Hello, folks! I've been considering running a campaign I've thought of for a while that was based on a neat setting from a very specific game called Reaper: Tale of a Pale Swordsman that some of you may possibly know. Don't worry, knowledge of the game is not needed whatsoever - in fact, I would prefer if you go into it without any knowledge! And if you do happen to know of it, congratulations on being enthralled with a wonderfully mystic setting!
I've also been really interested in racial ability score customization. It's been a topic I've heard of for a while, and I'm always down for a unique and interesting backstory that isn't archetypal of a race players usually enjoy. So, I've decided to test it in a campaign! More on this later. There's a lot of combat, but there will be time for roleplay and a good amount of social interactions.
Also note: there is no restriction on alignment. Just don't murder-hobo it, but I will say - Evil and Good alignments and decisions will have their benefits and consequences.
Without further ado, I present you; A Tale of Mercenaries!
Story Hook
It has been over a decade since the Imperium set foot in the Wilderness. Hungry for Her wealth of natural resources, the Imperium decided to bring Wilderness into the fold - either voluntarily, or by force. Yet the colonization of the Imperium never happened. Proud and averse, Wilderling tribes fought back, matching the Imperial war machine with fierce sorcery. After years of perpetual war, both sides grew weary and exhausted. Conflict turned into stalemate. Now the Imperials defend what little ground they've claimed, while only the most radical of Wilderlings continue to fight them. All blissfully aware of what is to come. In a cave deep to the East in the Wilderling woods, a band of adventurers awake, unsure of how they arrived to this mysterious location.
Important story locations and lore - feel free to read if you would like to incorporate them into the backstory of your characters.
Just lore dumping for now. You are in a continent called The Wilderness, and it spans a variety of climates.
The Imperials:
Around a decade ago, explorers and soldiers of The Imperium, a colony far to the North of The Wilderness, reached shore in the North of the so-called 'abandoned' continent. Realizing its abundant resources, The Imperium rushed to claim as much territory as it could - entirely unaware of the tribes that already populate the continent. The Imperium and their citizens are largely devoid of magic.
They attempt to rule through bringing in armies and soldiers of its own citizens, using machinery and crafted weapons fueled by a specific material known as Fluidium, which lies plentiful in The Wilderness. After years of harsh conflict and war, they sketched an uneasy truce with the existing tribes - all but the weak Zavas tribe, who exchange protection from Imperial soldiers and the other tribes for magical secrets and support in the Wilderness.
Common soldiers wear gold-and-blue uniforms, carrying halberds, lances, and other weapons. Imperium elites and royal guards where silver-and-red uniforms with more polished and modern gear than what ends up with the Commoner soldiers.
The Zavas Tribe:
"Nothing but Pumpkin farmers. The only tribe collaborating with Imperials."
Nearly devoid of the magical secrets that the other tribes cling on to, the Zavas elders struck a deal with the Imperium, knowing they could not fend them off from their natural resources. A medium-sized tribe of small farmers, they are generally peaceful people who avoid conflict wherever possible. Hard working and located in the center of The Wilderness, they are one of the tribes that has suffered the most, and will likely continue to suffer.
Zavas tribe members commonly wear dark green and orange attire.
The Torken Tribe:
"Warriors. Their might compensate with poor magick powers."
The Torken are a proud tribe located in the South-Western marshes and jagged mountains of The Wilderness. Being one of the oldest and most powerful tribes, they value might and strength over magic and meekness. Often getting into territorial fights with other tribes, they compensate brains and magic for sheer tenacity and vigor. Despite their solitary and standoffish behavior, they were one of the first to unite the other tribes to attempt to fight off the Imperial soldiers, and will fiercely defend those who they call allies.
The Torken are often seen wearing black and white masks, with yellow-green clothing. The more prestigious members of the tribe carry ornate clubs they use for combat.
The Morka Tribe:
"Masters of magick, seers, and sorcerers."
The ancient Morka tribe, often called the stark opposite of the Torken both geographically and socially, are sequestered in the high valleys of the North-Eastern areas of the Wilderness. Mighty and mysterious, the Morka are ruled by a subset of elders and powerful divinators that guide and lead the society. Putting strength in their sorcery and minds, the Morka adamantly refuse to have any dealings with the magically dry Imperium.
The Morka traditionally wear purple and red masks that are dotted with symbols of eyes. The concept of sight and scrying is crucial to the Morka.
The Ochori Tribe:
"Alchemists. Feared by the Wilderlings and the Imperial alike."
