I invite you to join with me and continue the story of The Prophecy of Kuyutha. I find the dragonborn race rather intriguing; so, I’ve decided to create a campaign with that race as its centerpiece. In fact, each player in this campaign has no choice but to play a dragonborn character. If that doesn’t appeal to you, then read no further. If, however, you are fascinated by the notion of playing a character that can trace its lineage to the draconic gods, then please take the time to read the prologue above and the important information below.
~Jack
Regarding the campaign
The Prophecy of Kuyutha is a play-by-post, homebrew adventure set within the Sword Coast.
This adventure will contain ample role playing, investigating, and problem-solving opportunities, in addition to many combat scenarios.
Character advancement will be based upon reaching milestones.
Characters will begin the campaign at level 3 and should reach level 12 or higher by the story’s end.
The campaign will begin with a session 0, in which the bulk of the details surrounding character creation will take place.
I will enable content sharing.
Regarding your character (but don’t create it yet)
Race: Dragonborn, of course! This is the only option because you will assume the role of one of the five dragonborn mentioned in the prologue.
Alignment: Good. Whether chaotic, neutral, or lawful is your choice.
Class: Except for blood hunter, all classes are viable options. If you choose the sorcerer class, then your character should have divine soul or draconic bloodline for its sorcerous origin. If you choose the warlock class, then your character should have a good-aligned celestial for his/her patron.
Level: All characters will begin at level 3 (no multi-classing)
Backstory: The story of your character’s life from birth to age fifteen has already been created for you, as spelled out in the prologue, but you will need to create a backstory that explains what your character has done during his/her three-year absence from Dahlimé.
Background: During session 0, you’ll select a background that fits well with the three-year backstory you’ve created.
Equipment and wealth: These will be determined during session 0.
Ability scores: These will be determined during session 0 as well.
Regarding my game-management style
I will nearly always use maps with grid squares for combat.
To streamline the game, I will typically make all non-decision-making rolls on your character’s behalf (i.e. initiative, saving throws, and certain skill checks).
I will advance the story if you’ve been silent for twenty-four hours. This may cause me to make decisions on your character’s behalf. Play-by-post games quickly die if extended lulls in the action become commonplace; so, I’m committed to keeping the game moving along.
I prefer to keep the play-by-post game thread free from discussions; therefore, the bulk of out-of-character remarks and will be made in a separate private message thread.
Regarding your posting
Please post at least once every twenty-four hours.
Please strive for clarity in your posts. Ambiguity leads to confusion. Confusion leads to the dark side.
Please do your best to flavor your posts with some role-playing. This doesn’t mean writing a novel, or using seven-syllable words, or causing me and the other players to spit our coffee on our computer/phone screens because you’ve written something so strikingly hilarious. It simply means that you should regularly contribute more to the story than your dice rolls.
There are a few other posting conventions that we’ll cover in session 0, after the five players have been selected.
If I haven’t chased you away with tendency to be long-winded and you remain interested in playing a role in this dragonborn adventure, then please submit in this message thread the following four details for your character concept:
NAME. Additionally, include a sentence or two that explains why the wizard Dahlimé chose that name for your character. You can assume that at some point during your character’s youth, Dahlimé revealed this bit of information.
CLASS. Make sure you’ve read my comments about character classes above. Additionally, because your character begins at level 3, please include his or her path/college/domain/circle/archetype/way/oath/origin/patron/school.
BACKSTORY. The first fifteen years of your character’s life have already been described in the prologue. You must create a backstory that explains the last three years of his/her life after parting ways with the island, Dahlimé, and the other four dragonborn. Make this as detailed, elaborate, intriguing, fascinating, memorable, witty, amusing, or remarkable as you like, but you must include, in some fashion, these two things: (1) the circumstances surrounding your character’s choice of class, and (2) the location(s) in the Sword Coast where your character has spent the past three years. Please refer to the map below as needed.
FRIEND or ALLY. During the past three years your character became a close friend or ally to someone. Provide this individual’s name, occupation or position, place of residence, and anything else you think might be of value.
My intent is to weave the backstories and friends into the story line of this adventure.
Please don’t submit anything else; full character creation will take place after the five dragonborn heroes have been selected. I will close this recruitment thread on 28 February. This thread is now closed.
N.B. I’m not concerned about having a wide variety of classes represented in this campaign. So, no one should feel pressured to submit a character that has a different class from every other previously-submitted character.
Here's a map of the Sword Coast (right click on it and open in a new tab so you can zoom in as needed):
NAME. Seidon - When he was born, Dahlimé told him, that he immediately fell into the sea. However, he didn't panic, he didn't struggle, but rather, he dove down through the water to assist a stranded creature that had been trapped in a rapidly draining tidepool. Remembering the name of a certain storied individual, she shared that name with the sea loving boy.
CLASS. Paladin (Oath of Devotion)
BACKSTORY. Throughout the first 15 years of his life, Seidon had always felt some deep connection to the waters that surrounded his and his sibling's home. As such, it didn't take to long after setting out on his own, that he found himself working as a hand on a ship, traveling to and fro new shores, cruising the waves. For the first year of his travels, Seidon learned the ways of the sea, taught by those who had lived amongst those waters. Eventually, he stopped ship hoping and found himself another family of the sorts. The crew of the "Eternity" were a mixed bunch, with all of them coming from varying shores and each with their own story, their captain accepted Seidon in pretty quickly, and there he stayed for the last 2 years. Eventually, after a pirate's attack nearly led to his death, members of the Eternity that didn't know combat, quickly decided to pick it up. During one of their trips ashore, Ceidon met an adventuring Paladin, who in his tipsy state, boasted of his oath, how it granted him power to uphold justice and blahblahblah…. After that meeting, Ceidon decided to make a creed for himself, believing that it'd grant him power. It wasn't until just recently, that he finally began to see results of his devotion to his path, but it brought him much joy, knowing that he was now strong enough to protect his shipmates. However, the time had come to reunite with his mother & siblings, and family was important. So, with his captain and crewmates blessings, he was dropped of at Waterdeep, from which he eventually navigated himself home.
FRIEND or ALLY. (Captain) Myra Blade of The Eternity. A tiefling female who lives aboard her ship, traveling the seas, doing any job that pays well, and keeps her crew out of harm's way. Being ex military, she knows her way with a weapon, but her days as a captain make her even deadlier with a well crewed ship.
On a separate note: I was doing some research into this/the dragonborn race, and I found an interesting site that offered replacements for the dragon breath feature, varying on the dragon bloodline. (Site in question) Would we be allowed to use said features in place of dragon's breath? If not, that's fine, but was intrigued by the idea when I found it XP
On a separate note: I was doing some research into this/the dragonborn race, and I found an interesting site that offered replacements for the dragon breath feature, varying on the dragon bloodline. (Site in question) Would we be allowed to use said features in place of dragon's breath? If not, that's fine, but was intrigued by the idea when I found it XP
Interesting. I appreciate the notion of creating some subtle differences--other than the type of breath weapon--between the various kinds of dragonborn. I'm not willing to grant wings and the ability to fly, but the other ideas seem reasonable. Something for me to think about while this recruitment thread is open. Thanks for the suggestion.
NAME. Sorina. Dahlimé chose the name Sorina to commemorate a friend from her youth. The female dragonborn's complexion and eyes reminded Dahlimé of her old friend, and thought it necessary to bestow the name on this female dragonborn.
CLASS. Sorceress (Draconic Bloodline).
