EDIT: closed, i've got 8 players already. that should be more than enough for now.
campaign link (I'm not using DDB, but if you are, add them here. google sheets/docs are also okay if you have offline versions of the splatbooks (like me)) https://ddb.ac/campaigns/join/19710541851693824
BACKSTORY:
Hersir Erik Haakonsson is concerned about a new, growing threat in the Weiland, one that may dwarf that of the encroaching border of Alfheimr. He fears the cult of Cleron. Unfortunately enough for him, all he has is a single lead, a strange deceased assassin, and that's it. That's where you come in. Haakonsson is willing to sponsor your party, provided you help him hunt down this mysterious group. With the backing of a noble, and with the power of mercenary adventure work, it should be easy to sniff them out and wipe them out... right?
LORE:
Many, many, years back, before the kingdoms settled themselves, the last god died at the hands of the sorcerer-king Harald Hjaltisson, with the help of the Cusp of Eternity, an ancient artifact said to contain the very essence of divinity within it. But that was long ago, and we need not concern ourselves with that. In the current year, five elven kingdoms exist, and although there is no war ongoing, there is definitely tension between them.
First we have the kingdom of the Weiland, occupying the northwestern part of the elven continent. Ruled by the Witch-King for over two hundred years, its main cities are Weiland, Westin, and Snorri's Rest. The kingdom of Alfheimr is the oldest, and the biggest, and occupies the major western and central area. Led by King Halfdan Ivarsson, its major cities are Alfheimr, Jedholme, Jorkan, and Dunholme. The kingdom of Waldheimr occupies most of the southwest continent, and is led by Queen Freyka Ulfsdotter. It has two major cities; the port of Benham and Bendrik. The kingdom of Theorr occupies the mountain ranges to the northeast and borders the Weiland and Alfheimr. It is ruled by King Ragnar Olafsson and its major cities are Reidton and Benton. The kingdom of Vithann occupies the city of Vithann, near Alfheimr, and stretches southward. It is ruled by King Breivik Vitharsson.
RULES:
Any classes are fine (including blood hunters; they may actually make more sense). Artificers may want to check in with me about it first, though. For clerics, note that the source of your powers is not divine, but rather just the magic within. Yes, its cheesy, I know, but it makes sense. Magic is the music of the world, so go and play a song. Same goes for warlocks. Talk to me to work out the origins of your power. Sorcerers too, although you can downplay the "draconic this and that" and just say you have an innate ability.
For clerics, since there are no gods, talk to me about the religion you're following. We can work it out into the existing lore.
Start at level 5 and with 2 uncommon magic items of your choice. I may ask you to change if its a bit too obvious youre using it to cheese.
I'm not a fan of preordained alignment, or alignment in general, but I'm fine with using it. Elves lean to lawful, and a little bit to evil. Cambions lean to chaotic. Humans lean towards neutrality. I'd like to have at least 1 or 2 evil characters, but please do it tactfully. No murderhoboing, no stupid evil shenanigans, no needless antagonizing, no fueling inter-party rivalries.
There are three races: elves, humans, and cambions. No, seriously, thats it. If you want to play a mixed-race character, just choose one and we'll work it out through roleplay.
Elves are the denizens of the Wildwood, and use hobgoblin stats, sans the darkvision. Elves are more or less norse analogues.
Cambions are the denizens of the Boneyard, and use the half-orc stats, once again, sans darkvision. Culturally they are either Golden Horde (southeastern) or Polish (otherwise). They are NOT demonic or descended from demons. Demons work differently here, but I wont go into it to avoid spoiling plot points.
Humans are the denizens of the Materiel, and use kalashtar stats, sans dreamless. I'd explain why this is so, but once again, important plot point that may come up so I don't want to spoil anything. The culture is split into three (the most fleshed out I got right now); the westerners are more arabic and iberian, the northerners are heavily diluted norse meets welsh, and the rest are franks.
This will be a roleplay-heavy campaign, but I also expect to throw in some tough combat scenarios, so make sure your character, while interesting, is also reasonably optimized. If not, don't fear, I think I'll just supply you with magic items.
This post has potentially manipulated dice roll results.
I’ll just roll some stats til you clarify your preference on stats selection
Ability scores: 1251191418
Ludovico - human (Kalashtar) - rogue/thief- urchin
Growing up on harsh streets, Ludovico found he had a knack for patching up those injured in street fights, beaten by the guard, or fending off distempered rats coming up from the sewers for a taste of fresh meat. In fact, he demonstrated many talents, many of which have kept the peace in the ghetto, through words or a well placed dagger. His talents have since been recognized, and drawn the eye of Haakonsson.
Rolling abilities, just in case they end up better than point buy, as it seems we can go with point buy if we don't like our rolls...
Ability scores: 101612121313
Backstory:
Tren is a mercenary veteran, having just finished a stint as a bodyguard. He is on his way back to HQ now, though has some time before he needs to check back in, as he has some time off coming and is taking his time getting back. He is a powerfully-built elf with black hair and gray eyes, wearing chain mail and with a polearm as his weapon of choice.
Backstory: A soldier in his local militia, Bardos was the lone survivor of a raid on his village and clan. Haunted by the event, and his actions during them, he seeks vengeance against those that slaughtered his village and beings with evil intentions in their heart. His early hunts led him to an order of Blood Hunters, who trained him in their ways. Continuing to seek out evil, he overreached and found his life in danger and made a pact with a fiend to save his life and gain more power to aid in his quest for vengeance. He embraces his skills and views his calling as placing him above the law at times and knows that sometimes it takes a monster to find and destroy true evil. However, he carries great guilt for the raid on his clan and hopes to gain redemption through his actions. He often hears the spirits of his family and clan, offering advice, consult, or torment for his failures. He would be drawn to the challenge of finding and destroying a cult.
Do you allow Tasha's customised origins (so if I picked elf, could I have +2 cha +1 dex instead?) or, preferably, could I pick Half-Elf?
If I roll for stats but they suck - could I use point buy instead?
Rollback Post to RevisionRollBack
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
There was once a boy born to a respected house of merchants and landholders. Their son was to be a model heir to a piece of their name, a continuation of their line. However, the boy had other plans for his own greatness. Though he was the envy of his peers - naturally strong and quick, with wit and cunning to match - he followed books and texts as his passion. His family tried for years to drive him toward their machinations, but his heart was set on learning the lore and secrets of the world.
When the boy was of age, his family sponsored a raiding ship and sent their son to lead it. The trip was ill-fated before it set sail. Low crew morale, reluctant leadership, and poor information led the party to ruin. In the frantic escape from the defended town, the raid leader stumbled into a building where a decrepit, old man sat bent over an ominous tome. No sooner did the youn raider draw his blade, the old man's form dissolved like smoke from a candle, leaving only his tome remaining.
Two weeks after setting out, the chartered raiding ship returned home. Aboard were the corpses of every crew member. At the rear, the reluctant young man-turned-raider barely alive at the rear, clutching the rudder and a strange book. Weeks later, the family who commissioned a doomed voyage vanished, seemingly overnight. Near the same time, stories of a dark wanderer in the nearby woods floated through the town along with a foreboding name: Darkmoor.
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Do you allow Tasha's customised origins (so if I picked elf, could I have +2 cha +1 dex instead?) or, preferably, could I pick Half-Elf?
If I roll for stats but they suck - could I use point buy instead?
For the former, yeah its alright if you want to use half elf block, but try to mention in your backstory why you grew up away from the regular harsh culture of the elves. Also, no darkvision.
Backstory: Abandoned as a child of four years of age as he exhibited unusual powers he was found by a kind soul and taught how to sneak and steal for survival. He seeks to learn more about his powers and to get coin and seek adventure.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
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EDIT: closed, i've got 8 players already. that should be more than enough for now.
campaign link (I'm not using DDB, but if you are, add them here. google sheets/docs are also okay if you have offline versions of the splatbooks (like me)) https://ddb.ac/campaigns/join/19710541851693824
BACKSTORY:
Hersir Erik Haakonsson is concerned about a new, growing threat in the Weiland, one that may dwarf that of the encroaching border of Alfheimr. He fears the cult of Cleron. Unfortunately enough for him, all he has is a single lead, a strange deceased assassin, and that's it. That's where you come in. Haakonsson is willing to sponsor your party, provided you help him hunt down this mysterious group. With the backing of a noble, and with the power of mercenary adventure work, it should be easy to sniff them out and wipe them out... right?
LORE:
Many, many, years back, before the kingdoms settled themselves, the last god died at the hands of the sorcerer-king Harald Hjaltisson, with the help of the Cusp of Eternity, an ancient artifact said to contain the very essence of divinity within it. But that was long ago, and we need not concern ourselves with that. In the current year, five elven kingdoms exist, and although there is no war ongoing, there is definitely tension between them.
First we have the kingdom of the Weiland, occupying the northwestern part of the elven continent. Ruled by the Witch-King for over two hundred years, its main cities are Weiland, Westin, and Snorri's Rest. The kingdom of Alfheimr is the oldest, and the biggest, and occupies the major western and central area. Led by King Halfdan Ivarsson, its major cities are Alfheimr, Jedholme, Jorkan, and Dunholme. The kingdom of Waldheimr occupies most of the southwest continent, and is led by Queen Freyka Ulfsdotter. It has two major cities; the port of Benham and Bendrik. The kingdom of Theorr occupies the mountain ranges to the northeast and borders the Weiland and Alfheimr. It is ruled by King Ragnar Olafsson and its major cities are Reidton and Benton. The kingdom of Vithann occupies the city of Vithann, near Alfheimr, and stretches southward. It is ruled by King Breivik Vitharsson.
RULES:
Any classes are fine (including blood hunters; they may actually make more sense). Artificers may want to check in with me about it first, though. For clerics, note that the source of your powers is not divine, but rather just the magic within. Yes, its cheesy, I know, but it makes sense. Magic is the music of the world, so go and play a song. Same goes for warlocks. Talk to me to work out the origins of your power. Sorcerers too, although you can downplay the "draconic this and that" and just say you have an innate ability.
For clerics, since there are no gods, talk to me about the religion you're following. We can work it out into the existing lore.
Start at level 5 and with 2 uncommon magic items of your choice. I may ask you to change if its a bit too obvious youre using it to cheese.
I'm not a fan of preordained alignment, or alignment in general, but I'm fine with using it. Elves lean to lawful, and a little bit to evil. Cambions lean to chaotic. Humans lean towards neutrality. I'd like to have at least 1 or 2 evil characters, but please do it tactfully. No murderhoboing, no stupid evil shenanigans, no needless antagonizing, no fueling inter-party rivalries.
There are three races: elves, humans, and cambions. No, seriously, thats it. If you want to play a mixed-race character, just choose one and we'll work it out through roleplay.
Elves are the denizens of the Wildwood, and use hobgoblin stats, sans the darkvision. Elves are more or less norse analogues.
Cambions are the denizens of the Boneyard, and use the half-orc stats, once again, sans darkvision. Culturally they are either Golden Horde (southeastern) or Polish (otherwise). They are NOT demonic or descended from demons. Demons work differently here, but I wont go into it to avoid spoiling plot points.
Humans are the denizens of the Materiel, and use kalashtar stats, sans dreamless. I'd explain why this is so, but once again, important plot point that may come up so I don't want to spoil anything. The culture is split into three (the most fleshed out I got right now); the westerners are more arabic and iberian, the northerners are heavily diluted norse meets welsh, and the rest are franks.
This will be a roleplay-heavy campaign, but I also expect to throw in some tough combat scenarios, so make sure your character, while interesting, is also reasonably optimized. If not, don't fear, I think I'll just supply you with magic items.
"h"
I’ll just roll some stats til you clarify your preference on stats selection
Ability scores: 12 5 11 9 14 18
Ludovico - human (Kalashtar) - rogue/thief- urchin
Growing up on harsh streets, Ludovico found he had a knack for patching up those injured in street fights, beaten by the guard, or fending off distempered rats coming up from the sewers for a taste of fresh meat. In fact, he demonstrated many talents, many of which have kept the peace in the ghetto, through words or a well placed dagger. His talents have since been recognized, and drawn the eye of Haakonsson.
Paladin - warforged - orange
I allow point buy, standard, or rolled.
"h"
Ability scores: 12 13 13 15 16 11
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Name: Tren Blackmantle
Race: Elf
Class: Fighter (Rune Knight)
Background: Mercenary Veteran
Backstory:
TBD
Rolling abilities, just in case they end up better than point buy, as it seems we can go with point buy if we don't like our rolls...
Ability scores: 10 16 12 12 13 13
Backstory:
Tren is a mercenary veteran, having just finished a stint as a bodyguard. He is on his way back to HQ now, though has some time before he needs to check back in, as he has some time off coming and is taking his time getting back. He is a powerfully-built elf with black hair and gray eyes, wearing chain mail and with a polearm as his weapon of choice.
Sounds interesting!
Name: Bardos
Race: Cambion
Class: Blood Hunter (Order of the Profane Soul)
Background: Haunted One (Soldier)
Backstory: A soldier in his local militia, Bardos was the lone survivor of a raid on his village and clan. Haunted by the event, and his actions during them, he seeks vengeance against those that slaughtered his village and beings with evil intentions in their heart. His early hunts led him to an order of Blood Hunters, who trained him in their ways. Continuing to seek out evil, he overreached and found his life in danger and made a pact with a fiend to save his life and gain more power to aid in his quest for vengeance. He embraces his skills and views his calling as placing him above the law at times and knows that sometimes it takes a monster to find and destroy true evil. However, he carries great guilt for the raid on his clan and hopes to gain redemption through his actions. He often hears the spirits of his family and clan, offering advice, consult, or torment for his failures. He would be drawn to the challenge of finding and destroying a cult.
Will use point buy for ability scores
Do you allow Tasha's customised origins (so if I picked elf, could I have +2 cha +1 dex instead?) or, preferably, could I pick Half-Elf?
If I roll for stats but they suck - could I use point buy instead?
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Sounds fun. I'll throw my chip in.
Point buy: 10, 10, 15, 10, 15, 11
Name: Oatten
Race: Human / NordicVikingish?
Class: Cleric (Tempest Domain) [Draws magical power from storms and the primal elements.]
Background: Sage
Backstory: TBD
Ok, color me interested :)
Name: Grishkar Darkmoor
Race: Elf (Hobgoblin stats as mentioned, sans darkvision)
Class: Wizard (Necromancer)
Rolled Stats (4d6, drop lowest, reroll 1s once): Ability scores: 13 14 8 18 14 14
Magic Items: Nightcaller, Aecane Grimoire +1
Backstory:
There was once a boy born to a respected house of merchants and landholders. Their son was to be a model heir to a piece of their name, a continuation of their line. However, the boy had other plans for his own greatness. Though he was the envy of his peers - naturally strong and quick, with wit and cunning to match - he followed books and texts as his passion. His family tried for years to drive him toward their machinations, but his heart was set on learning the lore and secrets of the world.
When the boy was of age, his family sponsored a raiding ship and sent their son to lead it. The trip was ill-fated before it set sail. Low crew morale, reluctant leadership, and poor information led the party to ruin. In the frantic escape from the defended town, the raid leader stumbled into a building where a decrepit, old man sat bent over an ominous tome. No sooner did the youn raider draw his blade, the old man's form dissolved like smoke from a candle, leaving only his tome remaining.
Two weeks after setting out, the chartered raiding ship returned home. Aboard were the corpses of every crew member. At the rear, the reluctant young man-turned-raider barely alive at the rear, clutching the rudder and a strange book. Weeks later, the family who commissioned a doomed voyage vanished, seemingly overnight. Near the same time, stories of a dark wanderer in the nearby woods floated through the town along with a foreboding name: Darkmoor.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Ability scores: 15 16 17 13 13 8
For the former, yeah its alright if you want to use half elf block, but try to mention in your backstory why you grew up away from the regular harsh culture of the elves. Also, no darkvision.
For the latter, sure.
"h"
Ability scores: 10 8 15 6 11 10
Point Buy it is.
Name: Grigori Marsk
Race: Elf - Half-Elf stats
Class: Shadow Magic Sorcerer
Background: Urchin
Backstory: Abandoned as a child of four years of age as he exhibited unusual powers he was found by a kind soul and taught how to sneak and steal for survival. He seeks to learn more about his powers and to get coin and seek adventure.
Character Link: https://ddb.ac/characters/49710175/GemUdL
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.