The most seclusive of all tribes, the Ochori are located in the swamplands of the West. Possessing magical and strange alchemical secrets, the Ochori are masterminds of social infiltration, assassination, and manipulation of other tribes for wealth and power. They are universally considered untrustworthy, and masters of poison make their name ring fear through anyone who has been unlucky to fall on the bad side of this tribe.
The Ochori wear blue clothing, often with mottled grey-and-brown tones to disguise themselves in the marsh they call home.
The Frako Tribe:
"Artists and free thinkers. Often considered insane."
Harboring strange magical powers and enchantments that make the Pakora who they are, their area in the Middle-Eastern part of the Wilderness grants them a geographical goldmine for travelers and artisans who look to perfect their crafts. Although the tribe is known for being open and welcoming to travelers of all walks of life, they are strangely united in thoughts and actions - they are protective of their grounds and their people.
The Frako have no distinct attire; the cosmopolitan nature of the tribe pushes them towards experimentation.
The Pakora Tribe:
"Facilitators. Secretive and wealthy beyond their austere appearance."
The Pakora, located in the South-Eastern woodlands, are one of the most secretive and reticent tribes in the Wilderness. Cunning and devious, they are masters of military coups and political treachery that make up the power play in the politics of the Wilderness. The most wealthiest tribe - but also the smallest, they are dangerous to cross, and even more dangerous to upset.
The Pakora wear brown masks with arrays of white paintings. Traditional tribes members wear red clothing.
The Outcasts:
For whatever reason, dozens of Outcasts have gathered in the edges of the Wilderling tribes and taking shelter in the recesses of the world after violating the codes of whatever tribe they originate from, and being subsequently banished. Those who cannot make it to the Frako - or those who choose not to - form bands of nomadic travelers and barbaric raiders known as the Outcasts, a loose faction of allied exiles that seek to etch a living in the refuse of the greater tribes.
The Stormers:
Equal parts deserters of the Imperium as they are specialized soldiers of the elite forces, the Stormers are a band of marauding mercenaries that will undertake any task for the right price. Often considered cruel and merciless, they will not hesitate to turn on a previous employer if the others offer enough gold.
Character Creation
Important: Secondary Racial Ability Score Increases are Flexible. This means that, say, the Half-Orc gains +2 Strength and +1 Constitution - feel free to assign the +1 Constitution elsewhere, but not to the same score as the other Racial ASI. You aren't required to use this rule, so use what you'd like. Other races with semi-flexible ASI's can be modified by request on this thread. This means I am looking for interesting, unique, and well-thought-out backgrounds. Be creative!
Any official Class is allowed (no Blood Hunters). Homebrew Races can be approved by request on this thread. While Humans make up the core variety of the world, other races are plentiful - and will be looked for in this application process. Race banlist: Yuan-Ti - Mountain Dwarf - Satyr. You better have a good backstory to be playing Variant Humans or Warforged.
You will be starting at Level 1, and likely be taken up to around level 10. The template is below.
Name: Race: Class: Backstory: Ability Scores: Generic roll 4d6, Always dropping ones. If you do not like your ability scores, feel free to use Point-Buy or Standard Array. I will not ask you to provide character sheets until you have been accepted into the campaign, but feel free to add them.
As always, if you have questions, feel free to just ask! I'll decide a time to close applications at a later date depending on the interest I get. Have fun!
Name: Eldon Race: Rock Gnome Class: Artificer (will be going gravity mage after this though.) Background: Sage
Eldon is a member of the Pakora tribe. He has been apprenticed to one of the tribe's loremasters for several years now, learning much of the history and arcane rights of their people. His mentor is a gravity wizard, who has started to teach Eldon the ways of that arcane study. As with many of his gnome kin, he has a tendency to tinker and build things. He enjoys visiting with those who travel to his people's lands, learning of the world outside of those lands.
Eldon himself is a shortish gnome with dark brown hair and hazel eyes. He often has tools sticking out of various pockets. He carries around a book he constantly writes down observations in, and also keeps his notes on spells he has heard of from his mentor. He is often seen trying different spells out, but with little to no effect noticed.
This post has potentially manipulated dice roll results.
Ability scores: 171615101816
Name: Rurik Race: Hill Dwarf Class: Monk Backstory: Rurik has lived in the Wilderness, alone as a hermit, long before the Imperials came. The war largely passed him by as he had no interest in such things, and was himself of no interest. He was content to spend his days in his little cabin, meditating, practicing. With each day the same as the last, and the next, time lost meaning for him. How long has he lived thus? He couldn't tell and didn't care. What did matter was that little by little he was able to formalize and articulate the faint idea which had brought him into seclusion in the first place. Like a jigsaw puzzle, he'd assembled it piece by piece and finally it was ready: the secret of happiness. He knew, then, that it was time to go out and bring the secret to everyone else.
