I'm new to DDB and I've been playing in a few (awesome) PbP games since I've joined. Like many of you I suspect, my long-time IRL group is in the midst of a long COVID-19 related hiatus. I was the "other" DM for the group, and though I've mainly played (for almost 20 years now), I have DM'ed regularly for my group. Most recently, I DM'ed a full Pathfinder campaign while the regular DM had a new baby, and then a few 5e one shots since he's been back at the head of the table.
That being said, I've never DM'ed a PbP before, but I'm willing to give it a shot with Ghosts of Saltmarsh if I can find a group of 4-5 players. I am on here pretty regularly, so I'd like everyone to be able to post at least once a day (perhaps a bit more frequently if we're in combat), and I would prefer it if only those who have not played the Ghosts of Saltmarsh modules apply to play on this game.
If you are still interested, please apply with the following information below or through PM. CR and UA are fine, but check with me first on PM if you have any homebrew.
Stats - Roll for Stats (re-roll 1s once-- if totals are below 70 you can do point buy or standard array)
Name:
Race:
Class (including desired subclass if applicable):
Background:
Backstory (be as detailed as you like):
I'll likely keep this up through Monday night and contact those I've selected soon after. Thank you! Let me know if you have any questions.
This post has potentially manipulated dice roll results.
Oh man. I'd be super into this.
Stats:161611131614 Name: Gibson Lemonyellow Race: Tiefling Class: Warlock (GOO) Background: Charlatan Backstory: Gibson Lemonyellow knows how the world works. He doesn't know any of that boring, mundane stuff like politics, war, smithery... farming... numerology... cooking... reading big words... really, anything practical... No, he has a deeper, more spiritual understanding of the forces that are really at work. These amateurs and hacks running Faerûn's temples have some idea but they're really only scratching the surface. Only Gibson holds the true and full knowledge of the ancient entity creeping along the fringes of our collective consciousness. With his self-published gospel scroll in hand, Gibson has been traveling the land to spread the good news of imminent annihilation to the continent's most vulnerable: the affluent and complacent. He's had moderate success among the latter but not so much with the former. As such, he's been on the lookout for the aristocratically gullible... erm, "nobly susceptible"... I mean, "highborn with further to fall." Shedding the shackles of one's worldly possessions in preparation for the obliteration of existence is the most freeing form of liberation imaginable and Gibson is more than happy to guide the "worthy" along this path of enlightenment. Somewhere along the way, though, Gibson............ ran into some difficulties with the powers and principalities of this land. He finds himself here, in Saltmarsh, seeking shelter and anonymity while he figures out his next move.
This post has potentially manipulated dice roll results.
Let's see: Ability scores: 13151191110
Name: Sigrid Tidelaugh
Race: Human
Class: Bard (College of Valour at level 3)
Background: Sailor
Backstory: Born on the Island of Ruathym, Sigrid had a childhood full of laughter and excitement. She would explore every place her little feet could find and when she grew up she planted her feet firmly on deck to find yet more places to explore. Brave but foolhardy Sigrid sought adventure and tales of adventure taking to both song and story like a fish to water. Apon deck or land this hearty Ruathen lass is full of laughter, mead and steel, quick with a song or a sword blow she seeks ever towards the next adventure.
Name: Imogen Race: Human Class: Fiend Warlock Background: Noble Backstory: Imogen was one of seven children, and not the most remarkable of any of them. Her parents paid more attention to the others, which made her very jealous. When one of her brothers decided to study magic and was praised by her parents, Imogen decided to contact a devil and make a pact for power. When she showed off her powers, her parents actually started paying attention to her and were impressed. Unfortunately, they eventually discovered where her powers came from, and were very unhappy with her. Disowned and sent away, Imogen is now seeking a way to earn a living using her warlock powers.
Class (including desired subclass if applicable): Warlock Pact of Lurker in the Deep
Background: Shipwright
Backstory (be as detailed as you like): Storms was born in the City of Luskan where his father made a living by working on the many docks that littered the place. Due to the rather rough reputation of the city it was of little surprise that Storms found that his father would make extra money by helping the pirates that docked from time to time. As he came of age the young Tabaxi found that he would be doing the same thing.
Storms at first worked on the ships as a deckhand and chore boy. Yet as time went on he became an apprentice to a shipwright and over time gained the skills needed to do repairs at sea. However the pirate life did not feel right for him, so eventually when they docked once more he left his home and set out for the cities along the coast that had more reputable sailors. Eventually he sailed his way to The city of splendors, Waterdeep where he took up a job on the docks, building and repair vessels of all types.
One day while working luck seem to be with Storms as he was hired by a wealthy but rather mysterious Lord of the City who wished for him to serve as one of many well-paid shipwrights on his galleon. Seeing this as an opportunity to return to the sea and make up for past mistakes of youth, the Tabaxi eagerly agreed and soon enough was back out at sea. Little did he know that this would lead to a great change in his life.
Upon boarding the nobleman's ship he was made to sign what he was told was a a business contract that would explain how much coin he would get for services rendered. Reading this contract It seemed that everything was in order but he noticed that it was not written on paper but instead almost a seaweed like substance covered in barnacles and other things that belonged in the deep of the ocean. Chalking it up to the strange eccentricities of the higher classes the young cat folk foolishly signed his name onto the paper and thought no more of it for the time being.
As time passed though he began to have strange dreams of a large shadowy creature that looked to be some sort of monstrosity that did not fit what he thought belonged in the prime material realms. It spoke to him and what seemed like a strange language yet he could understand it telling him that he had agreed to serve in exchange for power and the ability to sail the seas for as long as he would serve. It told him that when the time came he would know what he need to do. It took over a year or more but eventually the voice returned in his dreams and told him travel to SaltMarsh.
Born in Luskan, Johnass lived abord ship most of his life. Between long voyages, and raids on shipping He learnt the basics of being a helmsman and fighting and he tried to do it with style. Killing and looting for his Captain got old and when he came to port he decided to throw off the shackle's of service for adventure, And perhaps some loot for himself.
Class (including desired subclass if applicable): Rogue - Swashbuckler
Background: Sailor
Backstory (be as detailed as you like):
Arvastan grew up between the Feywild and the Elemental Plane of Water, where he was born. An only child – a lonely childhood, he often befriended elementals and other aquatic life, ranging far from home. He grew a particular affinity for sharks, finding the creatures to be the most beautiful of all the sea life he’d encountered, and never turning down the opportunity to swim and hunt with them. He befriended an Eladrin during his years in the Feywild – another lonely child by the name of Sovedan who’s passionate, chaotic nature was novel to Arvastan, who was used to the impenetrable stand-offishness of his own people. They were inseparable for years until Arvastan’s blood began to yearn for the sea again and he turned his sights back to the plane of water, despite Sovedan’s displeasure. For decades he alternated his time between the Feywild with Sovedan and the Elemental Plane of Water, happy with the arrangement. Sovedan, however, did not see it the same way; he coveted Arvastan’s time and presence, and did not like it when he went away. With his friend alternating between petulant demanding and desperate begging, Arvastan put aside his desires to return to the waters of his home and remained with Sovedan for a time, never fully realizing how the other elf kept him from all bodies of water despite the way Arvastan seemed to diminish, becoming depressed and anxious the longer he was away.
Eventually, another took pity on the sea elf and lured him back to the open waters while Sovedan was distracted, sending him through to the material plane. Badly malnourished, mistreated, and barely knowing himself any longer, Arvastan was brought aboard a fishing vessel belonging to the Oweland family, who brought him back to Saltmarsh and helped him find some semblance of a life again. They put him to work -with his agreement- on one of their merchant vessels, where he worked for a number of years until it was boarded by pirates and he found himself press-ganged into the crew. He grew to love the life, though, always on the sea, where he could indulge his deep desires to swim far and deep and still have a place to return to among people who were understood better than any other land-dwellers that the sea was a part of him. He crewed as a pirate for many years, until his young Captain was old, the faces aboard the ship more unfamiliar now than not.
He didn’t realize he’d been on the material plane for nearly a century until he was stood on the docks of Saltmarsh again, his bag falling from suddenly-useless hands, and a deep desire to swim far and deep until he found the portal home suddenly consuming him. However, he stayed in the much-changed city, finding a room and trying to figure out what he was going to do now that he found himself without ship and crew.
This post has potentially manipulated dice roll results.
