ALL magic user campaign! Bards, Druids, Sorcerer, Wizard, and Warlock.
4 to 6 players; depending on the group's submissions
Experienced players and dndbeyond users a plus!!
DMing from EST.
Multiple post per day requirement.
ALL races in Player's Handbook (want another race; sell me on it)
Starting 3 level, starting gold or starting equipment
ONLY good, lawful, or neutral alignments. I have the expectation you know what alignment dictates in game play
Use encumbrance
Milestone progression it's merit based decided by me
Ability scores will be rolled in the forum HERE by rolling 4d6; drop lowest after selection
Your arcane focus: staff, orb, wand, rod, totem, or relic/heirloom
Brief backstory why you choose your magic class, arcane focus, and is your family magical too or do/did they shun you?
Welcome to Talamh where magic is kept hidden from the populous who are publically reliant on the religious who use magics to heal as well as to ward off evil and chaos. Magic itself still exists but in the shadows. Amongst those who wield magic in secret there is a large following within the discipline of druids, sorcerers, wizards, and warlocks. Bards do exist but live in the fringes of the fringe of even hidden magic society. There are four large cities within the large continent of various climates and terrains. High concentrations of diversity fill the four major cities and outside the cosmopolitan areas the denizens of Talamh exist in race specific settlements with very few intermixed. The Talamhians remain willingly separate among their own peoples often further dividing themselves by their trades and wealth or lack thereof. The four large cities in Talamh are held in control of four sister Goddesses with dedicated worshipers of Sune, Mystra, Mielikki, and Chauntea.
The first and largest of the sister-cities is Sul na Mara known as the jewel of the coast. Sul na Mara is the hub of the arts and commerce with imports and exports dominating trade and worshipers of Sune, goddess of life and light, at the core of the cities beliefs. ALL races intermix here but humans, half-elves, half-orcs, and halflings dominate the populate this area. Sorcerer magic resident here.
The second largest city is Caorthann. The stronghold capital of Talamh hewn into the very mountain range of Selva Donard is where the council of Talamh makes their home with worshipers of Mystra, goddess of knowledge and magic. Elves, dwarves, and humans dominate the area. Wizard magics resident here.
The third city is deep within the Tranglam forest itself is the city of Foraois. The forest city is comprised of buildings and homes built directly into the vast trunks of ancient trees high off the ground, a city in the sky. The vast forests themselves some say even the trees are alive! Foraois is the center of natural magics used by druids. The natural magics here go unchecked by the Council of Talamh. The druids are masters the elements protecting all of Talamh with worshipers of Mielikki at its center! Elves, half-elves, and gnomes dominate this area. Druid magics reside here.
The fourth and smallest city of Talamh is Feirm. Although the smallest of the sister cities it is dominated by vast and seemingly endless farmlands. Known as the breadbasket of Talamh, Feirm as well as the surrounding settlements worship Chauntea goddess of agriculture. Hill dwarves, gnomes, humans, and half-elves dominate this area. Warlock magics reside here.
Bards are found everywhere but are seen as outcasts, jesters, and dishonest transients communities.
Our story begins....
News reaches you where you live within Talamh that Legerdemain, the famous coven of choatic good magic users composed of all types of magic disciplines representing their families or schools of magic from all areas, is looking for new members. You have heard they are recruiting in secret in the port city of Triskele. Each of you hope to be chosen by the coven that is famous amongst ALL underground magic circles as the unwritten heroes of Talamh. Legerdemain research, defend, and preserve magic in Talamh working in parallel with the ruling councils of each of larger city centers of Caorthann, Sul Na Mara, Foraois, and Ferim against all manner to bad either it be magic users or monsters. You will begin on the Golden road that connects Coarthann to Sul Na Mara that spans the length of Talamh meeting at the crossroads outside of Feirm where the invitation of Legerdemain said to meet their representative of the coven.
Shavarathspawn what is it and can I read it first?
DelusionalKoala I do allow bards, my favorite class leaving them out was an oversight, but they are particularly outcasts even in the magic community. Post you character and sell me. Clerics no however you'll understand when I post the bigger plot points if selected.
Furujiru do you have Google drive and can make a shareable link? If not we'll work out something else.
Yeah, I have google drive. I'll write up a character as soon as I have the time later today. I'm just asking because I only have the basic dbd beyond package which does not include all options. (thinking of playing a War Wizard Dwarf)
Ok yeah I'd like to have the character in the builder and uploaded to the link to be able to monitor and check in game so that's going to be an issue. Aren't the packages for sale like 1.99 for new subclasses? I need everyone to utilize the site's content because having hard copies things will get lost in translation so to speak moving forward. If you've got basic build then it's a basic build character in the game unless you can figure out how to add the additions to the builder without the subclass mod.
Rollback Post to RevisionRollBack
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
P.s. I should note this will NOT be a typical combat heavy campaign. Yes there will be combat situations but melee and range attacks will be less than half of attacks.
Rollback Post to RevisionRollBack
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Yeah, I'm not paying extra just for dnd beyond when I have every book released so far as a hard copy in my possession. I'll figure something out. If I only have the basic options to work with, so be it. Limitations breed creativity.
Thanks for the heads-up on the campaing intentions. Will keep that in mind.
One last thing: you said that there is a requirement of multiple posts per day. You're from EST, I'm from GMT (or CET)+1 so that's going to be a time difference of + hours. Obviously I can't continuously post when you would post. Would that be a problem?
Final question: do we make the character now and add in the ability scores later when approved?
Furujiru I get it. Keeping track of a circus is hard with all the additions IRL that's why I am trying to streamline with the site. Hope it doesn't throw a big wrench in your creative gears.
Rollback Post to RevisionRollBack
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Hi, with the description of the world you've posted (which sounds great) how do you view a divine soul sorc? I'd like to roll one up, but if it doesn't line up with what you envisage let me know, thanks.
Rollback Post to RevisionRollBack
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
No, healing/divine magics are reserved for cleric's class in Talamh there us a reason for limits in the world's bigger plot points. I am willing to accept non-Player's Handbook limits if you own the mods from the site and can upload it into the character builder for my ease of access and monitor character progression!
Shavarathspawn what is it and can I read it first?
DelusionalKoala I do allow bards, my favorite class leaving them out was an oversight, but they are particularly outcasts even in the magic community. Post you character and sell me. Clerics no however you'll understand when I post the bigger plot points if selected.
Furujiru do you have Google drive and can make a shareable link? If not we'll work out something else.
A "good" necromancer? Interesting but I'm going to say no. Life magic is taken very seriously in Talamh. As for kobold I am also going to say no. Kobold are very much viewed as evil by all the free folk of Talamh. A more neutral subrace I'd consider however I'd consider but still very exotic would be for example goliath, firblog, variant or feral tiefling, or tortles. You have to however own those mods and be able to rep those stats on the character builder.
Rollback Post to RevisionRollBack
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
ALL magic user campaign! Bards, Druids, Sorcerer, Wizard, and Warlock.
4 to 6 players; depending on the group's submissions
Experienced players and dndbeyond users a plus!!
DMing from EST.
Multiple post per day requirement.
ALL races in Player's Handbook (want another race; sell me on it)
Starting 3 level, starting gold or starting equipment
ONLY good, lawful, or neutral alignments. I have the expectation you know what alignment dictates in game play
Use encumbrance
Milestone progression it's merit based decided by me
Ability scores will be rolled in the forum HERE by rolling 4d6; drop lowest after selection
Your arcane focus: staff, orb, wand, rod, totem, or relic/heirloom
Brief backstory why you choose your magic class, arcane focus, and is your family magical too or do/did they shun you?
Welcome to Talamh where magic is kept hidden from the populous who are publically reliant on the religious who use magics to heal as well as to ward off evil and chaos. Magic itself still exists but in the shadows. Amongst those who wield magic in secret there is a large following within the discipline of druids, sorcerers, wizards, and warlocks. Bards do exist but live in the fringes of the fringe of even hidden magic society. There are four large cities within the large continent of various climates and terrains. High concentrations of diversity fill the four major cities and outside the cosmopolitan areas the denizens of Talamh exist in race specific settlements with very few intermixed. The Talamhians remain willingly separate among their own peoples often further dividing themselves by their trades and wealth or lack thereof. The four large cities in Talamh are held in control of four sister Goddesses with dedicated worshipers of Sune, Mystra, Mielikki, and Chauntea.
The first and largest of the sister-cities is Sul na Mara known as the jewel of the coast. Sul na Mara is the hub of the arts and commerce with imports and exports dominating trade and worshipers of Sune, goddess of life and light, at the core of the cities beliefs. ALL races intermix here but humans, half-elves, half-orcs, and halflings dominate the populate this area. Sorcerer magic resident here.
The second largest city is Caorthann. The stronghold capital of Talamh hewn into the very mountain range of Selva Donard is where the council of Talamh makes their home with worshipers of Mystra, goddess of knowledge and magic. Elves, dwarves, and humans dominate the area. Wizard magics resident here.
The third city is deep within the Tranglam forest itself is the city of Foraois. The forest city is comprised of buildings and homes built directly into the vast trunks of ancient trees high off the ground, a city in the sky. The vast forests themselves some say even the trees are alive! Foraois is the center of natural magics used by druids. The natural magics here go unchecked by the Council of Talamh. The druids are masters the elements protecting all of Talamh with worshipers of Mielikki at its center! Elves, half-elves, and gnomes dominate this area. Druid magics reside here.
The fourth and smallest city of Talamh is Feirm. Although the smallest of the sister cities it is dominated by vast and seemingly endless farmlands. Known as the breadbasket of Talamh, Feirm as well as the surrounding settlements worship Chauntea goddess of agriculture. Hill dwarves, gnomes, humans, and half-elves dominate this area. Warlock magics reside here.
Bards are found everywhere but are seen as outcasts, jesters, and dishonest transients communities.
Our story begins....
News reaches you where you live within Talamh that Legerdemain, the famous coven of choatic good magic users composed of all types of magic disciplines representing their families or schools of magic from all areas, is looking for new members. You have heard they are recruiting in secret in the port city of Triskele. Each of you hope to be chosen by the coven that is famous amongst ALL underground magic circles as the unwritten heroes of Talamh. Legerdemain research, defend, and preserve magic in Talamh working in parallel with the ruling councils of each of larger city centers of Caorthann, Sul Na Mara, Foraois, and Ferim against all manner to bad either it be magic users or monsters. You will begin on the Golden road that connects Coarthann to Sul Na Mara that spans the length of Talamh meeting at the crossroads outside of Feirm where the invitation of Legerdemain said to meet their representative of the coven.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Can I use my homebrew?
Just an average metalhead who plays DnD in his spare time.
PbP Character: Roberta Thalan, Void Beyond the Stars Otherside
PbP Character: Primus Eidolon, Eotha 2
PbP Character: Usmor Illiqai, Tomb of Corrosion
PbP Character: "Templar" Danver, You're the Villains
Homebrew stuff
Are bards and/or clerics permitted?
So do we just post our character here in a comment or how does this work?
(experienced player/DM, a bit new to dnd beyond. Learning though)
William Brackwater: Human Fighter - The Windward Isles
Shavarathspawn what is it and can I read it first?
DelusionalKoala I do allow bards, my favorite class leaving them out was an oversight, but they are particularly outcasts even in the magic community. Post you character and sell me. Clerics no however you'll understand when I post the bigger plot points if selected.
Furujiru do you have Google drive and can make a shareable link? If not we'll work out something else.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Yeah, I have google drive. I'll write up a character as soon as I have the time later today.
I'm just asking because I only have the basic dbd beyond package which does not include all options. (thinking of playing a War Wizard Dwarf)
William Brackwater: Human Fighter - The Windward Isles
Ok yeah I'd like to have the character in the builder and uploaded to the link to be able to monitor and check in game so that's going to be an issue. Aren't the packages for sale like 1.99 for new subclasses? I need everyone to utilize the site's content because having hard copies things will get lost in translation so to speak moving forward. If you've got basic build then it's a basic build character in the game unless you can figure out how to add the additions to the builder without the subclass mod.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
P.s. I should note this will NOT be a typical combat heavy campaign. Yes there will be combat situations but melee and range attacks will be less than half of attacks.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Yeah, I'm not paying extra just for dnd beyond when I have every book released so far as a hard copy in my possession.
I'll figure something out. If I only have the basic options to work with, so be it. Limitations breed creativity.
Thanks for the heads-up on the campaing intentions. Will keep that in mind.
One last thing: you said that there is a requirement of multiple posts per day. You're from EST, I'm from GMT (or CET)+1 so that's going to be a time difference of + hours. Obviously I can't continuously post when you would post. Would that be a problem?
Final question: do we make the character now and add in the ability scores later when approved?
William Brackwater: Human Fighter - The Windward Isles
Sent you a PM application for a High Elf Wizard. :)
Furujiru I get it. Keeping track of a circus is hard with all the additions IRL that's why I am trying to streamline with the site. Hope it doesn't throw a big wrench in your creative gears.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Nah, it's cool. Rolling up a Dwarf Warlock as we speak.
Shall I leave the ability scores blank for now? Or roll them up in this thread?
And would you like the background in a PM or in a spoiler tag here?
William Brackwater: Human Fighter - The Windward Isles
Ok awesome. Roll and PM the backstory please, I don't like people know/assuming too much about another PC. It takes the fun out of finding out.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Hi, with the description of the world you've posted (which sounds great) how do you view a divine soul sorc? I'd like to roll one up, but if it doesn't line up with what you envisage let me know, thanks.
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
No, healing/divine magics are reserved for cleric's class in Talamh there us a reason for limits in the world's bigger plot points. I am willing to accept non-Player's Handbook limits if you own the mods from the site and can upload it into the character builder for my ease of access and monitor character progression!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Fair enough - I'm saving that character for another day, because I really like him now :)
Back to the drawing board.
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
Just an average metalhead who plays DnD in his spare time.
PbP Character: Roberta Thalan, Void Beyond the Stars Otherside
PbP Character: Primus Eidolon, Eotha 2
PbP Character: Usmor Illiqai, Tomb of Corrosion
PbP Character: "Templar" Danver, You're the Villains
Homebrew stuff
A "good" necromancer? Interesting but I'm going to say no. Life magic is taken very seriously in Talamh. As for kobold I am also going to say no. Kobold are very much viewed as evil by all the free folk of Talamh. A more neutral subrace I'd consider however I'd consider but still very exotic would be for example goliath, firblog, variant or feral tiefling, or tortles. You have to however own those mods and be able to rep those stats on the character builder.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
aw crap.
But what about the spells? Are they okay?
(specifically bind, bloat corpse, fade away, ice boulder, rupture, slam, summon monster)
Just an average metalhead who plays DnD in his spare time.
PbP Character: Roberta Thalan, Void Beyond the Stars Otherside
PbP Character: Primus Eidolon, Eotha 2
PbP Character: Usmor Illiqai, Tomb of Corrosion
PbP Character: "Templar" Danver, You're the Villains
Homebrew stuff
Also, its hard for me to use DDB as I own all the books but on pdf and paper, not on DDB (because I'm cheap)
Just an average metalhead who plays DnD in his spare time.
PbP Character: Roberta Thalan, Void Beyond the Stars Otherside
PbP Character: Primus Eidolon, Eotha 2
PbP Character: Usmor Illiqai, Tomb of Corrosion
PbP Character: "Templar" Danver, You're the Villains
Homebrew stuff