A week ago, you moved passed, or stood in, a crowd assembling in front of an unusual crier. An elf of immense stature, you could easily see the King’s tabard hanging over his armor through the group. When he tapped his halberd on the floor thrice, by the third all activity in the immediate area drew silent. His deep voice resonated off the cobblestones,
“About twenty miles inland of the Western coast, there is a small farming community nestled in the heart of the vast Orèmor Valley. This settlement is ruled by a former cannoneer, Lord Harkowitz.”
There were knowing looks shared amongst the group at the mention of Lord Harkowitz. It would appear the name is well known and is in at least decent standing with the majority.
“The King requires the service of four good citizens to receive a message from Lord Harkowitz on the nature of his soured dealings with the Druids in the area. Know that the past two officials appointed to the task have gone missing, and this will be the last attempt at a peaceful resolution before an armed intervention will be considered.”
This time there was some widespread confusion in the listeners. The Druidic circle of the Hawk’s Ridge mountain range north of the valley has been an ally to the Kingdom for as long as it has existed. Their stewardship of the valley’s ecology is likely the reason Orèmor even became a settlement.
“The chosen four will be selected tonight at the docks. While this is foremost a diplomatic mission, individuals considering the appointment should be prepared for the possibility of combat. Payment will be rendered in full upon your return with a response stamped and sealed by Lord Harkowitz.”
Now you find yourself swaying back and forth on a ship coming to the end of its journey. The western shore is finally visible, and you'll be disembarking shortly...
About the DM: Hello everyone! I've been around DnD for awhile and I've recently been gifted some time alongside the desire to DM a PbP game. I enjoy how you can sort of pop in and out with PbP and it suites my availability at the moment. I do have some experience with it from a few years back but I've since been a player for a number of regular games, consumed a massive amount of dnd wider content and overall have just improved my general understanding of how the game actually works so I'm hoping that I can better serve as your potential DM this time around.
About the Campaign: In that context, welcome to a new homebrew campaign! I've been toying with this for a few weeks and intend for this to be a one-shot centered in the Valley of Orèmor and the surrounding Hawk's Ridge mountains. I'm hoping to go from roughly level 3 to level 6 and present an equal balance of combat and RP situations to explore. There will be a significant amount of cannibalism (this will be *very* undead centric as the title implies) as well as at least a few descriptions of body horror (rotting, decay, etc.) so if that's not your vibe, I totally get it. Additionally, I know we're all busy but in order to keep the story flowing, there is a IRL time limit on combat turns. We won't skip you completely, you can take your turn once you get back, but, players will be allowed to take their turn after 8 hours. For example, if the person before you posted at Noon, and we reach 8pm, the person after you can take their turn.
About your Character: As mentioned above, I'm looking for (4) level 3 characters to start. I tend to lean towards point buy for stats but I'm not opposed to letting people roll for them. For equipment you have access to the basic starting gear plus another 100 gold each to buy whatever supplies you deem necessary. I won't track most material magic components, but I will track ammunition as well as somatic and verbal components so plan accordingly! Additionally, you'll all receive your choice of one of the following uncommon magical items upon the start of your campaign:
Finally, try to create characters you feel could feasibly find themselves in the scenario at the top here. For the most part, I've left things sort of vague in terms of what the Kingdom's name is or how large it is relative to Orèmor so we can play around with who you are to that situation. You are technically supposed to be on a diplomatic mission though so try and keep that in mind. As far as languages: Giant, Druidic, Dwarven, Elvish, and Human could be useful. Some proficiencies that may be useful are: Poisoner's Kit, Alchemist's Tools, Thieves' Tools, Land Vehicles, Forgery Kit, and the Dice Set. Everything beyond those languages or tool proficiencies is more or less run of the mill stuff, flavor text and things of that nature.
About the group: I won't artificially enforce class balance, but I will try to lean into having at least 1 tankish person and 1 dedicated healer. Your characters will have some off-screen time to get to know each other on the boat ride over so individuals who play well with others will definitely be favored. In the same way, people with strong backstory suggestions that can help build the narrative together will receive more positive attention than a sword for hire sort. I'm not currently restricting any published content, but I don't have access to every single source book so just be sure to explain or have a link to somewhere I can read up on what you intend to do. No homebrew stuff for this initial post, however, as it tends to break character pages which can be frustrating for other players.
