Wars still are fought, mortal kings undone, Though the victors gain naught When all becomes one.
The continent of Bràite Edin stands at a crossroads.
At the center of the emerald landmass, the three great rivers that feed the continent all originate from a single source, a lake known by several names among the continent's inhabitants. The Aethian kingdom, relative newcomers to the continent after establishing themselves only 150 years ago, call it Threkia. The Vyrik confederation, the last successful invaders of Bràite Edin prior to the Aethian landing, know it as Traeflyr. And the native Lonac chiefdoms have always known the lake as Sroth Medan, The Three Waters.
Conflict over the region for its critical resource, religious and strategic value has been a constant for millenia. That is, at least, before the Miracle of the Dawn 80 years ago.
On the eve of what would have been the largest conflict ever fought on the banks of the Three Waters, the climax of a 10-year war between all three states of Bràite Edin, the high officers of each army met on a small islet at the center of the lake. None still live that were present at this meeting, and specifics have been lost to time. All that is known is that the next day, the armies' leaders rejected the authority of their secular kings and proclaimed a new divine order - The Trimachy.
In short, The Trimachy claims to derive its authority from the singular and all-powerful god of the manifold planes of existence, and further claims that the deities known to all mortals are only fragmented aspects of the one creator. While at the time it was seen only as a strange, fringe religious cult, over the last eight decades The Trimachy has legitimately laid claim to the areas immediately surrounding The Three Waters, and grown from a strange following of a few dozen to a religious and scholarly order of several hundred members. It has become a de facto government at the center of Bràite Edin, and attempted expeditions by each of the three surrounding states to dislodge the upstart organization have failed. With every victory, The Trimachy grows its legitimacy, attracts new and powerful warrior monks and scholars fleeing the surrounding states, and converts nearby commonfolk to its new philosophy.
You are a member of The Trimachy. Or, at least, you've come to reside within their claimed lands over the last 80 years, whether you chose to or not. Perhaps you already lived in one of the settlements along the banks of the Three Waters when they rose to prominence. Perhaps you are a zealous convert who truly believes in their new theology. You may be a merchant establishing relations with this upstart government, or a spy from any of the surrounding kingdoms sent to monitor its activites.
Whatever the case, word of rising tensions has been brought to the area by travelers, and you've caught wind of those rumors. Border skirmishes between Aethia and the Vyrik states have kicked off once again. Bodies have recently been found washed up on the shores of the great lake, raising spiritual and practical safety concerns, tainting what is supposed to be a holy place. And while the three surrounding states have not made any new incursions into The Trimachy's territory in almost a decade, pressure remains from the clerical and political elite of every kingdom to reject the young movement's authority and bring it back into the fold.
The Three Waters are either the birthplace of the gods, the cradle of all creation, or the place all things will come to an end, depending on who you ask. Now, though, it has become a sanctuary for those seeking asylum, a destination for theologians, traders, mercenaries or anyone seeking their fortune. And most importantly, it is a powder keg for the entirety of Bràite Edin, surrounded by many potential sparks.
Hey all!
This campaign and setting is something I've wanted to run for some time now, based loosely on the setup to a forum roleplay me and my friends participated in a long while ago, when the internet was young. I've envisioned it as a fairly political campaign mixed in with wading into theology in a world where the gods aren't quite as proactive as in some settings, dealing more in mystic symbolism and indirect influence on their flocks of followers, with just enough presence that most folk accept their existence and power.
For those that strive to create character concepts that match the world closely, this is a setting mostly inspired by Celtic mythology and aesthetic, though each of the three warring states deviate from that general theme as outside invaders to the continent.
