Hello, all! I see you've entered this world...a "Woah!" escaping your diaphragm as you fall backwards out of your throne. Your mus familiar then climbs across the page, gently ticking and clicking where it finds points of interest. Now read, adventurer. Let your tales be known.
Rules:
1. No racism, sexism, homophobia, or anything of the like in this campaign. When I say none, I mean none. I know none of you will, because you all are great, but I've met people before who think things like these are jokes. All be told, those people and I usually end up brawling --- sometimes in that sense, sometimes not. Secondly --- no 18+. I'm fine with minimal cursing (although you might want to put it in (GP)), but keep those things to PMs, alright?
2. Honestly, that's it. All I had. I know it's only one rule, but incorporate the word "Autumn" into your first post to show you've read these rules. It's a standard RP thread thing (Gato and Aspen, see? Adohand's is rubbing off on me.
Character Creation:
Oui, je sais que je suis un peu fou, mais je pense que ce information est importante.
Anyway:
For the technical, nitty-gritty blurb -- 3rd-level characters, stats rolled (if so, in the forum thread) or standard array, 2014 or 2024 rules -- they're mostly compatible, so pick your poison. Campaign lore is below for backstory purposes. I'm not expecting a lot, just enough to get me started with your character (so something like this):
PC Name: Species/Class/Subclass: Ability Scores (if you're rolling them --- if you roll bad stats here, then take standard array): Backstory (anywhere from two sentences to two paragraphs to two pages [if you really want] is fine):
Cool! Excited to meet your heroes, no matter who they are.
Lore (this is just the bare minimum --- this'll expand once the campaign begins to move along):
A world split into two parts --- that of Faerie, and that of Woman and Man. Creatures --- humans, elves, dwarves, and the like --- dominate the southern parts of the world, where they were birthed from flame long ago, while the faeries are beings of frigid cold --- of dark pine and fiery candles, of faery tales (if I am to use the reference).
Your adventure begins in the small border town of Lyrey. Set on the windy moor and in the towering forest that shadows it, it is a place where all converge. You can see dragonborns working as blacksmiths, faeries shopping in the human part of town --- a peaceful place, more peace between the two groups seen here than anywhere else. "Tis a beautiful place, one where everyone coexists.
But what happens when something threatens it all --- threatens to break this peace?
Anyway: really happy to meet you and your characters. I will, as a final note, say that I am in high school. I have plenty of breaks --- two weeks in winter and ten in summer, for example --- where I am near to unable to post. I am truly sorry if I've wronged you before because of this, and I'm going to try to make up to you for it. Just note that, when I say I won't be on, I won't be on.
edit --- for any other info you want, PM me. I'll be mostly off the forums the next two days, so that gives people a chance to make characters.
Let's get it started! Hah! Let's get it started! Yeah!
DM: Liquid Swords - A Historical Wuxia Campaign, In the Depths - A Fantasy Homebrew Flying Pig Cultist of the Cult of Flying Pigs (don't ask) All of you are amazing. I'm not religious, but I believe we're all here for a reason. Take a deep breath, feel contact. The little things make the big ones. Extended sig here, check it out! "Sangfroid! Eldritch! Prolixity! Crite!"
Your premise sounds really cool--I'm getting Three Hearts and Three Lions vibes! A story for the bracing season of autumn when things start to change...rolling ability scores here so I can think about a character.
Ellowyn Wood Elf / Barbarian / Path of the World Tree Ability Scores: Str 19, Dex 15, Con 17, Int 14, Wis 15, Cha 12 Backstory (wip): Ellowyn grew up in the pinewood forests north of Lyrey, where the differences between summer, autumn, and winter were minimal. She was part of a nomadic tribe, the Shifting Branches, following game for food and trading furs for goods. One brisk morning, Ellowyn snapped awake, nightmares of a large tree in flames fresh in her mind. Something in her blood called her south, towards some unknowable danger.
She has journeyed for days. Her nightmares have started to seep into her waking world. Last evening she arrived in the town of Lyrey. The border town seems idyllic, but she doubts if she can ever find peace. In the morning she'll have to decide if she continues on her journey, or tries to find answers here.
