The age of exploration is upon us! The great Aseri and Verdian empires, both formidable naval powers, have recently discovered islands far to the west across the Endless Sea (proving that it is poorly named). Initial explorations have determined that these lands are rich with gold, valuable gems and other resources that can make an already wealthy empire rich beyond imagination. Monarchs and potentates are going weak at the knees at the prospect.
To further complicate the resulting competition for resources, a group of smaller nations have banded together to form the Western Isles Company, financing expeditions to explore and claim land from under the noses of the two squabbling empires.
'Discovery,' as we know, is a troublesome term. Especially for the natives of those lands subject to it. The Windward Isles are home to a number of tribes who are no stranger to warfare - they have been merrily murdering each other for generations. However, they are technologically far behind the great naval powers who have just turned up on their doorstep with steel and black powder.
And, of course, there are always those who thrive on such chaos. In the waters of the Windward Isles, as they have become known, the opportunities for the 'enterprising' are myriad. Privateers and pirates plague the channels and straits, making any trade crossing treacherous in the extreme. Such individuals stand to make staggering profits but the risks are huge. 'Justice' is swift and harsh if they fall into the wrong hands.
So, the stage is set for ambitious and adventurous souls to make their fortunes. Opportunities abound, above and below the law, not to mention in the enormous, yawning grey areas between the two.
This adventure is set in a fictional 'age of sail' environment broadly analogous to the late 17th century Caribbean. It's D&D 5e but low magic and with guns. We're talking flintlock pistols, muskets, blunderbuss etc, and CANNONS! Big, lovely cannons. Lots of 'em. Ships getting blown to splinters, decks scoured by grapeshot, that sort of thing. Meanwhile our heroes are swinging on ropes and swashbuckling their way through the enemy crew, ransacking the captain's cabin, stealing all the treasure, and drinking all the rum. I'm getting a bit carried away but you get the idea!
It will be a sandbox-type campaign where you decide which threads to follow and who to throw your lot in with. That means the bond between characters must be strong to avoid them all going off in different directions. I have an idea on how to achieve that but will work with the players to get to something that works for them.
I've used this list before to set up an adventure. Hopefully it'll answer any of your questions. If you want to know anything else, fire away. There'll be nothing explicit but there will plenty of gory death, and all manner of sins are catered for in the New World, so be advised. It is not for children.
What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)? D&D 5e
What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)? In my own fictional world. The action takes place in the Windward Isles in a pseudo 17th century setting. Sailing ships, swordplay and flintlock weapons. And cannons.
How many Players are you looking for? Will you be taking alternates, and if so, how many? 4, but will hold reserves in case of drop outs.
What's the gaming medium (PbP, chat, e-mail etc.)? PbP on this forum.
What is the characters' starting status (i.e. experience level)? Level 1 characters. I will work with players on backgrounds, how they came to be in the Windward Isles and what binds the characters together.
How much gold or other starting funds will the characters begin with? However much they get at first level.
Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes? It is a low magic world that will be quite gritty and realistic. I'm happy to have magic users and non-human races but they must be prepared to be an exception. I'm open to most things if we can make it work in the setting. Let me know if you want to try something specific.
What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species? As above.
By what method should Players generate their attributes/ability scores and Hit Points? For ability scores we will be using 4d6 and drop the lowest. Standard array, point buy, or roll on here.
Does your game use alignment? What are your restrictions, if so? Alignment is fine, no additional restrictions.
Do you allow multi-classing, or have any particular rules in regards to it? Yes, rules as per PHB.
Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them? Roll on here or on the game log (I will create a campaign for players to join on DnDBeyond).
Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules. I'm essentially going to make up combat at sea as I go along. Why don't you come along for that ride with me! :-D
Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)? Yes, but no need for War and Peace. Go nuts if you want, but a short paragraph will do, showing that the character is not just a set of numbers. There must be a reason for them to have set out to sea to get to the Windward Isles (unless... that's where they come from...)
Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above? There'll be a bit of mystery solving, lots of RP with salty sea dogs down at the docks, and plenty of powder smoke and swashbuckling.
Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters? Let me know what you want to do and we can talk about it.
As I said, I'm looking for 4 players to keep it manageable. I'd like people who post at least once a day normally, and who like a bit of descriptive writing. Let's bring these scurvy scoundrels to life!
Assuming I get any interest at all, I'll look to make a decision on players around Sunday night UK time, then we can get down to the job of setting it all off on the right foot with backstories that make sense and a good strong reason for the gang to be together and stay together.
Sounds fun! I'm interested. (Also rolled without re-rolling 1s).
Name: Sera'ele "Seri" Eventide (<-- link to dndbeyond character sheet) Race: Sea Elf (from Monsters of the Multiverse sourcebook) Class: Nature Domain Cleric (1 level multi-class to Divine Soul Sorcerer planned, fitting with backstory) Background: Custom (Acolyte/Sailor) Backstory and image: See (first) spoiler below
Decades ago, Sera'ele was found by local fishermen on the far western shore of the outermost of the Windward Isles. An unconscious willowy adolescent beached like sea foam during a new moon's evening tide, remembering only her name and her abiding love for the oceans, her long silvery blue hair like gossamer kelp covering most of her face, though not her sharply pointed ears and strange aquamarine eyes.
Though clearly not human (sea elf), Seri was adopted by the Olona tribe of the island and taken in eventually by the local shaman to Trondro, the great god of oceans as a page in the temple, growing eagerly into her new role and faith. Just as she did when it came time, as for all acolytes of oceanic deities, to pay her dues in action and deeds as a sailor upon the open ocean. As her proficiency as Navigator on the privateer vessel Dragonfly grew, so too did an inner wellspring of magic, a divine spark that seemed to flow naturally like the waves beneath the Dragonfly's prow. Seri grew to love the rolling swells and far horizons of life on the ocean more than anything in the world. And deep down, she knows she always has.
Too soon came the day that she was called back to the temple, her priestly naval tour of duty officially concluded. A summons she is faith-bound to honor. A summons she has no plans to heed.
^^^ See above spoiler for Seri's backstory and image. ^^^
This looks great! I have played in a few high seas games and loved them.
Ability scores: 81113151715
Character:
-Character Name: Merithea "Thea" Oltineas.
-Race: Variant Human.
-Class: Rogue.
-Background: Noble
-Backstory: Thea was born to the noble family of Oltineas, a wealthy clan with an interest & strong hold in the transport of trade goods from the Aseriian empire. As her father always said "an empire cannot conquer and grow without enough to sustain it". Despite her prestigious upbringing, a rebellious spirit showed itself at a young age. to the chagrin and dismay of her parents and teachers, she often played pranks and tricks on the adults. "dear Merithea, what have you done now?" quickly became the favorite thing for her mother to say. her father, on the other hand, was secretly delighted that his daughter was following her own path, oftentimes advocation for Thea and lessening the severity of her punishments.. at the age of 15, Thea's mother forced her to start looking a "a bachelor who was dashing, handsome, & most important: wealthy" (Thea's mothers words, not hers). despairingly, Thea made a deal with a less than savory "gentleman" by the name of Krium Karik, who helped her book passage on a ship heading to the new land. Thea now seeks to start a new life, free from the shackles of society's expectations of a "lady".
-Description: Thea is a young girl of 18, long auburn locks tied back in a ponytail she has used more than once as a whip to fend off assailants. she holds herself confidently, though never arrogantly, as attracting too much attention is not what she wants to do. rather, she seeks an anonymous fame, as a play-write and scoundrel of legend. her crystal blue eyes have dazzled and charmed many a bright young man, often for Thea's personal gain.
-The "deeds" of Thea: this is a list of the hijinks Thea has gotten up to in her previous life. she also has a very concerning habit of drinking alchohol. not wine, not fine spirits, but plain old Beer. she has used a beer bottle to fight off attackers more than once.
Various strategicely placed buckets of water. 'nuff said.
once stealing a car (or carriage, depends on the level of tech) and driving through town while the roof was on fire.
putting a cow in her mothers powder room with a note attached. the note said "look mom! its your doppleganger!"
she invited every duke, earl, & other important figures in the city to come over for a spot of tea. her mother was not pleased, especially sinc eit was her moms spa day.
once bribed all the servants to call her "your most high and royal majesty, esteemed duchess & heir to throne. mistress of all the world." for a week straight.
once took a "vacation" to a town in the Verdian empire, going into the capital city and helping with the Verdian propaganda effort.
Kairouani was born in the Windward Isles in a time of tumult, her people, the Igneri ( see Kalinago ) suffered greatly at the hands of the colonisers due to disease, warfare and enslavement. many of her brethren and sistren chose death in battle or suicide over enslavement......but Kairouni had another plan. She noted that with gold one could purchase weapons, ships and people.........she decided that is what she would do, amass as much gold as possible...purchase as many of her people ( or others of neighbouring peoples) back from servitude as she could.
And then kill every single invader on the face of the islands.
With perhaps....some....exceptions who had proven themselves worthy.
Are all sourcebooks allowed, with flavour rewriting if necessary?
Maritime adventures are a fondness of mine so this sounds interesting.
Rolling for stats: Ability scores: 141311141416
Will brainstorm a concept later.
I'll say yes, any sourcebook, but I reserve the right to say no to a concept if it doesn't make sense in my world. I will try to accommodate what people want to do though.
Are the rules in Ghosts of Saltmarsh Appendix A: of Ships and the Sea going to be used?
Yes, definitely as a baseline. The basic mechanics of ships and combat will be as per that Appendix. I will freestyle some stuff about cannons, different types of shot, broadsides etc.
Sounds fun, I have an idea in mind, now to see if I can bring it to life
Stats: Ability scores: 1511121399
Didnt see anything about rerolling ones, so I with no rerolling
I think the stats I've seen so far on the thread are pretty solid even with keeping the 1s, so I'll stick with that. Having a weakness or flaw makes for a more interesting character normally anyway.
This looks great! I have played in a few high seas games and loved them.
Ability scores: 81113151715
Character:
-Character Name: Merithea "Thea" Oltineas.
-Race: Variant Human.
-Class: Rogue.
-Background: Noble
-Backstory: Thea was born to a noble family. despite her prestigious upbringing, a rebellious spirit showed itself at a young age. the chagrin and dismay of her parents and teachers, she often played pranks and tricks on the adults. "dear Merithea, what have you done now?" quickly became the favorite thing for her mother to say. her father, on the other hand, was delighted that his daughter was following her own path. at the age of 15, Thea's mother forced her to start looking a "a bachelor who was dashing, handsome, & most important: wealthy" (Thea's mothers words, not hers). despairingly, Thea made a deal with a less than savory "gentleman" by the name of Krium Karik, who helped her book passage on a ship heading to the new land. Thea now seeks to start a new life, free from the shackles of society's expectations of a "lady"
-Description: Thea is a young girl of 18, long auburn locks tied back in a ponytail she has used more than once as a whip to fend off assailants. she holds herself confidently, though never arrogantly, as attracting too much attention is not what she wants to do. rather, she seeks an anonymous fame, as a play-write and scoundrel of legend. her crystal blue eyes have dazzled and charmed many a bright young man, often for Thea's personal gain.
Love this. Thea sounds headstrong and adventurous. Just the sort of person who can make their fortune in the Windward Isles.
Sounds fun! I'm interested. (Also rolled without re-rolling 1s).
Name: Sera'ele "Seri" Eventide (<-- link to dndbeyond character sheet) Race: Sea Elf (from Monsters of the Multiverse sourcebook) Class: Nature Domain Cleric (1 level multi-class to Divine Soul Sorcerer planned, fitting with backstory) Background: Custom (Acolyte/Sailor) Backstory and image: See (first) spoiler below
Decades ago, Sera'ele was found by local fishermen on the far western shore of the outermost of the Windward Isles. An unconscious willowy adolescent beached like sea foam during a new moon's evening tide, remembering only her name and her abiding love for the oceans, her long silvery blue hair like gossamer kelp covering most of her face, though not her sharply pointed ears and strange aquamarine eyes.
Though clearly not human (sea elf), Seri was adopted by the local island tribe and taken in eventually by the local shaman to the god of oceans (equivalent of Valkur in Forgotten Realms or Procan in Greyhawk) as a page in the temple, growing eagerly into her new role. Just as she did when it came time, as for all acolytes of oceanic deities, to pay her dues in action and deeds as a sailor upon the open ocean. As her proficiency as Navigator on the privateer vessel Dragonfly grew, so too did an inner wellspring of magic, a divine spark that seemed to flow naturally like the waves beneath the Dragonfly's prow. Seri grew to love the rolling swells and far horizons of life on the ocean more than anything in the world. And deep down, she knows she always has.
Too soon came the day that she was called back to the temple, her priestly naval tour of duty officially concluded. A summons she is faith-bound to honor. A summons she has no plans to heed.
^^^ See above spoiler for Seri's backstory and image. ^^^
Seri sounds great. Although I said non-human races and magic users must be prepared to be an exception, the 'new world' as the Aseri and Verdians would call it, is a melting pot of anything and anyone from all sorts of cultures. So, unusual people would be more accepted than they might be back home. Seri would stand out but most of the time would attract little more than a stare and a shrug. She should be careful where and when she uses her magic though, as some folk may be more superstitious and fearful than others. As I'm sure we well know, fear leads easily to aggression.
Kairouani was born in the Windward Isles in a time of tumult, her people, the Igneri ( see Kalinago ) suffered greatly at the hands of the colonisers due to disease, warfare and enslavement. many of her brethren and sistren chose death in battle or suicide over enslavement......but Kairouni had another plan. She noted that with gold one could purchase weapons, ships and people.........she decided that is what she would do, amass as much gold as possible...purchase as many of her people ( or others of neighbouring peoples) back from servitude as she could.
And then kill every single invader on the face of the islands.
With perhaps....some....exceptions who had proven themselves worthy.
Kairouni sounds fierce. I totally get the motivation, I'm a little concerned about the potential for murderyness. I'm happy to have an island native on the team, as long as we can come up with a strong reason for her to be bound to the other party members.
If anyone wants to know anything more about the world to help them come up with backstories and hooks, just ask away. Equally I'm happy for you to invent your own stuff as long as it fits (I may ask you to tweak it a bit).
Well I'm not sure how many you have already, but i'll throw my tricone out on this deck too
18131616812
I'm not really keeping track at this point! Your tricorn is on the deck and I will take stock of who is in the mix over the weekend. Let me know if you want any help coming up with a backstory or adventure hook for your character.
Sounds fun, I have an idea in mind, now to see if I can bring it to life
Stats: Ability scores: 1511121399
Didnt see anything about rerolling ones, so I with no rerolling
I think the stats I've seen so far on the thread are pretty solid even with keeping the 1s, so I'll stick with that. Having a weakness or flaw makes for a more interesting character normally anyway.
Agreed, however i decided to go with standard array I hope thats okay. I dont mind weekness, but when all other characters are rocking multiple +3 through +4, having two -1 really hurts.
Race: V. Human (gunner feat)
Name: Makhar
Class: Bloodhunter
Background: rune carver
General Backstory: grew up on the outskirts of society, isolated in small village along the coast. The village its was self sufficient, with the only outsiders being those that came to learn the art of Rune Carving. At the age of 18 curiosity got the best of him and he left for adventure.
How "low" level is a low level magic setting? I'm potentially considered the Ritual Caster feat for instance but the strength of that feat is finding more ritual spells to add to it. Likewise for Artificer in terms of magic item creation, summoned minions, etc.
