It is a beautiful day in the port city of Mezzra. A beautiful day for the locale in question is that of a clear blue sky, and it being just warm enough to go out without additional layers. Mezzra did not know what is typically known as "beach weather", the ocean remaining cold and unforgiving even on this day, although even that was uncharacteristically quiet and serene on this day. The weather had the city bustling with activity, from people simply working to running mere errands.
This, the figure on the highest tower of the city could see easily, the people below him moving around like ants in a maze. He saw the bustling market, the side streets, even the library had a bit less activity than usual as scholars chose the outside rather than the inside. Not that it had much activity usually. Turns out that the pursuit of knowledge is far less appealing when it does not come with the promise of power.
After all, magic does not exist.
The figure looking down, being the grand skeptic of Mezzra, knows this truth better than anyone else. Sure, stories exist, about how one day long ago common mortals wielded the power of the ancients, how dragons ruled the skies, and how terrifying beasts and creatures that could not naturally exist roamed the land. But those were now but mere fairy tales.
And yet, did the man slowly pull out a strange spyglass. At its end fingers carefully adjust the lens, strange intricate carvings upon its cover slowly clicking into place. When he pointed it directly North, as far as the naked eye could see, there was not a single cloud in the sky.
But he sees a storm.
What is this game?
This will be a homebrew game which, on many fields, may be drastically different from standard 5e lore. Assuming the "no magic" had not yet given that away yet. It'll still borrow many core aspects so you should be able to integrate without too many issues, but it is important to not set expectations that might not prove correct in this setting. For example, tieflings are still considered a "cursed", shunned race, but the infernal plane may not even exist. The god you want to worship may still exist as the paragon of virtue that he is, but the background to his ascension may be completely different. When in doubt - ask.
The focus of the game will also be narrative, and while combat will still play a major part, it may take a slight backseat in favor of RP, mystery, and other kinds of challenge-solving in comparison to other games.
Time waits for no one
The overall goal of the game will be to provide a free world to explore and discover its secrets, providing adventure based on the player's direction... But with that said, there are things moving behind the screens. And while the main characters may have a hand in setting the course of the gears of fate, other things may be far out of control. All to say, maybe it is not a great idea to look into that dream of setting up a cabbage shop with a storm on the horizon...
Who are you?
You will be starting at level 1 in the port city of Mezzra (Future leveling is milestone based). While it is predominantly human, it holds enough traffic to see all walks of life, be it by traveling on land or ocean, making it easy to give your character an excuse of somehow having ended up there and settle in their place in this world. Ideally, to help initial group bonding it would be good if they're looking for some kind of mercenary/investigative work or just simply the call of adventure, but far from required.
Strictly magical races are likely banned, but most races are allowed, with the caveat that spell-granting features may be disabled. (Eg, darkvision = ok, misty step = not ok) If this is an important part of the species "power", it may potentially be compensated by something else.
Magical classes are also blocked. If you're unsure whether a class would be magic or not, do ask. In most cases, unless the class is directly a spellcaster, it will either be okay or handwaved. With that said, if your character has had dreams of magic, you should make a mention of that, and what potential class it would be...
If you are interested in playing, fill out the following.
Name
Race
Class
Stats (Roll 4d6 reroll 1's once, OR take standard array)
Background
Basic backstory (where did your character come from?)
Why is your character in Mezzra now?
Other details
Private details or secrets can be done through DM as well, and character sheets can be arranged later. And if there are any questions, feel free to ask!
Edit: as stated in a later addendum and to make clear again here, following classes are allowed (Paladin and ranger spells being styled as using tools/just being very inspiring)
This post has potentially manipulated dice roll results.
Ability scores: 15151014119
Linna, Human (Variant) Rogue
Str 13 Dex 14 Con 14 Int 16 Wis 14 Cha 14 (Variant Human and Skill Expert feat.
Background: Urchin or Cloistered Scholar (more likely the latter)
Street child abandoned by her parents, raised by the librarians but kept running to the streets. A gifted scholar, she was pretty much regarded as useless for her penchant for leafing through dusty old tomes of magic that held no true power. Works as an assistant at the library now, sometimes goes on long missions elsewhere.
She is in Mezzra now returning to the library after a successful mission.
Not sure if this is the best place to put this but, I envision her as becoming an arcane trickster and then multiclassing to Wizard if possible, but magic does not exist, of course.
Basic backstory (where did your character come from?)
Stats (Roll 4d6 reroll 1's once, OR take standard array) - Above
Background - Hermit
Basic backstory (where did your character come from?) - Ssej's name means silent death and he has used his monk training to become just that. He has no idea where he came from or anything really of his past except that he grew up in the order. He has always been brutal in the dealings with his enemies and has been well known for taking bites out of his conquests in his bloodlust. Over the past year he has been having dreams of Dragons as they speak to him and slowly over time he turns into one himself. After talking about his dreams with the head of his order has been sent out into the world to possibly discover what his dreams mean. His last dream whispered of the Port City of Mezzra so he has come to this town in search of answers.
This post has potentially manipulated dice roll results.
Name: Death Wish. At least that’s what he tells people. His real name is something he doesn’t remember.
Race: Variant human.
Class: Fighter
Stats (Roll 4d6 reroll 1's once, OR take standard array)Ability scores: 141512171518
Background: Criminal.
Basic backstory (where did your character come from?) He…doesn’t remember more than a few years back. All he knows is that he got hit on the head hard, he’s now incessantly cheerful, and has a strange amount of skill with almost every weapon.
Why is your character in Mezzra now?: After losing his memory, he soon found that he had an affinity for killing. So he became an assassin, a mercenary, a killer for hire. That’s why he’s here-to find work.
Other details: I’ll probably use him as an outlet for all my bad jokes.
Name: Grymward Race: Humant (Variant) Class: Barbarian Background: Urban Bounty Hunter Backstory: Growing up in the slums of the port city of Mezzra, Grymward survived the school of hard knocks, growing up to be a fearsome beast of a pit fighter, doing the occasional rough up job for the local crime boss but eventually he struck out on his own, using his acquired skills to track down people in the city that didn't want to be found, spending his gold on drinks and dice at his favourite tavern the Wailing Banshee which he also called his home.
Quick question, are homebrew subclasses allowed? I can give you a description of it.
Really really really depends on the subclass in question, but feel free to DM it to me and I'll review it. I'm more likely to say "no" rather than "yes" but it can depend on several things.
Name: Death Wish. At least that’s what he tells people. His real name is something he doesn’t remember.
Race: Variant human.
Class: Fighter
Stats (Roll 4d6 reroll 1's once, OR take standard array)Ability scores: 15171311911
Background: Criminal.
Basic backstory (where did your character come from?) He…doesn’t remember more than a few years back. All he knows is that he got hit on the head hard, he’s now incessantly cheerful, and has a strange amount of skill with almost every weapon.
Why is your character in Mezzra now?: After losing his memory, he soon found that he had an affinity for killing. So he became an assassin, a mercenary, a killer for hire. That’s why he’s here-to find work.
Other details: I’ll probably use him as an outlet for all my bad jokes.
Pre-emptively banned for danger of using puns. On a serious note, seems good! I'll DM you sometime to hash out a few more details though.
Quick question, are homebrew subclasses allowed? I can give you a description of it.
Really really really depends on the subclass in question, but feel free to DM it to me and I'll review it. I'm more likely to say "no" rather than "yes" but it can depend on several things.
Name: Death Wish. At least that’s what he tells people. His real name is something he doesn’t remember.
Race: Variant human.
Class: Fighter
Stats (Roll 4d6 reroll 1's once, OR take standard array)Ability scores: 15171311911
Background: Criminal.
Basic backstory (where did your character come from?) He…doesn’t remember more than a few years back. All he knows is that he got hit on the head hard, he’s now incessantly cheerful, and has a strange amount of skill with almost every weapon.
Why is your character in Mezzra now?: After losing his memory, he soon found that he had an affinity for killing. So he became an assassin, a mercenary, a killer for hire. That’s why he’s here-to find work.
Other details: I’ll probably use him as an outlet for all my bad jokes.
Pre-emptively banned for danger of using puns. On a serious note, seems good! I'll DM you sometime to hash out a few more details though.
Alright.
I can restrain the bad jokes. He’ll still be on the cheerful side though.
Rollback Post to RevisionRollBack
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
This post has potentially manipulated dice roll results.
Name - Tokka
Race - Tortle (I imagine him looking like a snapping turtle, very much like Tokka from the TMNT universe)
Class - Barbarian (Potentially Blood Hunter if that is allowed, unsure since hemocraft is referred to as magic)
Stats - Ability scores: 151310161815
Background - Outlander
Basic backstory + why he is in Mezzra now- Tokka grew up in the swamps, in a place where survival was key and being eaten by some swamp monstrosity was an ever present danger. This lead to Tokka developing a rather predatory lifestyle, kill or be eaten. He had very little interaction with outsiders except for some traders who would infrequently come by, but he would listen to them speak with his fellow clan members, always wanting to hear more about the world outside the swamp. One day while hunting Tokka overheard screams nearby, he came upon a group of traders being assaulted by a giant alligator. His instincts kicked in and he charged forward, jumping on the beast's back and tearing into it with his claws. When it was over, the traders offered him a reward, he looked at his hands, the warm blood of the gator on them still. He had only ever known a world of survival and violence, he wanted to know more than that. And so he asked them that the next time they came to trade that they would bring him back with them to their city, for he wanted to see and learn about more than just the swamp.
If you want anything else, please let me know. I combined backstory and Mezzra into one but let me know if you want more.
Basic Backstory: Taken in by The Assassins Creed at 16, Noxus Seeks Vengeance for those who have wronged him and killed his Family, To Purge the World of Templars, Even if It costs him his Life
Why is your character in Mezzra now: To Rid Mezzra Of Templars, By Order of the Creed.
Other Details: Noxus wears a Chain with the Letters AC Hanging off of it, as well as a Ring engraved with Nothing is True, Everything is Permitted.
Rollback Post to RevisionRollBack
“If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat." -Sun Tzu
Also, import addendum based on some feedback/questions I got. I wanted to clarify/add a few things about the current setting and rules. If the extra feedback makes you want to change anything about your character, you are free to do so of course.
First thing I realized was that the "no magic" rule applied strictly cut off a few more classes than I had thought hoped. Initial full casters are still locked, but I am also allowing the choice of class from Paladin and Ranger. Both classes have (at least for the first few spell levels) spell lists mostly consisting out of spells that can be explained away by making good use of tools (Cure wounds -> bandage, fog cloud -> fog bomb etc etc). similarly, subclasses that give magical abilities might be allowed/handwaved, though do check if that is the path you are thinking of taking. A general guideline to follow is that as long as the (sub)class will not give access to cantrips, it will be allowed. So the full list of allowed classes is:
Backstory: After a freak fire burned down the orphanage where she lived, Nuria was forced to fend for herself. Unable to get a real job, she was left with no choice but to steal in order to survive. While several years with this lifestyle has given her valuable skills, she has grown tired of taking things from people. However, too many townsfolk know her face and the deeds they assume she committed. Because of this, she has decided to move on to another city, Mezzra, to be exact, and search for a new start.
Ability scores: 18 15 15 10 16 9 STR 10 | DEX 20 | CON 16 | INT 15 | WIS 16 | CHA 9
Background: Soldier (Scout)
Basic backstory: As a young halfling, Breldo grew up defending his home against orcs, but a chance encounter with a passing mercenary company, and some orc taunting and a hurried escape led to the orc problem being solved in a decisive manner... but not without escaping notice. He ended up signing with the mercenary company, the Red Right Hand to avoid more unpleasant consequences of his actions. He flourished in the company for the next couple decades years, becoming one of the most trusted scouts and reconnaissance experts. The company was mostly human, but had plenty of assorted misfits, a small halfling skilled at moving silently through the woods was a valuable addition.
But mortals don't live forever, especially in such a high risk career, and the old guard that ran things when he joined died or aged out, being replaced by younger, less competent officers. Disgraced noble sons looking to earn a bit of glory, with the coin to buy and officer position, favoritism and nepotism that saw the ascent of those who could drink and carouse the hardest, not those most skilled in military skills. Fellows who 'read books' on the subject of military tactics, but barely knew the truism to 'stick 'em with the pointy end'. Not that he ever aspired to moving up the ranks himself, he was perfectly content to be able to be out in the field as much as possible. With rank comes responsibility that ties a good soldier to a command tent and a routine, and dozens of other who take their role to be wasting as much time that can be used in getting the job done. No, a scout was good enough, if only the people he was reporting to were competent enough to make use of the information he gathered.
But if there was a turning point, it happened fifteen years ago, though he only recognizes it in hindsight. A mineral strike and two competing settlements with a border dispute put out the call for contracts, and leadership thought the pay was too good to pass up. A cushy job, guarding some holes in the ground that don't move, and plenty of coin to spend on whatever vices one desires. A fighting force that neglects its upkeep gets dull the same as a neglected blade, and the Red Right Hand, once a name to strike fear in the opposition, became less and less with each passing year of the indeterminate contract. He thought more than once about just getting out, finding something worthwhile, especially when pay day got delayed, and contracts renegotiated. He still harbors suspicions that the officers passed the reduction on to the rank and file. There were an assortment of other lifers and scouts he was close with, so didn't want to just leave, but in the end stuck around too long. His intelligence gathering collected dust while the nooses were drawn around their collective necks. He managed to slip out before the end, but few others did.
He's been a solo hire for the last five years, taking what jobs he can find that can put to use the skills he honed over the thirty or so before that. There are things he misses about being part of a company, but doesn't miss being saddled with incompetent leaders.
Why is your character in Mezzra now? Last job paid out... eventually, so it was time to find a new one. Cities are good for that, lots of folks means lots of folks with problems, and lots of folks with problems means some of them are willing to part with coin to have those problems dealt with.
Other details: Intending to take Beastmaster at 3rd level, and go spider-themed with him. Spiderwrangler's Spider Ranger.
Update: check here https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/162719-the-forgotten-wish-replacement-slot-open?page=4#c63
Prologue
It is a beautiful day in the port city of Mezzra. A beautiful day for the locale in question is that of a clear blue sky, and it being just warm enough to go out without additional layers. Mezzra did not know what is typically known as "beach weather", the ocean remaining cold and unforgiving even on this day, although even that was uncharacteristically quiet and serene on this day. The weather had the city bustling with activity, from people simply working to running mere errands.
This, the figure on the highest tower of the city could see easily, the people below him moving around like ants in a maze. He saw the bustling market, the side streets, even the library had a bit less activity than usual as scholars chose the outside rather than the inside. Not that it had much activity usually. Turns out that the pursuit of knowledge is far less appealing when it does not come with the promise of power.
After all, magic does not exist.
The figure looking down, being the grand skeptic of Mezzra, knows this truth better than anyone else. Sure, stories exist, about how one day long ago common mortals wielded the power of the ancients, how dragons ruled the skies, and how terrifying beasts and creatures that could not naturally exist roamed the land. But those were now but mere fairy tales.
And yet, did the man slowly pull out a strange spyglass. At its end fingers carefully adjust the lens, strange intricate carvings upon its cover slowly clicking into place. When he pointed it directly North, as far as the naked eye could see, there was not a single cloud in the sky.
But he sees a storm.
What is this game?
This will be a homebrew game which, on many fields, may be drastically different from standard 5e lore. Assuming the "no magic" had not yet given that away yet. It'll still borrow many core aspects so you should be able to integrate without too many issues, but it is important to not set expectations that might not prove correct in this setting. For example, tieflings are still considered a "cursed", shunned race, but the infernal plane may not even exist. The god you want to worship may still exist as the paragon of virtue that he is, but the background to his ascension may be completely different. When in doubt - ask.
The focus of the game will also be narrative, and while combat will still play a major part, it may take a slight backseat in favor of RP, mystery, and other kinds of challenge-solving in comparison to other games.
Time waits for no one
The overall goal of the game will be to provide a free world to explore and discover its secrets, providing adventure based on the player's direction... But with that said, there are things moving behind the screens. And while the main characters may have a hand in setting the course of the gears of fate, other things may be far out of control. All to say, maybe it is not a great idea to look into that dream of setting up a cabbage shop with a storm on the horizon...
Who are you?
You will be starting at level 1 in the port city of Mezzra (Future leveling is milestone based). While it is predominantly human, it holds enough traffic to see all walks of life, be it by traveling on land or ocean, making it easy to give your character an excuse of somehow having ended up there and settle in their place in this world. Ideally, to help initial group bonding it would be good if they're looking for some kind of mercenary/investigative work or just simply the call of adventure, but far from required.
Strictly magical races are likely banned, but most races are allowed, with the caveat that spell-granting features may be disabled. (Eg, darkvision = ok, misty step = not ok) If this is an important part of the species "power", it may potentially be compensated by something else.
Magical classes are also blocked. If you're unsure whether a class would be magic or not, do ask. In most cases, unless the class is directly a spellcaster, it will either be okay or handwaved. With that said, if your character has had dreams of magic, you should make a mention of that, and what potential class it would be...
If you are interested in playing, fill out the following.
Private details or secrets can be done through DM as well, and character sheets can be arranged later. And if there are any questions, feel free to ask!
Edit: as stated in a later addendum and to make clear again here, following classes are allowed (Paladin and ranger spells being styled as using tools/just being very inspiring)
Ability scores: 10 16 14 12 11 7
Ability scores: 15 15 10 14 11 9
Linna, Human (Variant) Rogue
Str 13 Dex 14 Con 14 Int 16 Wis 14 Cha 14 (Variant Human and Skill Expert feat.
Background: Urchin or Cloistered Scholar (more likely the latter)
Street child abandoned by her parents, raised by the librarians but kept running to the streets. A gifted scholar, she was pretty much regarded as useless for her penchant for leafing through dusty old tomes of magic that held no true power. Works as an assistant at the library now, sometimes goes on long missions elsewhere.
She is in Mezzra now returning to the library after a successful mission.
Not sure if this is the best place to put this but, I envision her as becoming an arcane trickster and then multiclassing to Wizard if possible, but magic does not exist, of course.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
-
https://www.dndbeyond.com/characters/38134338
Ability scores: 10 13 16 18 9 11
All looking good! We might discuss details about the order he is in and where he hails from through DM's sometime, but plenty to start with.
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Ability scores: 9 14 15 13 14 15
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
Name: Grymward
Race: Humant (Variant)
Class: Barbarian
Background: Urban Bounty Hunter
Backstory: Growing up in the slums of the port city of Mezzra, Grymward survived the school of hard knocks, growing up to be a fearsome beast of a pit fighter, doing the occasional rough up job for the local crime boss but eventually he struck out on his own, using his acquired skills to track down people in the city that didn't want to be found, spending his gold on drinks and dice at his favourite tavern the Wailing Banshee which he also called his home.
Grymward's Character Sheet
Quick question, are homebrew subclasses allowed? I can give you a description of it.
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Ok, so we know he has the backstory of a very important person…
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Works for me and if chosen I would welcome any changes to the character to fit in.
Really really really depends on the subclass in question, but feel free to DM it to me and I'll review it. I'm more likely to say "no" rather than "yes" but it can depend on several things.
Pre-emptively banned for danger of using puns. On a serious note, seems good! I'll DM you sometime to hash out a few more details though.
Alright.
I can restrain the bad jokes. He’ll still be on the cheerful side though.
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Name: Noxus Ixtal
Race: Tiefling
Class: Fighter
Stats 10,11,10,12,13,16
Background: Crimanal/Spy
Basic Backstory: Taken in by The Assassins Creed at 16, Noxus Seeks Vengeance for those who have wronged him and killed his Family, To Purge the World of Templars, Even if It costs him his Life
Why is your character in Mezzra now: To Rid Mezzra Of Templars, By Order of the Creed.
Other Details: Noxus wears a Chain with the Letters AC Hanging off of it, as well as a Ring engraved with Nothing is True, Everything is Permitted.
“If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat." -Sun Tzu
Also, import addendum based on some feedback/questions I got. I wanted to clarify/add a few things about the current setting and rules. If the extra feedback makes you want to change anything about your character, you are free to do so of course.
First thing I realized was that the "no magic" rule applied strictly cut off a few more classes than I had thought hoped. Initial full casters are still locked, but I am also allowing the choice of class from Paladin and Ranger. Both classes have (at least for the first few spell levels) spell lists mostly consisting out of spells that can be explained away by making good use of tools (Cure wounds -> bandage, fog cloud -> fog bomb etc etc). similarly, subclasses that give magical abilities might be allowed/handwaved, though do check if that is the path you are thinking of taking. A general guideline to follow is that as long as the (sub)class will not give access to cantrips, it will be allowed. So the full list of allowed classes is:
Ability scores: 13 10 14 14 14 16
Name: Nuria
Race: Human
Class: Rogue
Background: Haunted one or Criminal
Backstory: After a freak fire burned down the orphanage where she lived, Nuria was forced to fend for herself. Unable to get a real job, she was left with no choice but to steal in order to survive. While several years with this lifestyle has given her valuable skills, she has grown tired of taking things from people. However, too many townsfolk know her face and the deeds they assume she committed. Because of this, she has decided to move on to another city, Mezzra, to be exact, and search for a new start.
Name: Breldo Bramblepelt
Race: Stout Halfling
Class: Ranger
Ability scores: 18 15 15 10 16 9
STR 10 | DEX 20 | CON 16 | INT 15 | WIS 16 | CHA 9
Background: Soldier (Scout)
Basic backstory: As a young halfling, Breldo grew up defending his home against orcs, but a chance encounter with a passing mercenary company, and some orc taunting and a hurried escape led to the orc problem being solved in a decisive manner... but not without escaping notice. He ended up signing with the mercenary company, the Red Right Hand to avoid more unpleasant consequences of his actions. He flourished in the company for the next couple decades years, becoming one of the most trusted scouts and reconnaissance experts. The company was mostly human, but had plenty of assorted misfits, a small halfling skilled at moving silently through the woods was a valuable addition.
But mortals don't live forever, especially in such a high risk career, and the old guard that ran things when he joined died or aged out, being replaced by younger, less competent officers. Disgraced noble sons looking to earn a bit of glory, with the coin to buy and officer position, favoritism and nepotism that saw the ascent of those who could drink and carouse the hardest, not those most skilled in military skills. Fellows who 'read books' on the subject of military tactics, but barely knew the truism to 'stick 'em with the pointy end'. Not that he ever aspired to moving up the ranks himself, he was perfectly content to be able to be out in the field as much as possible. With rank comes responsibility that ties a good soldier to a command tent and a routine, and dozens of other who take their role to be wasting as much time that can be used in getting the job done. No, a scout was good enough, if only the people he was reporting to were competent enough to make use of the information he gathered.
But if there was a turning point, it happened fifteen years ago, though he only recognizes it in hindsight. A mineral strike and two competing settlements with a border dispute put out the call for contracts, and leadership thought the pay was too good to pass up. A cushy job, guarding some holes in the ground that don't move, and plenty of coin to spend on whatever vices one desires. A fighting force that neglects its upkeep gets dull the same as a neglected blade, and the Red Right Hand, once a name to strike fear in the opposition, became less and less with each passing year of the indeterminate contract. He thought more than once about just getting out, finding something worthwhile, especially when pay day got delayed, and contracts renegotiated. He still harbors suspicions that the officers passed the reduction on to the rank and file. There were an assortment of other lifers and scouts he was close with, so didn't want to just leave, but in the end stuck around too long. His intelligence gathering collected dust while the nooses were drawn around their collective necks. He managed to slip out before the end, but few others did.
He's been a solo hire for the last five years, taking what jobs he can find that can put to use the skills he honed over the thirty or so before that. There are things he misses about being part of a company, but doesn't miss being saddled with incompetent leaders.
Why is your character in Mezzra now? Last job paid out... eventually, so it was time to find a new one. Cities are good for that, lots of folks means lots of folks with problems, and lots of folks with problems means some of them are willing to part with coin to have those problems dealt with.
Other details: Intending to take Beastmaster at 3rd level, and go spider-themed with him. Spiderwrangler's Spider Ranger.
https://ddb.ac/characters/92682269/nUeI3l
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock