The road has a way of pulling old companions apart...And sometimes, back together again
Premise
Your characters are not strangers
At some point in the past, the party traveled together for a time. Long enough to trust one another, long enough to share danger, but not long enough for legends or songs. Roughly two years ago, circumstances pulled you apart. Life intervened: obligations and ambitions, whether you were willing or not. Over the past few months, messages have begun to circulate between you again. Letters, couriers, magical missives, however you prefer to justify it. Sharing old jokes and nostalgic stories. Eventually, a decision is made:
"Let’s meet again."
You agree to reunite in Waterdeep, during Fleetswake, the city’s great maritime festival celebrating trade, travel, and safe returns. The streets are crowded, the taverns are full, and opportunity hangs thick in the air. Where things go from there will depend on you.
The campaign does not begin with an overarching plot, instead following:
Jobs boards, guild postings, and faction quests
Rumors, favors, and chance encounters
Personal character hooks that grow organically
Consequences that accumulate over time
The campaign will take place over many in-game years. There is no "race against time" world ending apocalypse, so expect to have plenty of downtime in between story arcs.
We'll use the Bastion mechanic starting at level 5. Each player will have their own, which will be connected in a single structure. The location will be dependent on where the story has taken you.
Split between roleplaying, combat, and exploration will be entirely dependent on what type of quests the party takes on.
Character Guidelines
Characters should reasonably fit into the lore of the Forgotten Realms. They may come from humble beginnings, or have some heroic destiny laid out for them. That's up to you.
The characters traveled together long enough to trust and care for each other. Found family, rivals, former lovers, friends, however you want to place the personal connections once the party is formed is up to each of you to work out.
Ability scores generation is handled by rolling, or point-buy if you end up hating the rolled array. (4d6, drop the lowest, re-roll 1's)
Character Application
You don't need a novel for any of this. Clarity is better than length. Additionally there is no need for the characters to be idealistically good heroes, they just need to be tame enough to be reasonably well liked.
Character concept (Species, background, class/classes)
Origins backstory (Where were they born and raised)
This campaign is not Sword Coast specific, please feel free to use anywhere in the Forgotten Realms for this.
Alternatively, you can give me a general archetype. Their personality, their ideals, bonds, flaws, etc...
Recent history (What have they done the last two years? Mercenary work? Research? Taking care of family? This is important but how you fill it is up to you. Generally this will inform hooks for later).
Character concept: Dwarf Monk with the Scribe background; a disciplined martial artist who uses meticulous bookkeeping and quiet physical skill to exploit corrupt employers.
Origins backstory: Born and raised in Mithral Hall among dwarven historians and craftsmen, before leaving to travel as a professional scribe and ledger-keeper.
General archetype: A restrained, observant pragmatist who believes corruption deserves to be taxed; loyal to companions, morally flexible with institutions, but personally principled.
Recent history: Over the last two years, worked as a bookkeeper for corrupt businesses, subtly falsifying ledgers to siphon funds, building quiet enemies and reasons to disappear—prompting his decision to reunite with the party in Waterdeep.
Ability scores: Dice rolls not yet available for this section. Dice rolls not yet available for this section. Dice rolls not yet available for this section. Dice rolls not yet available for this section. Dice rolls not yet available for this section. Dice rolls not yet available for this section.
Arthur Celebrine Human Noble Fighter 1/Warlock X (Archfey or Celestial)
Origins Backstory
Arthur was born in Waterdeep to a family of artisans. His earliest years were happy but short-lived. When he was five, a fire tore through their home and claimed both his parents. He only remembers the smoke and the heat, and the way it left him suddenly alone.
He was taken in by Lord Celebrine, a minor Waterdhavian noble with no heirs. Though Arthur gained a name, a roof, and training that many boys dreamed of, he never shook the feeling that he was living someone else’s life. Among the Celebrine estate’s long halls, he felt like a guest wearing ill-fitting clothes.
When he was old enough he threw himself into training, eager to be the kind of knight sung about in bardic tales. He swore oaths of justice and protection, learning sword forms and courtly etiquette, but his convictions were still raw, more aspiration than lived truth. He began to realize that ideals could be harder to wield than steel.
Now a young man, he is torn between paths. To his adoptive father, he is an heir expected to carry a noble’s duty. To himself, he is a hero in the making, sworn to protect and live for others. Yet when he is with his friends he feels simply like Arthur: laughing, arguing, and dreaming of the future.
He wants to uphold his ideals, but already sees how impractical they can be. He wants to forge his destiny, but fears it may already be written by Aeluné's hand. And above all, he wants to remain close to the friends who remind him of who he really is.
Recent History
Arthur went back to Waterdeep and slipped into the Celebrine routine. Lessons, training, politicking with the right people. When he could, he took work that did not require a crest on his cloak. Escorting someone who could not afford guards, walking a shipment through the Dock Ward, checking on problems the Watch did not have the time for. It wasn't heroic. It was just useful.
Sometime in the second year he caught the scent of a small cult and followed it until it stopped being rumor and a young girl was kidnapped. He found them in the middle of a rite and hit them hard. He killed the one leading it, broke what he could break, and drove the rest off scattered and terrified.
The girl was already dead.
After the fighting, after the footsteps fled and the room went still, the thing they had been reaching for finally stirred. Aeluné awakened in the quiet left behind, bright in a way that made the air feel thin. Arthur, shaken and furious with himself, asked for the one thing steel could not fix. He traded her his name for the child’s life, and that bargain is what cracked the entity's cage open.
He didn't try to build a crusade out of it. He simply went home and kept moving.
I am definitely interested in this campaign concept. An interesting idea to have a group that was together in the past, separated, and wants to get back together! Sounds like a very character driven game - which is great!
Character concept (Species, background, class/classes): Human, Charlatan, Bard (Dancer)
Origins backstory (Where were they born and raised): Originally from the Moonshae Isles, her history is a little hard for others to put together, as she isn't exactly forthcoming. It seems though that she came from a poorer family, relied on tricks to keep herself fed. She ended up in a bardic college in Callidyr before traveling to the mainland where she initially met the others.
Recent history: When the group went their separate ways, she returned to the Monshae Islands. A main part of that was to try and find someone who had been her friend in childhood. They'd both been caught in a con, but she'd escaped while the friend was caught. She's never known what happened to her but wanted to find her. During her search she spent time working with a traveling show. It both gave her some coin and the means to travel about the area.
This sounds like a really fun and interesting hook. I prefer games that bring character interactions and stories to the forefront and this seems like a perfect fit
Concept: Kenku Scribe Arcane Trickster
Ability scores: 131214161316
Background: Born and raised in Waterdeep, they had a fairly normal and comfortable upbringing, though they faced hardship for being a Kenku and having their vocabulary so limited by their species' curse. They studied hard in hopes of finding a good job and expanding their vocabulary and eventually became an apprentice to a prominent wizard. Everything seemed to be going well until their mentor was found suddenly murdered in the night, and for some reason they had been framed for it. Refusing to deny their innocence or bring in their loved ones into this mess, they seemed to have disappeared off the face of the earth. At least until recently.
History: After escaping the authorities, they had fled into the shadows and eventually joined the Thieves' Guild since they had no one else to turn to. They continued to pursue their arcane craft while picking up on roguish skills. Around the start of the campaign is when they would decide to start operating in the open a bit more, albeit under a new name (though known by the party) since they have a renewed hope in finding out the truth behind who murdered their mentor and why they were so perfectly framed for it
Character concept (Species, background, class/classes) - High Elf, Acolyte of Chauntea, Circle of the Land Druid.
Origins backstory (Where were they born and raised)
The youngest of seven and the only daughter born to a prominent High Elf family, she grew up as the "golden egg" of a grove dedicated to Chauntea. With six older brothers to shield her from consequences and parents who doted on her every whim, she became as talented as she was insufferable. Her natural magical aptitude only fueled her recklessness; she treated the sacred arts as a tool for mischief rather than a divine responsibility.
As she grew older, her pranks became increasingly elaborate and risky. Eventually, after a particularly brazen act of magical defiance, the Archdruid issued an ultimatum: her parents must rein her in, or the entire family would be exiled. Her parents pleaded with her to humble herself and devote her life to the Great Mother, but for the most part, their words fell on deaf ears. After years of failed second chances, the Archdruid finally called her out before the entire grove and banished her, declaring she was not to return until she had found true humility and a purpose beyond herself. It was in this state of spoiled exile that she first joined the party: hungry to see the world, but largely unprepared for its hardships and with a distinct lack of social awareness.
Recent history - Following her initial adventures with the party, she returned home with high expectations, assuming her tales of heroism would be enough to satisfy the Archdruid. She was wrong. Deemed still too arrogant, she was sent away once more but this time with a specific task: to live among commoners and use her gifts to help those in genuine need. Stripped of her family’s gold and the protection of her companions, the last two years have been a harsh lesson. She drifted from one village to another, attempting to improve her healing magic, but her personality often got in the way. Most villagers found her stuck-up and only sought her help as a desperate last resort. She has been unceremoniously kicked out of several hamlets for her "bratty" outbursts and refusal to handle the "messier" parts of rural life. Today, a flicker of genuine humility has begun to take root, though old habits die hard. She still uses her magic for vain purposes (like making sure she always smells like flowers and keeping her clothes pristine even in the mud) and snaps at those who annoy her, but she is finally trying to embrace her better nature in the hopes of one day earning her way back to her family.
Origins backstory: Near Mirabar his parents were miners. Noi was the son of a miner. His father a rough and tumble young man, the stereotypical dwarf. There was an accident at the mine, it was a minor cave in, but poison gas was released from the earth. Noi's father was a good and moral stand up guy, and in spite of minor shakes of wall and floor. Noi's dad continued to help others trapped. As his father got the last miner out safely, the mine collapsed on top of him. His father was no Atlas and could not hold up the earth. When he was finally removed from the sudden tomb, Noi's mother was there, as she had been holding a vigil. She saw the mangled body and collapsed on top of her heroic late husband. Noi was but a young toddler, who was now orphaned. He was taken in by the local orphanage, and joined others who lost parents to the mines.
The orphans rarely were ever adopted. People did not come here looking or more children to "own/raise". Usually it was some sort of slavers, who exploited others for profit. There was an older gentleman who did arrive when Noi was still young (sixish?) that needed a companion as he was getting on in years. Noi was recommended and the old man left with Noi. The old man was actually a retired but well respected thief (Lvl 20) in local crime syndicate, which was now run by the old man's nephew. The old man wanted to leave a legacy, as the old man's family was executed decades ago and adopted Noi. He started to train and teach Noi, who took to the thief skills like he was born to be one. As a cover to get in and around the county Noi also became a wagon driver (teamster). Noi took the old mans last name of Mafian when he was formally adopted.
Organization Noi belongs to is the local Thieves Guild, Teamster Union and his cousin's crime family.
Recent history: Noi was assumed into the local Crime Family, becoming one of their up and coming promising thieves. When he became of age he joined the Thieves Guild. There was an internal leak about a job Noi and another Rogue completed. The local authorities are looking for Noi and the other rogue. Noi discussed the situation with his cousin who now ran the syndicate. The snitch is no longer a part of this world, but the "Boss" and Noi decided that he should leave and take a vacation in another part of the country. They came up with a few code "names" to use depending on the potential future situations that may arise from all clear to even more dangerous. Noi still remains in contact with his Family and still acts as a messenger when needed.
Noi could be the "white whale" of a determined local constable. i.e. the one that got away.
As a teamster it was very easy to sneak out of the county initially and drive a wagonload to Waterdeep, and continue to work driving wagons in and out of Waterdeep.
The characters traveled together long enough to trust and care for each other: This occurred after leaving in exile. Timeframe can be adjusted to fit group make-up.
Connections can be continued after the break up - can be via his job as a wagon driver which allows all forms of contact urban and rural. As a thief - through the thieves guild. As a respected member of his cousin's crime family which would use his teamster role to be a "messenger" through the country.
Selyne was born into the splendor of House Nightstar on Evermeet, a family bound by tradition and the weight of centuries. From her earliest days, tutors whispered of legacy, and elders reminded her of what was expected: elegance, refinement, and mastery over the arcane arts. But her gifts did not emerge from study. Spellfire stirred in her blood, wild and bright. Where others practiced with control and precision, Selyne’s magic erupted with spontaneity. Her laughter carried sparks; her anger, embers. For House Nightstar, it was a blemish on their cultivated reputation. For her, it was freedom.
When she was still young, she left Evermeet. Whether her family called it rebellion or disgrace didn’t matter, the wider world called to her, and she answered. It was during these first years of wanderlust that she met the others, drawn together by chance and quickly bound by friendship. They became her anchor, her chosen family in a world full of stories and roads.
Two years ago, however, Selyne returned to the mystical island. Family obligations and perhaps her own gnawing doubts pulled her back to the isle. Life there was as suffocating as she remembered. Though she obeyed for a time, she has never shaken the pull of the mainland or the memory of her friends.
For the last two years, she has been on Evermeet, folded back into her old routines. She tried to keep her spellfire leashed, practiced control until it hurt, and played the part of the "returned daughter." It still didn't fit. By the second year she was slipping away to the more wild places on the island whenever she could. When the letters from her old companions came, she didn't hesitate to sneak her way onto on outbound ship.
Backstory: Erdrin was born and raised in Scornubel. His childhood was impressively uninventful consisting of joining the yearly hunting competition and helping at the local monastery. As soon as he could, Erdrin resolved to leave and explore the wide world. His goal from a young age was to travel to see the ocean. 400 miles did not seem that far but without the support of his family as a child it seemed like an impossible task. During his travels he joined a cleric of Pelor named Donaar. When they parted ways Donaar gifted Erdrin a symbol of Pelor. This is when he originally joined the group.
Two Years: Upon hearing about the death of his mentor and friend, Erdrin went in search of answers. Though Erdrin found many leads they all seemed to go nowhere after several months of investigation.
Name: Cadfrey of Illmater/Father Cadfrey Class: Paladin-Devotion Background: Acolyte Past: Cadfrey was born on a farm in the Dalelands. He grew up, married, farmed & raised a family. Then raids, disease and the actions of nefarious men took all this from him. He was broken by these losses and drank his pain to numbness. Unfortunately his drunkenness became his life. At his lowest he stumbled into a "Place of Mercy", a small outreach maintained by priests of Illmater to care for those suffering. It took time but he found peace and a devotion to his life, a purpose to help those sufferings. To this end he became a nomad, roaming the land and helping those he comes across and seeing the world. When he first come across the company it was in a battle against a goblin raiding party. He was quick to take a liking to each, seeing kindred spirits of his lost family and friends. Recent History: After the party disbanded, Cadfrey continued his nomadic mission of helping others but about 6 months ago the dreams started. Just normal dreams but in the midst of these dreams one or more of the company would randomly appear. He chalked it up to just a bit of nostalgia but when the letter came 2 weeks ago it made him not so sure. He was in Daggerdale when the letter arrived, a reunion. He busied himself finishing his work, which would take a week, but the happiness and excitement of this reunion was apparent. Quarterstaff in hand he has just stepped past the threshold of the gates of Waterdeep. The crowd is growing but nothing can dissuade him of seeing old friends and catching up.
Backstory: Erdrin was born and raised in Scornubel. His childhood was impressively uninventful consisting of joining the yearly hunting competition and helping at the local monastery. As soon as he could, Erdrin resolved to leave and explore the wide world. His goal from a young age was to travel to see the ocean. 400 miles did not seem that far but without the support of his family as a child it seemed like an impossible task. During his travels he joined a cleric of Pelor named Donaar. When they parted ways Donaar gifted Erdrin a symbol of Pelor. This is when he originally joined the group.
Two Years: Upon hearing about the death of his mentor and friend, Erdrin went in search of answers. Though Erdrin found many leads they all seemed to go nowhere after several months of investigation.
On that rolled array, did you re-roll the 1's? That is some mythical bad luck if so.
Rollback Post to RevisionRollBack
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The road has a way of pulling old companions apart...And sometimes, back together again
Premise
Your characters are not strangers
At some point in the past, the party traveled together for a time. Long enough to trust one another, long enough to share danger, but not long enough for legends or songs. Roughly two years ago, circumstances pulled you apart. Life intervened: obligations and ambitions, whether you were willing or not. Over the past few months, messages have begun to circulate between you again. Letters, couriers, magical missives, however you prefer to justify it. Sharing old jokes and nostalgic stories. Eventually, a decision is made:
"Let’s meet again."