The age of exploration is upon us! The great Aseri and Verdian empires, both formidable naval powers, have recently discovered islands far to the west across the Endless Sea (proving that it is poorly named). Initial explorations have determined that these lands are rich with gold, valuable gems and other resources that can make an already wealthy empire rich beyond imagination. Monarchs and potentates are going weak at the knees at the prospect.
To further complicate the resulting competition for resources, a group of smaller nations have banded together to form the Western Isles Company, financing expeditions to explore and claim land from under the noses of the two squabbling empires.
'Discovery,' as we know, is a troublesome term. Especially for the natives of those lands subject to it. The Windward Isles are home to a number of tribes who are no stranger to warfare - they have been merrily murdering each other for generations. However, they are technologically far behind the great naval powers who have just turned up on their doorstep with steel and black powder.
And, of course, there are always those who thrive on such chaos. In the waters of the Windward Isles, as they have become known, the opportunities for the 'enterprising' are myriad. Privateers and pirates plague the channels and straits, making any trade crossing treacherous in the extreme. Such individuals stand to make staggering profits but the risks are huge. 'Justice' is swift and harsh if they fall into the wrong hands.
So, the stage is set for ambitious and adventurous souls to make their fortunes. Opportunities abound, above and below the law, not to mention in the enormous, yawning grey areas between the two.
This adventure is set in a fictional 'age of sail' environment broadly analogous to the late 17th century Caribbean. It's D&D 5e but low magic and with guns. We're talking flintlock pistols, muskets, blunderbuss etc, and CANNONS! Big, lovely cannons. Lots of 'em. Ships getting blown to splinters, decks scoured by grapeshot, that sort of thing. Meanwhile our heroes are swinging on ropes and swashbuckling their way through the enemy crew, ransacking the captain's cabin, stealing all the treasure, and drinking all the rum. I'm getting a bit carried away but you get the idea!
It will be a sandbox-type campaign where you decide which threads to follow and who to throw your lot in with. That means the bond between characters must be strong to avoid them all going off in different directions. I have an idea on how to achieve that but will work with the players to get to something that works for them.
I've used this list before to set up an adventure. Hopefully it'll answer any of your questions. If you want to know anything else, fire away. There'll be nothing explicit but there will plenty of gory death, and all manner of sins are catered for in the New World, so be advised. It is not for children.
As I said, I'm looking for 4 players to keep it manageable. I'd like people who post at least once a day normally, and who like a bit of descriptive writing. Let's bring these scurvy scoundrels to life!
Assuming I get any interest at all, I'll look to make a decision on players around Sunday night UK time, then we can get down to the job of setting it all off on the right foot with backstories that make sense and a good strong reason for the gang to be together and stay together.
Avast, ye lubbers!
Are all sourcebooks allowed, with flavour rewriting if necessary?
Maritime adventures are a fondness of mine so this sounds interesting.
Will brainstorm a concept later.
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
Sounds fun, I have an idea in mind, now to see if I can bring it to life
Stats: Ability scores: 15 14 13 16 12 12
Didnt see anything about rerolling ones, so I with no rerolling
This looks great! I have played in a few high seas games and loved them.
Ability scores: 8 11 13 15 17 15
Hi, I'm Raccoon_Master, a young genderfluid actor, writer, explorer, and bass vocalist. Pronouns They/Them/Theirs
My Characters: Brormin the Devout Crusher; Morgrom the Cunning Summoner; Thea the Rebellious Beauty;
Check out my EXTENDED SIGNATUR and don’t forget to join the Anything but the OGL 2.0 Thread!
"I don't make sense to you, and I don't make sense to myself. Maybe the only one I make sense to is God" ~ Me, trying to sound smart
Ability scores: 16 12 9 9 14 12
Tanis(Ranger1): Shiverquill's Tempest City | Xarian(Fighter2): NioNSwiper's Tyranny of Dragons
Dyson/Eleo(TwilightCleric4): Vos' Beyond the Veil | Soren(ShepherdDruid5): Bartjeebus' Ravenloft | Ophelia(WildMagicSorcerer4): Ashen_Age's Risen from the Sands
Joren(EchoKnightFighter6): NotDrizzt's Simple Request | Sabetha(MercyMonk3): Bedlymn's Murder Court | Seri(NatureCleric3/DivineSoulSorcerer1): Bartjeebus' Greyhawk
Sounds fun! I'm interested. (Also rolled without re-rolling 1s).
Name: Sera'ele "Seri" Eventide (<-- link to dndbeyond character sheet)
Race: Sea Elf (from Monsters of the Multiverse sourcebook)
Class: Nature Domain Cleric (1 level multi-class to Divine Soul Sorcerer planned, fitting with backstory)
Background: Custom (Acolyte/Sailor)
Backstory and image: See (first) spoiler below
Decades ago, Sera'ele was found by local fishermen on the far western shore of the outermost of the Windward Isles. An unconscious willowy adolescent beached like sea foam during a new moon's evening tide, remembering only her name and her abiding love for the oceans, her long silvery blue hair like gossamer kelp covering most of her face, though not her sharply pointed ears and strange aquamarine eyes.
Though clearly not human (sea elf), Seri was adopted by the Olona tribe of the island and taken in eventually by the local shaman to Trondro, the great god of oceans as a page in the temple, growing eagerly into her new role and faith. Just as she did when it came time, as for all acolytes of oceanic deities, to pay her dues in action and deeds as a sailor upon the open ocean. As her proficiency as Navigator on the privateer vessel Dragonfly grew, so too did an inner wellspring of magic, a divine spark that seemed to flow naturally like the waves beneath the Dragonfly's prow. Seri grew to love the rolling swells and far horizons of life on the ocean more than anything in the world. And deep down, she knows she always has.
Too soon came the day that she was called back to the temple, her priestly naval tour of duty officially concluded. A summons she is faith-bound to honor. A summons she has no plans to heed.
^^^ See above spoiler for Seri's backstory and image. ^^^
Tanis(Ranger1): Shiverquill's Tempest City | Xarian(Fighter2): NioNSwiper's Tyranny of Dragons
Dyson/Eleo(TwilightCleric4): Vos' Beyond the Veil | Soren(ShepherdDruid5): Bartjeebus' Ravenloft | Ophelia(WildMagicSorcerer4): Ashen_Age's Risen from the Sands
Joren(EchoKnightFighter6): NotDrizzt's Simple Request | Sabetha(MercyMonk3): Bedlymn's Murder Court | Seri(NatureCleric3/DivineSoulSorcerer1): Bartjeebus' Greyhawk
Character:
-Character Name: Merithea "Thea" Oltineas.
-Race: Variant Human.
-Class: Rogue.
-Background: Noble
-Backstory: Thea was born to the noble family of Oltineas, a wealthy clan with an interest & strong hold in the transport of trade goods from the Aseriian empire. As her father always said "an empire cannot conquer and grow without enough to sustain it". Despite her prestigious upbringing, a rebellious spirit showed itself at a young age. to the chagrin and dismay of her parents and teachers, she often played pranks and tricks on the adults. "dear Merithea, what have you done now?" quickly became the favorite thing for her mother to say. her father, on the other hand, was secretly delighted that his daughter was following her own path, oftentimes advocation for Thea and lessening the severity of her punishments.. at the age of 15, Thea's mother forced her to start looking a "a bachelor who was dashing, handsome, & most important: wealthy" (Thea's mothers words, not hers). despairingly, Thea made a deal with a less than savory "gentleman" by the name of Krium Karik, who helped her book passage on a ship heading to the new land. Thea now seeks to start a new life, free from the shackles of society's expectations of a "lady".
-Description: Thea is a young girl of 18, long auburn locks tied back in a ponytail she has used more than once as a whip to fend off assailants. she holds herself confidently, though never arrogantly, as attracting too much attention is not what she wants to do. rather, she seeks an anonymous fame, as a play-write and scoundrel of legend. her crystal blue eyes have dazzled and charmed many a bright young man, often for Thea's personal gain.
-The "deeds" of Thea: this is a list of the hijinks Thea has gotten up to in her previous life. she also has a very concerning habit of drinking alchohol. not wine, not fine spirits, but plain old Beer. she has used a beer bottle to fight off attackers more than once.
Hi, I'm Raccoon_Master, a young genderfluid actor, writer, explorer, and bass vocalist. Pronouns They/Them/Theirs
My Characters: Brormin the Devout Crusher; Morgrom the Cunning Summoner; Thea the Rebellious Beauty;
Check out my EXTENDED SIGNATUR and don’t forget to join the Anything but the OGL 2.0 Thread!
"I don't make sense to you, and I don't make sense to myself. Maybe the only one I make sense to is God" ~ Me, trying to sound smart
Kairouani was born in the Windward Isles in a time of tumult, her people, the Igneri ( see Kalinago ) suffered greatly at the hands of the colonisers due to disease, warfare and enslavement. many of her brethren and sistren chose death in battle or suicide over enslavement......but Kairouni had another plan. She noted that with gold one could purchase weapons, ships and people.........she decided that is what she would do, amass as much gold as possible...purchase as many of her people ( or others of neighbouring peoples) back from servitude as she could.
And then kill every single invader on the face of the islands.
With perhaps....some....exceptions who had proven themselves worthy.
https://www.dndbeyond.com/characters/115902441/p8S2EU
Are the rules in Ghosts of Saltmarsh Appendix A: of Ships and the Sea going to be used?
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
I'll say yes, any sourcebook, but I reserve the right to say no to a concept if it doesn't make sense in my world. I will try to accommodate what people want to do though.
Yes, definitely as a baseline. The basic mechanics of ships and combat will be as per that Appendix. I will freestyle some stuff about cannons, different types of shot, broadsides etc.
I think the stats I've seen so far on the thread are pretty solid even with keeping the 1s, so I'll stick with that. Having a weakness or flaw makes for a more interesting character normally anyway.
Love this. Thea sounds headstrong and adventurous. Just the sort of person who can make their fortune in the Windward Isles.
Seri sounds great. Although I said non-human races and magic users must be prepared to be an exception, the 'new world' as the Aseri and Verdians would call it, is a melting pot of anything and anyone from all sorts of cultures. So, unusual people would be more accepted than they might be back home. Seri would stand out but most of the time would attract little more than a stare and a shrug. She should be careful where and when she uses her magic though, as some folk may be more superstitious and fearful than others. As I'm sure we well know, fear leads easily to aggression.
Discord: shaderox
Kairouni sounds fierce. I totally get the motivation, I'm a little concerned about the potential for murderyness. I'm happy to have an island native on the team, as long as we can come up with a strong reason for her to be bound to the other party members.
If anyone wants to know anything more about the world to help them come up with backstories and hooks, just ask away. Equally I'm happy for you to invent your own stuff as long as it fits (I may ask you to tweak it a bit).
I'm not really keeping track at this point! Your tricorn is on the deck and I will take stock of who is in the mix over the weekend. Let me know if you want any help coming up with a backstory or adventure hook for your character.
Agreed, however i decided to go with standard array I hope thats okay. I dont mind weekness, but when all other characters are rocking multiple +3 through +4, having two -1 really hurts.
Race: V. Human (gunner feat)
Name: Makhar
Class: Bloodhunter
Background: rune carver
General Backstory: grew up on the outskirts of society, isolated in small village along the coast. The village its was self sufficient, with the only outsiders being those that came to learn the art of Rune Carving. At the age of 18 curiosity got the best of him and he left for adventure.
https://www.dndbeyond.com/characters/102911164/ORd1Nw
How "low" level is a low level magic setting? I'm potentially considered the Ritual Caster feat for instance but the strength of that feat is finding more ritual spells to add to it. Likewise for Artificer in terms of magic item creation, summoned minions, etc.
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