This adventure is for players that want a rich narrative experience, not those who only want to level up their characters and gain new abilities. Not only is the maximum level limited (see “Epic Six” below for more), but gaining experience will be a slow burn so leveling up will take time.
Welcome, hardy hero, to Labrynthe. While the heart of this campaign will have you and your allies delving into the depths of the titular megadungeon, uncovering its rich history and the story of those that once called it home, our narrative starts somewhere else.
We begin in Redplume Valley, an idyllic landscape of forest, mountain, and farm, as well as the setting of the (usually) peaceful city of Starcoast: your home. While it is up to you how you got here and why, there are a few things you should know.
Firstly, Starcoast is an ancient city, founded over 3,000 years ago, though it has changed much over the millennia. For many years, it was occupied by the devilish Talnine Empire, before fighting for and gaining its independence 367 years ago. While for the first three years of its independence the city was ruled by a “Free Council” of adventurers and merchant princes, they were overthrown by the current government, the Committee for City Safety or, as it is more commonly known, the Comms.
The Comms are a military-police focused on keeping the city safe and the people peaceful. They control the wealth, they control the magic, they control gunpowder and steel, and most importantly, they control education and lawmaking. While Citizens typically believe this to be a good system, many Civilians grumble at favoritism.
Which brings us to our next point: in Starcoast, the difference between Citizen and Civilian is stark and wide. While Civilians are protected in the city's laws, their rights are restricted with rules like curfews, heavy taxes, designated housing, and generally fewer freedoms. The difference can be seen best from sea: the Citizen housing, or the “Top Shelf,” is literally above the Civilian housing, or the “Low Docks,” separated by a cliff 400 feet tall. In a marvel of modern engineering, many elevators and stairways have been built, connecting the two levels, but those are of course controlled by the Comms, who make sure the two areas stay separate.
The only way to become a Citizen is to serve your four-year term in the Comms. Thankfully, they never turn anyone away and are generally quite diverse. The units in the Comms are:
The First Regiment, who protect the Top Shelf and operate the lift system. The Second Regiment, or the Navy Regiment. The Third Regiment, who protect the docks and regulate international trade. The Fourth Regiment, holders of the mountain gates. The Fifth Regiment, the logistics and supplies division. The Sixth Regiment, an underpopulated division focused on controlling the magically-gifted. The Seventh Regiment, or the Engineers. The Eight Regiment, the “Scout Brigade,” who journey beyond the mountains lining the valley and deal with the kobold tribes. The Ninth Regiment, a shadowy group dedicated to supremacy through intelligence.
The Comms are primarily ruled by the Lifer Senate, a group of Citizens who reenlisted for lifelong terms. These dedicated individuals focus their energy and experience to the tasks of keeping Starcoast safe and its people happy, in that order. The Lifers’ motto is “All for the city,” echoing the words of Cassidon Correllean, patron saint of Starcoast.
Everybody in Starcoast is born a Civilian. Those born to Citizen parents can live on the Top Shelf until they come of age (18 years old; for simplicity's sake I have all species mature at the same rate, it's just their overall lifespans differ), but are then sent to the Docks until they serve their four years in the Comms. There is definitely some favoritism when it comes to the children of particularly influential Citizens, which is often viewed as unfair by other Civilians.
You are all new recruits to the Comms, still in basic training and not yet assigned to any particular Regiment. How well you know each other can be discussed during our “session 0” (once players have been chosen but before we begin playing), though you will all know at least each others’ names as you have been going through training together.
EDIT to say: While the majority of the campaign will take place in the megadungeon, Starcoast and the Comms remain an important part of the story.
Some notes about this campaign:
Epic Six:
Epic Six is a game variant for more realistic campaigns (as realistic as wizards throwing fireballs can be, I suppose) that caps level progression at 6th level. This is not a campaign that makes it to 6th level and ends; the story continues, and progression still happens in a way, but there is no more leveling up. This level marks the height of mortal power. Everyone, even NPCs, are bound to it, though monsters can still be more powerful; a dragon is always a dragon-level threat.
Experience:
XP will be awarded 1-3 at a time, depending on the difficulty of an accomplished task. XP is given for defeating monsters, finding valuable treasure, uncovering the story of Labrynthe, good roleplay, and more. To level up, characters will need 10 XP * their current level, and after leveling up their XP resets to 0 (extra XP is rolled over, so if you’re at 9 and gain 2 XP, you revert to 1). After reaching 6th level, characters can earn feats every 50 XP they gain. If your character dies or becomes corrupted (see “Corruption,” below), you can create a new one at the same level, but with 0 XP.
Firearms:
Guns are an emerging technology in this world. If you want your character to start with a gun, talk with me, and we can work something out. Keep in mind only Fighters and Rangers will be allowed to start with one.
Saints:
There is one prime deity of this world: the Allmother. However, people also pay tribute to many saints (such as Cassidon Correllean), who are a diverse group. When creating a character, feel free to create a saint for them to worship, especially if you’re playing a cleric.
