ALL classes and races accepted; based on homebrew some races have challenges PM me directly for details
Rolled stats only; 4d6 drop the lowest dice NO reroll.
Starting equipment per class with an additional 200 GP for gear. No magic items or potions to start.
Multi-class possible if it makes narrative sense after 5th level
Alignments: any good, neutral and lawful; NO evil
Good backstory but a willingness to be flexible to adapt to homebrew world setting
Must be able to post several times per day
GM in US CST time zone; what's yours?
Game hook: For 1200 years, the world of Arrak was a haven of peace and prosperity. This was the result of a once in a century event known as the Passing of Pelor's Light. It is a comet, a gift from Pelor, that radiates positive energy, which blessed crops, healed the sick and kept monsters in a magical slumber.
There is a celebration for the 13th Passing of Pelor's Light. The comet emerged into the world and rises up to the sky. As it reaches its peak, however, tragedy strikes. The comet shatters into thousands of shards! It fell across Arrak, flattening homes and cities, and destroying governments and economies. Monsters are now awaken and start ravaging the lands. Everything is thrown into chaos. Till this day, no one knows how or why the event, known as the Lightfall, happened.
Now 50 years have passed. The world is slowly recovering. Heroes have come and re-established cities and nations. The towns and cities act as beacons of light in the darkness. Please use the word figs so I know you read all if this. They are safe-havens, with organised armies and militias, as they protect the people against monsters and dangers that lurk in the hills, woods and dungeons.
Our four adventurers are travelling to Talis'Val, the capital of the Dawn Republic. As it is safer to travel in groups you'll start as an established party hired to protect a caravan with other people. The story starts here as our adventurers begin their journey across Arrak to help the people and fight against monsters, eventually becoming Heroes of the world.
Rollback Post to RevisionRollBack
“But no living man am I! You look upon a woman...You stand between me and my lord and kin. Begone, if you be not deathless! For living or dark undead, I will smite you, if you touch him.” ― J.R.R. Tolkien, The Return of the King
Backstory: Fires grew up in the forests surrounding the Talis'Val, occasionally going into the city. His wanderlust got the best of him at a young age and he wandered from home. His trip drew him to a cave where a group of fur traders harassed a mama panther and her cubs. Armed with rocks and a stick, Fires drove off the poachers. He spent the evening in the cave, getting to know the mama panther and her cubs before morning. He returned home to his father, Tends the Garden, who asked him about the panther cub. Fires apologized and brought the cub back to his mother. The cub kept following him and Fires had no choice but to run away. He thought he was in the clear, until the cub jumped at him. Fires made a promise, saying he and the cub would travel the world when they reached of age. The tabaxi forgot the promise and explored the forests and mountains of Arrak. After Fires gained some experience, he saw his old friend, now larger. The reunion was cut short when several wolves attacked. Fires directed the panther to attack while he released arrows and finished the wolves. With his life saved, Fires named the panther "Pounces on Prey" or "Pop" for short. For their first adventure together, the duo returned to Pop's cave where his mother rested. As Fires greeted her, a green dragon attacked. Fires and Fights guided the mother panther out of the area and brought her to live with Tends.
Together, the tabaxi and the panther roam the world, seeking adventure.
I can post several times a day. My timezone is PST U.S.
Oops, I just saw the 'no rerolling 1' Ability scores: 1191811811
Backstory: 1,264 years ago, an elven necromancer known as Aestrinomarovix the Undying ruled over the land with an iron fist. Any who opposed him would join his ever-growing legion of undead minions. Through his dedication to the necromatic arts, he drew the attention of Orcus, Demon Lord of the Undead. Orcus shared with him the secrets of becoming a lich.
Aestrinomarovix spent the next few years gathering supplies and preparing to finally overcome death by transforming himself into a lich. On the night that the ritual was to take place, a group of adventurers stormed his citadel. Unconcerned about their presence, the necromancer commenced with the ritual. As it approached the pinnacle with immortality within his grasp, the adventurers burst into his inner sanctum after defeated his defences. Desperate, they managed to damage his phylactery the exact same moment the ritual was completed. Aestrinomarovix was defeated, his body annihilated and spirit scattered. The whole land celebrated the death of the tyrant.
A few miles away, a child was born at the same time. Aestrinomarovix's spirit, albeit damaged, managed to latch on to that child and pushed out the infant's soul and replaced it with his own. When he crossed into the child, he lost all of his memories. The child grew up normally until he reached the age of 13. On the night of his birthday, Aestrinomarovix's soul rekindled his memories and regained his power. He came back in full force and tried to take control of the land again, but was once again killed and defeat. Since his ritual was technically perfect during his first life, his soul would find a suitable container like it would with a normal lich when it died. Since he didn't have his phylactery, his soul would find the best best thing: an infant. This cycle would continue on and on, earning him the moniker of The Undying.
However, every time he would die, parts of his soul would be destroyed. He would return with less power and memories with every reincarnation.