BACKSTORY. Sorina was born with the powers of her draconic ancestor flowing through her. Albeit unnoticed, Sorina didn't start inheriting these gifts until she arrived in foreign territory. Neverwinter to be more specific. Sorina was engaged by other sages of Neverwinter since they were able to determine Sorina's innate potential. The sages were infatuated with Sorina's ability to conjure magic without needing to study from grimoires, and offered her a place among them. Sorina was then taught how to use her magical properties more thoroughly and had discovered that her magical abilities derived from her draconic ancestor, despite not knowing who the ancestor is. Sorina wanted to become a sage like her peers, but always felt as if she didn't belong and that she couldn't be molded to the life of a sage as she was too different. Under the advisement of Darvin, her mentor among the sages, she decided to pay her respects to the sages for offering her a home and parted ways, seeking an adventure alone to gain experience, and to hopefully, find her siblings and her Mother. Sorina was curious what she was capable of in combat, since she's been studying magic for the past three years and wanted to test her skills. She traveled along the roads looking for any signs of trouble. She made her way South, destination Waterdeep as she was previously informed that she could return home from Waterdeep. Along the way, she encountered groups of barbarians, and even wild beasts that she wanted to challenge. She was afraid to bite off more than she could chew, so she decided to avoid them. As she'd get closer to Waterdeep, she'd visit smaller towns and ask for work in hopes of getting paid so that she could afford to get home. She was in Thornhold, and was tasked to assist other adventurers in capturing a fleeing fugitive named Grutok, an Orcish criminal notorious in this area. The other members of her party were able to track him over the course of days, in which they found themselves in the middle of an Orc and Goblin skirmish. Sorina and her party were overwhelmed and were taken prisoner by the goblins, in which they also discovered Grutok was being help captive there. Goblins would torture Sorina and her friends over the few weeks. Unfortunately, most of Sorina's party eventually was killed except for one, a wood elf druid named Erdan. It was inevitable for the Orcs to raid this compound and this was Sorina's final battle. Amidst the chaos, Sorina and Erdan managed to escape from captivity, and wished to fulfill the quest to ensure the other party members didn't die in vain. In an attempt to thwart Grutok, it was a two-on-one battle between Grutok and Erdan & Sorina. Erdan was eventually struck down by Grutok, and Sorina was agitated and delivered the final blow on Grutok. With Grutok's body in tow, Sorina made it out alive, tears in her eyes that her allies died during this incursion. Ultimately bringing Grutok's body back to Thornhold, and was paid for finishing the quest. She then traveled to Waterdeep so that she could use the money she earned to return home.
FRIEND or ALLY. Sages of Neverwinter: She had small relationships as her time as a sage, but the one who mentored her the most and cared for her, was a human named Darvin, who was the eldest and wisest of the sages. Darvin knew that Sorina was destined for greatness, and was the one who inspired her to seek knowledge on her own. Thornhold Party: She met three different adventurers to capture Grutok. Erdan, a wood elf druid. Lyle, a halfling bard, and Kildrak, a dwarf barbarian. Unfortunately, Sorina was the only survivor of the Orc & Goblin war outside of Thornhold. She learned very little about them individually, but ultimately wishes she can avenge their deaths one day by getting strong enough to end the Orc and Goblin war outside of Thornhold.
Side Note: My Timezone is EST, but I work a third-shift job at a call center so most of my posting will most likely be during the night. My off days are Mondays and Tuesdays, and my work schedule is 10 pm to 7 am.
NAME. Elsewhere - Elsewhere was the runt of the hatchlings, small and frail. It took her longer than the others to hatch, and longer to develop, and she retains the milky white film over her eyes that most hatchlings lose when they develop sight. This causes her to look distant and uninterested at all times and so the name Elsewhere stuck, though she typically introduces herself as some diminutive of her full name (El, Ella, Elsa).
CLASS. Bard - College of Lore
BACKSTORY. While Elsewhere trained with her brethren it was clear from an early age that she was not a match for any of them in almost any field. She did not excel at feats of strength or dexterity, she was not the smartest nor the wisest, nor was she possessed of strong endurance. This caused her to feel rather useless, and her self-esteem suffered greatly. She would often skip lessons to wander and peruse the library, then find a quiet nook to read in, and more than once fell asleep causing Dahlimé distress as she and the others needed to search for her.
Elsewhere was most reluctant to leave her mother. It took Dahlimé weeks of encouragement and debate before Elsewhere was finally convinced that this would be for her own benefit. When she finally did leave, she bundled herself up in the cabin of the ship and refused to come out until the ship reached the Sword Coast.
At Dahlimé's suggestion, she found someone to guide her to Candlekeep the College of Fochlucan in Silverymoon where she studied with various scholars and master bards and discovered that, while she was not a master of any single art or trade, there were benefits to having a breadth of knowledge. Her time at Candlekeep the college passed quickly, and she learned much, but when it came time to leave, she realized that she had hardly set foot out of Candlekeep the college's walls. She was anxious to get home and to see her mother again.
FRIEND or ALLY. While she met and befriended many people in her time at Candlekeep the College of Fochlucan, Elsewhere became especially close friends with a young human woman named Ceridwyn. Ceridwyn was the daughter of talented musician-warriors who lived a life of constant adventure and left their daughter at Candlekeep College of Fochlucan for education and safety. Apart from when they were in lessons, Ceri and Ella spent almost every waking moment with each other, trading stories and lessons and learning skills from one another. The other children would make fun of them sometimes over how much time they spent together, and more than one instructor wondered whether they had a romantic relationship, something the two young women never thought to explore, out of fear or innocence who can say. Ceri remained cloistered at Candlekeep the college and the two shared loving words, tears, and a long embrace as Ella departed for home.
EDIT: I see that AirHOrse decided to go to Candlekeep as well so I adjusted my backstory so that my character would have studied at the College of Fochlucan, a bard college at Silverymoon.
I just wanted to say I love your intro and the campaign is very intriguing! I’d love to take part.
NAME: Irthos - Dahlimé chose this name, which means secret in draconic, for Irthos as he quickly developed a tendency to hide things from the others so he could study it himself in solitude. As he grew this name proved most appropriate for he always sought knowledge from Dahlimé yet seldom shared what he learned with the others.
CLASS: Warlock - The Celestial
BACKSTORY: When the time came for the clutch to leave their childhood home Irthos was most excited at the prospect, which drew no surprise from Dahlimé for Irthos had always been a curious one. He had heard much of the sword coast and the place he desired to go above all was Candlekeep. Of course to gain entry he must find a tome worthy first and so he spent the better part of his first year away traveling between cities such as Neverwinter, Waterdeep and Baldur’s Gate in search of such tomes. To get by in this time he plied trade as a book merchant, acquiring and selling his wares in each place he visited and allowing himself to live in relative comfort as he did so.
Eventually he found a tome that was worthy, nestled away in a store in the town of Daggerford. This tome however would change Irthos’ life in a way he had not anticipated. As he studied the tome himself he soon discovered a great many secrets were hidden away inside, but before long he had begun to decipher the beginnings of what knowledge was locked inside. The tome was in fact the study of a powerful celestial being, a Solar no less. This more than piqued Irthos’ curiosity and so he delved deeper into its mysteries while he travelled on, still in search of another tome for this was a book he would not give up.
Eventually Irthos learned enough to be able to make contact with the great celestial, and he did not waste any time in doing so. The experience was truly awesome. The mighty Solar was impressed that Irthos had learned as much as he had but quickly educated the Dragonborn in how little he truly understood. Desperate to learn more Irthos beseeched the Solar to teach him more and so the great being offered him a pact. He would bestow knowledge of such secrets if Irthos would serve as his instrument on the material plane. Irthos accepted without hesitation and was most grateful for as soon as the pact was made the communion ended and Irthos found that he could understand much of what the tome held that he could not before. Through further study he began to unlock the knowledge of mystical abilities and soon became a talented magician through such studies.
Having found another tome worthy of entry Irthos at last made his way to Candlekeep in the early parts of his third year away. There the wondrous libraries helped him develop his talents further. He made friends with the scholars there and learned much from them also. When the end of his third year approached Irthos was saddened to depart but he knew he must. He had learned much and knew his destiny laid elsewhere.
FRIEND OR ALLY: Gorrant Findlewink. Gorrant is an old gnome wizard who follows the school of divination. He resides in Candlekeep where he is a scholar who takes particular interest in prophecy. Gorrant saw such links to prophecy in Irthos and so worked closely with the Dragonborn so he could study him. In this time the two became good friends, sharing a passion for studying mysteries and discovering their secrets.
Name: D’Wagon. Always the childish one, D’Wagon had trouble pronouncing R’s as a kid, and sometimes, when nervous, now. When Dalhime found he couldn’t pronounce his name, Dalhime let him choose. So, he chose to be named after a mighty D’Wagon!
Class: Bard (whispers)
Backstory: After separating, D’Wagon immediately fell into the water by accident, hit his head, and floated away. No one saw, but it happened. He floated away to the Trackless Sea, where many dangers happened to be. Always liking the Tocken instrument, he brought it along with him, of course by complete coincidence. D’Wagon came across a boat with a paladin on it, a seeker of injustice so that they could right wrongs. She had a scar on her neck, as if she was choked by a cold, dead, hand. There was also a fisherman named Bobby, an old, wise human with a beard. They were fighting off a surrounding army of sea creatures and, a strange thing you’d think not to see, Chasme demons! The paladin explained that these were friends of an old enemy of hers. After a long and tough fight, they came out victorious, except that the paladin was carried off by one of the demons. After that, things were never the same. They enjoyed fishing together while the came back home. D’Wagon studied his instrument, and Bobby taught him some magic! When they got back, however, asking around and studying, no one remembered that the paladin even existed! Bobby explained that this was the power of a long dead cultist, taking her somewhere else, a new Demiplane. Bobby warned him to not seek this out, or something bad would happen. D’Wagon listened, of course, and is afraid of demons now.
Friend/Ally: Bobby! A wise fisherman who knows a thing of 2 about magic (if asked, will say he studied as a wizard for a bit), Bobby is an old friend of D’Wagon, and they trust each other.
Note:D’Wagon might have a concussion, as that is highly unbelievable and there is no note of the Paladin ever existing. In fact, no one reacts to Bobby talking either, everyone just gives him strange looks....
An amazing premise indeed, please find my character below for consideration.
NAME: Lucky.Soon after birth, the dragonborn that would come to be known as Lucky developed a fever.Growing weaker over a period of days and weeks despite the care and treatment administered by Dahlimé, it seemed nigh on inevitable that the dragonborn would succumb to the illness that afflicted him.
However, the dragonborn survived against the odds, and thus he was named. “You have the fortune of the gods with you, thus you shall be Lucky in name, as in nature.”
CLASS: Rogue (Swashbuckler)
BACKSTORY: Perhaps it was fate (or Lady Luck herself) that drew the dragonborn Lucky to the lawless town of Luskan, but arrive there he did. Where under most normal circumstances, one would expect the neophyte dragonborn to be swallowed up by the chaotic city, what actually happened was something completely different.
With the goddess Tymora smiling down upon him (as she had seemed to since his birth), Lucky rode the good fortune that was a trademark of his existence and not only survived, but thrived, carving out his own small niche within the Sword Coast.
Lucky possessed many things that aided him in doing so — the gift of the gab certainly, but along with this, he was backed up by a fearsome countenance granted to him by his draconic ancestors and his race. And....not just a smooth talker, the somewhat happy-go-lucky dragonborn was surprisingly intelligent and something of a quick study.
After a chance encounter that led to Lucky saving a human woman by the name of Melissa from a gang attack, the woman took him under her wing and taught him the way of the blade. Lucky’s finesse and natural skill led to him being a surprisingly astute and adept pupil, and the two of them became firm friends.
More than that, the two formed a very profitable business relationship within the town. Between his quick wits and her skill-at-arm, the two hired themselves out as mercenaries to anyone who had the coin to afford them. Over the course of the three years their successes were second to none, as was their growing reputation and influence within the region.
Alas, after three years had passed, it came time to say goodbye. Lucky’s own obligation to Dahlimé meant it so, and despite his somewhat fickle nature, he would not willingly choose to disappoint the kind hearted wizard who had raised him.
With a promise to return after he had concluded his business with Dahlimé, Lucky set out home.
FRIEND: Melissa Kiranlee. Lucky’s closest friend, the two met on a chance encounter and through their own natures and desire to make something more out of themselves, the two eventually formed a profitable and formidable partnership.
What began at first as two allies joined together out of a mutual desire to get rich became something more over time as the bonds with each other deepened. Over the years the two formed a firm friendship, and despite their somewhat capricious natures they would always look out for each other, even over there inherent need for coin.
It was with deep regret indeed though that Lucky left Luskan, leaving Melissa to continue overseeing their operation in his absence along with a promise to return as soon as he could.
Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you
NAME. Harkoth - this was the noise that I made when first hatching though the egg. More precisely this is the noise I made when I bit Dahlimé the first time she went to hold me, she said she thought it was fitting.
CLASS. Barbarian - Path of the Storm Herald (Sea)
BACKSTORY. During my adolescence, I gained a reputation with my kin to be quick to anger. A rage nestled deep in my core. When of age, I set out to explore on my own. Wandering up and down the coast, the breeze coming off the water, the waves lapping against the beach seemed to be the one thing to calm me. There were times my temper got the best of me. Through challenges with beasts or men, I was always ready for a fight. I was reckless, careless for almost a year I stuck to myself. Until one night I was outmatched, got a beating close to death... thankfully I would only lose my tail that night. (Friend or Ally) Before the killing blow was landed, a stranger came to my aid. A Goliath named Brack Axebringer laid waste to my attackers. He brought me back to his camp, a small outfit of a checkered group: men, woman -rangers, fighter, druids All working together. Brack brought me under his wing, as a mentor. Teaching me how to harness my rage, to focus, to become a fellow protector of the seas and the land from all those who would taint it for profit. I followed him over the next two years all over the sword coast following his instructions and orders. Only returning to the sea whenever my anger seemed too much for me to handle. Taking a leave to center myself once again, I decided to go home.
EDIT: I see that AirHOrse decided to go to Candlekeep as well so I adjusted my backstory so that my character would have studied at the College of Fochlucan, a bard college at Silverymoon.
Sorry! Didn’t mean to step on anyone’s toes. Just wanted my character to have a strong book theme, so where else would he have gone other than Candlekeep! :)
No worries, I was going for a bookish type as well, but she can easily study somewhere else, and being at an actual bard college is probably better thematically anyhow. We'll see what happens when the chosen ones are... well... chosen! :D
NAME. Gale. Dahlimé divined with her magics that Gale would be intertwined with storms and tempests, which inspired her to give him his name.
CLASS. Cleric, Tempest Domain.
BACKSTORY. Gale travelled with his siblings to reach the mainland and made landfall in a port town. He spent some time inland but only felt misery and the call of the sea. Finding himself in Neverwinter, he found employment on a trade vessel and has spent all of his remaining time sailing between Luskan and Waterdeep. It was on that ship that he met his mentor, an old hunchbacked cleric that saw some innate potential and taught him the craft. Gale has followed Bisne from ship to ship, learning everything he could from the old man. Gale also approached those that were able to attune or harness the power of storms to understand his own inheritance.
FRIEND or ALLY. Bisne is an old cleric that made a career offering his services aboard various kinds of ships. When Bisne met Gale who was trying to come to terms with himself, he saw raw potential and set out to sculpt him into a fine cleric.
Name: Amani - When he was first born Amani did not cry or make noises like the others. He was always at peace. Even growing up he always found peace even in the middle of chaos. So Dahlimé gave him a name that meant peace in an ancient language.
Class: Cleric - Grave Domain
Backstory: Upon leaving the island and making the promise to return Amani sailed and ended up in the huge city of Waterdeep. Having never been in such a big place with so much noise he was immediately overwhelmed by all the noise and people and searched for the quietest place he could. That's how he ended up in the City of the Dead. In this, not just graveyard but park, the sounds of the city seemed to dissolve and it was just quiet and peace. Amani instantly relaxed and was happy in the silence. He spent the entire day in the City and was preparing to spend the night there as well. However, as nightfall was upon him Amani was approached by several individuals dressed in black robes and all bearing the same symbol on the robes, a skeletal arm holding a scale. They told Amani that he had to leave, that the City of the Dead was closed at night. However, after explaining his situation they talked and led him instead to a temple within the city. This was the temple to Kelemvor, God and Judge of the Dead. It was there that Amani spent his first night and the rest of his nights as this temple soon became the place he called home for three years.
Amani never left the City of the Dead. During the day he spent time just wondering around the park and at night he spent time in the quiet temple. Eventually he sort of just assimilated into the temple and began training as a Cleric of Kelemvor. Amani found that being a Cleric to a god of the dead suited him just fine. The quiet and peacefulness of it kept him happy as the dead were not really chatty types. And he found that he was actually quite skilled in Divine Magic although he never truly felt the divine essence of Kelemvor within him. This was a point of curiosity for Amani. He didn’t quite understand how he could wield power to heal others, stave off the dead, and even repel the undead without having felt this Kelemvor. He spent a lot of time thinking about this and even officially took up a position as a Cleric of Kelemvor to help. Still....he has yet to feel that connection that the other clerics describe. When it came time to leave and go home he left like he arrived, quietly and without a word.
Friend: Although Amani was a quiet and private person he did have one true friend, Miles. Miles is a male human guard who is only a couple of years older than Amani. Miles first day of work as city guard happened to be the same day that Amani arrived within the City. Miles was patrolling the city, a common boring task given to newbies, when he spotted the Dragonborn. His interest instantly peaked the young guard discreetly followed Amani around. Seeing the Dragonborn their everyday eventually Miles worked up the courage to talk to Amani. That was the start of a beautiful relationship. The two could talk for hours, about both everything and nothing. Or the two could just spend the entire day in silence and it wasn’t awkward. Miles never pushed Amani about why he don’t venture into Waterdeep and instead brought little bits of the big city into the park. Amani enjoyed certain things like food and wine but the loud noise and abundance of people always kept him from entering Waterdeep. Over the course of the three years Amani and Miles relationship grew from friendship into something more. The two entered an official relationship when Miles kissed Amani one day. Since that day they are often seen holding hand side together and sneaking away deeper into the park. Amani, however, is still embarrassed when they get caught. When it came time for him to return home Miles was the only person he told. And it was Miles who got Amani passage on a ship heading that way. It was also him he helped get Amani through the city and to the ship. Departing with a kiss the two promised to see each other again and that this relationship isn’t over.
BACKSTORY: Almost immediately after the brass dragonborn hatched, his jovial and outgoing personality was apparent. So, as Dahlimé was naming her five new charges, she thought of the Draconic word for laugh, gneshgnesh, and decided to name him Gnesh. Gnesh is talkative and almost always optimistic. He enjoys jokes, both verbal and practical. He loves being with others at all times. He doesn't like to be in charge, but is always willing to offer his opinions and suggestions.
When Dahlimé started talking about the five siblings leaving the island, it was one of the few times the other five had seen him less than upbeat, and maybe the only time they saw him depressed. He did not like the idea of leaving his loved ones and going off on his own. He didn't refuse to go, but it was clear he did not like the idea. Dahlimé suggested he move to one of the Sword Coast's big cities, such as Waterdeep or Baldur's Gate. Hearing that Baldur's Gate is further south (Gnesh prefers sun over snow), he decided to head in that direction.
After being in Baldur's Gate for only a short time, he heard a troupe of performers was in town. Growing up on the island, everything was new and different in the city, despite Dahlimé's tutelage to prepare her "children" to live among the rest of Faerûn. He visited the show a couple shows in a row, interested in the acts and people. He ended up seeking out Raurler Smerles, the leader, and securing a job with the troupe. He had a family again.
For three years, Gnesh lived, traveled and performed with the troupe, which was called Agathe's Acrobats and Actors. At first, Gnesh was just a stage hand. His strength was used to set up, tear down, pull ropes, lift the contortionist, etc. He became particularly close to the knife dancer, Y'malle. Y'malle had been travelling with the troupe the longest and was ready to retire, so he began teaching Gnesh about sword dancing: sword throwing, sword juggling, and sword swallowing. He also taught Gnesh sword fighting. A year ago, Y'malle retired, and Gnesh has since been Agathe's sword dancer. While he was being trained by Y'malle, the troupe's magician, Gret, also taught him how to use magic to enhance his performances.
As the three years came to a close, Raurler attempted to talk Gnesh into staying with the troupe and not returning to the island. Gnesh hated leaving his second family, but as a dragonborn of his word, he bid farewell and sailed back to the island.
FRIEND or ALLY: The following were Gnesh's troupe family:
Raurler Smerles, a 50-year-old Damaran man. He is Agathe's son, who took over the troupe from Agathe before Gnesh joined up. (Agathe retired back to her small hometown north of Neverwinter. Gnesh met her several times when the troupe was in her area.) Raurler acts as businessman, barker, ring leader, lawyer, and overall guardian of his troupe of performers. He is another jovial character, though he is more often serious when in the public eye.
Enanathrae Tantanlal (Thrae; stage name, Amaru), Vannel's younger sister; an elven woman with creamy skin and long, red hair. Amaru is the troupe's contortionist. She is about 100 years old, lithe, and always quiet and serious.
Vannel Tantanlal (stage name, Iwarrika), Thrae's older sister. Vannel is the troupe's acrobat. She is about 125 years old; has long, brown hair; and is more outgoing than her sister, though has the stereotypical reserved temperament of an elf.
Gret Funzib (stage name, Agathe), a 50-year-old Illuskan woman with white-blonde hair. She makes herself look old and ugly during shows to add to her mystique. She is the troupe's magician and fortune teller (she's a bard). Seeing natural talent in Gnesh, she worked with him and trained him to use magic to enhance his performances. Gret and Raurler have an on-again/off-again relationship, which doesn't ever affect the family atmosphere of the troupe. When they're together, the family dynamics are the same as when they aren't.
Jiwi Emberstalker (no stage name), a female half-elf of Damaran descent of about 30. The tall and strong Jiwi is the troupe's singer and dancer. A constant flirt and promiscuous, Jiwi made it clear early on that she feels no attraction to any dragonborn, so she has just been a good sister to Gnesh.
Norhumri Oakenbrow (Nor; no stage name), a 325-year-old male dwarf. Nor is the troupe's curmudgeon stage hand and drummer. Almost always silent, strong as an ox, and blessed with impeccable timing, Nor isn't close to anyone, but is as faithful and dependable as they come.
Y'malle, an old male half-orc, was the knife dancer who trained Gnesh. He is patient, stern, and skilled. He is the closest thing Gnesh has had to a father. Gnesh doesn't know exactly where Y'malle is now. He wouldn't tell any of the troupe members were he was going when he retired.
Name: Kuhri - When she was young Dahlimé observed that she was fascinated with the way that water flowed to the ocean, and so she gave her the draconic word for river as her name.
Class: Monk - Way of the Open Hand
Backstory: After she made landfall in Baldur's Gate, Kuhri followed the river Chionthar east, to see where it would take her. She had no real plan of where to go. She just wandered from place to place, often doing odd jobs in settlements in exchange for room and board. One day while traveling she was attacked by highwaymen. Never one to back down from a fight, despite her lack of any real martial training, she confronted the thieves and was almost killed for her trouble. Her last memory of the encounter was of the thieves walking away, all of her worldly possessions in tow.
A kind old monk found her and nursed her back to health. After she was healthy and able to walk he offered to teach her how to defend herself properly. She gladly accepted his teachings and traveled with him. Over the next two and a half years she traveled with him learning his ways as best as she could. She had major difficulties with the more spiritual aspects of his teachings at first, though over the years she started to understand them. She excelled in the physical aspects however. After her three years were done, she said goodbye to the old monk, and made her way back towards the coast in order to find a ship to take her back home.
Friend or Ally: Karst, the old monk who had nursed her back to health. He was a human, and didn't talk much, unless he had something to say. He was kind and patient, but could be stern when it came to Kuhri's training.
NAME: Ravorinn. When he was a young hatchling Ravorinn was curious and would try and get into Dahilmé’s spellbook and scrolls. He was found trying to pronounce a verbal component of a spell and Dahimé thought it would be fitting to name him that word in hopes that he would never stop being curious.
CLASS: Warlock The Great Old One (Pact of the Tome, pacted with the goddess Mystra. I know Mystra isn’t technically a “Great Old One” deity but I figured it was the closest archetype that matched. I’m not married to it if you think another archetype would fit better)
BACKSTORY: When Ravorinn was allowed to adventure the world, he decided to travel around the nearby islands in search for knowledge. After a couple months he heard rumors of powerful artifacts and magical tomes residing in Ruathym. After more months of research and biding his time to get to more in depth knowledge, he read of a magical tome blessed by Mystra. Recognizing Mystra as the goddess of magic Ravorinn searched for this tome for the better part of a year. The search nearly drove him mad with all of the dead ends and false leads he waisted months following. He finally came across the tome buried deep in the rubble of a destroyed temple, long forgotten by the world. After studying the book and channeling its raw power, he felt Mystra’s faint presence within him. He felt attached to the book and in the same way attached to her power. He thought on what Dahimé’s teachings had shown him and knew his curiosity was pointing him in the right direction. For the next year he practiced its magic’s, perfecting what he could and becoming the spellcaster he always dreamed of being. One night his dreams were visited by Mystra. She told him she was impressed with his ability and dedication. She would allow him to keep her power as long as he answered her calls when she needed him. Ravorinn happily agreed and felt the true power of the tome unlock to him. He spent the rest of his time gaining more knowledge and learning from the various wizards of the land.
FRIEND OR ALLY: During his time researching and physically searching for the tome, he gained the friendship of a female human scholar named Alora. After his first months of research he found a secret location to an old mage’s hideout that supposedly held the tome. When he arrived at the hut he stumbled across Mya. Both of them were surprised and drew their blades, questioning each other’s motives. Mya didn’t trust Ravorinn and easily bested him in combat, giving him a small scar above his eye as a final threat. He explained himself and told her everything about his past. She decided to spare his life but keep him close, in case he was planning something. He gathered that she was a paladin devoted to Mystra and had vowed to protect her knowledge and artifacts. It took her a couple weeks and a lot of pleading from the young Dragonborn to finally believe him. It took months longer for him to gain her trust and she decided to help him search for the lost tome. She kept a close eye on him while he practiced and trained, until she felt Mystra’s presence within him and that was the final piece of proof she needed. Over the years Ravorinn grew quite fond of Mya but never shared his feelings in fear of having to leave in the coming years.
(After reading through Airhorse’s backstory mine has some similarities but I swear I didn’t copy the idea lol, scouts honor. I made this up in around 30 minutes so if my class clashes too much I can create a different backstory for another class)
NAME: Balasar. (The name Dahlimé gave him was Adjarl, but he didn't like it and insisted everyone call him Balasar instead.)
CLASS: Monk, Way of the Kensei
BACKSTORY:
Balasar loved balance and equality, living his life in equals. He was always punctual and always held a precise timetable that was scratched out on either bark or paper. He was famous for getting spontaneously angry or violent whenever something interrupted his schedule (even worse if it was on purpose), often making him the butt of most of the jokes between the siblings. To overcome this, he strove for what he liked to call "Inna piece" to control and calm himself down. This was partly achieved through bashing trees and rocks with sticks.
He felt like Dahlimé's absence left something missing, a purpose or something to work towards perhaps. After she was gone, Balasar needed a goal. So, he got on the next boat to the mainlands and pointed to the tallest mountain he could see and endeavoured to reach the top. Which he did. In fact, Balasar managed to scale everyone of the Sword Mountains near Waterdeep. After that, he decided to travel to as many historic sites and cities as he could, to experience the world and meet new people. Along the way, he met Cal, an affable human cleric who joined him on his travels. Together, they roamed the lands, exploring and adventuring for three years before Balasar's carefully measured time was up.
FRIEND OR ALLY:
Cal: A blonde human in his 20 s or so, Balasar never found out. He served Lathander, the god of birth and renewal. Cal was kind and easy-going with everyone they met. He grew up as a farmer but had to move on after his childhood town in the north was burnt down by bandits and a horde of undead swept through the town. He and Balasar met after he interrupted a heated argument between Balasar and one of the Nubaedfyd family on the ethics of whaling in Murann.
Tell me if there was anything I missed or something! Looking forward hearing back!
Greetings, adventurers!
I invite you to join with me and continue the story of The Prophecy of Kuyutha. I find the dragonborn race rather intriguing; so, I’ve decided to create a campaign with that race as its centerpiece. In fact, each player in this campaign has no choice but to play a dragonborn character. If that doesn’t appeal to you, then read no further. If, however, you are fascinated by the notion of playing a character that can trace its lineage to the draconic gods, then please take the time to read the prologue above and the important information below.
~Jack
Regarding the campaign
Regarding your character (but don’t create it yet)
Regarding my game-management style
Regarding your posting
If I haven’t chased you away with tendency to be long-winded and you remain interested in playing a role in this dragonborn adventure, then please submit in this message thread the following four details for your character concept:
My intent is to weave the backstories and friends into the story line of this adventure.
Please don’t submit anything else; full character creation will take place after the five dragonborn heroes have been selected.
I will close this recruitment thread on 28 February.This thread is now closed.N.B. I’m not concerned about having a wide variety of classes represented in this campaign. So, no one should feel pressured to submit a character that has a different class from every other previously-submitted character.
Here's a map of the Sword Coast (right click on it and open in a new tab so you can zoom in as needed):
So, only copper, gold, and silver Dragonborn are allowed, if I am interpreting correctly?
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
On a separate note: I was doing some research into this/the dragonborn race, and I found an interesting site that offered replacements for the dragon breath feature, varying on the dragon bloodline. (Site in question) Would we be allowed to use said features in place of dragon's breath? If not, that's fine, but was intrigued by the idea when I found it XP
There will be one of each: copper, silver, gold, bronze, and brass.
Interesting. I appreciate the notion of creating some subtle differences--other than the type of breath weapon--between the various kinds of dragonborn. I'm not willing to grant wings and the ability to fly, but the other ideas seem reasonable. Something for me to think about while this recruitment thread is open. Thanks for the suggestion.
Thornhold Party: She met three different adventurers to capture Grutok. Erdan, a wood elf druid. Lyle, a halfling bard, and Kildrak, a dwarf barbarian. Unfortunately, Sorina was the only survivor of the Orc & Goblin war outside of Thornhold. She learned very little about them individually, but ultimately wishes she can avenge their deaths one day by getting strong enough to end the Orc and Goblin war outside of Thornhold.
Side Note: My Timezone is EST, but I work a third-shift job at a call center so most of my posting will most likely be during the night. My off days are Mondays and Tuesdays, and my work schedule is 10 pm to 7 am.
DM: Waterdeep: Dragon Heist
NAME. Elsewhere - Elsewhere was the runt of the hatchlings, small and frail. It took her longer than the others to hatch, and longer to develop, and she retains the milky white film over her eyes that most hatchlings lose when they develop sight. This causes her to look distant and uninterested at all times and so the name Elsewhere stuck, though she typically introduces herself as some diminutive of her full name (El, Ella, Elsa).
CLASS. Bard - College of Lore
BACKSTORY. While Elsewhere trained with her brethren it was clear from an early age that she was not a match for any of them in almost any field. She did not excel at feats of strength or dexterity, she was not the smartest nor the wisest, nor was she possessed of strong endurance. This caused her to feel rather useless, and her self-esteem suffered greatly. She would often skip lessons to wander and peruse the library, then find a quiet nook to read in, and more than once fell asleep causing Dahlimé distress as she and the others needed to search for her.
Elsewhere was most reluctant to leave her mother. It took Dahlimé weeks of encouragement and debate before Elsewhere was finally convinced that this would be for her own benefit. When she finally did leave, she bundled herself up in the cabin of the ship and refused to come out until the ship reached the Sword Coast.
At Dahlimé's suggestion, she found someone to guide her to
Candlekeepthe College of Fochlucan in Silverymoon where she studied with various scholars and master bards and discovered that, while she was not a master of any single art or trade, there were benefits to having a breadth of knowledge. Her time atCandlekeepthe college passed quickly, and she learned much, but when it came time to leave, she realized that she had hardly set foot out ofCandlekeepthe college's walls. She was anxious to get home and to see her mother again.FRIEND or ALLY. While she met and befriended many people in her time at
Candlekeepthe College of Fochlucan, Elsewhere became especially close friends with a young human woman named Ceridwyn. Ceridwyn was the daughter of talented musician-warriors who lived a life of constant adventure and left their daughter atCandlekeepCollege of Fochlucan for education and safety. Apart from when they were in lessons, Ceri and Ella spent almost every waking moment with each other, trading stories and lessons and learning skills from one another. The other children would make fun of them sometimes over how much time they spent together, and more than one instructor wondered whether they had a romantic relationship, something the two young women never thought to explore, out of fear or innocence who can say. Ceri remained cloistered atCandlekeepthe college and the two shared loving words, tears, and a long embrace as Ella departed for home.EDIT: I see that AirHOrse decided to go to Candlekeep as well so I adjusted my backstory so that my character would have studied at the College of Fochlucan, a bard college at Silverymoon.
~♡~
I just wanted to say I love your intro and the campaign is very intriguing! I’d love to take part.
NAME: Irthos - Dahlimé chose this name, which means secret in draconic, for Irthos as he quickly developed a tendency to hide things from the others so he could study it himself in solitude. As he grew this name proved most appropriate for he always sought knowledge from Dahlimé yet seldom shared what he learned with the others.
CLASS: Warlock - The Celestial
BACKSTORY: When the time came for the clutch to leave their childhood home Irthos was most excited at the prospect, which drew no surprise from Dahlimé for Irthos had always been a curious one. He had heard much of the sword coast and the place he desired to go above all was Candlekeep. Of course to gain entry he must find a tome worthy first and so he spent the better part of his first year away traveling between cities such as Neverwinter, Waterdeep and Baldur’s Gate in search of such tomes. To get by in this time he plied trade as a book merchant, acquiring and selling his wares in each place he visited and allowing himself to live in relative comfort as he did so.
Eventually he found a tome that was worthy, nestled away in a store in the town of Daggerford. This tome however would change Irthos’ life in a way he had not anticipated. As he studied the tome himself he soon discovered a great many secrets were hidden away inside, but before long he had begun to decipher the beginnings of what knowledge was locked inside. The tome was in fact the study of a powerful celestial being, a Solar no less. This more than piqued Irthos’ curiosity and so he delved deeper into its mysteries while he travelled on, still in search of another tome for this was a book he would not give up.
Eventually Irthos learned enough to be able to make contact with the great celestial, and he did not waste any time in doing so. The experience was truly awesome. The mighty Solar was impressed that Irthos had learned as much as he had but quickly educated the Dragonborn in how little he truly understood. Desperate to learn more Irthos beseeched the Solar to teach him more and so the great being offered him a pact. He would bestow knowledge of such secrets if Irthos would serve as his instrument on the material plane. Irthos accepted without hesitation and was most grateful for as soon as the pact was made the communion ended and Irthos found that he could understand much of what the tome held that he could not before. Through further study he began to unlock the knowledge of mystical abilities and soon became a talented magician through such studies.
Having found another tome worthy of entry Irthos at last made his way to Candlekeep in the early parts of his third year away. There the wondrous libraries helped him develop his talents further. He made friends with the scholars there and learned much from them also. When the end of his third year approached Irthos was saddened to depart but he knew he must. He had learned much and knew his destiny laid elsewhere.
FRIEND OR ALLY: Gorrant Findlewink. Gorrant is an old gnome wizard who follows the school of divination. He resides in Candlekeep where he is a scholar who takes particular interest in prophecy. Gorrant saw such links to prophecy in Irthos and so worked closely with the Dragonborn so he could study him. In this time the two became good friends, sharing a passion for studying mysteries and discovering their secrets.
Name: D’Wagon. Always the childish one, D’Wagon had trouble pronouncing R’s as a kid, and sometimes, when nervous, now. When Dalhime found he couldn’t pronounce his name, Dalhime let him choose. So, he chose to be named after a mighty D’Wagon!
Class: Bard (whispers)
Backstory: After separating, D’Wagon immediately fell into the water by accident, hit his head, and floated away. No one saw, but it happened. He floated away to the Trackless Sea, where many dangers happened to be. Always liking the Tocken instrument, he brought it along with him, of course by complete coincidence. D’Wagon came across a boat with a paladin on it, a seeker of injustice so that they could right wrongs. She had a scar on her neck, as if she was choked by a cold, dead, hand. There was also a fisherman named Bobby, an old, wise human with a beard. They were fighting off a surrounding army of sea creatures and, a strange thing you’d think not to see, Chasme demons! The paladin explained that these were friends of an old enemy of hers. After a long and tough fight, they came out victorious, except that the paladin was carried off by one of the demons. After that, things were never the same. They enjoyed fishing together while the came back home. D’Wagon studied his instrument, and Bobby taught him some magic! When they got back, however, asking around and studying, no one remembered that the paladin even existed! Bobby explained that this was the power of a long dead cultist, taking her somewhere else, a new Demiplane. Bobby warned him to not seek this out, or something bad would happen. D’Wagon listened, of course, and is afraid of demons now.
Friend/Ally: Bobby! A wise fisherman who knows a thing of 2 about magic (if asked, will say he studied as a wizard for a bit), Bobby is an old friend of D’Wagon, and they trust each other.
Note:D’Wagon might have a concussion, as that is highly unbelievable and there is no note of the Paladin ever existing. In fact, no one reacts to Bobby talking either, everyone just gives him strange looks....
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
An amazing premise indeed, please find my character below for consideration.
NAME: Lucky. Soon after birth, the dragonborn that would come to be known as Lucky developed a fever. Growing weaker over a period of days and weeks despite the care and treatment administered by Dahlimé, it seemed nigh on inevitable that the dragonborn would succumb to the illness that afflicted him.
However, the dragonborn survived against the odds, and thus he was named. “You have the fortune of the gods with you, thus you shall be Lucky in name, as in nature.”
CLASS: Rogue (Swashbuckler)
BACKSTORY: Perhaps it was fate (or Lady Luck herself) that drew the dragonborn Lucky to the lawless town of Luskan, but arrive there he did. Where under most normal circumstances, one would expect the neophyte dragonborn to be swallowed up by the chaotic city, what actually happened was something completely different.
With the goddess Tymora smiling down upon him (as she had seemed to since his birth), Lucky rode the good fortune that was a trademark of his existence and not only survived, but thrived, carving out his own small niche within the Sword Coast.
Lucky possessed many things that aided him in doing so — the gift of the gab certainly, but along with this, he was backed up by a fearsome countenance granted to him by his draconic ancestors and his race. And....not just a smooth talker, the somewhat happy-go-lucky dragonborn was surprisingly intelligent and something of a quick study.
After a chance encounter that led to Lucky saving a human woman by the name of Melissa from a gang attack, the woman took him under her wing and taught him the way of the blade. Lucky’s finesse and natural skill led to him being a surprisingly astute and adept pupil, and the two of them became firm friends.
More than that, the two formed a very profitable business relationship within the town. Between his quick wits and her skill-at-arm, the two hired themselves out as mercenaries to anyone who had the coin to afford them. Over the course of the three years their successes were second to none, as was their growing reputation and influence within the region.
Alas, after three years had passed, it came time to say goodbye. Lucky’s own obligation to Dahlimé meant it so, and despite his somewhat fickle nature, he would not willingly choose to disappoint the kind hearted wizard who had raised him.
With a promise to return after he had concluded his business with Dahlimé, Lucky set out home.
FRIEND: Melissa Kiranlee. Lucky’s closest friend, the two met on a chance encounter and through their own natures and desire to make something more out of themselves, the two eventually formed a profitable and formidable partnership.
What began at first as two allies joined together out of a mutual desire to get rich became something more over time as the bonds with each other deepened. Over the years the two formed a firm friendship, and despite their somewhat capricious natures they would always look out for each other, even over there inherent need for coin.
It was with deep regret indeed though that Lucky left Luskan, leaving Melissa to continue overseeing their operation in his absence along with a promise to return as soon as he could.
Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you
Got it. Thanks.
Sorry! Didn’t mean to step on anyone’s toes. Just wanted my character to have a strong book theme, so where else would he have gone other than Candlekeep! :)
No worries, I was going for a bookish type as well, but she can easily study somewhere else, and being at an actual bard college is probably better thematically anyhow. We'll see what happens when the chosen ones are... well... chosen! :D
~♡~
Name: Amani - When he was first born Amani did not cry or make noises like the others. He was always at peace. Even growing up he always found peace even in the middle of chaos. So Dahlimé gave him a name that meant peace in an ancient language.
Class: Cleric - Grave Domain
Backstory: Upon leaving the island and making the promise to return Amani sailed and ended up in the huge city of Waterdeep. Having never been in such a big place with so much noise he was immediately overwhelmed by all the noise and people and searched for the quietest place he could. That's how he ended up in the City of the Dead. In this, not just graveyard but park, the sounds of the city seemed to dissolve and it was just quiet and peace. Amani instantly relaxed and was happy in the silence. He spent the entire day in the City and was preparing to spend the night there as well. However, as nightfall was upon him Amani was approached by several individuals dressed in black robes and all bearing the same symbol on the robes, a skeletal arm holding a scale. They told Amani that he had to leave, that the City of the Dead was closed at night. However, after explaining his situation they talked and led him instead to a temple within the city. This was the temple to Kelemvor, God and Judge of the Dead. It was there that Amani spent his first night and the rest of his nights as this temple soon became the place he called home for three years.
Amani never left the City of the Dead. During the day he spent time just wondering around the park and at night he spent time in the quiet temple. Eventually he sort of just assimilated into the temple and began training as a Cleric of Kelemvor. Amani found that being a Cleric to a god of the dead suited him just fine. The quiet and peacefulness of it kept him happy as the dead were not really chatty types. And he found that he was actually quite skilled in Divine Magic although he never truly felt the divine essence of Kelemvor within him. This was a point of curiosity for Amani. He didn’t quite understand how he could wield power to heal others, stave off the dead, and even repel the undead without having felt this Kelemvor. He spent a lot of time thinking about this and even officially took up a position as a Cleric of Kelemvor to help. Still....he has yet to feel that connection that the other clerics describe. When it came time to leave and go home he left like he arrived, quietly and without a word.
Friend: Although Amani was a quiet and private person he did have one true friend, Miles. Miles is a male human guard who is only a couple of years older than Amani. Miles first day of work as city guard happened to be the same day that Amani arrived within the City. Miles was patrolling the city, a common boring task given to newbies, when he spotted the Dragonborn. His interest instantly peaked the young guard discreetly followed Amani around. Seeing the Dragonborn their everyday eventually Miles worked up the courage to talk to Amani. That was the start of a beautiful relationship. The two could talk for hours, about both everything and nothing. Or the two could just spend the entire day in silence and it wasn’t awkward. Miles never pushed Amani about why he don’t venture into Waterdeep and instead brought little bits of the big city into the park. Amani enjoyed certain things like food and wine but the loud noise and abundance of people always kept him from entering Waterdeep. Over the course of the three years Amani and Miles relationship grew from friendship into something more. The two entered an official relationship when Miles kissed Amani one day. Since that day they are often seen holding hand side together and sneaking away deeper into the park. Amani, however, is still embarrassed when they get caught. When it came time for him to return home Miles was the only person he told. And it was Miles who got Amani passage on a ship heading that way. It was also him he helped get Amani through the city and to the ship. Departing with a kiss the two promised to see each other again and that this relationship isn’t over.
NAME: Gnesh
CLASS: Bard, College of Swords
BACKSTORY: Almost immediately after the brass dragonborn hatched, his jovial and outgoing personality was apparent. So, as Dahlimé was naming her five new charges, she thought of the Draconic word for laugh, gneshgnesh, and decided to name him Gnesh. Gnesh is talkative and almost always optimistic. He enjoys jokes, both verbal and practical. He loves being with others at all times. He doesn't like to be in charge, but is always willing to offer his opinions and suggestions.
When Dahlimé started talking about the five siblings leaving the island, it was one of the few times the other five had seen him less than upbeat, and maybe the only time they saw him depressed. He did not like the idea of leaving his loved ones and going off on his own. He didn't refuse to go, but it was clear he did not like the idea. Dahlimé suggested he move to one of the Sword Coast's big cities, such as Waterdeep or Baldur's Gate. Hearing that Baldur's Gate is further south (Gnesh prefers sun over snow), he decided to head in that direction.
After being in Baldur's Gate for only a short time, he heard a troupe of performers was in town. Growing up on the island, everything was new and different in the city, despite Dahlimé's tutelage to prepare her "children" to live among the rest of Faerûn. He visited the show a couple shows in a row, interested in the acts and people. He ended up seeking out Raurler Smerles, the leader, and securing a job with the troupe. He had a family again.
For three years, Gnesh lived, traveled and performed with the troupe, which was called Agathe's Acrobats and Actors. At first, Gnesh was just a stage hand. His strength was used to set up, tear down, pull ropes, lift the contortionist, etc. He became particularly close to the knife dancer, Y'malle. Y'malle had been travelling with the troupe the longest and was ready to retire, so he began teaching Gnesh about sword dancing: sword throwing, sword juggling, and sword swallowing. He also taught Gnesh sword fighting. A year ago, Y'malle retired, and Gnesh has since been Agathe's sword dancer. While he was being trained by Y'malle, the troupe's magician, Gret, also taught him how to use magic to enhance his performances.
As the three years came to a close, Raurler attempted to talk Gnesh into staying with the troupe and not returning to the island. Gnesh hated leaving his second family, but as a dragonborn of his word, he bid farewell and sailed back to the island.
FRIEND or ALLY: The following were Gnesh's troupe family:
Raurler Smerles, a 50-year-old Damaran man. He is Agathe's son, who took over the troupe from Agathe before Gnesh joined up. (Agathe retired back to her small hometown north of Neverwinter. Gnesh met her several times when the troupe was in her area.) Raurler acts as businessman, barker, ring leader, lawyer, and overall guardian of his troupe of performers. He is another jovial character, though he is more often serious when in the public eye.
Enanathrae Tantanlal (Thrae; stage name, Amaru), Vannel's younger sister; an elven woman with creamy skin and long, red hair. Amaru is the troupe's contortionist. She is about 100 years old, lithe, and always quiet and serious.
Vannel Tantanlal (stage name, Iwarrika), Thrae's older sister. Vannel is the troupe's acrobat. She is about 125 years old; has long, brown hair; and is more outgoing than her sister, though has the stereotypical reserved temperament of an elf.
Gret Funzib (stage name, Agathe), a 50-year-old Illuskan woman with white-blonde hair. She makes herself look old and ugly during shows to add to her mystique. She is the troupe's magician and fortune teller (she's a bard). Seeing natural talent in Gnesh, she worked with him and trained him to use magic to enhance his performances. Gret and Raurler have an on-again/off-again relationship, which doesn't ever affect the family atmosphere of the troupe. When they're together, the family dynamics are the same as when they aren't.
Jiwi Emberstalker (no stage name), a female half-elf of Damaran descent of about 30. The tall and strong Jiwi is the troupe's singer and dancer. A constant flirt and promiscuous, Jiwi made it clear early on that she feels no attraction to any dragonborn, so she has just been a good sister to Gnesh.
Norhumri Oakenbrow (Nor; no stage name), a 325-year-old male dwarf. Nor is the troupe's curmudgeon stage hand and drummer. Almost always silent, strong as an ox, and blessed with impeccable timing, Nor isn't close to anyone, but is as faithful and dependable as they come.
Y'malle, an old male half-orc, was the knife dancer who trained Gnesh. He is patient, stern, and skilled. He is the closest thing Gnesh has had to a father. Gnesh doesn't know exactly where Y'malle is now. He wouldn't tell any of the troupe members were he was going when he retired.
Name: Kuhri - When she was young Dahlimé observed that she was fascinated with the way that water flowed to the ocean, and so she gave her the draconic word for river as her name.
Class: Monk - Way of the Open Hand
Backstory: After she made landfall in Baldur's Gate, Kuhri followed the river Chionthar east, to see where it would take her. She had no real plan of where to go. She just wandered from place to place, often doing odd jobs in settlements in exchange for room and board. One day while traveling she was attacked by highwaymen. Never one to back down from a fight, despite her lack of any real martial training, she confronted the thieves and was almost killed for her trouble. Her last memory of the encounter was of the thieves walking away, all of her worldly possessions in tow.
A kind old monk found her and nursed her back to health. After she was healthy and able to walk he offered to teach her how to defend herself properly. She gladly accepted his teachings and traveled with him. Over the next two and a half years she traveled with him learning his ways as best as she could. She had major difficulties with the more spiritual aspects of his teachings at first, though over the years she started to understand them. She excelled in the physical aspects however. After her three years were done, she said goodbye to the old monk, and made her way back towards the coast in order to find a ship to take her back home.
Friend or Ally: Karst, the old monk who had nursed her back to health. He was a human, and didn't talk much, unless he had something to say. He was kind and patient, but could be stern when it came to Kuhri's training.
NAME: Ravorinn. When he was a young hatchling Ravorinn was curious and would try and get into Dahilmé’s spellbook and scrolls. He was found trying to pronounce a verbal component of a spell and Dahimé thought it would be fitting to name him that word in hopes that he would never stop being curious.
CLASS: Warlock The Great Old One (Pact of the Tome, pacted with the goddess Mystra. I know Mystra isn’t technically a “Great Old One” deity but I figured it was the closest archetype that matched. I’m not married to it if you think another archetype would fit better)
BACKSTORY: When Ravorinn was allowed to adventure the world, he decided to travel around the nearby islands in search for knowledge. After a couple months he heard rumors of powerful artifacts and magical tomes residing in Ruathym. After more months of research and biding his time to get to more in depth knowledge, he read of a magical tome blessed by Mystra. Recognizing Mystra as the goddess of magic Ravorinn searched for this tome for the better part of a year. The search nearly drove him mad with all of the dead ends and false leads he waisted months following. He finally came across the tome buried deep in the rubble of a destroyed temple, long forgotten by the world. After studying the book and channeling its raw power, he felt Mystra’s faint presence within him. He felt attached to the book and in the same way attached to her power. He thought on what Dahimé’s teachings had shown him and knew his curiosity was pointing him in the right direction. For the next year he practiced its magic’s, perfecting what he could and becoming the spellcaster he always dreamed of being. One night his dreams were visited by Mystra. She told him she was impressed with his ability and dedication. She would allow him to keep her power as long as he answered her calls when she needed him. Ravorinn happily agreed and felt the true power of the tome unlock to him. He spent the rest of his time gaining more knowledge and learning from the various wizards of the land.
FRIEND OR ALLY: During his time researching and physically searching for the tome, he gained the friendship of a female human scholar named Alora. After his first months of research he found a secret location to an old mage’s hideout that supposedly held the tome. When he arrived at the hut he stumbled across Mya. Both of them were surprised and drew their blades, questioning each other’s motives. Mya didn’t trust Ravorinn and easily bested him in combat, giving him a small scar above his eye as a final threat. He explained himself and told her everything about his past. She decided to spare his life but keep him close, in case he was planning something. He gathered that she was a paladin devoted to Mystra and had vowed to protect her knowledge and artifacts. It took her a couple weeks and a lot of pleading from the young Dragonborn to finally believe him. It took months longer for him to gain her trust and she decided to help him search for the lost tome. She kept a close eye on him while he practiced and trained, until she felt Mystra’s presence within him and that was the final piece of proof she needed. Over the years Ravorinn grew quite fond of Mya but never shared his feelings in fear of having to leave in the coming years.
(After reading through Airhorse’s backstory mine has some similarities but I swear I didn’t copy the idea lol, scouts honor. I made this up in around 30 minutes so if my class clashes too much I can create a different backstory for another class)
This is pretty cool!
NAME: Balasar.
(The name Dahlimé gave him was Adjarl, but he didn't like it and insisted everyone call him Balasar instead.)
CLASS: Monk, Way of the Kensei
BACKSTORY:
Balasar loved balance and equality, living his life in equals. He was always punctual and always held a precise timetable that was scratched out on either bark or paper. He was famous for getting spontaneously angry or violent whenever something interrupted his schedule (even worse if it was on purpose), often making him the butt of most of the jokes between the siblings. To overcome this, he strove for what he liked to call "Inna piece" to control and calm himself down. This was partly achieved through bashing trees and rocks with sticks.
He felt like Dahlimé's absence left something missing, a purpose or something to work towards perhaps. After she was gone, Balasar needed a goal. So, he got on the next boat to the mainlands and pointed to the tallest mountain he could see and endeavoured to reach the top. Which he did. In fact, Balasar managed to scale everyone of the Sword Mountains near Waterdeep. After that, he decided to travel to as many historic sites and cities as he could, to experience the world and meet new people. Along the way, he met Cal, an affable human cleric who joined him on his travels. Together, they roamed the lands, exploring and adventuring for three years before Balasar's carefully measured time was up.
FRIEND OR ALLY:
Cal: A blonde human in his 20 s or so, Balasar never found out. He served Lathander, the god of birth and renewal. Cal was kind and easy-going with everyone they met. He grew up as a farmer but had to move on after his childhood town in the north was burnt down by bandits and a horde of undead swept through the town. He and Balasar met after he interrupted a heated argument between Balasar and one of the Nubaedfyd family on the ethics of whaling in Murann.
Tell me if there was anything I missed or something! Looking forward hearing back!