This post will be up until next Tuesday, June 16th, or until I find 4 characters I feel would be able to tell a fun story with!
As far as I've been told, players seem to prefer the 2024 ruleset for character creation \ spells \ gameplay so I'm fine abiding by that. I do have a good number of 2014 sourcebooks, however, and I'll likely be pulling various items and monsters from them since some of that content hasn't quiet made the jump yet.
Name: Omara Tubi Species: Human Class: Paladin ( Background: Soldier
Backstory:
Omara scuffed her boots against the stone as she listened, she'd been a soldier up and down the Western Coast her entire life and during that time she'd done a lot of things she wasn't proud of and seen more things tham she had ever wanted to. She'd never served with Harkowitz but she knew of his reputation as a good and honourable soldier, she also knew that that only meant he treated his men well enough that they knew to keep their mouths shut.......or perhaps he was a good man. From all reports the Druids had always been honourable as well....
It was so hard to concentrate these days, the headaches were always there.....she put a hand up to the flattened and sunken part of her skull where she'd been too slow to duck that feckin' maul.......she'd been laid up for months.....nothing been the same since.....still...she was still alive when she shouldn't be.
But more to the point, conflict always fell hardest upon the common folk.......and Gods know she already had enough to make up for.
Backstory: Orphaned at a young age, the child who would become Kimryn was adopted by a secluded monastery hidden high in the mountains. From the silent, disciplined masters, Kimryn learned not only the devastating forms of their martial art but also the profound spiritual philosophy of inner peace and balance. Their quiet life of devotion was shattered when an extremist militia, led by a disgraced former monk, launched a brutal attack, slaughtering most of the community while Kimryn was away protecting a nearby village. Returning to devastation and being wrongfully blamed for knowing of the attack, Kimryn was forced into exile, her faith shaken but fighting skills honed by tragedy, now dedicating their travels to protecting the innocent and seeking a new path to honor their fallen brethren.
Did not have much growing up but she had family and how she adored the smell of her nana's cooking as it took hours to cook and oh the flavors hit all the notes from the savory to the sweet. With money being tight her family could not afford proper schooling or paying for an apprenticeship. At night she would hear her parents talk late into the night wondering what they can do for Sedi. So, she made the decision for them and joined the military. Well actually she lied about her age and had a bit dirt on the soldier she knew to help her get in. What came next was teary eyed worry from her father, fervent prayers from her mother, and a kiss for luck from her nana.
She trained hard for years and found even though yes, she could wear bulky armor and wield a great sword she was more suited for a more agile fighting style inspired by fencing and in part street fighting. Things were going smoothly until the soldier Bernardo, who helped her get in let out her secret after a night of carousing. She was summarily discharged and though some wanted to add some more charges her record spoke to her competence. So, on the way home while dragging her feet she heard the elf speak and she thought to herself she can handle herself in a scrap and a diplomatic mission can just be the feather in her cap that lets her be a soldier again.
This post has potentially manipulated dice roll results.
Ability scores: 12151514178
(using Point buy) Name: Hines Species: Human Class: Wizard Background: Sage Backstory: The elf with his proclamation was enough to draw anyone's attention. The first thing that caught Hines attention was the mention of the Druids. He had worked & walked among them from an early age and even became initiated into their "Proclaiments Circle", just fancy words for getting a bit of training in the druidic arts and working you bum off while you do it. Hines loved nature & what the Druid's offered but once Carndril, his teacher, showed him Arcane power, Hines was hooked, got permission to leave and started his hand & hand journey with the Arcane. After a grueling apprenticeship Hines had finally earned the right to be called a Mage. Though he had a few coins he admitted he was a bit of a vagabond indulging in nostalgia coming back to this little valley, familiar places and a quiet hope to see familiar faces. But as always nothing stays the same. He'd be content just moving on to find his own small place and settle down but this Lord's dispute bothered him. The Druids helped & healed many, both man (as it were) & beast, so if there was a dispute with some lord, and having gained a bit of understanding of the ways of the world, the Druids may end up on the short end of the stick. Hines scratches his beard in thought, sighs a little, then speaks up. My name is Hines and I'll deliver your message. https://www.dndbeyond.com/characters/166946523
I'm intrigued by this game. I have a slight problem in that I don't technically have any character slots left... but we can figue that out right?
The guy I'm going for here is a College of Valor Bard. A battlefield cheerleader. I'd like to go with Aasimar as race. I'll potentially take a dip into Cleric (maybe going so far as to taking the War domain), but I wanted to lean into the bardic aspect first, because I like that boisterousness against the gore of the campaign (maybe you won't though).
The ship groans as it bumps against the creaking dock, the wooden hull shuddering like a beast settling into rest. You feel the shift in the water beneath your boots, the sway of the tide mockingly similar to the rhythm you’ve been marching to in your mind for the past week.
You’re the last to step off, and you make sure you’re noticed.
An Aasimar in armor that’s too bright for the gray harbor—gold trim, crimson ribbons, bells sewn into the hem of your cloak chiming as you stride. Your horns are wrapped in red and gold, the colors of victory, and they glow faintly, a soft radiance that pulses when you’re excited. You carry war drums strapped to your back, but you also have a longsword at your hip and a shield on your arm, both polished like they were just for a parade.
Your name is Lirander Hornsong, though the locals in the valley will probably call you something else by tonight. They’ll call you that radiant cheerleader, the battlefield bard, or maybe just the loud one.
You’re not just a bard, though. You’re a soldier who turned combat into a performance. You spent years in the King’s army as the guy who made sure everyone knew they were fighting for something great. You were the battlefield cheerleader, the one who shouted encouragement over the clash of steel, the one who celebrated every kill like it was a victory in a tournament.
You arrived in the city a week ago, drawn by the crowd that packed around the King’s elf. You remember the moment perfectly: the halberd’s three taps, the silence that dropped like a curtain, and that voice rolling over the cobblestones like a war drum.
“About twenty miles inland of the Western coast, there is a small farming community nestled in the heart of the vast Orèmor Valley. This settlement is ruled by a former cannoneer, Lord Harkowitz.”
You remember the way the crowd reacted—knowing looks, murmurs of respect. You don’t know Harkowitz, but you know the sound of a name that carries weight. You’ve fought under orders like that before.
“The King requires the service of four good citizens to receive a message from Lord Harkowitz on the nature of his soured dealings with the Druids in the area.”
You smiled when the elf said that. You’ve always liked missions that taste like trouble. And you’re competitive—you want to be the one who makes it work.
“Know that the past two officials appointed to the task have gone missing, and this will be the last attempt at a peaceful resolution before an armed intervention will be considered.”
That was the part that made the crowd murmur. You liked it even better. Two before you failed? That just means you’re going to be the one who succeeds.
“The chosen four will be selected tonight at the docks.”
You were there. You leaned against a crate, bells on your cloak chiming with every shift of your weight. You didn’t beg. You didn’t plead. You just stood there, arms crossed, horns glowing, and when the elf scanned the crowd and pointed, you raised your hand like you were accepting a challenge, not a summons. Your grin was already there.
You were one of the four.
Now, the ship’s final creak echoes, and you step onto the dock, the salt-sting of the western shore in your nose. You can feel the land ahead: the valley, the farms, the Druidic circle in the Hawks Ridge mountains. You can feel the dissonance in it, like a song that’s been played wrong for too long.
Your cloak sways as you walk, the bells marking your rhythm. You’re not just a messenger. You’re a battlefield cheerleader. A soldier who treats combat like a tournament and diplomacy like a match.
You tilt your head, horns catching the light, and grin at the three others who were chosen with you. Your gaze is bright, almost glowing, and you’re already bouncing on the balls of your feet.
“Alright, four good citizens,” you say, your voice carrying over the harbor noise like you’re addressing a crowd. “Let’s go find out what Lord Harkowitz has to say. And if the Druids don’t like it, well—”
You tap your sword on the dock, the metal ringing like a bell.
“—we’ll just have to make them listen. And if they won’t, I’ll just have to fight them, celebrate the fight, and make sure they remember us.”
You move forward, the bells at your cloak marking the beat of your steps, your laughter trailing behind you like a trumpet note. Your horns glow a little brighter as you walk. You’re not just going to deliver a message. You’re going to make sure the whole valley hears it. And if they don’t like the song, you’ll just have to teach them the verses. And if they fight you, you’ll celebrate the fight.
