Commander Armalis Trame, Associate Professor of Applied Tactical Arcanery at the recently formed Westbridge War Academy in Neverwinter, never pictured himself as an officer or a magician.
Born to half-orc parents in the city of Neverwinter, Armalis is the youngest of three boys. Their parents worked as guardians at the Wall and were both slain by threats from the Chasm when Armalis was very young. He has only a few, precious memories of them.
The children were raised in a group home formed for the express purpose of tending those orphaned by the chasm. Their lives were relatively normal, and they had each other and a few close friends at the home and in the streets. There they were educated in practical trades. Armalis’s brothers trained in blacksmithing. Chival still works as a tradesman, while the eldest brother, Githro, is an adventurer. They remain on good terms, although they do not approve of Armalis’s use of magic.
Like his brothers, Armalis was capable and hardy, and grew fond of physical sport and combat. As a child, he would wrestle with the other boys. As a teen, he would spar with with old weapons he and his gang scavenged from the city’s ruins. This pursuit led him to join in the work at the Wall himself as a guard and soldier.
One day, as he and his brother Chival were playing in the ruins, they happened upon an old chest. Dragging it back to Chival’s smithy, they broke it open and discovered a series of arcane tests. Chivas wanted to sell them, but Armalis pored over the books. The experience awakened a hunger for more knowledge. He thus enrolled in night courses at a small arcane college, focusing his elective courses in arcane combat. Both of his brothers scoffed at the notion that there might be a wizard in their family, but Armalis was determined.
The Westbridge War Academy was formed by Lord Neverember from a desire for the enforcers out of Mintarn to be replaced by respectable, local guards who have a personal interest in the city’s defense. Armalis lacked a noble name or prestigious educational pedigree, but his connections made through his work on the Wall and his magical studies allowed him to attain the rank of Lecturer. After several years he was promoted to Assistant and then Associate Professor of Applied Tactical Arcanery.
This is not to say that Armalis’s adult life has been entirely free of troubles. Last winter his girlfriend of several years, Nataly, another guardian at the Wall, disappeared without a trace.
Traits, Ideas, Bonds, and Flaws: I’m willing to listen to every side of an argument before I make my own judgment; Logic: Emotions must not cloud our logical thinking. (Lawful); Knowledge. The path to power and self-improvement is through knowledge. (Neutral); Bond: I work to preserve a library, university, scriptorium, or monastery.; Flaw: I am easily distracted by the promise of information.
Links With Others: Armalis is used to working together in a disciplined setting. As a military educator, he is also prone to take a leadership role. He is thus capable of working with anyone toward a common goal.
Stats: STR 10 , DEX 16 , CON 14, INT 14, WIS 12, CHA 8
Backstory:
*Once I return home, I will type up more of it:
- Gambled her parents' money away
- Was kicked out of her parents house after they found out (she was about 16 at the time)
- Took out loans in an attempt to recoup her gambling losses. It's usually result in more losses, but she won often enough that it motivated her to continue playing.
- The group she took out loans for eventually decided to threaten her life due to their loans going unpaid.
- She attempted to hide out in the woods, but when the loan group went after her parents for payment, her parents hired an experienced ranger to locate her, had her escorted back to the city, and then sold her to slavery.
- At some point, the slave caravan was ambushed. Although the captors on board were initially relieved at their freedom, as the Drow surrounded them, they knew that things were about to get even worse...
Svrf grew up as the only child of his parents, in Silverymoon in the north. They were not particularly affluent, but they got by, living in the basements beneath the Vault of the Sages, one of the Conclave’s most coveted and prestigious libraries. Lack of siblings did not mean lack of playmates, as they shared the basement spaces with a small, tight-knit community, consisting primarily of other deep gnomes, though there was also a warren of kobolds. Indeed, Svrf and his childhood mates got up to much mischief in and around the university grounds. That was a long, long time ago, though a reminder of those days persists in his dreams.
One fateful night, young Svrf tumbled from one of the towers while dancing precariously along its parapet. The fall should have killed him, but instead he awoke to a mysterious figure over him, who could only be the goddess Mystra. From that night forward, to this day, he occasionally hears her voice in his dreams, telling him strange secrets about the Weave. He does not know if this is real, or some trauma from the fall, and is embarrassed to speak of it. He elects to believe, despite a grain of scholar’s skepticism.
Svrf’s mother, a bookbinder, passed some years back; but his father continues to assist the night librarians, mostly filing. His dad had never showed much talent in the field of magic, but the tall and perilous ladders had proven incentive enough for the old gnome to master the art of levitation. Sometimes Svrf had caught him indulging in his own research and studies, though he was ever secretive about it.
Svrf found himself attracted to the study of Archaeology, and pursued it with a passion. Ultimately, after what seemed a lifetime at the university, he struck out for adventure. He would make discoveries of his own, and write treatises on them that others could read, sitting about in libraries. He was quite done with sitting about himself!
Except in meditation, that is. Of late, Svrf has been reading an old text purported to have been from the Spirit Soaring (Edificant Library). With its passages and illustrations, he has been teaching himself the ways of... whatever monastic tradition had created it. He hasn’t gotten that far, as yet, and it is a long path, made longer for being self-taught.
Links with Other Applicant's characters: One of his recent assignments found him near the dwarfhold of Mulgard, in the service of Duradin Mulheim @MrTweedeh, who sought a lost treasure of his noble house. Before much progress could be made, however, they were set upon by a party of Duergar and taken to the Underdark. Also, Svrf might get on well with the kobolds three @kaemgen, as he had some as friends, back home.
Note to DM: Leporiphobia. While he won’t admit outright to being afraid of rabbits, he is at least wary of them, and harbors a deep mistrust of hares and their ilk. Of all the surface creatures he has encountered, he simply can’t abide them.
Very unconventional, and probably totally ridiculous... But I propose: The Kobolds Three
Names: Moxo, Zenga & Fred
Class:
Fighter / Arcane Archer (using a slingshot instead of a bow, because he is tiny...)
Wizard
Cleric
Stats rolled 4d6 drop lowest; reroll ones once (only rolled stats allowed)
Fighter Ability scores: 12911141512
Wizard Ability scores: 121512121113
Cleric Ability scores: 161310141716
Background: I think Urchin / Criminal / Charlatan mix between them?
Back Story: Siblings from the same warren, everyone was family, and nobody. They were all part of the warren and other details were unimportant. Each of the three strove to do their best for the warren and the others, to make life, home and work better, more efficient and happier. And, of course, to care for the eggs. It was this last portion... Moxo, Zenga and Fred had been on an excursion outside of the warren to hunt for warm hays, cloths and if lucky enough aromatic herbs with which to improve the newest egg nest when there was suddenly noise, pain and then... Blackness. They had known nothing but the warren and some scant forays to the surrounding area before awakening as prisoners...
The Schtick - The Kobold Three are inseparable and barely go three feet from each other. They're like a trio of puppies always climbing on each other, pushing each other, urging each other into action. They're also a bit hesitant and reluctant and cowardly. My concept is they would baby amongst themselves and talk over each over at all times and I would do my best to make them humorous... Unfortunately I am not that funny. Mechanics wise - Each round only one of them would actually take an effective action. I'm NOT looking to play three characters and dominate a game, I just like the concept of three Kobolds all yipping and yapping each round til one is pushed forward to do something, and afterwords they duck and jump to the back of the pile and start yelling at each other to do something again... I've never tried anything like this and not sure how it would work out, story or mechanics wise. But the concept really tickles me so I figure I'll throw it out there. *shrug*
Links to other Adventurers: Few, by design. The Kobolds stayed underground as much as possible and avoided contact with the outside world - Fearful of such situations as the one they currently find themselves in! Still, we're all in this predicament together and, as kobolds, the Three are familiar with banding together with whoever is around to get the job done for the common good...
Final note: Obviously anything and everything on this concept is changeable to what works, if any of it works at all for your campaign. Could change classes, could have them leveled behind the rest of the party, story could change. But as I said... I expect it too unusual, I just wanted to write concept out anyway :)
If it gets somewhat on the overpowered side (not because of the action economy as mentioned, but rather because of out of combat resources, spell slots, and all...), another option would be having one Kobold full character with the variant Noble (Knight) background from the PHB, in order to have 3 other kobold Retainers around helping out.
Really not sure best mechanical way to do and would be willing to experiment, adjust, change, retcon as we went along. I suppose could make a multi class sheet but then they’d all share hit points and... yeah, fun concept but wonky I guess.
Actually, that is a pretty funny idea. I think that they can be separate characters, but they share hp. At certain thresholds, one random kobold drops unconscious and death saves as usual.
Make it so they are (together with the retainers feature) a bard. The “retainers” are the band. Put one on maracas, one on Spanish guitar, and one on tambourine.
I'm good with either what I said or use of the retainers feature. If you go with what I said, they would have total hp comparable to a fighter of the same level.
Very unconventional, and probably totally ridiculous... But I propose: The Kobolds Three
Names: Moxo, Zenga & Fred
Class:
Fighter / Arcane Archer (using a slingshot instead of a bow, because he is tiny...)
Wizard
Cleric
Stats rolled 4d6 drop lowest; reroll ones once (only rolled stats allowed)
Fighter Ability scores: 12911141512
Wizard Ability scores: 121512121113
Cleric Ability scores: 161310141716
Background: I think Urchin / Criminal / Charlatan mix between them?
Back Story: Siblings from the same warren, everyone was family, and nobody. They were all part of the warren and other details were unimportant. Each of the three strove to do their best for the warren and the others, to make life, home and work better, more efficient and happier. And, of course, to care for the eggs. It was this last portion... Moxo, Zenga and Fred had been on an excursion outside of the warren to hunt for warm hays, cloths and if lucky enough aromatic herbs with which to improve the newest egg nest when there was suddenly noise, pain and then... Blackness. They had known nothing but the warren and some scant forays to the surrounding area before awakening as prisoners...
The Schtick - The Kobold Three are inseparable and barely go three feet from each other. They're like a trio of puppies always climbing on each other, pushing each other, urging each other into action. They're also a bit hesitant and reluctant and cowardly. My concept is they would baby amongst themselves and talk over each over at all times and I would do my best to make them humorous... Unfortunately I am not that funny. Mechanics wise - Each round only one of them would actually take an effective action. I'm NOT looking to play three characters and dominate a game, I just like the concept of three Kobolds all yipping and yapping each round til one is pushed forward to do something, and afterwords they duck and jump to the back of the pile and start yelling at each other to do something again... I've never tried anything like this and not sure how it would work out, story or mechanics wise. But the concept really tickles me so I figure I'll throw it out there. *shrug*
Links to other Adventurers: Few, by design. The Kobolds stayed underground as much as possible and avoided contact with the outside world - Fearful of such situations as the one they currently find themselves in! Still, we're all in this predicament together and, as kobolds, the Three are familiar with banding together with whoever is around to get the job done for the common good...
Final note: Obviously anything and everything on this concept is changeable to what works, if any of it works at all for your campaign. Could change classes, could have them leveled behind the rest of the party, story could change. But as I said... I expect it too unusual, I just wanted to write concept out anyway :)
I love this!! Haven’t applied to this thread yet but this is a really interesting idea. 👍🏻😃
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A wizard is never late, nor is he early, he arrives precisely when he means to.
I'm good with either what I said or use of the retainers feature. If you go with what I said, they would have total hp comparable to a fighter of the same level.
I figure that by doing the Cleric & Wizard as a multi class it helps to make sure they wouldn't have excessive spells or spell slots. Also trying not to maximize these guys out, I'm not one much for that anyway but their purpose is more fun than to be the main force... Though I don't want them to be a detriment either.
I mean, I think it's a cool experiment. Seems like each kobold having its own class would give you a lot of ability flexibility, but if the DM ok's it that's not a bad thing either. If ever there was a "rule of cool," seems like it would apply in this case. Then again, the DM I am not, nor have players yet been chosen. For the benefit of the future party, myself included or not, I hope the Kobolds Three make the cut.
Hjalrus Strakeln, mountain dwarf soldier, ranger specializing in the underdark
Her squad was on routine patrol in order to determine what the hateful drow and their spider worshipping lackeys were plotting when they were ambushed. She woke up with a splitting headache, naked and chained to a cavern full of what used to be strangers...
Good morning (or whatever time it is for you)! Thank you for all the amazing applications. There are so many I could never pick just 5, so, I'm going to run 2 separate groups of 6. Party 1 has already been selected, and will be PMed shortly. Party 2 will be picked tomorrow! Have a great day!
Good morning (or whatever time it is for you)! Thank you for all the amazing applications. There are so many I could never pick just 5, so, I'm going to run 2 separate groups of 6. Party 1 has already been selected, and will be PMed shortly. Party 2 will be picked tomorrow! Have a great day!
Good news, thanks DM. Good luck to party 1 (which I really hope had the Kobolds Three in it!), and fingers crossed for party 2!
Good morning (or whatever time it is for you)! Thank you for all the amazing applications. There are so many I could never pick just 5, so, I'm going to run 2 separate groups of 6. Party 1 has already been selected, and will be PMed shortly. Party 2 will be picked tomorrow! Have a great day!
Out of interest, when will the adventures of each group be starting?
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(Please see Post #10 for my ability score rolls).
Name: Armalis Trame / https://ddb.ac/characters/43778819/WrdrJQ
Race: Half-Orc
Class: Fighter (Eldritch Knight)
Background: Sage
This Is Your Life:
Traits, Ideas, Bonds, and Flaws: I’m willing to listen to every side of an argument before I make my own judgment; Logic: Emotions must not cloud our logical thinking. (Lawful); Knowledge. The path to power and self-improvement is through knowledge. (Neutral); Bond: I work to preserve a library, university, scriptorium, or monastery.; Flaw: I am easily distracted by the promise of information.
Links With Others: Armalis is used to working together in a disciplined setting. As a military educator, he is also prone to take a leadership role. He is thus capable of working with anyone toward a common goal.
Ability scores and placeholder pending more detailsAbility scores: 14 17 11 14 15 15Withdrawn I hope you all have a good adventure!
Name: Kozvul Vosk
Race: Variant human
Class: Rogue
Background: Gambler
Stats: STR 10 , DEX 16 , CON 14, INT 14, WIS 12, CHA 8
Backstory:
*Once I return home, I will type up more of it:
- Gambled her parents' money away
- Was kicked out of her parents house after they found out (she was about 16 at the time)
- Took out loans in an attempt to recoup her gambling losses. It's usually result in more losses, but she won often enough that it motivated her to continue playing.
- The group she took out loans for eventually decided to threaten her life due to their loans going unpaid.
- She attempted to hide out in the woods, but when the loan group went after her parents for payment, her parents hired an experienced ranger to locate her, had her escorted back to the city, and then sold her to slavery.
- At some point, the slave caravan was ambushed. Although the captors on board were initially relieved at their freedom, as the Drow surrounded them, they knew that things were about to get even worse...
Ability scores: 10 14 18 12 12 10
This is Your Life:
Parents: 75
Birthplace: 88
Siblings: 3
Birth order: 7
Family: 34
Family Lifestyle: 10
Childhood Home: 70
Childhood Memories: 8
I became an urchin because: 4
I became a monk because: 5
Life Events by age: 79 6
Life Events: 72 45 31 59 51 53
https://ddb.ac/characters/43856748/wS1pak
Name: Svrf Lazuli
Race: Deep Gnome
Class: Monk
Background: Archaeologist
Svrf grew up as the only child of his parents, in Silverymoon in the north. They were not particularly affluent, but they got by, living in the basements beneath the Vault of the Sages, one of the Conclave’s most coveted and prestigious libraries. Lack of siblings did not mean lack of playmates, as they shared the basement spaces with a small, tight-knit community, consisting primarily of other deep gnomes, though there was also a warren of kobolds. Indeed, Svrf and his childhood mates got up to much mischief in and around the university grounds. That was a long, long time ago, though a reminder of those days persists in his dreams.
One fateful night, young Svrf tumbled from one of the towers while dancing precariously along its parapet. The fall should have killed him, but instead he awoke to a mysterious figure over him, who could only be the goddess Mystra. From that night forward, to this day, he occasionally hears her voice in his dreams, telling him strange secrets about the Weave. He does not know if this is real, or some trauma from the fall, and is embarrassed to speak of it. He elects to believe, despite a grain of scholar’s skepticism.
Svrf’s mother, a bookbinder, passed some years back; but his father continues to assist the night librarians, mostly filing. His dad had never showed much talent in the field of magic, but the tall and perilous ladders had proven incentive enough for the old gnome to master the art of levitation. Sometimes Svrf had caught him indulging in his own research and studies, though he was ever secretive about it.
Svrf found himself attracted to the study of Archaeology, and pursued it with a passion. Ultimately, after what seemed a lifetime at the university, he struck out for adventure. He would make discoveries of his own, and write treatises on them that others could read, sitting about in libraries. He was quite done with sitting about himself!
Except in meditation, that is. Of late, Svrf has been reading an old text purported to have been from the Spirit Soaring (Edificant Library). With its passages and illustrations, he has been teaching himself the ways of... whatever monastic tradition had created it. He hasn’t gotten that far, as yet, and it is a long path, made longer for being self-taught.
Links with Other Applicant's characters: One of his recent assignments found him near the dwarfhold of Mulgard, in the service of Duradin Mulheim @MrTweedeh, who sought a lost treasure of his noble house. Before much progress could be made, however, they were set upon by a party of Duergar and taken to the Underdark. Also, Svrf might get on well with the kobolds three @kaemgen, as he had some as friends, back home.
Note to DM: Leporiphobia. While he won’t admit outright to being afraid of rabbits, he is at least wary of them, and harbors a deep mistrust of hares and their ilk. Of all the surface creatures he has encountered, he simply can’t abide them.
Very unconventional, and probably totally ridiculous... But I propose: The Kobolds Three
The Schtick - The Kobold Three are inseparable and barely go three feet from each other. They're like a trio of puppies always climbing on each other, pushing each other, urging each other into action. They're also a bit hesitant and reluctant and cowardly. My concept is they would baby amongst themselves and talk over each over at all times and I would do my best to make them humorous... Unfortunately I am not that funny. Mechanics wise - Each round only one of them would actually take an effective action. I'm NOT looking to play three characters and dominate a game, I just like the concept of three Kobolds all yipping and yapping each round til one is pushed forward to do something, and afterwords they duck and jump to the back of the pile and start yelling at each other to do something again... I've never tried anything like this and not sure how it would work out, story or mechanics wise. But the concept really tickles me so I figure I'll throw it out there. *shrug*
Links to other Adventurers: Few, by design. The Kobolds stayed underground as much as possible and avoided contact with the outside world - Fearful of such situations as the one they currently find themselves in! Still, we're all in this predicament together and, as kobolds, the Three are familiar with banding together with whoever is around to get the job done for the common good...
Final note: Obviously anything and everything on this concept is changeable to what works, if any of it works at all for your campaign. Could change classes, could have them leveled behind the rest of the party, story could change. But as I said... I expect it too unusual, I just wanted to write concept out anyway :)
Loved this thing up here ^ xD
If it gets somewhat on the overpowered side (not because of the action economy as mentioned, but rather because of out of combat resources, spell slots, and all...), another option would be having one Kobold full character with the variant Noble (Knight) background from the PHB, in order to have 3 other kobold Retainers around helping out.
Art Portfolio
All you need is a really big trench coat.
😃
Really not sure best mechanical way to do and would be willing to experiment, adjust, change, retcon as we went along.
I suppose could make a multi class sheet but then they’d all share hit points and... yeah, fun concept but wonky I guess.
Actually, that is a pretty funny idea. I think that they can be separate characters, but they share hp. At certain thresholds, one random kobold drops unconscious and death saves as usual.
Make it so they are (together with the retainers feature) a bard. The “retainers” are the band. Put one on maracas, one on Spanish guitar, and one on tambourine.
Paladin - warforged - orange
I'm good with either what I said or use of the retainers feature. If you go with what I said, they would have total hp comparable to a fighter of the same level.
I love this!! Haven’t applied to this thread yet but this is a really interesting idea. 👍🏻😃
A wizard is never late, nor is he early, he arrives precisely when he means to.
Kobold Three - Fighter https://ddb.ac/characters/43874266/R31ooE
Kobold Three - Wizard / Cleric https://ddb.ac/characters/43875944/TjYsF1
I figure that by doing the Cleric & Wizard as a multi class it helps to make sure they wouldn't have excessive spells or spell slots. Also trying not to maximize these guys out, I'm not one much for that anyway but their purpose is more fun than to be the main force... Though I don't want them to be a detriment either.
Well why the hell not?? The Kobold Three is going to need someone to keep them herded together and, you know... save their butts on a regular basis!!
I mean, I think it's a cool experiment. Seems like each kobold having its own class would give you a lot of ability flexibility, but if the DM ok's it that's not a bad thing either. If ever there was a "rule of cool," seems like it would apply in this case. Then again, the DM I am not, nor have players yet been chosen. For the benefit of the future party, myself included or not, I hope the Kobolds Three make the cut.
Ability scores: 15 16 10 13 16 9
6 and 6
https://ddb.ac/characters/43897757/PVDN1Z
Hjalrus Strakeln, mountain dwarf soldier, ranger specializing in the underdark
Her squad was on routine patrol in order to determine what the hateful drow and their spider worshipping lackeys were plotting when they were ambushed. She woke up with a splitting headache, naked and chained to a cavern full of what used to be strangers...
Good morning (or whatever time it is for you)! Thank you for all the amazing applications. There are so many I could never pick just 5, so, I'm going to run 2 separate groups of 6. Party 1 has already been selected, and will be PMed shortly. Party 2 will be picked tomorrow! Have a great day!
Good news, thanks DM. Good luck to party 1 (which I really hope had the Kobolds Three in it!), and fingers crossed for party 2!
Bring out your inner chatacter class...
Out of interest, when will the adventures of each group be starting?