Corruption:
This mechanic, stolen from the Deathbringer RPG and modified slightly, replaces alignment. I will be tracking the corruption of each character, increasing it by 1 every time the character commits what I deem to be an evil act, and decreasing it by 1 every time the character does a particularly good act (it takes more than petting a puppy). When corruption reaches 10, the character becomes an evil NPC controlled by me, and you will create a new character.
Okay. With all that out of the way, if you are interested in joining this campaign, applying is easy. Just pitch me a character that fits in with the story. It doesn’t need to be the character you’d actually play if you get chosen, but it is a way for me to see your creativity at work. We will flesh out characters during “session 0,” including things like ability score generation and backstories.
Just as a general note, I’d like to stick with 2024 rules as much as possible. Most importantly, this means only the 10 species from the 2024 PHB.
I will be accepting applications until Wednesday evening (Central US time), and in the end I would like to have six players.
Corin “Cory” Underbough grew up in the Low Docks of Starcoast, one of many halflings living beneath the Top Shelf’s shadow. His father built barrels for the navy, his mother cooked in the market kitchens, and Corin spent his childhood darting through alleyways running errands, watching ships, and learning to keep his head down when the Comms enforced curfews. Still, he dreamed of open roads, wild places, and the freedom the Scout Brigade seemed to embody. When he came of age, he enlisted in the Comms not just to earn Citizen status but to give his family a better life.
Now in basic training, Cory’s sharp eye, steady bow, and quick feet have marked him as promising. While he uses jokes and lighthearted charm to cover his nerves, his ambition burns hot: he wants to rise above the Low Docks and maybe even change the unfair system that divides Starcoast. Corin is determined to prove that a halfling from the bottom can stand tall.
Standard array or roll? Also are you allowing Artificers to use firearms?
Ability scores will be determined once all players are chosen. I have a special method. As for artificers and firearms, no, because artificers aren't proficient martial weapons.
To travel beyond, into the unreachable void... He/Him My characters (Currently WIPs): Kamari De La Sol (Non-Binary Aasimar Way of Mercy Monk), Avery Veritas (Non-Binary Human College of Glamour Bard), Elthea Abott (Female Centaur Circle of the Land Druid), Vlask K'bavenn (Male Bugbear Path of the World Tree Barbarian), Theron Rigel (Female Wood Elven Arcane Archer Fighter), Casimir "Camus" Morgans (Infernal Tiefling Swashbuckler Rogue)
Koa was not born into the tranquility of the monastery, but rather found it as a refuge. As a young boy, his block was caught in the crossfire of a criminal conflict. The sounds of violence—gunfire, explosions, and screams—were the soundtrack to his childhood. When the fighting subsided, his family, like many others, was left shattered, parents and both sisters caught in the crossfire. He sought solace in the nearby monastery, a place untouched by the violence, where the quiet rhythm of prayer and work offered a stark contrast to the chaos he had known. There, he was taken in by the monks and given a new name, Koa, meaning "warrior" in the old tongue—an ironic name for a boy who had sworn off violence.
Years passed, and Koa grew into a devout and dedicated monk. He found purpose in his spiritual duties and solace in the disciplined life of the monastery. He learned to meditate, to tend the gardens, and to find peace in the stillness of his own mind. But the world outside the monastery walls was not so peaceful. Rumors of a new, more ruthless gang began to reach the monks. This group was not just fighting for territory, but was actively targeting the weak and vulnerable, including the very blocks that were just beginning to rebuild.
One day, a young girl, no older than Koa was when he first arrived, was found on the monastery's steps, badly wounded and terrified. She spoke of her family being taken and her home being burned. Her story was a mirror of Koa's past, and it shattered the carefully constructed peace he had built. He saw in her eyes not just a victim, but a reflection of the child he had once been. The monks spoke of prayer and faith, but Koa felt a different calling—a primal, gut-wrenching need to protect the innocent. He knew the path he was about to take was a violation of his vows, a betrayal of the serenity he had sought for so long. But he also knew that faith without action was empty. He chose to honor his name, to become the warrior he was named to be, not for conquest, but for protection. He left the monastery with a heavy heart and a clear purpose, trading his robes for a Comms uniform, believing that sometimes, the only way to protect the light is to stand in the shadows.
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
Wonderful pitch very intriguing premise neat format. I present Eron Colborn a human ranger hell bent on becoming a lifer. “I’ll die on my feet not on my knees!” Eron has worked with horses most of his life. Now as the time seems right he is ready to begin this new phase with others dedicated to protecting Redplume Valley- home and what Eron considers a little heaven on earth. “Catlord I risk this life, as you did yours nine times over. Let my story like yours be an epic tale!” Eron sometimes prays to the patron saint of animals, Saint Carlisle the Catlord. Eron also excels ambidextrously with the longsword, one in each hand, with handaxes on his hip.
While I appreciate your creativity, I will only seriously consider applications that follow the guidelines I laid out in the post. I encourage you to apply, as you do have skill.