Because that’s what you do. You’re the guy who makes sure everyone knows they’re fighting for something great. And you’re going to make sure these three know they’re fighting with someone great.
I'm enjoying what I've seen so far where many of you have included considerations for either military service, serving under Harkowitz directly, or some understanding of the druids. This will help me develop a better connection between the story beats and your characters so I'd definitely want to encourage any potential new viewers to lean towards those aspects.
Additionally, while I'm not a huge fan of food as a necessity in gameplay, the campaign does take place in an agriculturally rich valley and there will be many opportunities to receive temporary bonuses for good meals. One of the current posts mentions a backstory that leans into their fondness for food, which could also be beneficial!
Rhoc is an old soldier. He has lived through a dozen campaigns and bears the scars to prove it. That was many years ago. Now though, his knees and fingers ache and he has taken to horse breeding. He makes fine horses, some of which he recognizes carrying some of the retinue of the king into this very city. All this business of adventure is for younger men. Men with straight backs and ankles that don’t pop when walking. He waves it off and begins to return to his horses when the crier begins to speak.
Orèmor Valley? Lord Harkowitz? That is where Rhoc’s son lives. A gentle, peaceful family man who has never known the blade. A cold stone of mounting terror nestles and grows in his chest, which grows ever still when there is talk about possible aggressive responses. He can’t lose his only son. He can’t. He must make sure he is okay. Rhoc will be there at the docks. He will be chosen or he will go on his own.
He runs back to his home on legs that have begun to remember that they are still powerful. With a swing of his arm, he yanks a plank of wood off a wall, revealing a hidden cubbyhole at the back of his humble home. Within is a go-bag, nearly forgotten, and a sword wrapped in animal skin. He holds that sword again and the screams fill his mind. He banishes them with firm resolution and clasps the sword on his belt, then empties the cubbyhole of other terrible memories and girds himself for one last adventure.
Rhoc is at the docks before the sun even sets, his finest horse is with him: Wind Dancer, a wild horse mare of chestnut brown with a white overo pattern, white socks, and a white markings across her face that almost looks like a wind symbol. Rhoc stands proudly, as straight as he can. He is ready. He will do whatever it takes to see his son safe.
I'm enjoying what I've seen so far where many of you have included considerations for either military service, serving under Harkowitz directly, or some understanding of the druids. This will help me develop a better connection between the story beats and your characters so I'd definitely want to encourage any potential new viewers to lean towards those aspects.
I'm really intrigued by the premise and will keep this in mind as well. I was heavily leaning toward making a Druid or perhaps a Druid/Rogue. Somebody who has spent some time away from the circle and instinctively wants to help figure out what has caused this tension. Or that he was specifically sent by the circle to act as middle man or spy. I'm really considering leaning toward the spy idea. Let me know if this does not work with what you may have planned and I can easily make another character lol
Name:
Species: Dragonborn (green) (gunna make him very slender but strong)
Class: Druid 1 / Rogue 2 (primal order: warden)
Background: Acolyte (born into a nature cult but was freed during an attack)
Uncommon Item: Eyes of Minute Seeing (definitely helps with the detective type vibe)
As a spy for the Druids, that would be an interesting angle to take. Currently the only communication most characters would be aware of is the disrupted channels between Harkowitz and the King. Someone with insider knowledge on the relationship between Harkowitz and the Druids would know at least a portion of what they're walking into, and have a vested interest in reaching the druids organically.
In the same way, someone who has a son in Orèmor would be inclined to explore some of the valley before going straight to the Lord, which would open a few more paths of exploration that could be interesting to see.
Both would also allow us to reach the higher levels in a bit more satisfactory way beyond just turn and burn combat.
Please keep these story beats coming! Everything beyond what has already been established in that first post is fluid and can bend towards what suits the party's narrative best.
Rollback Post to RevisionRollBack
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A week ago, you moved passed, or stood in, a crowd assembling in front of an unusual crier. An elf of immense stature, you could easily see the King’s tabard hanging over his armor through the group. When he tapped his halberd on the floor thrice, by the third all activity in the immediate area drew silent. His deep voice resonated off the cobblestones,
“About twenty miles inland of the Western coast, there is a small farming community nestled in the heart of the vast Orèmor Valley. This settlement is ruled by a former cannoneer, Lord Harkowitz.”
There were knowing looks shared amongst the group at the mention of Lord Harkowitz. It would appear the name is well known and is in at least decent standing with the majority.
“The King requires the service of four good citizens to receive a message from Lord Harkowitz on the nature of his soured dealings with the Druids in the area. Know that the past two officials appointed to the task have gone missing, and this will be the last attempt at a peaceful resolution before an armed intervention will be considered.”
This time there was some widespread confusion in the listeners. The Druidic circle of the Hawk’s Ridge mountain range north of the valley has been an ally to the Kingdom for as long as it has existed. Their stewardship of the valley’s ecology is likely the reason Orèmor even became a settlement.
“The chosen four will be selected tonight at the docks. While this is foremost a diplomatic mission, individuals considering the appointment should be prepared for the possibility of combat. Payment will be rendered in full upon your return with a response stamped and sealed by Lord Harkowitz.”
Now you find yourself swaying back and forth on a ship coming to the end of its journey. The western shore is finally visible, and you'll be disembarking shortly...
About the DM: Hello everyone! I've been around DnD for awhile and I've recently been gifted some time alongside the desire to DM a PbP game. I enjoy how you can sort of pop in and out with PbP and it suites my availability at the moment. I do have some experience with it from a few years back but I've since been a player for a number of regular games, consumed a massive amount of dnd wider content and overall have just improved my general understanding of how the game actually works so I'm hoping that I can better serve as your potential DM this time around.
About the Campaign: In that context, welcome to a new homebrew campaign! I've been toying with this for a few weeks and intend for this to be a one-shot centered in the Valley of Orèmor and the surrounding Hawk's Ridge mountains. I'm hoping to go from roughly level 3 to level 6 and present an equal balance of combat and RP situations to explore. There will be a significant amount of cannibalism (this will be *very* undead centric as the title implies) as well as at least a few descriptions of body horror (rotting, decay, etc.) so if that's not your vibe, I totally get it. Additionally, I know we're all busy but in order to keep the story flowing, there is a IRL time limit on combat turns. We won't skip you completely, you can take your turn once you get back, but, players will be allowed to take their turn after 8 hours. For example, if the person before you posted at Noon, and we reach 8pm, the person after you can take their turn.
About your Character: As mentioned above, I'm looking for (4) level 3 characters to start. I tend to lean towards point buy for stats but I'm not opposed to letting people roll for them. For equipment you have access to the basic starting gear plus another 100 gold each to buy whatever supplies you deem necessary. I won't track most material magic components, but I will track ammunition as well as somatic and verbal components so plan accordingly! Additionally, you'll all receive your choice of one of the following uncommon magical items upon the start of your campaign:
Finally, try to create characters you feel could feasibly find themselves in the scenario at the top here. For the most part, I've left things sort of vague in terms of what the Kingdom's name is or how large it is relative to Orèmor so we can play around with who you are to that situation. You are technically supposed to be on a diplomatic mission though so try and keep that in mind. As far as languages: Giant, Druidic, Dwarven, Elvish, and Human could be useful. Some proficiencies that may be useful are: Poisoner's Kit, Alchemist's Tools, Thieves' Tools, Land Vehicles, Forgery Kit, and the Dice Set. Everything beyond those languages or tool proficiencies is more or less run of the mill stuff, flavor text and things of that nature.
About the group: I won't artificially enforce class balance, but I will try to lean into having at least 1 tankish person and 1 dedicated healer. Your characters will have some off-screen time to get to know each other on the boat ride over so individuals who play well with others will definitely be favored. In the same way, people with strong backstory suggestions that can help build the narrative together will receive more positive attention than a sword for hire sort. I'm not currently restricting any published content, but I don't have access to every single source book so just be sure to explain or have a link to somewhere I can read up on what you intend to do. No homebrew stuff for this initial post, however, as it tends to break character pages which can be frustrating for other players.
This post will be up until next Tuesday, June 16th, or until I find 4 characters I feel would be able to tell a fun story with!
Thank you!!
-Silvercoins
got a warning about dice issues so rerolling:
2024 or 2014 rules?
Author of Kid Comet and the Sixth Grade Shadow and other Middle Grade Novels
As far as I've been told, players seem to prefer the 2024 ruleset for character creation \ spells \ gameplay so I'm fine abiding by that. I do have a good number of 2014 sourcebooks, however, and I'll likely be pulling various items and monsters from them since some of that content hasn't quiet made the jump yet.
Name: Omara Tubi
Species: Human
Class: Paladin (
Background: Soldier
Backstory:
Omara scuffed her boots against the stone as she listened, she'd been a soldier up and down the Western Coast her entire life and during that time she'd done a lot of things she wasn't proud of and seen more things tham she had ever wanted to. She'd never served with Harkowitz but she knew of his reputation as a good and honourable soldier, she also knew that that only meant he treated his men well enough that they knew to keep their mouths shut.......or perhaps he was a good man. From all reports the Druids had always been honourable as well....
It was so hard to concentrate these days, the headaches were always there.....she put a hand up to the flattened and sunken part of her skull where she'd been too slow to duck that feckin' maul.......she'd been laid up for months.....nothing been the same since.....still...she was still alive when she shouldn't be.
But more to the point, conflict always fell hardest upon the common folk.......and Gods know she already had enough to make up for.
https://www.dndbeyond.com/characters/166939302/1gdDhv
Ability scores: 8 15 16 15 7 16
Placeholder Ability scores: 11 10 10 9 9 11
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Placeholder ability scores: Ability scores: 4 15 17 14 11 9
DM mostly, Player occasionally | Session 0 form | He/Him/They/Them
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Going Point Buy
Name: Kimryn
Species: Wood Elf
Class: Ranger/Monk
Backstory: Orphaned at a young age, the child who would become Kimryn was adopted by a secluded monastery hidden high in the mountains. From the silent, disciplined masters, Kimryn learned not only the devastating forms of their martial art but also the profound spiritual philosophy of inner peace and balance. Their quiet life of devotion was shattered when an extremist militia, led by a disgraced former monk, launched a brutal attack, slaughtering most of the community while Kimryn was away protecting a nearby village. Returning to devastation and being wrongfully blamed for knowing of the attack, Kimryn was forced into exile, her faith shaken but fighting skills honed by tragedy, now dedicating their travels to protecting the innocent and seeking a new path to honor their fallen brethren.
https://www.dndbeyond.com/characters/154814653/Bx5jIy
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Ability Scores: Point Buy
Name: Sedi Valinski
Species: Human
Class: Fighter/ Battle master
Background: Soldier
Backstory:
Did not have much growing up but she had family and how she adored the smell of her nana's cooking as it took hours to cook and oh the flavors hit all the notes from the savory to the sweet. With money being tight her family could not afford proper schooling or paying for an apprenticeship. At night she would hear her parents talk late into the night wondering what they can do for Sedi. So, she made the decision for them and joined the military. Well actually she lied about her age and had a bit dirt on the soldier she knew to help her get in. What came next was teary eyed worry from her father, fervent prayers from her mother, and a kiss for luck from her nana.
She trained hard for years and found even though yes, she could wear bulky armor and wield a great sword she was more suited for a more agile fighting style inspired by fencing and in part street fighting. Things were going smoothly until the soldier Bernardo, who helped her get in let out her secret after a night of carousing. She was summarily discharged and though some wanted to add some more charges her record spoke to her competence. So, on the way home while dragging her feet she heard the elf speak and she thought to herself she can handle herself in a scrap and a diplomatic mission can just be the feather in her cap that lets her be a soldier again.
Ability scores: 12 15 15 14 17 8
(using Point buy)Name: Hines
Species: Human
Class: Wizard
Background: Sage
Backstory:
The elf with his proclamation was enough to draw anyone's attention. The first thing that caught Hines attention was the mention of the Druids. He had worked & walked among them from an early age and even became initiated into their "Proclaiments Circle", just fancy words for getting a bit of training in the druidic arts and working you bum off while you do it. Hines loved nature & what the Druid's offered but once Carndril, his teacher, showed him Arcane power, Hines was hooked, got permission to leave and started his hand & hand journey with the Arcane. After a grueling apprenticeship Hines had finally earned the right to be called a Mage. Though he had a few coins he admitted he was a bit of a vagabond indulging in nostalgia coming back to this little valley, familiar places and a quiet hope to see familiar faces. But as always nothing stays the same. He'd be content just moving on to find his own small place and settle down but this Lord's dispute bothered him. The Druids helped & healed many, both man (as it were) & beast, so if there was a dispute with some lord, and having gained a bit of understanding of the ways of the world, the Druids may end up on the short end of the stick.
Hines scratches his beard in thought, sighs a little, then speaks up.
My name is Hines and I'll deliver your message.
https://www.dndbeyond.com/characters/166946523
I'm intrigued by this game. I have a slight problem in that I don't technically have any character slots left... but we can figue that out right?
The guy I'm going for here is a College of Valor Bard. A battlefield cheerleader. I'd like to go with Aasimar as race. I'll potentially take a dip into Cleric (maybe going so far as to taking the War domain), but I wanted to lean into the bardic aspect first, because I like that boisterousness against the gore of the campaign (maybe you won't though).
The ship groans as it bumps against the creaking dock, the wooden hull shuddering like a beast settling into rest. You feel the shift in the water beneath your boots, the sway of the tide mockingly similar to the rhythm you’ve been marching to in your mind for the past week.
You’re the last to step off, and you make sure you’re noticed.
An Aasimar in armor that’s too bright for the gray harbor—gold trim, crimson ribbons, bells sewn into the hem of your cloak chiming as you stride. Your horns are wrapped in red and gold, the colors of victory, and they glow faintly, a soft radiance that pulses when you’re excited. You carry war drums strapped to your back, but you also have a longsword at your hip and a shield on your arm, both polished like they were just for a parade.
Your name is Lirander Hornsong, though the locals in the valley will probably call you something else by tonight. They’ll call you that radiant cheerleader, the battlefield bard, or maybe just the loud one.
You’re not just a bard, though. You’re a soldier who turned combat into a performance. You spent years in the King’s army as the guy who made sure everyone knew they were fighting for something great. You were the battlefield cheerleader, the one who shouted encouragement over the clash of steel, the one who celebrated every kill like it was a victory in a tournament.
You arrived in the city a week ago, drawn by the crowd that packed around the King’s elf. You remember the moment perfectly: the halberd’s three taps, the silence that dropped like a curtain, and that voice rolling over the cobblestones like a war drum.
You remember the way the crowd reacted—knowing looks, murmurs of respect. You don’t know Harkowitz, but you know the sound of a name that carries weight. You’ve fought under orders like that before.
You smiled when the elf said that. You’ve always liked missions that taste like trouble. And you’re competitive—you want to be the one who makes it work.
That was the part that made the crowd murmur. You liked it even better. Two before you failed? That just means you’re going to be the one who succeeds.
You were there. You leaned against a crate, bells on your cloak chiming with every shift of your weight. You didn’t beg. You didn’t plead. You just stood there, arms crossed, horns glowing, and when the elf scanned the crowd and pointed, you raised your hand like you were accepting a challenge, not a summons. Your grin was already there.
You were one of the four.
Now, the ship’s final creak echoes, and you step onto the dock, the salt-sting of the western shore in your nose. You can feel the land ahead: the valley, the farms, the Druidic circle in the Hawks Ridge mountains. You can feel the dissonance in it, like a song that’s been played wrong for too long.
Your cloak sways as you walk, the bells marking your rhythm. You’re not just a messenger. You’re a battlefield cheerleader. A soldier who treats combat like a tournament and diplomacy like a match.
You tilt your head, horns catching the light, and grin at the three others who were chosen with you. Your gaze is bright, almost glowing, and you’re already bouncing on the balls of your feet.
“Alright, four good citizens,” you say, your voice carrying over the harbor noise like you’re addressing a crowd. “Let’s go find out what Lord Harkowitz has to say. And if the Druids don’t like it, well—”
You tap your sword on the dock, the metal ringing like a bell.
“—we’ll just have to make them listen. And if they won’t, I’ll just have to fight them, celebrate the fight, and make sure they remember us.”
You move forward, the bells at your cloak marking the beat of your steps, your laughter trailing behind you like a trumpet note. Your horns glow a little brighter as you walk. You’re not just going to deliver a message. You’re going to make sure the whole valley hears it. And if they don’t like the song, you’ll just have to teach them the verses. And if they fight you, you’ll celebrate the fight.
Because that’s what you do. You’re the guy who makes sure everyone knows they’re fighting for something great. And you’re going to make sure these three know they’re fighting with someone great.
Author of Kid Comet and the Sixth Grade Shadow and other Middle Grade Novels
I'm enjoying what I've seen so far where many of you have included considerations for either military service, serving under Harkowitz directly, or some understanding of the druids. This will help me develop a better connection between the story beats and your characters so I'd definitely want to encourage any potential new viewers to lean towards those aspects.
Additionally, while I'm not a huge fan of food as a necessity in gameplay, the campaign does take place in an agriculturally rich valley and there will be many opportunities to receive temporary bonuses for good meals. One of the current posts mentions a backstory that leans into their fondness for food, which could also be beneficial!
LOL that 4 is tempting, but going with Point Buy.
Name: Rhoc
Species: Orc
Class: Barbarian (Berserker)
Background: Soldier
Special Item: Sentinel Shield
Backstory:
Rhoc is an old soldier. He has lived through a dozen campaigns and bears the scars to prove it. That was many years ago. Now though, his knees and fingers ache and he has taken to horse breeding. He makes fine horses, some of which he recognizes carrying some of the retinue of the king into this very city. All this business of adventure is for younger men. Men with straight backs and ankles that don’t pop when walking. He waves it off and begins to return to his horses when the crier begins to speak.
Orèmor Valley? Lord Harkowitz? That is where Rhoc’s son lives. A gentle, peaceful family man who has never known the blade. A cold stone of mounting terror nestles and grows in his chest, which grows ever still when there is talk about possible aggressive responses. He can’t lose his only son. He can’t. He must make sure he is okay. Rhoc will be there at the docks. He will be chosen or he will go on his own.
He runs back to his home on legs that have begun to remember that they are still powerful. With a swing of his arm, he yanks a plank of wood off a wall, revealing a hidden cubbyhole at the back of his humble home. Within is a go-bag, nearly forgotten, and a sword wrapped in animal skin. He holds that sword again and the screams fill his mind. He banishes them with firm resolution and clasps the sword on his belt, then empties the cubbyhole of other terrible memories and girds himself for one last adventure.
Rhoc is at the docks before the sun even sets, his finest horse is with him: Wind Dancer, a wild horse mare of chestnut brown with a white overo pattern, white socks, and a white markings across her face that almost looks like a wind symbol. Rhoc stands proudly, as straight as he can. He is ready. He will do whatever it takes to see his son safe.
Rhoc Sheet
DM mostly, Player occasionally | Session 0 form | He/Him/They/Them
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I'm really intrigued by the premise and will keep this in mind as well. I was heavily leaning toward making a Druid or perhaps a Druid/Rogue. Somebody who
has spent some time away from the circle and instinctively wants to help figure out what has caused this tension. Or that hewas specifically sent by the circle to act as middle man or spy. I'm really considering leaning toward the spy idea. Let me know if this does not work with what you may have planned and I can easily make another character lolName:
Species: Dragonborn (green) (gunna make him very slender but strong)
Class: Druid 1 / Rogue 2 (primal order: warden)
Background: Acolyte (born into a nature cult but was freed during an attack)
Uncommon Item: Eyes of Minute Seeing (definitely helps with the detective type vibe)
Backstory: wip
Hoping to stop being a forever DM but it's not looking likely so far.
As a spy for the Druids, that would be an interesting angle to take. Currently the only communication most characters would be aware of is the disrupted channels between Harkowitz and the King. Someone with insider knowledge on the relationship between Harkowitz and the Druids would know at least a portion of what they're walking into, and have a vested interest in reaching the druids organically.
In the same way, someone who has a son in Orèmor would be inclined to explore some of the valley before going straight to the Lord, which would open a few more paths of exploration that could be interesting to see.
Both would also allow us to reach the higher levels in a bit more satisfactory way beyond just turn and burn combat.
Please keep these story beats coming! Everything beyond what has already been established in that first post is fluid and can bend towards what suits the party's narrative best.