Otherwise, some general things:
1) I'm running this with 2024 rules, as I haven't yet run a game with them and want to see just how much I like the changes! Rolled stats and Lvl 1 start 2) Humans, elvenkind and halflings are the most common races, though I am open to any race players like. I'm also open to most any third-party content so long as you share any info I'll need with me 3) I don't plan to go into any crazy content territory, but please communicate with me any specifics you might not enjoy being part of this campaign! 4) I will post a more extensive lore section to cover the three kingdoms/religion in the setting later on this evening, but feel free to ask me anything backstory related if you wish! 5) I'll be looking for 5-6 players, will likely run the campaign through PMs unless there's consensus to not do so 6) Please link me to a full character sheet as you apply so that I can keep track of everyone's abilities/proficiencies/etc! I will set up a campaign on DnDB
To apply:
Name: Species: Class (feel free to list planned subclass, not required however): Backstory: Character sheet link:
The Lonac Chiefdoms, made up of a mix of elves, humans and halflings, represent the traditional way of life in Bràite Edin - matriarchal, semi-nomadic peoples that carve their way of life out of existing nature, rather than bending it to their will. While not all Lonac are druids, what is most commonly considered "druidism" is rooted in the Lonac peoples' traditional religion. The Lonac traditionally believe every aspect of nature is inhabited by spirits that protect them. Anything from an individual pebble to a towering oak might have one of these spirits living within, and those spirits are uniquely responsible for guarding that aspect of nature.
For this reason, the Lonac aim to dwell within the limits nature has provided, rather than clear land for mass agriculture, industrial construction or "settled" living. They do construct temples and other permanent structures, though only through the magic of generative druidcraft, not from harvesting existing nature.
With their people's looser theology, free of strict doctrine and a central "church" to organize around, many Lonac make up the recent converts claimed by The Trimachy.
The Aethian Kingdom is not truly ruled from Bràite Edin, but a far off home archipelago containing its capital and center of government. The Aethian presence in Bràite Edin, established 150 years ago after a brief conflict with a coastal Lonac chiefdom, mostly consists of seaside colonies and grand constructions on the western coastline's towering cliffs, across which the famed Aethian Griffon riders patrol proudly.
Aethians are primarily Elvish, though their home islands are also home to many Tieflings, some of which have traveled to Bràite Edin. Their parental gods of the sea and sky, Thessia and Aklios, are revered with small shrines in almost every Aethian home, and taking to a life on the sea or become a Griffon rider are two of the highest honors any Aethian can achieve.
For the kingdom, its presence in Bràite Edin is primarily an economic venture, granting access to more resources and markets. The clergy in Aethia are perhaps the most angered by The Trimachy's emergence, as it has spawned an offshoot group within Aethia's colonies that believe Thessia and Aklios to be one and the same being, a grave heresy the Temple of Salt and Sky is cracking down on harshly.
The Vyrik Confederation are the descendants of reavers from the Vyrik Isles, a rugged set of 10 small islands to the northeast of Bràite Edin. Vyrik raiders have always had some contact with the continent's natives, but 400 years ago was the first time they constructed settlements on the north short rather than simply raiding, and over time the Vyrik people on Bràite Edin have drifted away from their island kin, becoming a separate group altogether.
Their longboats are a common sight sailing up the river that extends north from The Three Waters, and they have come to believe that is where the world's end will take place. Many Vyrikmen have defected to The Trimachy in anticipation of this great armageddon, believing the Miracle of the Dawn was its harbinger.
Like Aethians, Vyrikmen worship gods of the sea and sky, Torfal and Vykrir, though they have a more extensive pantheon with major deities overseeing war, the winds, the sun and the moon as well. Each of the Vyrik city states that have banded together in loose confederation also have minor local gods they worship to varying degrees.
The Miracle of the Dawn took place 80 years ago and has become the equivalent of a modern myth in the decades since.
On the eve of what would have been the largest - and likely bloodiest - battle ever fought for control of The Three Waters, the three commanders from the Vyrik, Aethian and Locan fighting forces allegedly held a clandestine meeting on a small island at the center of the great lake. No witnesses from the night, many of whom are still living, saw them leave camp or row to the island.
