This post has potentially manipulated dice roll results.
For some reason every time I go to edit this the dice reroll... Not sure how to fix, for now I will just record what they are after the first time I see them
Allies: 39, 77 (87, 86) You and this person were affected by powerful magic, and now you both share a telepathic connection that functions while you are within 1 mile of each other. Noble
Taanyth Starlight - See below
Keya Starlight - See below
Rivals: Kusric - see below
Family if any: 28 (2) 10 (6) - 4 parents and 6 siblings
Significant Relations - 2 (3) 92136 (217389)
Taanyth Starlight (father) - This family member left long ago for reasons you don’t understand or won’t talk about. Before they left, they promised you that they would return in your hour of greatest need. You gain one ally.
Tuiia (mother)
Keya (mother) - This family member caused you to have a horrible accident when you were a child. They still feel incredible guilt, which they would do anything to assuage. You gain one ally.
Atrasva (birth mother)
Kusric (brother) - You have always been better than this family member at a particular activity. They grew jealous and abandoned you, so that they could return and best you one day. You gain one rival.
Taenya (sister)
Ashe (sister)
Ilmyl (sister)
Verrona (sister)
Aithlin (brother)
Fateful moment: 19 (8) - You were captured by drow or duergar in a raid. You managed to escape slavery, but had to disguise yourself and pretend to be one of them to survive on the streets without being captured again. Eventually, you made your escape. You gain the Actor feat from the Player’s Handbook and proficiency with disguise kits.
Home Settlement: 51 - Longsaddle Family Size: 100 (Oops. Should have rolled twice in advance.) Parents - 1. Powerful Family Relationships: 2 1: 85 - Owes me a favour though they don't like that fact. +1 Ally. 2: 38 - I insulted them really badly. +1 Rival. 3: 4 - Owes me a favour though they don't like that fact. +1 Ally. Siblings: 68 - 4
Ally 1: 10 Identity: 89 A bandit who fell in love with me. Ally 2: 29 Identity: 1 A Werebear or Weretiger who shares a telepathic connection with me. +1 Faithful Moment. Ally 3: 37 Identity: 27 A pet of CR 1/8 or lower. Rival: 17 Identity: 5 An Acolyte who keeps asking for my help.
Faithful Moment: 20 - You fell asleep in a forest and awakened in the court of the fey, where you were made to serve the fickle Archfey for a decade. When you finally managed to escape, it was as if no time had passed. You have proficiency with the Deception and Performance skills. (Due to gaining the Performance skill from the Entertainer background, I changed it to Nature, which fits with the backstory (for which, in case you're reading this early, I have a concept in mind but not written yet).
Ah, this is a complicated one. Might take me some time but I'll make something out of this and edit once I'm finished.
Name: Blean (Male)
Race: Human, not variant.
Class: Bard, aiming to Collage of Glamoure. (Funny, I didn't think I'll play Bard anytime soon. These rolls, however, pretty much SCREAM at me to play Bard. Maybe if I try it I'll see that this class isn't as bad as I thought it is.)
Background: Finished.
Blean was born in the hamlet of Longsaddle. He never knew his real parents because he grew up in an orphanage. For such a small village, the orphanage was unexpectedly full. It had one caretaker, whose name Blean didn't even know, since they all just called her "Mother". Other than Blean, there were seven more orphans in the orphanage, at the time when he was there. From eldest to youngest, they were: Simiri, a tomboy girl who was the biggest troublemaker of the bunch; Ilva, a shut-in who preferred to read the few books the orphanage could offer her multiple times over playing outside with the others; Me'alk, a short but tough boy who was always considered mature for his age; Blean, who will be more thoroughly detailed later; Charia, the only non-human of the bunch, her Elven features leaving no room for mistakes on that matter; Mogu, no one is sure how it happened but he somehow grew to be a very religious boy, a follower of Torm; Rania, the objectively cutest of all the kids, but maybe it's because she's that much younger than the others, with six years separating her and Mogu and lastly, Lin, whom Blean only knew as a baby and for her, he's only a name she might have heard a few times, but cannot remember the person.
Blean is that person you hate simply because he's good at everything. Just... why can't he be bad at something? Sure, there were others who were better than him in some things, but on there was nothing he wasn't good at compared to the average person. That said, he was by no means perfect. He'd often join Simiri in her mischiefs, especially when pretending they were going on an adventure. Nothing fascinated him more than stories of great heroes and he'd learn many of them by heart to tell the others, whenever someone was willing to listen.
Years went by and Blean grew up. From being the youngest baby in the orphanage, more orphans were either stranded on the place's door or had their parents pass away and join the family. Yes, it was a family. A strange one, maybe, definitely a big one, but a family. He even had some time spent with tiny Lin, who merely started to walk when he disappeared. Blean was thirteen years old back then. Simiri was already 16 and Lin just took her first steps a tenday ago. Mogu, Ilva and Simiri had a very big fight over something. Usually, Me'alk would break these fights but he wasn't there at the time because he became an apprentice of the local smith and spent most of the day in there. The argument was about a trivial matter but it heated up. Blean tried to take Me'alk's place as the mediator but instead, he was dragged into the argument as well, only adding more oil to the fire. Eventually, Simiri said a horrible insult to Mogu and Ilva, leaving the two stunned. The only one who could think of response was Blean, who couldn't hold his tongue and said it out loud. What he said though, even if it was defending the other two, was also much worse of an insult. As Simiri's eyes began to drip tears she was holding for the entire duration of the argument, she stormed out of the house. Ashamed of himself, Blean tried to follow her and apologize, but she ran much faster than him and he couldn't keep up as she ran into the forest. Blean followed her into the forest and searched for her the entire day, but to no avail. As the sun began to set, Blean couldn't bring himself to return to the orphanage without her and stayed in the forest, calling for her into the night. As time passed, he realised he's tired and lost. The forest was also dark and he could barely see where he's going to. He found a small alcove where he could sleep, protected from the wind. Soon enough, he was sleeping like a log. (If it wasn't clear: Simiri is the one insulted by him as according to the powerful relationships. Mogu and Ilva are the ones who sort of owe him a favour, though they really don't like that fact, considering how gravely he insulted Simiri.)
When he woke up, Blean was no longer in the forest. Well, he was in a forest, but clearly a different one. Everything was much brighter, the trees thicker and denser and the alcove her slept in was no longer there. In fact, after a moment, he realised the trees were growing so tightly close to each other that it seemed as if they created walls, and the treetop was creating a sort of ceiling. Also, he was sleeping on some sort of bed. Indeed, Blean woke up in a room in the court of the fey. The fickle Archfey had gathered all sorts of people who would entertain them and for some reason, Blean was one of them. For almost a decade, without any room for objection, Blean learned many methods to entertain his master. These could be telling stories, singing, playing an instrument or many more. To separate him from any other performer, an Elven servant was appointed to teach him how to enhance his performances with magic to affect the word. Blean wasn't alone in there. There was Mr Fox - an ordinary fox - who was given to Blean as an animal he could use to create further entertainment for his master but was simply considered Blean's pet. There was Nulara - a human bandit who was captured when she tried to steal from the Archfey. Over time, a bond of love began to form between Blean and her. Lastly, there was Butz - a Weretiger - who was supposed to be the others' keeper, using his great agility to catch them shall they try to escape. Not only that, via strong magic cast by their master, he shared a telepathic connection with each of the others, with the intent that he'll be able to always know where they are, as long as they're close enough.
There were others, but they weren't part of the escape plan. One full-moon night, the Archfey and many of the court's attendants were gone from the place. A few guards were left behind but not many. Butz was supposed to keep the entertainers locked in their rooms, but their master didn't expect him to escape as well. With Nulara's skills at sneaking and Blean's magical powers able to make most of the guards - who weren't elves, luckily - fall asleep, they were able to sneak out of the court. Butz was drafted to the plan as there was no way to get past their telepathic connections, as well as for his strength and agility. Mr Fox was carried by Blean as they executed the escape as Blean realised he grew too attached to the fox to leave it behind. (This is a bandit who is in love with Blean, a Weretiger sharing a connection and a pet of CR 1/8 or lower. Also, the faithful moment. Now all that's left is an acolyte who keeps asking for my help and the reason Blean is in Baldur's Gate and part of the Flaming Fists.)
The four escaped to the west and, after a rough journey of a few days, they reached a large city named Baldur's Gate. The gates were closed, however, and they couldn't come in. The four were starving and would have probably died if it weren't for an acolyte who happened to pass by and convinced the guards to let the group enter the city. He didn't do it for free though, as they later found out because he kept asking for their favours every time he needed something done. If they tried to refuse, he kept reminding them of how he saved their lives once. Butz was quickly drafted into the Flaming Fists, although he kept his identity as a Weretiger secret. Nulara was unable to shake her old life's habits and joined a group of bandits. She offered Blean to join her but he refused to take such an occupation. Though they're apart most of the time, Nulara still visits often and both of them still love each other. Blean and Mr Fox tried to use their skills as entertainers to earn a living, but the income was too inconsistent. Eventually, to be able to pay for a room and food for both of them, Blean followed Butz and joined the Flaming Fists, in hope that the job will pay well enough. Mr Fox, as Blean found out from the remarks of others, is an extraordinarily loyal fox and follows Blean like a well-domesticated animal. So now, Blean serves for the Flaming Fists and Mr Fox, although he is usually around, never really takes part in the action when things happen.
(I think this covers everything. If there's anything you'd want me to change to better fit the campaign/other characters, I'm willing to work on it. Also, since Longsaddle and Baldur's Gate are quite distant from each other, and thus Blean couldn't have gone to reunite with his family. Because of that, he doesn't really know that no time has passed for the others, even if for him a whole decade has passed and he's now 23 years old. Again, willing to work on these kinds of stuff if needed.)
Possible links with other potential characters: At this point, there are so many characters it's hard to say. I could say something very general that might fit all but that won't be very interesting or deep. I'd rather work it out with others if I'm picked because then we could think of a meaningful or at least interesting bond and not something generic such as "saw them on the street" or "met them somewhere".
This post has potentially manipulated dice roll results.
Hey! Would love to play. Ability scores: 121416101515
Name: Febe Delane (Her Character Sheet) Race: Water Genasi Class: Cleric (Was hoping for Peace domain) Background:
Febe was born in Yartar, the youngest of 5 children. She lost her mother when she was young in an accident while trying to smuggle goods, leaving her to be raised by her dockhand father. Who, also had a bit of a hand in the moving of goods illegally. They weren't rich growing up, which led to Febe often going out to try and look for jobs. Briefly, she ended up following after her eldest sibling, who worked in a stable. They worked late one day, and the young girl noticed one of the doors wasn't locked. Noting that area was for the owner's prize horse, who was barely tamed, she quickly locked it. Unknown to her, her brother Rane was in there. He was found the next morning, having managed to get out of the pen, but seemingly dead from a series of injuries. The assumption was that he received them while trying to get out. It was traumatic, and something that sticks with her. It was from this that she started praying to Lliira, trying to make up for her mistakes by vowing to try and bring good.
After about two years (around 14 years old), she finally got another job working menial tasks in a merchant company, but she did not last long in the position either. One day, a socialite and member of Baldur's Gate upper class came to do business with the head of the merchant company. The young teen helped the man, who ended up being impressed by her attention to detail and work drive. Once he finished his business, he offered her a position as an assistant, to help him with day-to-day tasks and who might be able to keep a close ear to rumors. Febe jumped on the opportunity, eager to leave her hometown behind, and maybe even make a better life for herself in the process.
For the next few years, she spent much of her time learning the ins and outs of the new city, and more importantly, learning the drama and politics of Baldur's Gate. It was not quite what she imagined at first, as she had little understanding of what Baldur's Gate was like before going there, and thought it would be like one of the tales her sister Ellis loved. Febe had made friends with a priest named Liz early on, who also followed Lliira. The two women got along well, and Liz was able to teach the young courtier about their faith. In some regards, her life was like the tales, however. Febe became rivals with a powerful merchant's daughter, who disliked the keen eyed courtier. After several years, the merchant's daughter was able to finally get rid of her rival. A mysterious death occurred had occurred, and the merchant's daughter pinned it on Febe. She brought up Febe's family history (which she investigated) of crime, and the death of her brother as evidence. Some details were exaggerated or twisted, but it was the only lead, and wanting a easy case, Febe was arrested by the Watch.
For the next two and a half years, Febe spent her time imprisoned. Liz would often send letters, trying to keep in contact and give encouragement. She herself tried to make best of her situation, and keep optimistic. She has tried to be a model inmate. With recent events, she was given an offer by the Flaming Fist: Serve under them to help the city, and she may get a reduced sentence. While not a fighter, Febe reluctantly agreed. It would be able to help people, and prove herself. Under supervision, she has been given basic training, and in this time she has shown prowess in magic. Knowing it to be a blessing from her goddess, Febe aims to use her new abilities to help others.
Potential links to other characters: Febe's fascinated in other belief systems, and how people follow them. Some might have known/heard of each other if they both were in jail. She might also know any rumor mongers, or they heard of her.
I will mention here that for the Heroic chronicle, I rolled it physically. I'll put what results I got in here.
Homelands: 12 (Lord's Alliance) Background: 22 (Courtier) Social Status: 1 ally (Liz the priest), 1 foe (Aliya the merchant's daughter) Home Settlement: 97 (Yartar) Did not roll for race. Family Size: 63 (1 parent, Alor Delane; 4 siblings- Rane, Ellis, Martais, and Albert) Powerful Family Relationships: 1 Family Relationships: 19 (You thought you killed this family member, whether by accident or otherwise. You never expected to see them again—but now they’re out for your blood. You gain one rival. ((Rane is her rival))) Fateful moment: 19 (You were imprisoned for a grave crime you didn’t commit—or possibly one you did. When you got out of prison, you picked up a number of habits from your inmates. You have proficiency in the Intimidation or Deception skill (your choice) and you know thieves’ cant.)
10 - Lords Alliance 52 - Hermit 51 - Neverwinter 91 - no parents or siblings 16 - You fell asleep in a forest and awakened in the court of the fey, where you were made to serve the fickle Archfey for a decade. When you finally managed to escape, it was as if no time had passed. You have proficiency with the Deception and Performance skills.
Name: Adran
Race: Wood Elf
Class: Fighter (aiming to go Arcane Archer)
Background:
Adran has always been something of a loner. Raised in an orphanage in Neverwinter, knowing nothing of his family, lead to an early self-reliance. While he is short, he came into his strength early, so didn't have particular trouble with bullies, but nor did he seek friends overly much. Leaving the orphanage early, he struck out for the wilderness, never having felt especially comfortable with so many people. After a week of subsistence living, heading towards starvation, he looked out, being found by a travelling ranger, who took pity and taught him to survive. While he relished understanding more of the outdoors, the bow was (and is) his first love. The ranger, eventually choosing to move on, gifted him a longbow before leaving, which he kept until the kidnapping incident. A little over 10 (subjective) years ago, while sleeping in the woods, Adran was taken into the Feywild. Many years passed, of enforced service to one of the Archfey - and everything that entailed. 10 years without touching a bow means his archery skills atrophied, but he became adept at hiding his feelings and performing on request. Escaping the fey during a rare conjunction of celestial bodies, which opened an accessible portal back to Faerun.
Feeling uncomfortable in the wilds, he headed straight to the nearest city, which turned out to be Baldur's Gate... Since he arrived a number of months ago, he's earned a living as an archery trainer, for both the Flaming Fist and private clients.
Possible links with other potential characters: Thamior Boarblade could have been met during an archery contest or similar. Kosef Starag could have been encountered in the context of the Flaming Fists, but Adran probably isn’t ready to have talked about his time with the fey, a background they have in common.
How are you handling Fateful Moments? Everyone gets a random one, if you roll one you get one, no one gets one, something else? I rolled for them but they may just end up being an event that doesn't grant me their benefit to add more to my backstory.
After I get these rolls I'm gonna go try and figure out who I want this character to be...
Ability scores: 131412141211
Heroic Chronicle rolls:
Homeland: 91
Background: 19
Home settlement: 37
Race: 84
Class? 7
Family - Parents: 61 Siblings: 73
Powerful Family relationships: 1
Family Relationships: 955475
Allies/Rivals: 9582
Fateful Moment: 2016
Favorite Food: 4
Mysterious Secret: 10
Prophecies: 141716
I rolled the maximum number of times you might have to, if i need less than max, I'm just using the first.
I may have messed up the ability score roll on accident, dropping ones once the rolls are 10,14,12,9,12,11 which is a pretty sad roll of plus 3 total modifier so if you are cool with me using the messed up role sweet, if not this character is gonna be a fun challenge to build.
I may have messed up the ability score roll on accident, dropping ones once the rolls are 10,14,12,9,12,11 which is a pretty sad roll of plus 3 total modifier so if you are cool with me using the messed up role sweet, if not this character is gonna be a fun challenge to build.
Now to writing a character.
No, I think you did right... Reroll 1s once means that if you roll a 1 it gets rerolled. If that preroll is also a 1, it stays a one. But if your next roll in that set is a 1, that also gets rerolled once. But again, if again a 1 it then stays a 1. So each die roll can be rerolled once if it's a 1, not just once in a set of 4 rolls.
That either should clarify or make you even more confused.
This is what the Heroic Chronicle gave me; I can certainly simplify so it is less OP:
Kosef Starag was born outside Neverwinter. There, as a young child, he was given a card from a mysterious street performer. It’s in black and white with a disturbing illustration. The card is labeled The Executioner. He has never told a soul of this. During his childhood in Neverwinter, during the catastrophic events there, his home was destroyed. He will never forget the images of wanton slaughter that he saw and has the Alert feat as a result.
His mother, Faf, widowed by the events at Neverwinter, moved to Baldur’s Gate. She works as a blacksmith and has always loved Kosef with all her heart and would do anything for him. She is a great ally. His sister Frath has always been fond of Kosef as well, but his brother Besol is a rival. Justifiably so. Kosef thought he had accidentally killed his brother when they played at being sword-wielding members of the City Watch. The practice swords were not as dull as they looked and Kosef is unusually strong. Now Besol out for Kosef’s blood.
Once, while still very young, Kosef fell asleep in a forest not too far from the city and awakened in the court of the fey, where he was made to serve the fickle Archfey for a decade. When he finally managed to escape, it was as if no time had passed. He has proficiency with the Deception and Performance skills. An Archmage named Leokas helped in his escape and the two of them were affected by powerful magic. They share a telepathic connection that functions while they are within 1 mile of each other.
At Leokas' suggestion, Kosef began working for the Flaming Fist to help support his family, first by cleaning their weapons and armor, but eventually performing the beheadings of minor murderers. During this time, Narvin Sov fell in love with Kosef. While Kosef didn’t feel the same way, Narvin always stands at his side. However, their friendship alienated Valmor Silverheart, braking their heart. In between assassinations, Valmor is now obsessed with making Kosef feel the same pain they felt. Kosef has, moreover, become estranged from his Flaming Fist collogues lately; he was expected to take a bribe from an aristocrat and preform his job poorly so a convict would suffer unnecessarily. Kosef likes to do his work perfectly.
He sends money back to his family and their down-on-their-luck neighbor Vogan Hardwarrior Agu-Ulaga whenever he can. Vogan asks him and his family for help whenever they need it, creating a bit of a rivalry. But Kosef still loves sharing his favorite food with them—hand pies filled with meat, veggies, and spices.
Connections to other possible characters: Luriel and Kosef both lost their fathers. Kosef may have meet Febe while working at the city jail. He might know the other characters who are part of the Flaming Fists.
This looks like a lot of fun! I already had a character concept in mind, and scrolling through the heroic chronicle, there are some options that will work great. Ability scores: 81414141611
Name: Vormag
Race: Goliath
Class: Fighter (Intending Rune Knight and MC into some Barbarian)
Background: Uthgardt Tribe Member
Backstory: Vormag is a members of Tribe Stormheart— one of the many Uthgardt Tribes that inhabit the north of Faerun. Long ago, one of Vormag’s distant ancestors found a large footprint inscribed with a magical rune and through study and examination, the Stormheart tribe was able to master the ancient art of rune carving. The secrets of the giant-kin have now been passed down through generation to generation to where we are now. The Stormhearts— made up of a multide of races like Orcs, Goliaths, Humans, etc— are a tribe best known for their smithing and woodcarving which they infuse with the magic of runes to then trade with others. Vormag is the son of Thedram Stormheart—chief of the tribe. By nature Vormag has been expected to learn the trade of his people; to become a rune carver so that he can one day take his place as chief. However, something about the runes Vormag just can’t seem to master. The language of the giants doesn’t speak to him, and so his father (wanting the best for his son) set Vormag out on a mission to explore the world. Vormag first made it to Baldurs Gate, right before the city was shut down. Having virtually no idea of how the developed world works, Vormag was easily coerced into joining the Flaming Fist, where he find himself now. Unsure of anything that his happening, but confident in his ability to fight; still searching for an outlet to discover his talent in rune carving. Recap of Heroic Chronicle: -Background: Uthgardt Tribe Member -Relationships: 1 ally- Father (Thedram Stormheart) -Home/Settlement: Uthgardt Lands (Nomadic Wilderness) -Fateful Moment: Ancestors finding large giant footprint with runes. (The descriptions says it allows one to cast enlarge/reduce once per day, but will let DM decide how that works especially since Vormag hasn’t mastered rune carving yet.) Family: (18) 2 parents. Mother and Father, and 4 siblings. Not all of these are direct siblings of blood, but new children in the Stormheart tribe are considered a “litter” and have strong bonds despite social standing in the tribe. Familial Relationships- (2) Vormag has three strong relationships. One with his father. Thedram is loving and caring, but Vormag feels as though he is constantly disappointing him. Vormag’s Brother. Vormag is the oldest, and he and his younger brother Khan are constantly competing. If Vormag doesn’t master rune carving, his brother will take his spot as chief (could be considered a rival). Last, his childhood friend. Since birth, Vormag has shared a bond with a fellow tribe member— a female orc named Nagha. They have what can only be described as romantic feelings towards each other, and once Vormag become chief, that is who he would choose as his mate.
Character Links: I doubt Vormag would have many character links. If there happened to be any other Uthgardt tribe members in the party, he might have met them while trading with other tribes. Additionally, once conscripted to the Flaming Fist, Vormag might have met several of the others as he stands out being a Goliath and all. When meeting others, he acts like a gentle giant, and is pretty much clueless about anything other than his tribe.
Dr Nusakan grew up in Evereska, in his Mother's shop. His mother is of the long lived race, an elf. However she is rather short all things considered. She specializes in creating Enchantments, and dabbles in alchemy and medicine. His father was human, but was absurdly strong, and greatly effective with his large weapon. Together they ran the shop; the Hunter helping the Creator gather materials, they formed a unit-and fell in love. Though not all was well, the father had been cursed at some point. Together they overcame it. Started a family, thus was the origin of Dr Nusakan.
Their lives were well for a long period of time, the mother, and child, both of the long lived race aged slower than the father. But, they had all accepted that, and the child never knew better. The shop flourished over the years, due to their skills, they were in well demand. They received orders through an intermediary; while they lived in a small out of the way village. Making for a peaceful every day life. Dr Nusakan was truly his parent’s child, taking after them; however he had suffered some effects from the changes incurred in his father prior to his birth.He himself carried a similar curse, but not one that threatened his life, seemingly taken the benefits of it from his father’s side, tempered by the strength of his mother’s side.
Further, despite how long it had been peaceful, the parents had an old enemy. Their peace was broken on one sunny afternoon, as Nusakan was gathering medical herbs for the shop, the small area they lived in suffered a monster flood; one lead by a former friend of the parents, the one who, in jealousy had tried to curse them both, but only succeeded in cursing the father. A hard pitch battle. In this battle, his father settled the old debt, protected his family, but fell in battle. While his power overwhelmed much of the battle, he was an older man in his 60s, No matter how strong you are, age will always catch up. That was Dr Nusakin’s first exposure to death. He didn’t like it, but he internalized the pain of loss, and used it to grow further.Along with his father, effectively so many died, the ones who did not; were those who his mother saved. He wanted to be like his parents. Able to save, whether through protecting, or, like his mother, arm deep in blood, healing.
Dr Nusakan grew a minor obsession with Medicine, wanting to expand that knowledge, using his mother’s connections, and wishing her well, he went to Baulder’s Gate to gain access to more knowledge. Here, he found a plentiful amount of patients from which to learn from. The slums, ones who couldn’t afford the standard practices nor the temples. He made his home treating anyone with anything, all to gain more knowledge.
I do have one request. I rolled and gained "Alert" feat from the chronicle. Could I switch that for Healer feat? It fits my character far better, and fits how he used that moment to grow and become a Doctor.
Below was original post stuff
Responding to make it easier to find later when at home PC. So I can do some of those rolls for the Heroic Chronicle! I've wanted to use that. Will use it to adapt a character I have~ It'll work fantastically for fulfilling certain things i haven't gotten down.
EDIT: Hrm. I don't know how to roll out the Heroic Chronicles.. other than to edit and re edit in the rolls. As some of them require previous rolls. Easy to do in real life. but on here a bit more awkward. hope it won't trigger that "corrupted rolls" . Will fill in partly tonight and continue so on the morrow prior to work
Random rolls + states in spoiler
Rolls for Random Homelands: 44 Background: Folk Hero (None rolled) Home Settlement: 88 Social Status: 1 ally
Family Size (Parents): See note Family Size (Siblings): See note Powerful Family Relationships: See Note Mother Relationship: See Note Father Relationship: See Note Social Status Ally Relationship: see note Social Status Ally Identity: see note Fateful Moment: 7 A horde of terrible monsters attacked your home, either destroying it (village/town) or doing massive damage before being repulsed (city/fortress). You will never forget the images of wanton slaughter that you saw. You have the Alert feat from the Player’s Handbook.
Note: I don't actually have Explorerers Guide. and that link doesnt' seem to include the table to the family stuff that I can find. Or I'm blind for it. So i left that out,
Ability scores: 131617141711 abilty rolls used the auto gen, rerolls 1 once. I assume thats what the parameters are reading other posts?
Will edit Red's story to adjust for the random rolls and add in spoiler. Which.. amusingly fits pretty well with his storyline. Red the alchemist
This post has potentially manipulated dice roll results.
Chronicle rolls:
Homelands: 75
Background: 99
Home Settlement: 39
Family Size (Parents): 60
Family Size (Siblings): 30
Family Relationships: 5... (# of family relationships: 1) (and the other one: 31)
Ally Relationship: 18
Ally Identity: 51
Rival Relationships: 13, 9
Rival Identities: 77, 53
Fateful Moment: 12
From the Independent Realms, an Urban bounty Hunter, from Secomber. Raised by single parent, no siblings. Father died before my birth, so I am told - leaving my mother to raise me. He's the one who hates my guts for "the stain" of magic upon me. Before I left home, I took some course that I thought led to his death, and so now he wishes nothing but revenge on me, but he is also indebted to me through that same course of action. He acquired a very loyal pet from the Island Kingdoms (Ally Identity negated). For Rivals, we have a Knight obsessed with finding out the reason for my departure from my homeland who originates from the Lords Alliance, and an absolutely brutal breakup with a Bandit Captain from somewhere near one of the dwarfholds, who now wants me to feel the same anguish I heaped on her. Finally, I served several years in prison for a crime, where I learned some things from the other inmates (Deception, Intimidation, and Thieves Cant).
Ability scores: 13131413158
Name: Redric Ironeater
Race: Mountain Dwarf
Class: Sorcerer (Draconic Bloodline)
Background:
A middle-aged dwarf with scarred knuckles, receding auburn hair to match his short, wiry beard, and an unusual metallic tattoo sinuously stretching up his neck and into his hair, obviously drunk on the free rounds provided to new "recruits" on their first night, gestures you over. "The Dwarves of clan Ironeater are known for but two things." He begins, his voice gravelly, and faintly slurred with the pattern of one long practiced to bouts of alcoholism. "Firstly, we are known for a stubborn grip on tradition, even for dwarves. Our most famous story is about Korin Ironaxe, after all, whose main claim to fame is his failure to retake the halls beneath Mt Illefarn. Still, one shouldn't fault a dwarf for stubbornness. I certainly don't - not even my own mother. It runs in the blood, always somewhere near the surface, ready to show itself when the opportunity presents - which for us is kind of the second thing. Tattoos, I mean, real fancy ones, like liquid brass and onyx on your skin. She's a piece of work, let me tell you. My mom, not the tattoo. She raised me, cared for me, got me apprenticed in smithcraft enough to learn a living, when-" *BAM!* a punctuated rap on the stained table, "suddenly the family curse manifests. Of course, I'd hardly call it a curse - magic's a game for best of us all, and I'm front and center! Still, I'm not sure she'd take me back, even after all these years. Hardly helps that I sold a family heirloom, an old anvil belonging to my father's side of course, to pay my way West. Still wonder if that Knight, Sir Darin, is still on my tail for that, even after all these years. Meh. How was I to know that thing was once considered an 'omen of Moradin.' Anyways, I went West, but ended up going North instead after I started seeing the wanted posters a few days travel outside of Waterdeep. So I went North, and tried to find work up at the Dwarfholds. Do you realize how hard it is for a smith to find work up there? A child has more skill and training there than I can ever hope to accomplish, and nobody wanted to risk someone of my lineage, even at the bellows - the pricks. Well, soon one thing turned to another, and I ended up pursuing some unusual business arrangements. Turns out, finding people isn't too hard when you can rely on a bit of magic to get you through. A few private deals later, and I was hooked - give me a name, last place of sighting, and I'd have your man, dwarf, or halfling before the week was out. I learned alot, to be sure, and then I met her. Gods, she was pretty. Warm freckles about the face, eyes like frosted glass under a full moon. And her... well, nevermind." A long drink, emptying the mug. "We had a thing, but for me it was always just temporary. Pretty sure she tore her heart most to pieces when I hitched a ride south after things got too hot for me up there, following the abduction of a local Clan-chief's son by my former sweetheart-turned-psycho. I ducked out, and just followed the roads until I landed in Baldur's-bloody-Gate, of all cursed places. I didn't much like the idea of working an honest trade - at that point I had worn through my last pair of boots - so I tried the first gig that came along to get rich quick off of some suckers. Turns out those suckers were a Flaming Fist patrol, and before I could blink twice and tap my heels, I was cooling them so deep in the jail I forgot what the sun felt like. Learned a lot in there. Hope the place burns down with everyone inside. Still, after everything shook out with Elturgard, the Fists needed every spook they could find to help keep the good people in check with light shows and occasional brutalizings. Not that they needed my help for that, but it always pays to be able to sling a spell back at the guy who slings one over your way, if you know what I mean. So, that's why I'm here, joined up with the Fists when I'd rather be just about anywhere else. Still, the pay's not bad, even if they don't let you sleep enough, and I honestly can't say I missed not feeling the sun on my face for months at a time. Assuming whatever happened to Elturgard stays over there, and stays the hell away from here, I figure I'm sitting pretty well, for a convict. Now, be a good lad and pay for that next round. Corpor...corpereral said it wuzznthe housaaennnntzzzmmmmfffph." The all the slovenly grace of the indisposed, the Dwarf acquaints himself with the filthy ground, felled by the weariness of much celebration after too long a sojourn in the deep, long dark.
- Redric Ironeater, upon his release from Saradush and his inauguration into the mage-corps of the Flaming Fists, and following six mugs of cheap ale.
From what I've read thus far, seems like Febe also had a stint in jail, and Kosef worked there apparently. Perhaps that might be the basis of a starting connection? @Squaretoes, @Nahbois. Perhaps we can form a platoon of jailbirds, eh? Other options might be some initial connection to those who arrived at Baldur's Gate about when Redric did, looking for work, though this would have been before the events of Elturgard, and more on the criminal side than not. Nathan Fairhaven, @Paradox42's character, might also be a good link since he mentions a good bit of travel towards Baldur's Gate.
Forgive the manipulated rolls tab - I erased an initial attempt at rolling the Chronicle for a backup character and then realized that I need to do it incrementally anyways, up to a point, since rolls for family size impact social relationships and so on. No earlier rolls were changed, as far as I can tell. I also now realize that such a requirement is actually a misreading of the recruitment instructions: "create links to other possible characters," which I somehow misread as me needing to create backup characters in the event that an initial character meets a grizzly end.
In any case, here is a link to the character sheet, using a homebrew background with all and only the features of the Urban Bounty Hunter, since I do not own SCAG. https://ddb.ac/characters/43744987/qc2rn5
Family size 37 Size 78 2 parents 3 siblings powerful family relationships 1 type: 14 You insulted this family member so gravely that they left your life forever. If they ever return, it will be to settle the score. You gain one rival.
Rival relationships 1st 34 You once loved this person, but broke their heart. They are now obsessed with making you feel the same pain they felt. 2nd 91 This person wants to be your friend, but their help has always made your life harder.
rival identities 1st 44 Gladiator (MM); gain one fateful moment 2nd 56 Priest (MM)
Fateful moment 1 Your mother or father disappeared in the night, leaving behind a note and a package. The note read, “I’m sorry—there is a duty I am sworn to do. You must protect yourself and family while I am gone.” The package was a +1 longsword wrapped in a quilted blanket. You have proficiency with longswords.
mysterious secret 10 One night, I discovered a golden coin with the face of a beautiful lady on one side. In the morning, the face was gone, and a leering, demonic face was there in its place. Whenever I try to get rid of it, I awaken with it in my pockey.
Prophecy Inspiration 19 I will shelter a mysterious stranger from the coast of the Moonsea. The dark past that follows them will put us both in danger.
Ariborys grew up in the Moonshae Isles, far from the mainland of Faerun. His parents, two brothers, and sister were likely the only Tieflings most people there would ever see, and it showed. They were always treated with that suspicion that is so common. Still, they made a living plying their trades. Ariborys learned to be a cobbler from his mother. Ari hasn’t found everyone to hate him for his horns, though. He found himself in a brief tryst with a woman, Gael. She had been a gladiator, he met her when she needed some special shoes crafter for fighting on sheets of ice in the cold subarctic arenas. Ari was simply excited to be with someone who cared for him, but eventually saw she was obsessive and possessive. She began to try to drive a wedge between he and his family - a series of events which led to his elder brother leaving the isles and family behind. When Ari began to put his life in order, he broke things off with Gael. She did not take it well, and has regularly appeared in his life since in order to show him that only she would ever love him.
One day, Ari awoke to find his parents were gone. Only a note was left, in his father’s handwriting: “I’m sorry—there is a duty I am sworn to do. You must protect yourself and family while I am gone.” With the note was a sword. Ari had never seen the sword, and never saw his parents again. It was frightening, but neither he nor his other siblings knew what to do about it. Ari eventually convinced the others that between this and Gael’s harassment, they should leave the isles.
Ari led them to Baldur’s Gate. There’s little work for foreign cobblers without protection. Ari went to a temple of Helm, believing the priests there might give him honest advice and hope, and maybe even help. Instead, as he started towards the steps, he was accosted by a man and insisted Ari had dropped a gold coin. The more Ari claimed not to have dropped it, the more the man insisted. Ari eventually couldn’t politely refuse, and took the coin. He turned back towards the temple only to see a priest glaring at him. Ari walked closer and the priest clenched his fists and moved to intercept Ari. Ari grew frightened by the man’s threatening manner, especially so soon after the man accosting him. He fled.
Now Ari’s been feeling strange. Dreams haunt him with images of devils, and he’s been seeing eyes moving in the shadows. And more, the priest from before appears to be stalking him. But still... magic comes to him now, by mere effort of thought. His hands move and words flow without memory of ever having done this before. This opened new possibilities. Ari’s signed up to work for the Flaming Fist, hoping this could provide for and protect his siblings.
(holy cow, this was long to include all this stuff. Still, feel free to ask if you’d like in on my character’s story! I like entwined stories, and I’m happy to adjust)
A refugee hailing from the Black Lion tribe of the Uthgardt people, Roakkad's fate led him to the hallowed city of Elturel. A prince among his people, he trained with the druidic cults dwelling therein. Now, a dying augur's portent has ushered him to sin-shrouded Baldur’s Gate for purposes unknown.
One of few survivors of an Ogre raid upon Black Lion (Uthgardt) lands, Roakkad was pulled, screaming, into the world from the womb of his dying mother. Lightning cracked and thunder roared across the sky as the people wept, but the midwife recognized the birthmark upon his chest as the symbol of their people’s god-creator, Uthgar. His birth was thus revered as a sign of hope after the decimation of the tribe.
Starving, the refugees found their salvation in a decrepit river barge that transported them downstream to a city on Winding Water. There, they were ostracized, left in the streets as the weaker among them succumbed to starvation and the elements. Many believed they were doomed to perish.
It began as a rumor, a fairy tale, mere whispers on the wind. In the ghetto of an unforgiving town, a despondent ethnic minority heard tales of a city without judgment. Elturel. Then rumors turned to plans, and so they went together, as all who go to that city. It was a hard journey. Several among them died. It was a true miracle that the infant Roakkad survived.
In Elturel they found other immigrants like themselves, shunned and exiled. Among this group there was a priestess, greatly revered--a venerable troll woman named Galjit. Galjit held the gift of foresight, and she demanded that the Uthgardt be brought forth. The baby Roakkad was presented before her. It is said she performed her strange augury then and there. It is unclear to this day what secrets Uthgar whispered to her, but she immediately commanded that the baby be taken to the preeminent druidic temple in the city, the Great Sky Spire.
The Uthgardt were terrified, but none dared question the command of the wise woman. And so Roakkad was taken to this incredibly high stone tower, home of druids who lived among the clouds. He was presented before these strange, birdlike beings. They whispered among themselves in a forgotten tongue. They ordered the Uthgardt remain in the temple as they took flight to the top of their sanctuary.
That night, a tempest battered the city. For another full day and night the storm raged as the shrieks of the bird-beings echoed down from the heights of Great Sky Spire. The citizens of Elturel trembled in their homes, while the faithful among them murmured that the storm-gods had surely come.
The baby Roakkad slept peacefully.
By morning the storm had ceased. Their strange communion complete, the druids returned. They proclaimed Roakkad a true scion of the storm. They bowed to him in unison, an unprecedented tribute. They welcomed him, a hatchling among their flock. They gifted him his name.
And there he was raised, in that city of contradictions with its fluid, patchwork populace of conjurers and schemers, of diviners and augurs and wizards and all manner of strange magicks. To the druids of Sky Spire he was a pupil, sent to learn the raw, untamed ways of the Old World. To his tribe he was a savior, delivered to them by the Uthgar himself and destined to lead them back to the wilds. He was a kiradtch, the fabled divine reincarnation. The troll priestess Galjit counseled him and even gave him his first tattoo.
On the day he reached ten years of age, the leader of the sky druids, Matlaihuitl, called for him. "Sky Father has summoned you," was all the messenger said. Transformed into a giant eagle, Matlaihuitl bore Roakkad on gilded wings up, up to the very top of the spire. He left him there, on a platform high above the city, to await a sign. Two days passed, and Roakkad felt sure he would die. Weak from thirst, poisoned from the sun, he woke on the morning of the third day to find that the moon had eclipsed the sun. Terrified, he faced the colossal black eye. But peering into that darkness, he understood. He, born into sadness, born from ashes, would rise like a cinder storm to champion the cause of Uthgar and the god-father Tempus. In a horrid vision Roakkad saw the enemy. He saw villages burn, animals slaughtered, plants wither. He saw the whole of Elturel shorn from the world as a page from a book. He saw the world end.
And then, he knew only darkness.
He awoke several days later in the care of Galjit. He did not remember the vision, but he knew that Uthgar had spoken to him, and that he had much learning, and much work, to do.
And so he began.
There, in that curious amalgum of power on the cusp of the Sea of Swords, Roakkad's potential awoke. The druidic teachings saturated his soul, but did not satisfy him. For in his dreams, he was gifted visions of the great libraries of Eltruel, and he knew he must go.
Vested with an unquenchable appetite for knowledge, and now possessing an almost preternatural talent, he voraciously studied everything he could find. He could not understand many of the arcane scribblings, but the wind itself seemed to know, and to whisper in his ear. He practiced his invocations day and night, and his arcane prowess grew.
Not long after, Galjit, on her deathbed, summoned Roakkad to her side. Now a young man, he came alone. She gently touched his face with her withered hand. She gazed upon him with blind eyes. She whispered that he was the chosen of Uthgar, that he would bring great change to the world. And with her dying breath she issued her final commandment--Roakkad would leave his people. He would travel to the west, to Baldur’s Gate, and there await a sign from his god.
Roakkad was afraid. Elturel was his home. His people were his lifeblood. It was all he knew.
Go, whispered the wind.
And so he went.
In Baldur’s Gate, it did not take long for him to find hired work as a mercenary with the Flaming Fists. Two years have passed, two years of labor and training in a city of strangers. And still he waits, preparing for a threat he doesn't yet understand, uncertain what his god has in store for him. But the winds have changed, and their convergence foreshadows a dark storm ahead.
-
The destruction of Elturel has left Roakkad alone in the world. Torn between ancient heritage and modern ideals, Roakkad is something between a true Uthgardt, a refugee, and a modern citizen of Baldur’s Gate. Even his developing magic is haunted by the spirit of his mother, his father, his brothers and sisters, and even Galjit the troll priestess. He might have loved them all. How can he let them go? He prays to Uthgar and to Tempus, still, for the power to forget. But always, the wind blows, carrying whispers from his gods, that the past is immutable, while the future is ever-changing.
Rivals and Allies; Family: Roakkad’s parents and siblings died in the ogre raid upon his village. His godmother, Galjit the troll priestess, also perished from old age. Nearly everyone important to Roakkad was in Elturel, including the remainder of his clan and his mentor Matlaihuitl, the leader of the sky druids. Nonetheless, he is hopeful that any of them survived the destruction, and he is eager to learn their fate, as well as its cause.
Possible links with other PCs: Roakkad is a relative newcomer to Baldur’s Gate, but has been recruited by the Flaming Fists. He would also be known in certain arcane and, more likely, religious circles that would include nature gods, Tempus, or even Uthgar. He would be especially drawn to any other characters from the “wilds” or who are attuned to nature, the elements, or the gods. He will likely view the destruction of Eltugar as the foretold sign from his god.
Ability scores: 14 13 12 16 12 8
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
I ll wait until Monday to decide so don't hesitate to take your time to work things out.
I ll be taking 5 or 6 characters.
For some reason every time I go to edit this the dice reroll... Not sure how to fix, for now I will just record what they are after the first time I see them
Stats: 11 10 16 12 16 16
First - 18 13 10 9 13 16
Name: Adrastia (Tia)
Race:
Class:
Background: Entertainer
Homelands: 42 - 48 Lords’ Alliance
Home Settlements: 44 - (Hometown), 59 - , 58 -
15 - Baldur’s Gate (Hometown), 90 - Waterdeep, 6 - Amphail
Allies: 39, 77 (87, 86) You and this person were affected by powerful magic, and now you both share a telepathic connection that functions while you are within 1 mile of each other. Noble
Taanyth Starlight - See below
Keya Starlight - See below
Rivals: Kusric - see below
Family if any: 28 (2) 10 (6) - 4 parents and 6 siblings
Significant Relations - 2 (3) 92 13 6 (21 73 89)
Taanyth Starlight (father) - This family member left long ago for reasons you don’t understand or won’t talk about. Before they left, they promised you that they would return in your hour of greatest need. You gain one ally.
Tuiia (mother)
Keya (mother) - This family member caused you to have a horrible accident when you were a child. They still feel incredible guilt, which they would do anything to assuage. You gain one ally.
Atrasva (birth mother)
Kusric (brother) - You have always been better than this family member at a particular activity. They grew jealous and abandoned you, so that they could return and best you one day. You gain one rival.
Taenya (sister)
Ashe (sister)
Ilmyl (sister)
Verrona (sister)
Aithlin (brother)
Fateful moment: 19 (8) - You were captured by drow or duergar in a raid. You managed to escape slavery, but had to disguise yourself and pretend to be one of them to survive on the streets without being captured again. Eventually, you made your escape. You gain the Actor feat from the Player’s Handbook and proficiency with disguise kits.
Possible links with other potential characters:
Just so you know, paragraphs #5 and #6 in your post are the same.
Ability scores: 11 18 12 16 17 16
HC: SCatN rolls:
Homeland: 64 - Lord's Alliance
Background: 57 - Entertainer
Social Status: 1 ally.
Home Settlement: 51 - Longsaddle
Family Size: 100 (Oops. Should have rolled twice in advance.) Parents - 1.
Powerful Family Relationships: 2
1: 85 - Owes me a favour though they don't like that fact. +1 Ally.
2: 38 - I insulted them really badly. +1 Rival.
3: 4 - Owes me a favour though they don't like that fact. +1 Ally.
Siblings: 68 - 4
Ally 1: 10 Identity: 89 A bandit who fell in love with me.
Ally 2: 29 Identity: 1 A Werebear or Weretiger who shares a telepathic connection with me. +1 Faithful Moment.
Ally 3: 37 Identity: 27 A pet of CR 1/8 or lower.
Rival: 17 Identity: 5 An Acolyte who keeps asking for my help.
Faithful Moment: 20 - You fell asleep in a forest and awakened in the court of the fey, where you were made to serve the fickle Archfey for a decade. When you finally managed to escape, it was as if no time had passed. You have proficiency with the Deception and Performance skills. (Due to gaining the Performance skill from the Entertainer background, I changed it to Nature, which fits with the backstory (for which, in case you're reading this early, I have a concept in mind but not written yet).
Ah, this is a complicated one. Might take me some time but I'll make something out of this and edit once I'm finished.
Name: Blean (Male)
Race: Human, not variant.
Class: Bard, aiming to Collage of Glamoure. (Funny, I didn't think I'll play Bard anytime soon. These rolls, however, pretty much SCREAM at me to play Bard. Maybe if I try it I'll see that this class isn't as bad as I thought it is.)
Background: Finished.
Blean was born in the hamlet of Longsaddle. He never knew his real parents because he grew up in an orphanage. For such a small village, the orphanage was unexpectedly full. It had one caretaker, whose name Blean didn't even know, since they all just called her "Mother". Other than Blean, there were seven more orphans in the orphanage, at the time when he was there. From eldest to youngest, they were: Simiri, a tomboy girl who was the biggest troublemaker of the bunch; Ilva, a shut-in who preferred to read the few books the orphanage could offer her multiple times over playing outside with the others; Me'alk, a short but tough boy who was always considered mature for his age; Blean, who will be more thoroughly detailed later; Charia, the only non-human of the bunch, her Elven features leaving no room for mistakes on that matter; Mogu, no one is sure how it happened but he somehow grew to be a very religious boy, a follower of Torm; Rania, the objectively cutest of all the kids, but maybe it's because she's that much younger than the others, with six years separating her and Mogu and lastly, Lin, whom Blean only knew as a baby and for her, he's only a name she might have heard a few times, but cannot remember the person.
Blean is that person you hate simply because he's good at everything. Just... why can't he be bad at something? Sure, there were others who were better than him in some things, but on there was nothing he wasn't good at compared to the average person. That said, he was by no means perfect. He'd often join Simiri in her mischiefs, especially when pretending they were going on an adventure. Nothing fascinated him more than stories of great heroes and he'd learn many of them by heart to tell the others, whenever someone was willing to listen.
Years went by and Blean grew up. From being the youngest baby in the orphanage, more orphans were either stranded on the place's door or had their parents pass away and join the family. Yes, it was a family. A strange one, maybe, definitely a big one, but a family. He even had some time spent with tiny Lin, who merely started to walk when he disappeared.
Blean was thirteen years old back then. Simiri was already 16 and Lin just took her first steps a tenday ago. Mogu, Ilva and Simiri had a very big fight over something. Usually, Me'alk would break these fights but he wasn't there at the time because he became an apprentice of the local smith and spent most of the day in there. The argument was about a trivial matter but it heated up. Blean tried to take Me'alk's place as the mediator but instead, he was dragged into the argument as well, only adding more oil to the fire. Eventually, Simiri said a horrible insult to Mogu and Ilva, leaving the two stunned. The only one who could think of response was Blean, who couldn't hold his tongue and said it out loud. What he said though, even if it was defending the other two, was also much worse of an insult. As Simiri's eyes began to drip tears she was holding for the entire duration of the argument, she stormed out of the house. Ashamed of himself, Blean tried to follow her and apologize, but she ran much faster than him and he couldn't keep up as she ran into the forest.
Blean followed her into the forest and searched for her the entire day, but to no avail. As the sun began to set, Blean couldn't bring himself to return to the orphanage without her and stayed in the forest, calling for her into the night. As time passed, he realised he's tired and lost. The forest was also dark and he could barely see where he's going to. He found a small alcove where he could sleep, protected from the wind. Soon enough, he was sleeping like a log.
(If it wasn't clear: Simiri is the one insulted by him as according to the powerful relationships. Mogu and Ilva are the ones who sort of owe him a favour, though they really don't like that fact, considering how gravely he insulted Simiri.)
When he woke up, Blean was no longer in the forest. Well, he was in a forest, but clearly a different one. Everything was much brighter, the trees thicker and denser and the alcove her slept in was no longer there. In fact, after a moment, he realised the trees were growing so tightly close to each other that it seemed as if they created walls, and the treetop was creating a sort of ceiling. Also, he was sleeping on some sort of bed.
Indeed, Blean woke up in a room in the court of the fey. The fickle Archfey had gathered all sorts of people who would entertain them and for some reason, Blean was one of them. For almost a decade, without any room for objection, Blean learned many methods to entertain his master. These could be telling stories, singing, playing an instrument or many more. To separate him from any other performer, an Elven servant was appointed to teach him how to enhance his performances with magic to affect the word.
Blean wasn't alone in there. There was Mr Fox - an ordinary fox - who was given to Blean as an animal he could use to create further entertainment for his master but was simply considered Blean's pet. There was Nulara - a human bandit who was captured when she tried to steal from the Archfey. Over time, a bond of love began to form between Blean and her. Lastly, there was Butz - a Weretiger - who was supposed to be the others' keeper, using his great agility to catch them shall they try to escape. Not only that, via strong magic cast by their master, he shared a telepathic connection with each of the others, with the intent that he'll be able to always know where they are, as long as they're close enough.
There were others, but they weren't part of the escape plan. One full-moon night, the Archfey and many of the court's attendants were gone from the place. A few guards were left behind but not many. Butz was supposed to keep the entertainers locked in their rooms, but their master didn't expect him to escape as well. With Nulara's skills at sneaking and Blean's magical powers able to make most of the guards - who weren't elves, luckily - fall asleep, they were able to sneak out of the court. Butz was drafted to the plan as there was no way to get past their telepathic connections, as well as for his strength and agility. Mr Fox was carried by Blean as they executed the escape as Blean realised he grew too attached to the fox to leave it behind.
(This is a bandit who is in love with Blean, a Weretiger sharing a connection and a pet of CR 1/8 or lower. Also, the faithful moment. Now all that's left is an acolyte who keeps asking for my help and the reason Blean is in Baldur's Gate and part of the Flaming Fists.)
The four escaped to the west and, after a rough journey of a few days, they reached a large city named Baldur's Gate. The gates were closed, however, and they couldn't come in. The four were starving and would have probably died if it weren't for an acolyte who happened to pass by and convinced the guards to let the group enter the city. He didn't do it for free though, as they later found out because he kept asking for their favours every time he needed something done. If they tried to refuse, he kept reminding them of how he saved their lives once. Butz was quickly drafted into the Flaming Fists, although he kept his identity as a Weretiger secret. Nulara was unable to shake her old life's habits and joined a group of bandits. She offered Blean to join her but he refused to take such an occupation. Though they're apart most of the time, Nulara still visits often and both of them still love each other. Blean and Mr Fox tried to use their skills as entertainers to earn a living, but the income was too inconsistent. Eventually, to be able to pay for a room and food for both of them, Blean followed Butz and joined the Flaming Fists, in hope that the job will pay well enough. Mr Fox, as Blean found out from the remarks of others, is an extraordinarily loyal fox and follows Blean like a well-domesticated animal. So now, Blean serves for the Flaming Fists and Mr Fox, although he is usually around, never really takes part in the action when things happen.
(I think this covers everything. If there's anything you'd want me to change to better fit the campaign/other characters, I'm willing to work on it. Also, since Longsaddle and Baldur's Gate are quite distant from each other, and thus Blean couldn't have gone to reunite with his family. Because of that, he doesn't really know that no time has passed for the others, even if for him a whole decade has passed and he's now 23 years old. Again, willing to work on these kinds of stuff if needed.)
Possible links with other potential characters: At this point, there are so many characters it's hard to say. I could say something very general that might fit all but that won't be very interesting or deep. I'd rather work it out with others if I'm picked because then we could think of a meaningful or at least interesting bond and not something generic such as "saw them on the street" or "met them somewhere".
Varielky
Ability scores: 10 14 15 13 12 16
Name: Leshanna
Race: Variant Eladrin
Class: Wizard (Conjuration)
Background: bounty hunter
Backstory: TBD
Hey! Would love to play.
Ability scores: 12 14 16 10 15 15
Name: Febe Delane (Her Character Sheet)
Race: Water Genasi
Class: Cleric (Was hoping for Peace domain)
Background:
Febe was born in Yartar, the youngest of 5 children. She lost her mother when she was young in an accident while trying to smuggle goods, leaving her to be raised by her dockhand father. Who, also had a bit of a hand in the moving of goods illegally. They weren't rich growing up, which led to Febe often going out to try and look for jobs. Briefly, she ended up following after her eldest sibling, who worked in a stable. They worked late one day, and the young girl noticed one of the doors wasn't locked. Noting that area was for the owner's prize horse, who was barely tamed, she quickly locked it. Unknown to her, her brother Rane was in there. He was found the next morning, having managed to get out of the pen, but seemingly dead from a series of injuries. The assumption was that he received them while trying to get out. It was traumatic, and something that sticks with her. It was from this that she started praying to Lliira, trying to make up for her mistakes by vowing to try and bring good.
After about two years (around 14 years old), she finally got another job working menial tasks in a merchant company, but she did not last long in the position either. One day, a socialite and member of Baldur's Gate upper class came to do business with the head of the merchant company. The young teen helped the man, who ended up being impressed by her attention to detail and work drive. Once he finished his business, he offered her a position as an assistant, to help him with day-to-day tasks and who might be able to keep a close ear to rumors. Febe jumped on the opportunity, eager to leave her hometown behind, and maybe even make a better life for herself in the process.
For the next few years, she spent much of her time learning the ins and outs of the new city, and more importantly, learning the drama and politics of Baldur's Gate. It was not quite what she imagined at first, as she had little understanding of what Baldur's Gate was like before going there, and thought it would be like one of the tales her sister Ellis loved. Febe had made friends with a priest named Liz early on, who also followed Lliira. The two women got along well, and Liz was able to teach the young courtier about their faith. In some regards, her life was like the tales, however. Febe became rivals with a powerful merchant's daughter, who disliked the keen eyed courtier. After several years, the merchant's daughter was able to finally get rid of her rival. A mysterious death occurred had occurred, and the merchant's daughter pinned it on Febe. She brought up Febe's family history (which she investigated) of crime, and the death of her brother as evidence. Some details were exaggerated or twisted, but it was the only lead, and wanting a easy case, Febe was arrested by the Watch.
For the next two and a half years, Febe spent her time imprisoned. Liz would often send letters, trying to keep in contact and give encouragement. She herself tried to make best of her situation, and keep optimistic. She has tried to be a model inmate. With recent events, she was given an offer by the Flaming Fist: Serve under them to help the city, and she may get a reduced sentence. While not a fighter, Febe reluctantly agreed. It would be able to help people, and prove herself. Under supervision, she has been given basic training, and in this time she has shown prowess in magic. Knowing it to be a blessing from her goddess, Febe aims to use her new abilities to help others.
Potential links to other characters: Febe's fascinated in other belief systems, and how people follow them. Some might have known/heard of each other if they both were in jail. She might also know any rumor mongers, or they heard of her.
I will mention here that for the Heroic chronicle, I rolled it physically. I'll put what results I got in here.
Homelands: 12 (Lord's Alliance)
Background: 22 (Courtier)
Social Status: 1 ally (Liz the priest), 1 foe (Aliya the merchant's daughter)
Home Settlement: 97 (Yartar)
Did not roll for race.
Family Size: 63 (1 parent, Alor Delane; 4 siblings- Rane, Ellis, Martais, and Albert)
Powerful Family Relationships: 1
Family Relationships: 19 (You thought you killed this family member, whether by accident or otherwise. You never expected to see them again—but now they’re out for your blood. You gain one rival. ((Rane is her rival)))
Fateful moment: 19 (You were imprisoned for a grave crime you didn’t commit—or possibly one you did. When you got out of prison, you picked up a number of habits from your inmates. You have proficiency in the Intimidation or Deception skill (your choice) and you know thieves’ cant.)
The ever growing document of character concepts can never be too long, can it?
Ability scores: 12 15 14 16 13 14
Heroic Bits:
10 - Lords Alliance
52 - Hermit
51 - Neverwinter
91 - no parents or siblings
16 - You fell asleep in a forest and awakened in the court of the fey, where you were made to serve the fickle Archfey for a decade. When you finally managed to escape, it was as if no time had passed. You have proficiency with the Deception and Performance skills.
Name: Adran
Race: Wood Elf
Class: Fighter (aiming to go Arcane Archer)
Background:
Adran has always been something of a loner. Raised in an orphanage in Neverwinter, knowing nothing of his family, lead to an early self-reliance. While he is short, he came into his strength early, so didn't have particular trouble with bullies, but nor did he seek friends overly much. Leaving the orphanage early, he struck out for the wilderness, never having felt especially comfortable with so many people.
After a week of subsistence living, heading towards starvation, he looked out, being found by a travelling ranger, who took pity and taught him to survive. While he relished understanding more of the outdoors, the bow was (and is) his first love. The ranger, eventually choosing to move on, gifted him a longbow before leaving, which he kept until the kidnapping incident.
A little over 10 (subjective) years ago, while sleeping in the woods, Adran was taken into the Feywild. Many years passed, of enforced service to one of the Archfey - and everything that entailed. 10 years without touching a bow means his archery skills atrophied, but he became adept at hiding his feelings and performing on request.
Escaping the fey during a rare conjunction of celestial bodies, which opened an accessible portal back to Faerun.
Feeling uncomfortable in the wilds, he headed straight to the nearest city, which turned out to be Baldur's Gate... Since he arrived a number of months ago, he's earned a living as an archery trainer, for both the Flaming Fist and private clients.
Possible links with other potential characters: Thamior Boarblade could have been met during an archery contest or similar. Kosef Starag could have been encountered in the context of the Flaming Fists, but Adran probably isn’t ready to have talked about his time with the fey, a background they have in common.
Link: https://ddb.ac/characters/43714750/bsYnLo
How are you handling Fateful Moments? Everyone gets a random one, if you roll one you get one, no one gets one, something else? I rolled for them but they may just end up being an event that doesn't grant me their benefit to add more to my backstory.
After I get these rolls I'm gonna go try and figure out who I want this character to be...
Ability scores: 13 14 12 14 12 11
Heroic Chronicle rolls:
Homeland: 91
Background: 19
Home settlement: 37
Race: 84
Class? 7
Family - Parents: 61 Siblings: 73
Powerful Family relationships: 1
Family Relationships: 95 54 75
Allies/Rivals: 95 82
Fateful Moment: 20 16
Favorite Food: 4
Mysterious Secret: 10
Prophecies: 14 17 16
I rolled the maximum number of times you might have to, if i need less than max, I'm just using the first.
I may have messed up the ability score roll on accident, dropping ones once the rolls are 10,14,12,9,12,11 which is a pretty sad roll of plus 3 total modifier so if you are cool with me using the messed up role sweet, if not this character is gonna be a fun challenge to build.
Now to writing a character.
No, I think you did right... Reroll 1s once means that if you roll a 1 it gets rerolled. If that preroll is also a 1, it stays a one. But if your next roll in that set is a 1, that also gets rerolled once. But again, if again a 1 it then stays a 1. So each die roll can be rerolled once if it's a 1, not just once in a set of 4 rolls.
That either should clarify or make you even more confused.
oh I thought reroll ones once was once per stat. Rerolling each die once makes a lot more sense. Thanks.
Ability scores: 16 16 15 9 11 14
Name: Kosef Starag
Race: Variant Human (GWM)
Class: Fighter (Samurai)
This is what the Heroic Chronicle gave me; I can certainly simplify so it is less OP:
Kosef Starag was born outside Neverwinter. There, as a young child, he was given a card from a mysterious street performer. It’s in black and white with a disturbing illustration. The card is labeled The Executioner. He has never told a soul of this. During his childhood in Neverwinter, during the catastrophic events there, his home was destroyed. He will never forget the images of wanton slaughter that he saw and has the Alert feat as a result.
His mother, Faf, widowed by the events at Neverwinter, moved to Baldur’s Gate. She works as a blacksmith and has always loved Kosef with all her heart and would do anything for him. She is a great ally. His sister Frath has always been fond of Kosef as well, but his brother Besol is a rival. Justifiably so. Kosef thought he had accidentally killed his brother when they played at being sword-wielding members of the City Watch. The practice swords were not as dull as they looked and Kosef is unusually strong. Now Besol out for Kosef’s blood.
Once, while still very young, Kosef fell asleep in a forest not too far from the city and awakened in the court of the fey, where he was made to serve the fickle Archfey for a decade. When he finally managed to escape, it was as if no time had passed. He has proficiency with the Deception and Performance skills. An Archmage named Leokas helped in his escape and the two of them were affected by powerful magic. They share a telepathic connection that functions while they are within 1 mile of each other.
At Leokas' suggestion, Kosef began working for the Flaming Fist to help support his family, first by cleaning their weapons and armor, but eventually performing the beheadings of minor murderers. During this time, Narvin Sov fell in love with Kosef. While Kosef didn’t feel the same way, Narvin always stands at his side. However, their friendship alienated Valmor Silverheart, braking their heart. In between assassinations, Valmor is now obsessed with making Kosef feel the same pain they felt. Kosef has, moreover, become estranged from his Flaming Fist collogues lately; he was expected to take a bribe from an aristocrat and preform his job poorly so a convict would suffer unnecessarily. Kosef likes to do his work perfectly.
He sends money back to his family and their down-on-their-luck neighbor Vogan Hardwarrior Agu-Ulaga whenever he can. Vogan asks him and his family for help whenever they need it, creating a bit of a rivalry. But Kosef still loves sharing his favorite food with them—hand pies filled with meat, veggies, and spices.
Connections to other possible characters: Luriel and Kosef both lost their fathers. Kosef may have meet Febe while working at the city jail. He might know the other characters who are part of the Flaming Fists.
Death on the Water and Baldur's Gate Bodyguard
This looks like a lot of fun! I already had a character concept in mind, and scrolling through the heroic chronicle, there are some options that will work great.
Ability scores: 8 14 14 14 16 11
Name: Vormag
Race: Goliath
Class: Fighter (Intending Rune Knight and MC into some Barbarian)
Background: Uthgardt Tribe Member
Backstory: Vormag is a members of Tribe Stormheart— one of the many Uthgardt Tribes that inhabit the north of Faerun. Long ago, one of Vormag’s distant ancestors found a large footprint inscribed with a magical rune and through study and examination, the Stormheart tribe was able to master the ancient art of rune carving. The secrets of the giant-kin have now been passed down through generation to generation to where we are now. The Stormhearts— made up of a multide of races like Orcs, Goliaths, Humans, etc— are a tribe best known for their smithing and woodcarving which they infuse with the magic of runes to then trade with others. Vormag is the son of Thedram Stormheart—chief of the tribe. By nature Vormag has been expected to learn the trade of his people; to become a rune carver so that he can one day take his place as chief. However, something about the runes Vormag just can’t seem to master. The language of the giants doesn’t speak to him, and so his father (wanting the best for his son) set Vormag out on a mission to explore the world. Vormag first made it to Baldurs Gate, right before the city was shut down. Having virtually no idea of how the developed world works, Vormag was easily coerced into joining the Flaming Fist, where he find himself now. Unsure of anything that his happening, but confident in his ability to fight; still searching for an outlet to discover his talent in rune carving.
Recap of Heroic Chronicle:
-Background: Uthgardt Tribe Member
-Relationships: 1 ally- Father (Thedram Stormheart)
-Home/Settlement: Uthgardt Lands (Nomadic Wilderness)
-Fateful Moment: Ancestors finding large giant footprint with runes. (The descriptions says it allows one to cast enlarge/reduce once per day, but will let DM decide how that works especially since Vormag hasn’t mastered rune carving yet.)
Family: (18) 2 parents. Mother and Father, and 4 siblings. Not all of these are direct siblings of blood, but new children in the Stormheart tribe are considered a “litter” and have strong bonds despite social standing in the tribe.
Familial Relationships- (2) Vormag has three strong relationships. One with his father. Thedram is loving and caring, but Vormag feels as though he is constantly disappointing him. Vormag’s Brother. Vormag is the oldest, and he and his younger brother Khan are constantly competing. If Vormag doesn’t master rune carving, his brother will take his spot as chief (could be considered a rival). Last, his childhood friend. Since birth, Vormag has shared a bond with a fellow tribe member— a female orc named Nagha. They have what can only be described as romantic feelings towards each other, and once Vormag become chief, that is who he would choose as his mate.
Character Links: I doubt Vormag would have many character links. If there happened to be any other Uthgardt tribe members in the party, he might have met them while trading with other tribes. Additionally, once conscripted to the Flaming Fist, Vormag might have met several of the others as he stands out being a Goliath and all. When meeting others, he acts like a gentle giant, and is pretty much clueless about anything other than his tribe.
https://ddb.ac/characters/43717564/TvMMo3
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'll add more via edit. But first...DICE!
Ability scores: 10 14 14 7 12 9
EDIT:
Dr. Nusakan.
Dr Nusakan. Age. 43 (Half-Elf)
https://docs.google.com/document/d/1y-yPP2rtH1PFFMhB6N-3L3q8UC_na0cQtQYAnL2ZP-4/edit?usp=sharing w/ picture as well
Homeland: Independent Realms
Hometown: Evereska
Mother: Mesarthim
Father: Zozma
Dr Nusakan grew up in Evereska, in his Mother's shop. His mother is of the long lived race, an elf. However she is rather short all things considered. She specializes in creating Enchantments, and dabbles in alchemy and medicine. His father was human, but was absurdly strong, and greatly effective with his large weapon. Together they ran the shop; the Hunter helping the Creator gather materials, they formed a unit-and fell in love. Though not all was well, the father had been cursed at some point. Together they overcame it. Started a family, thus was the origin of Dr Nusakan.
Their lives were well for a long period of time, the mother, and child, both of the long lived race aged slower than the father. But, they had all accepted that, and the child never knew better. The shop flourished over the years, due to their skills, they were in well demand. They received orders through an intermediary; while they lived in a small out of the way village. Making for a peaceful every day life. Dr Nusakan was truly his parent’s child, taking after them; however he had suffered some effects from the changes incurred in his father prior to his birth.He himself carried a similar curse, but not one that threatened his life, seemingly taken the benefits of it from his father’s side, tempered by the strength of his mother’s side.
Further, despite how long it had been peaceful, the parents had an old enemy. Their peace was broken on one sunny afternoon, as Nusakan was gathering medical herbs for the shop, the small area they lived in suffered a monster flood; one lead by a former friend of the parents, the one who, in jealousy had tried to curse them both, but only succeeded in cursing the father. A hard pitch battle. In this battle, his father settled the old debt, protected his family, but fell in battle. While his power overwhelmed much of the battle, he was an older man in his 60s, No matter how strong you are, age will always catch up. That was Dr Nusakin’s first exposure to death. He didn’t like it, but he internalized the pain of loss, and used it to grow further.Along with his father, effectively so many died, the ones who did not; were those who his mother saved. He wanted to be like his parents. Able to save, whether through protecting, or, like his mother, arm deep in blood, healing.
Dr Nusakan grew a minor obsession with Medicine, wanting to expand that knowledge, using his mother’s connections, and wishing her well, he went to Baulder’s Gate to gain access to more knowledge. Here, he found a plentiful amount of patients from which to learn from. The slums, ones who couldn’t afford the standard practices nor the temples. He made his home treating anyone with anything, all to gain more knowledge.
I do have one request. I rolled and gained "Alert" feat from the chronicle. Could I switch that for Healer feat? It fits my character far better, and fits how he used that moment to grow and become a Doctor.
Below was original post stuff
Responding to make it easier to find later when at home PC. So I can do some of those rolls for the Heroic Chronicle! I've wanted to use that.
Will use it to adapt a character I have~ It'll work fantastically for fulfilling certain things i haven't gotten down.
EDIT: Hrm. I don't know how to roll out the Heroic Chronicles.. other than to edit and re edit in the rolls. As some of them require previous rolls. Easy to do in real life. but on here a bit more awkward. hope it won't trigger that "corrupted rolls" . Will fill in partly tonight and continue so on the morrow prior to work
Random rolls + states in spoiler
Rolls for Random
Homelands: 44
Background: Folk Hero (None rolled)
Home Settlement: 88
Social Status: 1 ally
Family Size (Parents): See note
Family Size (Siblings): See note
Powerful Family Relationships: See Note
Mother Relationship: See Note
Father Relationship: See Note
Social Status Ally Relationship: see note
Social Status Ally Identity: see note
Fateful Moment: 7 A horde of terrible monsters attacked your home, either destroying it (village/town) or doing massive damage before being repulsed (city/fortress). You will never forget the images of wanton slaughter that you saw. You have the Alert feat from the Player’s Handbook.
Note: I don't actually have Explorerers Guide. and that link doesnt' seem to include the table to the family stuff that I can find. Or I'm blind for it. So i left that out,
Ability scores: 13 16 17 14 17 11
abilty rolls used the auto gen, rerolls 1 once. I assume thats what the parameters are reading other posts?
Will edit Red's story to adjust for the random rolls and add in spoiler. Which.. amusingly fits pretty well with his storyline.
Red the alchemist
Chronicle rolls:
Homelands: 75
Background: 99
Home Settlement: 39
Family Size (Parents): 60
Family Size (Siblings): 30
Family Relationships: 5... (# of family relationships: 1) (and the other one: 31)
Ally Relationship: 18
Ally Identity: 51
Rival Relationships: 13, 9
Rival Identities: 77, 53
Fateful Moment: 12
From the Independent Realms, an Urban bounty Hunter, from Secomber. Raised by single parent, no siblings. Father died before my birth, so I am told - leaving my mother to raise me. He's the one who hates my guts for "the stain" of magic upon me. Before I left home, I took some course that I thought led to his death, and so now he wishes nothing but revenge on me, but he is also indebted to me through that same course of action. He acquired a very loyal pet from the Island Kingdoms (Ally Identity negated). For Rivals, we have a Knight obsessed with finding out the reason for my departure from my homeland who originates from the Lords Alliance, and an absolutely brutal breakup with a Bandit Captain from somewhere near one of the dwarfholds, who now wants me to feel the same anguish I heaped on her. Finally, I served several years in prison for a crime, where I learned some things from the other inmates (Deception, Intimidation, and Thieves Cant).
Ability scores: 13 13 14 13 15 8
Name: Redric Ironeater
Race: Mountain Dwarf
Class: Sorcerer (Draconic Bloodline)
Background:
A middle-aged dwarf with scarred knuckles, receding auburn hair to match his short, wiry beard, and an unusual metallic tattoo sinuously stretching up his neck and into his hair, obviously drunk on the free rounds provided to new "recruits" on their first night, gestures you over. "The Dwarves of clan Ironeater are known for but two things." He begins, his voice gravelly, and faintly slurred with the pattern of one long practiced to bouts of alcoholism. "Firstly, we are known for a stubborn grip on tradition, even for dwarves. Our most famous story is about Korin Ironaxe, after all, whose main claim to fame is his failure to retake the halls beneath Mt Illefarn. Still, one shouldn't fault a dwarf for stubbornness. I certainly don't - not even my own mother. It runs in the blood, always somewhere near the surface, ready to show itself when the opportunity presents - which for us is kind of the second thing. Tattoos, I mean, real fancy ones, like liquid brass and onyx on your skin. She's a piece of work, let me tell you. My mom, not the tattoo. She raised me, cared for me, got me apprenticed in smithcraft enough to learn a living, when-" *BAM!* a punctuated rap on the stained table, "suddenly the family curse manifests. Of course, I'd hardly call it a curse - magic's a game for best of us all, and I'm front and center! Still, I'm not sure she'd take me back, even after all these years. Hardly helps that I sold a family heirloom, an old anvil belonging to my father's side of course, to pay my way West. Still wonder if that Knight, Sir Darin, is still on my tail for that, even after all these years. Meh. How was I to know that thing was once considered an 'omen of Moradin.' Anyways, I went West, but ended up going North instead after I started seeing the wanted posters a few days travel outside of Waterdeep. So I went North, and tried to find work up at the Dwarfholds. Do you realize how hard it is for a smith to find work up there? A child has more skill and training there than I can ever hope to accomplish, and nobody wanted to risk someone of my lineage, even at the bellows - the pricks. Well, soon one thing turned to another, and I ended up pursuing some unusual business arrangements. Turns out, finding people isn't too hard when you can rely on a bit of magic to get you through. A few private deals later, and I was hooked - give me a name, last place of sighting, and I'd have your man, dwarf, or halfling before the week was out. I learned alot, to be sure, and then I met her. Gods, she was pretty. Warm freckles about the face, eyes like frosted glass under a full moon. And her... well, nevermind." A long drink, emptying the mug. "We had a thing, but for me it was always just temporary. Pretty sure she tore her heart most to pieces when I hitched a ride south after things got too hot for me up there, following the abduction of a local Clan-chief's son by my former sweetheart-turned-psycho. I ducked out, and just followed the roads until I landed in Baldur's-bloody-Gate, of all cursed places. I didn't much like the idea of working an honest trade - at that point I had worn through my last pair of boots - so I tried the first gig that came along to get rich quick off of some suckers. Turns out those suckers were a Flaming Fist patrol, and before I could blink twice and tap my heels, I was cooling them so deep in the jail I forgot what the sun felt like. Learned a lot in there. Hope the place burns down with everyone inside. Still, after everything shook out with Elturgard, the Fists needed every spook they could find to help keep the good people in check with light shows and occasional brutalizings. Not that they needed my help for that, but it always pays to be able to sling a spell back at the guy who slings one over your way, if you know what I mean. So, that's why I'm here, joined up with the Fists when I'd rather be just about anywhere else. Still, the pay's not bad, even if they don't let you sleep enough, and I honestly can't say I missed not feeling the sun on my face for months at a time. Assuming whatever happened to Elturgard stays over there, and stays the hell away from here, I figure I'm sitting pretty well, for a convict. Now, be a good lad and pay for that next round. Corpor...corpereral said it wuzznthe housaaennnntzzzmmmmfffph." The all the slovenly grace of the indisposed, the Dwarf acquaints himself with the filthy ground, felled by the weariness of much celebration after too long a sojourn in the deep, long dark.
- Redric Ironeater, upon his release from Saradush and his inauguration into the mage-corps of the Flaming Fists, and following six mugs of cheap ale.
From what I've read thus far, seems like Febe also had a stint in jail, and Kosef worked there apparently. Perhaps that might be the basis of a starting connection? @Squaretoes, @Nahbois. Perhaps we can form a platoon of jailbirds, eh? Other options might be some initial connection to those who arrived at Baldur's Gate about when Redric did, looking for work, though this would have been before the events of Elturgard, and more on the criminal side than not. Nathan Fairhaven, @Paradox42's character, might also be a good link since he mentions a good bit of travel towards Baldur's Gate.
Forgive the manipulated rolls tab - I erased an initial attempt at rolling the Chronicle for a backup character and then realized that I need to do it incrementally anyways, up to a point, since rolls for family size impact social relationships and so on. No earlier rolls were changed, as far as I can tell. I also now realize that such a requirement is actually a misreading of the recruitment instructions: "create links to other possible characters," which I somehow misread as me needing to create backup characters in the event that an initial character meets a grizzly end.
In any case, here is a link to the character sheet, using a homebrew background with all and only the features of the Urban Bounty Hunter, since I do not own SCAG. https://ddb.ac/characters/43744987/qc2rn5
Ability scores: 11 12 11 12 11 16
homeland 70
Island kingdoms
Background 46
Guild Artisan
social status - 1 rival
Home settlement 38
Moonshae Isles
Family size 37
Size 78
2 parents
3 siblings
powerful family relationships 1
type: 14
You insulted this family member so gravely that they left your life forever. If they ever return, it will be to settle the score. You gain one rival.
Rival relationships
1st 34
You once loved this person, but broke their heart. They are now obsessed with making you feel the same pain they felt.
2nd 91
This person wants to be your friend, but their help has always made your life harder.
rival identities
1st 44
Gladiator (MM); gain one fateful moment
2nd 56
Priest (MM)
Fateful moment 1
Your mother or father disappeared in the night, leaving behind a note and a package. The note read, “I’m sorry—there is a duty I am sworn to do. You must protect yourself and family while I am gone.” The package was a +1 longsword wrapped in a quilted blanket. You have proficiency with longswords.
mysterious secret 10
One night, I discovered a golden coin with the face of a beautiful lady on one side. In the morning, the face was gone, and a leering, demonic face was there in its place. Whenever I try to get rid of it, I awaken with it in my pockey.
Prophecy Inspiration 19
I will shelter a mysterious stranger from the coast of the Moonsea. The dark past that follows them will put us both in danger.
Ariborys - Tiefling - Warlock - Cobbler
https://www.dndbeyond.com/profile/nschrock/characters/43744276
Ariborys grew up in the Moonshae Isles, far from the mainland of Faerun. His parents, two brothers, and sister were likely the only Tieflings most people there would ever see, and it showed. They were always treated with that suspicion that is so common. Still, they made a living plying their trades. Ariborys learned to be a cobbler from his mother.
Ari hasn’t found everyone to hate him for his horns, though. He found himself in a brief tryst with a woman, Gael. She had been a gladiator, he met her when she needed some special shoes crafter for fighting on sheets of ice in the cold subarctic arenas. Ari was simply excited to be with someone who cared for him, but eventually saw she was obsessive and possessive. She began to try to drive a wedge between he and his family - a series of events which led to his elder brother leaving the isles and family behind. When Ari began to put his life in order, he broke things off with Gael. She did not take it well, and has regularly appeared in his life since in order to show him that only she would ever love him.
One day, Ari awoke to find his parents were gone. Only a note was left, in his father’s handwriting: “I’m sorry—there is a duty I am sworn to do. You must protect yourself and family while I am gone.” With the note was a sword. Ari had never seen the sword, and never saw his parents again. It was frightening, but neither he nor his other siblings knew what to do about it. Ari eventually convinced the others that between this and Gael’s harassment, they should leave the isles.
Ari led them to Baldur’s Gate. There’s little work for foreign cobblers without protection. Ari went to a temple of Helm, believing the priests there might give him honest advice and hope, and maybe even help. Instead, as he started towards the steps, he was accosted by a man and insisted Ari had dropped a gold coin. The more Ari claimed not to have dropped it, the more the man insisted. Ari eventually couldn’t politely refuse, and took the coin. He turned back towards the temple only to see a priest glaring at him. Ari walked closer and the priest clenched his fists and moved to intercept Ari. Ari grew frightened by the man’s threatening manner, especially so soon after the man accosting him. He fled.
Now Ari’s been feeling strange. Dreams haunt him with images of devils, and he’s been seeing eyes moving in the shadows. And more, the priest from before appears to be stalking him. But still... magic comes to him now, by mere effort of thought. His hands move and words flow without memory of ever having done this before. This opened new possibilities. Ari’s signed up to work for the Flaming Fist, hoping this could provide for and protect his siblings.
(holy cow, this was long to include all this stuff. Still, feel free to ask if you’d like in on my character’s story! I like entwined stories, and I’m happy to adjust)
Paladin - warforged - orange
Withdrawn.
Hope everyone has fun!
Bring out your inner chatacter class...
(Please see Post #13 for my rolls. I used the Chronicle as a guideline, but didn't adhere to it strictly. I'm so, so sorry for the length of this.)
Character Sheet: https://ddb.ac/characters/43754611/3dBi00
Name: Roakkad
Race: Variant Human
Class: Sorcerer (Storm Sorcery)
Background (Uthgardt Tribe Member):
A refugee hailing from the Black Lion tribe of the Uthgardt people, Roakkad's fate led him to the hallowed city of Elturel. A prince among his people, he trained with the druidic cults dwelling therein. Now, a dying augur's portent has ushered him to sin-shrouded Baldur’s Gate for purposes unknown.
One of few survivors of an Ogre raid upon Black Lion (Uthgardt) lands, Roakkad was pulled, screaming, into the world from the womb of his dying mother. Lightning cracked and thunder roared across the sky as the people wept, but the midwife recognized the birthmark upon his chest as the symbol of their people’s god-creator, Uthgar. His birth was thus revered as a sign of hope after the decimation of the tribe.
Starving, the refugees found their salvation in a decrepit river barge that transported them downstream to a city on Winding Water. There, they were ostracized, left in the streets as the weaker among them succumbed to starvation and the elements. Many believed they were doomed to perish.
It began as a rumor, a fairy tale, mere whispers on the wind. In the ghetto of an unforgiving town, a despondent ethnic minority heard tales of a city without judgment. Elturel. Then rumors turned to plans, and so they went together, as all who go to that city. It was a hard journey. Several among them died. It was a true miracle that the infant Roakkad survived.
In Elturel they found other immigrants like themselves, shunned and exiled. Among this group there was a priestess, greatly revered--a venerable troll woman named Galjit. Galjit held the gift of foresight, and she demanded that the Uthgardt be brought forth. The baby Roakkad was presented before her. It is said she performed her strange augury then and there. It is unclear to this day what secrets Uthgar whispered to her, but she immediately commanded that the baby be taken to the preeminent druidic temple in the city, the Great Sky Spire.
The Uthgardt were terrified, but none dared question the command of the wise woman. And so Roakkad was taken to this incredibly high stone tower, home of druids who lived among the clouds. He was presented before these strange, birdlike beings. They whispered among themselves in a forgotten tongue. They ordered the Uthgardt remain in the temple as they took flight to the top of their sanctuary.
That night, a tempest battered the city. For another full day and night the storm raged as the shrieks of the bird-beings echoed down from the heights of Great Sky Spire. The citizens of Elturel trembled in their homes, while the faithful among them murmured that the storm-gods had surely come.
The baby Roakkad slept peacefully.
By morning the storm had ceased. Their strange communion complete, the druids returned. They proclaimed Roakkad a true scion of the storm. They bowed to him in unison, an unprecedented tribute. They welcomed him, a hatchling among their flock. They gifted him his name.
And there he was raised, in that city of contradictions with its fluid, patchwork populace of conjurers and schemers, of diviners and augurs and wizards and all manner of strange magicks. To the druids of Sky Spire he was a pupil, sent to learn the raw, untamed ways of the Old World. To his tribe he was a savior, delivered to them by the Uthgar himself and destined to lead them back to the wilds. He was a kiradtch, the fabled divine reincarnation. The troll priestess Galjit counseled him and even gave him his first tattoo.
On the day he reached ten years of age, the leader of the sky druids, Matlaihuitl, called for him. "Sky Father has summoned you," was all the messenger said. Transformed into a giant eagle, Matlaihuitl bore Roakkad on gilded wings up, up to the very top of the spire. He left him there, on a platform high above the city, to await a sign. Two days passed, and Roakkad felt sure he would die. Weak from thirst, poisoned from the sun, he woke on the morning of the third day to find that the moon had eclipsed the sun. Terrified, he faced the colossal black eye. But peering into that darkness, he understood. He, born into sadness, born from ashes, would rise like a cinder storm to champion the cause of Uthgar and the god-father Tempus. In a horrid vision Roakkad saw the enemy. He saw villages burn, animals slaughtered, plants wither. He saw the whole of Elturel shorn from the world as a page from a book. He saw the world end.
And then, he knew only darkness.
He awoke several days later in the care of Galjit. He did not remember the vision, but he knew that Uthgar had spoken to him, and that he had much learning, and much work, to do.
And so he began.
There, in that curious amalgum of power on the cusp of the Sea of Swords, Roakkad's potential awoke. The druidic teachings saturated his soul, but did not satisfy him. For in his dreams, he was gifted visions of the great libraries of Eltruel, and he knew he must go.
Vested with an unquenchable appetite for knowledge, and now possessing an almost preternatural talent, he voraciously studied everything he could find. He could not understand many of the arcane scribblings, but the wind itself seemed to know, and to whisper in his ear. He practiced his invocations day and night, and his arcane prowess grew.
Not long after, Galjit, on her deathbed, summoned Roakkad to her side. Now a young man, he came alone. She gently touched his face with her withered hand. She gazed upon him with blind eyes. She whispered that he was the chosen of Uthgar, that he would bring great change to the world. And with her dying breath she issued her final commandment--Roakkad would leave his people. He would travel to the west, to Baldur’s Gate, and there await a sign from his god.
Roakkad was afraid. Elturel was his home. His people were his lifeblood. It was all he knew.
Go, whispered the wind.
And so he went.
In Baldur’s Gate, it did not take long for him to find hired work as a mercenary with the Flaming Fists. Two years have passed, two years of labor and training in a city of strangers. And still he waits, preparing for a threat he doesn't yet understand, uncertain what his god has in store for him. But the winds have changed, and their convergence foreshadows a dark storm ahead.
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The destruction of Elturel has left Roakkad alone in the world. Torn between ancient heritage and modern ideals, Roakkad is something between a true Uthgardt, a refugee, and a modern citizen of Baldur’s Gate. Even his developing magic is haunted by the spirit of his mother, his father, his brothers and sisters, and even Galjit the troll priestess. He might have loved them all. How can he let them go? He prays to Uthgar and to Tempus, still, for the power to forget. But always, the wind blows, carrying whispers from his gods, that the past is immutable, while the future is ever-changing.
Rivals and Allies; Family: Roakkad’s parents and siblings died in the ogre raid upon his village. His godmother, Galjit the troll priestess, also perished from old age. Nearly everyone important to Roakkad was in Elturel, including the remainder of his clan and his mentor Matlaihuitl, the leader of the sky druids. Nonetheless, he is hopeful that any of them survived the destruction, and he is eager to learn their fate, as well as its cause.
Possible links with other PCs: Roakkad is a relative newcomer to Baldur’s Gate, but has been recruited by the Flaming Fists. He would also be known in certain arcane and, more likely, religious circles that would include nature gods, Tempus, or even Uthgar. He would be especially drawn to any other characters from the “wilds” or who are attuned to nature, the elements, or the gods. He will likely view the destruction of Eltugar as the foretold sign from his god.
This would be great. Have wanted to try out Descent into Avernus for awhile.
Rolling stats now and then will update once I can put a character together from it.
Ability scores: 14 13 15 8 15 12