PBP week-ender, DM posts Friday Saturday Sunday. Players may post anytime but week-ends are priority. Only playing through first of GoS set, geared toward continuation but may break between adventures and will open recruitment if necessary.
Name: Sera'ele "Seri" Eventide (<-- link to dndbeyond character sheet) Species: Human (flavor-wise half aquatic elf, mechanically human) - Free Origin Feat as a Human - Magic Initiate (Wizard) Background: Custom (Acolyte / Sailor - see backstory, Navigator's Tools proficiency, +2 WIS, +1 CON, Origin Feat - Lucky) Class: Druid Eventual Sub-Class: Circle of the Sea Ability Scores: (using second set rolled above) Description, Art, Trinket and Backstory: See (first) spoiler below. Extra Credit: See (first) spoiler below.
Over a decade ago, Sera'ele Eventide was found washed ashore by fishermen along the southwest coast of Keoland, between Seaton and Saltmarsh. An unconscious willowy adolescent beached like sea foam during the ebb of a new moon tide, remembering only her name and her abiding love for the oceans, her long silvery blue hair like gossamer kelp covering most of her face, though not her sharply pointed ears and strange aquamarine eyes.
Though clearly only half human (and half aquatic elf), Seri was taken in by the priest at the nearby Temple of Procan in Seaton, built to worship the wild god of oceans and storms, and she responded by growing eagerly into her new role and faith. Just as she did when it came time, as for some acolytes of sea deities, to pay her dues in action and deeds as a sailor upon the open ocean. As her proficiency as Navigator on the privateer vessel Dragonfly grew, so too did an inner wellspring of oceanic magic, a primal raging spark that seemed to flow naturally like the waves beneath the Dragonfly's prow. Seri grew to love the rolling swells and far horizons of life on the ocean more than anything in the world. And deep down, she knows she always has.
On the open sea, hints of a power came to Seri, growing like a muscle always present yet dormant after a long hiatus. A sudden wayward gust of wind or unexpected slap of a wave, arriving when most opportune. As if from a flick of the ocean god's brow. Most useful, she found, this marine impetus, on a vessel like the Dragonfly with lines and rigging sometimes just beyond reach. To nudge that last bit of cargo or the jolly boat back to its proper place. Or a lash of conjured spiked kelp to drag a pirate overboard, arms windmilling to retain their balance before falling to Procan's roiling embrace.
Too soon came the day that she was called back to the Temple of Procan, her priestly naval tour of duty officially concluded. A summons she was faith-bound to honor. A summons she was loath to heed. For, Seri knows deep in her bones and soul that she is a druid not a cleric. And that the kingdom of Procan is not to be found amidst landbound walls and shrines, but out towards the blue horizon, in the white spray of the open sea, and in its deeps. Yet return she did, dutifully if reluctantly and belatedly, only to find that someone had visited the Temple of Procan in her absence, looking for her.
Seri's own mother.
Someone she only recalls in brief flashes, like glints of warm sunlight filtering through a deep kelp forest. Yet the sea-elven woman had already left, the priests tell her, returning to the salt water. Leaving behind for Seri only a brass ring that never tarnishes (Trinket) and a cryptic warning that her daughter should take care and remain vigilant. That the waves themselves have teeth...
Seri Eventide cannot fathom what this might mean. Yet she intends to find out. Especially if it affords her the chance to strike out from the Temple at Seaton once more (with the grudging acceptance of the priests) along the coast, first to Saltmarsh. To discover what her mother might have meant...
Image:
Extra Credit:
Trinket: (See backstory above) A brass ring that never tarnishes (left for her at the Temple by her mother).
Traditionalist Loyalist or Other: Mostly neutral. Shares loyalists' opposition (I assume?) to piracy based on her service as Navigator on the privateer vessel Dragonfly, but otherwise not particularly loyal to Keoland or any landbound king. Loves the ocean above all else.
Possible duty aboard a ship: Just finished tour of duty (rotational program as acolyte of Procan) serving as Navigator on the privateer vessel Dragonfly.
Long term story goal: Per above backstory - to discover what her mother meant with her cryptic warning that "the waves themselves have teeth." (Hopefully this fits with seabound threats in the campaign). And perhaps one day to meet her sea elven mother again! Or even her father, whoever he was. My intention is to leave all this open ended to be resolved (or not) however fits best with the collective story. No neat endings required.
Desired items or special rewards: Whatever makes sense given Seri's love of the ocean. Starting at level 3 as a Circle of the Sea Druid, her bonus action in combat may often be spoken for by her Wrath of the Sea feature, so maybe no items that always require a bonus action to use. Also at level 5, she will have access to the Water Breathing ritual and at level 6, will gain a swim speed. So items that only give her those things won't help after that.
See ^^^ spoiler above ^^^ for Description, Art, Trinket, Backstory and Extra Credit.
"A hunter lives off the kill!” Hix does not remember much of his family but the words of his father have stayed with him. From the age of 3 his parents would take him on hunts most days. This lasted until his 6th birthday where his parents told him to hunt for himself. From that moment on Hix spent every moment of his life fighting for survival. There was no adventure or glory but only a daily struggle to kill or be killed. When Hix was around 15 he had become extremely good at surviving in the wilderness. Sadly on one fateful hunt Hix tracked a fox that seemed easy prey. His skill with a bow allowed him to hit the fox without seeing it fully. Being able to track the fox’s blood he moved without concern. What he found was not the prey he was hunting but a young druid just learning to transform into an animal. When returning the body of the druid to his circle Hix decided he would focus his life on healing others to repent for the life taken. After spending time with the druids to help with the burial rights Hix was gifted with a crystal that faintly glows in moonlight. Hix wishes to find a way of fighting that is close up rather than from long distances. During that search he used his cartographer skills to find work in Saltmarsh as a navigator.
Trinket: A crystal that faintly glows in moonlight
Traditionalist Loyalist or Other: Other?
Possible duty aboard a ship: Navigator / Barrelman
Long term story goal: In Search of a creature worth hunting so that his name can go down in history.
Desired items or special rewards: Winged Boots, Bracers of Defense
Name: Hardtack Species: Goliath Background: Soldier (flavored as athlete) Class: Monk Potential- Subclass: Way of the Open Hand Description and/or art: Big — rotund — with fair, but slightly gray skin, that you can hardly find uncovered by his many beautiful scenic tattoos all over his body; and black hair that he pulls up into bun. Backstory: Hardtack was always a big boy. He excelled in the competitions that went along with growing up in his community. His life was happy, and he felt blessed. His first taste of how hard life can be was when his little sister died tragically. After that, he found it hard to enjoy life. As soon as he could, he left home to find some kind of peace. He had always loved the sea, so he headed that way and soon ended up on a ship as a deck hand. For years, he has sailed, filling various jobs, and finally becoming the ship's cook. For the most part, he is a pacifist; he chooses words over fists — a smile over angry words. And when he must intervene, he prefers to knock down and to hold on rather than to hit. He does not force his convictions on others, however. He lives the simple life that brings him peace. Trinket from the PHB: Smooth stone with a hole through it
Name:Esmeralda Harrow Species: Human (Rhenee) Background: Wayfarer Class: Warlock (Witch) Subclass: Archfey (Baba Yaga) Backstory: Esmeralda grew up with her large family of uncles, aunts and cousins on a Rhenee barge that cruised the rivers and seas of Flanaess. Her family, like all Rhenee, had little regard for nations, borders and laws, living their lives mostly outside that of society. She was trained both for thievery by her many uncles as well as creating healing poultices by her aunts, but she showed a particular talent for singing, dancing and storytelling, all of which was considered important skills among her poeple.
Esme always sensed she was different than her folks though, and when she came of age it was revealed to her that she had once been delivered to the barge as a newborn and adopted into the family for reasons they would not divulge. She decided to leave and travel Flanaess to find her past as well as her future, soon finding the entertaining company of the tiny faery Primrose that offered to come along on her journeys, one day finding their way to the sleepy fishing village of Saltmarsh where adventure awaited them both.
Trinket: A mysterious wooden mortar and pestle that along with a talisman she carries around her neck is her only connection to her unknown past. Traditionalist, Loyalist or Other: Sympathetic to Traditionalists, but Other. She is above all a free and a quite hedonistic soul, but if she would find a new family she could probably be a fiercly loyal and devoted matriarch. Duty on Ship: Entertainer, Healer or perhaps even a Captain. Long Term Goal: Have a tavern/nightclub on a barge in the Saltmarsh harbour where she can make a living while enjoying life to the fullest. Items of Interest: Witchy stuff like a Broom of flying, a Crystal ball and a Deck of oracles.
Stats roll twice, re-roll 1s once: Ability scores: 141615131318
Description and/or art: see below (gnome is smaller then the figure and no pistol in inventory but the same look)
Backstory include a trinket from the PHB.
As a young child, Billy's family was a part of a wagon train crossing the desert. The train was ambushed and robbed and all non little children where killed, Billy was one of a small handful of children were left alive to die by nature, not the raiders. Soon after, being abandoned, the group of starving children were found by a different train. The saviors of the children where a group running and avoiding religious persecution and ended up near Saltmarsh. Billy was raised by one family and indoctrinated into worshipping Procan. Billy took that devotion to the god Procan to heart, becoming a devote follower. In his teen years, he was captured by a loyalist naval press gang. Thus beginning his life and love affair of the sea. He has worked his way up the Navigation tree of naval occupations. Attended the Navies Navigation school (upper class rank w/estimated +6 skill) and is a member of the Navy, but he is a Traditionalist, and the Admiralty who are loyalists, put Billy on half-pay for political reasons not merit. Billy was back in the Saltmarsh area having been semi released. Since being back he has worked on his devotion to Procan and assists at the Temple. Long term goal & "Desired items or special rewards" is based on being a traditionalist, as an orphan, stability and and tradition mean a lot, therefore a long term goal to balance the opposing ideas of growth and maintain the old way of life in Saltmarsh. For special rewards would be higher rank and acceptability in the Navy and riches.
Trinket: When found Billy had an unpolished bluish pebble of Lapis Lazuli, since being found his rubbing of it has smoothed it out some what and assumes it is a lucky trinket given to him from his mother.
This application is for a Pugilist - a 3rd party class which just recently became available on D&D Beyond. Similar-ish to a monk but more back alley brawler themed. If 3rd party classes are not acceptable I totally understand and you can skip this and move on to the next application. The class and the theme of a ship's cook just all worked for me so I made it on spec but totally understand it may be a no go...
Background - Farmer (though cook's utensils would fit character better than carpenter's tools)
Class - Pugilist (3rd party class recently added to Beyond, I can share it if needed)
Potential- Subclass - Dog & Hound
Stats roll twice, re-roll 1s once - Rolled a post or two before this, using 1712917712
Description and/or art.
Backstory include a trinket from the PHB. The Cook isn't so much a mystery as he is a staple. Nobody really questions where he came from or what his life was like before because he's The Cook and he's seemingly just always been the cook. If anyone ever cared to really learn about The Cook the truth isn't all that interesting - He grew up on a farm but left that when he became, more or less, of age. He was the fourth son and the farm wasn't big enough to split up amongst them all so he knew he had to find a different line of work. Eventually he started cooking at pubs and such - nothing fancy, just simple food done cheap that filled the belly. Nobody sought out his food but nobody much complained about it either. Though those that did? Well The Cook doesn't take too kindly to that. More than one smart mouth would be critic has been invited to the dark back rooms or back alleys to be taught manners... It was from one such lesson that The Cook found a deed for a parcel of land in Freedonia. He was just checking on the poor lad to make sure he was alright when the deed happened to fall out of his belongings, like happens from time to time. It occurred to The Cook that perhaps if he took a job upon on of those big sailing ships he might some day arrive in this Freedonia... Perhaps claim his land and build a nice little place of his own. Cook some proper meals, make a real go of it. Maybe The Cook could become The Chef some day...
Extra credit-
Traditionalist Loyalist or Other. - Umm, other? Not sure what this is?
Possible duty aboard a ship. - This should be obvious?
Long term story goal. - Find his way to the (fictional, unknownst to him) land of Freedonia and use his deed for a parcel of land (trinket) to build and run a restaurant...
Desired items or special rewards. - Studded Collar or Spiked Collar sometime after lvl 3 when he gets his hound companion? Leather Jerkin for himself for AC boost? Mage Mashers for attacks? But The Cook is a man of simple desires and tends to make do with what he gets or what he can scrounge up.
Name: Brynn Breakwater Species: Human Background: Sailor (Flavouring them as a shipwright) Class (First Choice): Artificer (but technically not 2024?) Subclass: Battle Smith Class (Second Choice): Cleric (if Artificer not allowed) Subclass: Forge (I understand Artificer may not be included in 2024 PHB content. If unavailable, I would play Brynn as a Forge Cleric with similar thematic focus on craft and protection.) Ability Score: 111514181218 Description or Art: Backstory: Brynn Breakwater was raised on the eastern docks of Saltmarsh, the child of fishmongers who rose before dawn and worked until the light failed. Coin was never plentiful, so broken things were mended, not replaced. Brynn learned early how to brace cracked beams, patch crates, and salvage bent nails. Waste was a luxury.
While their parents worked the market stalls, Brynn lingered near the shipyards, studying hulls and rigging with a quiet intensity. A family friend, an ageing shipbuilder, eventually allowed them to apprentice, recognizing the way Brynn could read tension in wood and rope as if it spoke.
The accident came during a once in a generation storm. A merchant vessel attempted to dock too late. Lines were thrown under impossible strain. Brynn moved to secure one before the mast tore free. The rope snapped. They remember the sound more than the pain, like cannon fire at arm’s length. Brynn survived. Their arm did not.
They built the replacement themselves from oak core and salvaged brass fittings, sealing joints against salt and corrosion. They returned to working the docks before the scar tissue had fully settled. Since then, Brynn has worked where force meets structure, reinforcing hulls, bracing decks, strengthening what others trust their lives to. They do not argue politics. They fix boats for Loyalists and Traditionalists alike. But when storms gather, most captains glance toward Brynn before casting off.
Trinket: A warped brass cleat bolt recovered from the dock the night the storm line snapped. The metal is twisted from impossible strain. Brynn keeps it wrapped in oilcloth in a pocket of their tool roll, a reminder that force does not care about pride, and that next time, they will build stronger.
Traditionalist, Loyalist or Other: Sympathetic to Traditionalists, but Other Duty on Ship: Shipwright Long Term Goal: Build a top rated vessel that can survive any recorded storm, outrun pirates, and/or resist unnatural sea phenomena. Items of Interest: In terms of magical item ideas: +1 All Purpose Tool (Artificer), Serpent Scale Mail, Immovable Rod, Folding Boat, Cloak of Protection, Ring of Water Walking, Portable Forge Kit, Alchemy Jug
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Sinister secrets…

Curriculum
PBP week-ender, DM posts Friday Saturday Sunday.
Players may post anytime but week-ends are priority.
Only playing through first of GoS set, geared toward continuation but may break between adventures and will open recruitment if necessary.
Extra credit-
Ability scores: 10 11 18 15 13 12
Ability scores: 13 17 13 13 13 10
Ability scores: 13 17 11 11 12 9
Ability scores: 14 10 16 15 17 14
Tanis(Ranger1):Shiverquill's Tempest City | Barn(Paladin1):Damian_May's Ereworn Under the Shadow | Lyra(Warlock2/Bard4):VitusW's Silverwood Forest
Joren(Fighter6):NotDrizzt's Simple Request | Sabetha(Monk3):Bedlymn's Murder Court | Quyen(Adept1, ba5ic system):ConstancePhokas' Nentir Vale (Discord)
Xarian (Fighter3):Luna_Dust's Marks on the Map | Ophelia (Sorcerer2):BillM's Icewind Dale | Shin(Wizard1):Culuril's Strixhaven
Name: Sera'ele "Seri" Eventide (<-- link to dndbeyond character sheet)
Species: Human (flavor-wise half aquatic elf, mechanically human) - Free Origin Feat as a Human - Magic Initiate (Wizard)
Background: Custom (Acolyte / Sailor - see backstory, Navigator's Tools proficiency, +2 WIS, +1 CON, Origin Feat - Lucky)
Class: Druid
Eventual Sub-Class: Circle of the Sea
Ability Scores: (using second set rolled above)
Description, Art, Trinket and Backstory: See (first) spoiler below.
Extra Credit: See (first) spoiler below.
Over a decade ago, Sera'ele Eventide was found washed ashore by fishermen along the southwest coast of Keoland, between Seaton and Saltmarsh. An unconscious willowy adolescent beached like sea foam during the ebb of a new moon tide, remembering only her name and her abiding love for the oceans, her long silvery blue hair like gossamer kelp covering most of her face, though not her sharply pointed ears and strange aquamarine eyes.
Though clearly only half human (and half aquatic elf), Seri was taken in by the priest at the nearby Temple of Procan in Seaton, built to worship the wild god of oceans and storms, and she responded by growing eagerly into her new role and faith. Just as she did when it came time, as for some acolytes of sea deities, to pay her dues in action and deeds as a sailor upon the open ocean. As her proficiency as Navigator on the privateer vessel Dragonfly grew, so too did an inner wellspring of oceanic magic, a primal raging spark that seemed to flow naturally like the waves beneath the Dragonfly's prow. Seri grew to love the rolling swells and far horizons of life on the ocean more than anything in the world. And deep down, she knows she always has.
On the open sea, hints of a power came to Seri, growing like a muscle always present yet dormant after a long hiatus. A sudden wayward gust of wind or unexpected slap of a wave, arriving when most opportune. As if from a flick of the ocean god's brow. Most useful, she found, this marine impetus, on a vessel like the Dragonfly with lines and rigging sometimes just beyond reach. To nudge that last bit of cargo or the jolly boat back to its proper place. Or a lash of conjured spiked kelp to drag a pirate overboard, arms windmilling to retain their balance before falling to Procan's roiling embrace.
Too soon came the day that she was called back to the Temple of Procan, her priestly naval tour of duty officially concluded. A summons she was faith-bound to honor. A summons she was loath to heed. For, Seri knows deep in her bones and soul that she is a druid not a cleric. And that the kingdom of Procan is not to be found amidst landbound walls and shrines, but out towards the blue horizon, in the white spray of the open sea, and in its deeps. Yet return she did, dutifully if reluctantly and belatedly, only to find that someone had visited the Temple of Procan in her absence, looking for her.
Seri's own mother.
Someone she only recalls in brief flashes, like glints of warm sunlight filtering through a deep kelp forest. Yet the sea-elven woman had already left, the priests tell her, returning to the salt water. Leaving behind for Seri only a brass ring that never tarnishes (Trinket) and a cryptic warning that her daughter should take care and remain vigilant. That the waves themselves have teeth...
Seri Eventide cannot fathom what this might mean. Yet she intends to find out. Especially if it affords her the chance to strike out from the Temple at Seaton once more (with the grudging acceptance of the priests) along the coast, first to Saltmarsh. To discover what her mother might have meant...
Image:
Extra Credit:
Trinket: (See backstory above) A brass ring that never tarnishes (left for her at the Temple by her mother).
Traditionalist Loyalist or Other: Mostly neutral. Shares loyalists' opposition (I assume?) to piracy based on her service as Navigator on the privateer vessel Dragonfly, but otherwise not particularly loyal to Keoland or any landbound king. Loves the ocean above all else.
Possible duty aboard a ship: Just finished tour of duty (rotational program as acolyte of Procan) serving as Navigator on the privateer vessel Dragonfly.
Long term story goal: Per above backstory - to discover what her mother meant with her cryptic warning that "the waves themselves have teeth." (Hopefully this fits with seabound threats in the campaign). And perhaps one day to meet her sea elven mother again! Or even her father, whoever he was. My intention is to leave all this open ended to be resolved (or not) however fits best with the collective story. No neat endings required.
Desired items or special rewards: Whatever makes sense given Seri's love of the ocean. Starting at level 3 as a Circle of the Sea Druid, her bonus action in combat may often be spoken for by her Wrath of the Sea feature, so maybe no items that always require a bonus action to use. Also at level 5, she will have access to the Water Breathing ritual and at level 6, will gain a swim speed. So items that only give her those things won't help after that.
See ^^^ spoiler above ^^^ for Description, Art, Trinket, Backstory and Extra Credit.
Tanis(Ranger1):Shiverquill's Tempest City | Barn(Paladin1):Damian_May's Ereworn Under the Shadow | Lyra(Warlock2/Bard4):VitusW's Silverwood Forest
Joren(Fighter6):NotDrizzt's Simple Request | Sabetha(Monk3):Bedlymn's Murder Court | Quyen(Adept1, ba5ic system):ConstancePhokas' Nentir Vale (Discord)
Xarian (Fighter3):Luna_Dust's Marks on the Map | Ophelia (Sorcerer2):BillM's Icewind Dale | Shin(Wizard1):Culuril's Strixhaven
Name: Hixiros Clirdod
Species: Dragonborn
Background: Guide
Class: Ranger/Monk multi class
Potential- Subclass: Way of Mercy
Backstory include a trinket from the PHB:
"A hunter lives off the kill!” Hix does not remember much of his family but the words of his father have stayed with him. From the age of 3 his parents would take him on hunts most days. This lasted until his 6th birthday where his parents told him to hunt for himself. From that moment on Hix spent every moment of his life fighting for survival. There was no adventure or glory but only a daily struggle to kill or be killed. When Hix was around 15 he had become extremely good at surviving in the wilderness. Sadly on one fateful hunt Hix tracked a fox that seemed easy prey. His skill with a bow allowed him to hit the fox without seeing it fully. Being able to track the fox’s blood he moved without concern. What he found was not the prey he was hunting but a young druid just learning to transform into an animal. When returning the body of the druid to his circle Hix decided he would focus his life on healing others to repent for the life taken. After spending time with the druids to help with the burial rights Hix was gifted with a crystal that faintly glows in moonlight. Hix wishes to find a way of fighting that is close up rather than from long distances. During that search he used his cartographer skills to find work in Saltmarsh as a navigator.
Trinket: A crystal that faintly glows in moonlight
Traditionalist Loyalist or Other: Other?
Possible duty aboard a ship: Navigator / Barrelman
Long term story goal: In Search of a creature worth hunting so that his name can go down in history.
Desired items or special rewards: Winged Boots, Bracers of Defense
Ability scores: 15 11 15 14 11 9
Ability scores: 17 13 12 12 13 15
Name: Hardtack
Species: Goliath
Background: Soldier (flavored as athlete)
Class: Monk
Potential- Subclass: Way of the Open Hand
Description and/or art: Big — rotund — with fair, but slightly gray skin, that you can hardly find uncovered by his many beautiful scenic tattoos all over his body; and black hair that he pulls up into bun.
Backstory: Hardtack was always a big boy. He excelled in the competitions that went along with growing up in his community. His life was happy, and he felt blessed. His first taste of how hard life can be was when his little sister died tragically. After that, he found it hard to enjoy life. As soon as he could, he left home to find some kind of peace. He had always loved the sea, so he headed that way and soon ended up on a ship as a deck hand. For years, he has sailed, filling various jobs, and finally becoming the ship's cook. For the most part, he is a pacifist; he chooses words over fists — a smile over angry words. And when he must intervene, he prefers to knock down and to hold on rather than to hit. He does not force his convictions on others, however. He lives the simple life that brings him peace.
Trinket from the PHB: Smooth stone with a hole through it
Ability scores: 14 16 15 13 13 18
Ability scores: 9 14 13 15 16 14
Ability scores: 14 13 18 12 12 14
Ability scores: 10 12 17 9 9 10
Name: Esmeralda Harrow
Species: Human (Rhenee)
Background: Wayfarer
Class: Warlock (Witch)
Subclass: Archfey (Baba Yaga)
Backstory: Esmeralda grew up with her large family of uncles, aunts and cousins on a Rhenee barge that cruised the rivers and seas of Flanaess. Her family, like all Rhenee, had little regard for nations, borders and laws, living their lives mostly outside that of society. She was trained both for thievery by her many uncles as well as creating healing poultices by her aunts, but she showed a particular talent for singing, dancing and storytelling, all of which was considered important skills among her poeple.
Esme always sensed she was different than her folks though, and when she came of age it was revealed to her that she had once been delivered to the barge as a newborn and adopted into the family for reasons they would not divulge. She decided to leave and travel Flanaess to find her past as well as her future, soon finding the entertaining company of the tiny faery Primrose that offered to come along on her journeys, one day finding their way to the sleepy fishing village of Saltmarsh where adventure awaited them both.
Trinket: A mysterious wooden mortar and pestle that along with a talisman she carries around her neck is her only connection to her unknown past.
Traditionalist, Loyalist or Other: Sympathetic to Traditionalists, but Other. She is above all a free and a quite hedonistic soul, but if she would find a new family she could probably be a fiercly loyal and devoted matriarch.
Duty on Ship: Entertainer, Healer or perhaps even a Captain.
Long Term Goal: Have a tavern/nightclub on a barge in the Saltmarsh harbour where she can make a living while enjoying life to the fullest.
Items of Interest: Witchy stuff like a Broom of flying, a Crystal ball and a Deck of oracles.
Esmeralda Harrow
Name: William Kidd
As a young child, Billy's family was a part of a wagon train crossing the desert. The train was ambushed and robbed and all non little children where killed, Billy was one of a small handful of children were left alive to die by nature, not the raiders. Soon after, being abandoned, the group of starving children were found by a different train. The saviors of the children where a group running and avoiding religious persecution and ended up near Saltmarsh. Billy was raised by one family and indoctrinated into worshipping Procan. Billy took that devotion to the god Procan to heart, becoming a devote follower. In his teen years, he was captured by a loyalist naval press gang. Thus beginning his life and love affair of the sea. He has worked his way up the Navigation tree of naval occupations. Attended the Navies Navigation school (upper class rank w/estimated +6 skill) and is a member of the Navy, but he is a Traditionalist, and the Admiralty who are loyalists, put Billy on half-pay for political reasons not merit. Billy was back in the Saltmarsh area having been semi released. Since being back he has worked on his devotion to Procan and assists at the Temple. Long term goal & "Desired items or special rewards" is based on being a traditionalist, as an orphan, stability and and tradition mean a lot, therefore a long term goal to balance the opposing ideas of growth and maintain the old way of life in Saltmarsh. For special rewards would be higher rank and acceptability in the Navy and riches.
Trinket: When found Billy had an unpolished bluish pebble of Lapis Lazuli, since being found his rubbing of it has smoothed it out some what and assumes it is a lucky trinket given to him from his mother.
https://upload.wikimedia.org/wikipedia/commons/e/e9/Pyle_pirates_burying2.jpg
Ability scores: 17 12 9 17 7 12
Ability scores: 13 8 12 12 11 18
Ability scores: 14 15 14 11 8 10
Ability scores: 14 13 14 12 13 16
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Application
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
The Cook isn't so much a mystery as he is a staple. Nobody really questions where he came from or what his life was like before because he's The Cook and he's seemingly just always been the cook. If anyone ever cared to really learn about The Cook the truth isn't all that interesting - He grew up on a farm but left that when he became, more or less, of age. He was the fourth son and the farm wasn't big enough to split up amongst them all so he knew he had to find a different line of work. Eventually he started cooking at pubs and such - nothing fancy, just simple food done cheap that filled the belly. Nobody sought out his food but nobody much complained about it either. Though those that did? Well The Cook doesn't take too kindly to that. More than one smart mouth would be critic has been invited to the dark back rooms or back alleys to be taught manners...
It was from one such lesson that The Cook found a deed for a parcel of land in Freedonia. He was just checking on the poor lad to make sure he was alright when the deed happened to fall out of his belongings, like happens from time to time. It occurred to The Cook that perhaps if he took a job upon on of those big sailing ships he might some day arrive in this Freedonia... Perhaps claim his land and build a nice little place of his own. Cook some proper meals, make a real go of it. Maybe The Cook could become The Chef some day...
Extra credit-
Ability Scores 1: 14 8 9 10 17 16
Ability Scores 2: 11 15 14 18 12 18
just an unstable unicorn.
Name: Brynn Breakwater
Species: Human
Background: Sailor (Flavouring them as a shipwright)
Class (First Choice): Artificer (but technically not 2024?)
Subclass: Battle Smith
Class (Second Choice): Cleric (if Artificer not allowed)
Subclass: Forge
(I understand Artificer may not be included in 2024 PHB content. If unavailable, I would play Brynn as a Forge Cleric with similar thematic focus on craft and protection.)
Ability Score: 11 15 14 18 12 18
Description or Art:
Backstory:
Brynn Breakwater was raised on the eastern docks of Saltmarsh, the child of fishmongers who rose before dawn and worked until the light failed. Coin was never plentiful, so broken things were mended, not replaced. Brynn learned early how to brace cracked beams, patch crates, and salvage bent nails. Waste was a luxury.
While their parents worked the market stalls, Brynn lingered near the shipyards, studying hulls and rigging with a quiet intensity. A family friend, an ageing shipbuilder, eventually allowed them to apprentice, recognizing the way Brynn could read tension in wood and rope as if it spoke.
The accident came during a once in a generation storm. A merchant vessel attempted to dock too late. Lines were thrown under impossible strain. Brynn moved to secure one before the mast tore free. The rope snapped. They remember the sound more than the pain, like cannon fire at arm’s length. Brynn survived. Their arm did not.
They built the replacement themselves from oak core and salvaged brass fittings, sealing joints against salt and corrosion. They returned to working the docks before the scar tissue had fully settled. Since then, Brynn has worked where force meets structure, reinforcing hulls, bracing decks, strengthening what others trust their lives to. They do not argue politics. They fix boats for Loyalists and Traditionalists alike. But when storms gather, most captains glance toward Brynn before casting off.
Trinket: A warped brass cleat bolt recovered from the dock the night the storm line snapped. The metal is twisted from impossible strain. Brynn keeps it wrapped in oilcloth in a pocket of their tool roll, a reminder that force does not care about pride, and that next time, they will build stronger.
Traditionalist, Loyalist or Other: Sympathetic to Traditionalists, but Other
Duty on Ship: Shipwright
Long Term Goal: Build a top rated vessel that can survive any recorded storm, outrun pirates, and/or resist unnatural sea phenomena.
Items of Interest: In terms of magical item ideas: +1 All Purpose Tool (Artificer), Serpent Scale Mail, Immovable Rod, Folding Boat, Cloak of Protection, Ring of Water Walking, Portable Forge Kit, Alchemy Jug
Link: https://www.dndbeyond.com/characters/161718568/X79ypw
just an unstable unicorn.
Ability scores: 15 11 11 11 13 15
Ability scores: 18 7 14 9 12 15
DM for Dragons of Icespire Peak Pbp.