Edit: I am withdrawing my application. This campaign looks interesting but I'm almost certain I won't make it in with all the amazing applications so far. Good luck everyone!
Name: Holden Stonefist Race: Half-orc Class: Barbarian Backstory: His father, an Orcish member of the Torken tribe, and his mother a member of the Morka tribe, Holden has always been an outcast. Though he lives with his Mother, Holden hasn’t really been accepted, partly because of his non-existent magical talent, but also for his connection to the barbaric people of the Torken tribe. On the other end, despite his impressive strength, the Torken tribe also sees him as unworthy, refusing to accept him into their ranks. Eventually, Holden deserted his people; he stopped trying to please people as he realized all he ever really needed was himself. This led him to travel across all of The Wilderness looking for purpose and acceptance he still has yet to find. Through all this rejection, Holden has kept his emotions in check, learning to control them, even use his rage to an advantage.
This post has potentially manipulated dice roll results.
I actually played the game, but dont remember any story. But i saw the picture you added recognized it from somewhere.
Ability scores: 181212121610 I rerolled ones only once so maybe imma get something better: 171114101515
Name: Bovin Aelstrom Race: Variant Human (Tandem Tactician Feat if allowed) Class: Warlock (Undead if allowed, otherwise fiend for undead flavour) Backstory: Bovin used to be an imperial soldier, stationed to fight the Torken Tribe. One specific raid failed horribly. His entire unit was defeated in an ambush. The Soldier (Background) managed to barely escape but not before being bestowed with an undead curse. He stubled through the forrests aimlessly for days but managed to reach a settlement of the Frako/Pakora (whichever works better to maybe link characters) and was accepted into their society. With the help of their magic users he got control over most faccettes of his curse and uses his powers to serve the tribe.
This post has potentially manipulated dice roll results.
Name: Lightning After the Thunder (Lightning) of the Flawless Grotto Clan (subject to change to fit in world if need be) Race: Tabaxi, possibly swapping the +1 in CHA to a +1 in WIS? Class: Monk (aiming to go Sun Soul at level 3) Backstory: The very rough idea is the Clan was cast out from the Torken Tribe, due to attempting to practice Ki Training and other forms of fighting which do not rely purely on physical might. I would be happy to workshop it with ya to fit this in to the lore of the world.
backstory: Gunk was a valuable member of the Ochori Tribe before setting out on his own. The short green grung was vital in the creation of numerous poisons and potions,and showed great promise as an alchemist at a very young age. The short frog-like grung would spend most of his time working on creating potions and poisons that were then sold by the tribe to the highest bidder. When the grung wasnt creating potions or soaking in the stinking swamp, he was practicing other languages to help to socially infiltrate other cultures... whatever that means. After learning common, he started talking with some of the people brave enough and smart enough locate and approach their tribe. Gunk listened to their stories while working to create any concoctions that they had the coin to afford. Eventually, Gunk decided to leave the tribe and set out on his own, hoping to make his own adventure like the ones he had heard told to him. He knew the tribe would not like him leaving... He knew to many of their secrets and was an important asset... an asset that they would very much like returned.
This post has potentially manipulated dice roll results.
Ability scores: 131717131012
Name: Luxaene Character Sheet
Race: High Elf (switched +1 Int to +1 Wis)
Class: Warlock (Celestial)
Backstory: Born into the Morka Tribe from a great boon from the result of much sacrifice, Luxaene was never allowed to forget her purpose; to purge the defiling Imperials. And so she will gladly, as she has heard the accounts; the wounded land being gutted and left to rot, creature and people spilling blood to defend the ground they were born on. Luxaene knew it had to come to an end...
Class: Rogue <Scout eventually, as he goes Native>
Backstory: Derek joined the Imperial Army as he had no other options. He was an orphan. A child whose parents abandoned him as one too many mouths to feed. The Empire saw an investment in him. They would accept him into the system. Raise him, feed him, clothe him, educate him, and indoctrinate him into the Imperial culture. He would be a perfect citizen, another cog in the Imperial War Machine.
His childhood was unpleasant; but inundated him to the Imperial life as a faceless servant, one more face amongst the masses. When he aged out he enlisted in the Imperial Army. The recruiter said he would get to see the world and experience adventure. Basic training was easy, it was a continuance of what he experienced in the Imperial Orphanges; at least now he got to train with armor and weapons.
He was assigned to the 3rd Company of Spearmen. He saw things that troubled him, followed orders that made him question the Imperial culture he grew up in. Finally his unit saw combat they were securing a scientific building well away from the front; but a large horde of the primitive barbarians, Torkens, attacked. He saw the barbarians were rescuing prisoners. Prisoners, Morkas, that the scientists were experimenting on to look for weaknesses to exploit to combat their native magic.
The state of the prisoners broke his heart, just as he broke his imperial spear across his knee. He aided in getting the prisoners out. He accompanied them back to the wilds and as he was preparing to follow them, he was struck from behind by an imperial spear. His world went dark as a female barbarian beauty ran to him. His last view her beautiful face expressing concern for him as he, her former enemy bled his lifeblood on her soil.
He awoke days later and leagues away. He was in a camp, a camp of deserters, outcasts, and rebels. He was healed and welcomed as another whose eyes had been opened to the evil that was the Empire. An evil that most be opposed in the shadows, in an unseen war in the uneasy peace between the imperals and The People.
Variant Human:
I see him dying or practically dying in the rescue attempt and being brought back by barbarous sorcery. The sorcerous resurrection leaves a mark on him. Perhaps a residue of sorcery or nature magic via Magic Initiate. Or maybe tied to the people themselves via Keen Mind and knowing native tongues of the tribes, if you will be using them. Or perhaps tied to the land via Elemental Adept or something similar.
Amoral university student and mage, forced into hiding in the Wilderness
Lazarus was the fourth son of a minor noble family who lived in the Imperium, and having little chance to inherit his family title, he was sent to receive an education in business at the University. There, he found he lacked financial aptitude and butted heads with his peers and professors. His life grew into a depressive sprial after he lost his girlfriend.
Until one night, he was visited by the ghost of his girl friend, his long lost love. She informed him of his true destiny- he was to become a necromancer, wielding a power never before seen on the face of the earth. Driven by a new confidence, he scoured the university libraries for banned and forgotten tomes, while finding a foreign tutor who would teach him the outlawed magic of death. As the months went past, he abandoned his studies in favor of learning more about necromancy, but his efforts became incredibly difficult to hide. Running out of cadavers to experiment on, he turned to kidnapping people off the streets, which resulted in the discovery of his activities.
He managed to pack his belongings and escape to the Wilderness, where he now lives as a hermit, hoping to somehow continue his research into necromancy. His experiences with the natives have been scant, but he’s heard rumors that their shamans practice an ancient tradition of voodoo magic, which they use to create ghouls from the dead. He’s eager to learn their secrets.
Description:
Lazarus is an unnerving person to be around. He’s a deathly pale young man, wearing faded class robes from the University. His noble upbringing is obvious: he carries a straight posture, wears immaculate clothes, and keeps himself clean at all times despite living in the Wilderness. However, his experimentation in necromancy has resulted in several tics- he grimaces as he talks, twitches his left eye constantly, and speaks with a rough, grating tone.
Portrait:
Allies and Enemies:
His former tutor, Mr. Demar, is languishing in some dark prison cell after he was captured. Demar was a foreign man who's knowledge included secrets of vile and dark magic. Still, he was like a father to Lazarus, and he hopes to free him some day.
His brother, Raymond, is one of the only people who knows where he lives. Friends since childhood, he uses his family’s wealth to send provisions and magical components to Lazarus in the Wilderness
Tyren was the watch captain that was tasked with capturing Lazarus. Since his escape, Tyren has vowed to find him. He has followed his trail to the Wilderness, but Lazarus has evaded Tyren so far.
Note: this will be an evil character, likely LE. You mentioned such alignments were okay, but if you don’t think Lazarus will fit in the campaign, I can roll a new character.
Apologies, RazorDawn89, I should have probably made this clear in the background page (it has now been added), but the Imperium is canonically entirely devoid of magic. I adore your backstory, though! Feel free to rework it - I don't think much needs to be done. For example, you could just say that he was taught by illegal tutors using illicit ,manners, and it wouldn't detract from what has already been written while fitting with the rest of your story.
I'm happy by the amount of interest in this campaign already. Keep the characters coming! I'm planning on closing recruitment and picking around 4-6 characters around noon EST September 10th, so please have your characters ready by then!
This post has potentially manipulated dice roll results.
I will roll up a half-orc or human cavalier or samurai tomorrow.
Ability scores: 12, 9, 12, 16, 12, 14
Name: Graileff
Race/class: Half-orc, fighter (Cavalier)
Background: Folk hero
Background:
I have had a good life. I know that many people in the world have suffered and thus they become adventurers to find solace or power to right the wrongs against them but that is not my story.
My mother was the daughter of a wealthy merchant family. They were kind and educated people who traded in rare and expensive artifacts (this is a place to work with DM for some story). My mother was captured by orcs after a raid on her caravan during the night. Only a few survived but it was enough that they could return to my grandfather and explain what happened.
My grandfather put together a hunting party to find his daughter. She was found but had been greatly abused by the orcs (I am telling this story so I will let you add two and two). Instead of forcing my mother to end the pregnancy she was supported throughout.
I was raised as a member of the family and was never blamed for the sins of my father or my orc heritage. I was taught many things at home and then at a temple nearby where I was educated in animal handling, history and calligraphy along with fighting. I was taught to control my rage and be a productive member of the family. I now travel the land helping others and hoping that I can make them see the person and not the beast.
Hello, folks! I've been considering running a campaign I've thought of for a while that was based on a neat setting from a very specific game called Reaper: Tale of a Pale Swordsman that some of you may possibly know. Don't worry, knowledge of the game is not needed whatsoever - in fact, I would prefer if you go into it without any knowledge! And if you do happen to know of it, congratulations on being enthralled with a wonderfully mystic setting!
I've also been really interested in racial ability score customization. It's been a topic I've heard of for a while, and I'm always down for a unique and interesting backstory that isn't archetypal of a race players usually enjoy. So, I've decided to test it in a campaign! More on this later. There's a lot of combat, but there will be time for roleplay and a good amount of social interactions.
Also note: there is no restriction on alignment. Just don't murder-hobo it, but I will say - Evil and Good alignments and decisions will have their benefits and consequences.
Without further ado, I present you; A Tale of Mercenaries!
Story Hook
It has been over a decade since the Imperium set foot in the Wilderness. Hungry for Her wealth of natural resources, the Imperium decided to bring Wilderness into the fold - either voluntarily, or by force. Yet the colonization of the Imperium never happened. Proud and averse, Wilderling tribes fought back, matching the Imperial war machine with fierce sorcery. After years of perpetual war, both sides grew weary and exhausted. Conflict turned into stalemate. Now the Imperials defend what little ground they've claimed, while only the most radical of Wilderlings continue to fight them. All blissfully aware of what is to come. In a cave deep to the East in the Wilderling woods, a band of adventurers awake, unsure of how they arrived to this mysterious location.
Important story locations and lore - feel free to read if you would like to incorporate them into the backstory of your characters.
Just lore dumping for now. You are in a continent called The Wilderness, and it spans a variety of climates.
The Imperials:
Around a decade ago, explorers and soldiers of The Imperium, a colony far to the North of The Wilderness, reached shore in the North of the so-called 'abandoned' continent. Realizing its abundant resources, The Imperium rushed to claim as much territory as it could - entirely unaware of the tribes that already populate the continent. The Imperium and their citizens are largely devoid of magic.
They attempt to rule through bringing in armies and soldiers of its own citizens, using machinery and crafted weapons fueled by a specific material known as Fluidium, which lies plentiful in The Wilderness. After years of harsh conflict and war, they sketched an uneasy truce with the existing tribes - all but the weak Zavas tribe, who exchange protection from Imperial soldiers and the other tribes for magical secrets and support in the Wilderness.
Common soldiers wear gold-and-blue uniforms, carrying halberds, lances, and other weapons. Imperium elites and royal guards where silver-and-red uniforms with more polished and modern gear than what ends up with the Commoner soldiers.
The Zavas Tribe:
"Nothing but Pumpkin farmers. The only tribe collaborating with Imperials."
Nearly devoid of the magical secrets that the other tribes cling on to, the Zavas elders struck a deal with the Imperium, knowing they could not fend them off from their natural resources. A medium-sized tribe of small farmers, they are generally peaceful people who avoid conflict wherever possible. Hard working and located in the center of The Wilderness, they are one of the tribes that has suffered the most, and will likely continue to suffer.
Zavas tribe members commonly wear dark green and orange attire.
The Torken Tribe:
"Warriors. Their might compensate with poor magick powers."
The Torken are a proud tribe located in the South-Western marshes and jagged mountains of The Wilderness. Being one of the oldest and most powerful tribes, they value might and strength over magic and meekness. Often getting into territorial fights with other tribes, they compensate brains and magic for sheer tenacity and vigor. Despite their solitary and standoffish behavior, they were one of the first to unite the other tribes to attempt to fight off the Imperial soldiers, and will fiercely defend those who they call allies.
The Torken are often seen wearing black and white masks, with yellow-green clothing. The more prestigious members of the tribe carry ornate clubs they use for combat.
The Morka Tribe:
"Masters of magick, seers, and sorcerers."
The ancient Morka tribe, often called the stark opposite of the Torken both geographically and socially, are sequestered in the high valleys of the North-Eastern areas of the Wilderness. Mighty and mysterious, the Morka are ruled by a subset of elders and powerful divinators that guide and lead the society. Putting strength in their sorcery and minds, the Morka adamantly refuse to have any dealings with the magically dry Imperium.
The Morka traditionally wear purple and red masks that are dotted with symbols of eyes. The concept of sight and scrying is crucial to the Morka.
The Ochori Tribe:
"Alchemists. Feared by the Wilderlings and the Imperial alike."
The most seclusive of all tribes, the Ochori are located in the swamplands of the West. Possessing magical and strange alchemical secrets, the Ochori are masterminds of social infiltration, assassination, and manipulation of other tribes for wealth and power. They are universally considered untrustworthy, and masters of poison make their name ring fear through anyone who has been unlucky to fall on the bad side of this tribe.
The Ochori wear blue clothing, often with mottled grey-and-brown tones to disguise themselves in the marsh they call home.
The Frako Tribe:
"Artists and free thinkers. Often considered insane."
Harboring strange magical powers and enchantments that make the Pakora who they are, their area in the Middle-Eastern part of the Wilderness grants them a geographical goldmine for travelers and artisans who look to perfect their crafts. Although the tribe is known for being open and welcoming to travelers of all walks of life, they are strangely united in thoughts and actions - they are protective of their grounds and their people.
The Frako have no distinct attire; the cosmopolitan nature of the tribe pushes them towards experimentation.
The Pakora Tribe:
"Facilitators. Secretive and wealthy beyond their austere appearance."
The Pakora, located in the South-Eastern woodlands, are one of the most secretive and reticent tribes in the Wilderness. Cunning and devious, they are masters of military coups and political treachery that make up the power play in the politics of the Wilderness. The most wealthiest tribe - but also the smallest, they are dangerous to cross, and even more dangerous to upset.
The Pakora wear brown masks with arrays of white paintings. Traditional tribes members wear red clothing.
The Outcasts:
For whatever reason, dozens of Outcasts have gathered in the edges of the Wilderling tribes and taking shelter in the recesses of the world after violating the codes of whatever tribe they originate from, and being subsequently banished. Those who cannot make it to the Frako - or those who choose not to - form bands of nomadic travelers and barbaric raiders known as the Outcasts, a loose faction of allied exiles that seek to etch a living in the refuse of the greater tribes.
The Stormers:
Equal parts deserters of the Imperium as they are specialized soldiers of the elite forces, the Stormers are a band of marauding mercenaries that will undertake any task for the right price. Often considered cruel and merciless, they will not hesitate to turn on a previous employer if the others offer enough gold.
Character Creation
Important: Secondary Racial Ability Score Increases are Flexible. This means that, say, the Half-Orc gains +2 Strength and +1 Constitution - feel free to assign the +1 Constitution elsewhere, but not to the same score as the other Racial ASI. You aren't required to use this rule, so use what you'd like. Other races with semi-flexible ASI's can be modified by request on this thread. This means I am looking for interesting, unique, and well-thought-out backgrounds. Be creative!
Any official Class is allowed (no Blood Hunters). Homebrew Races can be approved by request on this thread. While Humans make up the core variety of the world, other races are plentiful - and will be looked for in this application process.
Race banlist: Yuan-Ti - Mountain Dwarf - Satyr. You better have a good backstory to be playing Variant Humans or Warforged.
You will be starting at Level 1, and likely be taken up to around level 10. The template is below.
Name:
Race:
Class:
Backstory:
Ability Scores: Generic roll 4d6, Always dropping ones. If you do not like your ability scores, feel free to use Point-Buy or Standard Array.
I will not ask you to provide character sheets until you have been accepted into the campaign, but feel free to add them.
As always, if you have questions, feel free to just ask! I'll decide a time to close applications at a later date depending on the interest I get. Have fun!
Ability scores: 14 12 15 13 13 14
Edit: withdrawn. Some other applicants have some pretty good rolls. Your campaign sounds very interesting. Good Luck!
Ability scores: 17 13 12 12 9 14
Name: Eldon
Race: Rock Gnome
Class: Artificer (will be going gravity mage after this though.)
Background: Sage
Eldon is a member of the Pakora tribe. He has been apprenticed to one of the tribe's loremasters for several years now, learning much of the history and arcane rights of their people. His mentor is a gravity wizard, who has started to teach Eldon the ways of that arcane study. As with many of his gnome kin, he has a tendency to tinker and build things. He enjoys visiting with those who travel to his people's lands, learning of the world outside of those lands.
Eldon himself is a shortish gnome with dark brown hair and hazel eyes. He often has tools sticking out of various pockets. He carries around a book he constantly writes down observations in, and also keeps his notes on spells he has heard of from his mentor. He is often seen trying different spells out, but with little to no effect noticed.
Ability scores: 17 16 15 10 18 16
Name: Rurik
Race: Hill Dwarf
Class: Monk
Backstory: Rurik has lived in the Wilderness, alone as a hermit, long before the Imperials came. The war largely passed him by as he had no interest in such things, and was himself of no interest. He was content to spend his days in his little cabin, meditating, practicing. With each day the same as the last, and the next, time lost meaning for him. How long has he lived thus? He couldn't tell and didn't care. What did matter was that little by little he was able to formalize and articulate the faint idea which had brought him into seclusion in the first place. Like a jigsaw puzzle, he'd assembled it piece by piece and finally it was ready: the secret of happiness. He knew, then, that it was time to go out and bring the secret to everyone else.
Ability scores: 14 10 10 15 16 11
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
Ability scores: 15 11 10 9 12 11
Ability scores: 13 9 16 15 9 12
Edit: I am withdrawing my application. This campaign looks interesting but I'm almost certain I won't make it in with all the amazing applications so far. Good luck everyone!
Ability scores: 8 15 12 12 9 16
Name: Holden Stonefist
Race: Half-orc
Class: Barbarian
Backstory: His father, an Orcish member of the Torken tribe, and his mother a member of the Morka tribe, Holden has always been an outcast. Though he lives with his Mother, Holden hasn’t really been accepted, partly because of his non-existent magical talent, but also for his connection to the barbaric people of the Torken tribe. On the other end, despite his impressive strength, the Torken tribe also sees him as unworthy, refusing to accept him into their ranks. Eventually, Holden deserted his people; he stopped trying to please people as he realized all he ever really needed was himself. This led him to travel across all of The Wilderness looking for purpose and acceptance he still has yet to find. Through all this rejection, Holden has kept his emotions in check, learning to control them, even use his rage to an advantage.
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
I actually played the game, but dont remember any story. But i saw the picture you added recognized it from somewhere.
Ability scores: 18 12 12 12 16 10
I rerolled ones only once so maybe imma get something better: 17 11 14 10 15 15
Name: Bovin Aelstrom
Race: Variant Human (Tandem Tactician Feat if allowed)
Class: Warlock (Undead if allowed, otherwise fiend for undead flavour)
Backstory: Bovin used to be an imperial soldier, stationed to fight the Torken Tribe. One specific raid failed horribly. His entire unit was defeated in an ambush. The Soldier (Background) managed to barely escape but not before being bestowed with an undead curse. He stubled through the forrests aimlessly for days but managed to reach a settlement of the Frako/Pakora (whichever works better to maybe link characters) and was accepted into their society. With the help of their magic users he got control over most faccettes of his curse and uses his powers to serve the tribe.
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
yes! can i join?!
Ability scores: 12 10 16 16 8 13
will send character sheet when completed
I am an average mathematics enjoyer.
>Extended Signature<
Name: Lightning After the Thunder (Lightning) of the Flawless Grotto Clan (subject to change to fit in world if need be)
Race: Tabaxi, possibly swapping the +1 in CHA to a +1 in WIS?
Class: Monk (aiming to go Sun Soul at level 3)
Backstory:
The very rough idea is the Clan was cast out from the Torken Tribe, due to attempting to practice Ki Training and other forms of fighting which do not rely purely on physical might. I would be happy to workshop it with ya to fit this in to the lore of the world.
Ability scores: 17 17 18 9 16 12
Name: Gunk
Race: Grung
class: Artificer (alchemist)
backstory: Gunk was a valuable member of the Ochori Tribe before setting out on his own. The short green grung was vital in the creation of numerous poisons and potions,and showed great promise as an alchemist at a very young age. The short frog-like grung would spend most of his time working on creating potions and poisons that were then sold by the tribe to the highest bidder. When the grung wasnt creating potions or soaking in the stinking swamp, he was practicing other languages to help to socially infiltrate other cultures... whatever that means. After learning common, he started talking with some of the people brave enough and smart enough locate and approach their tribe. Gunk listened to their stories while working to create any concoctions that they had the coin to afford. Eventually, Gunk decided to leave the tribe and set out on his own, hoping to make his own adventure like the ones he had heard told to him. He knew the tribe would not like him leaving... He knew to many of their secrets and was an important asset... an asset that they would very much like returned.
Ability scores: 16 10 14 17 12 15
I switched the +1 con to +1 int
Character link: https://ddb.ac/characters/35206956/O2ermZ
Ability scores: 13 17 17 13 10 12
Name:
Luxaene
Character Sheet
Race:
High Elf (switched +1 Int to +1 Wis)
Class:
Warlock (Celestial)
Backstory:
Born into the Morka Tribe from a great boon from the result of much sacrifice, Luxaene was never allowed to forget her purpose; to purge the defiling Imperials. And so she will gladly, as she has heard the accounts; the wounded land being gutted and left to rot, creature and people spilling blood to defend the ground they were born on. Luxaene knew it had to come to an end...
Ability Scores
14 18 11 15 13 14
S12, D18, C12, I10, W16, Ch10
Name: Derek Corinth
Race: Variant Human
Class: Rogue <Scout eventually, as he goes Native>
Backstory: Derek joined the Imperial Army as he had no other options. He was an orphan. A child whose parents abandoned him as one too many mouths to feed. The Empire saw an investment in him. They would accept him into the system. Raise him, feed him, clothe him, educate him, and indoctrinate him into the Imperial culture. He would be a perfect citizen, another cog in the Imperial War Machine.
His childhood was unpleasant; but inundated him to the Imperial life as a faceless servant, one more face amongst the masses. When he aged out he enlisted in the Imperial Army. The recruiter said he would get to see the world and experience adventure. Basic training was easy, it was a continuance of what he experienced in the Imperial Orphanges; at least now he got to train with armor and weapons.
He was assigned to the 3rd Company of Spearmen. He saw things that troubled him, followed orders that made him question the Imperial culture he grew up in. Finally his unit saw combat they were securing a scientific building well away from the front; but a large horde of the primitive barbarians, Torkens, attacked. He saw the barbarians were rescuing prisoners. Prisoners, Morkas, that the scientists were experimenting on to look for weaknesses to exploit to combat their native magic.
The state of the prisoners broke his heart, just as he broke his imperial spear across his knee. He aided in getting the prisoners out. He accompanied them back to the wilds and as he was preparing to follow them, he was struck from behind by an imperial spear. His world went dark as a female barbarian beauty ran to him. His last view her beautiful face expressing concern for him as he, her former enemy bled his lifeblood on her soil.
He awoke days later and leagues away. He was in a camp, a camp of deserters, outcasts, and rebels. He was healed and welcomed as another whose eyes had been opened to the evil that was the Empire. An evil that most be opposed in the shadows, in an unseen war in the uneasy peace between the imperals and The People.
Variant Human:
I see him dying or practically dying in the rescue attempt and being brought back by barbarous sorcery. The sorcerous resurrection leaves a mark on him. Perhaps a residue of sorcery or nature magic via Magic Initiate. Or maybe tied to the people themselves via Keen Mind and knowing native tongues of the tribes, if you will be using them. Or perhaps tied to the land via Elemental Adept or something similar.
Portrait:
Note: this will be an evil character, likely LE. You mentioned such alignments were okay, but if you don’t think Lazarus will fit in the campaign, I can roll a new character.
https://www.dndbeyond.com/profile/RazorDawn89/characters/35224351
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
Apologies, RazorDawn89, I should have probably made this clear in the background page (it has now been added), but the Imperium is canonically entirely devoid of magic. I adore your backstory, though! Feel free to rework it - I don't think much needs to be done. For example, you could just say that he was taught by illegal tutors using illicit ,manners, and it wouldn't detract from what has already been written while fitting with the rest of your story.
I'm happy by the amount of interest in this campaign already. Keep the characters coming! I'm planning on closing recruitment and picking around 4-6 characters around noon EST September 10th, so please have your characters ready by then!
So many casters... who's designated to get punched in the face?
I would be willing to make Gunk a fighter or rogue if needed if there are too many casters :D
I guess Rurik can do it come to think of it though that wasnt the plan I had for him.
I will roll up a half-orc or human cavalier or samurai tomorrow.
Ability scores: 12, 9, 12, 16, 12, 14
Name: Graileff
Race/class: Half-orc, fighter (Cavalier)
Background: Folk hero
Background:
I have had a good life. I know that many people in the world have suffered and thus they become adventurers to find solace or power to right the wrongs against them but that is not my story.
Uldran Sporebringer | Lvl 2 Dwarf Druid | Stonebound
Allorian Silverfin | Lvl 1 Rogue | Gillesburg