While many witnesses to the event from afar remain, no one who attended the meeting that precipitated the miracle lives today. The names of the original Trimachy Council - Flynn Leafglide of the Lonac, Aghi Anursson of the Vyrik states and Filvenda Goldstrake of Aethia - are now well known, however, and some revere them as sacred peacemakers.
The night of the meeting was exceptionally clear, as witnesses recall, and in the early morning hours before sunrise a towering beam of light reaching thousands of feet into the sky broke through the dark, followed by a deafening thundercrack that knocked armored men to their backs, uprooted small trees and shook the earth around The Three Waters. The following day, the small island that was once present was replaced by a gargantuan ash tree, the Bránn Creicha, orgreat heart.
Whether it was divine intervention or powerful magic, the three leaders returned to their troops the following morning and bid them lay down their arms and mingle with their enemies in the shade of the Bránn Creicha. It was there the original triumverate formally rejected the authority of their earthly governments and explained what they saw as the new truth.
In the decades since, unusual magical powers have become common for those that were living on the banks of the Three Waters at the time. While the Bránn Creicha is clearly magical, attempts to explore exactly what type of power emanates from the tree have all failed. It remains within a walled temple complex today.
Would the player options from Crooked Moon (I'd like to play a Philosopher Wizard) be allowed? They're integrated into DNDBeyond and I can share them with other players as well.
Name: Geron Xerion Species: Human Class (feel free to list planned subclass, not required however): Wizard (Philosopher) Backstory: As the child of a middle class merchant and a barrister, Geron grew up accustomed to material comforts. His parents encouraged his intellectual pursuits and hired tutors to teach him what they couldn't. And when Geron wasn't learning or practicing what he'd learned he was feasting, partying, and generally living it up. Knowing his family's wealth was likely to end with him if he didn't do something, Geron was dead set on maintaining the lifestyle to which he'd grown accustomed. But rather than grinding away at a trade to earn a wage, he planned to get rich through alchemy. Or, at the very least, earn himself the support of a powerful patron with lots of money who could provide him with all the luxuries he desired. But it wasn't just wealth and power Geron was after, the sciences he pursues promise the secret of immortality through the creation of the ultimate expression of alchemy: The Philosopher's Stone. Geron isn't particularly religious, subsciribing to a magical materialistic philosophy, but he's smart enough to know that openly opposing religious authorities is a bad idea likely to get him burned at the stake. For now Geron makes a living supplying alchemical items to whoever pays him. Character sheet link: https://www.dndbeyond.com/characters/153957912
Class (feel free to list planned subclass, not required however): Druid (no subclass yet)
Backstory: Niamh is an apprentice to the old Lake Warden, one of many hermitic practitioners of the old way (druidism). They usually keep to themselves and try to maintain natural balance in the wildest places near Three Waters, but when the bodies began to wash ashore, Niamh couldn't remain secluded any more and set out to try and teach the surrounding folks a lesson in keeping the peace. (I know it doesn't align much with the traditional 'soldier' background, but she's a nature warden and hunter)
Name: Aspen Species: wood elf Class (feel free to list planned subclass, not required however): sorcerer 1 (shadow magic) planning to multiclass into hexblade warlock if acceptable Backstory: Aspen was born into the loving arms of his village of the forests near the coast of the Sroth Medan. At the age of 10, the young Elf experienced the Miracle of the Dawn. Though he did not know the consequences of this, he had noticed something was going on, and felt its impact. Aspen still continued to study, eventually learning and studying from great sorcerers within the Trimachy. Now the time has come for them to step into sorcery on their own. Character sheet link: will edit when it’s ready
Would the player options from Crooked Moon (I'd like to play a Philosopher Wizard) be allowed? They're integrated into DNDBeyond and I can share them with other players as well.
I'm not familiar with the subclass but I'm happy to take a look if you have that resource to share!
Class (feel free to list planned subclass, not required however): sorcerer 1 (shadow magic) planning to multiclass into hexblade warlock if acceptable
That is alright with me :D
I've also expanded the first-glance information of the three states further up in this thread for anyone wanting a little more to go on as they think about backgrounds! And for anyone with particular ideas they might want to introduce to the world absolutely feel free to chat with me, I always like to weave in player concepts where they fit :)
Would the player options from Crooked Moon (I'd like to play a Philosopher Wizard) be allowed? They're integrated into DNDBeyond and I can share them with other players as well.
I'm not familiar with the subclass but I'm happy to take a look if you have that resource to share!
Sure, I'd just need a link to the campaign so it'll automatically share when I join.
Name: Emrys Species: Forest Gnome Class: Monk Backstory: Emrys' family hails from the Vyrik Confederation and were among the many who settled in the lands under the Trimarchy. Sailing has been a family tradition for generation and went into the family business. Beyond knowing how to handle a longboat he had to learn fast to defend himself. He considered learning at a martial academy but that would interfere with work and lucky for him the old quartermaster Barchen was known far and wide as a brawling champion. Every chance he got he took lessons with what was a martial arts style drawn from the daily life of a sailor. Unfortunately, he clobbered an influential patron as he thought the man was a thief. His family did what they could, but that chapter of his life was over. Given a few coins he left the docks he knew all his life and started a life as a sell sword. Though short of stature he packed a punch.
Dropping a roll now because I love the Celtic vibes of this and would be quite interested in exploring it! Gonna roll to see what I get and mess around with ideas in my head.
Edit: Finally got the dice to work and damn ain't that just the most mid stat roll I've seen in a month of Wednesdays?
I love the Gaelic style of this campaign, I'll have to work out some character ideas, but wanted to roll some stats to play with first. I'll add on character sheet once I have that figured out. :)
Excited to see what everyone comes up with and glad folks are interested in seeing a Celt/Gaelic setting explored!
If anyone is like me and immersing into a certain headspace helps get the creativity going I finalized a playlist of songs I leaned on while brainstorming I'd be happy to share :p
Excited to see what everyone comes up with and glad folks are interested in seeing a Celt/Gaelic setting explored!
If anyone is like me and immersing into a certain headspace helps get the creativity going I finalized a playlist of songs I leaned on while brainstorming I'd be happy to share :p
I'm always on the lookout for new songs, please share it!
This post has potentially manipulated dice roll results.
Ability scores: Ability scores: 1413147914
Name: Saoirse Silvertongue Species: Elf Class: Bard Backstory: Saoirse grew up in a semi- nomadic circus band. Full of those that fit in nowhere else, they traveled the lands performing for kings and commoners alike, bringing joy wherever they went. But as the snows melted and brought the new spring, the band was commonly found along the coast of the Aethian kingdom. Surrounded by this loving extended family, Saoirse’s talent for music and dance grew with each passing year. By the time she was 100, she was a key performer in the band. However, her talent and looks didn’t go unnoticed. After repeatedly turning away a powerful lord, he decided to cut a swath through the band and take instead. She spent the next 20 years as a prisoner in a gilded cage. The lord used her for his own whims, twisting her magic from joy to torment. Using it to manipulate those around him to his own gain. In a final act of desperation to be free of the lord, she turned her magic on herself, destroying what made her valuable. The sacrifice gave her the chance to escape. Now a broken shell of who she once was, she has slowly wandered her way back to the outside lands and kingdoms. Hoping in the vastness of the world to hide and just maybe find the song again…
Since it seems like a lot of people rolled really low, would it be okay if they used array instead?
I would be fine with folks choosing a standard array if they'd prefer it to their rolled stats! For those who prefer to embrace the suck, feel free, I know I enjoy leaning into a shittier roll sometimes :p
I've also updated the lore post to include the most basic information characters in the setting would know about the Miracle of the Dawn, I know someone's proposed backstory involved being in the area at the time
Excited to see what everyone comes up with and glad folks are interested in seeing a Celt/Gaelic setting explored!
If anyone is like me and immersing into a certain headspace helps get the creativity going I finalized a playlist of songs I leaned on while brainstorming I'd be happy to share :p
I'm always on the lookout for new songs, please share it!
Wars still are fought, mortal kings undone,
Though the victors gain naught
When all becomes one.
The continent of Bràite Edin stands at a crossroads.
At the center of the emerald landmass, the three great rivers that feed the continent all originate from a single source, a lake known by several names among the continent's inhabitants. The Aethian kingdom, relative newcomers to the continent after establishing themselves only 150 years ago, call it Threkia. The Vyrik confederation, the last successful invaders of Bràite Edin prior to the Aethian landing, know it as Traeflyr. And the native Lonac chiefdoms have always known the lake as Sroth Medan, The Three Waters.
Conflict over the region for its critical resource, religious and strategic value has been a constant for millenia. That is, at least, before the Miracle of the Dawn 80 years ago.
On the eve of what would have been the largest conflict ever fought on the banks of the Three Waters, the climax of a 10-year war between all three states of Bràite Edin, the high officers of each army met on a small islet at the center of the lake. None still live that were present at this meeting, and specifics have been lost to time. All that is known is that the next day, the armies' leaders rejected the authority of their secular kings and proclaimed a new divine order - The Trimachy.
In short, The Trimachy claims to derive its authority from the singular and all-powerful god of the manifold planes of existence, and further claims that the deities known to all mortals are only fragmented aspects of the one creator. While at the time it was seen only as a strange, fringe religious cult, over the last eight decades The Trimachy has legitimately laid claim to the areas immediately surrounding The Three Waters, and grown from a strange following of a few dozen to a religious and scholarly order of several hundred members. It has become a de facto government at the center of Bràite Edin, and attempted expeditions by each of the three surrounding states to dislodge the upstart organization have failed. With every victory, The Trimachy grows its legitimacy, attracts new and powerful warrior monks and scholars fleeing the surrounding states, and converts nearby commonfolk to its new philosophy.
You are a member of The Trimachy. Or, at least, you've come to reside within their claimed lands over the last 80 years, whether you chose to or not. Perhaps you already lived in one of the settlements along the banks of the Three Waters when they rose to prominence. Perhaps you are a zealous convert who truly believes in their new theology. You may be a merchant establishing relations with this upstart government, or a spy from any of the surrounding kingdoms sent to monitor its activites.
Whatever the case, word of rising tensions has been brought to the area by travelers, and you've caught wind of those rumors. Border skirmishes between Aethia and the Vyrik states have kicked off once again. Bodies have recently been found washed up on the shores of the great lake, raising spiritual and practical safety concerns, tainting what is supposed to be a holy place. And while the three surrounding states have not made any new incursions into The Trimachy's territory in almost a decade, pressure remains from the clerical and political elite of every kingdom to reject the young movement's authority and bring it back into the fold.
The Three Waters are either the birthplace of the gods, the cradle of all creation, or the place all things will come to an end, depending on who you ask. Now, though, it has become a sanctuary for those seeking asylum, a destination for theologians, traders, mercenaries or anyone seeking their fortune. And most importantly, it is a powder keg for the entirety of Bràite Edin, surrounded by many potential sparks.
Hey all!
This campaign and setting is something I've wanted to run for some time now, based loosely on the setup to a forum roleplay me and my friends participated in a long while ago, when the internet was young. I've envisioned it as a fairly political campaign mixed in with wading into theology in a world where the gods aren't quite as proactive as in some settings, dealing more in mystic symbolism and indirect influence on their flocks of followers, with just enough presence that most folk accept their existence and power.
For those that strive to create character concepts that match the world closely, this is a setting mostly inspired by Celtic mythology and aesthetic, though each of the three warring states deviate from that general theme as outside invaders to the continent.
Otherwise, some general things:
1) I'm running this with 2024 rules, as I haven't yet run a game with them and want to see just how much I like the changes! Rolled stats and Lvl 1 start
2) Humans, elvenkind and halflings are the most common races, though I am open to any race players like. I'm also open to most any third-party content so long as you share any info I'll need with me
3) I don't plan to go into any crazy content territory, but please communicate with me any specifics you might not enjoy being part of this campaign!
4) I will post a more extensive lore section to cover the three kingdoms/religion in the setting later on this evening, but feel free to ask me anything backstory related if you wish!
5) I'll be looking for 5-6 players, will likely run the campaign through PMs unless there's consensus to not do so
6) Please link me to a full character sheet as you apply so that I can keep track of everyone's abilities/proficiencies/etc! I will set up a campaign on DnDB
To apply:
Name:
Species:
Class (feel free to list planned subclass, not required however):
Backstory:
Character sheet link:
Close your eyes, bro
The Lonac Chiefdoms, made up of a mix of elves, humans and halflings, represent the traditional way of life in Bràite Edin - matriarchal, semi-nomadic peoples that carve their way of life out of existing nature, rather than bending it to their will. While not all Lonac are druids, what is most commonly considered "druidism" is rooted in the Lonac peoples' traditional religion. The Lonac traditionally believe every aspect of nature is inhabited by spirits that protect them. Anything from an individual pebble to a towering oak might have one of these spirits living within, and those spirits are uniquely responsible for guarding that aspect of nature.
For this reason, the Lonac aim to dwell within the limits nature has provided, rather than clear land for mass agriculture, industrial construction or "settled" living. They do construct temples and other permanent structures, though only through the magic of generative druidcraft, not from harvesting existing nature.
With their people's looser theology, free of strict doctrine and a central "church" to organize around, many Lonac make up the recent converts claimed by The Trimachy.
The Aethian Kingdom is not truly ruled from Bràite Edin, but a far off home archipelago containing its capital and center of government. The Aethian presence in Bràite Edin, established 150 years ago after a brief conflict with a coastal Lonac chiefdom, mostly consists of seaside colonies and grand constructions on the western coastline's towering cliffs, across which the famed Aethian Griffon riders patrol proudly.
Aethians are primarily Elvish, though their home islands are also home to many Tieflings, some of which have traveled to Bràite Edin. Their parental gods of the sea and sky, Thessia and Aklios, are revered with small shrines in almost every Aethian home, and taking to a life on the sea or become a Griffon rider are two of the highest honors any Aethian can achieve.
For the kingdom, its presence in Bràite Edin is primarily an economic venture, granting access to more resources and markets. The clergy in Aethia are perhaps the most angered by The Trimachy's emergence, as it has spawned an offshoot group within Aethia's colonies that believe Thessia and Aklios to be one and the same being, a grave heresy the Temple of Salt and Sky is cracking down on harshly.
The Vyrik Confederation are the descendants of reavers from the Vyrik Isles, a rugged set of 10 small islands to the northeast of Bràite Edin. Vyrik raiders have always had some contact with the continent's natives, but 400 years ago was the first time they constructed settlements on the north short rather than simply raiding, and over time the Vyrik people on Bràite Edin have drifted away from their island kin, becoming a separate group altogether.
Their longboats are a common sight sailing up the river that extends north from The Three Waters, and they have come to believe that is where the world's end will take place. Many Vyrikmen have defected to The Trimachy in anticipation of this great armageddon, believing the Miracle of the Dawn was its harbinger.
Like Aethians, Vyrikmen worship gods of the sea and sky, Torfal and Vykrir, though they have a more extensive pantheon with major deities overseeing war, the winds, the sun and the moon as well. Each of the Vyrik city states that have banded together in loose confederation also have minor local gods they worship to varying degrees.
The Miracle of the Dawn took place 80 years ago and has become the equivalent of a modern myth in the decades since.
On the eve of what would have been the largest - and likely bloodiest - battle ever fought for control of The Three Waters, the three commanders from the Vyrik, Aethian and Locan fighting forces allegedly held a clandestine meeting on a small island at the center of the great lake. No witnesses from the night, many of whom are still living, saw them leave camp or row to the island.