Coming to the modern time, Melcore Burrell was born in a small fishing village a few hours travel from Luskan. This fishing village was very tightly-knit. The little inlet that the village was built in was surrounded by jagged rocks and rough waters that made it impossible for large fishing boats to come through. However, small fishing boats were perfect for fishing the bountiful bays. They would go out every morning and catch fish for hours before they would sail their catches to Luskan to sell in the market.
Melcore was a bright child. He could start talking by age 1 and could read by the time he was two and a half. His problem solving skills were impressive and his keen mind amazed the little village. Deciding that being a lowly fisherman was wasting his talents, the village saved their income for almost a year until they had enough money to send him to become a wizard at the Hosttower of the Arcane in Luskan on his thirteenth birthday. The night of his birthday as he slept, he was troubled by a particularity potent nightmare, but nothing more.
The next morning, he said his goodbies to village as he sailed to Luskan with money in tow. The Hosttower of the Arcane was impressed with his talents and allowed him entry. He learned magic for the next 8 years as knowledge was pounded into him. While he was there, he took a liking to history. He joined a group of historian in the Hosttower. There, he learned of their specialized form of wizardry called the Order of the Scribe.
When he graduated from the Hosttower of the Arcane, he was visited by a strange hooded figure in one of the streets. The figure informed Melcore that it was an emissary of Orcus. After a bout of panic, Melcore's curiosity got the better of him. He decided to listen to what this hooded figure had to say. The figure cast a quick spell that racked Melcore's mind and body with searing pain as memories of his past lives returned to him in a rush. The murders, the atrocities that he had committed! It was almost too much to handle. Unconsciousness greeted him.
When he awoke, he decided that he had to leave Luskan so that he would not be a danger to people. He became a hermit and almost revoked magic all together, but he couldn't give that part of himself up. He limited his contact with people, only entering towns when necessary. After a year of isolation, he couldn't stand being alone for any longer after his memories began to haunt him, driving him slowly insane. He must rejoin society before he loses control of himself.
(It deleted this when I first posted; but I don't particularly care for figs by themselves, but I enjoy fig newtons).
Name: Lucerne "Graves" Gravesforth
Time: EST
Race: Human, variant
Class: Fighter, Battle Master (I'm debating between this, War Cleric and Crown Paladin)
Background: Soldier
Alignment: LN
Graves started as a simple soldier of the Dawn Republic. Through skill and, by dint of survival, he quickly rose to the rank of Standard Bearer, responsible for leading his Captain's personal guard and holding his banner so units could find the Captain on the battlefield.
His elevated status in the infantry enabled him to save up enough money to buy a farm and start a new life, once his tour of duty was complete. Unfortunately for Graves, soldiering is a lot easier than farming. After two years of being unable to grow anything other than stabweeds, he gave up on his dream, sold his farm and decided to return to the capital to see if he could either rejoin the military or, at worst, he knew he could always find work as a caravan guard.
This post has potentially manipulated dice roll results.
Ability scores: 13151112611
Name: Nick Lecerek
Race: Human (variant)
Class: Bard (College of Spirits)
Background: Folk Hero
Backstory: Meet Nick. Nick likes to entertain people. Nick will go to great lengths to tell a story. Nick once raided an abandoned light house to collect the keeper's skull to make the fabricated tale about the man's life story more dramatic. Nick sees no need to worry about laws and social norms if it means being more entertaining. Be like Nick
This post has potentially manipulated dice roll results.
Ability scores: 15131716157 Time Zone: EST-Ohio
Name: Alden Lostchild Race: Half Elf Class: Monk-Open Hand Background: Gladiator Back story: Alden Lostchild is a child of the streets, taken in by a monastic order, Brothers of Peace, one of the many orphans produced by Lightfall and it's aftermath. Alden was raised by the order to respect life and help those in need, it was when the order, due to the hardship, had trouble raising money to help the poor and needy that Alden decided to take matters into his own hands. Some of the local crime bosses that sprung up from the calamity, were holding Gladiatorial combats for their men and locals to bet on. Competitors were brought in from other areas and the prize money was lucrative. Alden started sneaking out at night to attend and compete in these fights. His first match didn't go so well, winning a few bruises and a small basket of figs for his troubles. After his third match, Alden was getting the hang of things and started winning. The Brother's would wake each morning to find a donation in the poor box equal to Alden's winnings from the previous night. This went on for about a year then, one of the syndicates running the fights showed up to try and convince Alden to throw a few fights for them. The men were politely turned away but Alden's escapades were revealed. Alden was forced to make a choice, discontinue his weekly fights and return to the path of quiet peace or leave to seek his way in the world. Alden chose to leave. Things have changed over the past couple of years for Alden. He still fights in the underground fights, leaving a good portion of the money in the poor box of the monks but, he sees what is happening in the world and thinks he can make a difference on a larger scale. Not sure how he is going to do this, Alden has set out to find his way in the world and maybe change a portion of it for the better.
Thordar is not an old Dwarf by any standard, just 67 years old but the things he has seen growing up makes him feel old from time to time. Thordar was just 17 years old when the Lightfall happened. He and his friends had left the village to venture on a short trip to a hillside two days out. They went out to celebrate the passing of Pelor's Light as kids but that night their lives changed forever.
As the comet exploded Thordar and his friends stood like frozen in time for just a few seconds until fragments of the comet descended upon the earth. They feared for the village, their family and other friends and started rushing home, no stopping, no resting. Because they were two days out they made it back rather quickly but it was to late. Fragments had hit their village and nearby 'monsters' had awoken and had a subconscious calling to the village which they ravaged.
Thordar and his friends all rushed to their homes, looking for family, friends and other people they were close by. Tragedy struck... some bodies were not even able to be identified, others were easy to identify but the grimace of the dead is never easy to escape. Thordar had lost his parents and his little brother. The days after were hazy, Thordar and his friends did the best to find and bury the remains of the villagers and pay their respects.
The years after Thordar and his friends grew apart, the experience driving a wedge between them and how each handled it. Thordar was sad, thought about it a lot but also thought about his believe, his god and how this could happen. At some point in his travels he came across a small community where he found a welcoming embrace, something that felt like a second home.
Thordar stayed and learned he had gifts, healing gifts but also a knack for fighting and as a dwarf a natural constitution to withstand a blow or two. He trained, he learned and he listened to stories travelers brought. His home was not the only one destroyed and a lot of places still had trouble dealing with the event. He felt it was his time to help, eat figs and do more so Thordar prepared and left his second home to help people rebuild theirs or find a new one.
This post has potentially manipulated dice roll results.
Ability Scores: Ability scores: 161399910
Name: Tarlynn
Race: Dragonborn
Class: Fighter (Battlemaster)
Background: Acolyte
Backstory: Tarlynn was raised in the temple of [god appropriate to theme and setting], striving every day to attain his goal of making contact with his deity. As other acolytes made contact and became clerics and paladins, Tarlynn's life remained distinctly godless despite his best efforts. Finally, Tarlynn's mentor gave him advice from her deathbed that would change the course of his life forever: "Run." It turns out that the hierarchy of the temple believed that Tarlynn had not made contact with [aforementioned deity] because he was evil and dangerous. The only thing keeping the other priests from outright killing him was their respect for his mentor.
And so Tarlynn ran. Holding no tangible connection with the deity he has devoted his life to, he learned to fight with the bow and the blade. He prays that one day, he will achieve something great enough that his god will finally notice him and grant him the connection he has craved all his life.
Backstory : Wellter, grew up on the streets, not much he could do. His dad ditched him after his mom died giving birth to him. He was adopted by a old wizard, Yeninuth who had a bit more of a dark side than most people though. Selling magic items and weapons to monsters and crime groups. Wellter helped him with his trades, and in turn he got shelter and was taught the art of magic. Eventually, Yeninuth was caught, and from what Wellter heard, he died in prison. Wellter than preformed cons and and scams, using slight charming magic to lure the buyers. His history still haunts him, and every time he sees and urchin on the streets, he gives them a single gold.
While I do enjoy figs, plums are simply better in every aspect.
Name: Kaerni Tarmong
Race: Aarakocra
Class: Monk (Way of Mercy)
Background: Far Traveler
Time Zone: EST. May move in the near future, but should not affect my posting time nor my ability to post multiple times a day.
Backstory: Not native to this world or material plane, the small amount of Aarakocra that wound their way to the world of Arrak found refuge in the life of nomads, never stopping at one place for too long. Regarded more as monsters than as civilised creatures, they eked out a living by hunting and travelling long distances, shunned and ignored by the majority of society. After the disaster of the century’s Passing of Pelor’s Light, Kaerni’s nomadic tribe of Aarakocra was thrown into chaos and turmoil as monsters began ravaging the very plains of Arrak the Aarakocra used to call their temporary home. Disbanded and fleeing for their lives, the measly group sole Aarakocra left in the world had to make their way to any fledgling city or township that would accept them, lest the monsters that ruled the land extinct the unique people.
One such couple of refugees made it to the small village of Yarma’chak (made a random town name, can change at discretion) - at the very edge of the Dawn Republic - which welcomed any traveller they could find. Turned away from the capital prospect of Talis’Val and considered such monsters that had forced the people of Arrak into the decrepit state they are in, the sole remaining Aarakocras made their home in the outskirts of that town, revered for their nomadic prowess in hunting and survival. On the thirtieth year anniversary of the Lightfall, Kaerni was born in a small cottage in the now relatively well off town - whether that be a good or bad omen, nobody could tell.
Kaerni was trained in the sacred martial arts that had been descended through warrior monks that lived ages before the Lightfall. Weapons were hard to come by at this time. Trained in the art of Mercy and wisdom, Kaerni had in him instilled a strict and divine sense of code, justice, and humanitarian goodness that was starkly a contrast between the past generations of his race. Gradually, he began to make a name for himself in the small town that was constantly under threat from monsters - a resounding understanding between the common folk and the exotic races that so-considered ‘monsters’ can harbor good inside them.
The lack of tension was abruptly halted when the small town he called home was razed by beasts unleashed by the Lightfall. Great monstrosities and winged beasts alike flattened the city. Kaerni managed to escape the assault as one of the sole survivors. Unfortunately, tales of the massacre had spread, and so did rumors of the mysterious winged man - Kaerni was to be greeted with stares, suspicion, and occasional open hostility. Despite the aggression between the common people and the more monstrous of creatures, Kaerni felt a calling from his training with the Monks of Mercy to repay what the common folk of Arrak had given him - a chance in a world, so plagued by adversity.
Ignus was born to a mortal half-elf mother and a djinn during a time of great turmoil across the Elemental Planes. His father and some companions were seeking refuge in the mortal plane, and spent quite a bit of time in his mother's village before moving on. Many of the djinns had Genasi children there - Ignus was one of seven. When one may have been shunned, the sudden and undeniable presence of seven of these incredible beings could not be ignored. The village brought them up and eventually began to model themselves after the most prominent Genasi. Ignus was not one of them. While the others grew into confident soldiers with fiery personalties, Ignus questioned what the deeper meaning of their existence was. What did it mean to be essentially trapped between the mortal and elemental planes? What responsibilities did they have to their innate powers and bloodline? Where did they fit amongst the cosmos? Ignus yearned for knowledge and for answers, and spent more and more time reading and studying as he grew older. By far the most intelligent of the village children, his mother proudly sent him off to embark on his quest to become a wizard at the age of 16.
Ignus found himself shunned from many towns and cities thanks to his charcoal skin, but refused to abandon his calling. He spent years sneaking into academy libraries, watching spellcasters from afar, and taking odd jobs that might further his abilities. Finally, in his mid-20s, a young but talented wizard simply known as Arius discovered Ignus reading an ancient and often ignored text in a library basement. He took him under his wing and encouraged him to continue honing his magic. Eventually, Ignus became quite good - and he and Arius began traveling together, seeking out the big questions they both had. Ignus even began to glimpse visions - the past? The present? Some even seemed to be of future events, but they were always foggy.
*backstory and stats can be edited if accepted to best fit the campaign/story!
This post has potentially manipulated dice roll results.
Rolling figs: Ability scores: 1316129158
Name: Morlen Aloro
Race/Class: Drow Ranger (Swarmkeeper UA) (If Drow won't work in this setting I can pick another race)
Background: Far Traveler
Backstory: Morlen was always a bit of a loner, and preferred solitary work. Amongst her people, she preferred the solitary nature of the work tending the bees that they used to collect honey from, buzzing about in vast open fields that made many of her kind uncomfortable. But all the better, if they left her alone. Morlen was tending to the bees one night -- normally anything that needed to be done to the hives or the colonies needed to be done during the day, but something was agitating the queen bee -- when suddenly there was an explosion in the sky, and hot shards of rock and ice and metal rained down on her, and she passed out, the bees beginning to stir angrily all around her.
When she woke up, the devastation to the landscape meant that her way home was blocked. The mountain passages were obliterated. And the bees -- she'd thought surely they would have all died. But somehow, they survived. And she could control them? Bond with them? They don't know if it was some innate magic that linked them to allow them to survive, Morlen the new queen, or if it was some strange effect of the explosion. They've been trying to find answers, but so far they've made little progress and have instead been focusing on survival. But with things becoming more peaceful nowadays, maybe it's time to try again. She just needs a little cash and to maybe get to a different town.
(Backstory can be adjusted to tweak details in case race needs to change, can add more detail about recent years to tie in with specific events or other PCs.)
Posting: able to post fairly frequently most days. I'm in US EST.
Looking for:
Game hook:
For 1200 years, the world of Arrak was a haven of peace and prosperity. This was the result of a once in a century event known as the Passing of Pelor's Light. It is a comet, a gift from Pelor, that radiates positive energy, which blessed crops, healed the sick and kept monsters in a magical slumber.
There is a celebration for the 13th Passing of Pelor's Light. The comet emerged into the world and rises up to the sky. As it reaches its peak, however, tragedy strikes. The comet shatters into thousands of shards! It fell across Arrak, flattening homes and cities, and destroying governments and economies. Monsters are now awaken and start ravaging the lands. Everything is thrown into chaos. Till this day, no one knows how or why the event, known as the Lightfall, happened.
Now 50 years have passed. The world is slowly recovering. Heroes have come and re-established cities and nations. The towns and cities act as beacons of light in the darkness. Please use the word figs so I know you read all if this. They are safe-havens, with organised armies and militias, as they protect the people against monsters and dangers that lurk in the hills, woods and dungeons.