PC Name: Faldres Durnaar Species/Class/Subclass: Dragonborn Barbarian Path of the Berserker Ability Scores (if you're rolling them --- if you roll bad stats here, then take standard array): Str - 19, Dex - 13, Con - 15, Int - 13, Wis - 13, Cha - 15 Backstory (anywhere from two sentences to two paragraphs to two pages [if you really want] is fine): I was born in the ancient fires of my clan. I grew up alone and was trained to be a mercenary. As time went on, I honed my skills with greataxes and warhammers. I have never lost a battle, and for that, there are people of great power that have wanted my head in the past. I moved to the town of Lyrey and started helping out the blacksmiths.
I'm interested in playing your campaign. I find it cool (no pun intended) that the races were born in different places related to cold and fire, making me think that there is only 1 season for each region (summer and winter, without autumn and spring).
I already have a character in mind that is connected to that. I'll see if i have good luck rolling for stats.
Ability scores: 141415141512
I'll quote this post with the character sheet later.
Backstory: Kassity, grew up on the fringes of the Whispering Woods, a vast, coastal forest rumored to hold both profound magic and forgotten terrors. Her childhood was spent tracking nimble deer and outwitting the occasional goblin scout, taught by her reclusive grandmother, a master of herbal lore and silent movement. One frigid winter, a blight swept through the local village, and Kassity, now an experienced forester, ventured deep into the woods to find a legendary moonpetal flower, the only known cure. She returned days later, gaunt and frostbitten but clutching the glowing bloom, forever changed by the primeval spirits she encountered and the deep, silent wisdom the forest had imparted upon her.
Backstory: Brink still thanks the day he was recruited for exploration ship. Without experiencing wrath of the elements firsthand he would never realize his strength and still follow whims of others. While a bit sad sad that ship he lived on for 10 years was damaged beyond repair in autumn sotrm he won't miss this chance to find better place in this world
PC Name: Momo Species/Class/Subclass: Gnome Barbarian Path of the Zealot Ability Scores (if you're rolling them): Ability scores: 141517151113 Backstory:
Like many gnomes in his remote wilderness village Momo was able to cast a a little bit of magic. But Momo noticed he can do a bit more. One friend fell from a tree, Momo was able to go over and actually heal his friend. a few years later. Once while out beyond the safety of the village area, he and some friends were attacked by a pack of no good creatures. Instinctively Momo cast a poison misty spray, it chased that pack away, but the friends were all aghast. With in a week Momo was shunned by all and Momo chose to leave his home in exile as it was the proper course of action.. Knowing he was leaving, the village gave him a hero's send off; pooling resources too equip him. He was a beloved village member, yet his magic was frightful and dangerous to all and the children, His bits of anger and rage was a wildcard many thought. So with a heavy heart the villagers pooled resources to purchase for him nice equipment, but all are still glad to send him off.
Tobias Quinn grew up on the streets of Brindleport, attempting to bring in enough money for himself and his twin sister, Lira. Their mother died when they were only 10, and their father left when they were 11. Leaving just the two children to fend for themselves. They formed an unbreakable bond together and became a dastardly duo. People said at times it seemed like they moved as one being.
Their home town of Brindleport, located to the south and mostly consisting of humans, elves, and the occasional dwarf. They never felt the need to leave their bustling town, and it was plenty big to survive. That is, one day in Autumn Tobias awoke to intruders taking his sister Lira. He attempted to fight but failed and was knocked unconscious. Now he scours the land looking for his sister, following leads. He explores and survives, meeting new races and encountering new monsters, surviving on his wits and ...... Street Magic?!
I'm interested in playing your campaign. I find it cool (no pun intended) that the races were born in different places related to cold and fire, making me think that there is only 1 season for each region (summer and winter, without autumn and spring).
I already have a character in mind that is connected to that. I'll see if i have good luck rolling for stats.
Ability scores: 141415141512
I'll quote this post with the character sheet later.
Name: Godfrey Drystan Species/Class/Subclass: Dragonborn/Sorcerer/Draconic Sorcery. Ability Scores: Rolled in the quoted post. Backstory: After Godfrey was born, he developed separated from most of his kin in his small town since his scales were red, signifying his heritage of chromatic dragons, eventhough his parents had brass ancestry.
While growing up as a studious kid his scales started to turn silver and he develop magic. Intrigued by the new change and beliving that faeries might heve an answer, he decided to travel after he was of age to study as much as he could about silver dragons while practicing his new powers in order to control them. Not so long ago he heard in his travels of the border town of Lyrey where he could further his studies.
Your premise sounds really cool--I'm getting Three Hearts and Three Lions vibes! A story for the bracing season of autumn when things start to change...rolling ability scores here so I can think about a character.
Ability scores: 16141691116
Name: Aydlott du Mare Species: Human Class: Fighter (Cavalier) or Rogue (Swashbuckler) Ability Scores:16141691116 Backstory:
Aydlott was born of common folk in a remote settlement named Mare that had formed around a defensive garrison that bordered the kingdom on the edge of a great forest. Aydlott's father, grandfather, uncles, and cousins had all been soldiers and guardsmen. But it was a peaceful time now, and the faded garrison, dutifully maintained yet little occupied, spoke of a time when faerie invasions were a dire threat on the kingdom's border. No longer, now, for times had changed, and such battles were nearly the stuff of legends.
Aydlott was not a youngster who maintained much curiosity about those strange old legends. He far more admired the noble knights who occasionally patrolled the garrison with their grand warhorses and colorful tabards flying with the arms of their prestigious houses. As untouchable and untaxable as the clergy, they maintained a far more magical place in the head of young Aydlott. Whom, knowing he had no access to that realm, and having it rather beat out of him by his father and his ridiculing cousins, learned to accept his lot as a commoner, stand up for himself, and follow in his father's footsteps to become a guardsman. It promised to be a tranquil life, taking bribes, occasionally roughing up a few drunkards, and he set aside his dreams to enjoy the relative stability of his fate.
But he had barely been initiated into the ranks of the guards when he was chosen for an expedition beyond the walls. Youth and low rank made him a ready choice to investigate an unexpected event that had the whole town of Mare in a stir.
Parthenia, a girl of noble birth, had gone flower picking by herself and was seen being taken away by men on horses that rode straight into the great towering forest that bordered Mare. Such a kidnapping stirred up the wild legends of old about fae marauders, and, for the first time in anxiety about the safety of his chosen life, Aydlott prepared himself to make the mission a success, spending much of his savings to purchase supplies and to repair and polish his armor and sharpen his sword. With oiled leathers and steels and thoroughly bathed, Aydlott set out with a knight and a troop of men to track the abducted girl.
The following days were a blur. The tracks seemed to lead them in circles, the sun and moon cared not for their normal cycles, and strange noises, mist and eerie silences put the men on edge and caused many a horse to panic and bolt into the never-ending woods. When the knight's expensive warhorse--usually so calm and well-trained--bolted off, Aydlott gave chase, a stir of his childhood dreams reawakening in a thin hope to impress the knight. But the horse's tracks led him down a strange way, under gloaming branches and down a ravine that he couldn't quite seem to climb out of, but kept directing him farther and farther downward. The air became still and stuffy under the close press of the trees, and Aydlott found his throat burning with thirst. He drained his waterskin, but it was not enough to quench his thirst.
He might have lost hope, but suddenly the ravine sloped downwards and opened up onto a vast lake. His relief was tinged with a strange and eldritch terror, though, for the structures that dotted the shores of the lake looked like nothing he had ever seen before. Half plants, half artistry that seemed to defy the sensible rules of masonry or carpentry, there appeared to be a city in the middle of nowhere which had, by the looks of it, grown out of the ground. No sooner had he recovered from his shock, then Aydlott was knocked unconscious.
When he opened his eyes, he was not alone. A crowd of fae looking beings, strange, and beautiful or terrible, were gathered around him. He was bound tightly with ropes like vines that looked like they had grown over him as if he had laid still and cold for weeks. Aydlott cast around desperately at the sea of strange faces as a woman speaking in a strange tongue pointed at him. He felt his feet tingling strangely. And then, he spotted her--Parthenia. The missing girl, unharmed in the crowd. She looked scared.
Terrified, and grasping at a long chance of not ending his life here, Aydlott shouted, "I demand justice! You took my wife from me, and now you've taken my freedom! You have no right, not by any law of the kingdom nor even by your own laws!" For he had heard since he was a child of the strange rigidity of the rules that fae folk must follow in their interactions with the mortal world.