Stats: Ability scores: 151013161214
Name: Valen Winterheart
Race: Half Elf
Class: Monk
Background: Hermit
Backstory:
Valen's mother Angelynne was abused growing up
at the age of 12 she ran away arriving at theMonastery Of Truth
as a sister at the monastery she lead a sheltered life
one night while meditating in the expansive garden area she met an elf named Sytharyn Winterheart
they met together every night for many months
Angelynne fell in love with Sytharyn not realizing he was actually a drow elf
after many months together they shared a night of passion
a few nights later Sytharyn was discovered and chased away by the guards
Angelynne tried for the longest time to hide the relationship but within a few short months she could no longer hide the bump in her belly
she looked every night for Sytharyn while avoiding the guards but never saw him before giving birth to Valen
one group of sisters lead by Thorna wanted to throw the half breed from the tower but the child was spared by Matron Duronomus
Angelynne took the child to the garden every night for months in hopes Sytharyn would be there
Valen was almost 6 months old before Sytharyn returned and held his child for the first and only time
Sytharyn had barely handed Valen back to Angelynne before he was struck in the shoulder with an arrow
in an instant the area around them became dark and when the light returned Sytharyn had disappeared and only a pool of blood remained
the guards searched for a long time and into the daylight but never found his body
again Angelynne visited the garden nightly and it wasn't until the guards found a body weeks later that she stopped
she fell into a deep depression before one night throwing herself from her tower balcony
Thorna again pushed to have the child removed from the monastery
Matron Duronomus stepped in to save Valen again allowing him to grow up in his mothers former room and teaching him as long as he stayed out of trouble
as Valen grew he quickly learned to read and write both common and elvish
Still a bit more to add on but that is where I am at so far
Class: Barbarian 1 (going to go storm harold) / sorcerer 1 (storm sorcerery)
Background: Sailor
Backstory:
when i was 7, my homeland was attacked. i was utterly destroyed, and i was one of the few survivors. i ran away, into the sea, swimming as hard as i could away from the attackers. i made my way to a strange town called Saltmarsh. i was raised by a couple of people in the town that took pity on me. when i was 12, i discovered the joy of boating. every day after that, i took a boating expedition, sometimes just exploring the open seas, other times looking for sea monsters to slay.
one day, when i was 13, i embarked on what started as a normal boating expedition. i had heard that there was a storm spotted, and i decided to check it out. at i got near, the skies turned grey with storm clouds, and heavy winds began to blow. i tried to turn around when i realized that this was a hurricane, but it was too late, my ship was in the clutches of the storm, i was tossed back and forth, barely holding on to the ship. i was soaking wet, and half frozen to death. one espiessily strong gust sent my ship into the air, and started to fall back to the water. it slammed into the waved, and i lost consciousness.
i woke up much later, with a weird feeling. i said a couple wiered words that were in my head somehow, and a gust of wind knocked me off the bad i was sitting on. since then, my goal has been to master my powers, and to warn people of storms like the one i was caught in.
Class (including desired subclass if applicable): Cleric, Forge Domain
Background: Guild Artisan
Backstory (be as detailed as you like):
Dimma Brazzik hails from a stronghold nestled in the mountains of the neighboring Principality of Ulek. There, the Brazzik clan have always been proud and respected clerics of the dwarven god Moradin. For generations, the Brazziks have watched over the forge at the center of their holy temple. When time came to choose an apprenticeship, Dimma took quickly to cleric's duties and her devotion to Moradin was unwavering. For years she apprenticed dutifully tending the forge in service of Moradin, however with her coming-of-age short at hand Dimma felt unfulfilled with her craft. There was something else she wanted out of this life.
She wanted to travel, to see the world, but more importantly she wanted to taste it. Dimma had cultivated a passion for the cooks' craft as a girl and now that the world was beginning to open up to her she wanted more. Faced with the threat of living out her days tending to Moradin's flame, Dimma packed her bags and set out, joining up with a band of travelling dwarven merchants. It's been close to 50 years since that day and in that time, she has gained a wealth of skills and has found herself rising the ranks of a wealthy dwarven company and continuing to hone her culinary arts meanwhile maintaining her connection to the dwarven god of crafts.
She has arrived in the sleepy town of Saltmarsh to source the region's fish and has taken a liking to the town's surroundings. She has decided to turn a business trip into a long-term venture and has made the seaside town her home for the time-being.
Class (including desired subclass if applicable): Sorcerer, tempestuous magic
Background: Sailor
Backstory (be as detailed as you like):
Kulogall is viewed as a "lucky charm" to any crew that will hire him. Captains have said that he has the ability to bring the wind and may have powers to calm storms, lift fog, so he is a sought after boatswain.
Kulogall wants to learn more about humans and sea faring folk, he has an interest in human affairs and trying to help those he comes in contact with. He has a rather aloof demeanor, looks at those around him like he is studying a bug under a microscope. He has an innate ability with the elements apparently, he does not know how, but he has a growing mastery over wind and water.
Kulogall is interested to learn more about Saltmarsh and its inhabitants and help them with their problems and concerns.
This post has potentially manipulated dice roll results.