Will do! Ah yes, the mercantile district. A bustling place where people and products were plenty. It was also the perfect place to plant oneself while on patrol. A young woman sat atop a nearby roof with an apple in hand, taking a hearty bite out of the juicy morsel as she scanned the area. While the others in her unit thought patrols like this were generally pretty dull, Therian found it quite fun to sit back and watch the city-folk as they went about their day, especially considering this was the first time she'd ever been in a city at all. Born and raised in the fey-like forests of Silva, Therian found the modern day comforts of city life a bit overwhelming at times. Gone were the days where someone like her had to brave the dangers of the wilderness for a meal, or had to run half-across the forest to find cover from the rain. Ever since she was discovered by one of the soldiers who worked here, and was brought to this strange place filled with bright lights, strange smells, and trees of stone that seemed to stretch towards the heavens, comforts quickly became a right, rather than a privilege. She didn't really understand what the soldier (or anyone in this stone forest) was saying at the time, she was a quick learner, and was able to quickly put together what these strange sounds they made meant, and though she herself couldn't speak it all that well, she was able to slowly integrate herself into this stone forest that the locals called a "city", and was even given this job, despite her poor manners and reckless attitude. She chuckled to herself as she thought back on how drastically her life had changed, when suddenly her ear twitched as a shout of "Stop! Thief!" pierced the air. She put her apple away and stretched with a grin and she prepared to pounce. Today was going to be a fun day.
To travel beyond, into the unreachable void... He/Him My characters (Currently WIPs): Kamari De La Sol (Non-Binary Aasimar Way of Mercy Monk), Avery Veritas (Non-Binary Human College of Glamour Bard), Elthea Abott (Female Centaur Circle of the Land Druid), Vlask K'bavenn (Male Bugbear Path of the World Tree Barbarian), Theron Rigel (Female Wood Elven Arcane Archer Fighter), Casimir "Camus" Morgans (Infernal Tiefling Swashbuckler Rogue)
Nail, horned as she may be, is no devil. She steals, yes, cheats, lies, swindles, schemes, backstabs, but she is no devil. She simply lives by the scripture, as any upstanding, faithful Civilian would, of Saint Hylva the Honest, the paramount of which is 'do it to the other guy before he does it to you', roughly speaking. The occasional pickpocketing of visiting merchants bound for the Top Shelf, seldom elevators momentarily out of commission when she happens to be in them with some rich kids, nothing major. Nail rarely steals for coin though, coin is the currency of narrow-minded Dockers and pompous Shelvers. Nail steals for connections. She steals to get a rare trinket for her buddy in the Sixth Regiment; a letter from an opera singer's lover for an obsessed fan over at the Second. She gathers capital of favors and reputation, so by the time she is drafted and served her tenure, Starcoast has a fat, juicy debt dripping with interest to pay her, and she intends to collect.
Donning her uniform for the first time, Amaranth ran through a prayer to the Allmother, acknowledging Cassidon, and her own saint, Triel Hearthstone, guard of the home. Her parents, beamed as she prepared to venture into service, they were born on the shelf, and had raised her to be a light among the people, protecting and guiding Citizen and Civilian alike. She was excited for the opportunity, especially to go among the Civilians and encourage them to lift themselves up by joining the Comms themselves. Unfortunately for her, the world was not quite as rosy as her studies have led her to believe. (Human Cleric)
Jax Jax was born on the streets. Her parents were poor nobodies, hawking goods in the markets of the Docks, putting her to work as soon as she could walk. She taught herself to steal and fight and worked her way up in the underbelly of Starcoast, taunting the Comms and living on the edge. She got arrested finally and with her gifts and reputation, a cleric of St. Cyril, patron saint of second chances, got involved with her case and got her a unique opportunity to join the Comms and have her record expunged if she made it through her 4 year term. Seeing maybe her one shot at living the high life, she jumped at the chance. (Human Rogue)
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Coriana - Company of the Grey Chain Wagner - Dragon Heist: Bards. DM - The Old Keep
Very interested in this premise, I did however have one small question: are all people born into this society Civilians before their service? Or do people inherit the station of their parents? The wording is just unclear enough that I'm not sure, and it's an important disambiguation for the character idea I had in mind (that is to say, the illegitimate child of a prominent Citizen with a chip on their shoulder to prove they have what it takes). That idea could still work if everyone starts out a Civilian - I imagine even then having an illegitimate child with a lowborn Civilian would be scandalous in the extreme - but it might affect some of the context.
{Since most of the entries so far are from the Low Docks, I thought someone from the Top Shelf might be appropriate.}
Zyrelle had always had sheltered life, born from two citizens on the Upper shelf, she faced little in the way of difficulties while growing up. She inherited a bit of the divine from her mother, an aasimar cleric, but mostly took after her father, a human wizard.
Zyrelle had a childhood of privilege, always having plenty of food, a safe place to sleep, access to the best schools and tutoring. She was expected to put in long hours of study, but since she loved to learn (especially magic), being able to so was a source of delight, not a chore.
