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.
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.
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
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