One of the fae folk, a man with long silvery hair and piercing white eyes with no apparent pupils to them, spoke up, not in the strange tongue, but in Aydlott's own Common. "This is your wife?" He reached out a spindly hand and took Parthena's delicate one, lifting it high. "Well, human, she is also my daughter. You have taken her as your bride with no dowry. This is a crime, in your kingdom and mine, and the penalty here is death."
Aydlott felt the color drain from his face. "Wait! I will bring the dowry, a gift worthy of her beauty." And indeed, now that he looked at her in the gloomy twilight, Aydlott saw that Parthenia had an unnatural beauty he had never seen before that made him wonder how she could ever have lived among humans unnoticed for so long. She must have been taken when she was a child and been sheltered from the eyes of common folk.
A long moment passed as the white eyes bored in Aydlott's. Finally, the fae spoke. “Very well, go forth and find a worthy dowry. You shall have ten winters time to fulfill your promise. But, mark my words, should you not return, should your gift not suffice, or should the time run out… it will mean your death.” And Aydlott knew it was the truth, for he felt an indescribable magical power wrap around his heart and squeeze.
“Hence forth your name is Sir Guillem, a name worthy of your bride to be. You will speak our tongue, and you will return in due time to pay your debt.”
Next thing he knew, Aydlott was walking through a thinning forest onto a road. His sword was again at his waist, his shield in his hand, his steel and leathers well-fitted and ready for action. As if it had all been a dream. Ahead of him wound a trail of hoof prints that faded with the rising sun that began to spread its rays across the sky that opened up through the thinning forest branches. Had it been a dream? For a moment, he dared to hope that it had. But then he noticed something glinting on his hand, and lifting it up, he saw a silver ring on his finger, bright and glistening--a betrothal promise ring. He grabbed it, tried to pull it from his finger, but it rippled like mist under his touch and wound not budge. A terrible sinking feeling rocked the pit of Aydlott's stomach, and he felt that magical vise grip his heart once more. He knew then in the depths of his being that it had not been a dream, and he had only ten years before it would become a nightmare, if he could not fulfill his promise. What had he done? A lie to save his life had become a greater trap than he had ever imagined.
Hopeless, Aydlott could not bring himself to return to Mare. It seemed easier to let himself be thought lost, as likely the whole company sent to pursue Parthenia had been. Mare would shutter its doors and windows, looking askance at the dreaded forest, and patrols would be revived. Clergy would be sent to invoke blessings of protection. Knights might throng the garrison for a while and patrol the edges of the forest. The threat of the fae would awaken again in the hearts of the townfolk of Mare. But in his own heart, it was not just a threat, it was a doom.
Aydlott traveled as far as he could, and worked whatever odd jobs people would give him. He forgot the name the fae had given him, and he forgot their tongue--or tried to. He drank and swindled his way through the world, hoping against hope he could steal an artifact or something of great value from a monastery or keep, but faced with the odds, quickly gave up on the idea whenever he was struck by tales of magical objects. There seemed nothing he could gain, no money he could earn, that would be a worthy enough gift to forestall his fate.
Until one day, in a tavern, he heard a tale of a place where the lands of Man and of Faerie were not at war. Where they existed in harmony. Perhaps someone there could help him find concord, or break his curse. So north he traveled to Lyrey, stopping to drink whenever the tightness in his chest felt too suffocating, whenever the thought of his quest loomed too heavy in his mind, as it had since the day of his improvised proposal.
Hello, all! I see you've entered this world...a "Woah!" escaping your diaphragm as you fall backwards out of your throne. Your mus familiar then climbs across the page, gently ticking and clicking where it finds points of interest. Now read, adventurer. Let your tales be known.
Rules:
1. No racism, sexism, homophobia, or anything of the like in this campaign. When I say none, I mean none. I know none of you will, because you all are great, but I've met people before who think things like these are jokes. All be told, those people and I usually end up brawling --- sometimes in that sense, sometimes not. Secondly --- no 18+. I'm fine with minimal cursing (although you might want to put it in (GP)), but keep those things to PMs, alright?
2. Honestly, that's it. All I had. I know it's only one rule, but incorporate the word "Autumn" into your first post to show you've read these rules. It's a standard RP thread thing (Gato and Aspen, see? Adohand's is rubbing off on me.
Character Creation:
Oui, je sais que je suis un peu fou, mais je pense que ce information est importante.
Anyway:
For the technical, nitty-gritty blurb -- 3rd-level characters, stats rolled (if so, in the forum thread) or standard array, 2014 or 2024 rules -- they're mostly compatible, so pick your poison. Campaign lore is below for backstory purposes. I'm not expecting a lot, just enough to get me started with your character (so something like this):
PC Name:
Species/Class/Subclass:
Ability Scores (if you're rolling them --- if you roll bad stats here, then take standard array):
Backstory (anywhere from two sentences to two paragraphs to two pages [if you really want] is fine):
Cool! Excited to meet your heroes, no matter who they are.
Lore (this is just the bare minimum --- this'll expand once the campaign begins to move along):
A world split into two parts --- that of Faerie, and that of Woman and Man. Creatures --- humans, elves, dwarves, and the like --- dominate the southern parts of the world, where they were birthed from flame long ago, while the faeries are beings of frigid cold --- of dark pine and fiery candles, of faery tales (if I am to use the reference).
Your adventure begins in the small border town of Lyrey. Set on the windy moor and in the towering forest that shadows it, it is a place where all converge. You can see dragonborns working as blacksmiths, faeries shopping in the human part of town --- a peaceful place, more peace between the two groups seen here than anywhere else. "Tis a beautiful place, one where everyone coexists.
But what happens when something threatens it all --- threatens to break this peace?
Anyway: really happy to meet you and your characters. I will, as a final note, say that I am in high school. I have plenty of breaks --- two weeks in winter and ten in summer, for example --- where I am near to unable to post. I am truly sorry if I've wronged you before because of this, and I'm going to try to make up to you for it. Just note that, when I say I won't be on, I won't be on.
edit --- for any other info you want, PM me. I'll be mostly off the forums the next two days, so that gives people a chance to make characters.
Let's get it started! Hah! Let's get it started! Yeah!
(Sorry)
DM: Liquid Swords - A Historical Wuxia Campaign, In the Depths - A Fantasy Homebrew
Flying Pig Cultist of the Cult of Flying Pigs (don't ask)
All of you are amazing. I'm not religious, but I believe we're all here for a reason. Take a deep breath, feel contact. The little things make the big ones.
Extended sig here, check it out!
"Sangfroid! Eldritch! Prolixity! Crite!"
Your premise sounds really cool--I'm getting Three Hearts and Three Lions vibes! A story for the bracing season of autumn when things start to change...rolling ability scores here so I can think about a character.
Ability scores: 16 14 16 9 11 16
I want to try this in the Autumn. Wait in the wrong platform, need to save a spot and try later.
Ability scores: 14 15 17 15 11 13
Ability scores: 17 15 12 15 14 16
Ellowyn
Wood Elf / Barbarian / Path of the World Tree
Ability Scores: Str 19, Dex 15, Con 17, Int 14, Wis 15, Cha 12
Backstory (wip): Ellowyn grew up in the pinewood forests north of Lyrey, where the differences between summer, autumn, and winter were minimal. She was part of a nomadic tribe, the Shifting Branches, following game for food and trading furs for goods. One brisk morning, Ellowyn snapped awake, nightmares of a large tree in flames fresh in her mind. Something in her blood called her south, towards some unknowable danger.
She has journeyed for days. Her nightmares have started to seep into her waking world. Last evening she arrived in the town of Lyrey. The border town seems idyllic, but she doubts if she can ever find peace. In the morning she'll have to decide if she continues on her journey, or tries to find answers here.
https://www.dndbeyond.com/characters/155263828
PC Name: Faldres Durnaar
Species/Class/Subclass: Dragonborn Barbarian Path of the Berserker
Ability Scores (if you're rolling them --- if you roll bad stats here, then take standard array): Str - 19, Dex - 13, Con - 15, Int - 13, Wis - 13, Cha - 15
Backstory (anywhere from two sentences to two paragraphs to two pages [if you really want] is fine): I was born in the ancient fires of my clan. I grew up alone and was trained to be a mercenary. As time went on, I honed my skills with greataxes and warhammers. I have never lost a battle, and for that, there are people of great power that have wanted my head in the past. I moved to the town of Lyrey and started helping out the blacksmiths.
https://www.dndbeyond.com/characters/155286468/Ei23Y7
Placeholder
Ability scores: 8 8 12 12 9 12
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
I'm interested in playing your campaign. I find it cool (no pun intended) that the races were born in different places related to cold and fire, making me think that there is only 1 season for each region (summer and winter, without autumn and spring).
I already have a character in mind that is connected to that. I'll see if i have good luck rolling for stats.
Ability scores: 14 14 15 14 15 12
I'll quote this post with the character sheet later.
Half orc monk Khaddim- Lost Mine of Phandelver (modern setting), Variant human ranger Frekor- The Darness Below, Half elf bard Callon, Aasimar life domain cleric/blood hunter Idris- Hunt for the 7, Tiefling warlock Charis- Ghosts of Saltmarsh, Goliath fighter Garrett- Ghosts of Saltmarsh
Going with Standard Array
Name: Kassity
Species: Wood Elf
Class: Ranger 3
Backstory: Kassity, grew up on the fringes of the Whispering Woods, a vast, coastal forest rumored to hold both profound magic and forgotten terrors. Her childhood was spent tracking nimble deer and outwitting the occasional goblin scout, taught by her reclusive grandmother, a master of herbal lore and silent movement. One frigid winter, a blight swept through the local village, and Kassity, now an experienced forester, ventured deep into the woods to find a legendary moonpetal flower, the only known cure. She returned days later, gaunt and frostbitten but clutching the glowing bloom, forever changed by the primeval spirits she encountered and the deep, silent wisdom the forest had imparted upon her.
www.dndbeyond.com/characters/149119938/A6Rrg3
Specie
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Brink, Bugbear, Monk of the Elements
Ability scores: 12 14 14 16 13 11
Backstory: Brink still thanks the day he was recruited for exploration ship. Without experiencing wrath of the elements firsthand he would never realize his strength and still follow whims of others. While a bit sad sad that ship he lived on for 10 years was damaged beyond repair in autumn sotrm he won't miss this chance to find better place in this world
https://www.dndbeyond.com/characters/149172940
PC Name: Momo
Species/Class/Subclass: Gnome Barbarian Path of the Zealot
Ability Scores (if you're rolling them): Ability scores: 14 15 17 15 11 13
Backstory:
Like many gnomes in his remote wilderness village Momo was able to cast a a little bit of magic. But Momo noticed he can do a bit more. One friend fell from a tree, Momo was able to go over and actually heal his friend. a few years later. Once while out beyond the safety of the village area, he and some friends were attacked by a pack of no good creatures. Instinctively Momo cast a poison misty spray, it chased that pack away, but the friends were all aghast. With in a week Momo was shunned by all and Momo chose to leave his home in exile as it was the proper course of action.. Knowing he was leaving, the village gave him a hero's send off; pooling resources too equip him. He was a beloved village member, yet his magic was frightful and dangerous to all and the children, His bits of anger and rage was a wildcard many thought. So with a heavy heart the villagers pooled resources to purchase for him nice equipment, but all are still glad to send him off.
Momo unsure where to go started to head north.
PC Name: Tobias "Toby" Quinn
Species/Class/Subclass: Human/Rouge/Thief
Ability Scores: 12 14 12 11 11 12 (W/ my efficiencies 13 17 13 12 11 13)
Backstory:
Tobias Quinn grew up on the streets of Brindleport, attempting to bring in enough money for himself and his twin sister, Lira. Their mother died when they were only 10, and their father left when they were 11. Leaving just the two children to fend for themselves. They formed an unbreakable bond together and became a dastardly duo. People said at times it seemed like they moved as one being.
Their home town of Brindleport, located to the south and mostly consisting of humans, elves, and the occasional dwarf. They never felt the need to leave their bustling town, and it was plenty big to survive. That is, one day in Autumn Tobias awoke to intruders taking his sister Lira. He attempted to fight but failed and was knocked unconscious. Now he scours the land looking for his sister, following leads. He explores and survives, meeting new races and encountering new monsters, surviving on his wits and ...... Street Magic?!
First stop Lyrey.
https://www.dndbeyond.com/characters/155320124
Name: Godfrey Drystan
Species/Class/Subclass: Dragonborn/Sorcerer/Draconic Sorcery.
Ability Scores: Rolled in the quoted post.
Backstory: After Godfrey was born, he developed separated from most of his kin in his small town since his scales were red, signifying his heritage of chromatic dragons, eventhough his parents had brass ancestry.
While growing up as a studious kid his scales started to turn silver and he develop magic. Intrigued by the new change and beliving that faeries might heve an answer, he decided to travel after he was of age to study as much as he could about silver dragons while practicing his new powers in order to control them. Not so long ago he heard in his travels of the border town of Lyrey where he could further his studies.
https://www.dndbeyond.com/characters/80588340
Half orc monk Khaddim- Lost Mine of Phandelver (modern setting), Variant human ranger Frekor- The Darness Below, Half elf bard Callon, Aasimar life domain cleric/blood hunter Idris- Hunt for the 7, Tiefling warlock Charis- Ghosts of Saltmarsh, Goliath fighter Garrett- Ghosts of Saltmarsh
Name: Aydlott du Mare
Species: Human
Class: Fighter (Cavalier) or Rogue (Swashbuckler)
Ability Scores: 16 14 16 9 11 16
Backstory:
Aydlott was born of common folk in a remote settlement named Mare that had formed around a defensive garrison that bordered the kingdom on the edge of a great forest. Aydlott's father, grandfather, uncles, and cousins had all been soldiers and guardsmen. But it was a peaceful time now, and the faded garrison, dutifully maintained yet little occupied, spoke of a time when faerie invasions were a dire threat on the kingdom's border. No longer, now, for times had changed, and such battles were nearly the stuff of legends.
Aydlott was not a youngster who maintained much curiosity about those strange old legends. He far more admired the noble knights who occasionally patrolled the garrison with their grand warhorses and colorful tabards flying with the arms of their prestigious houses. As untouchable and untaxable as the clergy, they maintained a far more magical place in the head of young Aydlott. Whom, knowing he had no access to that realm, and having it rather beat out of him by his father and his ridiculing cousins, learned to accept his lot as a commoner, stand up for himself, and follow in his father's footsteps to become a guardsman. It promised to be a tranquil life, taking bribes, occasionally roughing up a few drunkards, and he set aside his dreams to enjoy the relative stability of his fate.
But he had barely been initiated into the ranks of the guards when he was chosen for an expedition beyond the walls. Youth and low rank made him a ready choice to investigate an unexpected event that had the whole town of Mare in a stir.
Parthenia, a girl of noble birth, had gone flower picking by herself and was seen being taken away by men on horses that rode straight into the great towering forest that bordered Mare. Such a kidnapping stirred up the wild legends of old about fae marauders, and, for the first time in anxiety about the safety of his chosen life, Aydlott prepared himself to make the mission a success, spending much of his savings to purchase supplies and to repair and polish his armor and sharpen his sword. With oiled leathers and steels and thoroughly bathed, Aydlott set out with a knight and a troop of men to track the abducted girl.
The following days were a blur. The tracks seemed to lead them in circles, the sun and moon cared not for their normal cycles, and strange noises, mist and eerie silences put the men on edge and caused many a horse to panic and bolt into the never-ending woods. When the knight's expensive warhorse--usually so calm and well-trained--bolted off, Aydlott gave chase, a stir of his childhood dreams reawakening in a thin hope to impress the knight. But the horse's tracks led him down a strange way, under gloaming branches and down a ravine that he couldn't quite seem to climb out of, but kept directing him farther and farther downward. The air became still and stuffy under the close press of the trees, and Aydlott found his throat burning with thirst. He drained his waterskin, but it was not enough to quench his thirst.
He might have lost hope, but suddenly the ravine sloped downwards and opened up onto a vast lake. His relief was tinged with a strange and eldritch terror, though, for the structures that dotted the shores of the lake looked like nothing he had ever seen before. Half plants, half artistry that seemed to defy the sensible rules of masonry or carpentry, there appeared to be a city in the middle of nowhere which had, by the looks of it, grown out of the ground. No sooner had he recovered from his shock, then Aydlott was knocked unconscious.
When he opened his eyes, he was not alone. A crowd of fae looking beings, strange, and beautiful or terrible, were gathered around him. He was bound tightly with ropes like vines that looked like they had grown over him as if he had laid still and cold for weeks. Aydlott cast around desperately at the sea of strange faces as a woman speaking in a strange tongue pointed at him. He felt his feet tingling strangely. And then, he spotted her--Parthenia. The missing girl, unharmed in the crowd. She looked scared.
Terrified, and grasping at a long chance of not ending his life here, Aydlott shouted, "I demand justice! You took my wife from me, and now you've taken my freedom! You have no right, not by any law of the kingdom nor even by your own laws!" For he had heard since he was a child of the strange rigidity of the rules that fae folk must follow in their interactions with the mortal world.
One of the fae folk, a man with long silvery hair and piercing white eyes with no apparent pupils to them, spoke up, not in the strange tongue, but in Aydlott's own Common. "This is your wife?" He reached out a spindly hand and took Parthena's delicate one, lifting it high. "Well, human, she is also my daughter. You have taken her as your bride with no dowry. This is a crime, in your kingdom and mine, and the penalty here is death."
Aydlott felt the color drain from his face. "Wait! I will bring the dowry, a gift worthy of her beauty." And indeed, now that he looked at her in the gloomy twilight, Aydlott saw that Parthenia had an unnatural beauty he had never seen before that made him wonder how she could ever have lived among humans unnoticed for so long. She must have been taken when she was a child and been sheltered from the eyes of common folk.
A long moment passed as the white eyes bored in Aydlott's. Finally, the fae spoke. “Very well, go forth and find a worthy dowry. You shall have ten winters time to fulfill your promise. But, mark my words, should you not return, should your gift not suffice, or should the time run out… it will mean your death.” And Aydlott knew it was the truth, for he felt an indescribable magical power wrap around his heart and squeeze.
“Hence forth your name is Sir Guillem, a name worthy of your bride to be. You will speak our tongue, and you will return in due time to pay your debt.”
Next thing he knew, Aydlott was walking through a thinning forest onto a road. His sword was again at his waist, his shield in his hand, his steel and leathers well-fitted and ready for action. As if it had all been a dream. Ahead of him wound a trail of hoof prints that faded with the rising sun that began to spread its rays across the sky that opened up through the thinning forest branches. Had it been a dream? For a moment, he dared to hope that it had. But then he noticed something glinting on his hand, and lifting it up, he saw a silver ring on his finger, bright and glistening--a betrothal promise ring. He grabbed it, tried to pull it from his finger, but it rippled like mist under his touch and wound not budge. A terrible sinking feeling rocked the pit of Aydlott's stomach, and he felt that magical vise grip his heart once more. He knew then in the depths of his being that it had not been a dream, and he had only ten years before it would become a nightmare, if he could not fulfill his promise. What had he done? A lie to save his life had become a greater trap than he had ever imagined.
Hopeless, Aydlott could not bring himself to return to Mare. It seemed easier to let himself be thought lost, as likely the whole company sent to pursue Parthenia had been. Mare would shutter its doors and windows, looking askance at the dreaded forest, and patrols would be revived. Clergy would be sent to invoke blessings of protection. Knights might throng the garrison for a while and patrol the edges of the forest. The threat of the fae would awaken again in the hearts of the townfolk of Mare. But in his own heart, it was not just a threat, it was a doom.
Aydlott traveled as far as he could, and worked whatever odd jobs people would give him. He forgot the name the fae had given him, and he forgot their tongue--or tried to. He drank and swindled his way through the world, hoping against hope he could steal an artifact or something of great value from a monastery or keep, but faced with the odds, quickly gave up on the idea whenever he was struck by tales of magical objects. There seemed nothing he could gain, no money he could earn, that would be a worthy enough gift to forestall his fate.
Until one day, in a tavern, he heard a tale of a place where the lands of Man and of Faerie were not at war. Where they existed in harmony. Perhaps someone there could help him find concord, or break his curse. So north he traveled to Lyrey, stopping to drink whenever the tightness in his chest felt too suffocating, whenever the thought of his quest loomed too heavy in his mind, as it had since the day of his improvised proposal.