Zyrelle has been taught that the system works to keep the citizens safe, and this has matched her personal experience. She hasn't seen what life in the lower docks is like, nor has she left the safety of the city.
Her father is still active in the Sixth Regiment, who don't have enough personal for him to retire. Besides, he'd rather be the one controlling the use of magic in the city rather than the one controlled. He has made sure that his daughter is well trained in what is and is not allowed usage of magic, so that she can avoid trouble.
Her mother was a member of the Fifth Regiment, one of many providing support for the other regiments. In her case her primary duties were providing healing when needed, though she also helped with supplies. She was especially good at checking that food supplies had not spoiled.
Now come of age, it was Zyrelle's turn join the Comms, to follow in her parents footsteps. She was looking forward to new experiences, to putting her years of training to use.
{Zyrelle is going to be surprised to learn how hard life has been for the others. She believes is the comms, that they do good work, and that that this is a good system. But while naive about the harshness of the world, she's a good kid at heart.}
{One question came to mind while writing the above, how are children of citizens treated? Are they automatically citizens at birth? Are they civilians, but treated as citizens till they come of age? Or they are civilians, subject to all curfews and other rules for civilians? I'm assuming that they at least get to live on the upper shelf with their parents, and get better training as well.}
The expectation for Zozie was always to serve. There was never any questions about it, it would be unthinkable for any member of the Von Bartok family not to fulfill their duty. The family line had been citizens for generations. Each member serving their term in the Comms in stride. And when your parents both come from magical prodigies, there is just that much more pressure to perform…perfectly. Zozie was the middle child of the Von Bartok’s. He was currently undergoing his basic training. Recruit Von Bartok, as his older sister often referred to him these days in letters. (She was nearing the end of her first term, and planned to stay on herself.) How far would Zozie get, though? Four years seemed like a lifetime to him these days. The training was tough but the weight of obligations was heavier upon the youth. Could he fulfill those obligation? Is this what he wanted? Did it mater what he wanted? “Do it for the family! Do it cause it’s right! Do it cause it’s heritage!” All these and more echoed in his head, all…the…time.
With a breath, he cleared his head and resolved to commit to the path destined for him. Knowing that failure meant losing everything he loved…family. He would do what he must, not out of fear of losing their love. But rather with the love he knew he had for them.
Very interested in this premise, I did however have one small question: are all people born into this society Civilians before their service? Or do people inherit the station of their parents? The wording is just unclear enough that I'm not sure, and it's an important disambiguation for the character idea I had in mind (that is to say, the illegitimate child of a prominent Citizen with a chip on their shoulder to prove they have what it takes). That idea could still work if everyone starts out a Civilian - I imagine even then having an illegitimate child with a lowborn Civilian would be scandalous in the extreme - but it might affect some of the context.
An excellent question! All people born are born Civilians. They get to live with their parents until they come of age (18 years old; for the sake of simplicity I have all species mature at the same rate, just their overall lifespans vary), and enjoy a life of privilege for a time, but they are eventually sent to live among other Civilians until they serve their time in the Comms. There is some favoritism when a particularly notable Citizen’s child gets sent to the Docks, which is pretty rightfully believed to be unfair.
Breora knew back alleys and rooftops like the back of her hand, and she had learned to pick a lock before she could read. It was really no surprise though; her father, Yarmo, was the greatest smuggler in all the Low Docks. Breora was especially close to her father, and she grew up to be his best runner. She was a natural at moving through the streets quickly and undetected. But, like all great criminals before him, Yarmo's time eventually ran out.
One fateful night, Breora heard a loud bang at the door of their home. The Comms had finally found them. She quickly retreated into gap under the floorboards, having practiced what to do should this situation ever arise. Yarmo hadn't been so quick. Breora stared through the floorboards, and watched as they took her father away from her. The face of the man who beat her father and cackled as he struggled had been burned into her memory. Once she could no longer see her father, Breora fled out the secret exit in the floorboards, and made her escape onto the streets. Just a few days later, she saw in the paper that Yarmo had been hung. After grieving, she swore revenge on the man who had taken her father away. She joined the Comms, hoping to find the man from the inside and bring justice for her father.
Coranth has always had a flair for the dramatic. At a young age he joined a traveling carnival. As a dragonborn he often got curious stares and used that to his and his carnival 's advantage. He would often go out ahead of the carnival to drum up interest and excitement. Four years ago they were supposed to have their first show in Starcoast. Unfortunately fate had other plans, as they were on their way across the sea a great storm struck. While most of crew and passengers of the ship they were on survived, most of their baggage including their props and equipment was lost at sea. The troupe, having no way to perform found themselves stranded in Starcoast. As time went on the troupe broke up, members moving on, some traveling on their own to find new opportunities, others attempting to settle down in Starcoast. Coranth, a sorcerer decided to make the most of his situation and joined the comms. Where will this new direction in his life lead him? Only time will tell.
Disclaimer:
This adventure is for players that want a rich narrative experience, not those who only want to level up their characters and gain new abilities. Not only is the maximum level limited (see “Epic Six” below for more), but gaining experience will be a slow burn so leveling up will take time.
Welcome, hardy hero, to Labrynthe. While the heart of this campaign will have you and your allies delving into the depths of the titular megadungeon, uncovering its rich history and the story of those that once called it home, our narrative starts somewhere else.
We begin in Redplume Valley, an idyllic landscape of forest, mountain, and farm, as well as the setting of the (usually) peaceful city of Starcoast: your home. While it is up to you how you got here and why, there are a few things you should know.
Firstly, Starcoast is an ancient city, founded over 3,000 years ago, though it has changed much over the millennia. For many years, it was occupied by the devilish Talnine Empire, before fighting for and gaining its independence 367 years ago. While for the first three years of its independence the city was ruled by a “Free Council” of adventurers and merchant princes, they were overthrown by the current government, the Committee for City Safety or, as it is more commonly known, the Comms.
The Comms are a military-police focused on keeping the city safe and the people peaceful. They control the wealth, they control the magic, they control gunpowder and steel, and most importantly, they control education and lawmaking. While Citizens typically believe this to be a good system, many Civilians grumble at favoritism.
Which brings us to our next point: in Starcoast, the difference between Citizen and Civilian is stark and wide. While Civilians are protected in the city's laws, their rights are restricted with rules like curfews, heavy taxes, designated housing, and generally fewer freedoms. The difference can be seen best from sea: the Citizen housing, or the “Top Shelf,” is literally above the Civilian housing, or the “Low Docks,” separated by a cliff 400 feet tall. In a marvel of modern engineering, many elevators and stairways have been built, connecting the two levels, but those are of course controlled by the Comms, who make sure the two areas stay separate.
The only way to become a Citizen is to serve your four-year term in the Comms. Thankfully, they never turn anyone away and are generally quite diverse. The units in the Comms are:
The First Regiment, who protect the Top Shelf and operate the lift system.
The Second Regiment, or the Navy Regiment.
The Third Regiment, who protect the docks and regulate international trade.
The Fourth Regiment, holders of the mountain gates.
The Fifth Regiment, the logistics and supplies division.
The Sixth Regiment, an underpopulated division focused on controlling the magically-gifted.
The Seventh Regiment, or the Engineers.
The Eight Regiment, the “Scout Brigade,” who journey beyond the mountains lining the valley and deal with the kobold tribes.
The Ninth Regiment, a shadowy group dedicated to supremacy through intelligence.
The Comms are primarily ruled by the Lifer Senate, a group of Citizens who reenlisted for lifelong terms. These dedicated individuals focus their energy and experience to the tasks of keeping Starcoast safe and its people happy, in that order. The Lifers’ motto is “All for the city,” echoing the words of Cassidon Correllean, patron saint of Starcoast.
Everybody in Starcoast is born a Civilian. Those born to Citizen parents can live on the Top Shelf until they come of age (18 years old; for simplicity's sake I have all species mature at the same rate, it's just their overall lifespans differ), but are then sent to the Docks until they serve their four years in the Comms. There is definitely some favoritism when it comes to the children of particularly influential Citizens, which is often viewed as unfair by other Civilians.
You are all new recruits to the Comms, still in basic training and not yet assigned to any particular Regiment. How well you know each other can be discussed during our “session 0” (once players have been chosen but before we begin playing), though you will all know at least each others’ names as you have been going through training together.
EDIT to say: While the majority of the campaign will take place in the megadungeon, Starcoast and the Comms remain an important part of the story.
Some notes about this campaign:
Epic Six:
Epic Six is a game variant for more realistic campaigns (as realistic as wizards throwing fireballs can be, I suppose) that caps level progression at 6th level. This is not a campaign that makes it to 6th level and ends; the story continues, and progression still happens in a way, but there is no more leveling up. This level marks the height of mortal power. Everyone, even NPCs, are bound to it, though monsters can still be more powerful; a dragon is always a dragon-level threat.
Experience:
XP will be awarded 1-3 at a time, depending on the difficulty of an accomplished task. XP is given for defeating monsters, finding valuable treasure, uncovering the story of Labrynthe, good roleplay, and more. To level up, characters will need 10 XP * their current level, and after leveling up their XP resets to 0 (extra XP is rolled over, so if you’re at 9 and gain 2 XP, you revert to 1). After reaching 6th level, characters can earn feats every 50 XP they gain. If your character dies or becomes corrupted (see “Corruption,” below), you can create a new one at the same level, but with 0 XP.
Firearms:
Guns are an emerging technology in this world. If you want your character to start with a gun, talk with me, and we can work something out. Keep in mind only Fighters and Rangers will be allowed to start with one.
Saints:
There is one prime deity of this world: the Allmother. However, people also pay tribute to many saints (such as Cassidon Correllean), who are a diverse group. When creating a character, feel free to create a saint for them to worship, especially if you’re playing a cleric.
Corruption:
This mechanic, stolen from the Deathbringer RPG and modified slightly, replaces alignment. I will be tracking the corruption of each character, increasing it by 1 every time the character commits what I deem to be an evil act, and decreasing it by 1 every time the character does a particularly good act (it takes more than petting a puppy). When corruption reaches 10, the character becomes an evil NPC controlled by me, and you will create a new character.
Okay. With all that out of the way, if you are interested in joining this campaign, applying is easy. Just pitch me a character that fits in with the story. It doesn’t need to be the character you’d actually play if you get chosen, but it is a way for me to see your creativity at work. We will flesh out characters during “session 0,” including things like ability score generation and backstories.
Just as a general note, I’d like to stick with 2024 rules as much as possible. Most importantly, this means only the 10 species from the 2024 PHB.
I will be accepting applications until Wednesday evening (Central US time), and in the end I would like to have six players.
Standard array or roll? Also are you allowing Artificers to use firearms?
Cats go Moo!
This sounds awesome!
Corin “Cory” Underbough grew up in the Low Docks of Starcoast, one of many halflings living beneath the Top Shelf’s shadow. His father built barrels for the navy, his mother cooked in the market kitchens, and Corin spent his childhood darting through alleyways running errands, watching ships, and learning to keep his head down when the Comms enforced curfews. Still, he dreamed of open roads, wild places, and the freedom the Scout Brigade seemed to embody. When he came of age, he enlisted in the Comms not just to earn Citizen status but to give his family a better life.
Now in basic training, Cory’s sharp eye, steady bow, and quick feet have marked him as promising. While he uses jokes and lighthearted charm to cover his nerves, his ambition burns hot: he wants to rise above the Low Docks and maybe even change the unfair system that divides Starcoast. Corin is determined to prove that a halfling from the bottom can stand tall.
Ability scores will be determined once all players are chosen. I have a special method. As for artificers and firearms, no, because artificers aren't proficient martial weapons.
If general creativity is all that's required, I present to thee: My magnum opus (My favorite group of NPCs from a campaign I run)
(Please ignore the fact that some stats are unfinished, I forgor to roll those...)
https://docs.google.com/document/d/1B5b2JDLSVQ9blXdb8mCtrK_z8JJLGpjJJNu3atuBj0I/edit?tab=t.0
To travel beyond, into the unreachable void...
He/Him
My characters (Currently WIPs): Kamari De La Sol (Non-Binary Aasimar Way of Mercy Monk), Avery Veritas (Non-Binary Human College of Glamour Bard), Elthea Abott (Female Centaur Circle of the Land Druid), Vlask K'bavenn (Male Bugbear Path of the World Tree Barbarian), Theron Rigel (Female Wood Elven Arcane Archer Fighter), Casimir "Camus" Morgans (Infernal Tiefling Swashbuckler Rogue)
Here we go:
Koa was not born into the tranquility of the monastery, but rather found it as a refuge. As a young boy, his block was caught in the crossfire of a criminal conflict. The sounds of violence—gunfire, explosions, and screams—were the soundtrack to his childhood. When the fighting subsided, his family, like many others, was left shattered, parents and both sisters caught in the crossfire. He sought solace in the nearby monastery, a place untouched by the violence, where the quiet rhythm of prayer and work offered a stark contrast to the chaos he had known. There, he was taken in by the monks and given a new name, Koa, meaning "warrior" in the old tongue—an ironic name for a boy who had sworn off violence.
Years passed, and Koa grew into a devout and dedicated monk. He found purpose in his spiritual duties and solace in the disciplined life of the monastery. He learned to meditate, to tend the gardens, and to find peace in the stillness of his own mind. But the world outside the monastery walls was not so peaceful. Rumors of a new, more ruthless gang began to reach the monks. This group was not just fighting for territory, but was actively targeting the weak and vulnerable, including the very blocks that were just beginning to rebuild.
One day, a young girl, no older than Koa was when he first arrived, was found on the monastery's steps, badly wounded and terrified. She spoke of her family being taken and her home being burned. Her story was a mirror of Koa's past, and it shattered the carefully constructed peace he had built. He saw in her eyes not just a victim, but a reflection of the child he had once been. The monks spoke of prayer and faith, but Koa felt a different calling—a primal, gut-wrenching need to protect the innocent. He knew the path he was about to take was a violation of his vows, a betrayal of the serenity he had sought for so long. But he also knew that faith without action was empty. He chose to honor his name, to become the warrior he was named to be, not for conquest, but for protection. He left the monastery with a heavy heart and a clear purpose, trading his robes for a Comms uniform, believing that sometimes, the only way to protect the light is to stand in the shadows.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Wonderful pitch very intriguing premise neat format.
I present Eron Colborn a human ranger hell bent on becoming a lifer. “I’ll die on my feet not on my knees!” Eron has worked with horses most of his life. Now as the time seems right he is ready to begin this new phase with others dedicated to protecting Redplume Valley- home and what Eron considers a little heaven on earth. “Catlord I risk this life, as you did yours nine times over. Let my story like yours be an epic tale!” Eron sometimes prays to the patron saint of animals, Saint Carlisle the Catlord. Eron also excels ambidextrously with the longsword, one in each hand, with handaxes on his hip.