Stats - Ability scores: 16111371314
Name: Cobbler Heruj
Race: Loxodon
Class: Cleric (Unity Domain)
Background: Clan Crafter
Backstory: Cobbler Heruj came to Saltmarsh when he was but a young short tusked lump of elephant blubber running lost through the this strange land, unsure of anything around him. Confused and looking for parents that’d abandoned him to the harsh world long ago. However he washed up in a strange port town, though looking for others like him he found only smaller two legged beings. His story is a long one, but the important fact is that Cobbler Heruj survived. Cobbler Heruj spent lots of time in Saltmarsh, and there were times both good and bad. Decades, centuries past and with every friend Cobbler Heruj made he had a scar to match it. He’s lived long enough to appreciate both of sides of life that give or take at whim. Despite it all, Saltmarsh is Cobbler Heruj’s home. It is here where he can make shoes for his neighbors, for his friends and for the city’s children in the many years after. He hopes to be the best cobbler he can be, as those in Saltmarsh deserve nothing less for granting him the kindness of giving him community. Cobbler Heruj loves that the people of Saltmarsh appreciate his shop, but Cobbler Heruj also knows his shop isn’t going to be what keeps the people of Saltmarsh safe. His bones are tired, and his body aches but his missing left eye tingles with purpose as Cobbler Heruj once more feels the call of his goddess: Eldath, Mother of the Waters. But to serve Eldath herself, but instead to protect Saltmarsh! And that’s a call that Cobbler Heruj will answer every time someone is needed to. So with a huff of effort, he’s now clad in his old armor once more that barely fits, and perhaps closing his shop for a time. So with a belly full of ale and a smile on his face Cobbler Heruj has set out with purpose, ready to defend his hometown from any potential threats.
VISUAL:
Wears an eyepatch over his left eye bearing a deep scar from what looks like a slashing weapon. Under his armor he wears humble commoners clothing of soft hues of earthy red or brown. He’s about 7’8, and covered in scars due to his very old age. With Cobbler Heruj being about 388 years old, the average life span of a loxodon being that they can live to about 450 years. He has a very large belly that almost seems to serve as better armor then his old scale mail. Both ears are pierced with golden hoops. He is mostly just an old man who likes to make shoes, but knows he can do more to help his home.
This post has potentially manipulated dice roll results.
Stats - (Doing without rerolling 1's because it looks to me like the stats are too good doing so, hope you'll forgive me) Ability scores: 16411141210 (Edit: I mean, look what came out even without rerolling these ones.)
Name: Farril (Female)
Race: High Elf
Class (including the desired subclass if applicable): Fighter, using ranged weapons and aiming for Eldritch Knight.
Background: Sailor
Backstory (be as detailed as you like): Farril was born on land but due to some reasons she doesn't know, she has always lived on the ship. No one knew who her actual parents were but one of the human sailors took after her as if she were his own daughter. She lived on the ship with the rest of the crew for a long time, until eventually, her father died. At that point, she realised that none of the current crew members was of those she once knew, and she chose to leave the ship. Bored with the mundane life of the cities though, she packed some things and went out to explore the land.
This post has potentially manipulated dice roll results.
Stats - Ability scores: 121314141113
Name: Korg
Race: Grung
Class (including desired subclass if applicable): Barbarian
Background: Gladiator
Backstory (be as detailed as you like): Captured as a tadpole, was raised a slave and put to hard labor. The strain of constant work with little rest gave Korg a high level of power and stamina. His physique was not lost on his master nor other slave traders. He was sold to a merchant looking for new material to restock his stable.
A few days of training and Korg was thrown into the arena to fight for his life. He was beaten bloody every time but arose victorious always. Eventually, he fought his way to freedom, and wandered into Salt Marsh looking for some meaning of life beyond the arena.
Hi all!
I'm new to DDB and I've been playing in a few (awesome) PbP games since I've joined. Like many of you I suspect, my long-time IRL group is in the midst of a long COVID-19 related hiatus. I was the "other" DM for the group, and though I've mainly played (for almost 20 years now), I have DM'ed regularly for my group. Most recently, I DM'ed a full Pathfinder campaign while the regular DM had a new baby, and then a few 5e one shots since he's been back at the head of the table.
That being said, I've never DM'ed a PbP before, but I'm willing to give it a shot with Ghosts of Saltmarsh if I can find a group of 4-5 players. I am on here pretty regularly, so I'd like everyone to be able to post at least once a day (perhaps a bit more frequently if we're in combat), and I would prefer it if only those who have not played the Ghosts of Saltmarsh modules apply to play on this game.
If you are still interested, please apply with the following information below or through PM. CR and UA are fine, but check with me first on PM if you have any homebrew.
