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Ability scores: 1312912917
Looking to play either a human Oath of Vengeance Paladin dedicated to Hoar or (if you allow it) a Battle Smith Artificer.
Paladin - Mardrik Hanker: Started life as a street urchin until taking up criminal activities with his friend Torbin. But they ran afoul of the Xanathar Guild when they hit a mark that some guild members had been stalking. The thieves attacked and killed Torbin and left Mardrik for dead, but an apparition came to Mardrik and asked him if he wished to avenge his friend. Mardrik said yes, and the apparition gave him a coin with the mark of Hoar. It then instructed him to visit the god's shrine in the Docks Ward and give the coin to the priest there.
Battle Smith - Balig Ardith: Studied with an exiled artificer from the isle of Lantan who set up a shop in the Trades Ward. Constantly on the lookout for Lantanese agents who want to make sure the island's secrets don't get out any further into Faerun.
Character is made with Grimhollow content....I can share content if needed
Name : Georgie
Race : Arisen (ala Frankenstein's Monster)
Class : Monster Hunter, Devourer
Background : Beast Hunter
Georgie was created from bits and pieces of other creatures by an apprentice of the Mad Mage of Waterdeep. Used to hunt wayward creatures or invading monsters, the damaged brain he had been given somehow began to regenerate, and he began to question is servitude and escaped to join a party of adventurers.
Georgie intelligence continued to grow, and he has developed certain disturbing abilities...he will often be seen picking bits of flesh or body parts off of dead enemy and can be later seeing popping a strange part into his mouth during a fight which he claims give him great abilities.
Appearance: Georgie appears to be a mix match of various parts, His right arms appear orcish and is thick with muscle from the shoulder down to the hand, while is left arm is muscular and pale. His armor is bits and pieces that appear to be bolted directly to his flesh. Scars and patches cross his face - His face contains staples and stitches, and some of the flesh doesn't seem to match. When he smiles his teeth appear, all brass and copper alloy shining and capable of crushing bits of monsters. He stands tall, at almost 7' if he stood up straight, but he is slightly hunched, again as if the parts used to assemble him didn't seem to fit together quit as expected. He generally wields large two-handed weapons, and will also carry a hatchet and daggers for tight spaces.
I'm still weighing on taking on a fifth player. If your character overlaps with those classes, you're welcome to take another go around on a character idea or merely their class.
Quite possibly! To be fair the Warlock is melee focused. 😏 But yes, all the other apps in the thread are still in consideration. At this point there's a few people who have dropped ability scores and I'm just waiting to see if they throw down a character before I make a decision.
Name:Vaelis Nocthar Class: Warlock (Pact of the Great Old One) Level: 3 Race: Human
Character Concept: When the party last traveled with Vaelis, he was an ordinary commoner that specialized in research and translation. He was smart, observant and useful when not involved in a fight. Now he commands a power her never trained for, a power that answers too quickly, too willingly and that he doesn’t fully understand.
Who he was (Two years ago): Two years ago, Vaelis Nocthar was essentially an ordinary man by all meaningful standards. He wasn't a warrior, spellcaster, or someone the party depended on in combat. In a fight, Vaelis knew his role: staying behind cover, shields, or those who could stand where he could not. His survival depended on recognizing his limits and respecting them. His true value lay in being cautious. Vaelis had a knack for research and translation, detecting inconsistencies in old records, understanding shifts in meaning across languages, and piecing together fragments others dismissed. He meticulously examined maps, verified dates, and asked quiet questions after others had moved on. He was intelligent, observant, and methodical, valuable when intellect was needed over brute strength. Among the group, he often felt less remarkable but carried that quietly. He admired the others’ strength, confidence, and decisiveness, compensating by ensuring they were informed, prepared, and warned of potential issues. If danger could be foreseen and avoided, Vaelis aimed to do so. He didn't wield magic or seek power; he believed knowledge was sufficient. That’s how the party knew him: a man who survived through understanding and not through bending the world to his will.
What happened during the separation: During the years apart, Vaelis followed the path the group had unknowingly set him on, taking solitary work that favored forgotten texts and abandoned places over open roads. One such job led him into a ruin that should have been empty, its records incomplete, its purpose long erased. What happened there resists clear memory. He recalls dust-choked halls, a chamber not marked on any map, and the sensation of being observed long before he realized he was no longer alone. He does not remember making a bargain, only leaving with something that now answers him when he reaches for it, swiftly and without hesitation. The power does not explain itself, and neither can he. Some nights he wonders if it was always there, waiting to be noticed. What he knows is this: he walked out of that ruin changed, and it was the thought of the others, of having once belonged among people who trusted him, that kept him from disappearing entirely, and instead drew him back toward the life of an adventurer…and eventually, back to them.
Backstory: Vaelis Nocthar was not born into greatness, nor raised with any expectation of it. He grew up in the margins of larger stories, the son of a minor scribe in a market town where caravans passed through but never stopped for long. From an early age, Vaelis learned that words, not strength, were how fragile people survived. He studied languages as a means of control in an unpredictable world, believing that if he understood enough, he could always stay one step ahead of danger. That belief carried him into adulthood and, eventually, into the company of adventurers.
When Vaelis first traveled with the party, he did so as a specialist rather than a hero. He translated inscriptions, identified relics, traced genealogies, and pieced together half-forgotten histories that pointed the group in the right direction. In battle, he stayed behind shields and trusted others to protect him. He never resented this. He knew exactly who he was, and who he was not. When the group eventually parted ways, Vaelis continued taking small contracts that relied on his intellect rather than his courage. He worked alone more often than he should have, drawn to ruins whose histories were incomplete and places no one bothered to guard anymore. It was work he believed he could control. One such contract led him into an old ruin whose original purpose had been deliberately erased from surviving records. The halls were intact but wrong in subtle ways, measurements that did not align, carvings worn smooth as if by deliberate touch rather than time. Vaelis remembers entering a sealed chamber meant for observation, not habitation, though he could not later explain how he knew that.
What happened next is fragmented. There was no dramatic ritual, no spoken vow. Only the sense of being noticed, of attention settling on him like weight. He remembers reaching for understanding and finding something already reaching back. Vaelis left the ruin alive but changed. He could feel something answering him now, a presence that responded when he focused, offering power without instruction or explanation. The magic came easily, too easily, and that frightened him more than any monster ever had. He did not know what he had agreed to, or if he had agreed to anything at all. In the months that followed, Vaelis learned only enough to survive. His magic was raw and imprecise, driven by instinct rather than study. He avoided cities and temples, unsure whether anyone could tell what he had become simply by looking at him. At times, he considered abandoning adventuring entirely and disappearing into anonymity.
What stopped him was memory.
The party had trusted him once, not for his strength, but for his mind. They had treated him as someone who belonged in danger, even if he stood behind the line. That belief stayed with him, anchoring him when the power threatened to pull him in unfamiliar directions. So, when word reached him of a reunion in Waterdeep during Fleetswake, Vaelis did not hesitate. Whatever he is now, whatever he carries with him, he would rather face it among those who knew him before and might yet recognize him still.
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Ability scores: 13 12 9 12 9 17
Looking to play either a human Oath of Vengeance Paladin dedicated to Hoar or (if you allow it) a Battle Smith Artificer.
Paladin - Mardrik Hanker: Started life as a street urchin until taking up criminal activities with his friend Torbin. But they ran afoul of the Xanathar Guild when they hit a mark that some guild members had been stalking. The thieves attacked and killed Torbin and left Mardrik for dead, but an apparition came to Mardrik and asked him if he wished to avenge his friend. Mardrik said yes, and the apparition gave him a coin with the mark of Hoar. It then instructed him to visit the god's shrine in the Docks Ward and give the coin to the priest there.
Battle Smith - Balig Ardith: Studied with an exiled artificer from the isle of Lantan who set up a shop in the Trades Ward. Constantly on the lookout for Lantanese agents who want to make sure the island's secrets don't get out any further into Faerun.
Ability scores: 15 14 12 12 13 15
Ability scores: 13 11 13 8 16 12
Character is made with Grimhollow content....I can share content if needed
Name : Georgie
Race : Arisen (ala Frankenstein's Monster)
Class : Monster Hunter, Devourer
Background : Beast Hunter
Georgie was created from bits and pieces of other creatures by an apprentice of the Mad Mage of Waterdeep. Used to hunt wayward creatures or invading monsters, the damaged brain he had been given somehow began to regenerate, and he began to question is servitude and escaped to join a party of adventurers.
Georgie intelligence continued to grow, and he has developed certain disturbing abilities...he will often be seen picking bits of flesh or body parts off of dead enemy and can be later seeing popping a strange part into his mouth during a fight which he claims give him great abilities.
Appearance: Georgie appears to be a mix match of various parts, His right arms appear orcish and is thick with muscle from the shoulder down to the hand, while is left arm is muscular and pale. His armor is bits and pieces that appear to be bolted directly to his flesh. Scars and patches cross his face - His face contains staples and stitches, and some of the flesh doesn't seem to match. When he smiles his teeth appear, all brass and copper alloy shining and capable of crushing bits of monsters. He stands tall, at almost 7' if he stood up straight, but he is slightly hunched, again as if the parts used to assemble him didn't seem to fit together quit as expected. He generally wields large two-handed weapons, and will also carry a hatchet and daggers for tight spaces.
https://www.dndbeyond.com/characters/156823333/FQB6h1
Quick update. So far I've snagged:
A Warlock.
A Druid.
A Sorcerer.
A Bard.
I'm still weighing on taking on a fifth player. If your character overlaps with those classes, you're welcome to take another go around on a character idea or merely their class.
Seems like you need a martial on your team… like a dwarven monk 😏
Quite possibly! To be fair the Warlock is melee focused. 😏 But yes, all the other apps in the thread are still in consideration. At this point there's a few people who have dropped ability scores and I'm just waiting to see if they throw down a character before I make a decision.
Okay, thank you all so much! I’ve got a party selected.
Ability scores: 14 14 9 16 15 17
Name: Vaelis Nocthar
Class: Warlock (Pact of the Great Old One)
Level: 3
Race: Human
Character Concept: When the party last traveled with Vaelis, he was an ordinary commoner that specialized in research and translation. He was smart, observant and useful when not involved in a fight. Now he commands a power her never trained for, a power that answers too quickly, too willingly and that he doesn’t fully understand.
Who he was (Two years ago): Two years ago, Vaelis Nocthar was essentially an ordinary man by all meaningful standards. He wasn't a warrior, spellcaster, or someone the party depended on in combat. In a fight, Vaelis knew his role: staying behind cover, shields, or those who could stand where he could not. His survival depended on recognizing his limits and respecting them. His true value lay in being cautious. Vaelis had a knack for research and translation, detecting inconsistencies in old records, understanding shifts in meaning across languages, and piecing together fragments others dismissed. He meticulously examined maps, verified dates, and asked quiet questions after others had moved on. He was intelligent, observant, and methodical, valuable when intellect was needed over brute strength. Among the group, he often felt less remarkable but carried that quietly. He admired the others’ strength, confidence, and decisiveness, compensating by ensuring they were informed, prepared, and warned of potential issues. If danger could be foreseen and avoided, Vaelis aimed to do so. He didn't wield magic or seek power; he believed knowledge was sufficient. That’s how the party knew him: a man who survived through understanding and not through bending the world to his will.
What happened during the separation: During the years apart, Vaelis followed the path the group had unknowingly set him on, taking solitary work that favored forgotten texts and abandoned places over open roads. One such job led him into a ruin that should have been empty, its records incomplete, its purpose long erased. What happened there resists clear memory. He recalls dust-choked halls, a chamber not marked on any map, and the sensation of being observed long before he realized he was no longer alone. He does not remember making a bargain, only leaving with something that now answers him when he reaches for it, swiftly and without hesitation. The power does not explain itself, and neither can he. Some nights he wonders if it was always there, waiting to be noticed. What he knows is this: he walked out of that ruin changed, and it was the thought of the others, of having once belonged among people who trusted him, that kept him from disappearing entirely, and instead drew him back toward the life of an adventurer…and eventually, back to them.
Backstory: Vaelis Nocthar was not born into greatness, nor raised with any expectation of it. He grew up in the margins of larger stories, the son of a minor scribe in a market town where caravans passed through but never stopped for long. From an early age, Vaelis learned that words, not strength, were how fragile people survived. He studied languages as a means of control in an unpredictable world, believing that if he understood enough, he could always stay one step ahead of danger. That belief carried him into adulthood and, eventually, into the company of adventurers.
When Vaelis first traveled with the party, he did so as a specialist rather than a hero. He translated inscriptions, identified relics, traced genealogies, and pieced together half-forgotten histories that pointed the group in the right direction. In battle, he stayed behind shields and trusted others to protect him. He never resented this. He knew exactly who he was, and who he was not. When the group eventually parted ways, Vaelis continued taking small contracts that relied on his intellect rather than his courage. He worked alone more often than he should have, drawn to ruins whose histories were incomplete and places no one bothered to guard anymore. It was work he believed he could control. One such contract led him into an old ruin whose original purpose had been deliberately erased from surviving records. The halls were intact but wrong in subtle ways, measurements that did not align, carvings worn smooth as if by deliberate touch rather than time. Vaelis remembers entering a sealed chamber meant for observation, not habitation, though he could not later explain how he knew that.
What happened next is fragmented. There was no dramatic ritual, no spoken vow. Only the sense of being noticed, of attention settling on him like weight. He remembers reaching for understanding and finding something already reaching back. Vaelis left the ruin alive but changed. He could feel something answering him now, a presence that responded when he focused, offering power without instruction or explanation. The magic came easily, too easily, and that frightened him more than any monster ever had. He did not know what he had agreed to, or if he had agreed to anything at all. In the months that followed, Vaelis learned only enough to survive. His magic was raw and imprecise, driven by instinct rather than study. He avoided cities and temples, unsure whether anyone could tell what he had become simply by looking at him. At times, he considered abandoning adventuring entirely and disappearing into anonymity.
What stopped him was memory.
The party had trusted him once, not for his strength, but for his mind. They had treated him as someone who belonged in danger, even if he stood behind the line. That belief stayed with him, anchoring him when the power threatened to pull him in unfamiliar directions. So, when word reached him of a reunion in Waterdeep during Fleetswake, Vaelis did not hesitate. Whatever he is now, whatever he carries with him, he would rather face it among those who knew him before and might yet recognize him still.