This post has potentially manipulated dice roll results.
Submission #1:
Ability scores: 10, 11, 13, 13, 17, 10 Name: Nathan Fairhaven Race: Variant Human (Feat: Magic Initiate) Class: Warlock (Genie Patron) Background: Folk Hero Home: Kantarel (A village of less than 300 people, between Triel and Soubar along the Trade Way, nominally under the protection of Elturgard) Family: Mother, on good terms. Only child. Allies: Master Gregor Stonebridge, former teacher/employer, a dwarf retired from adventuring, the town carpenter and stone mason. Enemies: A mysterious figure known as The Dark Master, a wizard. Backstory:
Nathan was an apprentice mason and carpenter for a small town. His master was an older dwarf, Gregor Stonebridge, who had retired to the small town after a life of varied occupations, including adventurer.
One night a stranger came into town. The stranger seemed mad with fear and exhaustion, babbling about having to keep moving or the dark rider would find him.
The stranger refused any offers of hospitality, stumbling through town and disappearing down an ally, down the side of Gregor's workshop, before finally finding his way through the town and off into the dark of night.
In the morning, while moving some leftover scrap out into the ally behind the workshop, Nathan discovered something shiny in the mud. It was a ring, made of gold and set with a cut blue gemstone that barley fit the ring.
Wiping the mud from the ring caused the gem to spring open, on a previously unnoticed hinge. Sand and dust billowed out of the opening, filling the ally with a swirling storm.
As the sand and dust settled, a large humanoid, with strange cloths and exotic features, stood before Nathan.
"Free me from his prison mortal, I will not be bound any longer!"
Nathan stood, mouth agape, dumbfounded.
"Ah...sure ok, what do you want me to do?"
The large man, finally taking stoke of his surroundings and the young man standing before him, asked,
"This is not the dark tower and you are not a wizard. Who are you and how did you come by my ring?"
Nathan replied,
"I am Nathan Goodharbour, I found the ring in the mud."
The large man considered Nathan before continuing,
"What do you desire Nathan Goodharbour?"
Nathan replied,
"Well, I wouldn't mind a little more excitement in my life. The stories master Gregor tell of adventure and magic are always so exciting, but my life is mostly just the same boring thing, over and over."
The large man remained silent for a moment before continuing,
"Repeat these words, Nathan Goodharbour: I wish for Zabran The Wealthy, Lord of the Eastern Caverns and adviser to the Great Khan, to be free of his bond."
Nathan nodded and repeated the words the large man had given.
At once a storm of sand and dust again filled the alleyway and Nathan lost consciousness in the growing darkness.
Nathan awoke in a richly appointed chamber, with rugs and cushions covering the floors and tapestries adorning the walls. Above, the roof of the chamber was a dome, made of blue crystal.
Nathan looked around finding a small low table with a note and a glass filled with water. The note read,
"You have done me a great service mortal and asked nothing in return. I have imparted to you knowledge of some magic, to make your life a little more 'exciting'."
Nathan stop reading, realising that he did in fact now know how to perform some magic. Realising the glass of water was left for him to try out his new magic, Nathan cast his first ever spell and caused the water to animate out of the glass into the air.
Nathan spent almost an hour playing with his new magical gift before remembering that he had not finished the note.
"If you find this magic to your liking, I have an offer for you. If you will agree to the contract and sign it, I will impart to you more magic and give you my ring to make use of."
As Nathan read the part about signing a contract, the contract and a quill and inkwell materialised on the table.
"If you decide you don't want to enter into the contract with me, you may tear it in half and you will be returned to your home, free to go about your mundane life."
Nathan placed the note down and picked up the contract to read through. Finding nothing objectionable and much to be desired, in the contract, Nathan decided to sign it.
As the last flick of the quill completed his signature, the room was filled with the now familiar dust and sand storm and Nathan passed out once more.
This time when Nathan regained consciousness, he found himself back in the alleyway with the strange ring upon his finger. Thinking about what had happened caused Nathan to realise that other new knowledge had been imparted to him, more magic and knowledge of the ring and how to use it.
It was at this moment that master Gregor found him.
"Boy, where have you been! I thought you may have gotten into trouble with that damned marauder. Best if we stay out of his way, hopefully he will leave without violence."
Nathan looked at his master in confusion.
"What marauder?"
Master Gregor cuffed the back of Nathan head.
"Where have you been all morning? A dangerous horseman entered town and demanded that we turn over some fugitive to him. He's been sitting on his horse in the middle of town for almost an hour."
"Someone told him that we don't know who he is talking about, but he just repeated his request and added that he would burn down the whole town if he needed to."
Nathan decided then and there that he would seize the opportunity and change his life forever.
Striding out of the alleyway and onto the main street, Nathan confronted the dark horseman.
"Leave our town now."
The dark horseman turned to regard Nathan.
"I will burn this town to the ground and display the bodies of the dead as a warning to others. No one defies the Dark Master."
Nathan held his hand up, aiming at the rider and with a word and a gesture unleashed a beam of magical energy. The beam struck the rider, but failed to dismount him.
The rider kicked his horse into action and started to charge towards Nathan, unsheathing his sword as the horse galloped closer.
With barely a thought, Nathan cast another spell, causing the dirt in the path of the horse to excavate up and towards Nathan, leaving a hole on the other side, just as the horse reached it.
The horse fell into the hole throwing its rider into the mound of dirt. Before the rider could recover, Nathan approached and unleashed another beam of magical energy into the prone rider, followed by more beams, over and over until the rider stopped moving.
Out of breath and shaking with adrenaline, Nathan collapsed to the ground, staring at the now dead rider.
The town folk came running out from the surrounding buildings, cheering for Nathan, celebrating his victory.
In the following days, it was decided by the town elders and master Gregor, that Nathan should leave town and head to one of the nearby large cities in case anyone came looking for him.
Master Gregor gave Nathan some of his old equipment from his day as an adventurer and suggested Nathan change his last name to Fairhaven.
Master Gregor gave Nathan the name of an old contact he should seek out, who would help him find work as an adventurer.
Personality:
Personality Traits: I'm easy going, bordering on lazy. I like to show off my magic.
Ideals: Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
Bonds: I protect those who cannot protect themselves.
Flaws: Not a great fan of physical labour and now that I have magic, I'd rather use that when I can.
Possible links with other potential characters: Nathan is looking for Master Gregor's contact, this could be a mutual friend of another player. Another player may have meet Nathan if they travelled along the Trade Way in the past, or lived in a similar nearby village. Nathan may have met another player on his way to Baldur's Gate and they could have travelled there together.
Ability scores: 18, 12, 16, 12, 13, 13 Name: Richard Asher Race: Variant Human (Feat: Telekinetic) Class: Rogue (planning to go Soulknife) Background: Gambler Home: Baldur's Gate Family: Fourth child of five. Not on good terms with his father and oldest brother. Mother, older sister and second oldest brother are indifferent towards Richard. Youngest brother regards Richard with favour, for helping him have the courage to break with family tradition and forge a new life. Allies: Rockwell - Earth Genasi - Taught Richard primordial as a part of a bet. Harry Weaver - Richards only successful brother, a tailor of high fashion. Jimmy Fastfingers - Helped Richard escape from the The Blue Spiders Enemies: Tony Blackgums - Leader of the The Blue Spiders. Was using Richard to cheat patrons in dice games. Not happy to lose his "good luck charm". Backstory:
Richard Asher started out as Richard Weaver, the fourth son of a fourth generation weaver. Richards life and family were uninteresting and boring.
One day at age 7, Richards luck was changed forever. On his way home, a stranger flipped a coin to Richard. The stranger asked if it was heads or tails and when Richard confirmed it was heads, the stranger smiled, "Lucky, looks likes Lady Luck is smiling on us. Keep the coin, its your luck now." The stranger disappeared into the crowds and Richard never saw him again. Checking the coin, Richard found that it was a two headed coin, lucky indeed.
And so Richard's life began to change, that very week Richard discovered a new gift, the ability to move things with his mind. Richard began to practice with his gift, learning to control it with greater and greater precision.
One day Richard noticed one of the street urchins trying to steal an apple. Taking pity on the street urchin, Richard used his gift to distract the stall owner, allowing the urchin to get away with his apple.
Richard helped more urchins over the next few weeks until they noticed and waylaid him in a side street. Richard thought he was in trouble until the small gang of street urchins explained that they wanted him to join them.
Richard learned a great deal from his friends over the next few years. When it came time for Richard to take up an apprenticeship in his fathers industry, Richard instead moved out of home and took up full-time with his friends, changing his name to Richard Asher.
As Richard grew into adulthood, he fell in with a gang called The Blue Spiders. Richard was able to hone his skills during this time, becoming a competent rogue. But things changed when Tony Blackgums, the leader of The Blue Spiders, found out Richard was cheating at dice games.
Richard wasn't in trouble for his cheating, Tony wanted to start using Richard to increase the gangs takings from their gambling den. This was fine at first, but because Richard was so competent, It became a more and more prominent part of his day-to-day life.
Eventually Richard decided we wanted out, but Tony wasn't having any of it. Tony started to keep Richard locked in his room when he wasn't working the gaming den. Jimmy Fastfingers, one of the street urchins that came up with Richard, took pity on him and agreed to help him escape.
Jimmy used his fast fingers and procured Richards room key for him. Richard then picked his time and made his escape. Now Richard is looking for work as an adventurer, while avoiding Tony's enforcers.
Personality:
Personality Traits: I’m always polite and respectful. I’m one of Lady Luck’s favoured. Thing's will always work out in the end.
Ideals: Survival. You can’t win if you’re dead. Live to fight another day — when the odds might be more in your favour. (Any)
Bonds: A criminal syndicate I once played for isn’t happy I left the game, and its enforcers are looking for me.
Flaws: I cheat, why should I play fair? Lady Luck has blessed me with my gifts, why shouldn't I use them?
Possible links with other potential characters: Richard has lived his whole life in Baldur's Gate, so there are plenty of opportunities to have meet and befriended other players who have also lived in Baldur's Gate for some time. Anyone who has had to have dealings with the criminal element in Baldur's Gate, may have met Richard. Anyone who is looking to have their character be from the streets or a criminal gang, could be a former member of one of Richards gangs. Richard likes to gamble (and cheat), so another players character may have meet Richard that way. Richard is looking to get into adventuring, so he may have met and befriended another character to help get into that life.
Allied with The Hallowed Eye, a rising thieve's guild focused on fencing, theft, and selling goods, but also for cracking down unknown criminals and supporting the cities infrastructure with their own resources while working with the local guard.
Rivals with Illeon Ravenor, a guild master of the Lavish Traders, a merchant guild focused on selling commodities and other luxurious goods. Became a rival from Crackling Fire stealing from their various artifacts and whatnot during his time as an urchin, painting him as the Sound Mimicker.
Family: Status is unknown, but was taken into care after being recruited into The Hallowed Eye by the surrogate father figure, Emile Arranis, one of the guilds' information brokers.
Fateful moment:
Returning from a day of scouting out potential areas which may house valuables and unwanted criminals in Waterdeep, he had been sent a letter from Illeon Ravenor himself, inviting him to perhaps work in a trade deal to sell an artifact to his guild, as well as helping him layout the area. Upon agreeing and meeting up, however, the promised meeting had turned out to be a trap, aiming to frame Crackling Fire for unwanted high theft and for illegally trafficking precious artifacts. While this was going on, the artifact, an ancient pitch black mirror inscripted with runes had activated after Crackling Fire had attempted to speak in Auran out of fear for his life, and images and sounds of eldritch chants and the sound of brimstone-like lasers bursting out flooded Crackling Fire's mind; the mirror had summoned a horde of small demons which quickly spread out and attacked the guards at the scene. Both Illeon and Crackling Fire had escaped, Illeon the more fortunate of the two with suffering no greater injuries while Crackling Fire came out with the severe loss of hearing and his mind becoming open to infrequent thoughts and images of unknown beings, becoming much more Observantto counterract his loss of hearing.
Backstory:
Crackling Fire was born into Waterdeep the slums of the great city. Living amongst a small refugee camp of Kenku with no sight of his mother or father, he grew into a life of self-survival and independency by stealing from passerby men and women on the streets. He makes a name out of himself for imitating various natural sounds such as thunder, dropping rain, and his favorite: the sound of crackling fire from a warm campfire. He uses these sounds to lull or confuse his targets for a moment, upon which he takes the opportunity to loot from the unknowing man or woman. Eventually, he also steals from a carriage containing a bright golden ring in a discreet yet well-made black box. A man on the front mans the carriage whilst a young man with a guild emblem on his front suit is shown proudly, and after distracting them with what sounded to be carriage being set on fire, he stole the box and left the area. Hearing from his exploits, The Hallowed Eye recruits Crackling Fire into their ranks by tracking down his location by the cases of this "Soulless Mimicker", as he had been dubbed by the locals.
Afterwards, he was raised and taught by the thieves guilds' information broker Emile Arranis, a strict yet collected man, about using his mimicry to greater heights to infiltrate conversations and relay key information. He spent a few years under the guild, hard at work, and growing to become like his surrogate father in tracking down information, valuables, and organizing deals for the organizations; yet he had still much to learn, he often would go out of his way to do unnecessary acts to achieve only a margin of a better outcome, had frequencies to be a kleptomaniac at certain times, and also often had a heavy fear of dying due to his rough beginning in life.
For all his time there, it had been cut short when the fateful day had happened and his hearing had reduced to only hearing slight sounds hear and there, perhaps a shout if it was a feet away from him, but all greater hearing had been lost. For this, he had begun to learn sign language for Common as well as focusing on his sight and lip reading, but his results were obvious in the end: he could not do as he had once done for most of his life.
However, not all hope was lost for him. For one, he had become a keener eye than he used to, and often times he could sense any creatures such as a miniscule demon being kept in a jar to produce never-ending light and a painting which housed a conscious being inside of it. His surrogate father, Emile, thought that he might make a valuable member for the Flaming Fist, a group of mercenaries who spread order and commonly reside in Baldur's Gate, perhaps to work as one of their brokers to get enough gold for his hearing to hopefully be cured from a priest of Pelor. He left soon afterwards to Baldur's Gate with supplies and a farewell to his guild, and after some trials into being accepted, he was drafted into the Flaming Fists as one of their scouts and able-bodied rogues.
Crackling Fire begins his life anew, with lost hearing and the sight of eldritch beings arising from the ground, his organization left behind whilst Illeon Ravenor attempts to track his whereabouts to settle their conflict, what may unfold in the future is set by the chances and actions of his companions and himself.
Possible links with other potential characters: Worked in a thieves guild in Waterdeep and frequented various merchant guilds, may have went to a few taverns within the city as well for meetings and discussions.
Look, it's been a good 5 months or so, give me a break. I'm kidding, I'm still trying to get the flow back into DnD after a bit, so bear with me.
I wasn’t trying to be mean, I’m sorry. Just teasing 😂
No worries, I'm just pretty nervous since it's been awhile since I've properly been properly playing DnD, so don't expect me to remember a lot of what I forgot. Anyway, good luck, and I hope you and I might both get chosen to be in the campaign.
I had the character concept in broadstrokes before this... but that would certainly make for something other than a sterotypical dwarf from the mountains! Don't have the book with the tables referenced, so I'm rolling w/in XGE to flesh out some of that other stuff.
Parents: 44 Known
Birthplace: 13 Born at home
Siblings: 4 Has 1d3 siblings
Birth Order: 9 Is the older sibling
Number of Siblings: 3
Family: 95 Raised by single mother
Where's Dad?: 1 Dead
Cause of Death: 7 Natural causes (disease/old age)
Family Lifestyle: 9 Poor
Childhood Home: 45 Large House
Childhood Memories: -5 I am still haunted by my childhood, when I was treated badly by my peers.
I became a cleric because... : 6 I saw the injustice and horror in the world and felt moved to take a stand against them.
Age/Life Events: 60 40 years old, life events 6
Life Event 1: 59 You went on an adventure. Roll on the Adventures table to see what happened to you. Work with your DM to determine the nature of the adventure and the creatures you encountered. 89 You were terribly frightened by something you encountered and ran away, abandoning your companions to their fate.
Life Event 2: 84 You spent time working in a job related to your background. Start the game with an extra 2d6 gp.
Life Event 3: 15 You gained a bit of good fortune. Roll on the Boons table. 9 You found a treasure map.
Life Event 4: 88 You fell in love or got married. If you get this result more than once, you can choose to have a child instead. Work with your DM to determine the identity of your love interest.
Life Event 5: 40 You committed a crime or were wrongly accused of doing so. Roll on the Crime table to determine the nature of the offense and on the Punishment table to see what became of you.
Crime: 4 Extortion
Punishment: 9 You were caught and convicted. You spent time in jail, chained to an oar, or performing hard labor. You served a sentence of 1d4 years or succeeded in escaping after that much time.
Fateful Moment: 17
***Ugh, somewhere along the way it started rerolling everything.
((I was doing good up until I tried to do a Fateful Moment roll, then they all went to heck. Rolling that again here, at least I posted the outcomes of all of the other stuff. I've summarized and posted his backstory below.))
Fateful Moment: 11
A Red Wizard of Thay tortured your family to death before your very eyes, and in a fit of blind rage you killed the cruel wizard with a skewer from your fireplace. You have the Mage Slayer feat from the Player’s Handbook.
Name: Durthek Emberfist
Race: Mountain Dwarf
Class: Forge Cleric
Background: Urban Bounty Hunter
Ally: A fellow mentee under the fellow that taught him the trade.
Backstory:
Durthek sighs, lying back on his cot, his mind wandering back as it often does in the quiet, dark moments of the night to everything that led him to his current situation. It all comes back to the decisions his parents made, though he's not so uncharitable as to call it their fault. But he certainly didn't have a typical dwarven upbringing, and the circumstances that befell their family wouldn't have happened if they hadn't felt the need to see the world.
His parents did have the typical dwarven childhood... mountain hold echoing with the ringing of pick and forge. But pricked with an urge to travel, they ended up far from the dwarven mountains, setting up a smithy way out in the Moonshae Isles, where dwarven craft is hard to come by. A few years later, Durthek was born, and his two youngers sisters and younger brother in the years after. They had a thriving business, and thriving family, even all these years later Durthek can't help but smile at those bright memories of his early years.
The smile fades, as did the joy in his family's life, with the passing of his father by the time Durthek was ten. Some wasting disease that ravaged his proud, muscular frame, leaving him a frail wreck, bed bound and reliant on constant care. Their mother worked long hours at the forge, Durthek assisting as the oldest, while his siblings attended their father. Much of their wealth went to treatments that didn't work, and by the time the disease finally claimed him, they were poor. They still had the home and the forge, but had to scrape to afford material, much less food. Being the only family of dwarves and being successful is one thing... being the lone dwarves and destitute is another, and the other youths were not kind.
Their mother did the best she could, working long hours in the forge when she had orders, taking odd jobs around town when she didn't. She taught Durthek and his siblings how to smith, and as he got older and more capable, he was able to help out more, and they were able to take on larger jobs... but that too did not last. He never learned all the details, but his mother undertook a job for a woman in red... after completion of the job, the woman in red had many questions, questions about his father, and what he'd been working on ten years ago, before he got sick. His mother, in a rare fit of anger, ran the woman in red out of the forge.
But... she returned, with yet more questions that night, when they lay sleeping. The woman broke into their home and immobilized them with magic, systematically torturing him and his siblings in an attempt to get information from his mother. Her protesting screams and tears didn't seem to deter the mage, and it was only when the mage drew close to better hear his mother's whispered plea and received a dwarven headbutt, that Durthek was freed of the paralysis. Taking up a poker, he put all his strength into the swing, dealing a fatal blow, but the mage was able to get off a spell. He was thrown clear, but the mage and his family were all claimed by the explosion that collapsed their home into flaming rubble.
He fled the Moonshaes as soon as he could, and after answering a notice looking for some muscle for hire, kind of fell in with a bounty hunter. His new employer, a gruff old human, taught him the finer points of pursuing and detaining targets, and he got pretty good at it over the years, taking personal pride in tracking and apprehending magic users. They never seem to expect a hammer to the nose, and somehow that almost never fails to muck up whatever they're casting.
((Life Events: Not sure how much or which of these you'd be interested in pursuing, but the crime one plays the largest roll in his backstory.))
After spending much of his 20s and 30s hunting bounties, first with his mentor, then later on his own, that chapter of Durthek's life came to a close as well... through his own actions. A minor noble was involved in a criminal enterprise, the leader of which was Durthek's quarry. At the time, it seemed logical to break into the noble's house, tie him up and demand information... in hindsight, it kind of looks bad from the outside. He'd only lightly slapped the noble around (no more than one black eye and only one tooth knocked loose), but when they were able to kick a foot up and catch him in the stones and hammer, well, he saw red and grabbed the first thing at hand... a fireplace poker.
If it had been anything else, he might have gone up on a murder charge. The poker snapped him back to the night the woman in red came to visit his family and he picked up a different poker in anger... and instead, that old memory bled the anger away as he threw down the poker and fled.
So instead of murder, it was unlawful entry, assault on a nobler person, extortion, and abduction with intent to harm, though his lawyer got that last one knocked down since he didn't remove the noble from his home. Still... it meant jailtime.
When he was hunting bounties, Durthek always thought of himself as the good guy... sure, sometimes his means were a bit rough, but the ends justified his actions. Being forcibly removed from society eventually gave him a bit of perspective, though life in prison was not what one would call enjoyable. Eventually, he was given the opportunity to join a prison work force, and spent his days working a forge under watchful eye and crossbow. He rediscovered his love of the craft, and was converted by another dwarven prison worker to the worship of Tharmekhûl, The Tender of the Forge. Having found work that satisfies him, and religion that nourishes his soul, Durthek was a model prisoner... and was given early release after a few years behind bars.
Turns out, not many places want to hire an ex-con dwarf with a somewhat shady background. Luckily or unluckily, the Flaming Fists have few such compunctions. If you can swing a weapon, look tough and follow orders, that's good enough. And capable smiths are always needed. So, Durthek finds himself drifting off to sleep in the barracks, surrounded by the snoring and farting of his fellow Fists.
Possible links with other potential characters:
Redric Ironeater: Durthek, having been raised outside of dwarven society, and fairly recently reconnecting through a return to the forge and catching religion, would have a tendency to seek out other dwarves, to (perhaps subconsciously) absorb what bits of culture he can. Though with Redric's bent towards the arcane, Durthek may be more 'traditional' than the other dwarf. They are both ex-cons, and have been bounty hunters in the past. Muscle and magic for hire! Probably the strongest possible link for Durthek.
((In talking to Redric's player, we developed a backstory involving being partners in a bounty hunting business that went under when we both got pinched and locked up for playing a little fast and loose with the law. We're out now, and looking to figure out what the world has in store for a couple of dwarven ex-cons.))
Brummin Brindleheart: Fellow dwarf, so would have that desire for connection.
Kulogall: Not sure on the timing of things, as Durthek left the Moonshaes about 20 years ago, but they'd have that in common (though not all of Durthek's memories of that time are pleasant), and if Tritons are not uncommon there, he'd make that connection. If the right questions are asked in the right places or times, Kulogall may learn that in a former life Durthek was a bounty hunter specializing in catching magic users.
Febe: Though she wouldn't be likely to find herself in the forge, as a fellow inmate with a religious pursuit, they may have crossed paths in the prison chapel, or taking part in non-denominational services, or in preaching to inmates.
Kosef Starag: If they work at the jail, they may know Durthek.
Class: Either going Monk (way of mercy and focusing on healing and helping others with a possible cleric multiclass) or a Fathomless Warlock (focusing on support abilities and controlling the battlefield)
Morwen Nailo is an elven scholar from Eveska seeking to uncover the mystery of a vision she saw involving the city of Baldur's Gate. Easy ways for her to know people is if they are scholars or knowledgeable people as she is seeking such people out for information.
Backstory+personality:
Morwen grew up in the hidden city of Eveseka. Her father was a great scholar. He instilled in Morwen and her younger brothers a love of learning. When they were old enough, Morwen and her younger brother Gildor both took one of their fathers original books and went to Candlekeep to study. Morwen focused her studies on the histories of the gods and angels and the formation of the world. Gildor went in the direction of studying aberrations and strange creatures from planes beyond. One day as Morwen was studying in the library, Gildor excitedly rushed in. “You won’t believe what I found sis! A ritual to speak with a being from beyond. Look here!” Together they poured over the tome for weeks. Finally they felt ready to try and use the ritual. Late one night they snuck into one of the high mage’s offices, stole the required components, and hurried to one of the mage practice rooms in the library.
As they started the ritual the room began to flicker. A crack appeared in the air before them, a black void. Out of the void they heard a cacophony of whispers. As they called out the name they had found in the book, the whispers got louder. After what felt like ages of calling out, of asking questions, and only being answered by the unintelligible whispers, Morwen looked around the room and to her horror saw only inky blackness. She reached out and grasped Gildor’s hand only to find it icy cold. He sat next to her staring at the void in front of him, unmoving and unseeing. As she began to panic she heard a soft gravelly laugh behind her. Turning around she saw a shadowy humanoid figure devoid of any detailed characteristics sitting cross legged. The creature asked her to sit. The price had been paid and she could ask of it anything she desired. Morwen asked what had become of her brother. “He is being prepped as a vessel,” was the response. “A vessel to save the world.” Morwen saw flashing before her the world in flames, giant fiends and demons clashing, a flaming halo, and finally the flag of Baldur’s Gate. As her vision returned, the figure asked, “Will you take his place? Go to Baldur’s Gate. Do your duty.” As Morwen nodded, she felt her body turn cold and her vision went black.
Morwen woke up to Gildor shaking her. As she told him what had happened, she knew she had to go to Baldur’s Gate to find out what she had to do. After making sure Gildor wouldn’t follow her, she set off for the city. Once she arrived she took up a position with the Flaming Fist to keep an eye on anything worrisome that might happen in the city as she began to search for any signs of her vision. And ever since the ritual, Morwen has had a coin with a shadowed figure on it in her pocket, no matter what she does with it, it always returns to her pocket.
Father - Voronwe Nailo - A scholar if Eveseka who specialized in the study of Elven history.
Brothers: Gildor Nailo - 1 year younger, studied at Candlekeep with Morwen and was part of the ritual she did. They were always the closest of friends and after she saved his life, Gildor will do anything for her.
Lindir Nailo - 5 years younger, studies in Eveseka with their father
Morwen is generally a bit quiet, having spent most of her life studying in a library. She stumbles through social situations and misses most social cues. She tends to be oblivious to her surroundings when she gets excited trying to learn something and is easily distracted if she can discover new knowledge. In combat, she tries to stay behind as she is new to fighting and combat. She really likes to help others and will go out of her way to help people.
Connections to others:
For the characters who frequent taverns (G'orm, Brummin, and more), Morwen frequents taverns to hear any gossip that might inform her about anything her vision showed her.
Morwen would like Alion due to how noble he is and would think he could be a good ally.
Febe and Morwen could bond in training as neither of them are fighters but want to help people.
Morwen would be fascinated by Ari's dreams and would think that they could help uncover why she was sent here.
Roakkad with him waiting for a sign form his god and his connection to Elturel would be fascinating to Morwen
She could have searched for Astra Andasca after hearing about Elturel to see if that is connected to her visions.
This post has potentially manipulated dice roll results.
Oh hey @Gamo! Long time no see! Good to see you back. I hope you’re feeling better?
We’ve played before, and I love your DM style. I hope I’m not too late? I’m happy to fill any party gap. If you’d like me on board, let me know :-)
Either way, have a good one!
I’ve pulled a cool character together below, that I’d love to play, but I’m pretty flexible if you need something else :-)...
Ability scores: 111016101417
Name: Ash (Ash of the Fire)
Race: Tabaxi
Class: Rogue (old school Thief)
Portrait:
Background (Should include, homelands; Rivals and Allies, Family if any):
Ash left her clan in the Moonshae Isles when she was relatively young. Never content with the confines of a tribal existence, her lust for riches and adventure was simply too great to ignore, often getting her into trouble with the law. Thrown out by her own family in disgrace, she’s wandered far and wide: through the wilds; and from village, to town, to city. And she's picked up a trick or two along the way. Getting by on her wits and cunning, she's equally at home hidden in the shadows or in a party in high society, relying on her natural charm and exotic background to navigate any scenario. Making as many enemies as friends though, she never stays in one place for very long. Although she always has a story for those who will listen (or for those who buy the drinks).
((Further details in the Heroic Chronicles rolls spoiler below))
Possible links with other potential characters: (coming...)
Heroic chronicle rolls:
Homelands (d100): 90 underdark (overruled: Island Kingdoms)
Background (d100): 35 Criminal
Social status: 1x ally
Home settlement (d100): 72 Moonshae Isles
Home settlement type: ’Island Kingdoms’
No. of parents (d100): 58 2 living parents
No. of siblings (d100): 82 2d4 siblings
Siblings (2d4): 6 living siblings
Powerful family relationships:2
Relationship #1 (d100): 50 (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).
Relationship #2 (d100): 32 (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).
Ally #1 relationship (d100): 41 (This ally is a loyal pet. Rather than rolling on the Ally and Rival Identities table, choose one beast of CR 1/8 or lower as your pet).
OneFateful moment (variant rule if allowed) (d20): 13 (You tumbled off a cliff and suffered a fall that should have killed you. When you awoke, you saw a figure that you believed to be the goddess Mystra in the distance through your bleary vision. You now occasionally hear her voice in your dreams, telling you strange secrets about the Weave. You have proficiency in the Arcana and Religion skills).
Favourite food (d8): 41
Favourite food (d8): 6 (Skyr with wild berries—a dessert made from buttermilk yogurt and topped with sweet Northlander berries like tharberry, laumberry, and blooddrops. Favored by common folk).
Mysterious secret (d20): 4 (While sleeping in an inn in Waterdeep, I overheard a conversation through my window about a gold dragon living somewhere beneath the city. That can’t be right, though—the dragonward keeps all dragons out of Waterdeep. (Waterdeep: Dragon Heist) ).
Prophecy inspiration: 4 (I will steal a vast amount of wealth from the Bregan D’aerthe, but I will make enemies that will haunt me until I die).
First and foremost, I would like to thank you for running this game. I had never before used the Heroic Chronicle style of character creation, and it is fantastic! So even if my character is not selected, I've already really benefited from your campaign. Thank you.
Ability scores: 91512121415
Bandar Stoneshaft, mountain dwarf bard
As an older player - not particularly experienced, but older - I'd really like to try playing a middle-aged character. Bandar is fast approaching 100 years of age. He has one living parent, two siblings, and three grown children. One of his brothers, Dorrin, was responsible for the accident that took the life of Bandar's wife. One of his children - okay, it's his one daughter - loves him more than anything, and even more than his sons, she would do anything for him.
Bandar was born in Waterdeep, and when he was old enough he joined the local militia. When his father passed away, he retired his commission and returned to his ancestral home in Thornhold. He tarried there at the clan keep after meeting Froda, the woman who would become his wife, and they settle down and had a family. The youngest of the children had not quite coming to her own when the disaster struck that took the life of Froda. Bandar returned to Waterdeep, where he now shares the songs and stories of his clan and learns the stories of the peoples around him. He is also a crafter of fine instruments, and has a solid reputation among the musicians of Waterdeep.
Bandar's children live with the clan at Thornhold, but Bandar tends to stay away. The place is simply too full of memories of his wife, and his relationship with Dorrin, while not broken, is definitely awkward. Bandar, too, has his secrets, including a prophesy; with typical dwarven reticence, however, he is loath to share these things.
As the story begins, Bandar has travelled to Baldur's Gate on the way to the Cloakwood, where he was to oversee the harvesting of a particular wood for his lutes. The lutes will have to wait.
Bandar has a potential connection to Irusk, who long resided in Thornhold. He may also know Crackling Fire of Waterdeep, and may even have been a victim of the kenku's larceny.
Submission #1:
Ability scores: 10, 11, 13, 13, 17, 10
Name: Nathan Fairhaven
Race: Variant Human (Feat: Magic Initiate)
Class: Warlock (Genie Patron)
Background: Folk Hero
Home: Kantarel (A village of less than 300 people, between Triel and Soubar along the Trade Way, nominally under the protection of Elturgard)
Family: Mother, on good terms. Only child.
Allies: Master Gregor Stonebridge, former teacher/employer, a dwarf retired from adventuring, the town carpenter and stone mason.
Enemies: A mysterious figure known as The Dark Master, a wizard.
Backstory:
Nathan was an apprentice mason and carpenter for a small town. His master was an older dwarf, Gregor Stonebridge, who had retired to the small town after a life of varied occupations, including adventurer.
One night a stranger came into town. The stranger seemed mad with fear and exhaustion, babbling about having to keep moving or the dark rider would find him.
The stranger refused any offers of hospitality, stumbling through town and disappearing down an ally, down the side of Gregor's workshop, before finally finding his way through the town and off into the dark of night.
In the morning, while moving some leftover scrap out into the ally behind the workshop, Nathan discovered something shiny in the mud. It was a ring, made of gold and set with a cut blue gemstone that barley fit the ring.
Wiping the mud from the ring caused the gem to spring open, on a previously unnoticed hinge. Sand and dust billowed out of the opening, filling the ally with a swirling storm.
As the sand and dust settled, a large humanoid, with strange cloths and exotic features, stood before Nathan.
"Free me from his prison mortal, I will not be bound any longer!"
Nathan stood, mouth agape, dumbfounded.
"Ah...sure ok, what do you want me to do?"
The large man, finally taking stoke of his surroundings and the young man standing before him, asked,
"This is not the dark tower and you are not a wizard. Who are you and how did you come by my ring?"
Nathan replied,
"I am Nathan Goodharbour, I found the ring in the mud."
The large man considered Nathan before continuing,
"What do you desire Nathan Goodharbour?"
Nathan replied,
"Well, I wouldn't mind a little more excitement in my life. The stories master Gregor tell of adventure and magic are always so exciting, but my life is mostly just the same boring thing, over and over."
The large man remained silent for a moment before continuing,
"Repeat these words, Nathan Goodharbour: I wish for Zabran The Wealthy, Lord of the Eastern Caverns and adviser to the Great Khan, to be free of his bond."
Nathan nodded and repeated the words the large man had given.
At once a storm of sand and dust again filled the alleyway and Nathan lost consciousness in the growing darkness.
Nathan awoke in a richly appointed chamber, with rugs and cushions covering the floors and tapestries adorning the walls. Above, the roof of the chamber was a dome, made of blue crystal.
Nathan looked around finding a small low table with a note and a glass filled with water. The note read,
"You have done me a great service mortal and asked nothing in return. I have imparted to you knowledge of some magic, to make your life a little more 'exciting'."
Nathan stop reading, realising that he did in fact now know how to perform some magic. Realising the glass of water was left for him to try out his new magic, Nathan cast his first ever spell and caused the water to animate out of the glass into the air.
Nathan spent almost an hour playing with his new magical gift before remembering that he had not finished the note.
"If you find this magic to your liking, I have an offer for you. If you will agree to the contract and sign it, I will impart to you more magic and give you my ring to make use of."
As Nathan read the part about signing a contract, the contract and a quill and inkwell materialised on the table.
"If you decide you don't want to enter into the contract with me, you may tear it in half and you will be returned to your home, free to go about your mundane life."
Nathan placed the note down and picked up the contract to read through. Finding nothing objectionable and much to be desired, in the contract, Nathan decided to sign it.
As the last flick of the quill completed his signature, the room was filled with the now familiar dust and sand storm and Nathan passed out once more.
This time when Nathan regained consciousness, he found himself back in the alleyway with the strange ring upon his finger. Thinking about what had happened caused Nathan to realise that other new knowledge had been imparted to him, more magic and knowledge of the ring and how to use it.
It was at this moment that master Gregor found him.
"Boy, where have you been! I thought you may have gotten into trouble with that damned marauder. Best if we stay out of his way, hopefully he will leave without violence."
Nathan looked at his master in confusion.
"What marauder?"
Master Gregor cuffed the back of Nathan head.
"Where have you been all morning? A dangerous horseman entered town and demanded that we turn over some fugitive to him. He's been sitting on his horse in the middle of town for almost an hour."
"Someone told him that we don't know who he is talking about, but he just repeated his request and added that he would burn down the whole town if he needed to."
Nathan decided then and there that he would seize the opportunity and change his life forever.
Striding out of the alleyway and onto the main street, Nathan confronted the dark horseman.
"Leave our town now."
The dark horseman turned to regard Nathan.
"I will burn this town to the ground and display the bodies of the dead as a warning to others. No one defies the Dark Master."
Nathan held his hand up, aiming at the rider and with a word and a gesture unleashed a beam of magical energy. The beam struck the rider, but failed to dismount him.
The rider kicked his horse into action and started to charge towards Nathan, unsheathing his sword as the horse galloped closer.
With barely a thought, Nathan cast another spell, causing the dirt in the path of the horse to excavate up and towards Nathan, leaving a hole on the other side, just as the horse reached it.
The horse fell into the hole throwing its rider into the mound of dirt. Before the rider could recover, Nathan approached and unleashed another beam of magical energy into the prone rider, followed by more beams, over and over until the rider stopped moving.
Out of breath and shaking with adrenaline, Nathan collapsed to the ground, staring at the now dead rider.
The town folk came running out from the surrounding buildings, cheering for Nathan, celebrating his victory.
In the following days, it was decided by the town elders and master Gregor, that Nathan should leave town and head to one of the nearby large cities in case anyone came looking for him.
Master Gregor gave Nathan some of his old equipment from his day as an adventurer and suggested Nathan change his last name to Fairhaven.
Master Gregor gave Nathan the name of an old contact he should seek out, who would help him find work as an adventurer.
Personality:
Possible links with other potential characters: Nathan is looking for Master Gregor's contact, this could be a mutual friend of another player. Another player may have meet Nathan if they travelled along the Trade Way in the past, or lived in a similar nearby village. Nathan may have met another player on his way to Baldur's Gate and they could have travelled there together.
Character link: https://ddb.ac/characters/30181516/x9V4Hl
Submission #2:
Ability scores: 18, 12, 16, 12, 13, 13
Name: Richard Asher
Race: Variant Human (Feat: Telekinetic)
Class: Rogue (planning to go Soulknife)
Background: Gambler
Home: Baldur's Gate
Family: Fourth child of five. Not on good terms with his father and oldest brother. Mother, older sister and second oldest brother are indifferent towards Richard. Youngest brother regards Richard with favour, for helping him have the courage to break with family tradition and forge a new life.
Allies: Rockwell - Earth Genasi - Taught Richard primordial as a part of a bet. Harry Weaver - Richards only successful brother, a tailor of high fashion. Jimmy Fastfingers - Helped Richard escape from the The Blue Spiders
Enemies: Tony Blackgums - Leader of the The Blue Spiders. Was using Richard to cheat patrons in dice games. Not happy to lose his "good luck charm".
Backstory:
Richard Asher started out as Richard Weaver, the fourth son of a fourth generation weaver. Richards life and family were uninteresting and boring.
One day at age 7, Richards luck was changed forever. On his way home, a stranger flipped a coin to Richard. The stranger asked if it was heads or tails and when Richard confirmed it was heads, the stranger smiled, "Lucky, looks likes Lady Luck is smiling on us. Keep the coin, its your luck now." The stranger disappeared into the crowds and Richard never saw him again. Checking the coin, Richard found that it was a two headed coin, lucky indeed.
And so Richard's life began to change, that very week Richard discovered a new gift, the ability to move things with his mind. Richard began to practice with his gift, learning to control it with greater and greater precision.
One day Richard noticed one of the street urchins trying to steal an apple. Taking pity on the street urchin, Richard used his gift to distract the stall owner, allowing the urchin to get away with his apple.
Richard helped more urchins over the next few weeks until they noticed and waylaid him in a side street. Richard thought he was in trouble until the small gang of street urchins explained that they wanted him to join them.
Richard learned a great deal from his friends over the next few years. When it came time for Richard to take up an apprenticeship in his fathers industry, Richard instead moved out of home and took up full-time with his friends, changing his name to Richard Asher.
As Richard grew into adulthood, he fell in with a gang called The Blue Spiders. Richard was able to hone his skills during this time, becoming a competent rogue. But things changed when Tony Blackgums, the leader of The Blue Spiders, found out Richard was cheating at dice games.
Richard wasn't in trouble for his cheating, Tony wanted to start using Richard to increase the gangs takings from their gambling den. This was fine at first, but because Richard was so competent, It became a more and more prominent part of his day-to-day life.
Eventually Richard decided we wanted out, but Tony wasn't having any of it. Tony started to keep Richard locked in his room when he wasn't working the gaming den. Jimmy Fastfingers, one of the street urchins that came up with Richard, took pity on him and agreed to help him escape.
Jimmy used his fast fingers and procured Richards room key for him. Richard then picked his time and made his escape. Now Richard is looking for work as an adventurer, while avoiding Tony's enforcers.
Personality:
Possible links with other potential characters: Richard has lived his whole life in Baldur's Gate, so there are plenty of opportunities to have meet and befriended other players who have also lived in Baldur's Gate for some time. Anyone who has had to have dealings with the criminal element in Baldur's Gate, may have met Richard. Anyone who is looking to have their character be from the streets or a criminal gang, could be a former member of one of Richards gangs. Richard likes to gamble (and cheat), so another players character may have meet Richard that way. Richard is looking to get into adventuring, so he may have met and befriended another character to help get into that life.
Character Link: https://ddb.ac/characters/42096341/gAe7rb
David Gearlock | Human | Artificer | Revenge Heist
Knox | Warforged | Cleric | Shadowthorn's Out of the Abyss
fyi - you rolled 4d6, not 4d6 drop lowest.
Ability scores: [4d6dl1rr1] [4d6dl1rr1] [4d6dl1rr1] [4d6dl1rr1] [4d6dl1rr1] [4d6dl1rr1]
Name: Crackling Fire
Race: Kenku
Class: Rogue(Scout)
Background: Criminal/Spy
Homeland: Lord's Alliances, Waterdeep
DM Only:
Allies and Rivals:
Allied with The Hallowed Eye, a rising thieve's guild focused on fencing, theft, and selling goods, but also for cracking down unknown criminals and supporting the cities infrastructure with their own resources while working with the local guard.
Rivals with Illeon Ravenor, a guild master of the Lavish Traders, a merchant guild focused on selling commodities and other luxurious goods. Became a rival from Crackling Fire stealing from their various artifacts and whatnot during his time as an urchin, painting him as the Sound Mimicker.
Family: Status is unknown, but was taken into care after being recruited into The Hallowed Eye by the surrogate father figure, Emile Arranis, one of the guilds' information brokers.
Fateful moment:
Returning from a day of scouting out potential areas which may house valuables and unwanted criminals in Waterdeep, he had been sent a letter from Illeon Ravenor himself, inviting him to perhaps work in a trade deal to sell an artifact to his guild, as well as helping him layout the area. Upon agreeing and meeting up, however, the promised meeting had turned out to be a trap, aiming to frame Crackling Fire for unwanted high theft and for illegally trafficking precious artifacts. While this was going on, the artifact, an ancient pitch black mirror inscripted with runes had activated after Crackling Fire had attempted to speak in Auran out of fear for his life, and images and sounds of eldritch chants and the sound of brimstone-like lasers bursting out flooded Crackling Fire's mind; the mirror had summoned a horde of small demons which quickly spread out and attacked the guards at the scene. Both Illeon and Crackling Fire had escaped, Illeon the more fortunate of the two with suffering no greater injuries while Crackling Fire came out with the severe loss of hearing and his mind becoming open to infrequent thoughts and images of unknown beings, becoming much more Observant to counterract his loss of hearing.
Backstory:
Crackling Fire was born into Waterdeep the slums of the great city. Living amongst a small refugee camp of Kenku with no sight of his mother or father, he grew into a life of self-survival and independency by stealing from passerby men and women on the streets. He makes a name out of himself for imitating various natural sounds such as thunder, dropping rain, and his favorite: the sound of crackling fire from a warm campfire. He uses these sounds to lull or confuse his targets for a moment, upon which he takes the opportunity to loot from the unknowing man or woman. Eventually, he also steals from a carriage containing a bright golden ring in a discreet yet well-made black box. A man on the front mans the carriage whilst a young man with a guild emblem on his front suit is shown proudly, and after distracting them with what sounded to be carriage being set on fire, he stole the box and left the area. Hearing from his exploits, The Hallowed Eye recruits Crackling Fire into their ranks by tracking down his location by the cases of this "Soulless Mimicker", as he had been dubbed by the locals.
Afterwards, he was raised and taught by the thieves guilds' information broker Emile Arranis, a strict yet collected man, about using his mimicry to greater heights to infiltrate conversations and relay key information. He spent a few years under the guild, hard at work, and growing to become like his surrogate father in tracking down information, valuables, and organizing deals for the organizations; yet he had still much to learn, he often would go out of his way to do unnecessary acts to achieve only a margin of a better outcome, had frequencies to be a kleptomaniac at certain times, and also often had a heavy fear of dying due to his rough beginning in life.
For all his time there, it had been cut short when the fateful day had happened and his hearing had reduced to only hearing slight sounds hear and there, perhaps a shout if it was a feet away from him, but all greater hearing had been lost. For this, he had begun to learn sign language for Common as well as focusing on his sight and lip reading, but his results were obvious in the end: he could not do as he had once done for most of his life.
However, not all hope was lost for him. For one, he had become a keener eye than he used to, and often times he could sense any creatures such as a miniscule demon being kept in a jar to produce never-ending light and a painting which housed a conscious being inside of it. His surrogate father, Emile, thought that he might make a valuable member for the Flaming Fist, a group of mercenaries who spread order and commonly reside in Baldur's Gate, perhaps to work as one of their brokers to get enough gold for his hearing to hopefully be cured from a priest of Pelor. He left soon afterwards to Baldur's Gate with supplies and a farewell to his guild, and after some trials into being accepted, he was drafted into the Flaming Fists as one of their scouts and able-bodied rogues.
Crackling Fire begins his life anew, with lost hearing and the sight of eldritch beings arising from the ground, his organization left behind whilst Illeon Ravenor attempts to track his whereabouts to settle their conflict, what may unfold in the future is set by the chances and actions of his companions and himself.
Possible links with other potential characters: Worked in a thieves guild in Waterdeep and frequented various merchant guilds, may have went to a few taverns within the city as well for meetings and discussions.
(I can't edit my original post for some unknown reason, so I'll be rolling my ability scores here as a reply instead)
16 14 15 12 15 16
Character sheet: https://ddb.ac/characters/43250244/S0cOoJ
Just use the site’s dice mechanic, you keep doing weird stuff lol. 4d5?
4d6dl1ro1 is what you want
Paladin - warforged - orange
Look, it's been a good 5 months or so, give me a break. I'm kidding, I'm still trying to get the flow back into DnD after a bit, so bear with me.
I wasn’t trying to be mean, I’m sorry. Just teasing 😂
Paladin - warforged - orange
No worries, I'm just pretty nervous since it's been awhile since I've properly been properly playing DnD, so don't expect me to remember a lot of what I forgot. Anyway, good luck, and I hope you and I might both get chosen to be in the campaign.
Thanks! I adjusted my character.
Ability scores: 16 16 10 16 17 11
Name: Durthek
Race: Mountain Dwarf
Class: Forge Cleric
Background: Should include, homelands; Rivals and Allies, Family if any.
Possible links with other potential characters:
STR: 17+2 = 19
DEX: 14
CON: 15+2 = 17
INT: 12
WIS: 17
CHA: 12
Homeland: 51 Island Kingdoms
Background: 84 Urban Bounty Hunter
Settlement: 81 Moonshae Isles
I had the character concept in broadstrokes before this... but that would certainly make for something other than a sterotypical dwarf from the mountains! Don't have the book with the tables referenced, so I'm rolling w/in XGE to flesh out some of that other stuff.
Parents: 44 Known
Birthplace: 13 Born at home
Siblings: 4 Has 1d3 siblings
Birth Order: 9 Is the older sibling
Number of Siblings: 3
Family: 95 Raised by single mother
Where's Dad?: 1 Dead
Cause of Death: 7 Natural causes (disease/old age)
Family Lifestyle: 9 Poor
Childhood Home: 45 Large House
Childhood Memories: -5 I am still haunted by my childhood, when I was treated badly by my peers.
I became a cleric because... : 6 I saw the injustice and horror in the world and felt moved to take a stand against them.
Age/Life Events: 60 40 years old, life events 6
Life Event 1: 59 You went on an adventure. Roll on the Adventures table to see what happened to you. Work with your DM to determine the nature of the adventure and the creatures you encountered. 89 You were terribly frightened by something you encountered and ran away, abandoning your companions to their fate.
Life Event 2: 84 You spent time working in a job related to your background. Start the game with an extra 2d6 gp.
Life Event 3: 15 You gained a bit of good fortune. Roll on the Boons table. 9 You found a treasure map.
Life Event 4: 88 You fell in love or got married. If you get this result more than once, you can choose to have a child instead. Work with your DM to determine the identity of your love interest.
Life Event 5: 40 You committed a crime or were wrongly accused of doing so. Roll on the Crime table to determine the nature of the offense and on the Punishment table to see what became of you.
Crime: 4 Extortion
Punishment: 9 You were caught and convicted. You spent time in jail, chained to an oar, or performing hard labor. You served a sentence of 1d4 years or succeeded in escaping after that much time.
Fateful Moment: 17
***Ugh, somewhere along the way it started rerolling everything.
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
((I was doing good up until I tried to do a Fateful Moment roll, then they all went to heck. Rolling that again here, at least I posted the outcomes of all of the other stuff. I've summarized and posted his backstory below.))
Fateful Moment: 11
A Red Wizard of Thay tortured your family to death before your very eyes, and in a fit of blind rage you killed the cruel wizard with a skewer from your fireplace. You have the Mage Slayer feat from the Player’s Handbook.
Name: Durthek Emberfist
Race: Mountain Dwarf
Class: Forge Cleric
Background: Urban Bounty Hunter
Ally: A fellow mentee under the fellow that taught him the trade.
Backstory:
Durthek sighs, lying back on his cot, his mind wandering back as it often does in the quiet, dark moments of the night to everything that led him to his current situation. It all comes back to the decisions his parents made, though he's not so uncharitable as to call it their fault. But he certainly didn't have a typical dwarven upbringing, and the circumstances that befell their family wouldn't have happened if they hadn't felt the need to see the world.
His parents did have the typical dwarven childhood... mountain hold echoing with the ringing of pick and forge. But pricked with an urge to travel, they ended up far from the dwarven mountains, setting up a smithy way out in the Moonshae Isles, where dwarven craft is hard to come by. A few years later, Durthek was born, and his two youngers sisters and younger brother in the years after. They had a thriving business, and thriving family, even all these years later Durthek can't help but smile at those bright memories of his early years.
The smile fades, as did the joy in his family's life, with the passing of his father by the time Durthek was ten. Some wasting disease that ravaged his proud, muscular frame, leaving him a frail wreck, bed bound and reliant on constant care. Their mother worked long hours at the forge, Durthek assisting as the oldest, while his siblings attended their father. Much of their wealth went to treatments that didn't work, and by the time the disease finally claimed him, they were poor. They still had the home and the forge, but had to scrape to afford material, much less food. Being the only family of dwarves and being successful is one thing... being the lone dwarves and destitute is another, and the other youths were not kind.
Their mother did the best she could, working long hours in the forge when she had orders, taking odd jobs around town when she didn't. She taught Durthek and his siblings how to smith, and as he got older and more capable, he was able to help out more, and they were able to take on larger jobs... but that too did not last. He never learned all the details, but his mother undertook a job for a woman in red... after completion of the job, the woman in red had many questions, questions about his father, and what he'd been working on ten years ago, before he got sick. His mother, in a rare fit of anger, ran the woman in red out of the forge.
But... she returned, with yet more questions that night, when they lay sleeping. The woman broke into their home and immobilized them with magic, systematically torturing him and his siblings in an attempt to get information from his mother. Her protesting screams and tears didn't seem to deter the mage, and it was only when the mage drew close to better hear his mother's whispered plea and received a dwarven headbutt, that Durthek was freed of the paralysis. Taking up a poker, he put all his strength into the swing, dealing a fatal blow, but the mage was able to get off a spell. He was thrown clear, but the mage and his family were all claimed by the explosion that collapsed their home into flaming rubble.
He fled the Moonshaes as soon as he could, and after answering a notice looking for some muscle for hire, kind of fell in with a bounty hunter. His new employer, a gruff old human, taught him the finer points of pursuing and detaining targets, and he got pretty good at it over the years, taking personal pride in tracking and apprehending magic users. They never seem to expect a hammer to the nose, and somehow that almost never fails to muck up whatever they're casting.
((Life Events: Not sure how much or which of these you'd be interested in pursuing, but the crime one plays the largest roll in his backstory.))
After spending much of his 20s and 30s hunting bounties, first with his mentor, then later on his own, that chapter of Durthek's life came to a close as well... through his own actions. A minor noble was involved in a criminal enterprise, the leader of which was Durthek's quarry. At the time, it seemed logical to break into the noble's house, tie him up and demand information... in hindsight, it kind of looks bad from the outside. He'd only lightly slapped the noble around (no more than one black eye and only one tooth knocked loose), but when they were able to kick a foot up and catch him in the stones and hammer, well, he saw red and grabbed the first thing at hand... a fireplace poker.
If it had been anything else, he might have gone up on a murder charge. The poker snapped him back to the night the woman in red came to visit his family and he picked up a different poker in anger... and instead, that old memory bled the anger away as he threw down the poker and fled.
So instead of murder, it was unlawful entry, assault on a nobler person, extortion, and abduction with intent to harm, though his lawyer got that last one knocked down since he didn't remove the noble from his home. Still... it meant jailtime.
When he was hunting bounties, Durthek always thought of himself as the good guy... sure, sometimes his means were a bit rough, but the ends justified his actions. Being forcibly removed from society eventually gave him a bit of perspective, though life in prison was not what one would call enjoyable. Eventually, he was given the opportunity to join a prison work force, and spent his days working a forge under watchful eye and crossbow. He rediscovered his love of the craft, and was converted by another dwarven prison worker to the worship of Tharmekhûl, The Tender of the Forge. Having found work that satisfies him, and religion that nourishes his soul, Durthek was a model prisoner... and was given early release after a few years behind bars.
Turns out, not many places want to hire an ex-con dwarf with a somewhat shady background. Luckily or unluckily, the Flaming Fists have few such compunctions. If you can swing a weapon, look tough and follow orders, that's good enough. And capable smiths are always needed. So, Durthek finds himself drifting off to sleep in the barracks, surrounded by the snoring and farting of his fellow Fists.
Possible links with other potential characters:
Redric Ironeater: Durthek, having been raised outside of dwarven society, and fairly recently reconnecting through a return to the forge and catching religion, would have a tendency to seek out other dwarves, to (perhaps subconsciously) absorb what bits of culture he can. Though with Redric's bent towards the arcane, Durthek may be more 'traditional' than the other dwarf. They are both ex-cons, and have been bounty hunters in the past. Muscle and magic for hire! Probably the strongest possible link for Durthek.
((In talking to Redric's player, we developed a backstory involving being partners in a bounty hunting business that went under when we both got pinched and locked up for playing a little fast and loose with the law. We're out now, and looking to figure out what the world has in store for a couple of dwarven ex-cons.))
Brummin Brindleheart: Fellow dwarf, so would have that desire for connection.
Kulogall: Not sure on the timing of things, as Durthek left the Moonshaes about 20 years ago, but they'd have that in common (though not all of Durthek's memories of that time are pleasant), and if Tritons are not uncommon there, he'd make that connection. If the right questions are asked in the right places or times, Kulogall may learn that in a former life Durthek was a bounty hunter specializing in catching magic users.
Febe: Though she wouldn't be likely to find herself in the forge, as a fellow inmate with a religious pursuit, they may have crossed paths in the prison chapel, or taking part in non-denominational services, or in preaching to inmates.
Kosef Starag: If they work at the jail, they may know Durthek.
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
And I finally finished writing her up.
Name: Morwen Nailo
Background: Cloistered Scholar
Race: Elf
Class: Either going Monk (way of mercy and focusing on healing and helping others with a possible cleric multiclass) or a Fathomless Warlock (focusing on support abilities and controlling the battlefield)
Morwen Nailo is an elven scholar from Eveska seeking to uncover the mystery of a vision she saw involving the city of Baldur's Gate. Easy ways for her to know people is if they are scholars or knowledgeable people as she is seeking such people out for information.
Backstory+personality:
Morwen grew up in the hidden city of Eveseka. Her father was a great scholar. He instilled in Morwen and her younger brothers a love of learning. When they were old enough, Morwen and her younger brother Gildor both took one of their fathers original books and went to Candlekeep to study. Morwen focused her studies on the histories of the gods and angels and the formation of the world. Gildor went in the direction of studying aberrations and strange creatures from planes beyond. One day as Morwen was studying in the library, Gildor excitedly rushed in. “You won’t believe what I found sis! A ritual to speak with a being from beyond. Look here!” Together they poured over the tome for weeks. Finally they felt ready to try and use the ritual. Late one night they snuck into one of the high mage’s offices, stole the required components, and hurried to one of the mage practice rooms in the library.
As they started the ritual the room began to flicker. A crack appeared in the air before them, a black void. Out of the void they heard a cacophony of whispers. As they called out the name they had found in the book, the whispers got louder. After what felt like ages of calling out, of asking questions, and only being answered by the unintelligible whispers, Morwen looked around the room and to her horror saw only inky blackness. She reached out and grasped Gildor’s hand only to find it icy cold. He sat next to her staring at the void in front of him, unmoving and unseeing. As she began to panic she heard a soft gravelly laugh behind her. Turning around she saw a shadowy humanoid figure devoid of any detailed characteristics sitting cross legged. The creature asked her to sit. The price had been paid and she could ask of it anything she desired. Morwen asked what had become of her brother. “He is being prepped as a vessel,” was the response. “A vessel to save the world.” Morwen saw flashing before her the world in flames, giant fiends and demons clashing, a flaming halo, and finally the flag of Baldur’s Gate. As her vision returned, the figure asked, “Will you take his place? Go to Baldur’s Gate. Do your duty.” As Morwen nodded, she felt her body turn cold and her vision went black.
Morwen woke up to Gildor shaking her. As she told him what had happened, she knew she had to go to Baldur’s Gate to find out what she had to do. After making sure Gildor wouldn’t follow her, she set off for the city. Once she arrived she took up a position with the Flaming Fist to keep an eye on anything worrisome that might happen in the city as she began to search for any signs of her vision. And ever since the ritual, Morwen has had a coin with a shadowed figure on it in her pocket, no matter what she does with it, it always returns to her pocket.
Father - Voronwe Nailo - A scholar if Eveseka who specialized in the study of Elven history.
Brothers: Gildor Nailo - 1 year younger, studied at Candlekeep with Morwen and was part of the ritual she did. They were always the closest of friends and after she saved his life, Gildor will do anything for her.
Lindir Nailo - 5 years younger, studies in Eveseka with their father
Morwen is generally a bit quiet, having spent most of her life studying in a library. She stumbles through social situations and misses most social cues. She tends to be oblivious to her surroundings when she gets excited trying to learn something and is easily distracted if she can discover new knowledge. In combat, she tries to stay behind as she is new to fighting and combat. She really likes to help others and will go out of her way to help people.
Connections to others:
For the characters who frequent taverns (G'orm, Brummin, and more), Morwen frequents taverns to hear any gossip that might inform her about anything her vision showed her.
Morwen would like Alion due to how noble he is and would think he could be a good ally.
Febe and Morwen could bond in training as neither of them are fighters but want to help people.
Morwen would be fascinated by Ari's dreams and would think that they could help uncover why she was sent here.
Roakkad with him waiting for a sign form his god and his connection to Elturel would be fascinating to Morwen
She could have searched for Astra Andasca after hearing about Elturel to see if that is connected to her visions.
Sorry if I missed it, but when does recruitment end?
I didn't see any mention of a time...
Quoting since the question came up...
Thanks.
Oh hey @Gamo! Long time no see! Good to see you back. I hope you’re feeling better?
We’ve played before, and I love your DM style. I hope I’m not too late? I’m happy to fill any party gap. If you’d like me on board, let me know :-)
Either way, have a good one!
I’ve pulled a cool character together below, that I’d love to play, but I’m pretty flexible if you need something else :-)...
Ability scores: 11 10 16 10 14 17
Name: Ash (Ash of the Fire)
Race: Tabaxi
Class: Rogue (old school Thief)
Portrait:
Background (Should include, homelands; Rivals and Allies, Family if any):
Ash left her clan in the Moonshae Isles when she was relatively young. Never content with the confines of a tribal existence, her lust for riches and adventure was simply too great to ignore, often getting her into trouble with the law. Thrown out by her own family in disgrace, she’s wandered far and wide: through the wilds; and from village, to town, to city. And she's picked up a trick or two along the way. Getting by on her wits and cunning, she's equally at home hidden in the shadows or in a party in high society, relying on her natural charm and exotic background to navigate any scenario. Making as many enemies as friends though, she never stays in one place for very long. Although she always has a story for those who will listen (or for those who buy the drinks).
((Further details in the Heroic Chronicles rolls spoiler below))
Possible links with other potential characters: (coming...)
Heroic chronicle rolls:
Homelands (d100):
90 underdark(overruled: Island Kingdoms)Background (d100): 35 Criminal
Social status: 1x ally
Home settlement (d100): 72 Moonshae Isles
Home settlement type: ’Island Kingdoms’
No. of parents (d100): 58 2 living parents
No. of siblings (d100): 82 2d4 siblings
Siblings (2d4): 6 living siblings
Powerful family relationships: 2
Relationship #1 (d100): 50 (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).
Relationship #2 (d100): 32 (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).
Ally #1 relationship (d100): 41 (This ally is a loyal pet. Rather than rolling on the Ally and Rival Identities table, choose one beast of CR 1/8 or lower as your pet).
Ally #1 identity (d100): 71 Gladiator (+1 fateful moment)One Fateful moment (variant rule if allowed) (d20): 13 (You tumbled off a cliff and suffered a fall that should have killed you. When you awoke, you saw a figure that you believed to be the goddess Mystra in the distance through your bleary vision. You now occasionally hear her voice in your dreams, telling you strange secrets about the Weave. You have proficiency in the Arcana and Religion skills).
Favourite food (d8): 41Favourite food (d8): 6 (Skyr with wild berries—a dessert made from buttermilk yogurt and topped with sweet Northlander berries like tharberry, laumberry, and blooddrops. Favored by common folk).
Mysterious secret (d20): 4 (While sleeping in an inn in Waterdeep, I overheard a conversation through my window about a gold dragon living somewhere beneath the city. That can’t be right, though—the dragonward keeps all dragons out of Waterdeep. (Waterdeep: Dragon Heist) ).
Prophecy inspiration: 4 (I will steal a vast amount of wealth from the Bregan D’aerthe, but I will make enemies that will haunt me until I die).
GILLAIN OF ATHKATLA - Human Paladin - Into the Mists PHILLIP THE GRUNG - Grung Eldritch Knight - Tomb of Annihilation
ROBWIN WINDROBE - High Elf Wizard - Dragon of Icespire Peak EVE DARKSHORE - Tiefling Warlock - Rime of the Frost Maiden
ASH OF THE FIRE - Tabaxi Rogue - Ghosts of Marshswamp LIA STARBORN - Aasimar Bard - Out of the Abyss
First and foremost, I would like to thank you for running this game. I had never before used the Heroic Chronicle style of character creation, and it is fantastic! So even if my character is not selected, I've already really benefited from your campaign. Thank you.
Ability scores: 9 15 12 12 14 15
Bandar Stoneshaft, mountain dwarf bard
As an older player - not particularly experienced, but older - I'd really like to try playing a middle-aged character. Bandar is fast approaching 100 years of age. He has one living parent, two siblings, and three grown children. One of his brothers, Dorrin, was responsible for the accident that took the life of Bandar's wife. One of his children - okay, it's his one daughter - loves him more than anything, and even more than his sons, she would do anything for him.
Bandar was born in Waterdeep, and when he was old enough he joined the local militia. When his father passed away, he retired his commission and returned to his ancestral home in Thornhold. He tarried there at the clan keep after meeting Froda, the woman who would become his wife, and they settle down and had a family. The youngest of the children had not quite coming to her own when the disaster struck that took the life of Froda. Bandar returned to Waterdeep, where he now shares the songs and stories of his clan and learns the stories of the peoples around him. He is also a crafter of fine instruments, and has a solid reputation among the musicians of Waterdeep.
Bandar's children live with the clan at Thornhold, but Bandar tends to stay away. The place is simply too full of memories of his wife, and his relationship with Dorrin, while not broken, is definitely awkward. Bandar, too, has his secrets, including a prophesy; with typical dwarven reticence, however, he is loath to share these things.
As the story begins, Bandar has travelled to Baldur's Gate on the way to the Cloakwood, where he was to oversee the harvesting of a particular wood for his lutes. The lutes will have to wait.
Bandar has a potential connection to Irusk, who long resided in Thornhold. He may also know Crackling Fire of Waterdeep, and may even have been a victim of the kenku's larceny.
Thank you all for the great work and characters you have made.
It's taking me longer to read them all and decide.
I ll send PM tomorrow for those selected and a few more questions to others.
The PMs have been sent.
I m very sorry for those not included in the campaign. It was really hard choosing. You all had great characters.
Hope to see you on other adventures soon.