While many witnesses to the event from afar remain, no one who attended the meeting that precipitated the miracle lives today. The names of the original Trimachy Council - Flynn Leafglide of the Lonac, Aghi Anursson of the Vyrik states and Filvenda Goldstrake of Aethia - are now well known, however, and some revere them as sacred peacemakers.
The night of the meeting was exceptionally clear, as witnesses recall, and in the early morning hours before sunrise a towering beam of light reaching thousands of feet into the sky broke through the dark, followed by a deafening thundercrack that knocked armored men to their backs, uprooted small trees and shook the earth around The Three Waters. The following day, the small island that was once present was replaced by a gargantuan ash tree, the Bránn Creicha, or great heart.
Whether it was divine intervention or powerful magic, the three leaders returned to their troops the following morning and bid them lay down their arms and mingle with their enemies in the shade of the Bránn Creicha. It was there the original triumverate formally rejected the authority of their earthly governments and explained what they saw as the new truth.
In the decades since, unusual magical powers have become common for those that were living on the banks of the Three Waters at the time. While the Bránn Creicha is clearly magical, attempts to explore exactly what type of power emanates from the tree have all failed. It remains within a walled temple complex today.
Close your eyes, bro
Ability scores: 16 8 10 14 8 15
Ability scores: 13 14 11 10 11 10
Ability scores: 18 18 10 10 16 12
Would the player options from Crooked Moon (I'd like to play a Philosopher Wizard) be allowed? They're integrated into DNDBeyond and I can share them with other players as well.
Name: Geron Xerion
Species: Human
Class (feel free to list planned subclass, not required however): Wizard (Philosopher)
Backstory: As the child of a middle class merchant and a barrister, Geron grew up accustomed to material comforts. His parents encouraged his intellectual pursuits and hired tutors to teach him what they couldn't. And when Geron wasn't learning or practicing what he'd learned he was feasting, partying, and generally living it up. Knowing his family's wealth was likely to end with him if he didn't do something, Geron was dead set on maintaining the lifestyle to which he'd grown accustomed. But rather than grinding away at a trade to earn a wage, he planned to get rich through alchemy. Or, at the very least, earn himself the support of a powerful patron with lots of money who could provide him with all the luxuries he desired. But it wasn't just wealth and power Geron was after, the sciences he pursues promise the secret of immortality through the creation of the ultimate expression of alchemy: The Philosopher's Stone. Geron isn't particularly religious, subsciribing to a magical materialistic philosophy, but he's smart enough to know that openly opposing religious authorities is a bad idea likely to get him burned at the stake. For now Geron makes a living supplying alchemical items to whoever pays him.
Character sheet link: https://www.dndbeyond.com/characters/153957912
Name: Niamh (pronounced Neeve) Bristletoes
Species: Halfling
Class (feel free to list planned subclass, not required however): Druid (no subclass yet)
Backstory: Niamh is an apprentice to the old Lake Warden, one of many hermitic practitioners of the old way (druidism). They usually keep to themselves and try to maintain natural balance in the wildest places near Three Waters, but when the bodies began to wash ashore, Niamh couldn't remain secluded any more and set out to try and teach the surrounding folks a lesson in keeping the peace. (I know it doesn't align much with the traditional 'soldier' background, but she's a nature warden and hunter)
Character sheet link: https://www.dndbeyond.com/characters/153956642/XlfqbR
11 12 15 8 13 13 (ability scores)
Name: Aspen
Species: wood elf
Class (feel free to list planned subclass, not required however): sorcerer 1 (shadow magic) planning to multiclass into hexblade warlock if acceptable
Backstory: Aspen was born into the loving arms of his village of the forests near the coast of the Sroth Medan. At the age of 10, the young Elf experienced the Miracle of the Dawn. Though he did not know the consequences of this, he had noticed something was going on, and felt its impact. Aspen still continued to study, eventually learning and studying from great sorcerers within the Trimachy. Now the time has come for them to step into sorcery on their own.
Character sheet link: will edit when it’s ready
Sorlock fanatic (I’m not a minmaxer I swear)
I'm not familiar with the subclass but I'm happy to take a look if you have that resource to share!
That is alright with me :D
I've also expanded the first-glance information of the three states further up in this thread for anyone wanting a little more to go on as they think about backgrounds! And for anyone with particular ideas they might want to introduce to the world absolutely feel free to chat with me, I always like to weave in player concepts where they fit :)
Close your eyes, bro
Sure, I'd just need a link to the campaign so it'll automatically share when I join.
Name: Emrys
Species: Forest Gnome
Class: Monk
Backstory:
Emrys' family hails from the Vyrik Confederation and were among the many who settled in the lands under the Trimarchy. Sailing has been a family tradition for generation and went into the family business. Beyond knowing how to handle a longboat he had to learn fast to defend himself. He considered learning at a martial academy but that would interfere with work and lucky for him the old quartermaster Barchen was known far and wide as a brawling champion. Every chance he got he took lessons with what was a martial arts style drawn from the daily life of a sailor. Unfortunately, he clobbered an influential patron as he thought the man was a thief. His family did what they could, but that chapter of his life was over. Given a few coins he left the docks he knew all his life and started a life as a sell sword. Though short of stature he packed a punch.
Character Sheet: https://cdnb.artstation.com/p/assets/images/images/011/956/459/4k/joan-pique-llorens-nomx.jpg?1610795482
Ability scores: 10 13 10 14 7 11
Dropping a roll now because I love the Celtic vibes of this and would be quite interested in exploring it! Gonna roll to see what I get and mess around with ideas in my head.
Edit: Finally got the dice to work and damn ain't that just the most mid stat roll I've seen in a month of Wednesdays?
I love the Gaelic style of this campaign, I'll have to work out some character ideas, but wanted to roll some stats to play with first. I'll add on character sheet once I have that figured out. :)
Ability scores: 11 12 7 18 8 14
Excited to see what everyone comes up with and glad folks are interested in seeing a Celt/Gaelic setting explored!
If anyone is like me and immersing into a certain headspace helps get the creativity going I finalized a playlist of songs I leaned on while brainstorming I'd be happy to share :p
Close your eyes, bro
I'm always on the lookout for new songs, please share it!
Trying to decide if I want to play an absolutely incompetent girlfailure or not, it really is quite the conundrum.
Since it seems like a lot of people rolled really low, would it be okay if they used array instead?
Ability scores: Ability scores: 14 13 14 7 9 14
Name: Saoirse Silvertongue
Species: Elf
Class: Bard
Backstory: Saoirse grew up in a semi- nomadic circus band. Full of those that fit in nowhere else, they traveled the lands performing for kings and commoners alike, bringing joy wherever they went. But as the snows melted and brought the new spring, the band was commonly found along the coast of the Aethian kingdom. Surrounded by this loving extended family, Saoirse’s talent for music and dance grew with each passing year. By the time she was 100, she was a key performer in the band. However, her talent and looks didn’t go unnoticed. After repeatedly turning away a powerful lord, he decided to cut a swath through the band and take instead. She spent the next 20 years as a prisoner in a gilded cage. The lord used her for his own whims, twisting her magic from joy to torment. Using it to manipulate those around him to his own gain. In a final act of desperation to be free of the lord, she turned her magic on herself, destroying what made her valuable. The sacrifice gave her the chance to escape. Now a broken shell of who she once was, she has slowly wandered her way back to the outside lands and kingdoms. Hoping in the vastness of the world to hide and just maybe find the song again…
Character sheet link: https://www.dndbeyond.com/characters/153975424/OfWYBM
I would be fine with folks choosing a standard array if they'd prefer it to their rolled stats! For those who prefer to embrace the suck, feel free, I know I enjoy leaning into a shittier roll sometimes :p
I've also updated the lore post to include the most basic information characters in the setting would know about the Miracle of the Dawn, I know someone's proposed backstory involved being in the area at the time
Close your eyes, bro
Here you all go!
Close your eyes, bro