You agree to reunite in Waterdeep, during Fleetswake, the city’s great maritime festival celebrating trade, travel, and safe returns. The streets are crowded, the taverns are full, and opportunity hangs thick in the air. Where things go from there will depend on you.
Basics
Ruleset: 2024 (5.5E)
Setting: Forgotten Realms
Tone: Heroic Fantasy/Character Driven/Flexible Pacing
Party Size: 4
Starting level: 3
Campaign Structure
Character Guidelines
Character Application
You don't need a novel for any of this. Clarity is better than length. Additionally there is no need for the characters to be idealistically good heroes, they just need to be tame enough to be reasonably well liked.
Ability scores: 18 14 16 15 11 17
Ability scores: Dice rolls not yet available for this section. Dice rolls not yet available for this section. Dice rolls not yet available for this section. Dice rolls not yet available for this section. Dice rolls not yet available for this section. Dice rolls not yet available for this section.
Ah, what the hell. Let's see: Ability scores: 12 14 17 7 14 10
Arthur Celebrine
Human Noble
Fighter 1/Warlock X (Archfey or Celestial)
Origins Backstory
Arthur was born in Waterdeep to a family of artisans. His earliest years were happy but short-lived. When he was five, a fire tore through their home and claimed both his parents. He only remembers the smoke and the heat, and the way it left him suddenly alone.
He was taken in by Lord Celebrine, a minor Waterdhavian noble with no heirs. Though Arthur gained a name, a roof, and training that many boys dreamed of, he never shook the feeling that he was living someone else’s life. Among the Celebrine estate’s long halls, he felt like a guest wearing ill-fitting clothes.
When he was old enough he threw himself into training, eager to be the kind of knight sung about in bardic tales. He swore oaths of justice and protection, learning sword forms and courtly etiquette, but his convictions were still raw, more aspiration than lived truth. He began to realize that ideals could be harder to wield than steel.
Now a young man, he is torn between paths. To his adoptive father, he is an heir expected to carry a noble’s duty. To himself, he is a hero in the making, sworn to protect and live for others. Yet when he is with his friends he feels simply like Arthur: laughing, arguing, and dreaming of the future.
He wants to uphold his ideals, but already sees how impractical they can be. He wants to forge his destiny, but fears it may already be written by Aeluné's hand. And above all, he wants to remain close to the friends who remind him of who he really is.
Recent History
Arthur went back to Waterdeep and slipped into the Celebrine routine. Lessons, training, politicking with the right people. When he could, he took work that did not require a crest on his cloak. Escorting someone who could not afford guards, walking a shipment through the Dock Ward, checking on problems the Watch did not have the time for. It wasn't heroic. It was just useful.
Sometime in the second year he caught the scent of a small cult and followed it until it stopped being rumor and a young girl was kidnapped. He found them in the middle of a rite and hit them hard. He killed the one leading it, broke what he could break, and drove the rest off scattered and terrified.
The girl was already dead.
After the fighting, after the footsteps fled and the room went still, the thing they had been reaching for finally stirred. Aeluné awakened in the quiet left behind, bright in a way that made the air feel thin. Arthur, shaken and furious with himself, asked for the one thing steel could not fix. He traded her his name for the child’s life, and that bargain is what cracked the entity's cage open.
He didn't try to build a crusade out of it. He simply went home and kept moving.
Ability scores: 15 13 12 9 9 9
For whatever reason the main post didn't update when I edited in a character guideline:
Spellfire Sorcerer incoming ~
Ability scores: 15 12 14 16 14 15
I am definitely interested in this campaign concept. An interesting idea to have a group that was together in the past, separated, and wants to get back together! Sounds like a very character driven game - which is great!
Character concept (Species, background, class/classes): Human, Charlatan, Bard (Dancer)
Origins backstory (Where were they born and raised): Originally from the Moonshae Isles, her history is a little hard for others to put together, as she isn't exactly forthcoming. It seems though that she came from a poorer family, relied on tricks to keep herself fed. She ended up in a bardic college in Callidyr before traveling to the mainland where she initially met the others.
Recent history: When the group went their separate ways, she returned to the Monshae Islands. A main part of that was to try and find someone who had been her friend in childhood. They'd both been caught in a con, but she'd escaped while the friend was caught. She's never known what happened to her but wanted to find her. During her search she spent time working with a traveling show. It both gave her some coin and the means to travel about the area.
(Work in Progress)
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer || Bronnryn Hethgar, Cleric
14 15 16 15 16 15
DM: Hoard of the Dragon Queen Adventure
I am interested in this as well, I like the feel of it. I have a Path of the Wild Heart dwarvish barbarian in mind for this.
Backstory and more to come soon. Let’s see what his abilities will be.
Ability scores: 12 13 17 11 13 12
A wizard is never late, nor is he early, he arrives precisely when he means to.
Ability scores: 14 11 11 13 11 17
Ability scores: 12 13 11 14 11 17
The Wildland Shifters
Daisy Ethalena - Female Wood Elf Ranger (Monster Slayer)
Ethan Wolftree - Male Simic Hybrid Warlock (The Hexblade)
Mira Laurits - Female Harengon Sorcerer (Clockwork Soul)
Raiden Kurosaki - Male Kitsune Wizard (Bladesinger)
Rixian Nishinoya - Male Fire Genasi Paladin (Oath of Vengeance)
Tenebris Amaro - Male Dark Elf Druid (Circle of Stars)
Yurime Hanasaki - Female Kumiho Bard (College Of Creation)
This sounds like a really fun and interesting hook. I prefer games that bring character interactions and stories to the forefront and this seems like a perfect fit
Concept: Kenku Scribe Arcane Trickster
Ability scores: 13 12 14 16 13 16
Background: Born and raised in Waterdeep, they had a fairly normal and comfortable upbringing, though they faced hardship for being a Kenku and having their vocabulary so limited by their species' curse. They studied hard in hopes of finding a good job and expanding their vocabulary and eventually became an apprentice to a prominent wizard. Everything seemed to be going well until their mentor was found suddenly murdered in the night, and for some reason they had been framed for it. Refusing to deny their innocence or bring in their loved ones into this mess, they seemed to have disappeared off the face of the earth. At least until recently.
History: After escaping the authorities, they had fled into the shadows and eventually joined the Thieves' Guild since they had no one else to turn to. They continued to pursue their arcane craft while picking up on roguish skills. Around the start of the campaign is when they would decide to start operating in the open a bit more, albeit under a new name (though known by the party) since they have a renewed hope in finding out the truth behind who murdered their mentor and why they were so perfectly framed for it
The youngest of seven and the only daughter born to a prominent High Elf family, she grew up as the "golden egg" of a grove dedicated to Chauntea. With six older brothers to shield her from consequences and parents who doted on her every whim, she became as talented as she was insufferable. Her natural magical aptitude only fueled her recklessness; she treated the sacred arts as a tool for mischief rather than a divine responsibility.
As she grew older, her pranks became increasingly elaborate and risky. Eventually, after a particularly brazen act of magical defiance, the Archdruid issued an ultimatum: her parents must rein her in, or the entire family would be exiled. Her parents pleaded with her to humble herself and devote her life to the Great Mother, but for the most part, their words fell on deaf ears. After years of failed second chances, the Archdruid finally called her out before the entire grove and banished her, declaring she was not to return until she had found true humility and a purpose beyond herself. It was in this state of spoiled exile that she first joined the party: hungry to see the world, but largely unprepared for its hardships and with a distinct lack of social awareness.
Stripped of her family’s gold and the protection of her companions, the last two years have been a harsh lesson. She drifted from one village to another, attempting to improve her healing magic, but her personality often got in the way. Most villagers found her stuck-up and only sought her help as a desperate last resort. She has been unceremoniously kicked out of several hamlets for her "bratty" outbursts and refusal to handle the "messier" parts of rural life. Today, a flicker of genuine humility has begun to take root, though old habits die hard. She still uses her magic for vain purposes (like making sure she always smells like flowers and keeping her clothes pristine even in the mud) and snaps at those who annoy her, but she is finally trying to embrace her better nature in the hopes of one day earning her way back to her family.
DM: Hoard of the Dragon Queen Adventure
Ability scores: 13 15 17 10 14 13
Organization Noi belongs to is the local Thieves Guild, Teamster Union and his cousin's crime family.
The characters traveled together long enough to trust and care for each other: This occurred after leaving in exile. Timeframe can be adjusted to fit group make-up.
Selyne Nightstar | Moon Elf | Spellfire Initiate | Sorcerer
Selyne was born into the splendor of House Nightstar on Evermeet, a family bound by tradition and the weight of centuries. From her earliest days, tutors whispered of legacy, and elders reminded her of what was expected: elegance, refinement, and mastery over the arcane arts. But her gifts did not emerge from study. Spellfire stirred in her blood, wild and bright. Where others practiced with control and precision, Selyne’s magic erupted with spontaneity. Her laughter carried sparks; her anger, embers. For House Nightstar, it was a blemish on their cultivated reputation. For her, it was freedom.
When she was still young, she left Evermeet. Whether her family called it rebellion or disgrace didn’t matter, the wider world called to her, and she answered. It was during these first years of wanderlust that she met the others, drawn together by chance and quickly bound by friendship. They became her anchor, her chosen family in a world full of stories and roads.
Two years ago, however, Selyne returned to the mystical island. Family obligations and perhaps her own gnawing doubts pulled her back to the isle. Life there was as suffocating as she remembered. Though she obeyed for a time, she has never shaken the pull of the mainland or the memory of her friends.
For the last two years, she has been on Evermeet, folded back into her old routines. She tried to keep her spellfire leashed, practiced control until it hurt, and played the part of the "returned daughter." It still didn't fit. By the second year she was slipping away to the more wild places on the island whenever she could. When the letters from her old companions came, she didn't hesitate to sneak her way onto on outbound ship.
Name: Erdrin Flukefield
Species: Gnome
Background: Sage
Class: Ranger/Cleric
Ability Scores: point buy
Backstory: Erdrin was born and raised in Scornubel. His childhood was impressively uninventful consisting of joining the yearly hunting competition and helping at the local monastery. As soon as he could, Erdrin resolved to leave and explore the wide world. His goal from a young age was to travel to see the ocean. 400 miles did not seem that far but without the support of his family as a child it seemed like an impossible task. During his travels he joined a cleric of Pelor named Donaar. When they parted ways Donaar gifted Erdrin a symbol of Pelor. This is when he originally joined the group.
Two Years: Upon hearing about the death of his mentor and friend, Erdrin went in search of answers. Though Erdrin found many leads they all seemed to go nowhere after several months of investigation.
Name: Cadfrey of Illmater/Father Cadfrey
Class: Paladin-Devotion
Background: Acolyte
Past:
Cadfrey was born on a farm in the Dalelands. He grew up, married, farmed & raised a family. Then raids, disease and the actions of nefarious men took all this from him. He was broken by these losses and drank his pain to numbness. Unfortunately his drunkenness became his life. At his lowest he stumbled into a "Place of Mercy", a small outreach maintained by priests of Illmater to care for those suffering. It took time but he found peace and a devotion to his life, a purpose to help those sufferings. To this end he became a nomad, roaming the land and helping those he comes across and seeing the world. When he first come across the company it was in a battle against a goblin raiding party. He was quick to take a liking to each, seeing kindred spirits of his lost family and friends.
Recent History:
After the party disbanded, Cadfrey continued his nomadic mission of helping others but about 6 months ago the dreams started. Just normal dreams but in the midst of these dreams one or more of the company would randomly appear. He chalked it up to just a bit of nostalgia but when the letter came 2 weeks ago it made him not so sure. He was in Daggerdale when the letter arrived, a reunion. He busied himself finishing his work, which would take a week, but the happiness and excitement of this reunion was apparent.
Quarterstaff in hand he has just stepped past the threshold of the gates of Waterdeep. The crowd is growing but nothing can dissuade him of seeing old friends and catching up.
On that rolled array, did you re-roll the 1's? That is some mythical bad luck if so.