a moonless sky, crimson sigils were carved into Trystane’s chest and the Hunter’s Bane forced into troll‑tainted veins. Hemocraft and giant blood clashed; muscles bulged, bones warped, and shackles burst. Two carnies lay broken before fear‑driven blades finally felled him. Believing the ritual a failure, they fled, leaving the half‑troll to bleed out among guttering candles. By dawn his flesh had knit itself whole. The pain lingered, but so did something new—a low, bestial pulse under his skin, quiet for now yet impossible to ignore.
A month of lonely wandering carried him south‑east to the Emerald Loop, Tal’Dorei’s great trade road, where a caravan master needed strong arms more than tidy papers. Trystane took the job, hefting crates with ease, patching broken spokes with a carpenter’s calm, and keeping watch in creaking mail that once belonged to the militia yard. On cool nights he sits by the cook‑fire, gentle fingers stroking a nervous mule’s muzzle while his eyes sweep the tree line for trouble. The farmer’s patience steadies him, and the fighter’s discipline shapes his stride, but in the quiet between footfalls he can still taste the copper promise of the Claret Orders’ ritual—and wonders how long the man can hold the troll at bay.
**willing to change class to Cleric or Paladin to fit party needs**
Background: Guild Artisan – Smith
Ancestry: Goliath (fire‑giant descendant; magma-toned skin with ember-like freckles)
Backstory: Kaelen’s earliest memories are filled with heat—both from the forge and the blood of his fire-giant ancestors. Born among a goliath clan that roamed the Cliffkeep Mountains, Kaelen grew up hearing legends of his people’s clashes with fire giants and how the scars of Thordak’s rampage left the region volatile. His clan eventually sought refuge in Kraghammer, where Kaelen was taken in by a gruff dwarven smith who saw untapped strength and a natural affinity for heat and metal in the young goliath.
As he matured, Kaelen’s resilience and fighting spirit were undeniable. He spent long hours at the forge honing not only blades but his own body into a living weapon. While many of his kin leaned on brute force, Kaelen’s focus was precision—each strike as deliberate and sharp as a master-crafted sword. His fire giant bloodline blessed him with unusual endurance and a spark of ferocity, but Kaelen’s true edge comes from his relentless drive to improve.
Kaelen left Kraghammer to forge his own destiny, drawn by tales of Tal’Dorei’s unrest—giant movements, elemental rifts, and whispers of war. His purpose is simple yet powerful: to stand as a living bulwark against the forces threatening the land, and to prove that even fire-born blood can be a force for protection rather than destruction.
Callie Freewater was born in a small village near Kymal. Her parents, and many others in the area, were part of a fledgling cult of the Strife Emperor. As a child, thus a lesser being, her upbringing was filled with constant fear. Severe punishment was always the result of even the slightest misstep. Yet even more was heaped upon her simply at random and she was witness to horrendous acts even when small. The cult believed this was deserved for all who were beneath those in charge. Also though, the constant torment and fear was meant to be something the child would overcome and thus ultimately become a greater servant of the Strife Emperor.
She hated it, even though there was little she could do about it. Her somewhat older cousin, Neyola Freewater, was her one and only friend and confidant. Her guidance helped Callie to comply and to get along. And also provided brief respites from the oppressive atmosphere. The cult's emphasis on strength and conquest meant that she received ample training in weaponry. Though not as strong as others, she focused more on her agility, a strength for her. She did quite well in this area.
When about 12 years old, an event occurred that completely changed her life. The cult had evidently tried to extend its power in the area and in strong-arming a few businesses they managed to aggravate a few that were actually associated with The Clasp. They did not take kindly to these moves and so started to take interest in the cult activities. Callie and Neyola, though young, were considered old enough to press into some of the cult's activities. They had been sent to deliver written threats to one of the businesses. The Clasp had been waiting, and their intention was to capture one and let the other escape to follow back to wherever the cult headquarters was located. Neyola though was observant enough to realize that something was wrong. The pair came up with a plan and managed to split up and escape their pursuers.
This only gave the cult a small reprieve. The Clasp managed to track others and get enough information to know when most of the cult members would be present to honor the Strife Emperor. A sizable group attacked the gathering, swiftly assassinating much of the leadership first, followed by the rest of the members. Very few survived. However, impressed by their actions earlier, a handful of operatives including one of the Spirelings and his personal aide, went to specifically to get Callie and Neyola out. This time, they could not evade capture.
The two halflings were separately brought back to offices of The Clasp. The Spireling and several others spoke with Callie, basically offering her a place with them where she would be trained and expected to work for them. A tiny bit suspicious at first, it didn't take her very long to agree. The radical change in her life was like a miracle. She had to work hard, train, and do whatever The Clasp asked. But the harsh physical punishments were over. She heard that Neyola had been offered the same deal, but it was strongly suggested to her that she not ask about her. She didn't and still today does not know what became of her cousin.
At first her lifestyle barely rose above living on the street. She would pick pocket or try to play the part in others' cons. It soon became clear that her strengths were in being nimble, quick with her fingers, and brandishing a weapon. Not so much with charm or persuasion or running a scam herself. She did have the advantage of being small and having a look that was not imposing. It made her useful as a sort of hidden blade at times. Or, as she learned, just a set of ears to be in the right place at the right time. Over time she was given more and more assignments for The Clasp - even once or twice to slip in quietly to dispatch someone who had gotten on the wrong side of the organization. Callie didn't ask, trusting in the judgement of those in charge.
Better assignments meant a bit of a better life for her. She rents out a tiny room in the back of the Wishing Well casino. She works there as a guard, though as fits her abilities, she tends to keep a low profile with her daggers safely hidden away. Blending with the crowd, she keeps an eye out for anything amiss. Of course, the job is primarily a cover for her real jobs with The Clasp. But it truly ends up being a firm majority of her time.
A couple of years ago she met Cyrus, who had been hired by the casino, and he became a good friend. He had never gone on any missions with her, so she just knew him from the Wishing Well. She's felt like something has been off with him recently, though she can't quite put her finger on it. Though she still recalls his claim of meeting some mysterious man at the casino one night. She had been there that night and was quite certain that there was no such person. He never mentioned it again, so perhaps it was nothing. But she really wished she could get to the bottom of it.
My character is a melee attacker specializing in Dexterity and Wisdom skills.
Name: Ssejocret "The Silencer" Sibilance
Pronouns: He/Him
Class: Way of the Long Death Monk
Background: If we're going with 2024 Backgrounds I'd prefer to take a custom one since Sailor has the best mechanical advantages but doesn't work for the backstory I have in mind. If we're going with 2014 Backgrounds then Urban Bounty Hunter.
Ancestry: 2024 Green Dragonborn
Backstory: Raised in Draconia, Ssejocret had a thirst for knowledge and a love of movement that could have taken him in many different directions. The fall of Draconia was both literal and metaphorical and in the aftermath Ssejocret was lost and adrift, leaving him easy prey for the cult of The Whispered One that recruited him. In their lair deep in the wilderness the Dragonborn was told the god Vecna had a great plan that would set the world right, prevent disasters like the one that had sent Draconia crashing to the ground, taught the secrets of dealing death through martial arts, and trained for the day he would clear the way for Vecna and his chosen to rule the world.
Then an adventuring party raided the cult's lair, shattered Ssejocret's arms, and informed him of how he'd been deluded before leaving with the cult's treasury. They claimed Vecna had merely been an immensely powerful Lich who'd been slain by adventurers at Vasselheim. Ssejocret managed to heal his arms with a stashed healing potion and set out to find the truth.
He discovered Vecna had become a god, but the truth had been covered up by authorities to limit his power. Ssejocret was incensed, the deeds attributed to Vecna were dark and vile, but the truth was the truth and it deserved to be known. But preaching of the reality of a new dark god got Ssejocret run out of town after town, even if all he sought to do was warn people of the secret dangers those in power sought to hide. Authorities claimed Ssejocret was spreading poison through his words, the truths he spoke as deadly as the poisonous gas he could exhale as part of his draconic heritage.
Lacking the charisma to persuade others, Ssejocret eventually gave up, although the desire for vindication remains strong within him. He needed a way to make a living, so he began using the abilities he'd learned during his Monk training in the cult to claim bounties, hunting down criminals and dangerous monsters.
Ssejocret seeks to uncover lost mysteries, enhance his martial prowess, and learn the truth about Vecna so he can finally show everyone he was right.
