I'd like to gather a group of about 4 people (there's a little wiggle room there) to play Curse of Strahd.
I am taking elements from the Curse of Strahd subreddit (Dragnacarta, MandyMod, LunchBreakHeroes) along with my own flair.
This campaign won't necessarily be queer centric, but there will be elements of it in a lot of non-player characters. Feel free to queer up your PCs!
I will also be adding in a lot of things to screw with your player characters mentally (not you specifically) and there will be unsettling things in the campaign.
Some trigger warnings: Children being eaten General Vampire tropes (I.E. "charming" a person to force them to do things) Demonic Cults Body horror Tragic/Cruel deaths Psychological Warfare from the baddies (And possibly more that I a can't recall at the moment)
Feel free to send me a private message if you're unsure about joining due to possible triggers. :)
Posting Frequency:
Let me know how often you can post. This will determine the pace of the story.
I would prefer at least one post a day or one every other day. Time of day does not matter.
What I'm looking for in your characters:
A backstory (it doesn't have to be too long, a couple paragraphs is fine but no more than a page or two please!)
Your character's fears.
A frightening event that your character experienced (attacked by spiders, I was trapped in a well, etc etc).This is important!
Vague points in your backstory that allow me to fill in the blanks with things from Curse of Strahd. Not required, however it will give you more things to do and investment in the story!
No evil characters. Your characters should want to help people out. Good or neutral is OK!
Please feel free to use any source material to build your character. Especially the VGtR for 5e :)
Your character should be from the material plane (I.E. Faerun, Toril) and not from any of the Domains of Dread. These domains should not be something that you are familiar with.
Any class is fine.
If you would like, you can change the visual description of your spells. This is only for flavor and can not change the mechanics of how your spell works.
No homebrew
Unearthed arcana is allowed but please check with me first.
Standard PHB character creation. You can use the point buy system or dice roll system for ability scores (dice rolls will need to be in the forum post).
Magic:
Magic works differently in the domains of dread. Spells will look different, some spells may not work, and some spells might work a little differently. Some NPC's may even have a different/stronger command of magic than what the player characters can do.
Remove curse: Curses come in different varieties and strengths in the domains of dread. Things like Lycanthropy can not be cured using remove curse. You would need to either perform a specific ritual (which is only known by some) or use a Greater Restoration spell.
You can determine whether a curse can be dispelled using remove curse or not by rolling a DC 10 Arcana or Intelligence check.
Learning how to dispel a curse through other means requires asking people in the know (commoners and the like won't know how to remove a curse, but they might know of a witch or wizard skulking around) or research if you can find the books to do so!
Detect Good or Evil/Divine Sense or other similar spells: The domains of dread have a sort of background radiation of evil. Any usage of a spell or ability that detects whether someone is good or not (or if they are a fiend, celestial, etc) only works within 10 feet (instead of the normal 30) and can not penetrate solid walls.
Planar Travel Spells:
Any spells that allow you to travel across planes simply fail.
Teleportation:
Teleportation does work, but only within the confines of the domain.
Counterspell:
Counterspell can not be used in this game (by npcs, monsters, or pcs)
Instead, you can counter a spell with a spell of the same school and then make a spell attack roll contested by the enemy's spell attack roll.
i.e.
Enemy casts a spell
You are allowed to make an arcana check to verify the spell
You successfully identify the spell as an enchantment spell
You can then use an enchantment spell of the same spell level to counter the spell.
Both of you roll a d20 and add your spell attack modifier to the roll.
The highest roller wins the battle. Either you successfully counter the spell, or the enemy gets their spell off.
A tie causes the spells to explode. Both you and the enemy caster must roll on the wild magic surge table.
Ability Scores: Point Buy: STR 10DEX 14 CON 12 INT 11WIS 12CHA 14
Background: Sage
Brief Backstory:
Neonine was accidentally transported to the Astral Plane during an experimental session of astrological research, then she was returned to the Material Plane within a few moments without any knowledge of her condition during the planar travel. She's unable to find any explanation of the event, and any attempt to travel back to the Astral Plane simply fails or backfires.
In fact, she was hypnotized by some kind of aberration or monstrosity which compelled her to strike a bargain with an otherworldly patron. The patron used her as a vessel to preserve and import part of their souls, and the existence of such kind of cosmic entity inspired her to perform magical acts. She believed that if she fell asleep during her temporary stay in the Material Plane, the dark essence would creep out of her body and take over the world.
Fear: Subconscious mind.
Posting Frequency: Once per day or twice if necessary
Ammus was a young hatchling when the beast attacked his clan, leaving all but him slaughtered. Found by a traveling nomad group, he was raised to know the ways of the wild, and dedicated his life to preserve life and the forest. One night, he was attacked by a familiar creature, the nomads barely arriving in time to save him. Physically and emotionally scarred, he left on his own, seeking to keep others from the fate of his clan.
This post has potentially manipulated dice roll results.
Hi guys.
I'm the One that contacted Ven by pm. Name is Andreas and English is not my first language, I appreciate learning and don't mind having my mistakes pointed out, in a polite way of course. If I say or do something that offend anyone tell me and I will explain myself and make apologies as needed.
I'll be Playing Helgast, a Human Cleric of Kossuth. Ability scores: 17121112713
Yeah... Ill Point buy If that's OK. 15, 13, 13, 12, 11, 9 I Have my backstory in Swedish But here is a rough Google translate version.
Helgast Saga
When Helgast the Spared was only seven years old, Dockward was hit by a fire. The fire started when a sailmaker was to impregnate canvas, and in an over-refreshed state overturned a cauldron with molten wax in his workshop. The fire quickly spread to several adjacent buildings and even though few people died, large monetary values were lost. When the fire was extinguished, the city guards and the people discovered to their great surprise that a house, despite being in the middle of the fire, had survived unharmed. Upon entering it, they found young Helgast sleeping peacefully upstairs. When he was awakened, he said that he dreamed that he "talked to the fire". The city clergy became very interested in the "miracle" and questioned him carefully about what he had experienced, whether he had received any visions or revelations.
This was his dream. “I was lying in my bed and heard a very loud noise outside. It was very hot and the room was full of smoke but I was not afraid. There was a man standing by my bed and when I looked closer at him I saw that he was one of those creatures that the mages sometimes conjure up. He looked like a human being but was surrounded by fire and when he saw that I was looking at him he spooke to me. He said that I was to be spared today because someone named Kossuth had decided so. I do not know what that means, but that is what he said."
The priests understood that the boy had been chosen by the Lord of Fire for some unfathomable purpose and since there was no established church dedicated to Kossuth in the city, they had the boys family take care of him. Helgast uncle was a sailor on a merchant ship that sailed between Waterdeep and Baldurs Gate. He arranged for the young Helgast to start as a cabinboy on the same ship. It was a tough upbringing, but as he learned more and got older, he rose in rank and at 13 he could sail as well as the other sailors. Long hours at the oars made him both strong and enduring. During these six years, he had no more dreams or other signs that something was different with him.
So one night in the harbor in Baldurs Gate, a couple of thugs tried to rob him, and the mysterious forces manifested themselves again. He tried to push away one of the robbers when a jet of flames sprayed from his hands and set fire to the bully's hair, beard and clothes. The thugs fled in panic and Helgast, just as scared and shocked, ran the other way. He understood that something very unnatural had happened and ran to the nearest temple to ask for help in lifting the "curse" he had suffered. The priests explained to him that they could not help him but that a monk from the distant land of Thay was staying in the city. They sought out the monk whom, after hearing his story, offered to bring him along on his pilgrimage. Helgast consulted with his uncle and then received the captain's permission to disembark.
For the next three years, he wandered across Faerûn, learning about Kossuth and the other primordials. When he could not learn more from the Monk, he made a pilgrimage to Eltabbar in Thay and was accepted as a novice at The Flaming Brazier. Now followed two years of even harder work and indoctrination in Kossuth's teachings. On his 18th birthday, he was considered worthy to be initiated into the priesthood and to go out into the world to spread Kossuth's words and with holy fire cleanse the world. Before leaving the temple, he vowed to sail on the various seas of Toril for five years and fight Istishia's servants.
It is not difficult for a Cleric to find passage on a ship and during the five years he conducted his crusade he built up a reputation as a fearless fighter, capable crewman and excellent healer. He sailed with both pirate hunters and merchant ships and was always loyal to the ships and crews he belonged to. His reputation in the ports between Luskan and Calimport and on the islands in between is excellent and he is always welcome on board any ship there.
Now, having fullfilled his vow, he looks forward to his next trial.
Helgast for some reason he won't disclose have an irrational fear of (or as he calls it respect for) rats.
@andreashansn, Hello! English is not my native language too. But, luckily I find the play-by-post format of D&D quite comfortable, so don't worry about it. Welcome to the D&D Beyond community.
@Ven_Electric, What should be the level of my PC? Will you allow the latest UA race 'Astral Elf' for character creation? Thanks in advance.
@andreashansn, Hello! English is not my native language too. But, luckily I find the play-by-post format of D&D quite comfortable, so don't worry about it. Welcome to the D&D Beyond community.
@Ven_Electric, What should be the level of my PC? Will you allow the latest UA race 'Astral Elf' for character creation? Thanks in advance.
Everyone is starting out at level 1. I'll be doing milestone leveling for this adventure.
I would be very interested in a horror themed game! Especially Curse of Strahd as I've never played it yet. Not completely sure as to what I'd like to play though.
Looking at some of the other characters made up it does look like the party could use a tank which I'd be happy to fill in as (even if I do have a personal love of Clerics lol)
Edit: I can also easily get 1 post every other day. But I'll be sure to try and make one everyday.
Backstory: (rough draft version) A former soldier the company Rundish had been in suffered a devastating loss against a giants in a bloodbath of a battle. Rundish survived only by luck and the skills of a cleric who got to him barely in time. From that day forward Rundish devoted his life to protecting others and forming bonds with others. He has taken a vow of pacifism and dedicates all his skills to bringing peace to the world.
On the more personal side this character is very much geared toward found family ideals.
Here is Zasanarmarq or Marq for short. Half-Orc Fighter. He has a fear of drowning.
Str: 16 Dex: 12 Con: 14 Int: 8 Wis: 12 Cha: 14
Born into the Rardax clan, a brutish tribe of orcs and half orcs alike. He knew many struggles growing up amongst his own kind. His family was also not one of the more prestigious bloodlines. As such he's had to fight harder than most to survive. Around the age of 17 he once rashly crossed the wrong orc, a warlock even, and managed to get himself kidnapped by his subordinates. Now floating to the bottom of a lake with barely enough strength he narrowly managed to break free of the heavy stone tied to his feet. Then to top it all off, all he has to remember his younger brother by his an old hand drum of their grandfather's.
Alive but broken, Marq needed to escape his tribe. So throughout the next numerous years he has tried his best to blend in with Human society. Travelling from town to town, visiting arenas and taverns alike he tried making a name for himself doing what he does best, fighting people. He had hopes of making it big, but doesn't everybody? Sure he accumulated some fans here and there but he never managed to have the right appeal for a rich noble or someone to sponsor him. Now getting up in age (those sponsors are always on the hunt for young blood to make a profit on) he tries to find any decent paying job he can while trying to live a fairly modest life amongst civilized people.
Jax was born into a halfling clan of wandering rogues and entertainers. Assigned male at birth, they were always seen as kind of special and soft, not like the other boys. When hard times befell the clan, Jax's devious and cruel father sold them off to a wealthy wizard who enjoyed the halflings' performances, especially the angelic Jax. The wizard manipulated Jax in volunteering to become a eunuch to keep their high voice and youthful appearance. The wizard kept Jax around as a toy for a few years, but grew increasingly predatory and cruel. As Jax neared adulthood, the wizard's interest was waning, and Jax fled. They used their innocent appearance and disguise skill to appear as a lost human child, preying on the good nature of others. It was during this time, while trying out a disguise as a young girl, Jax realized they were genderfluid and began presenting from male to female to androgynous, depending on the way they felt. In a large city, Jax found themself working in the fighting pits, mostly as support staff or crowd entertainment, but occasionally had some small fights. The fighters accepted them for who they were in all genders and Jax's self-esteem rose. Jax left the pits and hit the road recently after the death in combat of Granuld, a dwarven fighter whom Jax had gotten into a serious relationship with. Jax has been wandering for a while, hoping to find a new path in life.
Fears and Triggers: Abandonment. Soft Spoken Men. Rats.
Trauma: The wizard (soft spoken) abused and traumatized Jax while they were with him. One cruel pitmaster arranged with Jax to do a crowd pumping performance, and then released a horde of giant rats into the pit, Jax almost fell, but was rescued by Granuld.
Hellooooo gamers!
I'd like to gather a group of about 4 people (there's a little wiggle room there) to play Curse of Strahd.
I am taking elements from the Curse of Strahd subreddit (Dragnacarta, MandyMod, LunchBreakHeroes) along with my own flair.
This campaign won't necessarily be queer centric, but there will be elements of it in a lot of non-player characters. Feel free to queer up your PCs!
I will also be adding in a lot of things to screw with your player characters mentally (not you specifically) and there will be unsettling things in the campaign.
Some trigger warnings:
Children being eaten
General Vampire tropes (I.E. "charming" a person to force them to do things)
Demonic Cults
Body horror
Tragic/Cruel deaths
Psychological Warfare from the baddies
(And possibly more that I a can't recall at the moment)
Feel free to send me a private message if you're unsure about joining due to possible triggers. :)
Posting Frequency:
Let me know how often you can post. This will determine the pace of the story.
I would prefer at least one post a day or one every other day. Time of day does not matter.
What I'm looking for in your characters:
Magic:
Magic works differently in the domains of dread. Spells will look different, some spells may not work, and some spells might work a little differently. Some NPC's may even have a different/stronger command of magic than what the player characters can do.
Remove curse:
Curses come in different varieties and strengths in the domains of dread. Things like Lycanthropy can not be cured using remove curse. You would need to either perform a specific ritual (which is only known by some) or use a Greater Restoration spell.
You can determine whether a curse can be dispelled using remove curse or not by rolling a DC 10 Arcana or Intelligence check.
Learning how to dispel a curse through other means requires asking people in the know (commoners and the like won't know how to remove a curse, but they might know of a witch or wizard skulking around) or research if you can find the books to do so!
Detect Good or Evil/Divine Sense or other similar spells:
The domains of dread have a sort of background radiation of evil. Any usage of a spell or ability that detects whether someone is good or not (or if they are a fiend, celestial, etc) only works within 10 feet (instead of the normal 30) and can not penetrate solid walls.
Planar Travel Spells:
Any spells that allow you to travel across planes simply fail.
Teleportation:
Teleportation does work, but only within the confines of the domain.
Counterspell:
Counterspell can not be used in this game (by npcs, monsters, or pcs)
Instead, you can counter a spell with a spell of the same school and then make a spell attack roll contested by the enemy's spell attack roll.
i.e.
Enemy casts a spell
You are allowed to make an arcana check to verify the spell
You successfully identify the spell as an enchantment spell
You can then use an enchantment spell of the same spell level to counter the spell.
Both of you roll a d20 and add your spell attack modifier to the roll.
The highest roller wins the battle. Either you successfully counter the spell, or the enemy gets their spell off.
A tie causes the spells to explode. Both you and the enemy caster must roll on the wild magic surge table.
Inspo: https://www.youtube.com/watch?v=Dkv0FfQJj-Q&t=10s
If you have any questions please feel free to PM me!
They/Them
I like the remove curse and Counterspell ideas a lot. It makes it more flavor, less mechanics.
anywho, here we go
Ability scores: 13 11 13 16 13 11
Paladin - warforged - orange
Sounds like fun
Ability scores 14 7 17 15 8 14
Speaking of counter spell (I like your version) you might like to read this
https://slyflourish.com/making_counterspell_awesome.html
Character Creation
Ability Scores: Point Buy: STR 10 DEX 14 CON 12 INT 11 WIS 12 CHA 14
Neonine was accidentally transported to the Astral Plane during an experimental session of astrological research, then she was returned to the Material Plane within a few moments without any knowledge of her condition during the planar travel. She's unable to find any explanation of the event, and any attempt to travel back to the Astral Plane simply fails or backfires.
In fact, she was hypnotized by some kind of aberration or monstrosity which compelled her to strike a bargain with an otherworldly patron. The patron used her as a vessel to preserve and import part of their souls, and the existence of such kind of cosmic entity inspired her to perform magical acts. She believed that if she fell asleep during her temporary stay in the Material Plane, the dark essence would creep out of her body and take over the world.
Posting Frequency: Once per day or twice if necessary
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Actually count me out. I think this is going to be more difficult than pbp on discord. I'm using mobile
Saving a spot! Count me and my Pan dragonborn in!
I am the head of comms of the "oops, i accidently destroyed someone's brain" cult here is our terms and conditions
*smacks table* DRAGONS
Genius is merely insanity channeled correctly
OK. It sounds like there are four people (someone pmed me about a spot).
I just need everyone's character sheets and backstories etc when you have them!
They/Them
Ability scores: 15 10 10 13 15 11I'm going with point buy.
13 15 14 11 13 9
Fear: Dark
https://ddb.ac/characters/59852419/qegETm
Ammus was a young hatchling when the beast attacked his clan, leaving all but him slaughtered. Found by a traveling nomad group, he was raised to know the ways of the wild, and dedicated his life to preserve life and the forest. One night, he was attacked by a familiar creature, the nomads barely arriving in time to save him. Physically and emotionally scarred, he left on his own, seeking to keep others from the fate of his clan.
I am the head of comms of the "oops, i accidently destroyed someone's brain" cult here is our terms and conditions
*smacks table* DRAGONS
Genius is merely insanity channeled correctly
Hi guys.
I'm the One that contacted Ven by pm. Name is Andreas and English is not my first language, I appreciate learning and don't mind having my mistakes pointed out, in a polite way of course. If I say or do something that offend anyone tell me and I will explain myself and make apologies as needed.
I'll be Playing Helgast, a Human Cleric of Kossuth.
Ability scores: 17 12 11 12 7 13
Yeah... Ill Point buy If that's OK.
15, 13, 13, 12, 11, 9
I Have my backstory in Swedish But here is a rough Google translate version.
Helgast Saga
When Helgast the Spared was only seven years old, Dockward was hit by a fire. The fire started when a sailmaker was to impregnate canvas, and in an over-refreshed state overturned a cauldron with molten wax in his workshop. The fire quickly spread to several adjacent buildings and even though few people died, large monetary values were lost. When the fire was extinguished, the city guards and the people discovered to their great surprise that a house, despite being in the middle of the fire, had survived unharmed.
Upon entering it, they found young Helgast sleeping peacefully upstairs. When he was awakened, he said that he dreamed that he "talked to the fire". The city clergy became very interested in the "miracle" and questioned him carefully about what he had experienced, whether he had received any visions or revelations.
This was his dream.
“I was lying in my bed and heard a very loud noise outside. It was very hot and the room was full of smoke but I was not afraid. There was a man standing by my bed and when I looked closer at him I saw that he was one of those creatures that the mages sometimes conjure up. He looked like a human being but was surrounded by fire and when he saw that I was looking at him he spooke to me. He said that I was to be spared today because someone named Kossuth had decided so. I do not know what that means, but that is what he said."
The priests understood that the boy had been chosen by the Lord of Fire for some unfathomable purpose and since there was no established church dedicated to Kossuth in the city, they had the boys family take care of him.
Helgast uncle was a sailor on a merchant ship that sailed between Waterdeep and Baldurs Gate. He arranged for the young Helgast to start as a cabinboy on the same ship. It was a tough upbringing, but as he learned more and got older, he rose in rank and at 13 he could sail as well as the other sailors. Long hours at the oars made him both strong and enduring. During these six years, he had no more dreams or other signs that something was different with him.
So one night in the harbor in Baldurs Gate, a couple of thugs tried to rob him, and the mysterious forces manifested themselves again. He tried to push away one of the robbers when a jet of flames sprayed from his hands and set fire to the bully's hair, beard and clothes. The thugs fled in panic and Helgast, just as scared and shocked, ran the other way.
He understood that something very unnatural had happened and ran to the nearest temple to ask for help in lifting the "curse" he had suffered. The priests explained to him that they could not help him but that a monk from the distant land of Thay was staying in the city. They sought out the monk whom, after hearing his story, offered to bring him along on his pilgrimage. Helgast consulted with his uncle and then received the captain's permission to disembark.
For the next three years, he wandered across Faerûn, learning about Kossuth and the other primordials. When he could not learn more from the Monk, he made a pilgrimage to Eltabbar in Thay and was accepted as a novice at The Flaming Brazier. Now followed two years of even harder work and indoctrination in Kossuth's teachings. On his 18th birthday, he was considered worthy to be initiated into the priesthood and to go out into the world to spread Kossuth's words and with holy fire cleanse the world. Before leaving the temple, he vowed to sail on the various seas of Toril for five years and fight Istishia's servants.
It is not difficult for a Cleric to find passage on a ship and during the five years he conducted his crusade he built up a reputation as a fearless fighter, capable crewman and excellent healer. He sailed with both pirate hunters and merchant ships and was always loyal to the ships and crews he belonged to. His reputation in the ports between Luskan and Calimport and on the islands in between is excellent and he is always welcome on board any ship there.
Now, having fullfilled his vow, he looks forward to his next trial.
Helgast for some reason he won't disclose have an irrational fear of (or as he calls it respect for) rats.
@andreashansn, Hello! English is not my native language too. But, luckily I find the play-by-post format of D&D quite comfortable, so don't worry about it. Welcome to the D&D Beyond community.
@Ven_Electric, What should be the level of my PC? Will you allow the latest UA race 'Astral Elf' for character creation? Thanks in advance.
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Everyone is starting out at level 1. I'll be doing milestone leveling for this adventure.
And yes, you can use the Astral Elf race.
They/Them
How is everyone coming along with their character sheets?
I'll be out of town for four days starting Thursday. And then I'll be unavailable the weekend after (Halloween weekend). Just fyi.
They/Them
I have not heard back from a couple of people so I'm opening this back up. Looking for at least one more player.
They/Them
I would be very interested in a horror themed game! Especially Curse of Strahd as I've never played it yet. Not completely sure as to what I'd like to play though.
Looking at some of the other characters made up it does look like the party could use a tank which I'd be happy to fill in as (even if I do have a personal love of Clerics lol)
Edit: I can also easily get 1 post every other day. But I'll be sure to try and make one everyday.
You had me at queer tinged. I have a peace domain cleric I’ve been really wanting to play.
Ability scores: 13 13 11 13 9 10
https://ddb.ac/characters/61204981/dHufxU
Rundish Gorunn/Hill Dwarf/Peace Cleric
Backstory: (rough draft version) A former soldier the company Rundish had been in suffered a devastating loss against a giants in a bloodbath of a battle. Rundish survived only by luck and the skills of a cleric who got to him barely in time. From that day forward Rundish devoted his life to protecting others and forming bonds with others. He has taken a vow of pacifism and dedicates all his skills to bringing peace to the world.
On the more personal side this character is very much geared toward found family ideals.
Here is Zasanarmarq or Marq for short. Half-Orc Fighter. He has a fear of drowning.
Str: 16 Dex: 12 Con: 14 Int: 8 Wis: 12 Cha: 14
Born into the Rardax clan, a brutish tribe of orcs and half orcs alike. He knew many struggles growing up amongst his own kind. His family was also not one of the more prestigious bloodlines. As such he's had to fight harder than most to survive. Around the age of 17 he once rashly crossed the wrong orc, a warlock even, and managed to get himself kidnapped by his subordinates. Now floating to the bottom of a lake with barely enough strength he narrowly managed to break free of the heavy stone tied to his feet. Then to top it all off, all he has to remember his younger brother by his an old hand drum of their grandfather's.
Alive but broken, Marq needed to escape his tribe. So throughout the next numerous years he has tried his best to blend in with Human society. Travelling from town to town, visiting arenas and taverns alike he tried making a name for himself doing what he does best, fighting people. He had hopes of making it big, but doesn't everybody? Sure he accumulated some fans here and there but he never managed to have the right appeal for a rich noble or someone to sponsor him. Now getting up in age (those sponsors are always on the hunt for young blood to make a profit on) he tries to find any decent paying job he can while trying to live a fairly modest life amongst civilized people.
Ability scores: 11 11 9 9 12 14
https://ddb.ac/characters/61350548/M05SFU
Jax was born into a halfling clan of wandering rogues and entertainers. Assigned male at birth, they were always seen as kind of special and soft, not like the other boys. When hard times befell the clan, Jax's devious and cruel father sold them off to a wealthy wizard who enjoyed the halflings' performances, especially the angelic Jax. The wizard manipulated Jax in volunteering to become a eunuch to keep their high voice and youthful appearance. The wizard kept Jax around as a toy for a few years, but grew increasingly predatory and cruel. As Jax neared adulthood, the wizard's interest was waning, and Jax fled. They used their innocent appearance and disguise skill to appear as a lost human child, preying on the good nature of others. It was during this time, while trying out a disguise as a young girl, Jax realized they were genderfluid and began presenting from male to female to androgynous, depending on the way they felt.
In a large city, Jax found themself working in the fighting pits, mostly as support staff or crowd entertainment, but occasionally had some small fights. The fighters accepted them for who they were in all genders and Jax's self-esteem rose. Jax left the pits and hit the road recently after the death in combat of Granuld, a dwarven fighter whom Jax had gotten into a serious relationship with. Jax has been wandering for a while, hoping to find a new path in life.
Fears and Triggers:
Abandonment.
Soft Spoken Men.
Rats.
Trauma:
The wizard (soft spoken) abused and traumatized Jax while they were with him.
One cruel pitmaster arranged with Jax to do a crowd pumping performance, and then released a horde of giant rats into the pit, Jax almost fell, but was rescued by Granuld.
Liarin: Against the Cult of the Reptile God
Adewild: Shadows and Light 2
Brother Thaddeus: Rime of the Frostmaiden.
Awesome, these all look good. I will write up the first post either tomorrow or Monday.
I just need to know where you all are starting in the world, whether you are alone or together as a group and what planet/continent/area you're in.
They/Them