“I am a leaf on the wind! Watch how I soar.”
While I appreciate your creativity, I will only seriously consider applications that follow the guidelines I laid out in the post. I encourage you to apply, as you do have skill.
Will do!
Ah yes, the mercantile district. A bustling place where people and products were plenty. It was also the perfect place to plant oneself while on patrol. A young woman sat atop a nearby roof with an apple in hand, taking a hearty bite out of the juicy morsel as she scanned the area. While the others in her unit thought patrols like this were generally pretty dull, Therian found it quite fun to sit back and watch the city-folk as they went about their day, especially considering this was the first time she'd ever been in a city at all. Born and raised in the fey-like forests of Silva, Therian found the modern day comforts of city life a bit overwhelming at times. Gone were the days where someone like her had to brave the dangers of the wilderness for a meal, or had to run half-across the forest to find cover from the rain. Ever since she was discovered by one of the soldiers who worked here, and was brought to this strange place filled with bright lights, strange smells, and trees of stone that seemed to stretch towards the heavens, comforts quickly became a right, rather than a privilege. She didn't really understand what the soldier (or anyone in this stone forest) was saying at the time, she was a quick learner, and was able to quickly put together what these strange sounds they made meant, and though she herself couldn't speak it all that well, she was able to slowly integrate herself into this stone forest that the locals called a "city", and was even given this job, despite her poor manners and reckless attitude. She chuckled to herself as she thought back on how drastically her life had changed, when suddenly her ear twitched as a shout of "Stop! Thief!" pierced the air. She put her apple away and stretched with a grin and she prepared to pounce. Today was going to be a fun day.
To travel beyond, into the unreachable void...
He/Him
My characters (Currently WIPs): Kamari De La Sol (Non-Binary Aasimar Way of Mercy Monk), Avery Veritas (Non-Binary Human College of Glamour Bard), Elthea Abott (Female Centaur Circle of the Land Druid), Vlask K'bavenn (Male Bugbear Path of the World Tree Barbarian), Theron Rigel (Female Wood Elven Arcane Archer Fighter), Casimir "Camus" Morgans (Infernal Tiefling Swashbuckler Rogue)
Nail, horned as she may be, is no devil. She steals, yes, cheats, lies, swindles, schemes, backstabs, but she is no devil. She simply lives by the scripture, as any upstanding, faithful Civilian would, of Saint Hylva the Honest, the paramount of which is 'do it to the other guy before he does it to you', roughly speaking. The occasional pickpocketing of visiting merchants bound for the Top Shelf, seldom elevators momentarily out of commission when she happens to be in them with some rich kids, nothing major. Nail rarely steals for coin though, coin is the currency of narrow-minded Dockers and pompous Shelvers. Nail steals for connections. She steals to get a rare trinket for her buddy in the Sixth Regiment; a letter from an opera singer's lover for an obsessed fan over at the Second. She gathers capital of favors and reputation, so by the time she is drafted and served her tenure, Starcoast has a fat, juicy debt dripping with interest to pay her, and she intends to collect.
I had two good ideas.
Amaranth
She was born to do this.
Donning her uniform for the first time, Amaranth ran through a prayer to the Allmother, acknowledging Cassidon, and her own saint, Triel Hearthstone, guard of the home. Her parents, beamed as she prepared to venture into service, they were born on the shelf, and had raised her to be a light among the people, protecting and guiding Citizen and Civilian alike. She was excited for the opportunity, especially to go among the Civilians and encourage them to lift themselves up by joining the Comms themselves. Unfortunately for her, the world was not quite as rosy as her studies have led her to believe. (Human Cleric)
Jax
Jax was born on the streets. Her parents were poor nobodies, hawking goods in the markets of the Docks, putting her to work as soon as she could walk. She taught herself to steal and fight and worked her way up in the underbelly of Starcoast, taunting the Comms and living on the edge. She got arrested finally and with her gifts and reputation, a cleric of St. Cyril, patron saint of second chances, got involved with her case and got her a unique opportunity to join the Comms and have her record expunged if she made it through her 4 year term. Seeing maybe her one shot at living the high life, she jumped at the chance. (Human Rogue)
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Very interested in this premise, I did however have one small question: are all people born into this society Civilians before their service? Or do people inherit the station of their parents? The wording is just unclear enough that I'm not sure, and it's an important disambiguation for the character idea I had in mind (that is to say, the illegitimate child of a prominent Citizen with a chip on their shoulder to prove they have what it takes). That idea could still work if everyone starts out a Civilian - I imagine even then having an illegitimate child with a lowborn Civilian would be scandalous in the extreme - but it might affect some of the context.
{Since most of the entries so far are from the Low Docks, I thought someone from the Top Shelf might be appropriate.}
Zyrelle had always had sheltered life, born from two citizens on the Upper shelf, she faced little in the way of difficulties while growing up. She inherited a bit of the divine from her mother, an aasimar cleric, but mostly took after her father, a human wizard.
Zyrelle had a childhood of privilege, always having plenty of food, a safe place to sleep, access to the best schools and tutoring. She was expected to put in long hours of study, but since she loved to learn (especially magic), being able to so was a source of delight, not a chore.
Zyrelle has been taught that the system works to keep the citizens safe, and this has matched her personal experience. She hasn't seen what life in the lower docks is like, nor has she left the safety of the city.
Her father is still active in the Sixth Regiment, who don't have enough personal for him to retire. Besides, he'd rather be the one controlling the use of magic in the city rather than the one controlled. He has made sure that his daughter is well trained in what is and is not allowed usage of magic, so that she can avoid trouble.
Her mother was a member of the Fifth Regiment, one of many providing support for the other regiments. In her case her primary duties were providing healing when needed, though she also helped with supplies. She was especially good at checking that food supplies had not spoiled.
Now come of age, it was Zyrelle's turn join the Comms, to follow in her parents footsteps. She was looking forward to new experiences, to putting her years of training to use.
{Zyrelle is going to be surprised to learn how hard life has been for the others. She believes is the comms, that they do good work, and that that this is a good system. But while naive about the harshness of the world, she's a good kid at heart.}
{One question came to mind while writing the above, how are children of citizens treated? Are they automatically citizens at birth? Are they civilians, but treated as citizens till they come of age? Or they are civilians, subject to all curfews and other rules for civilians? I'm assuming that they at least get to live on the upper shelf with their parents, and get better training as well.}
The expectation for Zozie was always to serve. There was never any questions about it, it would be unthinkable for any member of the Von Bartok family not to fulfill their duty. The family line had been citizens for generations. Each member serving their term in the Comms in stride. And when your parents both come from magical prodigies, there is just that much more pressure to perform…perfectly.
Zozie was the middle child of the Von Bartok’s. He was currently undergoing his basic training. Recruit Von Bartok, as his older sister often referred to him these days in letters. (She was nearing the end of her first term, and planned to stay on herself.) How far would Zozie get, though? Four years seemed like a lifetime to him these days. The training was tough but the weight of obligations was heavier upon the youth. Could he fulfill those obligation? Is this what he wanted? Did it mater what he wanted?
“Do it for the family! Do it cause it’s right! Do it cause it’s heritage!” All these and more echoed in his head, all…the…time.
With a breath, he cleared his head and resolved to commit to the path destined for him. Knowing that failure meant losing everything he loved…family. He would do what he must, not out of fear of losing their love. But rather with the love he knew he had for them.
And two of us come up with similar ideas at the same time :-)
An excellent question! All people born are born Civilians. They get to live with their parents until they come of age (18 years old; for the sake of simplicity I have all species mature at the same rate, just their overall lifespans vary), and enjoy a life of privilege for a time, but they are eventually sent to live among other Civilians until they serve their time in the Comms. There is some favoritism when a particularly notable Citizen’s child gets sent to the Docks, which is pretty rightfully believed to be unfair.
Breora Tenbrush:
Breora knew back alleys and rooftops like the back of her hand, and she had learned to pick a lock before she could read. It was really no surprise though; her father, Yarmo, was the greatest smuggler in all the Low Docks. Breora was especially close to her father, and she grew up to be his best runner. She was a natural at moving through the streets quickly and undetected. But, like all great criminals before him, Yarmo's time eventually ran out.
One fateful night, Breora heard a loud bang at the door of their home. The Comms had finally found them. She quickly retreated into gap under the floorboards, having practiced what to do should this situation ever arise. Yarmo hadn't been so quick. Breora stared through the floorboards, and watched as they took her father away from her. The face of the man who beat her father and cackled as he struggled had been burned into her memory. Once she could no longer see her father, Breora fled out the secret exit in the floorboards, and made her escape onto the streets. Just a few days later, she saw in the paper that Yarmo had been hung. After grieving, she swore revenge on the man who had taken her father away. She joined the Comms, hoping to find the man from the inside and bring justice for her father.
Coranth has always had a flair for the dramatic. At a young age he joined a traveling carnival. As a dragonborn he often got curious stares and used that to his and his carnival 's advantage. He would often go out ahead of the carnival to drum up interest and excitement. Four years ago they were supposed to have their first show in Starcoast. Unfortunately fate had other plans, as they were on their way across the sea a great storm struck. While most of crew and passengers of the ship they were on survived, most of their baggage including their props and equipment was lost at sea. The troupe, having no way to perform found themselves stranded in Starcoast. As time went on the troupe broke up, members moving on, some traveling on their own to find new opportunities, others attempting to settle down in Starcoast. Coranth, a sorcerer decided to make the most of his situation and joined the comms. Where will this new direction in his life lead him? Only time will tell.
Great minds think alike?!?
Happy Gaming.