I am looking for up to 5 players to take part in a play by post session at a time to be chosen by the group.
Players will begin at Level 1 and will be taking part in my Homebrew “Witchborn: The Black Spire” campaign.
About The Campaign:
In a previously unexplored region of the Forgotten Realms lies the lost continent of Kamaryst, a land where ancient ways collide with unstoppable waves of change.
Whispers of rebellion sweep across Kamaryst like wildfire, threatening to ignite a powder-keg that could plunge the three kingdoms into chaos.
With the discovery of Dragon Powder, mechanists began to develop contraptions of brass and iron that could rival the power of even the greatest spell-casters. At the same time, ordinary magical items began to fade and lose their potency. Those rare artifacts that retained their powers were subject to releasing dangerous Wild Magic storms. As magic continues to lose its hold over Kamaryst, the mechanists work tirelessly to hone their craft, creating inventions such as the world has never seen.
Meanwhile, the eponymous Black Spire has appeared in the heart of Kamaryst, sending shockwaves of dark energy throughout the continent. All across the land cavernous portals are appearing, each surrounded by billowing mists. From this “Mist” comes the Night Beasts, terrorizing townsfolk and making the roads unsafe for travel.
Can you navigate the warring factions in this age of rebellion and solve the mystery of the Black Spire before time runs out?
To apply, tell me about your character (name, pronouns, race, class, background, a brief backstory) We can further tie your character into the campaign once selections are made.
Players will advance from level 1-10 using the milestone method, with 1 to 3 sessions between level advancement. The story will unfold over the course of between 20 to 25 sessions (depending on how quickly we move through the story).
There is no encumbrance tracking and no coin weight. Simply use common sense when dealing with weights, and encumbrance will be applied if it makes sense to do so.
Be sure to allow Homebrew content at character creation. Every level 1 character will choose a “Devotion,” which is a bonus feat that further ties your character to the Witchborn campaign. At levels 1-5 your Devotion will provide additional bonus feats that will add new features to play.
Sounds like a great game. If possible, I'd like to join. Here's my character. I'm flexible if it needs to be tweaked.
Name: K-Oz (Oz for short)
Race: Custom Lineage (part Warforge/part human
Class: Fighter (either Battle Master or Eldritch Knight)
Background: Investigator
Appearance: Both Human and Warforged. He does not remember time before he was both. He wears a mask (Plague Doctor Crow like) to hide his grotesque appearance.
Background: While he was born human he cannot remember a time before he was part human, part machine (Warforged). He considers his appearance grotesque and constantly wears a mask. His only friend, his boss and mentor, who had taken him in was taken from right in front of him.
He is an investigator. On his last mission with his boss they were tracking a report a mysterious missing peoples report. A fog would rise up and a person would simply vanish, never to be seen again. We had taken the case and had deduced that it was a lone vampire taking people and feeding. On that night we had tracked it back to its lair and was about to dispatch it when I was hit in the head by someone. Dazed I saw the vampire rise up with my boss in his claws. He then took a swift bite to the neck and dropped to the floor dead; or so I thought.
I consoled myself with wine for many a night. Two weeks later I awoke to find my boss, my mentor, my friend standing before me, blood dripping from his fangs with a crazed look in his eyes. He grabbed for me and in the fight equipment when falling everywhere. I was able to grab a wooden stake and with a THUNK, drove it into his lifeless, corrupt, heart. His eyes cleared and face no longer contorted he relaxed. With his dying words he said “it's not my fault”. BUT it was. It was my fault. If only I was stronger. If only I was faster; I would have prevent this.
He now wanders. Looking for meaning. Looking to help others that cannot help themselves.
I think we will go with this group of 4 then. Let me welcome everyone once more. To get things started, let me know how often you all would like to play (days of the week), how long your ideal session might go (how many hours, and what time of day you would be most likely to be on.
I think once or twice a week (Saturday Sunday, or just Saturday, would be ideal) I would like 1.5 to 2.5 hour, and probably starting at 1 pm EST, but that is just ideal for me. I'm sure that wont just be the perfect everyone. But for me 1 PM EST is almost guaranteed.
Your ship set sail from Waterdeep, the City of Splendors, on a warm and cloudless Summertide morning. That was three years ago.
Since then you've all but given up on going home. Nothing that passes through the Maelstrom ever finds its way out again. For now at least, Kamaryst is your home.
Kamaryst? You'd never even heard of Kamaryst. And for the native people of Kamaryst the rest of Aber-Toril is nothing but a tall tale told my hapless sailors who wind up in the Maelstrom's wrath, those like you, for whom Faerun is but a distant memory of a life you can never return to.
You are a prisoner of Kamaryst and her perilous seas. Still, you have to admit, it is a pleasant prison... for the most part. You've adjusted to life here. You've even begun to devote yourself to a new and promising start. A Devotion... yes, that's the right word for it. You've found your calling.
The Sea Ghost still sits in harbor at Freeport. You understand that her Captain, an Orc by the name of Hardshins, is a fisherman now and on occasion a smuggler. The rest of the crew and passengers scattered to the four winds, all except for three... they, like you, remained in Freeport, trying to start a new life in what may as well be a whole new world.
Read the descriptions below and choose a devotion. If you have any questions about a devotion feel free to ask and I'll answer them to the best of my ability.
Your devotion is a special connection to the Witchborn campaign. Think of it as an all-in-one faction and sub-class. Each faction is open to any class. Though some might seem like a more natural fit than others, there are no wrong decisions. Fighter Alchemists are as common as Sorcerer Mercenaries. Your Devotion will have a lot to offer no matter your class.
Alchemist
Kamaryst has a long and storied tradition of alchemy, a tradition that rivals and even exceeds the greatest potion makers in all the world. As magic begins to fade from enchanted items, potions are more in demand than ever. You count yourself lucky to have been apprenticed under a master brewer in Freeport as such apprenticeships are hard to come by. Still, you've talent and dedication to the craft and have proven yourself to be a potion making prodigy.
Aristocrat
You've risen to a position of prominence during your short time in Freeport, gaining titles and standing with the upper echelons of society. Though its not been easy, you've forged close ties with a number of noble houses in Caer Dunlon, opening doors and granting you an audience at court.
Hunter
As Night Beast hordes have increased their numbers and corruption spreads across the land, the Hunters find their services in high demand. You are, first and foremost, a monster slayer, a proud tradition among the stout hearted men and women of Kamaryst. To be a Hunter is to face the largest and most fearsome monstrosities with a grim smile upon your face. You even wear the hides of the beasts you slay, hard-won trophies that you'll carry with you into your next battle.
Mechanist
Mechanists have learned to channel their knowledge of Arcane Schematics into the creation of constructs of brass and iron. These contraptions are powered by extremely rare and valuable dragon powder, a silvery-black substance mined deep underground. You know that someday your inventions will take the world by storm.
Mercenary
Mercenaries are plentiful in times of war and strife, and though they have a somewhat tarnished reputation, you feel sure you've found your calling. In Kamaryst mercenaries exchange their fighting skills for gold, much as any adventurer would, but some would say they've turned the act of extorting gold in exchange for heroism into an artform. Still, when a horde of Night Beasts are clawing at the gates, what's another 200 goldpieces?
Nightshade
No one will ever admit to being a Nightshade. That would be like admitting that there is a monster living inside of you... and in truth, there is. What is is, exactly, that has possessed you you're not entirely sure. It's something dark and ancient, and yet... you feel at peace with that. You are the Nightshade, and the Nightshade is you. You would have it no other way. Your powers are growing by the day, changing you, making you less what you were and more what you are becoming... whatever that may ultimately be.
Red Cloak
The dawning of a new era is upon the people of Kamaryst, a time when the common people shall rise up and cast off the shackles of oppression... or so the Red Cloaks keep telling everyone. Some call them heroes, others say they're rebels. You are proud to call them brothers and sisters in arms. The idea that every man and woman should be allowed to choose their own destiny, regardless of their station in life, resonated with you so strongly that you pledged your sword, your spells, your very life to the cause of freedom. And in exchange you got a very flashy red cape.
Speaker
The gods of Kamaryst fell silent long ago, and so the Speakers were born, giving voice to the voiceless. Clerics are rare in Kamaryst. Those who do have divine magic are usually outsiders to the continent--and highly prized for their gifts. Those who can read the portents and call upon miracles are given great authority within the Temple of the Hedron, the state religious sect of Kamaryst. The will of the Hedron is absolute, and so by extension is your will. Whether by craft, cunning, or calling, you heard the voice of the gods and became a Speaker. Perhaps you're a charlatan, perhaps you're a saint. The perks are the same either way.
Warden
The Wardens have dedicated themselves to keeping the roads safe and guiding travelers through the strange Mist that sometimes appears without warning, shrouding the roads for days and months on end. As a Warden you've developed an innate talent for finding safe pathways through the Mist, even learning to use its other-worldly powers to your advantage.
Mechanists have learned to channel their knowledge of Arcane Schematics into the creation of constructs of brass and iron. These contraptions are powered by extremely rare and valuable dragon powder, a silvery-black substance mined deep underground. You know that someday your inventions will take the world by storm.
I will choose that. I would like to know more about it.
The First Mechanists were gnomes and dwarves, working in secret deep below ground. Most considered their odd hobby a waste of time. Magic was plentiful and dragon powder was exceedingly rare. Then the Black Spire appeared and everything changed.
Ever since Glom Blunderbuss first made waves with his wonderous “Dragon Snout,” the first firearm ever introduced to Abir-Toril, Mechanists have been making strides. The creation of a Dragon Snout arquebus is still considered a rite of passage and the pinnacle of a Mechanist’s ability.
But you know that what has been invented so far is just the tip of the iceberg. There is still so much more to be discovered.
Mechanists use Magic in a very odd way. Where others see a spell scroll, Mechanists see a blue-print. From these scrolls they develop their Arcane Schematics, from which new contraptions are born (when everything goes right that is).
Some see Mechanists as a danger to themselves and those around them, and a threat to the status quo. Groups like the Red Cloaks have been quick to embrace contraptions like the Dragon’s Snout as “the great equalizers,” valuable tools to be used in their revolution. Others, including a number of nobles and prominent Speakers, have declared their inventions devilish and heretical, completely going gainst the laws of nature and sanctioned magic.
You know that as a Mechanist you are only limited by your imagination… and the scarce and costly supply of dragon powder at your disposal. With enough gold, anything is possible!
”The perfect union of Magic and Machine… or close enough to get the job done” - Glom Blunderbuss
Backstory: Tieflings have never gotten much respect. Many folk refuse to even be near us where I was from. I lived in an orphanage with many other Tiefling children that had lost their families to an event known as “The Purging”. I was never close with the other children, even if we had the same roots. One day, I took my chance and went to join a caravan of traveling performers. They took me in as a trainee and I learned the art of the stage. When I returned to my hometown for a visit many years later, the town was in ruins, run by a corrupt tyrant whose focus was expanding their territory. I ended up overthrowing them, or at least the power they had over my town. They are still at large, but my hometown is free. I am a folk hero among them, and I have gained some respect for the Tieflings there too. I heard of strange happenings in a far off land - Kamaryst. And so I went off there.
Other: Standard Array
Rollback Post to RevisionRollBack
Have a wonderful day whether you are a peasant, noble, or the disembodied voice in my head that is constantly reminding me to do an Intelligence check. Anyway, have a good day!
I go by they/them and identify as a toaster. I enjoy Dungeon Mastering for my close friends and niece and I hope whatever I said above was helpful, funny, or insightful in some way, shape, or form.
I am looking for up to 5 players to take part in a play by post session at a time to be chosen by the group.
Players will begin at Level 1 and will be taking part in my Homebrew “Witchborn: The Black Spire” campaign.
About The Campaign:
In a previously unexplored region of the Forgotten Realms lies the lost continent of Kamaryst, a land where ancient ways collide with unstoppable waves of change.
Whispers of rebellion sweep across Kamaryst like wildfire, threatening to ignite a powder-keg that could plunge the three kingdoms into chaos.
With the discovery of Dragon Powder, mechanists began to develop contraptions of brass and iron that could rival the power of even the greatest spell-casters. At the same time, ordinary magical items began to fade and lose their potency. Those rare artifacts that retained their powers were subject to releasing dangerous Wild Magic storms. As magic continues to lose its hold over Kamaryst, the mechanists work tirelessly to hone their craft, creating inventions such as the world has never seen.
Meanwhile, the eponymous Black Spire has appeared in the heart of Kamaryst, sending shockwaves of dark energy throughout the continent. All across the land cavernous portals are appearing, each surrounded by billowing mists. From this “Mist” comes the Night Beasts, terrorizing townsfolk and making the roads unsafe for travel.
Can you navigate the warring factions in this age of rebellion and solve the mystery of the Black Spire before time runs out?
To apply, tell me about your character (name, pronouns, race, class, background, a brief backstory) We can further tie your character into the campaign once selections are made.
Players will advance from level 1-10 using the milestone method, with 1 to 3 sessions between level advancement. The story will unfold over the course of between 20 to 25 sessions (depending on how quickly we move through the story).
There is no encumbrance tracking and no coin weight. Simply use common sense when dealing with weights, and encumbrance will be applied if it makes sense to do so.
Be sure to allow Homebrew content at character creation. Every level 1 character will choose a “Devotion,” which is a bonus feat that further ties your character to the Witchborn campaign. At levels 1-5 your Devotion will provide additional bonus feats that will add new features to play.
Sounds like a great game. If possible, I'd like to join. Here's my character. I'm flexible if it needs to be tweaked.
Name: K-Oz (Oz for short)
Race: Custom Lineage (part Warforge/part human
Class: Fighter (either Battle Master or Eldritch Knight)
Background: Investigator
Appearance: Both Human and Warforged. He does not remember time before he was both. He wears a mask (Plague Doctor Crow like) to hide his grotesque appearance.
Pronouns: He/Him
Attributes: Point Buy
Timezone: EDT
Link: to D&D Beyond Character sheet: https://ddb.ac/characters/57861562/g2x9YK
Background: While he was born human he cannot remember a time before he was part human, part machine (Warforged). He considers his appearance grotesque and constantly wears a mask. His only friend, his boss and mentor, who had taken him in was taken from right in front of him.
He is an investigator. On his last mission with his boss they were tracking a report a mysterious missing peoples report. A fog would rise up and a person would simply vanish, never to be seen again. We had taken the case and had deduced that it was a lone vampire taking people and feeding. On that night we had tracked it back to its lair and was about to dispatch it when I was hit in the head by someone. Dazed I saw the vampire rise up with my boss in his claws. He then took a swift bite to the neck and dropped to the floor dead; or so I thought.
I consoled myself with wine for many a night. Two weeks later I awoke to find my boss, my mentor, my friend standing before me, blood dripping from his fangs with a crazed look in his eyes. He grabbed for me and in the fight equipment when falling everywhere. I was able to grab a wooden stake and with a THUNK, drove it into his lifeless, corrupt, heart. His eyes cleared and face no longer contorted he relaxed. With his dying words he said “it's not my fault”. BUT it was. It was my fault. If only I was stronger. If only I was faster; I would have prevent this.
He now wanders. Looking for meaning. Looking to help others that cannot help themselves.
D&D since 1984
I would like to join, if you want me to change my race/class or anything, I'd be happy to.
Name: Urister Leafhollow
Race: Halfling
Class: Cleric
Background: Soldier
Pronouns: He/Him
Timezone: I'm in EST
Character Sheet Link: Here is a link to the D&DBeyond page. Right here.
I don't have a backstory besides he's "just a guy who want's to explore", I would like to join.
hi i would love to join the campaign, I've looking for a while
NAME: l'ti
Race: yuan-ti pure blood
CLASS: aberrant mind sorcerer
BACKGROUND: archeologist
pronouns: he/him
forgot to ask if i could maybe multiclass mystic? If not thats fine i've just always wanted to try playing one.
TIME ZONE: pst
sry i don't have a link to the character sheet
Thank you, welcome to the campaign, I will include a link shortly to the campaign and further details about character creation.
Cannot wait to start.
Thank you, welcome to the campaign. I'll send you a link shortly along with further details about character creation.
I think we will go with this group of 4 then. Let me welcome everyone once more. To get things started, let me know how often you all would like to play (days of the week), how long your ideal session might go (how many hours, and what time of day you would be most likely to be on.
pennymandu, yes, you may multiclass. I'm very flexible with character creation.
I think once or twice a week (Saturday Sunday, or just Saturday, would be ideal) I would like 1.5 to 2.5 hour, and probably starting at 1 pm EST, but that is just ideal for me. I'm sure that wont just be the perfect everyone. But for me 1 PM EST is almost guaranteed.
Player Introduction to Kamaryst
A Port in the Storm
Your ship set sail from Waterdeep, the City of Splendors, on a warm and cloudless Summertide morning. That was three years ago.
Since then you've all but given up on going home. Nothing that passes through the Maelstrom ever finds its way out again. For now at least, Kamaryst is your home.
Kamaryst? You'd never even heard of Kamaryst. And for the native people of Kamaryst the rest of Aber-Toril is nothing but a tall tale told my hapless sailors who wind up in the Maelstrom's wrath, those like you, for whom Faerun is but a distant memory of a life you can never return to.
You are a prisoner of Kamaryst and her perilous seas. Still, you have to admit, it is a pleasant prison... for the most part. You've adjusted to life here. You've even begun to devote yourself to a new and promising start. A Devotion... yes, that's the right word for it. You've found your calling.
The Sea Ghost still sits in harbor at Freeport. You understand that her Captain, an Orc by the name of Hardshins, is a fisherman now and on occasion a smuggler. The rest of the crew and passengers scattered to the four winds, all except for three... they, like you, remained in Freeport, trying to start a new life in what may as well be a whole new world.
Devotion
Read the descriptions below and choose a devotion. If you have any questions about a devotion feel free to ask and I'll answer them to the best of my ability.
Your devotion is a special connection to the Witchborn campaign. Think of it as an all-in-one faction and sub-class. Each faction is open to any class. Though some might seem like a more natural fit than others, there are no wrong decisions. Fighter Alchemists are as common as Sorcerer Mercenaries. Your Devotion will have a lot to offer no matter your class.
Alchemist
Kamaryst has a long and storied tradition of alchemy, a tradition that rivals and even exceeds the greatest potion makers in all the world. As magic begins to fade from enchanted items, potions are more in demand than ever. You count yourself lucky to have been apprenticed under a master brewer in Freeport as such apprenticeships are hard to come by. Still, you've talent and dedication to the craft and have proven yourself to be a potion making prodigy.
Aristocrat
You've risen to a position of prominence during your short time in Freeport, gaining titles and standing with the upper echelons of society. Though its not been easy, you've forged close ties with a number of noble houses in Caer Dunlon, opening doors and granting you an audience at court.
Hunter
As Night Beast hordes have increased their numbers and corruption spreads across the land, the Hunters find their services in high demand. You are, first and foremost, a monster slayer, a proud tradition among the stout hearted men and women of Kamaryst. To be a Hunter is to face the largest and most fearsome monstrosities with a grim smile upon your face. You even wear the hides of the beasts you slay, hard-won trophies that you'll carry with you into your next battle.
Mechanist
Mechanists have learned to channel their knowledge of Arcane Schematics into the creation of constructs of brass and iron. These contraptions are powered by extremely rare and valuable dragon powder, a silvery-black substance mined deep underground. You know that someday your inventions will take the world by storm.
Mercenary
Mercenaries are plentiful in times of war and strife, and though they have a somewhat tarnished reputation, you feel sure you've found your calling. In Kamaryst mercenaries exchange their fighting skills for gold, much as any adventurer would, but some would say they've turned the act of extorting gold in exchange for heroism into an artform. Still, when a horde of Night Beasts are clawing at the gates, what's another 200 goldpieces?
Nightshade
No one will ever admit to being a Nightshade. That would be like admitting that there is a monster living inside of you... and in truth, there is. What is is, exactly, that has possessed you you're not entirely sure. It's something dark and ancient, and yet... you feel at peace with that. You are the Nightshade, and the Nightshade is you. You would have it no other way. Your powers are growing by the day, changing you, making you less what you were and more what you are becoming... whatever that may ultimately be.
Red Cloak
The dawning of a new era is upon the people of Kamaryst, a time when the common people shall rise up and cast off the shackles of oppression... or so the Red Cloaks keep telling everyone. Some call them heroes, others say they're rebels. You are proud to call them brothers and sisters in arms. The idea that every man and woman should be allowed to choose their own destiny, regardless of their station in life, resonated with you so strongly that you pledged your sword, your spells, your very life to the cause of freedom. And in exchange you got a very flashy red cape.
Speaker
The gods of Kamaryst fell silent long ago, and so the Speakers were born, giving voice to the voiceless. Clerics are rare in Kamaryst. Those who do have divine magic are usually outsiders to the continent--and highly prized for their gifts. Those who can read the portents and call upon miracles are given great authority within the Temple of the Hedron, the state religious sect of Kamaryst. The will of the Hedron is absolute, and so by extension is your will. Whether by craft, cunning, or calling, you heard the voice of the gods and became a Speaker. Perhaps you're a charlatan, perhaps you're a saint. The perks are the same either way.
Warden
The Wardens have dedicated themselves to keeping the roads safe and guiding travelers through the strange Mist that sometimes appears without warning, shrouding the roads for days and months on end. As a Warden you've developed an innate talent for finding safe pathways through the Mist, even learning to use its other-worldly powers to your advantage.
I will choose that. I would like to know more about it.
Once you’ve chosen a devotion share it with the group. Variety is encouraged but not mandatory.
Allieboy,
The First Mechanists were gnomes and dwarves, working in secret deep below ground. Most considered their odd hobby a waste of time. Magic was plentiful and dragon powder was exceedingly rare. Then the Black Spire appeared and everything changed.
Ever since Glom Blunderbuss first made waves with his wonderous “Dragon Snout,” the first firearm ever introduced to Abir-Toril, Mechanists have been making strides. The creation of a Dragon Snout arquebus is still considered a rite of passage and the pinnacle of a Mechanist’s ability.
But you know that what has been invented so far is just the tip of the iceberg. There is still so much more to be discovered.
Mechanists use Magic in a very odd way. Where others see a spell scroll, Mechanists see a blue-print. From these scrolls they develop their Arcane Schematics, from which new contraptions are born (when everything goes right that is).
Some see Mechanists as a danger to themselves and those around them, and a threat to the status quo. Groups like the Red Cloaks have been quick to embrace contraptions like the Dragon’s Snout as “the great equalizers,” valuable tools to be used in their revolution. Others, including a number of nobles and prominent Speakers, have declared their inventions devilish and heretical, completely going gainst the laws of nature and sanctioned magic.
You know that as a Mechanist you are only limited by your imagination… and the scarce and costly supply of dragon powder at your disposal. With enough gold, anything is possible!
”The perfect union of Magic and Machine… or close enough to get the job done” - Glom Blunderbuss
Ah, that's interesting. It makes me eager to learn more.
I would love to join this campaign. If any adjustments need to be made, just tell me!
Name: Azure (Azzie)
Race: Tiefling
Class: Bard
Background: Folk Hero
Pronouns: She/her
Link: https://ddb.ac/characters/59107896/icEuDq
Backstory: Tieflings have never gotten much respect. Many folk refuse to even be near us where I was from. I lived in an orphanage with many other Tiefling children that had lost their families to an event known as “The Purging”. I was never close with the other children, even if we had the same roots. One day, I took my chance and went to join a caravan of traveling performers. They took me in as a trainee and I learned the art of the stage. When I returned to my hometown for a visit many years later, the town was in ruins, run by a corrupt tyrant whose focus was expanding their territory. I ended up overthrowing them, or at least the power they had over my town. They are still at large, but my hometown is free. I am a folk hero among them, and I have gained some respect for the Tieflings there too. I heard of strange happenings in a far off land - Kamaryst. And so I went off there.
Other: Standard Array
Have a wonderful day whether you are a peasant, noble, or the disembodied voice in my head that is constantly reminding me to do an Intelligence check. Anyway, have a good day!
I go by they/them and identify as a toaster. I enjoy Dungeon Mastering for my close friends and niece and I hope whatever I said above was helpful, funny, or insightful in some way, shape, or form.
No slouching!