For untold generations, the many species inhabiting the world of Perun lived under the assumption that this rather barren, though at times beautiful world was their original home. Then, a story began to be told, and as is so often the case with stories, it seems that some part of it may in fact be true. A Mogran priestess prophesied that "in a place beneath mountains of ice shall be a Discovery, and in it shall be found our Salvation." A Talisan scholar found records dating back centuries, to before the fall of Argo, of remarkable technologies, and of the logs of captains who claim to have walked under different stars. A Heori envoy shared a horn of mead with a chieftain of the northern Tribes, and heard tales of strange lights appearing on the faces of the northern peaks, of wonderful and terrible sights to behold beyond the vast wastes of the north.
The Discovery Expedition: A Call to all Adventurers and Explorers! A grand expedition to the Far North is being raised on the authority of the Trium to evaluate purported findings of an ancient civilization in the Unknown Region beyond the Northern Wastes. The mission is funded by the Free Guilds and Royal Academies of Talis, the Mogran Consortium and King Hagrarah of Heor. Extreme danger and risk to life are expected. Payments for services rendered to the expedition are generous. Apply to one of the Expedition leaders for consideration: Lord Cassius of Talis, Archpriest Avra'ad of Mogra, or Chief Wulfrick " the Bone-eater" of Heor.
Hello! Welcome to the world of Perun! If you are interested in a homebrew survival/West marches-style 5e PbP game, then you are in the right place. I am looking for about 5 players with characters that are embedded in the world as envisioned thus far. While most of the campaign will take place away from the centers of civilization and recorded history, nonetheless I would greatly appreciate an appreciation for where these characters come from! In terms of overall format, the party will form a small but elite task force sent out on specific missions to aid a slow-moving but well equipped caravan through dangerous and unexplored territory from the equator of this small world to its northern polar region. Successes and setbacks will help or harm the progress of the caravan, which will function as a sort of mobile home base, and internal conflicts born in the home countries of those in the expedition will put loyalties and bonds of brotherhood to the test as the pressures of gritty survival will kick in. Speaking of, this PbP will use a lightly modified version of the "Gritty Realism" optional rule. Short rests will require 4 hours + 2 hours per short rest taken after the first between Long Rests. Long Rests will require 4 days with other ongoing downtime activities. In the spirit of a survival game, I will also be tracking food and water supplies.
If all that doesn't scare you (and to be honest, it sort of scares me) then I'd love to see an application from you! Feel free to PM me with any questions you might have.
Character Creation:
Start at Lvl 5, roll for HP, use encumbrance but ignore coin weight, Point buy or rolled (never drop ones), Multiclassing with requirements allowed, all official published material is good, pending review for how well it fits in the setting. PM for questions about homebrew and UA (case-by-case basis and in accordance with in-world lore). I do not have anything to content share.
Name:
Race:
Class: (When selecting starting equipment, don't take the starting gold. We will handle starting gold and pregame expenditures in a session 0 thread.)
Homeland: Choose One of the following homelands. Each provides a distinct bonus to your character's stats representing the advantages afforded you by that faction's culture and training. It's possible that you are not actually from the given city listed at the top of the homeland option, but your background is set within the cultural sphere of that Trium.
- Talis: Born and raised within Talis' protective embrace, you have benefited from advanced socio-economic and educational opportunities and training. Add 1 to either your Dex, Int or Cha ability score. Then choose from one of the faction options.
- The Akropol: As a Citizen of Talis, you are afforded political training and the privileges of noble upbringing. Gain proficiency in the Deception or Insight skill. If already proficient, gain expertise in the selected skill. You may upgrade one of your weapons or pieces of armor to a +2 (mastercrafted) weapon for no additional cost. You also gain proficiency in an artisan's toolkit of your choice.
- The Free Guilds: You may not have citizen status, but you are well connected with Talis' furthers ranging and most dynamic faction. Gain proficiency in two of the following skills: Persuasion, Intimidation, Perception or Insight. If you are already proficient, gain expertise in the selected skill. You will receive quadruple the amount of starting gold you would otherwise receive. You may also start the game with 1 uncommon wondrous item at no additional cost.
- The Academies: You may not have citizen status, but you are affiliated with one of the most renowned centers of knowledge and learning in all the world. Gain proficiency in two of the following skills: History, Investigation, Arcana, and Religion. If you are already proficient, gain expertise in the selected skill. You also gain 1 rare Staff, Ring, Rod, Wand, Wondrous Item or Scroll at no additional cost
- Mogra: Reared under the watchful eyes or your superiors in the Delven City, the harsh rule of law and discipline have molded you into something more. Add +1 to your Str or Con and +1 to your Wis or Cha ability scores.
- The Holy Orders: Arguably the strictest of Mogra's factions, the Holy Orders raised you to be an extension of their rules, the essence of Mogran civilization. Gain proficiency in Religion. Gain proficiency in one of either Arcana, Deception or Intimidation. If you are already proficient, gain expertise in the selected skill. You also gain the effects of the Eldritch Adept Feat.
- The Consortium: A byzantine cabal of various merchant clans, secret societies and bureaucratic figureheads, the Consortium orchestrate and manage most of Mogra's considerable wealth. Where the Holy Orders internally represent the disciplinary arm of Mogran hierarchy, the Consortium is the eyes, ears, and often brain behind the entire operation. As one of their operatives, gain proficiency in Deception. Gain proficiency in two of Intimidation, Sleight of Hand, Stealth, Acrobatics and Performance. If you are already proficient, gain expertise in the selected skill. Next, dain the effect of the "Skilled" feat.
- The Legion: Gene-wrought by ancient magics of the Holy Orders, soldiers of the Legion are usually bred into this walk of life, not recruited. Having served in the Mogran military for the prime of your youthful years, your have been replaced in the hierarchy of the Legion - forcibly retired as you no longer fully embody an ideal standard. Gain proficiency in Athletics. If you are already proficient, gain expertise in the skill. Additionally, gain advantage on Str, Dex and Con saving throws. Finally, whenever you level up, add +1 max HP to your max HP pool. Additionally, whenever you expend a hit die to regain hp, the minimum score that die can afford you is equal to its median value rounded up (thus, for a d8, gain 5, for a d10 gain 6, and so on).
- Heor: Wild and free, you grew mighty and wise under the tutelage of your elders. Add +1 to your Con, +1 to your Wis, and +1 to either your Str or Dex ability scores. You gain proficiency with martial weapons, shields, and light and medium armor. You gain proficiency with the Survival skill. You also gain proficiency in one skill of either Animal Handling, Nature, Perception or Stealth. If you are already proficient, gain expertise in the skill. Whenever you use a hit die to regain hp, add +1 to the value gained. Lastly, you gain advantage on all Con saving throws.
- A Greater Tribe: As a member of a Greater Tribe, your loyalty is key to the Tribe's continued success. Gain proficiency in a musical instrument of your choice. Due to your experience in the Shield Wall, once on your turn, you may deal an extra 2d6 damage to a creature you hit with a weapon attack if that creature is within 5 feet of an ally that isn't incapacitated.
- A Lesser Tribe: As the scion of your Lesser Tribe, you bear the hopes of your Tribe on your shoulders. Tribe Gain a Rare weapon as an heirloom of your Tribe.
- A Wild Tribe: You may either gain the effects of the Magic Initiate Feat for the Druid Class OR you may add +2 to your AC to represent your Tribe's unorthodox ways of making war.
Backstory: (Please include an occupation as a part of your backstory, and how your character approaches an interview with one of the three aforementioned leaders of the expedition.)
A Common History of the World (Please Reference! Again, PM with questions as needed!)
Perun: A small, dry world not much larger than the earth's moon, Perun's inhospitable face harbors a number of city states around its equatorial rim, where the warmer temperatures and prevalence of some rivers and open water, and even rainfall, allowed for civilization to thrive. As one treks towards the poles of this world, the already dry atmosphere proceeds to absorb every spare molecule of water. Though pleasant enough at the equator (rarely dropping below freezing during the cold months and never surpassing 27 C/80 F in the warm months) the all encompassing dryness and chill of the polar regions have discouraged exploration, let alone settlement, for generations. The Wastes, as they are called, are the purview of monstrous fauna and flora, savage tribal peoples and awful stories. The world is mineral scarce, leading to a surprisingly developed craft in glasswork weaponry and armor, called Vitre, to replace the function of most metals and wood. While less durable than most metals, prone to chip and hard to repair, Vitre is vastly easier to produce and procure, and thus has become a standard material alongside various forms of pottery.
Around the Argossan Delta, the closest thing to a tropical paradise on the world, the polis of Argo raised its porcelain walls to the world and founded the most influential civilization in known history. Two and a half centuries ago, a federation of city states, the League, fractured under infighting and barbarian incursions from both north and south. Unable to maintain its legions and control, the city was sacked by invaders twice. So complete was this second destruction that Argo has since remained an empty shell of a City, a monument to what once was, and perhaps could be again. Just under two centuries ago, the League reformed around a triumvirate of powerful city states: Talis, Mogra and Heor. Around these three Triums, a new Pax Argo was established, and though uneasy and fractious it has nonetheless endured.
Talis ("Tah-Liss"), of the three, maintains perhaps the strongest direct link to ancient Argo. A colony of that most revered polis, Talis bears the trademark construction of the Argo in its porcelain walls - a trick of Vitre reinforcement whose secret has since been lost to time. Known for its philosophy and Citizen Democracy, the city nonetheless functions only via the force of its non-citizen (i.e indentured or enslaved) population, some three quarters of the total populace, who are raised in a rigid caste society where generational debts are payed off to noble houses across decades of loyal service. A coastal polis, Talis employs an efficient navy and was the first to experiment with airships of various designs, eventually perfecting a light, gliding construct powered by sunlight through a careful application of metals enchanted for conductivity, capable of safely traversing even the harsh winds of the wastes in small doses. In recent decades, the Guilds have absorbed most of the political power in the city through careful organization of the city's non-citizen labor force. Collectively, the Guilds control just over half of the seats in the Akropol, the ruling council of Talis overseen by the city's King, an elected position for life. Divided between the ever-innovating Guilds and the Noble Houses, whose wealth remains a check against the potential of the Guilds, the polis itself is a check on the power of the other two Triums, but only just. The colors of Talisian military forces are often various patterns of blue and green against a white backdrop, in memory of the verdant lands of the Argossan Delta. The City is renowned for daring traders, technological innovation, a deep cultural regard for loyalty, duty and bravery in the face of danger, as well as for a thriving artistic and educational community, with the greatest universities and academies, theaters and restaurants, social clubs and sports arenas in all the world.
Mogra, the Delven City, lies entirely contained within a vast rock formation that stands, a mountain on its own, on the southern edge of the equatorial zone. This bastion has never fallen to the predations of barbarians, nor was it ever conquered by means of military might. The Argo won the loyalty of the city by the marriage of a Mogran princess into the royal line, though Talisan scholars contest the veracity of such records as have survived. Nearly completely self-contained, the city harvests its resources from thousands of acres of surrounding agricultural zones, worked ceaselessly by a horde of slaves. Famed for its gladiatorial games and a brutal sense of justice, Mograns are known far and wide as merchants of high quality goods in great quantity, usually sold at a sickening markup, particularly of valuable gems and minerals presumably mined from beneath their fastness. Where Talis seeks a noble veneer on the face of forced labor, Mogra embraces it fully as a necessary evil for survival. The result: a brutal city state of unparalleled legions. Trained from birth (and some say born of dark magics deep beneath the Delven City - a rumor reinforced by frequent tattoo designs in principle areas of the body) these warriors fight with peerless training and discipline. The city colors are various hues of red and brown - earthtones all - with changing symbology based on the cities own byzantine Consortia and bureaucratic systems.
Heor, The Worldfang, is the youngest of the Triums by a great deal. Founded well after Argo's Fall, Heor is the product of Garag the Barbarian King's iron-handed rule over wide swath of the Equatorial regions. The largest of the three Triums in terms of raw territory and population, Heor holds the dubious honor of open relations with the Barbarian tribes of both the North and South, granting them freedom to cross the Equatorial Region in Heori territory. This policy has led to no small amount of conflict with the other Triums and lesser cities, but the raw might of Heor's ferocious, barbarian armies, as well as their seemingly limitless allies in the tribes they service, have affirmed their power as one of the mightiest city-states on Perun. Some scholars fear that the only thing keeping Heor from outright invasion of the other Polises is less a matter of ability and more a matter of disunity. The Polis is divided among various Tribal groups of varied ancestry, making it by far the most diverse of the Triums at the cost of its ability to act in concert. Many times, when the powers of the Triums were tested by lesser states, the forces of Mogra had already come, fought and departed by the time Heor began to march. Yet once Heor takes to a campaign, its forces are virtually unstoppable. The City itself is a sight to behold - vast structures built of wood, a rare commodity for the other Polises but a common enough material to the Heor due to the Barbarian's access to the inhospitable but more resource rich regions beyond the comfort of the equatorial belt. There is no distinct pattern or color-code for the Heori, though they often associate the symbol of the Tribe of their current King as representative of the entire nation.
I'll be leaving recruitment open for a good while, so no need to rush a character. Happy applying! Thanks for your time!
This post has potentially manipulated dice roll results.
Name: Torrent Gale
Race: Water Genasi
Ability scores:14161771113
HP:13
Class: Paladin (Oath of the Open Sea)
Homeland: Talis (The Free Guilds)
- Expertise in Insight & Persuasion
- Uncommon Item: Gauntlets of Ogre Power
Backstory:
Torrent wasn't born to a wealthy family, his mother a water genie, and his father was a poor fisherman from a small village south of Talis. He grew up learning that there was more worth in making people smile and laugh than gold or silver. Since his family was not wealthy, Torrent began working at a young age. His father had taught him a few things about sailing and trading. This led to the beginning of his life on the open sea, starting as a rigging rat and deckhand for various import ships. The romantic idea of a sailor’s life, the freedom of seeing new lands and skies, and getting to know new people called to him.
His life on ships went on for a few years as a normal Water Genasi child of 8 could imagine on a boat. It wasn’t until he was around 16 that he found himself on a vessel lost at sea with no wind. Though he doesn't talk much about this portion of his time, the moral of this story is that as the crew began to starve and see no hope for survival, something inside the boy told him to trust that the sea would guide them. He found the sea teaching him how to comfort his companions on the ship, and eventually, he grew to understand the ways of the open seas.
Torrent is content with enjoying the freedom that comes with his life. Torrent has traveled for a few years and always finds himself looking for his next adventure. He has just finished a long journey ensuring safe travel for both the goods and people aboard the boat. Now that his contract with the ship is up, he uses his time ashore to determine where the winds will take him.
Harper was born to a noble family, that owns a vast trading company. He has been in charge of the transportation system for some time now. This involves tracking, and sometimes traveling with, the merchants and merchandise. He believes he does an excellent job with his current occupation in both protecting the goods and in management. (Though he gets a lot of help from his father and coworkers with the later, he has convinced himself that he does it alone.)
Now he wants to leave the shelter of his family’s wings and make a name for himself. He believes that he can find something new to contribute to his family’s business, or even start a new business of his own.Upon hearing of ancient technologies, he jumps at the chance to be one of the first to find these and any other grand treasures, just waiting to be found.
He approaches the Talisan scholar. In the interview, he explains that he has experience traversing land and sea while protecting valuable items, from various threats.
Good question! I'd probably say that the Trance trait would work normally with regards to the amount of sleep your character would need (i.e., 4 hours in a 24 hour period vs 8 hours in a 24 hour period to avoid exhaustion). You could also use Trance to reduce the time needed for a short rest by half, but a Long Rest will require the same time period, as it involves other downtime activities. This is not in accordance with an errata on the rule that I've seen floating around, so consider it to be a part of the homebrew. Thanks for the question!
Backstory: I have traveled more ground the most men in a lifetime I have since a young age, aided the tribes in recognizing their common ancestry we are a superstitious people with an oral tradition and reverence our strength above our intellect. I however can guide our elders and leaders to see that we are not fractured but faceted, not separate but one people. We must stand together or fall apart.
Ability scores point buy and hpts listed on character sheet.
This post has potentially manipulated dice roll results.
Name: Dr. Matt Lindstrom
Race: V. Human
Class: Artificer
Background: Archeologist
Homeland: Talis – The Academies
+1 Dex, Int or Chr
Prof (or expert) in two: History, Investigation, Arcana, or Religion
Gain 1 rare Staff, Ring, Rod, Wand, Wondrous Item or Scroll
Back Story:
Assistant Professor at The Academies. He taught technology innovation and discovery.
When the call went out for someone to represent The Academies Matt volunteered. He is excited to get out of the school and into the “real word”.
For the interview he would offer his skill in creating any tools needed by the expedition. He also would describe how his archelogy and puzzle solving skills would be of use. He shares his passion for exploring. And, most importantly, he can evaluate and provide scientific credibility of any purported findings of any ancient civilization they find.
Backstory: From the Northern reaches of what's still considered Heor, Steady Rock was trained as a hunter, as all who hail from these remote areas. Despite a modest upbringing, his skill impressed the elders and served the tribe many times in hunting and tracking other tribes. Hunting humanoids was far more enjoyable and profitable than he'd realized. Food and pelts were their own prize, but the challenge of prey that schemes on it's own in a civilized place is exhilarating.
He struts about civilized places. He's usually the biggest, most frightening thing there. Near 6ft tall and near 300lbs of muscle, the tabaxi with tiger-like features nonetheless treads silently. When he's hunting, beast or otherwise, he creeps along until he can reach out and grab his prey by the throat with his own claws.
A trusted mentor suggested to Steady Rock that there was no one better fit for this expedition than he. Steady Rock sought out "The Bone-eater" to offer his claws and arrows. There's none with sharper senses and quieter feet. Spoils from ancient ones should not be left to Talisian Book-Lovers and Mogran Coin-Counters. It's unlikely they'd survive these lands anyway without Heori muscle. Send me and spoils and glory will pour from the north like ale from a new keg and all of Perun will revere the Heori.
This post has potentially manipulated dice roll results.
Ability scores: 10915111015
Name: Friar Zeal
Race: Moutain Dwarf
Class: Cleric
Homeland: Gelid Isls
Backstory: From a noble family in the Gelid Isls. Zeal 11th in line to the throne decided to pursue a path of faith, knowing his chance to ascend to King of his homeland was unlikely at best. His family was not thrilled with the decision, believing that taking a path of faith was below his standing but Zeal did what he thought would fulfill him most. Through his studies he was drawn to the teachings of Helm, God of Protection. He was always a caring person and wanted to help people as best he could. When he completed his studies he took the title of Friar wanting he share his faith with the people. This lead him to leave his beloved Isls of Gelid and seek his on path trying to serve Helm the best he could. Hoping some day to return home and bring honor to his family.
This post has potentially manipulated dice roll results.
Ability Scores: Point buy Hit Points:22 Name:Shalkashlah Race: Yuan-ti* Class: Druid of the Moon Background: Faction Agent Homeland: Wild Tribe of Heor Backstory:
Hailing from an isolated tribe amongst the Wastes, Shalkashlah found herself drawn to the great and relatively enlightened city of Heor. Instead of landing her in trouble, the twists of her supercilious tongue earned her the notice of the King's entourage, who in turn recognised a budding emissary in the making - not least due to her rare mastery of druidic magic. Over time, she won increasing respect for her diplomacy, most especially with the erudite elite of Talis. For her part, Shalkashlah has taken a grudging interest in the affairs of the other Polis, though she harbours a mistrust of Mogra.
Known as she is to both Lord Cassius of Talis and Chief Wulfrick of Heor, in her arrogance she believes she is uniquely placed for the advertised undertaking and approaches the latter with confidence (and no small amount of intrigue) at the prospect of the forthcoming expedition.
Appearance Reptilian amber eyes, pointed teeth and a forked tongue betray the inhuman ancestry of her slight form. The scabbard of her wickedly curved tulwar is ornately decorated with bas reliefs depicting entwined vipers, whilst her scaled leather jerkin is reinforced with snakes' teeth.
Personality Traits I have very high standards for food, drink, and physical pleasures. I am interested in modern human culture, even as primitive as it is.
Ideals Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
Flaws I feel twinges of emotion, and it shames me that I am imperfect in this way.
(*MotM flavour in order to use same casting stat for innate magic - I only have the VGtM version purchased, but it can be 'converted' via customisations on the DDB Character app.)
Ability Scores: Point buy Name: Shalkashlah Race: Yuan-ti* Class: Druid of the Moon Homeland: TBD (most likely Heor, but have some questions below) Backstory: TBD (ditto)
(*MotM flavour in order to use same casting stat for innate magic - I only have the VGtM version purchased, but it can be 'converted' via customisations on the DDB Character app.)
Some more questions for the DM, mostly to get some up-front class specific clarifications:
Are backgrounds selected as normal, or do the Homeland traits replace them?
Druid armour restrictions - given Vitre replaces the function of most metals, would it be reasonable for a druid to wear, e.g., a Vitre breastplate?
If not, is Studded Leather (thinking snakes teeth for the "studs"!) OK? Some DMs do, some DMs don't.
With staves etc, do they regain their charges RAW (daily), or per Long Rest?
Is the Staff of the Woodlands too powerful for a rare staff granted by the Talis Academies benefit?
For the Heor Greater Tribe benefit "on your turn, you may deal an extra 2d6 damage to a creature you hit with a weapon attack...", am I correct in assuming this applies to only one attack per turn even if you can make multiple attacks?
Does the Heor Wild Tribe AC benefit carry over to Wildshape?
Any particular restrictions on wild shapes and/or animal summoning?
1. Backgrounds are still selected as normal. The Homelands add-on is a way to further your character's connection with a specific culture in the world, and to reward players for doing so with more powerful characters.
2. That's an interesting question I had not considered, to be honest. Upon doing a little reading, it seems like the language from the PHB says that Druid's won't wear metals, not that they can't - one article I found likened it to veganism or other dietary choices. I kinda like that idea - if you are a druid that wears Vitre, let's establish an in world reason for why that works. Older editions of dnd apparently penalized druid characters for wearing metal, and I'd rather avoid that, but perhaps something innate to the substance makes it impossilbe to Wildshape with or something like that. I'd rather not break the action/armor ratios as much as possible, though I know I am already towing the line with some of the features the Homelands bring in. If it seems like it is too powerful (never gets hit in a boss fight despite good rolls because of wearing Vitre armor, for example) then I'd like to leave it open to be readdressed. Fair enough?
3. I think reflavoring item armors like that is awesome, and should be explored for narrative purposes where possible and appropriate (i.e., snake fangs - cool. The teeth of small children... maybe not).
4. Another good question. At this point I will say that magic items function RAW, just that the definitions of SR and LR have changed in their timeframe. If the language says recharge at dawn, there you go. Again, if this seems to break the game in some way, I would like to leave it open to be readdressed. Fair enough?
5. That sounds like an awesome item. The point of the Academies is that they, rather than most other factions, have access to that sort of stuff, so I'd say that not too powerful. It is certainly powerful, and I would want to work with the player to fill in a lore tidbit about a stick that can turn into a tree on command, but that's fair game to me!
6. That is correct: once on your turn. I have edited the original post to reflect that change. It's a trait ripped straight out of the Hobgoblin stat block in the monster manual, but a fitting one for a martial culture, I think, and utterly brutal if you think about adding in Warrior and Barb crit bonuses down the road.
7. Yup! Again, if gamebreaking I will leave myself the out, but I'd say it transfers - sounds like the most unorthodox way to fight a battle is as a wildshaped beast, after all.
8. I'd say you can only shape into a creature of the appropriate CR that you have seen before. Looking at a picture of a velociraptor is not the same thing as seeing one, and I think that applies. I like to imagine that a lot of spellcasting gets framed in the imagination first, so if you aren't absolutely sure of what the thing you are trying to summon/shape into looks like, I don't think the spell would function as intended, if at all.
Going back and looking at this, it looks like I had the re-roll 1s turned on...even though I made sure it said "Never" in the dice roller. ...thats so annoying. I'll roll again to see if it does the same thing a second time.
Using the scores from the second roll: 8 16 14 15 6 7
Name: Kodoran
Race: Goliath
Class: Paladin (oath of Devotion)
Homeland: Mogra: the Holy Orders
Backstory: WIP
I have a question about the Homeland. I chose the Holy Orders because I thought it fit best with this character, though I can switch to the Legion if this proves to be a problem. I am unable to add the Eldritch Adept feat because I do not have access to it. Is it alright if I just "have it" even though it doesn't show up on the character sheet? I can easily find the rules for this feat online, but I can't add it to the sheet. If this is a problem, I will switch to the Legion instead.
I will add a backstory after I know whether or not I need to switch to the Legion. Thanks!
Thanks for your responses. That all sounds perfectly reasonable. I'm thinking I will go with the Heor Wild Tribe on the grounds that I don't want to build a concept just around a single magic item, no matter how awesome it is! I will edit my original post accordingly. NB it would be somewhat useful (perhaps could wait for session 0) to know something of the typical fauna & flora of the land.
Backstory: Fenzira didn't choose a life of espionage. They were born into it. Their parents were high ranking spies, renowned all throughout the Consortium in Mogra for their wide range of skills and techniques. Of course, when these two spies fell in love and had a child, there was a high bar to meet for the child. From 3 years old, Fenzira was tirelessly trained, their parents ruthlessly molding Fenzira into exactly what they wanted them to be. No matter how well they performed at any task, it was not good enough. They had to constantly improve, constantly live up to their parents name, and constantly be expected to achieve perfection at any task the Consortium desired of her. "Any wrong note on that viol will cost you your life," their parents used to tell them. And once their skill with the viol awakened a latent bardic power within them... They became different. Each note they played was rigid, stiff and uncreative, but melodic and wondrous. It was exactly what they all expected of Fenzira: perfection. An artificial, man-made perfection that would drain every inch of their true personality from them, and force them to become a master of espionage.
Alright - some great applications thus far! This is a ping to move the thread nearer to the top of the notifications list, and just to say that I will be closing recruitment in about 3-4 days. Thanks all!
Backstory: Fenzira didn't choose a life of espionage. They were born into it. Their parents were high ranking spies, renowned all throughout the Consortium in Mogra for their wide range of skills and techniques. Of course, when these two spies fell in love and had a child, there was a high bar to meet for the child. From 3 years old, Fenzira was tirelessly trained, their parents ruthlessly molding Fenzira into exactly what they wanted them to be. No matter how well they performed at any task, it was not good enough. They had to constantly improve, constantly live up to their parents name, and constantly be expected to achieve perfection at any task the Consortium desired of her. "Any wrong note on that viol will cost you your life," their parents used to tell them. And once their skill with the viol awakened a latent bardic power within them... They became different. Each note they played was rigid, stiff and uncreative, but melodic and wondrous. It was exactly what they all expected of Fenzira: perfection. An artificial, man-made perfection that would drain every inch of their true personality from them, and force them to become a master of espionage.
For untold generations, the many species inhabiting the world of Perun lived under the assumption that this rather barren, though at times beautiful world was their original home. Then, a story began to be told, and as is so often the case with stories, it seems that some part of it may in fact be true. A Mogran priestess prophesied that "in a place beneath mountains of ice shall be a Discovery, and in it shall be found our Salvation." A Talisan scholar found records dating back centuries, to before the fall of Argo, of remarkable technologies, and of the logs of captains who claim to have walked under different stars. A Heori envoy shared a horn of mead with a chieftain of the northern Tribes, and heard tales of strange lights appearing on the faces of the northern peaks, of wonderful and terrible sights to behold beyond the vast wastes of the north.
The Discovery Expedition: A Call to all Adventurers and Explorers! A grand expedition to the Far North is being raised on the authority of the Trium to evaluate purported findings of an ancient civilization in the Unknown Region beyond the Northern Wastes. The mission is funded by the Free Guilds and Royal Academies of Talis, the Mogran Consortium and King Hagrarah of Heor. Extreme danger and risk to life are expected. Payments for services rendered to the expedition are generous. Apply to one of the Expedition leaders for consideration: Lord Cassius of Talis, Archpriest Avra'ad of Mogra, or Chief Wulfrick " the Bone-eater" of Heor.
Hello! Welcome to the world of Perun! If you are interested in a homebrew survival/West marches-style 5e PbP game, then you are in the right place. I am looking for about 5 players with characters that are embedded in the world as envisioned thus far. While most of the campaign will take place away from the centers of civilization and recorded history, nonetheless I would greatly appreciate an appreciation for where these characters come from! In terms of overall format, the party will form a small but elite task force sent out on specific missions to aid a slow-moving but well equipped caravan through dangerous and unexplored territory from the equator of this small world to its northern polar region. Successes and setbacks will help or harm the progress of the caravan, which will function as a sort of mobile home base, and internal conflicts born in the home countries of those in the expedition will put loyalties and bonds of brotherhood to the test as the pressures of gritty survival will kick in. Speaking of, this PbP will use a lightly modified version of the "Gritty Realism" optional rule. Short rests will require 4 hours + 2 hours per short rest taken after the first between Long Rests. Long Rests will require 4 days with other ongoing downtime activities. In the spirit of a survival game, I will also be tracking food and water supplies.
If all that doesn't scare you (and to be honest, it sort of scares me) then I'd love to see an application from you! Feel free to PM me with any questions you might have.
Character Creation:
Start at Lvl 5, roll for HP, use encumbrance but ignore coin weight, Point buy or rolled (never drop ones), Multiclassing with requirements allowed, all official published material is good, pending review for how well it fits in the setting. PM for questions about homebrew and UA (case-by-case basis and in accordance with in-world lore). I do not have anything to content share.
Name:
Race:
Class: (When selecting starting equipment, don't take the starting gold. We will handle starting gold and pregame expenditures in a session 0 thread.)
Homeland: Choose One of the following homelands. Each provides a distinct bonus to your character's stats representing the advantages afforded you by that faction's culture and training. It's possible that you are not actually from the given city listed at the top of the homeland option, but your background is set within the cultural sphere of that Trium.
- Talis: Born and raised within Talis' protective embrace, you have benefited from advanced socio-economic and educational opportunities and training. Add 1 to either your Dex, Int or Cha ability score. Then choose from one of the faction options.
- The Akropol: As a Citizen of Talis, you are afforded political training and the privileges of noble upbringing. Gain proficiency in the Deception or Insight skill. If already proficient, gain expertise in the selected skill. You may upgrade one of your weapons or pieces of armor to a +2 (mastercrafted) weapon for no additional cost. You also gain proficiency in an artisan's toolkit of your choice.
- The Free Guilds: You may not have citizen status, but you are well connected with Talis' furthers ranging and most dynamic faction. Gain proficiency in two of the following skills: Persuasion, Intimidation, Perception or Insight. If you are already proficient, gain expertise in the selected skill. You will receive quadruple the amount of starting gold you would otherwise receive. You may also start the game with 1 uncommon wondrous item at no additional cost.
- The Academies: You may not have citizen status, but you are affiliated with one of the most renowned centers of knowledge and learning in all the world. Gain proficiency in two of the following skills: History, Investigation, Arcana, and Religion. If you are already proficient, gain expertise in the selected skill. You also gain 1 rare Staff, Ring, Rod, Wand, Wondrous Item or Scroll at no additional cost
- Mogra: Reared under the watchful eyes or your superiors in the Delven City, the harsh rule of law and discipline have molded you into something more. Add +1 to your Str or Con and +1 to your Wis or Cha ability scores.
- The Holy Orders: Arguably the strictest of Mogra's factions, the Holy Orders raised you to be an extension of their rules, the essence of Mogran civilization. Gain proficiency in Religion. Gain proficiency in one of either Arcana, Deception or Intimidation. If you are already proficient, gain expertise in the selected skill. You also gain the effects of the Eldritch Adept Feat.
- The Consortium: A byzantine cabal of various merchant clans, secret societies and bureaucratic figureheads, the Consortium orchestrate and manage most of Mogra's considerable wealth. Where the Holy Orders internally represent the disciplinary arm of Mogran hierarchy, the Consortium is the eyes, ears, and often brain behind the entire operation. As one of their operatives, gain proficiency in Deception. Gain proficiency in two of Intimidation, Sleight of Hand, Stealth, Acrobatics and Performance. If you are already proficient, gain expertise in the selected skill. Next, dain the effect of the "Skilled" feat.
- The Legion: Gene-wrought by ancient magics of the Holy Orders, soldiers of the Legion are usually bred into this walk of life, not recruited. Having served in the Mogran military for the prime of your youthful years, your have been replaced in the hierarchy of the Legion - forcibly retired as you no longer fully embody an ideal standard. Gain proficiency in Athletics. If you are already proficient, gain expertise in the skill. Additionally, gain advantage on Str, Dex and Con saving throws. Finally, whenever you level up, add +1 max HP to your max HP pool. Additionally, whenever you expend a hit die to regain hp, the minimum score that die can afford you is equal to its median value rounded up (thus, for a d8, gain 5, for a d10 gain 6, and so on).
- Heor: Wild and free, you grew mighty and wise under the tutelage of your elders. Add +1 to your Con, +1 to your Wis, and +1 to either your Str or Dex ability scores. You gain proficiency with martial weapons, shields, and light and medium armor. You gain proficiency with the Survival skill. You also gain proficiency in one skill of either Animal Handling, Nature, Perception or Stealth. If you are already proficient, gain expertise in the skill. Whenever you use a hit die to regain hp, add +1 to the value gained. Lastly, you gain advantage on all Con saving throws.
- A Greater Tribe: As a member of a Greater Tribe, your loyalty is key to the Tribe's continued success. Gain proficiency in a musical instrument of your choice. Due to your experience in the Shield Wall, once on your turn, you may deal an extra 2d6 damage to a creature you hit with a weapon attack if that creature is within 5 feet of an ally that isn't incapacitated.
- A Lesser Tribe: As the scion of your Lesser Tribe, you bear the hopes of your Tribe on your shoulders. Tribe Gain a Rare weapon as an heirloom of your Tribe.
- A Wild Tribe: You may either gain the effects of the Magic Initiate Feat for the Druid Class OR you may add +2 to your AC to represent your Tribe's unorthodox ways of making war.
Backstory: (Please include an occupation as a part of your backstory, and how your character approaches an interview with one of the three aforementioned leaders of the expedition.)
A Common History of the World (Please Reference! Again, PM with questions as needed!)
Perun: A small, dry world not much larger than the earth's moon, Perun's inhospitable face harbors a number of city states around its equatorial rim, where the warmer temperatures and prevalence of some rivers and open water, and even rainfall, allowed for civilization to thrive. As one treks towards the poles of this world, the already dry atmosphere proceeds to absorb every spare molecule of water. Though pleasant enough at the equator (rarely dropping below freezing during the cold months and never surpassing 27 C/80 F in the warm months) the all encompassing dryness and chill of the polar regions have discouraged exploration, let alone settlement, for generations. The Wastes, as they are called, are the purview of monstrous fauna and flora, savage tribal peoples and awful stories. The world is mineral scarce, leading to a surprisingly developed craft in glasswork weaponry and armor, called Vitre, to replace the function of most metals and wood. While less durable than most metals, prone to chip and hard to repair, Vitre is vastly easier to produce and procure, and thus has become a standard material alongside various forms of pottery.
I'll be leaving recruitment open for a good while, so no need to rush a character. Happy applying! Thanks for your time!
Name: Torrent Gale
Race: Water Genasi
Ability scores: 14 16 17 7 11 13
HP: 13
Class: Paladin (Oath of the Open Sea)
Homeland: Talis (The Free Guilds)
- Expertise in Insight & Persuasion
- Uncommon Item: Gauntlets of Ogre Power
Backstory:
Torrent wasn't born to a wealthy family, his mother a water genie, and his father was a poor fisherman from a small village south of Talis. He grew up learning that there was more worth in making people smile and laugh than gold or silver. Since his family was not wealthy, Torrent began working at a young age. His father had taught him a few things about sailing and trading. This led to the beginning of his life on the open sea, starting as a rigging rat and deckhand for various import ships. The romantic idea of a sailor’s life, the freedom of seeing new lands and skies, and getting to know new people called to him.
His life on ships went on for a few years as a normal Water Genasi child of 8 could imagine on a boat. It wasn’t until he was around 16 that he found himself on a vessel lost at sea with no wind. Though he doesn't talk much about this portion of his time, the moral of this story is that as the crew began to starve and see no hope for survival, something inside the boy told him to trust that the sea would guide them. He found the sea teaching him how to comfort his companions on the ship, and eventually, he grew to understand the ways of the open seas.
Torrent is content with enjoying the freedom that comes with his life. Torrent has traveled for a few years and always finds himself looking for his next adventure. He has just finished a long journey ensuring safe travel for both the goods and people aboard the boat. Now that his contract with the ship is up, he uses his time ashore to determine where the winds will take him.
Character Sheet: https://ddb.ac/characters/78220384/kAOtlb
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
Please could you clarify how racial traits such as Elves’ trance work with the gritty realism rule?
Ability scores: 8 13 10 13 15 12
(Well this will be an interesting character...)
Name: Harper Silverheart
Race: Aarakocra
Class: Ranger (Hunter)
Homeland: Talis: The Akropol
Backstory:
Harper was born to a noble family, that owns a vast trading company. He has been in charge of the transportation system for some time now. This involves tracking, and sometimes traveling with, the merchants and merchandise. He believes he does an excellent job with his current occupation in both protecting the goods and in management. (Though he gets a lot of help from his father and coworkers with the later, he has convinced himself that he does it alone.)
Now he wants to leave the shelter of his family’s wings and make a name for himself. He believes that he can find something new to contribute to his family’s business, or even start a new business of his own. Upon hearing of ancient technologies, he jumps at the chance to be one of the first to find these and any other grand treasures, just waiting to be found.
He approaches the Talisan scholar. In the interview, he explains that he has experience traversing land and sea while protecting valuable items, from various threats.
Character sheet:ddb.ac/characters/77775842/alrkvK
Good question! I'd probably say that the Trance trait would work normally with regards to the amount of sleep your character would need (i.e., 4 hours in a 24 hour period vs 8 hours in a 24 hour period to avoid exhaustion). You could also use Trance to reduce the time needed for a short rest by half, but a Long Rest will require the same time period, as it involves other downtime activities. This is not in accordance with an errata on the rule that I've seen floating around, so consider it to be a part of the homebrew. Thanks for the question!
Name: Aroenas
Race: half (high) elf
Class: sorcerer aberrant
Homeland: Heor wild-tribe
Backstory: I have traveled more ground the most men in a lifetime I have since a young age, aided the tribes in recognizing their common ancestry we are a superstitious people with an oral tradition and reverence our strength above our intellect. I however can guide our elders and leaders to see that we are not fractured but faceted, not separate but one people. We must stand together or fall apart.
Ability scores point buy and hpts listed on character sheet.
Wise as a serpent and sly as a fox.
Name: Dr. Matt Lindstrom
Race: V. Human
Class: Artificer
Background: Archeologist
Homeland: Talis – The Academies
Back Story:
Ability scores: 15 12 11 15 11 16
D&D since 1984
Ability scores: nevermind, point buy lol
https://ddb.ac/characters/77680133/4Jgf6f
Steady Rock, Tabaxi Barbarian Path of the Beast.
Homeland: Heor, Greater Tribe
Backstory: From the Northern reaches of what's still considered Heor, Steady Rock was trained as a hunter, as all who hail from these remote areas. Despite a modest upbringing, his skill impressed the elders and served the tribe many times in hunting and tracking other tribes. Hunting humanoids was far more enjoyable and profitable than he'd realized. Food and pelts were their own prize, but the challenge of prey that schemes on it's own in a civilized place is exhilarating.
Eubraxa Rising: DM
Astray in the Stars: DM
Ability scores: 10 9 15 11 10 15
Name: Friar Zeal
Race: Moutain Dwarf
Class: Cleric
Homeland: Gelid Isls
Backstory: From a noble family in the Gelid Isls. Zeal 11th in line to the throne decided to pursue a path of faith, knowing his chance to ascend to King of his homeland was unlikely at best. His family was not thrilled with the decision, believing that taking a path of faith was below his standing but Zeal did what he thought would fulfill him most. Through his studies he was drawn to the teachings of Helm, God of Protection. He was always a caring person and wanted to help people as best he could. When he completed his studies he took the title of Friar wanting he share his faith with the people. This lead him to leave his beloved Isls of Gelid and seek his on path trying to serve Helm the best he could. Hoping some day to return home and bring honor to his family.
Ability Scores: Point buy
Hit Points: 22
Name: Shalkashlah
Race: Yuan-ti*
Class: Druid of the Moon
Background: Faction Agent
Homeland: Wild Tribe of Heor
Backstory:
Hailing from an isolated tribe amongst the Wastes, Shalkashlah found herself drawn to the great and relatively enlightened city of Heor. Instead of landing her in trouble, the twists of her supercilious tongue earned her the notice of the King's entourage, who in turn recognised a budding emissary in the making - not least due to her rare mastery of druidic magic. Over time, she won increasing respect for her diplomacy, most especially with the erudite elite of Talis. For her part, Shalkashlah has taken a grudging interest in the affairs of the other Polis, though she harbours a mistrust of Mogra.
Known as she is to both Lord Cassius of Talis and Chief Wulfrick of Heor, in her arrogance she believes she is uniquely placed for the advertised undertaking and approaches the latter with confidence (and no small amount of intrigue) at the prospect of the forthcoming expedition.
Appearance
Reptilian amber eyes, pointed teeth and a forked tongue betray the inhuman ancestry of her slight form. The scabbard of her wickedly curved tulwar is ornately decorated with bas reliefs depicting entwined vipers, whilst her scaled leather jerkin is reinforced with snakes' teeth.
Personality Traits
I have very high standards for food, drink, and physical pleasures.
I am interested in modern human culture, even as primitive as it is.
Ideals
Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
Flaws
I feel twinges of emotion, and it shames me that I am imperfect in this way.
(*MotM flavour in order to use same casting stat for innate magic - I only have the VGtM version purchased, but it can be 'converted' via customisations on the DDB Character app.)
(Questions copied and answered in post below)
1. Backgrounds are still selected as normal. The Homelands add-on is a way to further your character's connection with a specific culture in the world, and to reward players for doing so with more powerful characters.
2. That's an interesting question I had not considered, to be honest. Upon doing a little reading, it seems like the language from the PHB says that Druid's won't wear metals, not that they can't - one article I found likened it to veganism or other dietary choices. I kinda like that idea - if you are a druid that wears Vitre, let's establish an in world reason for why that works. Older editions of dnd apparently penalized druid characters for wearing metal, and I'd rather avoid that, but perhaps something innate to the substance makes it impossilbe to Wildshape with or something like that. I'd rather not break the action/armor ratios as much as possible, though I know I am already towing the line with some of the features the Homelands bring in. If it seems like it is too powerful (never gets hit in a boss fight despite good rolls because of wearing Vitre armor, for example) then I'd like to leave it open to be readdressed. Fair enough?
3. I think reflavoring item armors like that is awesome, and should be explored for narrative purposes where possible and appropriate (i.e., snake fangs - cool. The teeth of small children... maybe not).
4. Another good question. At this point I will say that magic items function RAW, just that the definitions of SR and LR have changed in their timeframe. If the language says recharge at dawn, there you go. Again, if this seems to break the game in some way, I would like to leave it open to be readdressed. Fair enough?
5. That sounds like an awesome item. The point of the Academies is that they, rather than most other factions, have access to that sort of stuff, so I'd say that not too powerful. It is certainly powerful, and I would want to work with the player to fill in a lore tidbit about a stick that can turn into a tree on command, but that's fair game to me!
6. That is correct: once on your turn. I have edited the original post to reflect that change. It's a trait ripped straight out of the Hobgoblin stat block in the monster manual, but a fitting one for a martial culture, I think, and utterly brutal if you think about adding in Warrior and Barb crit bonuses down the road.
7. Yup! Again, if gamebreaking I will leave myself the out, but I'd say it transfers - sounds like the most unorthodox way to fight a battle is as a wildshaped beast, after all.
8. I'd say you can only shape into a creature of the appropriate CR that you have seen before. Looking at a picture of a velociraptor is not the same thing as seeing one, and I think that applies. I like to imagine that a lot of spellcasting gets framed in the imagination first, so if you aren't absolutely sure of what the thing you are trying to summon/shape into looks like, I don't think the spell would function as intended, if at all.
Great Questions!
Ability scores: 5 8 11 11 15 13
Going back and looking at this, it looks like I had the re-roll 1s turned on...even though I made sure it said "Never" in the dice roller. ...thats so annoying. I'll roll again to see if it does the same thing a second time.
Ability scores: 7 7 16 14 16 13
Using the scores from the second roll: 8 16 14 15 6 7
Name: Kodoran
Race: Goliath
Class: Paladin (oath of Devotion)
Homeland: Mogra: the Holy Orders
Backstory: WIP
I have a question about the Homeland. I chose the Holy Orders because I thought it fit best with this character, though I can switch to the Legion if this proves to be a problem. I am unable to add the Eldritch Adept feat because I do not have access to it. Is it alright if I just "have it" even though it doesn't show up on the character sheet? I can easily find the rules for this feat online, but I can't add it to the sheet. If this is a problem, I will switch to the Legion instead.
I will add a backstory after I know whether or not I need to switch to the Legion. Thanks!
Thanks for your responses. That all sounds perfectly reasonable. I'm thinking I will go with the Heor Wild Tribe on the grounds that I don't want to build a concept just around a single magic item, no matter how awesome it is! I will edit my original post accordingly. NB it would be somewhat useful (perhaps could wait for session 0) to know something of the typical fauna & flora of the land.
Ability scores: 14 17 13 12 10 11
Name: Fenzira (they/them pronouns)
Race: Hobgoblin (Monsters of the Multiverse)
Class: Bard, enrolled in the College of Eloquence
Homeland: Mogra - The Consortium
Backstory: Fenzira didn't choose a life of espionage. They were born into it. Their parents were high ranking spies, renowned all throughout the Consortium in Mogra for their wide range of skills and techniques. Of course, when these two spies fell in love and had a child, there was a high bar to meet for the child. From 3 years old, Fenzira was tirelessly trained, their parents ruthlessly molding Fenzira into exactly what they wanted them to be. No matter how well they performed at any task, it was not good enough. They had to constantly improve, constantly live up to their parents name, and constantly be expected to achieve perfection at any task the Consortium desired of her. "Any wrong note on that viol will cost you your life," their parents used to tell them. And once their skill with the viol awakened a latent bardic power within them... They became different. Each note they played was rigid, stiff and uncreative, but melodic and wondrous. It was exactly what they all expected of Fenzira: perfection. An artificial, man-made perfection that would drain every inch of their true personality from them, and force them to become a master of espionage.
The three teachings of Tyre:
Nothing is forbidden.
Nothing is sacred.
Nothing is impossible.
Also I stan Tomoe for life
Alright - some great applications thus far! This is a ping to move the thread nearer to the top of the notifications list, and just to say that I will be closing recruitment in about 3-4 days. Thanks all!
Backstory updated
The three teachings of Tyre:
Nothing is forbidden.
Nothing is sacred.
Nothing is impossible.
Also I stan Tomoe for life
17
Rolling dice for my hp
The three teachings of Tyre:
Nothing is forbidden.
Nothing is sacred.
Nothing is impossible.
Also I stan Tomoe for life