Backstory: Clover was born in the heart of the Frostweald, the frigid, mystical forest nestled in the far reaches of Tal'Dorei. Her tribe, the Wintershade Clan, had lived in harmony with the untamed cold for centuries, their lives woven with the rhythm of the land's magic. Clover always had a deep connection with the land around her. The ancient trees whispered to her in soft, melodic voices, and the snowflakes seemed to dance with her every step. Raised by her grandmother, the clan’s spiritual leader, Clover was taught the ways of druidic magic and learned to roam the wilds as a deer or soar the frigid skies as a snowy owl. There was so much freedom, and her heart was happy. With her gifts, she nurtured the land around her, coaxing life from the frozen soil and aiding the creatures of the forest in surviving the harsh winters.
Despite her kinship with nature and love for her grandmother and kin, Clover always felt a yearning for something beyond the borders of the Frostweald. While the tribe was content to live in seclusion, preserving their ancient ways, Clover's heart was filled with an innate curiosity. She wondered about the world beyond the towering pines, beyond the snowstorms that defined the borders of her home. Her kindness and warmth were often misunderstood by the stoic and pragmatic members of her tribe, who valued strength and self-sufficiency over open-heartedness. Clover, innocent and trusting, longed to see how the rest of the world lived but also to share the wisdom of living in harmony with nature.
One fateful winter, the Frostweald was struck by an unusual storm, a dark blizzard unlike any the tribe had seen in living memory. The storm seemed to taint the natural order, causing the plants and animals to wither and sicken. Clover, feeling an overwhelming sense of responsibility, ventured far beyond the borders of the forest in search of answers. It was then that she discovered a corrupted nature spirit spreading its dark influence due to its pain and suffering. Despite her grandmother’s warnings of the dangers, Clover couldn’t ignore the call to restore balance. At great risk, she was able to calm the spirit and heal the corruption that plagued it, restoring it to harmony once again.
This experience changed Clover. The world was too vast and full of suffering, and her kind heart couldn't bear staying home and doing nothing about it. So, with nothing but the knowledge of the land and a deep belief in the goodness of others, Clover left the Frostweald and her clan behind, eager to help those in need and spread balance and harmony across Tal'Dorei.
Backstory: Zebis was born to a rather prominent family within the Clovis Concord. Known for their skills in negotiations and a high expectation for perfection, his family grew in their wealth and power to where they were known far and wide. This level of of expectation was always put into Zebis, fueling a secret longing to slip out from under the lofty weight of expectations and wealth to instead try out a simpler life, one that they could use to chart his own course and destiny.
As he grew up, his family trained him in all manners of things befitting someone of his station, but also skills to enjoy his favorite hobby: sailing. He quickly learned how to dock many vessels, to rig a sail, and how to properly correct one’s course when out at sea. The sea felt more like home to him than his family home, but he could say nothing about it. Perhaps that is what drew him to it when tragedy struck and Zebis’s whole world began to unravel.
A very important trade deal fell through the cracks due to the involvement of the Revelry, causing the family’s funds to begin drying up. The family’s power was now threatened, and so a gamble and bargain was made. In return for having the backing of one of the more prominent families within the Dwendalian Empire to ensure their seat in the Concord, Zebis would be put forward as a pawn in an arranged marriage, one that would take him away from the sea that felt like home. So, he did the one thing he knew to do: run to the sea.
Using what savings he had, Zebis posed as a new hire for a merchant vessel and became part of the ship’s crew. His first voyage out, though, was a disaster. The ship was caught in a pirate attack, one that the foolish captain attempted to escape by fleeing into an oncoming storm. Inside the storm, cannon fire was exchanged, lightning strikes came onto both ships, and Zebis found himself flung into the ocean as the two ships were torn apart by the storm and taken under. Struggling to stay afloat, Zebis gave in to the waters around him and began to sink below and lose consciousness.
Yet, he found himself alive moments later, washed up onto shore with the remaining debris of both ships. Looking over himself, he seemed to be relatively unscathed, yet resting on his left ring finger was a strange pearl ring…
Name:Cyrus Malegaunt Pronouns: He/Him Class: Warlock Background: Charlatan Ancestry: Human
Backstory: Cyrus grew up in Westruun, the first son of a successful merchant within the Ironhand Trading Company. Young Cyrus was always more interested in the goings on at the local taverns than his fathers tedious business, and he took a particular interest in the card games, studying the grown-ups play for hours and hours to learn how to spot tells in people. He was still only a boy as he left Westruun to travel to Kymal to play the game for himself, far from the reach of his controlling father.
In Kymal he went from one casino to another, playing cards and winning, until he was discreetly taken to a back room at the Wishing Well where some shadowy people gave him an offer he couldn't refuse, to turn his skills to use for them and work at their casino as a floor manager. Cyrus wasn't particularly keen on the idea at first but realized he would still be able to play the game at times, taking down people who were a bit too lucky and made sure the house regained their losses in a game of cards.
Things went smooth for Cyrus for some time and he made good friends with another employee by the name of Callie who were the casino's best spotter by far. One fateful night came a man along though, playing and winning, winning so much Cyrus had to offer him one of his special high stakes game at a private table with only the two of them present. To Cyrus astonishment the mysterious man with the goatee kept winning, something that hadn't happened before. After winning one final game the man with the goatee smiled and calmly revealed he was not there to play at all but to collect a debt, a debt of Cyrus' father's.
It was a long night for Cyrus, lying awake and slowly digesting what the mysterious man with the goatee had explained, that his once down on his luck father had struck a bargain with him for his firstborn, a firstborn that would one day serve him as his vassal among the mortals. The next day Cyrus went back to work, and the mysterious man with the goatee had disappeared. In fact, no one seemed to remember he had even visited the Wishing Well. Cyrus knew well he hadn't been imagining things though and now he ponders his next step, vowing to sometime in the future to challenge the man with the goatee to another game of cards and win back his freedom.
“Tal’Dorei needs heroes — and this time, Vox Machina alone will not be enough.”
Hey folks, been on a Critical Role kick again and am feeling inspired to run a game in Exandria once again using the Tal’Dorei Reborn Campaign Setting.
A few things to consider before applying:
1. This game will be played using DnD 5e ‘24 rules, with room for using old ‘14 content. A few of the unique Crit Role classes and subclasses are only tooled for ‘14, but we should still be able to make it work! You must be 18 or older to apply.
2.I intend to run this entirely on Discord using D&D Beyond for keeping track of characters.
3. This will feature a lot of role-playing, just like the show. You don’t have to be a professional writer by any means, but good spelling and grammar along with some creativity is preferred.
4. This game takes place in 838 PD, over twenty years after CR Campaign 1 and a little after the end of Campaign 2. You don’t have to know everything about Campaigns 1 and 2, but having some knowledge will be useful for sure! With that in mind, there will be spoilers for both C1 and possibly C2.
5. Please be mature, respectful, supportive, and willing to be part of a team. I want everyone to have a good time! Treat others with civility. Hate speech, harassment, and bullying will not be tolerated. This is going to be a LGBTQIA+ inclusive game. Queer NPCs will be present in the game. Respect it please!
6. Please don’t join if you’re going to play murder-hobos or evil characters. Morally gray is fine - being a jerk is not.
7. This will be a long term engagement and I will be posting at least once every day - I ask that those involved do the same and be communicative when they cannot. Patience will be key!
My games usually consist of a lot of role play moments and combat, with some mysteries and intrigue sprinkled in. I sometimes do dungeon crawls, but I find they often bog down PbP play. We may do one if the need arises!
For now, there’s no need to make a final draft character sheet - we’ll get in the nitty gritty of character creation and stat generation once we got the final group. Go ahead and do it if you want, but for now, I’m only requiring you to come up with the vibes and story of the character. Where they come from, what they want to achieve by being an adventurer. All that jazz! When it comes to making your character, you can use any official materials as well as Critical Role material. To generate stats, go ahead and roll dropping ones, or just use point buy or standard array.
Use the following format for your application:
Name:
Pronouns:
Class:
Background:
Ancestry:
Backstory:
Thanks in advance! I’ll have the final selection by Sunday July 27.
Name: Trystane Trollblood (Link)
Pronouns: He/Him
Class: Fighter / Blood Hunter
Background:
Ruined (Tough)Changed to Farmer which corresponds better to his life before training as Fighter and before his trauma.Ancestry: Human / Troll (Custom Lineage with Remarkable Recovery)
Backstory:
Trystane’s story begins in a stony patch of farmland tucked against the southern foothills of the Cliffkeep Mountains, where goat bells rang at dawn and the earth was so stubborn it took an iron‑backed plow and arms like timber to break it. His mother died delivering him; the midwife swore the infant’s skin had already begun to knit the moment the cord was cut. The hamlet blamed a troll raid that had swept through the fields nine months prior, and the boy grew up marked as half monster—broad‑shouldered, green‑tinged, and tougher than rawhide. He spent his youth coaxing skittish goats from rocky ledges, reading the weather by the tang in the breeze, and mending cracked yokes with the sure, square strokes of a carpenter’s plane. Even as a child he could shoulder a barrel of grain that made grown men grunt, and the faint scars on his palms were the only proof farm tools had ever bitten him.
When fresh rumors of marauding trolls reached the valley, the council hired a retired Fort Daxio sergeant to drill every able body. Trystane swapped his hoe for a battered training shield and discovered that the rhythm of marching feet suited him as well as any harvest song. The sergeant was a hard man who slept in his hauberk and expected the same: soon the weight of chain and plate felt natural on Trystane’s frame, and his sharp eye for storms turned to spotting ambushes along the ridgelines. Week‑long field sorties taught him how to read boot prints in dew, how to judge the silence of a forest, and—when the cook cart vanished one night—how to keep a squad fed on nothing but snared hare and weeds that wouldn’t poison a man.
The next summer the Ruby Menagerie rumbled into town. Its barkers praised Trystane’s strength, promised coin and camaraderie, and flattered him with roles beyond “plow hand.” He signed on as a roustabout, happy enough hauling poles and repairing wagons—until the impresario learned of his uncanny healing and pushed him beneath the colored lanterns as the Regenerating Marvel. Night after night he was ordered to draw a dagger across his own arm for the crowd’s delight; when he balked, iron manacles replaced friendly smiles.
Profits flagged as his spirit hardened, and desperation drove the troupe’s chirurgeon—an expelled devotee of the Claret Orders—to a darker remedy. Beneath a moonless sky, crimson sigils were carved into Trystane’s chest and the Hunter’s Bane forced into troll‑tainted veins. Hemocraft and giant blood clashed; muscles bulged, bones warped, and shackles burst. Two carnies lay broken before fear‑driven blades finally felled him. Believing the ritual a failure, they fled, leaving the half‑troll to bleed out among guttering candles. By dawn his flesh had knit itself whole. The pain lingered, but so did something new—a low, bestial pulse under his skin, quiet for now yet impossible to ignore.
A month of lonely wandering carried him south‑east to the Emerald Loop, Tal’Dorei’s great trade road, where a caravan master needed strong arms more than tidy papers. Trystane took the job, hefting crates with ease, patching broken spokes with a carpenter’s calm, and keeping watch in creaking mail that once belonged to the militia yard. On cool nights he sits by the cook‑fire, gentle fingers stroking a nervous mule’s muzzle while his eyes sweep the tree line for trouble. The farmer’s patience steadies him, and the fighter’s discipline shapes his stride, but in the quiet between footfalls he can still taste the copper promise of the Claret Orders’ ritual—and wonders how long the man can hold the troll at bay.
Appearance:
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Name: Kaelen “Cindershield” Stonevein
Ability scores: 15 16 14 13 16 15
Pronouns: he/him
Class: Fighter (Champion, 5e ‘24)
**willing to change class to Cleric or Paladin to fit party needs**
Background: Guild Artisan – Smith
Ancestry: Goliath (fire‑giant descendant; magma-toned skin with ember-like freckles)
Backstory: Kaelen’s earliest memories are filled with heat—both from the forge and the blood of his fire-giant ancestors. Born among a goliath clan that roamed the Cliffkeep Mountains, Kaelen grew up hearing legends of his people’s clashes with fire giants and how the scars of Thordak’s rampage left the region volatile. His clan eventually sought refuge in Kraghammer, where Kaelen was taken in by a gruff dwarven smith who saw untapped strength and a natural affinity for heat and metal in the young goliath.
As he matured, Kaelen’s resilience and fighting spirit were undeniable. He spent long hours at the forge honing not only blades but his own body into a living weapon. While many of his kin leaned on brute force, Kaelen’s focus was precision—each strike as deliberate and sharp as a master-crafted sword. His fire giant bloodline blessed him with unusual endurance and a spark of ferocity, but Kaelen’s true edge comes from his relentless drive to improve.
Kaelen left Kraghammer to forge his own destiny, drawn by tales of Tal’Dorei’s unrest—giant movements, elemental rifts, and whispers of war. His purpose is simple yet powerful: to stand as a living bulwark against the forces threatening the land, and to prove that even fire-born blood can be a force for protection rather than destruction.
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
I would love to be a part of this campaign! I do have a question... Do we roll for Ability Scores? Re-roll 1's?
Name: Callie Freewater
Pronouns: she/her
Class: Fighter
Background: Criminal
Ancestry: Halfling
Backstory:
Callie Freewater was born in a small village near Kymal. Her parents, and many others in the area, were part of a fledgling cult of the Strife Emperor. As a child, thus a lesser being, her upbringing was filled with constant fear. Severe punishment was always the result of even the slightest misstep. Yet even more was heaped upon her simply at random and she was witness to horrendous acts even when small. The cult believed this was deserved for all who were beneath those in charge. Also though, the constant torment and fear was meant to be something the child would overcome and thus ultimately become a greater servant of the Strife Emperor.
She hated it, even though there was little she could do about it. Her somewhat older cousin, Neyola Freewater, was her one and only friend and confidant. Her guidance helped Callie to comply and to get along. And also provided brief respites from the oppressive atmosphere. The cult's emphasis on strength and conquest meant that she received ample training in weaponry. Though not as strong as others, she focused more on her agility, a strength for her. She did quite well in this area.
When about 12 years old, an event occurred that completely changed her life. The cult had evidently tried to extend its power in the area and in strong-arming a few businesses they managed to aggravate a few that were actually associated with The Clasp. They did not take kindly to these moves and so started to take interest in the cult activities. Callie and Neyola, though young, were considered old enough to press into some of the cult's activities. They had been sent to deliver written threats to one of the businesses. The Clasp had been waiting, and their intention was to capture one and let the other escape to follow back to wherever the cult headquarters was located. Neyola though was observant enough to realize that something was wrong. The pair came up with a plan and managed to split up and escape their pursuers.
This only gave the cult a small reprieve. The Clasp managed to track others and get enough information to know when most of the cult members would be present to honor the Strife Emperor. A sizable group attacked the gathering, swiftly assassinating much of the leadership first, followed by the rest of the members. Very few survived. However, impressed by their actions earlier, a handful of operatives including one of the Spirelings and his personal aide, went to specifically to get Callie and Neyola out. This time, they could not evade capture.
The two halflings were separately brought back to offices of The Clasp. The Spireling and several others spoke with Callie, basically offering her a place with them where she would be trained and expected to work for them. A tiny bit suspicious at first, it didn't take her very long to agree. The radical change in her life was like a miracle. She had to work hard, train, and do whatever The Clasp asked. But the harsh physical punishments were over. She heard that Neyola had been offered the same deal, but it was strongly suggested to her that she not ask about her. She didn't and still today does not know what became of her cousin.
At first her lifestyle barely rose above living on the street. She would pick pocket or try to play the part in others' cons. It soon became clear that her strengths were in being nimble, quick with her fingers, and brandishing a weapon. Not so much with charm or persuasion or running a scam herself. She did have the advantage of being small and having a look that was not imposing. It made her useful as a sort of hidden blade at times. Or, as she learned, just a set of ears to be in the right place at the right time. Over time she was given more and more assignments for The Clasp - even once or twice to slip in quietly to dispatch someone who had gotten on the wrong side of the organization. Callie didn't ask, trusting in the judgement of those in charge.
Better assignments meant a bit of a better life for her. She rents out a tiny room in the back of the Wishing Well casino. She works there as a guard, though as fits her abilities, she tends to keep a low profile with her daggers safely hidden away. Blending with the crowd, she keeps an eye out for anything amiss. Of course, the job is primarily a cover for her real jobs with The Clasp. But it truly ends up being a firm majority of her time.
A couple of years ago she met Cyrus, who had been hired by the casino, and he became a good friend. He had never gone on any missions with her, so she just knew him from the Wishing Well. She's felt like something has been off with him recently, though she can't quite put her finger on it. Though she still recalls his claim of meeting some mysterious man at the casino one night. She had been there that night and was quite certain that there was no such person. He never mentioned it again, so perhaps it was nothing. But she really wished she could get to the bottom of it.
Character Sheet: Callie Freewater - Halfling Fighter
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
Rolling is fine by me, reroll 1s :)
If you don't like your stats, use point buy or standard array instead
My character is a melee attacker specializing in Dexterity and Wisdom skills.
Name: Ssejocret "The Silencer" Sibilance
Pronouns: He/Him
Class: Way of the Long Death Monk
Background: If we're going with 2024 Backgrounds I'd prefer to take a custom one since Sailor has the best mechanical advantages but doesn't work for the backstory I have in mind. If we're going with 2014 Backgrounds then Urban Bounty Hunter.
Ancestry: 2024 Green Dragonborn
Backstory: Raised in Draconia, Ssejocret had a thirst for knowledge and a love of movement that could have taken him in many different directions. The fall of Draconia was both literal and metaphorical and in the aftermath Ssejocret was lost and adrift, leaving him easy prey for the cult of The Whispered One that recruited him. In their lair deep in the wilderness the Dragonborn was told the god Vecna had a great plan that would set the world right, prevent disasters like the one that had sent Draconia crashing to the ground, taught the secrets of dealing death through martial arts, and trained for the day he would clear the way for Vecna and his chosen to rule the world.
Then an adventuring party raided the cult's lair, shattered Ssejocret's arms, and informed him of how he'd been deluded before leaving with the cult's treasury. They claimed Vecna had merely been an immensely powerful Lich who'd been slain by adventurers at Vasselheim. Ssejocret managed to heal his arms with a stashed healing potion and set out to find the truth.
He discovered Vecna had become a god, but the truth had been covered up by authorities to limit his power. Ssejocret was incensed, the deeds attributed to Vecna were dark and vile, but the truth was the truth and it deserved to be known. But preaching of the reality of a new dark god got Ssejocret run out of town after town, even if all he sought to do was warn people of the secret dangers those in power sought to hide. Authorities claimed Ssejocret was spreading poison through his words, the truths he spoke as deadly as the poisonous gas he could exhale as part of his draconic heritage.
Lacking the charisma to persuade others, Ssejocret eventually gave up, although the desire for vindication remains strong within him. He needed a way to make a living, so he began using the abilities he'd learned during his Monk training in the cult to claim bounties, hunting down criminals and dangerous monsters.
Ssejocret seeks to uncover lost mysteries, enhance his martial prowess, and learn the truth about Vecna so he can finally show everyone he was right.
If our ability scores are too low can we use point buy or array instead?
Ability scores: 11 13 17 15 12 15
Yes
Oops, ignore this, can't do discord
Ability scores: 14 10 16 15 13 11
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
Ability scores: 15 16 12 12 16 9
Trystane's Ability scores: 8 17 13 16 16 12
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Ability scores were changed when adding character sheet. Original rolls were 11, 13, 13, 13, 14, 14
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
Ability scores: 16 15 12 15 12 17
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
Name: Clover Wintershade
Pronouns: She/Her
Class: Druid (Circle of the Moon)
Background: Hermit
Ancestry: Firbolg
Backstory: Clover was born in the heart of the Frostweald, the frigid, mystical forest nestled in the far reaches of Tal'Dorei. Her tribe, the Wintershade Clan, had lived in harmony with the untamed cold for centuries, their lives woven with the rhythm of the land's magic. Clover always had a deep connection with the land around her. The ancient trees whispered to her in soft, melodic voices, and the snowflakes seemed to dance with her every step. Raised by her grandmother, the clan’s spiritual leader, Clover was taught the ways of druidic magic and learned to roam the wilds as a deer or soar the frigid skies as a snowy owl. There was so much freedom, and her heart was happy. With her gifts, she nurtured the land around her, coaxing life from the frozen soil and aiding the creatures of the forest in surviving the harsh winters.
Despite her kinship with nature and love for her grandmother and kin, Clover always felt a yearning for something beyond the borders of the Frostweald. While the tribe was content to live in seclusion, preserving their ancient ways, Clover's heart was filled with an innate curiosity. She wondered about the world beyond the towering pines, beyond the snowstorms that defined the borders of her home. Her kindness and warmth were often misunderstood by the stoic and pragmatic members of her tribe, who valued strength and self-sufficiency over open-heartedness. Clover, innocent and trusting, longed to see how the rest of the world lived but also to share the wisdom of living in harmony with nature.
One fateful winter, the Frostweald was struck by an unusual storm, a dark blizzard unlike any the tribe had seen in living memory. The storm seemed to taint the natural order, causing the plants and animals to wither and sicken. Clover, feeling an overwhelming sense of responsibility, ventured far beyond the borders of the forest in search of answers. It was then that she discovered a corrupted nature spirit spreading its dark influence due to its pain and suffering. Despite her grandmother’s warnings of the dangers, Clover couldn’t ignore the call to restore balance. At great risk, she was able to calm the spirit and heal the corruption that plagued it, restoring it to harmony once again.
This experience changed Clover. The world was too vast and full of suffering, and her kind heart couldn't bear staying home and doing nothing about it. So, with nothing but the knowledge of the land and a deep belief in the goodness of others, Clover left the Frostweald and her clan behind, eager to help those in need and spread balance and harmony across Tal'Dorei.
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
Name: Zebis
Pronouns: He/Him
Class: Warlock (Fathomless)
Background: Noble
Ancestry: Tiefling
Backstory: Zebis was born to a rather prominent family within the Clovis Concord. Known for their skills in negotiations and a high expectation for perfection, his family grew in their wealth and power to where they were known far and wide. This level of of expectation was always put into Zebis, fueling a secret longing to slip out from under the lofty weight of expectations and wealth to instead try out a simpler life, one that they could use to chart his own course and destiny.
As he grew up, his family trained him in all manners of things befitting someone of his station, but also skills to enjoy his favorite hobby: sailing. He quickly learned how to dock many vessels, to rig a sail, and how to properly correct one’s course when out at sea. The sea felt more like home to him than his family home, but he could say nothing about it. Perhaps that is what drew him to it when tragedy struck and Zebis’s whole world began to unravel.
A very important trade deal fell through the cracks due to the involvement of the Revelry, causing the family’s funds to begin drying up. The family’s power was now threatened, and so a gamble and bargain was made. In return for having the backing of one of the more prominent families within the Dwendalian Empire to ensure their seat in the Concord, Zebis would be put forward as a pawn in an arranged marriage, one that would take him away from the sea that felt like home. So, he did the one thing he knew to do: run to the sea.
Using what savings he had, Zebis posed as a new hire for a merchant vessel and became part of the ship’s crew. His first voyage out, though, was a disaster. The ship was caught in a pirate attack, one that the foolish captain attempted to escape by fleeing into an oncoming storm. Inside the storm, cannon fire was exchanged, lightning strikes came onto both ships, and Zebis found himself flung into the ocean as the two ships were torn apart by the storm and taken under. Struggling to stay afloat, Zebis gave in to the waters around him and began to sink below and lose consciousness.
Yet, he found himself alive moments later, washed up onto shore with the remaining debris of both ships. Looking over himself, he seemed to be relatively unscathed, yet resting on his left ring finger was a strange pearl ring…
Name: Cyrus Malegaunt
Pronouns: He/Him
Class: Warlock
Background: Charlatan
Ancestry: Human
Backstory: Cyrus grew up in Westruun, the first son of a successful merchant within the Ironhand Trading Company. Young Cyrus was always more interested in the goings on at the local taverns than his fathers tedious business, and he took a particular interest in the card games, studying the grown-ups play for hours and hours to learn how to spot tells in people. He was still only a boy as he left Westruun to travel to Kymal to play the game for himself, far from the reach of his controlling father.

In Kymal he went from one casino to another, playing cards and winning, until he was discreetly taken to a back room at the Wishing Well where some shadowy people gave him an offer he couldn't refuse, to turn his skills to use for them and work at their casino as a floor manager. Cyrus wasn't particularly keen on the idea at first but realized he would still be able to play the game at times, taking down people who were a bit too lucky and made sure the house regained their losses in a game of cards.
Things went smooth for Cyrus for some time and he made good friends with another employee by the name of Callie who were the casino's best spotter by far. One fateful night came a man along though, playing and winning, winning so much Cyrus had to offer him one of his special high stakes game at a private table with only the two of them present. To Cyrus astonishment the mysterious man with the goatee kept winning, something that hadn't happened before. After winning one final game the man with the goatee smiled and calmly revealed he was not there to play at all but to collect a debt, a debt of Cyrus' father's.
It was a long night for Cyrus, lying awake and slowly digesting what the mysterious man with the goatee had explained, that his once down on his luck father had struck a bargain with him for his firstborn, a firstborn that would one day serve him as his vassal among the mortals. The next day Cyrus went back to work, and the mysterious man with the goatee had disappeared. In fact, no one seemed to remember he had even visited the Wishing Well. Cyrus knew well he hadn't been imagining things though and now he ponders his next step, vowing to sometime in the future to challenge the man with the goatee to another game of cards and win back his freedom.
Character Sheet: Cyrus Malegaunt
Ability scores: 13 13 11 14 13 11
Ability scores: 14 15 16 12 15 9
Closing applications in approximately 24 hours! :)