Character Name: Bob Beezly Class: Druid Alignment: Neutral Good Background: Hermit Backstory: Bob Beezly lived a simple life as a simple hill dwarf in a simple hill. It had comforts and plentiful vittles. Yet there was also a secret hidden inside that kept Bob in good wealth if not the best health: an enormous bee hive. He supplied the locals who came and went with honey and mead and yet more potent brews out of the kindness of his heart... until the rest of his clan of hill dwarves decided to mine out the hills and make a tidy profit on gems and ore. One by one they stripped the hills bare, but Bob Beezly wouldn't budge. They even petitioned the local human kingdom to pass judgement, resulting in quite the pickle for poor Bob Beezly. He needed money. And with the dwarven industry booming the lush flora necessary for his bees to survive dwindled to naught but his hill, defiantly green and unmolested.
Now ol' hermit Beezly - so named for his beloved bees after discarding the clan name of his greedy dwarven family - has the "Gone Fishin'" sign hanging on the door to his hill and he's set out to find a small fortune with which to buy a land claim and keep his home. He still doesn't like money or greed or industry, but that won't stop him from making a profit of his own! As he sets out on that long road he feels lonely even if he doesn't feel his age. He's still a young man by dwarven standards, unproven but hale, while the local humans see him as their strange, old neighbor.
But what those nosy ne'er-do-wells didn't know could fill a book, a phrase he was known to grumble as he shuffled away from the prying eye of the nearby villagers. He had been doing more than cooking up concoctions and brews in his hill. He had been communing with the bees themselves, learning their language, and spreading his roots through his preferred community: nature. His friends were beasts and trees and fungi, finding them far more interesting than the mundane trappings of society, be it dwarven or human. And yet that road to fortune seemed all the longer for the lack of company along the way. Character sheet link: https://www.dndbeyond.com/profile/stronglyworded/characters/22962186
I'll update with character after rolling - I'm keeping each stat where it landed.
Ability scores: 1291414911
Character Name: Goumo Thorngage Class: Cleric - Light Domain Alignment: Lawful Good Background: Entertainer Backstory:
Goumo always knew how to lighten the mood, either by singing or telling jokes he would make his friends or companion laugh (sometimes just because of how bad the jokes or the performance was) but money is far from being his prime motivation, he does it to honor Lathander, each frown that he turns in a smile feels like a sunrise to him and so far Lathander seems to approve his unorthodox method.
Race/class: Human, Blood Hunter (Order of the Mutant)
Background: Guild Artisan
Backstory:
An alchemist by trade, Higgs Beckov spent his teens and early twenties as an apprentice to a senior alchemist. He was an active member of the Guild of Apothecaries and Physicians before he was "asked" to leave because of his insistence to continue his research. Higgs' research was aggressive and dangerous according to the other guild members and was approaching the "dark arts" as they called it. He was trying to help people! He was using himself as a test subject for all of his concoctions and some of them have great potential to cure disease and rare afflictions of the mind. And yeah...maybe he was researching some other things as well, what's the big deal if he is the only one that he is testing the stuff on? "They all thought I was mad, but I know better! I am close...I just know it."
What Higgs did not know at the time was that a small exclusive guild of alchemists (The Order of the Mutant) had arranged to have him publicly denounced so that he could join them. Their society is secret so he had to be discredited before he could join so that no one would pay any attention to what he was doing. So his public failure has become a private success. His concoctions to date increase his quickness, improve his mental capacity and let him see in the darkness. Success....it is worth a little madness...
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.
Shortly after graduating, he was troubled one night by a dream. In this dream, he was a dark tyrant ruling over the land. When he awoke, he couldn't stop thinking on how realistic this dream was. The next night brought a similar dream that was also incredibly realistic. He began to suspect that there is more to him than he originally thought. He struck out to become an adventurer to grow in arcane prowess as he would gain experience and knowledge. In the back of his mind, he is always thinking, "Who am I?"
WIP Ability Scores: Ability scores: 131510131115 Character Name: Bronwyn Potts Class: Artificer Alignment: NG Background: Guild Artisan Backstory:
Bronwyn thought her whole life would be spent in her shop of peculiarities, she’d been an apprentice to her father ready to take on the family business and amaze the town of Daggerford with their unbelievable potions and trinkets. She just never thought the day would come so soon.
It was a full moon, the night her father went missing in the woods. He had insisted they go home, but Bronwyn was determined to find the last ingredient they needed. As she wandered off, she heard her father scream. She never found his body, but she could swear she saw a monster disappearing into the mist.
How could she carry on as if nothing happened? Days at the shop weren’t the same, and her mind drifted from her work. When the mayor called for adventurers to investigate the woods, she turned up, half expecting to be laughed away.
This post has potentially manipulated dice roll results.
Ability scores: 17101716139
Character Name: Moshet Tanubis - variant human - War Caster
Class: Fighter (Eldritch Knight)
Alignment: Lawful Neutral
Background: Outlander
Backstory: Moshet was born and raised in Zakhara, from the warrior cast of the city of Qadib. His clan lived near the headwaters of the river Al-Haul training as defenders against the unenlightened of the Furrowed Mountains and to stand against the darkness of the Haunted Lands beyond the mountains. Though a warrior, he was trained to fight as a citizen of Qadib - a city of magic. He had not yet come into his own as a Sayf Ghamid or Arcane Sword, but he had been trained to fight as one.
None of that mattered the day of the Shadow Plague - at least that is how he has heard it described by others. He clan's village was over run by the undead and their horde of gnolls and shape-changers - they were led by what looked like a were-tiger and gaunt figure in a dark cloak who vanished at the apex of the attack - Moshet heard witnesses describe a small bird or bat that flew away at that moment. The tragedy and the blessing is that Moshet was not present for this - but his clan is no more and his village is now considered lost to Qadib. With no home he began to wander to other cities of North Zakhara, traveled by boat to the Shining Lands of Estagund, saw the drowned fields of Var, and enjoyed the atmosphere of Darpur - but found no purpose, only distraction.
Moshet heard in the ports of Darpur there were stories of darkness plaguing western Faerun - too many campfire stories to think it was a coincidence, and too many that were familiar. He booked passage with his last gold to Waterdeep and heard of the call to Daggerford...
Ability scores: 12 11 14 16 15 16
Character Name: Bob Beezly
Class: Druid
Alignment: Neutral Good
Background: Hermit
Backstory: Bob Beezly lived a simple life as a simple hill dwarf in a simple hill. It had comforts and plentiful vittles. Yet there was also a secret hidden inside that kept Bob in good wealth if not the best health: an enormous bee hive. He supplied the locals who came and went with honey and mead and yet more potent brews out of the kindness of his heart... until the rest of his clan of hill dwarves decided to mine out the hills and make a tidy profit on gems and ore. One by one they stripped the hills bare, but Bob Beezly wouldn't budge. They even petitioned the local human kingdom to pass judgement, resulting in quite the pickle for poor Bob Beezly. He needed money. And with the dwarven industry booming the lush flora necessary for his bees to survive dwindled to naught but his hill, defiantly green and unmolested.
Now ol' hermit Beezly - so named for his beloved bees after discarding the clan name of his greedy dwarven family - has the "Gone Fishin'" sign hanging on the door to his hill and he's set out to find a small fortune with which to buy a land claim and keep his home. He still doesn't like money or greed or industry, but that won't stop him from making a profit of his own! As he sets out on that long road he feels lonely even if he doesn't feel his age. He's still a young man by dwarven standards, unproven but hale, while the local humans see him as their strange, old neighbor.
But what those nosy ne'er-do-wells didn't know could fill a book, a phrase he was known to grumble as he shuffled away from the prying eye of the nearby villagers. He had been doing more than cooking up concoctions and brews in his hill. He had been communing with the bees themselves, learning their language, and spreading his roots through his preferred community: nature. His friends were beasts and trees and fungi, finding them far more interesting than the mundane trappings of society, be it dwarven or human. And yet that road to fortune seemed all the longer for the lack of company along the way.
Character sheet link: https://www.dndbeyond.com/profile/stronglyworded/characters/22962186
I'll update with character after rolling - I'm keeping each stat where it landed.
Ability scores: 12 9 14 14 9 11
Character Name: Goumo Thorngage
Class: Cleric - Light Domain
Alignment: Lawful Good
Background: Entertainer
Backstory:
Goumo always knew how to lighten the mood, either by singing or telling jokes he would make his friends or companion laugh (sometimes just because of how bad the jokes or the performance was) but money is far from being his prime motivation, he does it to honor Lathander, each frown that he turns in a smile feels like a sunrise to him and so far Lathander seems to approve his unorthodox method.
Character sheet link: https://ddb.ac/characters/35288941/ebuGHe
Ability scores: 13, 8, 12, 11, 13, 11
Sounds like a fun campaign. Can I just use point buy? Those rolls are truly dreadful. Or just a straight reroll?
Name: Higgs Beckov, https://ddb.ac/characters/24190000/nuPmuf
Race/class: Human, Blood Hunter (Order of the Mutant)
Background: Guild Artisan
Backstory:
An alchemist by trade, Higgs Beckov spent his teens and early twenties as an apprentice to a senior alchemist. He was an active member of the Guild of Apothecaries and Physicians before he was "asked" to leave because of his insistence to continue his research. Higgs' research was aggressive and dangerous according to the other guild members and was approaching the "dark arts" as they called it. He was trying to help people! He was using himself as a test subject for all of his concoctions and some of them have great potential to cure disease and rare afflictions of the mind. And yeah...maybe he was researching some other things as well, what's the big deal if he is the only one that he is testing the stuff on? "They all thought I was mad, but I know better! I am close...I just know it."
Uldran Sporebringer | Lvl 2 Dwarf Druid | Stonebound
Allorian Silverfin | Lvl 1 Rogue | Gillesburg
Name: Melcore Burrell
Race: Human, variant (Shadow-Touched feat)
Class: Wizard, Order of the Scribe
Alignment: NG
Ability scores: 15 12 14 11 16 15
Background: Customized Sailor
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.
Shortly after graduating, he was troubled one night by a dream. In this dream, he was a dark tyrant ruling over the land. When he awoke, he couldn't stop thinking on how realistic this dream was. The next night brought a similar dream that was also incredibly realistic. He began to suspect that there is more to him than he originally thought. He struck out to become an adventurer to grow in arcane prowess as he would gain experience and knowledge. In the back of his mind, he is always thinking, "Who am I?"
DM- Azalin's Doom
DM- Surviving the Unsurvivable
Placeholder Roll - Will make character soon
Ability scores: 12 14 10 15 14 14
Lost In Time: An Interdimensional Escapade: Baragon Starfeller - Level 2 Leonin Paladin
Out of Elysium: Rhaecus, of the Raving Drums - Level 1 Satyr Rogue
Dungeonverse: Weizol L'varr - Level 1 Eladrin Wizard
WIP
Ability Scores: Ability scores: 13 15 10 13 11 15
Character Name: Bronwyn Potts
Class: Artificer
Alignment: NG
Background: Guild Artisan
Backstory:
Bronwyn thought her whole life would be spent in her shop of peculiarities, she’d been an apprentice to her father ready to take on the family business and amaze the town of Daggerford with their unbelievable potions and trinkets. She just never thought the day would come so soon.
It was a full moon, the night her father went missing in the woods. He had insisted they go home, but Bronwyn was determined to find the last ingredient they needed. As she wandered off, she heard her father scream. She never found his body, but she could swear she saw a monster disappearing into the mist.
How could she carry on as if nothing happened? Days at the shop weren’t the same, and her mind drifted from her work. When the mayor called for adventurers to investigate the woods, she turned up, half expecting to be laughed away.
Character sheet link: https://www.dndbeyond.com/profile/Killilli/characters/35311348
Gilgin Hardhammer - Mountain Dwarf Cleric (Forge Domain) - Icewind Dale
Petal - Forest Gnome Druid (Circle of the Land - Forest) - Unsung Heroes of Embera
OK...This recruitment is CLOSED.
I will review and notify folks through pPM.
Thanks to everyone who responded. If you don't get a PM, no worries, there will be another time. :D
Ability scores: 17 10 17 16 13 9
Character Name: Moshet Tanubis - variant human - War Caster
Class: Fighter (Eldritch Knight)
Alignment: Lawful Neutral
Background: Outlander
Backstory: Moshet was born and raised in Zakhara, from the warrior cast of the city of Qadib. His clan lived near the headwaters of the river Al-Haul training as defenders against the unenlightened of the Furrowed Mountains and to stand against the darkness of the Haunted Lands beyond the mountains. Though a warrior, he was trained to fight as a citizen of Qadib - a city of magic. He had not yet come into his own as a Sayf Ghamid or Arcane Sword, but he had been trained to fight as one.
None of that mattered the day of the Shadow Plague - at least that is how he has heard it described by others. He clan's village was over run by the undead and their horde of gnolls and shape-changers - they were led by what looked like a were-tiger and gaunt figure in a dark cloak who vanished at the apex of the attack - Moshet heard witnesses describe a small bird or bat that flew away at that moment. The tragedy and the blessing is that Moshet was not present for this - but his clan is no more and his village is now considered lost to Qadib. With no home he began to wander to other cities of North Zakhara, traveled by boat to the Shining Lands of Estagund, saw the drowned fields of Var, and enjoyed the atmosphere of Darpur - but found no purpose, only distraction.
Moshet heard in the ports of Darpur there were stories of darkness plaguing western Faerun - too many campfire stories to think it was a coincidence, and too many that were familiar. He booked passage with his last gold to Waterdeep and heard of the call to Daggerford...
Character sheet link: ddb.ac/characters/35294384/8uX28J
Moshet Tanubis - Grave Cleric - Lvl 1 -- Mercer's Tavern
Asvala Vor - Barbarian/War Cleric - Lvl 2/Lvl 1 - Icewind Dale: Frostmaiden