Our four adventurers are travelling to Talis'Val, the capital of the Dawn Republic. As it is safer to travel in groups you'll start as an established party hired to protect a caravan with other people. The story starts here as our adventurers begin their journey across Arrak to help the people and fight against monsters, eventually becoming Heroes of the world.
“But no living man am I! You look upon a woman...You stand between me and my lord and kin. Begone, if you be not deathless! For living or dark undead, I will smite you, if you touch him.” ― J.R.R. Tolkien, The Return of the King
Ability scores: 14 12 10 15 9 16
Name: Fires From the Back
Race/Class: Tabaxi Ranger (Beastmaster)
Background: Folk Hero
Backstory: Fires grew up in the forests surrounding the Talis'Val, occasionally going into the city. His wanderlust got the best of him at a young age and he wandered from home. His trip drew him to a cave where a group of fur traders harassed a mama panther and her cubs. Armed with rocks and a stick, Fires drove off the poachers. He spent the evening in the cave, getting to know the mama panther and her cubs before morning. He returned home to his father, Tends the Garden, who asked him about the panther cub. Fires apologized and brought the cub back to his mother. The cub kept following him and Fires had no choice but to run away. He thought he was in the clear, until the cub jumped at him. Fires made a promise, saying he and the cub would travel the world when they reached of age. The tabaxi forgot the promise and explored the forests and mountains of Arrak. After Fires gained some experience, he saw his old friend, now larger. The reunion was cut short when several wolves attacked. Fires directed the panther to attack while he released arrows and finished the wolves. With his life saved, Fires named the panther "Pounces on Prey" or "Pop" for short. For their first adventure together, the duo returned to Pop's cave where his mother rested. As Fires greeted her, a green dragon attacked. Fires and Fights guided the mother panther out of the area and brought her to live with Tends.
Together, the tabaxi and the panther roam the world, seeking adventure.
I can post several times a day. My timezone is PST U.S.
I have an intelligence of six, I know what I'm doing.
Ability scores: 12 15 12 13 15 9
I like figs
Feel free to change locations and names.
Time: MDT
Name: Melcore Burrell
Race: Human, variant
Class: Wizard, Order of the Scribe
Background: Customized Sailor
Alignment: NG
Ability scores: 15 17 11 15 10 15
Oops, I just saw the 'no rerolling 1' Ability scores: 11 9 18 11 8 11
Backstory: 1,264 years ago, an elven necromancer known as Aestrinomarovix the Undying ruled over the land with an iron fist. Any who opposed him would join his ever-growing legion of undead minions. Through his dedication to the necromatic arts, he drew the attention of Orcus, Demon Lord of the Undead. Orcus shared with him the secrets of becoming a lich.
Aestrinomarovix spent the next few years gathering supplies and preparing to finally overcome death by transforming himself into a lich. On the night that the ritual was to take place, a group of adventurers stormed his citadel. Unconcerned about their presence, the necromancer commenced with the ritual. As it approached the pinnacle with immortality within his grasp, the adventurers burst into his inner sanctum after defeated his defences. Desperate, they managed to damage his phylactery the exact same moment the ritual was completed. Aestrinomarovix was defeated, his body annihilated and spirit scattered. The whole land celebrated the death of the tyrant.
A few miles away, a child was born at the same time. Aestrinomarovix's spirit, albeit damaged, managed to latch on to that child and pushed out the infant's soul and replaced it with his own. When he crossed into the child, he lost all of his memories. The child grew up normally until he reached the age of 13. On the night of his birthday, Aestrinomarovix's soul rekindled his memories and regained his power. He came back in full force and tried to take control of the land again, but was once again killed and defeat. Since his ritual was technically perfect during his first life, his soul would find a suitable container like it would with a normal lich when it died. Since he didn't have his phylactery, his soul would find the best best thing: an infant. This cycle would continue on and on, earning him the moniker of The Undying.
However, every time he would die, parts of his soul would be destroyed. He would return with less power and memories with every reincarnation.
Coming to the modern time, Melcore Burrell was born in a small fishing village a few hours travel from Luskan. This fishing village was very tightly-knit. The little inlet that the village was built in was surrounded by jagged rocks and rough waters that made it impossible for large fishing boats to come through. However, small fishing boats were perfect for fishing the bountiful bays. They would go out every morning and catch fish for hours before they would sail their catches to Luskan to sell in the market.
Melcore was a bright child. He could start talking by age 1 and could read by the time he was two and a half. His problem solving skills were impressive and his keen mind amazed the little village. Deciding that being a lowly fisherman was wasting his talents, the village saved their income for almost a year until they had enough money to send him to become a wizard at the Hosttower of the Arcane in Luskan on his thirteenth birthday. The night of his birthday as he slept, he was troubled by a particularity potent nightmare, but nothing more.
The next morning, he said his goodbies to village as he sailed to Luskan with money in tow. The Hosttower of the Arcane was impressed with his talents and allowed him entry. He learned magic for the next 8 years as knowledge was pounded into him. While he was there, he took a liking to history. He joined a group of historian in the Hosttower. There, he learned of their specialized form of wizardry called the Order of the Scribe.
When he graduated from the Hosttower of the Arcane, he was visited by a strange hooded figure in one of the streets. The figure informed Melcore that it was an emissary of Orcus. After a bout of panic, Melcore's curiosity got the better of him. He decided to listen to what this hooded figure had to say. The figure cast a quick spell that racked Melcore's mind and body with searing pain as memories of his past lives returned to him in a rush. The murders, the atrocities that he had committed! It was almost too much to handle. Unconsciousness greeted him.
When he awoke, he decided that he had to leave Luskan so that he would not be a danger to people. He became a hermit and almost revoked magic all together, but he couldn't give that part of himself up. He limited his contact with people, only entering towns when necessary. After a year of isolation, he couldn't stand being alone for any longer after his memories began to haunt him, driving him slowly insane. He must rejoin society before he loses control of himself.
DM- Azalin's Doom
DM- Surviving the Unsurvivable
Ability scores: 14 13 15 11 5 17
Name: Faerieth
Race: Firbolg
Class: Druid (Circle of the Shepard)
Background: Outlander
Backstory: TBW
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Ability scores: 13 13 13 10 10 16
Are you okay with the UA conjuration spells as well?
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Retracted. Good luck to all!
Iris - Tiefling Cleric | Cassandra - Elf Warlock | Solace - Tiefling Monk | Tempest - Hexblood Monk | Lex - Fire Genasi Barbarian
Lilyn - Triton Ranger | Candor - Changeling Bard | Echo - Changeling Warlock/Bard | Rowan - Fairy Wizard
(It deleted this when I first posted; but I don't particularly care for figs by themselves, but I enjoy fig newtons).
Name: Lucerne "Graves" Gravesforth
Time: EST
Race: Human, variant
Class: Fighter, Battle Master (I'm debating between this, War Cleric and Crown Paladin)
Background: Soldier
Alignment: LN
Graves started as a simple soldier of the Dawn Republic. Through skill and, by dint of survival, he quickly rose to the rank of Standard Bearer, responsible for leading his Captain's personal guard and holding his banner so units could find the Captain on the battlefield.
His elevated status in the infantry enabled him to save up enough money to buy a farm and start a new life, once his tour of duty was complete. Unfortunately for Graves, soldiering is a lot easier than farming. After two years of being unable to grow anything other than stabweeds, he gave up on his dream, sold his farm and decided to return to the capital to see if he could either rejoin the military or, at worst, he knew he could always find work as a caravan guard.
**By the Light of the Sun, you will burn!**
Previously BENEFICENCE
DM: Storm Lord's Wrath || Syr Valor Dayne: Sleeping Gods || tooltips | guides | dice |
Ability scores: 12 14 14 8 8 18
**By the Light of the Sun, you will burn!**
Previously BENEFICENCE
DM: Storm Lord's Wrath || Syr Valor Dayne: Sleeping Gods || tooltips | guides | dice |
Ability scores: 13 15 11 12 6 11
Name: Nick Lecerek
Race: Human (variant)
Class: Bard (College of Spirits)
Background: Folk Hero
Backstory: Meet Nick. Nick likes to entertain people. Nick will go to great lengths to tell a story. Nick once raided an abandoned light house to collect the keeper's skull to make the fabricated tale about the man's life story more dramatic. Nick sees no need to worry about laws and social norms if it means being more entertaining. Be like Nick
https://ddb.ac/characters/34648002/LpAgjI
Ability scores: 10 8 15 7 12 16
Ability scores: 15 13 17 16 15 7
Time Zone: EST-Ohio
Name: Alden Lostchild
Race: Half Elf
Class: Monk-Open Hand
Background: Gladiator
Back story: Alden Lostchild is a child of the streets, taken in by a monastic order, Brothers of Peace, one of the many orphans produced by Lightfall and it's aftermath. Alden was raised by the order to respect life and help those in need, it was when the order, due to the hardship, had trouble raising money to help the poor and needy that Alden decided to take matters into his own hands. Some of the local crime bosses that sprung up from the calamity, were holding Gladiatorial combats for their men and locals to bet on. Competitors were brought in from other areas and the prize money was lucrative. Alden started sneaking out at night to attend and compete in these fights. His first match didn't go so well, winning a few bruises and a small basket of figs for his troubles. After his third match, Alden was getting the hang of things and started winning. The Brother's would wake each morning to find a donation in the poor box equal to Alden's winnings from the previous night.
This went on for about a year then, one of the syndicates running the fights showed up to try and convince Alden to throw a few fights for them. The men were politely turned away but Alden's escapades were revealed. Alden was forced to make a choice, discontinue his weekly fights and return to the path of quiet peace or leave to seek his way in the world. Alden chose to leave.
Things have changed over the past couple of years for Alden. He still fights in the underground fights, leaving a good portion of the money in the poor box of the monks but, he sees what is happening in the world and thinks he can make a difference on a larger scale. Not sure how he is going to do this, Alden has set out to find his way in the world and maybe change a portion of it for the better.
https://www.dndbeyond.com/profile/leapingmountain/characters/34676197
Here are my two figs;
Timezone: UTC+2 (Europe, Netherlands)
Ability Scores: 13, 9, 15, 10, 14, 10
Name: Thordar Danhill
Race/Class: Dwarven (Hill) Cleric
Thordar is not an old Dwarf by any standard, just 67 years old but the things he has seen growing up makes him feel old from time to time. Thordar was just 17 years old when the Lightfall happened. He and his friends had left the village to venture on a short trip to a hillside two days out. They went out to celebrate the passing of Pelor's Light as kids but that night their lives changed forever.
As the comet exploded Thordar and his friends stood like frozen in time for just a few seconds until fragments of the comet descended upon the earth. They feared for the village, their family and other friends and started rushing home, no stopping, no resting. Because they were two days out they made it back rather quickly but it was to late. Fragments had hit their village and nearby 'monsters' had awoken and had a subconscious calling to the village which they ravaged.
Thordar and his friends all rushed to their homes, looking for family, friends and other people they were close by. Tragedy struck... some bodies were not even able to be identified, others were easy to identify but the grimace of the dead is never easy to escape. Thordar had lost his parents and his little brother. The days after were hazy, Thordar and his friends did the best to find and bury the remains of the villagers and pay their respects.
The years after Thordar and his friends grew apart, the experience driving a wedge between them and how each handled it. Thordar was sad, thought about it a lot but also thought about his believe, his god and how this could happen. At some point in his travels he came across a small community where he found a welcoming embrace, something that felt like a second home.
Thordar stayed and learned he had gifts, healing gifts but also a knack for fighting and as a dwarf a natural constitution to withstand a blow or two. He trained, he learned and he listened to stories travelers brought. His home was not the only one destroyed and a lot of places still had trouble dealing with the event. He felt it was his time to help, eat figs and do more so Thordar prepared and left his second home to help people rebuild theirs or find a new one.
Ability Scores: Ability scores: 16 13 9 9 9 10
Name: Tarlynn
Race: Dragonborn
Class: Fighter (Battlemaster)
Background: Acolyte
Backstory: Tarlynn was raised in the temple of [god appropriate to theme and setting], striving every day to attain his goal of making contact with his deity. As other acolytes made contact and became clerics and paladins, Tarlynn's life remained distinctly godless despite his best efforts. Finally, Tarlynn's mentor gave him advice from her deathbed that would change the course of his life forever: "Run." It turns out that the hierarchy of the temple believed that Tarlynn had not made contact with [aforementioned deity] because he was evil and dangerous. The only thing keeping the other priests from outright killing him was their respect for his mentor.
And so Tarlynn ran. Holding no tangible connection with the deity he has devoted his life to, he learned to fight with the bow and the blade. He prays that one day, he will achieve something great enough that his god will finally notice him and grant him the connection he has craved all his life.
Ability scores: 9 11 14 11 16 10
Name: Wellter Eythir
Race / Class: Human Wizard (Enchantment)
Background: Criminal
Backstory : Wellter, grew up on the streets, not much he could do. His dad ditched him after his mom died giving birth to him. He was adopted by a old wizard, Yeninuth who had a bit more of a dark side than most people though. Selling magic items and weapons to monsters and crime groups. Wellter helped him with his trades, and in turn he got shelter and was taught the art of magic. Eventually, Yeninuth was caught, and from what Wellter heard, he died in prison. Wellter than preformed cons and and scams, using slight charming magic to lure the buyers. His history still haunts him, and every time he sees and urchin on the streets, he gives them a single gold.
Ability scores: 16 18 14 11 15 12
I would be very interested.
While I do enjoy figs, plums are simply better in every aspect.
Name: Kaerni Tarmong
Race: Aarakocra
Class: Monk (Way of Mercy)
Background: Far Traveler
Time Zone: EST. May move in the near future, but should not affect my posting time nor my ability to post multiple times a day.
Backstory: Not native to this world or material plane, the small amount of Aarakocra that wound their way to the world of Arrak found refuge in the life of nomads, never stopping at one place for too long. Regarded more as monsters than as civilised creatures, they eked out a living by hunting and travelling long distances, shunned and ignored by the majority of society. After the disaster of the century’s Passing of Pelor’s Light, Kaerni’s nomadic tribe of Aarakocra was thrown into chaos and turmoil as monsters began ravaging the very plains of Arrak the Aarakocra used to call their temporary home. Disbanded and fleeing for their lives, the measly group sole Aarakocra left in the world had to make their way to any fledgling city or township that would accept them, lest the monsters that ruled the land extinct the unique people.
One such couple of refugees made it to the small village of Yarma’chak (made a random town name, can change at discretion) - at the very edge of the Dawn Republic - which welcomed any traveller they could find. Turned away from the capital prospect of Talis’Val and considered such monsters that had forced the people of Arrak into the decrepit state they are in, the sole remaining Aarakocras made their home in the outskirts of that town, revered for their nomadic prowess in hunting and survival. On the thirtieth year anniversary of the Lightfall, Kaerni was born in a small cottage in the now relatively well off town - whether that be a good or bad omen, nobody could tell.
Kaerni was trained in the sacred martial arts that had been descended through warrior monks that lived ages before the Lightfall. Weapons were hard to come by at this time. Trained in the art of Mercy and wisdom, Kaerni had in him instilled a strict and divine sense of code, justice, and humanitarian goodness that was starkly a contrast between the past generations of his race. Gradually, he began to make a name for himself in the small town that was constantly under threat from monsters - a resounding understanding between the common folk and the exotic races that so-considered ‘monsters’ can harbor good inside them.
The lack of tension was abruptly halted when the small town he called home was razed by beasts unleashed by the Lightfall. Great monstrosities and winged beasts alike flattened the city. Kaerni managed to escape the assault as one of the sole survivors. Unfortunately, tales of the massacre had spread, and so did rumors of the mysterious winged man - Kaerni was to be greeted with stares, suspicion, and occasional open hostility. Despite the aggression between the common people and the more monstrous of creatures, Kaerni felt a calling from his training with the Monks of Mercy to repay what the common folk of Arrak had given him - a chance in a world, so plagued by adversity.
Sheet is here.
Ignus Olocan
Ability scores: Ability scores: 13 11 10 13 4 14
Race/Class: Fire Genasi Wizard
Background: Sage
Backstory:
Ignus was born to a mortal half-elf mother and a djinn during a time of great turmoil across the Elemental Planes. His father and some companions were seeking refuge in the mortal plane, and spent quite a bit of time in his mother's village before moving on. Many of the djinns had Genasi children there - Ignus was one of seven. When one may have been shunned, the sudden and undeniable presence of seven of these incredible beings could not be ignored. The village brought them up and eventually began to model themselves after the most prominent Genasi. Ignus was not one of them. While the others grew into confident soldiers with fiery personalties, Ignus questioned what the deeper meaning of their existence was. What did it mean to be essentially trapped between the mortal and elemental planes? What responsibilities did they have to their innate powers and bloodline? Where did they fit amongst the cosmos? Ignus yearned for knowledge and for answers, and spent more and more time reading and studying as he grew older. By far the most intelligent of the village children, his mother proudly sent him off to embark on his quest to become a wizard at the age of 16.
Ignus found himself shunned from many towns and cities thanks to his charcoal skin, but refused to abandon his calling. He spent years sneaking into academy libraries, watching spellcasters from afar, and taking odd jobs that might further his abilities. Finally, in his mid-20s, a young but talented wizard simply known as Arius discovered Ignus reading an ancient and often ignored text in a library basement. He took him under his wing and encouraged him to continue honing his magic. Eventually, Ignus became quite good - and he and Arius began traveling together, seeking out the big questions they both had. Ignus even began to glimpse visions - the past? The present? Some even seemed to be of future events, but they were always foggy.
*backstory and stats can be edited if accepted to best fit the campaign/story!
DM - Above & Below
Rolling figs: Ability scores: 13 16 12 9 15 8
Name: Morlen Aloro
Race/Class: Drow Ranger (Swarmkeeper UA) (If Drow won't work in this setting I can pick another race)
Background: Far Traveler
Backstory: Morlen was always a bit of a loner, and preferred solitary work. Amongst her people, she preferred the solitary nature of the work tending the bees that they used to collect honey from, buzzing about in vast open fields that made many of her kind uncomfortable. But all the better, if they left her alone. Morlen was tending to the bees one night -- normally anything that needed to be done to the hives or the colonies needed to be done during the day, but something was agitating the queen bee -- when suddenly there was an explosion in the sky, and hot shards of rock and ice and metal rained down on her, and she passed out, the bees beginning to stir angrily all around her.
When she woke up, the devastation to the landscape meant that her way home was blocked. The mountain passages were obliterated. And the bees -- she'd thought surely they would have all died. But somehow, they survived. And she could control them? Bond with them? They don't know if it was some innate magic that linked them to allow them to survive, Morlen the new queen, or if it was some strange effect of the explosion. They've been trying to find answers, but so far they've made little progress and have instead been focusing on survival. But with things becoming more peaceful nowadays, maybe it's time to try again. She just needs a little cash and to maybe get to a different town.
(Backstory can be adjusted to tweak details in case race needs to change, can add more detail about recent years to tie in with specific events or other PCs.)
Posting: able to post fairly frequently most days. I'm in US EST.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep