Game: D&D 5e Group type: Online Experience: New Location/Timezone: GMT +3 Schedule: The game will go a lot faster if each player can post daily, but we are all adults with lives here (or so I hope) so if you need to miss a day, I think we'll live. If you need to take a 2 or more day break, please message me and I will adjust the game so your characters tags along and stays ot of troble. Roles sought: Players, no more than 4. I will consider 5th if they are interesting but that's it. We'll see how it goes, I may introduce more players into the game later. Game style: Roleplay
Hey everyone. This is my first time DMing PbP game, hence so few players.
I'm looking to create a satisfying roleplaying experience. I can't stress the word "roleplaying" enough. The game structure and result (and all of y'all survival) will depend HEAVILY on how well you interact with each other, ask questions and answer them, rely on each other's expertise. I will also give inspiration to players who play out their character and you can't survive some adventures without it (those are few, but still there).
There will be little resctrictions on races, classes or alignments, but your character knows only what's within their area of expertise plus general knowledge of the world, if you encounter, say, some obscure undead (spoiler alert - you probably will), a fighter might not know what it is and will need help of a necromancer or something (preferably after they are all done hacking it to pieces). The character can be of any alignment, but keep in mind that certain alignments do not play well with others - you cannot roleplay a CE character to be nice to everyone and expect me to believe they are still CE (that means no inspiration). Then again, alignment is about outlook on life, so if you think you can creat a convincing chaotic evil who will fit in a group for any reason, they are in (mainly because I love evil characters).
PvP will be allowed later in game, so if you are a ******bag to everyone and they see no reason to keep you, they might consider poisoning your soup or stabbing you in the eye.
To sum things up:
What can you expect of me:
An adventure, hand-tailored to the party. We'll see how it goes, there may be a personal character quest for some players. It will be long (at least I'm planning on it) and will take you places.
Roleplay.
Consistent writing.
I will use milestone system of level up. Submit here your 1 lvl characters, but the adventure starts at lvl 2.
Sometimes, the game will procede at the languid pace, there will be turns when all you do is talk. The will also be sequences with far more action.
What will I expect of you:
ROLEPLAY!
Comprehensible and consistent writing. I don't like posts like "my character went there do i roll attack, if the enemies are 3 feet apar I throw fireball if they are 5 feet I run away" and will not allow them.
You might know each other's characters, but they don't. They will discover things about each other in conversation. It's also acceptable for characters to try to lie to each other, but you will need to roll deception and it might fail.
Fully developed characters with backstory, bonds, goals, flaws, ideals. You don't necessarily need to have bonds, but then the backstory should explain why your character is Lonely McLonesome. This is crucial.
Character created on D&DB. I will send a you a link to a campaign if you're in. I may or may not need exported character sheets in .pdf, I'll decide later.
No homebrew or critical role races or classes. Spells and wondrous items are allowed.
No centaurs or bird people - sorry guys, they just won't fit in some quests or adventures.
Your character may have 1 (uno) wondrous item, uncommon, but not rare or legendary (like Ring of Mind Shielding, but you will need to explain why do they need this particular one or how did it end up in their hands. One magical potion is also allowed, but proficient ones (they are green in your inventory). No advanced weaponry or armor.
Here you submit general information about your character (I don't really need stats right now), name, class, alignment, religion, backstory, description (optional), personality and magic item.
What do you mean by having one wonderous item that is not magical? And also, is there a limit as to what kind of wonderous item I can have, like can I have a rare item or just an uncommon one?
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Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
That means that when you create a character there's option to add equipment, you can filter between common, proficient and magical (and probably more with additional content). Magical items are "rare" and up. What I meant was having 1 item that is uncommon, but not a weapon or armor. I'll edit the post.
Backstory: Crassus was the leader of a mercenary group that was contracted to fight for a king who had gotten his kingdom in a war with their neighbors. Crassus' tendency to go against orders and lead his troops on more daring missions in battle. His high-risk approach worked, as his team of mercenaries won battle after battle and built a name for themselves during the war. However, the other generals in the war did not enjoy being upstaged by what they deemed as a group of common sellswords, so they conspired against him. One day, one of the generals gave Crassus false information, which led his group directly into an enemy ambush.
Crassus survived because he possessed a Periapt of Wound Closure that was given to him before he left for the war in the hopes that it would keep him safe, but the rest of his unit was not so lucky. When Crassus regained consciousness hours later, he found that all of his comrades were dead. Crassus blamed himself for this, believing that if he did not try to constantly win glory, his mercenary band would never have been led to their deaths. Even years after this disaster, Crassus refuses to forgive himself for this and refuses to allow himself to make any form of significant bonds with others until he feels that he has redeemed himself.
Personality: Even now, Crassus still believes that having a sense of independence is better than just blindly following orders. But now he is not as concerned as winning glory for himself as he used to be and is more distant to those around him. But he has been able to enjoy a good joke on occasion.
Question: How do you want stats? Standard Array, Point Buy, or Roll For Stats?
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Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
Backstory: Kaleo was never born a warrior, yet he took up the mantle out of necessity. Born in a small archipelago with meager land, his people constantly fought in order to survive. The countless drills and practice with tetaumanaria were nearing an end, and he had to face that he would be sent out on a canoe, and throw his life away in a meaningless conflict. When the day finally came, a massive storm destroyed his boat carried him away from his homeland. He woke up to find himself on a ship, rescued by a kind priest. The priest told him of the ways of dawn and life, and of the godess Eldath. Kaleo now roams a strange new land, trying to commit acts of good in the name of Eldath. He hopes to find his homeland one day to let the guiding light of his godess show them an alternative to a vicious cycle of death.
Personality: Kaleo values the preservation intelligent life when possible, and is fascinated with the new land he has found himself in. It is his second year on the continent, and he is still somewhat naive towards the traditions of locals.
Magic item: Driftglobe (a gift from the priest who rescued him)
Class: "Wizard" (see spoilers and because of her backstory she won't be proficient in Arcana)
My goals are basically: find true love, help people, learn to control my powers and find out what happened to my father and/or Gimon.
The fact that my uncle the Duke wants to kill me, might make matters more complicated.
<I reflavored some mechanics (starting feat, uncommon magic item) to better reflect the story, I hope that's ok. I also added her second lvl in the story as it's essential. In my mind the character has conflicting directions (good wizard vs. not so good warlock/self-control vs. servitude) it can go that are yet undetermined even to me as a player and I expect a lot of this will be influenced by the events and interactions during the campaign>
Violet was the result of true love between Reinhard III, paladin and son of Duke Reinhard II of Wohlheim, and Amelia a beautiful half-elven healer in the nearby village of Erndorf. Naturally this didn't please Reinhards wife Darma, who was forced upon Reinhard III as the result of a political marriage.
Violet was born on a very stormy night and during a complicated birth she exploded her mother's womb killing her in the process (Class Sorcerer (Storm) 1). This forever shunned her as the "mother murderer" in Erndorf. As Reinhard couldn't take Violet to her stepmother he entrusted her to his good friend a dwarven cleric named Gimon who taught her in the following years about bravery, honesty and virtue. Unfortunately Gimon didn't know enough of the arcane arts to help her explain or control this gift that she herself saw as a curse. But he could tell her that wizards know a lot about controlling magic by learning from their spell books all kinds of arcane mysteries. So she decided to become a great wizard to use her powers for good.
Things were going well and were quite for some time until she turned 16 when the world was turned upside down on Violet.
Her grandfathers health was finally fading and Reinhard realised that his younger brother Bertram was scheming with Reinhards own wife to betray him and take over the Dukedom once Reinhard II would pass away. So he gave this strange powerful book to Gimon. He'd found it on an adventure and tasked Gimon to protect it from falling into the hands of the wrong People namely his brother. Soon after this the old Duke Reinhard died.
Also during her adolescence boys of the village finally began taking an interest in her. Namely a boy named Charles courted her as she now reflected her mothers fair looks. Unfortunately their first intimate meeting once again turned into a disaster when Violet panicked and severly shocked him. Later a friend of Charles decided to teach her a lesson and tried to force himself on her paying with his life as he was deadly poisoned during kissing Violet.
It wasn't much later that Violets Father mysteriously disappeared and when guards came to their village Gimon realised that their target would be Violet. So he gave her the book (Background: Inheritor) with instructions to not open it and told her to flee while he tried to delay the manhunt.
Violet fled into the wilds. Surviving in this unknown enviroment proved to be difficult until one night when she was close to dying a voice inside her head told her to read the book to live and become the "wizard" she wanted to be. When she read the book its alien magic taught her useful spells to survive (functining as starting feat: Magic Initiate). Over the next years the book taught her further arcane powers convincing her that she is a self taught wizard now (Class: Warlock(Great Old One) 1) and shielded her from her uncles attempts to locate her (functioning as an Amulet of Proof against Detection and Location).
Lately the voice told her to finally leave the solitude of the wilds. And so her Adventure begins.
This fits very well into my campaign interests. What content do you have purchased on the site? I want to make sure I create a character with features I'll have access to. XD
If you're still taking applications, I'll throw my hat into the ring. This looks like something very possible for me. And if it's daily posts rather than a particular timeframe, this is even better!
Name: Dathyra Galanodel
Class: Cleric/Life Domain
Race: High Elf
Alignment: Chaotic Good (follows a moral compass dictated by her diety, not always societal norms and laws, depending on the place)
Religion: A devout follower of Lathander
Backstory: Born to a typical elven family, Dathyra would have had an ordinary life. However, misfortune befell her village home when raiders burned it to the ground. She, her mother, an older brother, and a younger sister were the only survivors of her family. She was 85 at the time, an adult in body and mind, but still a child in experience and the ways of the world. They went with the remaining refugees to the temple of Lathander in a nearby city. The church accepted the unfortunate elven refugees, and many became members of their order as thanks. Dathyra became one of those in service to Lathander. While there, the head abbot, Father Uridan, became a replacement father-figure to her helped care for her like she was his own daughter. Through the church, Dathyra found purpose and peace in her situation. Now, thirty years later, and having reached adulthood, she is preparing for the prospect of going back to her old village to help rebuild and repopulate. She looks forward to the day when she is no longer treated as a child. In the meantime, she has been sent on a charity mission far away.
Description: Dathyra is pretty ordinary looking for an elf. She is of a medium height and slight build with dark hair and pale skin. Having become a member of her holy order, she lives a fairly simple life and does not find use for fancy clothes, jewelry, or such. Father Uridan made sure she left the temple on her mission with some protection, armor, and an amulet of Lathander to help her focus her magical gifts. Otherwise, she only has what she needs. There is nothing else physically remarkable about her appearance, though if one were to notice by chance, they might see the scar across her abdomen. That's a secret she's not exactly keen on sharing, at least not with complete strangers.
Personality: Dathyra holds her religious values above anything else, and will always try to follow the guiding light of her patron god. She follows her moral compass, which may not always align with societal laws (especially in areas ruled by cruel tyrants), and like all elves, she values freedom of choice. However, this comes with a particular flaw. She has been raised to believe her church preaches "the way," and that they are infallible. If something were to prove that her church or that Father Uridan wasn't as moral as she thought, this could really shake things up for her worldview. As for how she is as a traveling companion, she's fair to get along with. She means well, and she can form strong bonds with others, but anyone who challenges her beliefs can make it harder for her to befriend them. She is out to learn about the world and to see it as it is, so these views can be changed over time, given patience. She can be a bit persnickety for travelers who find her a bit too preachy, but so long as they know she doesn't mean it maliciously, they can be okay with her.
Uncommon Magical Item: Boots of Elvenkind (they belonged to her late father).
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Lvl 2 - Dathyra Galanodel - High Elf Cleric of the Life Domain - Platinum Plated Keys
Lvl 5 - Dathyra Galanodel - High Elf Cleric of the Life Domain - Hunted
Several decades before Pict was born, there was a city surrounded by a vast and sprawling forest and ruled by an unjust King. This King enforced strict laws in this city, and his subjects suffered under cruel labor and punishment, but none spoke out against the King, for fear of being exiled to the untamed wilds outside of the cities walls.
But there were some who were not cowed into subservience by the King, and their hearts were defiant. They dreamed of leaving the city, heedless of the dangers, and so one day, a small band of these pioneers left the city behind, travelling deep into the sprawling forest in the hopes of making a new home, one not bound by the foolish laws of men.
The pioneers wandered the forest for many days, but found no safe haven. As the King had warned, the forest was indeed dangerous, filled with all manner of strange magic and creatures. They became lost in the trees, and as supplies dwindled, they feared the worst. In their time of need, the youngest among them, a boy no older than 13, told his elders of a recurring dream.
In this dream, a great tree spoke with the boy. The tree called to him, called to him and his people, and promised him that deeper in the forest, a peaceful land awaited them. Hesitant, but with no other options, the Pioneers followed the boy as he lead them deeper and deeper into the wilds.
The journey took many days, and as they travelled they noticed a change in the trees around them. Pixies, fairies, and other fey creatures became more frequent, and a cool mist soon enveloped the woods, shrouding everything in a blanket of beauty and mystery.
On the eleventh day, the Pioneers found themselves standing in front of a strong, mighty Oak tree. It towered over them, and over the other trees of the forest, yet none of the travellers had seen such a magnificent tree from the city’s walls, nor when they had wandered the forests.
The boy who had led them to the tree stepped forward, and disappeared into a large knot near the tree’s roots. This knot was a portal into the Feywilds, a world that exists parallel to our own, and home to the most powerful of fey. There, the boy saw the same Great Oak, towering above him, but in this world, the tree floated above the earth, and its roots curled around a massive gemheart that exuded a powerful magical aura. The boy fell to his knees in awe.
The tree revealed itself to him as Emmantiensien (Emm-ann-tee-enz-ee-an) an Archfey of immeasurable power. Through the boy, he offered the wandering tribe a pact - Emmantiensien
would allow the tribe to settle under the shade of his branches, but in return, they would tend to the forest’s - and Emmantiensien’s - needs. As a symbol of their pact, Emmantiensien would create a magical bond with one of their children every generation, imbuing them with powerful fey magics.
The settlers agreed, and so it was the the settlement of Oakhurst was founded under the branches of Emmantiensien, and the boy became the first shaman of their tribe.
Many decades later, Pictillian was born into Oakhurst, which now thrived due to Emmantiensien’s protection and influence. As a young boy, Pict was rambunctious, mischievous, and clever. These traits endeared him to the Fey, who recognized these aspects in themselves, and when Pict came of age, he was unexpectedly selected by Emmantiensien to become the next village shaman.
Pict understood the responsibility of the position, and so he accepted the role, training for several years and eventually taking his bond with Emmantiensien and taking on the responsibilities of Shaman.
Pict served the town of Oakhurst as Shaman for many decades, until he too was beginning to come to the age where he needed to choose a successor. Like his predecessor before him, he searched the village for a youngling with pep and wonder, one that seemed particularly attuned to the Fey, and found Darah, a young girl with fiery red hair and an adventurous spirit.
Pict took Darah under his wing and taught her the ways of tending to the Forest’s groves, caring fro the faeries and other fey, and most of all, paying tribute to Emmantiensien, which involved crossing over to the Feywild and placing fresh crops and grains at the ground before his majesty.
Unbeknownst to Pict, however, Darah resented the responsibilities of Shaman, much as a younger Pict had, and a deep yearning burned in her heart: she wanted to seek out adventure. It was this simple desire that drew the attention of one of Emmantiensien’s sworn enemies, and indeed the enemy of all good Fey - The Queen of Air and Darkness.
The Queen of Air and Darkness began to visit Darah in her dreams, sensing her connection to Emmantiensien and her desire for freedom, and showed her the beauties of the world outside of her village, promising her wealth, power, and most of all - freedom. All that she asked in return was for Darah to deliver a “gift” to Emmantiensien, for she claimed that she wished to apologize for a wrongdoing she had committed in the past, and Emmantiensien would not speak to her directly anymore.
Darah agreed, taking the bundle of twigs and ivy that the Queen of Air and Darkness gave her and took it into the Feywild during her next tribute to Emmantiensien. She laid the bundle at the base of the Great Tree, and when she left, the bundle’s true nature was revealed - it was a powerful, deific curse meant to drain Emmantiensien’s powers, and slowly destroy him over time. Darah, realizing that she had been fooled, fled the village of Oakhurst that night, disappearing into the night without a word to anyone.
At dawn, the curse’s effect was immediate and shocking, as all of Emmantiensien’s defensive warding collapsed around the city of Oakhurst, and it was plagued by an onslaught of evil Fey who raided and pillaged its peaceful citizens, leaving very few survivors. Of those, most fled into the woods, abandoning their age old home, save for a horrified Pict - who learned of his student’s betrayal, and his own failings, and found himself the final Shaman of Oakhurst.
Saddened and racked with guilt regarding what his pupil had done, Pict was determined to set things right. He decided to set off on a journey to find a cure for the curse that ails Emmantiensien, and to find his wayward student and hopefully justice in the process.
Personality: Despite the hardships he has faced, Pict is optimistic and playful, always cheery until he needs to be stern. He retains a mischievous spark from his youth that is tempered by wisdom in his old age. Although he is old for a Human, his relationship with Nature and Emmantiensien keep him more youthful than he might appear.
Magic Item: Amulet of Proof Against Detection or Location. Pict wears this small amulet at all times, or at least has it on his person. He is terrified that the Queen of Air and Darkness will scry him or otherwise locate him using magic, thus alerting her to his existence.
I would most definitely be interested. I have more interest in role with an E then I do roll with an L. I’m currently in a few PBP forum games. My posting is regular and I like to be detailed. I do not post one liners.
As far as a character, I’ll make one if selected. I see I’m late to the party and low on the list. Think I may be on my last slot. I would possibly be a half elf bard. Never played one but I think it would be interesting. If a bard is what you seek a bard shall arrive to save the day.
Backstory: Born on the Runningdawn clan, where their main livelihood revolves around roaming through the land to sell art pieces, Xopher learned the basic knowledge and skills to create one.
When he was a child, meeting different races made his obsession of art blossom. From fascinating heroic tales of halflings to the bottomless pursuit of perfection from gnomes piquied Xopher to find more of them.
He plans to write their stories to serve as an inspiration for his art and others.
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Believer of the almighty one, the Alpha and the Omega, whose love encompasses all of his creations, RNGesus.
Started as a player at time of registration. Started to DM a month later. Hoping to get better as time progresses.
Guys, the party of sorcerers and wizards is only fun for the first battle and then boring. I'm looking for finesse and/or ranged fighter to balance party out.
Personality Traits: I have a crude sense of humor. I face problems head-on. A simple, direct solution is the best path to success. Our lot is to lay down our lives in defense of others. My honor is my life. I have little respect for anyone who is not a proven warrior.
Back story: Zansabarr lived most of his life in an orphanage with his brother Alexander. They grew up with no knowledge of there parents or where they were born. At the age of 16 Zansabarr was chosen by the Order of the Flaming, being forced to separate from his brother and not knowing if he would see him again. As soon as he finished his training to become a paladin he set out to find his brother. On arriving at the orphanage he was shocked to find it in ruins. Zansabarr has since then been searching for any clues to his brothers whereabouts and the reason for the orphanage's destruction.
Magic Item: Bag of Holding, a gift from the head of the order for being the only Tiefling in the history of the order to pass the trials.
“Spirit. In every language in all the Realms, surface and Underdark, in every time and every place, the word has a ring of strength and determination. It is the hero's strength, the mother's resilience and the poor man's armor. It cannot be broken and it cannot be taken away.”
I am Erlan Fazorwyn, a lowly wood elf ranger (chaotic good). I follow Solonor Thelandira, the elven god of hunting, archery, and survival in wild and harsh places. A forest green cloak covers my brown leather armor. A long bow is carried across my back and a dagger on my belt for easy access for closer encounters.
The forest has been my home for as long as I can remember. At a young age I was separated from my family after our camp had been raided by orcs. My parents and older brother were taken by surprise. I was able sneak away to make my way deeper into the woods. From a distance, I watched as they were bound and dragged away from the camp before fire was set to our belongings. After the orc raiders left, not much was left in the camp. I searched through everything for any clues. The only thing I found was my mother’s Brooch of Shielding. I now wear it as a reminder of her. I have been traveling since trying to locate my family. One day I will find out what happened to them. I’m ready to accept their fate......
My ranger skills have helped me in achieving my goal of travel across Faerun. When someone goes snooping around in certain camps, one is bound to make enemies. I have become accustomed in taking the lives at others. I have no quarrels about it, just something that needs done when one is backed into a corner. But lately I have found a new calling with my skills of tracking and hunting. Barons and kings seem to pay a lot of gold to have their enemies handled in a more permanent way. Hunting is still hunting even though the prey is not animal. While those jobs help pay for my travels, I’m not willing to take jobs against good people.
I am much more of the loner type, but I have learned to speak well and be charming to those with money. I’d much rather do battle from a distance than get up close and personal with my enemies. I have taken jobs in groups before, but I never did trust them. I cant seem to trust anyone anymore.
Game: D&D 5e
Group type: Online
Experience: New
Location/Timezone: GMT +3
Schedule: The game will go a lot faster if each player can post daily, but we are all adults with lives here (or so I hope) so if you need to miss a day, I think we'll live. If you need to take a 2 or more day break, please message me and I will adjust the game so your characters tags along and stays ot of troble.
Roles sought: Players, no more than 4. I will consider 5th if they are interesting but that's it. We'll see how it goes, I may introduce more players into the game later.
Game style: Roleplay
Hey everyone. This is my first time DMing PbP game, hence so few players.
I'm looking to create a satisfying roleplaying experience. I can't stress the word "roleplaying" enough. The game structure and result (and all of y'all survival) will depend HEAVILY on how well you interact with each other, ask questions and answer them, rely on each other's expertise. I will also give inspiration to players who play out their character and you can't survive some adventures without it (those are few, but still there).
There will be little resctrictions on races, classes or alignments, but your character knows only what's within their area of expertise plus general knowledge of the world, if you encounter, say, some obscure undead (spoiler alert - you probably will), a fighter might not know what it is and will need help of a necromancer or something (preferably after they are all done hacking it to pieces). The character can be of any alignment, but keep in mind that certain alignments do not play well with others - you cannot roleplay a CE character to be nice to everyone and expect me to believe they are still CE (that means no inspiration). Then again, alignment is about outlook on life, so if you think you can creat a convincing chaotic evil who will fit in a group for any reason, they are in (mainly because I love evil characters).
PvP will be allowed later in game, so if you are a ******bag to everyone and they see no reason to keep you, they might consider poisoning your soup or stabbing you in the eye.
To sum things up:
What can you expect of me:
What will I expect of you:
Here you submit general information about your character (I don't really need stats right now), name, class, alignment, religion, backstory, description (optional), personality and magic item.
DM Price of Misfortune (finished)
What do you mean by having one wonderous item that is not magical? And also, is there a limit as to what kind of wonderous item I can have, like can I have a rare item or just an uncommon one?
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
That means that when you create a character there's option to add equipment, you can filter between common, proficient and magical (and probably more with additional content). Magical items are "rare" and up. What I meant was having 1 item that is uncommon, but not a weapon or armor. I'll edit the post.
DM Price of Misfortune (finished)
Ok
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
Crassus, Dragonborn Fighter.
Alignment: Neutral Good
Religion: Worships Lathander
Backstory: Crassus was the leader of a mercenary group that was contracted to fight for a king who had gotten his kingdom in a war with their neighbors. Crassus' tendency to go against orders and lead his troops on more daring missions in battle. His high-risk approach worked, as his team of mercenaries won battle after battle and built a name for themselves during the war. However, the other generals in the war did not enjoy being upstaged by what they deemed as a group of common sellswords, so they conspired against him. One day, one of the generals gave Crassus false information, which led his group directly into an enemy ambush.
Crassus survived because he possessed a Periapt of Wound Closure that was given to him before he left for the war in the hopes that it would keep him safe, but the rest of his unit was not so lucky. When Crassus regained consciousness hours later, he found that all of his comrades were dead. Crassus blamed himself for this, believing that if he did not try to constantly win glory, his mercenary band would never have been led to their deaths. Even years after this disaster, Crassus refuses to forgive himself for this and refuses to allow himself to make any form of significant bonds with others until he feels that he has redeemed himself.
Personality: Even now, Crassus still believes that having a sense of independence is better than just blindly following orders. But now he is not as concerned as winning glory for himself as he used to be and is more distant to those around him. But he has been able to enjoy a good joke on occasion.
Question: How do you want stats? Standard Array, Point Buy, or Roll For Stats?
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
Don't roll for stats, otherwise it's up to you. Personally I prefer point buy, but if you would rather do a standard array, be my guest.
DM Price of Misfortune (finished)
Kaleo the human paladin, Lawful good.
Religion: Eldath
Backstory: Kaleo was never born a warrior, yet he took up the mantle out of necessity. Born in a small archipelago with meager land, his people constantly fought in order to survive. The countless drills and practice with tetaumanaria were nearing an end, and he had to face that he would be sent out on a canoe, and throw his life away in a meaningless conflict. When the day finally came, a massive storm destroyed his boat carried him away from his homeland. He woke up to find himself on a ship, rescued by a kind priest. The priest told him of the ways of dawn and life, and of the godess Eldath. Kaleo now roams a strange new land, trying to commit acts of good in the name of Eldath. He hopes to find his homeland one day to let the guiding light of his godess show them an alternative to a vicious cycle of death.
Personality: Kaleo values the preservation intelligent life when possible, and is fascinated with the new land he has found himself in. It is his second year on the continent, and he is still somewhat naive towards the traditions of locals.
Magic item: Driftglobe (a gift from the priest who rescued him)
Name: Violet Stormborn
Race: Human (Variant)
Alignment: Chaotic Good
Class: "Wizard" (see spoilers and because of her backstory she won't be proficient in Arcana)
My goals are basically: find true love, help people, learn to control my powers and find out what happened to my father and/or Gimon.
The fact that my uncle the Duke wants to kill me, might make matters more complicated.
<I reflavored some mechanics (starting feat, uncommon magic item) to better reflect the story, I hope that's ok. I also added her second lvl in the story as it's essential. In my mind the character has conflicting directions (good wizard vs. not so good warlock/self-control vs. servitude) it can go that are yet undetermined even to me as a player and I expect a lot of this will be influenced by the events and interactions during the campaign>
Violet was the result of true love between Reinhard III, paladin and son of Duke Reinhard II of Wohlheim, and Amelia a beautiful half-elven healer in the nearby village of Erndorf. Naturally this didn't please Reinhards wife Darma, who was forced upon Reinhard III as the result of a political marriage.
Violet was born on a very stormy night and during a complicated birth she exploded her mother's womb killing her in the process (Class Sorcerer (Storm) 1). This forever shunned her as the "mother murderer" in Erndorf. As Reinhard couldn't take Violet to her stepmother he entrusted her to his good friend a dwarven cleric named Gimon who taught her in the following years about bravery, honesty and virtue. Unfortunately Gimon didn't know enough of the arcane arts to help her explain or control this gift that she herself saw as a curse. But he could tell her that wizards know a lot about controlling magic by learning from their spell books all kinds of arcane mysteries. So she decided to become a great wizard to use her powers for good.
Things were going well and were quite for some time until she turned 16 when the world was turned upside down on Violet.
Her grandfathers health was finally fading and Reinhard realised that his younger brother Bertram was scheming with Reinhards own wife to betray him and take over the Dukedom once Reinhard II would pass away. So he gave this strange powerful book to Gimon. He'd found it on an adventure and tasked Gimon to protect it from falling into the hands of the wrong People namely his brother. Soon after this the old Duke Reinhard died.
Also during her adolescence boys of the village finally began taking an interest in her. Namely a boy named Charles courted her as she now reflected her mothers fair looks. Unfortunately their first intimate meeting once again turned into a disaster when Violet panicked and severly shocked him. Later a friend of Charles decided to teach her a lesson and tried to force himself on her paying with his life as he was deadly poisoned during kissing Violet.
It wasn't much later that Violets Father mysteriously disappeared and when guards came to their village Gimon realised that their target would be Violet. So he gave her the book (Background: Inheritor) with instructions to not open it and told her to flee while he tried to delay the manhunt.
Violet fled into the wilds. Surviving in this unknown enviroment proved to be difficult until one night when she was close to dying a voice inside her head told her to read the book to live and become the "wizard" she wanted to be. When she read the book its alien magic taught her useful spells to survive (functining as starting feat: Magic Initiate). Over the next years the book taught her further arcane powers convincing her that she is a self taught wizard now (Class: Warlock(Great Old One) 1) and shielded her from her uncles attempts to locate her (functioning as an Amulet of Proof against Detection and Location).
Lately the voice told her to finally leave the solitude of the wilds. And so her Adventure begins.
This fits very well into my campaign interests. What content do you have purchased on the site? I want to make sure I create a character with features I'll have access to. XD
If you're still taking applications, I'll throw my hat into the ring. This looks like something very possible for me. And if it's daily posts rather than a particular timeframe, this is even better!
Name: Dathyra Galanodel
Class: Cleric/Life Domain
Race: High Elf
Alignment: Chaotic Good (follows a moral compass dictated by her diety, not always societal norms and laws, depending on the place)
Religion: A devout follower of Lathander
Backstory: Born to a typical elven family, Dathyra would have had an ordinary life. However, misfortune befell her village home when raiders burned it to the ground. She, her mother, an older brother, and a younger sister were the only survivors of her family. She was 85 at the time, an adult in body and mind, but still a child in experience and the ways of the world. They went with the remaining refugees to the temple of Lathander in a nearby city. The church accepted the unfortunate elven refugees, and many became members of their order as thanks. Dathyra became one of those in service to Lathander. While there, the head abbot, Father Uridan, became a replacement father-figure to her helped care for her like she was his own daughter. Through the church, Dathyra found purpose and peace in her situation. Now, thirty years later, and having reached adulthood, she is preparing for the prospect of going back to her old village to help rebuild and repopulate. She looks forward to the day when she is no longer treated as a child. In the meantime, she has been sent on a charity mission far away.
Description: Dathyra is pretty ordinary looking for an elf. She is of a medium height and slight build with dark hair and pale skin. Having become a member of her holy order, she lives a fairly simple life and does not find use for fancy clothes, jewelry, or such. Father Uridan made sure she left the temple on her mission with some protection, armor, and an amulet of Lathander to help her focus her magical gifts. Otherwise, she only has what she needs. There is nothing else physically remarkable about her appearance, though if one were to notice by chance, they might see the scar across her abdomen. That's a secret she's not exactly keen on sharing, at least not with complete strangers.
Personality: Dathyra holds her religious values above anything else, and will always try to follow the guiding light of her patron god. She follows her moral compass, which may not always align with societal laws (especially in areas ruled by cruel tyrants), and like all elves, she values freedom of choice. However, this comes with a particular flaw. She has been raised to believe her church preaches "the way," and that they are infallible. If something were to prove that her church or that Father Uridan wasn't as moral as she thought, this could really shake things up for her worldview. As for how she is as a traveling companion, she's fair to get along with. She means well, and she can form strong bonds with others, but anyone who challenges her beliefs can make it harder for her to befriend them. She is out to learn about the world and to see it as it is, so these views can be changed over time, given patience. She can be a bit persnickety for travelers who find her a bit too preachy, but so long as they know she doesn't mean it maliciously, they can be okay with her.
Uncommon Magical Item: Boots of Elvenkind (they belonged to her late father).
Lvl 2 - Dathyra Galanodel - High Elf Cleric of the Life Domain - Platinum Plated Keys
Lvl 5 - Dathyra Galanodel - High Elf Cleric of the Life Domain - Hunted
Lvl 1 - Geth Hornraven - Human Wizard - Lost Mine of Phandelver
DM - Imela: The Adventure Begins
Name: Pictillian (Pict)
Class: Druid
Race: Human
Age: 72
Alignment: Chaotic Neutral
Religion: Worships Emmantiensien (Archfey)
Backstory:
Several decades before Pict was born, there was a city surrounded by a vast and sprawling forest and ruled by an unjust King. This King enforced strict laws in this city, and his subjects suffered under cruel labor and punishment, but none spoke out against the King, for fear of being exiled to the untamed wilds outside of the cities walls.
But there were some who were not cowed into subservience by the King, and their hearts were defiant. They dreamed of leaving the city, heedless of the dangers, and so one day, a small band of these pioneers left the city behind, travelling deep into the sprawling forest in the hopes of making a new home, one not bound by the foolish laws of men.
The pioneers wandered the forest for many days, but found no safe haven. As the King had warned, the forest was indeed dangerous, filled with all manner of strange magic and creatures. They became lost in the trees, and as supplies dwindled, they feared the worst. In their time of need, the youngest among them, a boy no older than 13, told his elders of a recurring dream.
In this dream, a great tree spoke with the boy. The tree called to him, called to him and his people, and promised him that deeper in the forest, a peaceful land awaited them. Hesitant, but with no other options, the Pioneers followed the boy as he lead them deeper and deeper into the wilds.
The journey took many days, and as they travelled they noticed a change in the trees around them. Pixies, fairies, and other fey creatures became more frequent, and a cool mist soon enveloped the woods, shrouding everything in a blanket of beauty and mystery.
On the eleventh day, the Pioneers found themselves standing in front of a strong, mighty Oak tree. It towered over them, and over the other trees of the forest, yet none of the travellers had seen such a magnificent tree from the city’s walls, nor when they had wandered the forests.
The boy who had led them to the tree stepped forward, and disappeared into a large knot near the tree’s roots. This knot was a portal into the Feywilds, a world that exists parallel to our own, and home to the most powerful of fey. There, the boy saw the same Great Oak, towering above him, but in this world, the tree floated above the earth, and its roots curled around a massive gemheart that exuded a powerful magical aura. The boy fell to his knees in awe.
The tree revealed itself to him as Emmantiensien (Emm-ann-tee-enz-ee-an) an Archfey of immeasurable power. Through the boy, he offered the wandering tribe a pact - Emmantiensien
would allow the tribe to settle under the shade of his branches, but in return, they would tend to the forest’s - and Emmantiensien’s - needs. As a symbol of their pact, Emmantiensien would create a magical bond with one of their children every generation, imbuing them with powerful fey magics.
The settlers agreed, and so it was the the settlement of Oakhurst was founded under the branches of Emmantiensien, and the boy became the first shaman of their tribe.
Many decades later, Pictillian was born into Oakhurst, which now thrived due to Emmantiensien’s protection and influence. As a young boy, Pict was rambunctious, mischievous, and clever. These traits endeared him to the Fey, who recognized these aspects in themselves, and when Pict came of age, he was unexpectedly selected by Emmantiensien to become the next village shaman.
Pict understood the responsibility of the position, and so he accepted the role, training for several years and eventually taking his bond with Emmantiensien and taking on the responsibilities of Shaman.
Pict served the town of Oakhurst as Shaman for many decades, until he too was beginning to come to the age where he needed to choose a successor. Like his predecessor before him, he searched the village for a youngling with pep and wonder, one that seemed particularly attuned to the Fey, and found Darah, a young girl with fiery red hair and an adventurous spirit.
Pict took Darah under his wing and taught her the ways of tending to the Forest’s groves, caring fro the faeries and other fey, and most of all, paying tribute to Emmantiensien, which involved crossing over to the Feywild and placing fresh crops and grains at the ground before his majesty.
Unbeknownst to Pict, however, Darah resented the responsibilities of Shaman, much as a younger Pict had, and a deep yearning burned in her heart: she wanted to seek out adventure. It was this simple desire that drew the attention of one of Emmantiensien’s sworn enemies, and indeed the enemy of all good Fey - The Queen of Air and Darkness.
The Queen of Air and Darkness began to visit Darah in her dreams, sensing her connection to Emmantiensien and her desire for freedom, and showed her the beauties of the world outside of her village, promising her wealth, power, and most of all - freedom. All that she asked in return was for Darah to deliver a “gift” to Emmantiensien, for she claimed that she wished to apologize for a wrongdoing she had committed in the past, and Emmantiensien would not speak to her directly anymore.
Darah agreed, taking the bundle of twigs and ivy that the Queen of Air and Darkness gave her and took it into the Feywild during her next tribute to Emmantiensien. She laid the bundle at the base of the Great Tree, and when she left, the bundle’s true nature was revealed - it was a powerful, deific curse meant to drain Emmantiensien’s powers, and slowly destroy him over time. Darah, realizing that she had been fooled, fled the village of Oakhurst that night, disappearing into the night without a word to anyone.
At dawn, the curse’s effect was immediate and shocking, as all of Emmantiensien’s defensive warding collapsed around the city of Oakhurst, and it was plagued by an onslaught of evil Fey who raided and pillaged its peaceful citizens, leaving very few survivors. Of those, most fled into the woods, abandoning their age old home, save for a horrified Pict - who learned of his student’s betrayal, and his own failings, and found himself the final Shaman of Oakhurst.
Saddened and racked with guilt regarding what his pupil had done, Pict was determined to set things right. He decided to set off on a journey to find a cure for the curse that ails Emmantiensien, and to find his wayward student and hopefully justice in the process.
Personality: Despite the hardships he has faced, Pict is optimistic and playful, always cheery until he needs to be stern. He retains a mischievous spark from his youth that is tempered by wisdom in his old age. Although he is old for a Human, his relationship with Nature and Emmantiensien keep him more youthful than he might appear.
Magic Item: Amulet of Proof Against Detection or Location. Pict wears this small amulet at all times, or at least has it on his person. He is terrified that the Queen of Air and Darkness will scry him or otherwise locate him using magic, thus alerting her to his existence.
I would most definitely be interested. I have more interest in role with an E then I do roll with an L. I’m currently in a few PBP forum games. My posting is regular and I like to be detailed. I do not post one liners.
As far as a character, I’ll make one if selected. I see I’m late to the party and low on the list. Think I may be on my last slot. I would possibly be a half elf bard. Never played one but I think it would be interesting. If a bard is what you seek a bard shall arrive to save the day.
PC: Brozznan Kane - Undead in Skyraker |
DM:
Popular Stream Character Sheets
All the content I've purchased amounts to precisely nothing.
DM Price of Misfortune (finished)
Xopher, Tabaxi Monk
Alignment: Lawful Neutral
Religion: Deneir
Backstory: Born on the Runningdawn clan, where their main livelihood revolves around roaming through the land to sell art pieces, Xopher learned the basic knowledge and skills to create one.
When he was a child, meeting different races made his obsession of art blossom. From fascinating heroic tales of halflings to the bottomless pursuit of perfection from gnomes piquied Xopher to find more of them.
He plans to write their stories to serve as an inspiration for his art and others.
I have three players, only need one more.
Guys, the party of sorcerers and wizards is only fun for the first battle and then boring. I'm looking for finesse and/or ranged fighter to balance party out.
DM Price of Misfortune (finished)
I can do ranged. Elven ranger would be good for the party I bet. Currently at work so I can’t get a back story an pc together for another few hours.
PC: Brozznan Kane - Undead in Skyraker |
DM:
Popular Stream Character Sheets
i can wait)
DM Price of Misfortune (finished)
Name: Zansabarr Hellsing
Age:27
Race: Tiefling
Class: Paladin
Alignment: Lawful Good
Religion: Torm, god of courage and self-sacrifice
Personality Traits:
I have a crude sense of humor. I face problems head-on. A simple, direct solution is the best path to success. Our lot is to lay down our lives in defense of others. My honor is my life. I have little respect for anyone who is not a proven warrior.
Back story: Zansabarr lived most of his life in an orphanage with his brother Alexander. They grew up with no knowledge of there parents or where they were born. At the age of 16 Zansabarr was chosen by the Order of the Flaming, being forced to separate from his brother and not knowing if he would see him again. As soon as he finished his training to become a paladin he set out to find his brother. On arriving at the orphanage he was shocked to find it in ruins. Zansabarr has since then been searching for any clues to his brothers whereabouts and the reason for the orphanage's destruction.
Magic Item: Bag of Holding, a gift from the head of the order for being the only Tiefling in the history of the order to pass the trials.
“Spirit. In every language in all the Realms, surface and Underdark, in every time and every place, the word has a ring of strength and determination. It is the hero's strength, the mother's resilience and the poor man's armor. It cannot be broken and it cannot be taken away.”
I am Erlan Fazorwyn, a lowly wood elf ranger (chaotic good). I follow Solonor Thelandira, the elven god of hunting, archery, and survival in wild and harsh places. A forest green cloak covers my brown leather armor. A long bow is carried across my back and a dagger on my belt for easy access for closer encounters.
The forest has been my home for as long as I can remember. At a young age I was separated from my family after our camp had been raided by orcs. My parents and older brother were taken by surprise. I was able sneak away to make my way deeper into the woods. From a distance, I watched as they were bound and dragged away from the camp before fire was set to our belongings. After the orc raiders left, not much was left in the camp. I searched through everything for any clues. The only thing I found was my mother’s Brooch of Shielding. I now wear it as a reminder of her. I have been traveling since trying to locate my family. One day I will find out what happened to them. I’m ready to accept their fate......
My ranger skills have helped me in achieving my goal of travel across Faerun. When someone goes snooping around in certain camps, one is bound to make enemies. I have become accustomed in taking the lives at others. I have no quarrels about it, just something that needs done when one is backed into a corner. But lately I have found a new calling with my skills of tracking and hunting. Barons and kings seem to pay a lot of gold to have their enemies handled in a more permanent way. Hunting is still hunting even though the prey is not animal. While those jobs help pay for my travels, I’m not willing to take jobs against good people.
I am much more of the loner type, but I have learned to speak well and be charming to those with money. I’d much rather do battle from a distance than get up close and personal with my enemies. I have taken jobs in groups before, but I never did trust them. I cant seem to trust anyone anymore.
PC: Brozznan Kane - Undead in Skyraker |
DM:
Popular Stream Character Sheets
I did ask for name, class, alignment, religion, backstory, description (optional), personality and magic item.
DM Price of Misfortune (finished)