Stats - Roll for Stats (re-roll 1s once-- if totals are below 70 you can do point buy or standard array)
Name:
Race:
Class (including desired subclass if applicable):
Background:
Backstory (be as detailed as you like):
I'll likely keep this up through Monday night and contact those I've selected soon after. Thank you! Let me know if you have any questions.
Ability scores: 14 15 16 15 16 18
Will continue application If I'm pleased with the dice rolls.
DM: Waterdeep: Dragon Heist
Oh man. I'd be super into this.
Stats: 16 16 11 13 16 14
Name: Gibson Lemonyellow
Race: Tiefling
Class: Warlock (GOO)
Background: Charlatan
Backstory: Gibson Lemonyellow knows how the world works. He doesn't know any of that boring, mundane stuff like politics, war, smithery... farming... numerology... cooking... reading big words... really, anything practical... No, he has a deeper, more spiritual understanding of the forces that are really at work. These amateurs and hacks running Faerûn's temples have some idea but they're really only scratching the surface. Only Gibson holds the true and full knowledge of the ancient entity creeping along the fringes of our collective consciousness. With his self-published gospel scroll in hand, Gibson has been traveling the land to spread the good news of imminent annihilation to the continent's most vulnerable: the affluent and complacent. He's had moderate success among the latter but not so much with the former. As such, he's been on the lookout for the aristocratically gullible... erm, "nobly susceptible"... I mean, "highborn with further to fall." Shedding the shackles of one's worldly possessions in preparation for the obliteration of existence is the most freeing form of liberation imaginable and Gibson is more than happy to guide the "worthy" along this path of enlightenment. Somewhere along the way, though, Gibson............ ran into some difficulties with the powers and principalities of this land. He finds himself here, in Saltmarsh, seeking shelter and anonymity while he figures out his next move.
Characters currently being ruined on this forum:
Neria Tallfellow (Halfling Rogue) - Curse of the Crimson Throne with Ashen_Age
I will send you a PM
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Let's see: Ability scores: 13 15 11 9 11 10
Name: Sigrid Tidelaugh
Race: Human
Class: Bard (College of Valour at level 3)
Background: Sailor
Backstory: Born on the Island of Ruathym, Sigrid had a childhood full of laughter and excitement. She would explore every place her little feet could find and when she grew up she planted her feet firmly on deck to find yet more places to explore. Brave but foolhardy Sigrid sought adventure and tales of adventure taking to both song and story like a fish to water. Apon deck or land this hearty Ruathen lass is full of laughter, mead and steel, quick with a song or a sword blow she seeks ever towards the next adventure.
Ability Scores: Ability scores: 15 14 9 17 13 12
Name: Imogen
Race: Human
Class: Fiend Warlock
Background: Noble
Backstory: Imogen was one of seven children, and not the most remarkable of any of them. Her parents paid more attention to the others, which made her very jealous. When one of her brothers decided to study magic and was praised by her parents, Imogen decided to contact a devil and make a pact for power. When she showed off her powers, her parents actually started paying attention to her and were impressed. Unfortunately, they eventually discovered where her powers came from, and were very unhappy with her. Disowned and sent away, Imogen is now seeking a way to earn a living using her warlock powers.
Ability scores: 15 11 12 14 15 14
Name: Rage in Storms
Race: Tabaxi
Class (including desired subclass if applicable): Warlock Pact of Lurker in the Deep
Background: Shipwright
Backstory (be as detailed as you like): Storms was born in the City of Luskan where his father made a living by working on the many docks that littered the place. Due to the rather rough reputation of the city it was of little surprise that Storms found that his father would make extra money by helping the pirates that docked from time to time. As he came of age the young Tabaxi found that he would be doing the same thing.
Storms at first worked on the ships as a deckhand and chore boy. Yet as time went on he became an apprentice to a shipwright and over time gained the skills needed to do repairs at sea. However the pirate life did not feel right for him, so eventually when they docked once more he left his home and set out for the cities along the coast that had more reputable sailors. Eventually he sailed his way to The city of splendors, Waterdeep where he took up a job on the docks, building and repair vessels of all types.
One day while working luck seem to be with Storms as he was hired by a wealthy but rather mysterious Lord of the City who wished for him to serve as one of many well-paid shipwrights on his galleon. Seeing this as an opportunity to return to the sea and make up for past mistakes of youth, the Tabaxi eagerly agreed and soon enough was back out at sea. Little did he know that this would lead to a great change in his life.
Upon boarding the nobleman's ship he was made to sign what he was told was a a business contract that would explain how much coin he would get for services rendered. Reading this contract It seemed that everything was in order but he noticed that it was not written on paper but instead almost a seaweed like substance covered in barnacles and other things that belonged in the deep of the ocean. Chalking it up to the strange eccentricities of the higher classes the young cat folk foolishly signed his name onto the paper and thought no more of it for the time being.
As time passed though he began to have strange dreams of a large shadowy creature that looked to be some sort of monstrosity that did not fit what he thought belonged in the prime material realms. It spoke to him and what seemed like a strange language yet he could understand it telling him that he had agreed to serve in exchange for power and the ability to sail the seas for as long as he would serve. It told him that when the time came he would know what he need to do. It took over a year or more but eventually the voice returned in his dreams and told him travel to SaltMarsh.
https://ddb.ac/characters/37473374/l3302w
Ability scores: 13 12 11 13 17 14
Name:
Race:
Class:
Background:
Backstory: It does not need to be long, but enough to give an idea of your character.
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Ability scores: 14 11 9 12 17 16
Name: Johnass Doethan
Race: Variant Human
Class: Fighter
Background: Pirate
Backstory
Born in Luskan, Johnass lived abord ship most of his life. Between long voyages, and raids on shipping He learnt the basics of being a helmsman and fighting and he tried to do it with style. Killing and looting for his Captain got old and when he came to port he decided to throw off the shackle's of service for adventure, And perhaps some loot for himself.
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Stats - Ability scores: 15 16 18 10 12 16
Name: Arvastan Shark-Friend
Race: Sea Elf
Class (including desired subclass if applicable): Rogue - Swashbuckler
Background: Sailor
Backstory (be as detailed as you like):
Arvastan grew up between the Feywild and the Elemental Plane of Water, where he was born. An only child – a lonely childhood, he often befriended elementals and other aquatic life, ranging far from home. He grew a particular affinity for sharks, finding the creatures to be the most beautiful of all the sea life he’d encountered, and never turning down the opportunity to swim and hunt with them. He befriended an Eladrin during his years in the Feywild – another lonely child by the name of Sovedan who’s passionate, chaotic nature was novel to Arvastan, who was used to the impenetrable stand-offishness of his own people. They were inseparable for years until Arvastan’s blood began to yearn for the sea again and he turned his sights back to the plane of water, despite Sovedan’s displeasure. For decades he alternated his time between the Feywild with Sovedan and the Elemental Plane of Water, happy with the arrangement. Sovedan, however, did not see it the same way; he coveted Arvastan’s time and presence, and did not like it when he went away. With his friend alternating between petulant demanding and desperate begging, Arvastan put aside his desires to return to the waters of his home and remained with Sovedan for a time, never fully realizing how the other elf kept him from all bodies of water despite the way Arvastan seemed to diminish, becoming depressed and anxious the longer he was away.
Eventually, another took pity on the sea elf and lured him back to the open waters while Sovedan was distracted, sending him through to the material plane. Badly malnourished, mistreated, and barely knowing himself any longer, Arvastan was brought aboard a fishing vessel belonging to the Oweland family, who brought him back to Saltmarsh and helped him find some semblance of a life again. They put him to work -with his agreement- on one of their merchant vessels, where he worked for a number of years until it was boarded by pirates and he found himself press-ganged into the crew. He grew to love the life, though, always on the sea, where he could indulge his deep desires to swim far and deep and still have a place to return to among people who were understood better than any other land-dwellers that the sea was a part of him. He crewed as a pirate for many years, until his young Captain was old, the faces aboard the ship more unfamiliar now than not.
He didn’t realize he’d been on the material plane for nearly a century until he was stood on the docks of Saltmarsh again, his bag falling from suddenly-useless hands, and a deep desire to swim far and deep until he found the portal home suddenly consuming him. However, he stayed in the much-changed city, finding a room and trying to figure out what he was going to do now that he found himself without ship and crew.
No Longer Active
Stats: Ability scores: 15 10 13 16 12 14
Name: Valen Winterheart
Race: Half Elf
Class: Monk
Background: Hermit
Backstory:
Valen's mother Angelynne was abused growing up
at the age of 12 she ran away arriving at the Monastery Of Truth
as a sister at the monastery she lead a sheltered life
one night while meditating in the expansive garden area she met an elf named Sytharyn Winterheart
they met together every night for many months
Angelynne fell in love with Sytharyn not realizing he was actually a drow elf
after many months together they shared a night of passion
a few nights later Sytharyn was discovered and chased away by the guards
Angelynne tried for the longest time to hide the relationship but within a few short months she could no longer hide the bump in her belly
she looked every night for Sytharyn while avoiding the guards but never saw him before giving birth to Valen
one group of sisters lead by Thorna wanted to throw the half breed from the tower but the child was spared by Matron Duronomus
Angelynne took the child to the garden every night for months in hopes Sytharyn would be there
Valen was almost 6 months old before Sytharyn returned and held his child for the first and only time
Sytharyn had barely handed Valen back to Angelynne before he was struck in the shoulder with an arrow
in an instant the area around them became dark and when the light returned Sytharyn had disappeared and only a pool of blood remained
the guards searched for a long time and into the daylight but never found his body
again Angelynne visited the garden nightly and it wasn't until the guards found a body weeks later that she stopped
she fell into a deep depression before one night throwing herself from her tower balcony
Thorna again pushed to have the child removed from the monastery
Matron Duronomus stepped in to save Valen again allowing him to grow up in his mothers former room and teaching him as long as he stayed out of trouble
as Valen grew he quickly learned to read and write both common and elvish
Still a bit more to add on but that is where I am at so far
Ooh, looks fun! I will throw in an application soon
Stats - Ability scores: 11 11 16 13 16 14
Name: TBD
Race: TBD
Class (including desired subclass if applicable): TBD
Background: TBD
Backstory (be as detailed as you like): TBD
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Ability scores: 15 14 15 13 14 14
Name: Shard
Race: sea elf
Class: Barbarian 1 (going to go storm harold) / sorcerer 1 (storm sorcerery)
Background: Sailor
Backstory:
when i was 7, my homeland was attacked. i was utterly destroyed, and i was one of the few survivors. i ran away, into the sea, swimming as hard as i could away from the attackers. i made my way to a strange town called Saltmarsh. i was raised by a couple of people in the town that took pity on me. when i was 12, i discovered the joy of boating. every day after that, i took a boating expedition, sometimes just exploring the open seas, other times looking for sea monsters to slay.
one day, when i was 13, i embarked on what started as a normal boating expedition. i had heard that there was a storm spotted, and i decided to check it out. at i got near, the skies turned grey with storm clouds, and heavy winds began to blow. i tried to turn around when i realized that this was a hurricane, but it was too late, my ship was in the clutches of the storm, i was tossed back and forth, barely holding on to the ship. i was soaking wet, and half frozen to death. one espiessily strong gust sent my ship into the air, and started to fall back to the water. it slammed into the waved, and i lost consciousness.
i woke up much later, with a weird feeling. i said a couple wiered words that were in my head somehow, and a gust of wind knocked me off the bad i was sitting on. since then, my goal has been to master my powers, and to warn people of storms like the one i was caught in.
I am an average mathematics enjoyer.
>Extended Signature<
Stats - 6 7 16 20 3 7 | Re-roll: 14
Name: Dimma Brazzik
Race: Mountain Dwarf
Class (including desired subclass if applicable): Cleric, Forge Domain
Background: Guild Artisan
Backstory (be as detailed as you like):
Dimma Brazzik hails from a stronghold nestled in the mountains of the neighboring Principality of Ulek. There, the Brazzik clan have always been proud and respected clerics of the dwarven god Moradin. For generations, the Brazziks have watched over the forge at the center of their holy temple. When time came to choose an apprenticeship, Dimma took quickly to cleric's duties and her devotion to Moradin was unwavering. For years she apprenticed dutifully tending the forge in service of Moradin, however with her coming-of-age short at hand Dimma felt unfulfilled with her craft. There was something else she wanted out of this life.
She wanted to travel, to see the world, but more importantly she wanted to taste it. Dimma had cultivated a passion for the cooks' craft as a girl and now that the world was beginning to open up to her she wanted more. Faced with the threat of living out her days tending to Moradin's flame, Dimma packed her bags and set out, joining up with a band of travelling dwarven merchants. It's been close to 50 years since that day and in that time, she has gained a wealth of skills and has found herself rising the ranks of a wealthy dwarven company and continuing to hone her culinary arts meanwhile maintaining her connection to the dwarven god of crafts.
She has arrived in the sleepy town of Saltmarsh to source the region's fish and has taken a liking to the town's surroundings. She has decided to turn a business trip into a long-term venture and has made the seaside town her home for the time-being.
Stats - Ability scores: 15 13 13 16 14 17
Name: Kulogall
https://ddb.ac/characters/37479167/iP5evG
Race: Triton
Class (including desired subclass if applicable): Sorcerer, tempestuous magic
Background: Sailor
Backstory (be as detailed as you like):
Kulogall is viewed as a "lucky charm" to any crew that will hire him. Captains have said that he has the ability to bring the wind and may have powers to calm storms, lift fog, so he is a sought after boatswain.
Kulogall wants to learn more about humans and sea faring folk, he has an interest in human affairs and trying to help those he comes in contact with. He has a rather aloof demeanor, looks at those around him like he is studying a bug under a microscope. He has an innate ability with the elements apparently, he does not know how, but he has a growing mastery over wind and water.
Kulogall is interested to learn more about Saltmarsh and its inhabitants and help them with their problems and concerns.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Ability scores: 10 9 11 11 10 15
Paladin - warforged - orange
Stats - Ability scores: 16 11 13 7 13 14
Name: Cobbler Heruj
Race: Loxodon
Class: Cleric (Unity Domain)
Background: Clan Crafter
Backstory: Cobbler Heruj came to Saltmarsh when he was but a young short tusked lump of elephant blubber running lost through the this strange land, unsure of anything around him. Confused and looking for parents that’d abandoned him to the harsh world long ago. However he washed up in a strange port town, though looking for others like him he found only smaller two legged beings. His story is a long one, but the important fact is that Cobbler Heruj survived.
Cobbler Heruj spent lots of time in Saltmarsh, and there were times both good and bad. Decades, centuries past and with every friend Cobbler Heruj made he had a scar to match it. He’s lived long enough to appreciate both of sides of life that give or take at whim. Despite it all, Saltmarsh is Cobbler Heruj’s home. It is here where he can make shoes for his neighbors, for his friends and for the city’s children in the many years after. He hopes to be the best cobbler he can be, as those in Saltmarsh deserve nothing less for granting him the kindness of giving him community. Cobbler Heruj loves that the people of Saltmarsh appreciate his shop, but Cobbler Heruj also knows his shop isn’t going to be what keeps the people of Saltmarsh safe.
His bones are tired, and his body aches but his missing left eye tingles with purpose as Cobbler Heruj once more feels the call of his goddess: Eldath, Mother of the Waters. But to serve Eldath herself, but instead to protect Saltmarsh! And that’s a call that Cobbler Heruj will answer every time someone is needed to. So with a huff of effort, he’s now clad in his old armor once more that barely fits, and perhaps closing his shop for a time. So with a belly full of ale and a smile on his face Cobbler Heruj has set out with purpose, ready to defend his hometown from any potential threats.
VISUAL:
Wears an eyepatch over his left eye bearing a deep scar from what looks like a slashing weapon. Under his armor he wears humble commoners clothing of soft hues of earthy red or brown. He’s about 7’8, and covered in scars due to his very old age. With Cobbler Heruj being about 388 years old, the average life span of a loxodon being that they can live to about 450 years. He has a very large belly that almost seems to serve as better armor then his old scale mail. Both ears are pierced with golden hoops.
He is mostly just an old man who likes to make shoes, but knows he can do more to help his home.
CHARACTER SHEET: https://ddb.ac/characters/37488488/fpHRGm
Stats - (Doing without rerolling 1's because it looks to me like the stats are too good doing so, hope you'll forgive me) Ability scores: 16 4 11 14 12 10 (Edit: I mean, look what came out even without rerolling these ones.)
Name: Farril (Female)
Race: High Elf
Class (including the desired subclass if applicable): Fighter, using ranged weapons and aiming for Eldritch Knight.
Background: Sailor
Backstory (be as detailed as you like):
Farril was born on land but due to some reasons she doesn't know, she has always lived on the ship. No one knew who her actual parents were but one of the human sailors took after her as if she were his own daughter. She lived on the ship with the rest of the crew for a long time, until eventually, her father died. At that point, she realised that none of the current crew members was of those she once knew, and she chose to leave the ship. Bored with the mundane life of the cities though, she packed some things and went out to explore the land.
Character sheet.
Varielky
Ability scores: 15 14 10 14 18 15
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Stats - Ability scores: 12 13 14 14 11 13
Name: Korg
Race: Grung
Class (including desired subclass if applicable): Barbarian
Background: Gladiator
Backstory (be as detailed as you like): Captured as a tadpole, was raised a slave and put to hard labor. The strain of constant work with little rest gave Korg a high level of power and stamina. His physique was not lost on his master nor other slave traders. He was sold to a merchant looking for new material to restock his stable.
A few days of training and Korg was thrown into the arena to fight for his life. He was beaten bloody every time but arose victorious always. Eventually, he fought his way to freedom, and wandered into Salt Marsh looking for some meaning of life beyond the arena.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale