In the world of Carakan, war was a certainty. treaties were signed all the time, but peace never lasted for more than 4 years. after 10,000 years of this, there was one nation. Dornock. when Dornock won, it didn't know what to do. it started converting into peacetime, and they were peaceful for 5 years.
after that, all of the gods disappeared. no one knew where they went, or why. but with the gods gone, fiends surged into the world, under the banner of Marokaro, king of the Nine Hells. they swept across, and took a fourth of the land in a year. of course, Dornock was all about war, so after that year they solidified.
then, the world was caught in a stalemate. but then, fiend reinforcements arrived. to make matters worse, part of Dornock split, and formed Fornical, new nation focused on magic.
the armies of the Nine Hells pushed forward, and the forces of the material plane had no defense but hopeless prayers. then, 3 gods returned. Fornakal, the god of the life, Coralax, god of war, and rodansica, goddess of magic. with these lost gods, the people had hope, and in this time, hero's will be forged. if you accept, then may the gods smile upon you, because you'll need all the help you can get.
okay, so please PM me with the following information:
Name:
Race:
Class:
Alignment:
Backstory:
the cap is 8 players. Critical Role is allowed, and maybe homebrew, if I approve it. no UA. also, no warlocks servings fiends. they have abandoned those on the material plane.
thank you.
EDIT - please no more fighters, warlocks, or paladins, though if you have too, you can.
I just realised this thread was started a week ago, so should check if A) slots are still available and B) whether my assumption about not re-rolling ones was correct.
Backstory: An urchin who fell in among a gang of halfling thieves in her youth who posed as children and engaged in pick-pocketing and acts of petty thievery to get by. She grew up with a sort of extended family with the halflings, the one genuine child among a group of pretenders. As she grew up her role shifted from fellow thief to protector for the group.
She discovered her rage when the rest of the thieves were wiped out by a proper thieves guild that claimed their territory for themselves. After slaying several of the thieves in retaliation she abandoned her old identity, and fled the area. She has since then become an adventurer, fighting based on rage.
She seeks to connect with the natural world, as the halfling gang's leader, a shaman of sorts, always encouraged her to do, saying the blood of barbarian flowed through her veins, and that some day she would connect with her totem spirit, and truly come to know herself.
Note: The sheet reflects point buy, not rolled stats. Rolled stats create too much randomness. If rolled stats are required, that is fine, but I would respectfully opt out.
Backstory: Harbek was raised to be a fighter. Enlisting in the ranks of the Dwarven army he fought back armies of orcs and goblins from his hometown. Then disaster struck, they were ambushed by an orc army who had enlisted a dragon to help and they were utterly destroyed. Harbek barely escaped with his life, finding refuge in a small cave until the attackers had left. There were no other survivers. His hatred for the orcs grew and he tried to return to his homeland and raise an army, but he was shunned, his countrymen thinking he had deserted before the battle. He traveled to a neaby city earning money in any way that he could.
In the world of Carakan, war was a certainty. treaties were signed all the time, but peace never lasted for more than 4 years. after 10,000 years of this, there was one nation. Dornock. when Dornock won, it didn't know what to do. it started converting into peacetime, and they were peaceful for 5 years.
after that, all of the gods disappeared. no one knew where they went, or why. but with the gods gone, fiends surged into the world, under the banner of Marokaro, king of the Nine Hells. they swept across, and took a fourth of the land in a year. of course, Dornock was all about war, so after that year they solidified.
then, the world was caught in a stalemate. but then, fiend reinforcements arrived. to make matters worse, part of Dornock split, and formed Fornical, new nation focused on magic.
the armies of the Nine Hells pushed forward, and the forces of the material plane had no defense but hopeless prayers. then, 3 gods returned. Fornakal, the god of the life, Coralax, god of war, and rodansica, goddess of magic. with these lost gods, the people had hope, and in this time, hero's will be forged. if you accept, then may the gods smile upon you, because you'll need all the help you can get.
_________________________________________________________________________________________________________________________________________
okay, so please PM me with the following information:
Name:
Race:
Class:
Alignment:
Backstory:
the cap is 8 players. Critical Role is allowed, and maybe homebrew, if I approve it. no UA. also, no warlocks servings fiends. they have abandoned those on the material plane.
thank you.
EDIT - please no more fighters, warlocks, or paladins, though if you have too, you can.
Only in death does duty end.
(What level is this starting at?)
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
(first.)
Only in death does duty end.
(How do we generate ability scores? Rolling, standard array, point buy, or variant types of rolling?)
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
https://ddb.ac/characters/28191467/sGg6Ke
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Ability scores: 16 11 11 16 17 12
Paladin - warforged - orange
https://www.dndbeyond.com/profile/Legion4/characters/28201259
rolling.
Only in death does duty end.
Lets see what the dice gods have in store for me: 12 12 12 15 15 15
Well I see some familiar faces. If there is still room then here are my rolls. Fingers crossed!
Ability scores: 9 17 11 9 14 16
Drow enthusiast
Lover of lore and magic.
-The White Crow-
Ability scores: 11 9 7 14 6 11
ouch.
Only in death does duty end.
Rolling ability scores (appears from above posts to be drop lowest don't re-roll ones), will PM details from initial post: Ability scores: 14 7 13 10 15 16
I just realised this thread was started a week ago, so should check if A) slots are still available and B) whether my assumption about not re-rolling ones was correct.
https://ddb.ac/characters/28576322/Yaokq3
Name: Enid Vance
Race: Human
Class: Barbarian
Alignment: Neutral
Backstory: An urchin who fell in among a gang of halfling thieves in her youth who posed as children and engaged in pick-pocketing and acts of petty thievery to get by. She grew up with a sort of extended family with the halflings, the one genuine child among a group of pretenders. As she grew up her role shifted from fellow thief to protector for the group.
She discovered her rage when the rest of the thieves were wiped out by a proper thieves guild that claimed their territory for themselves. After slaying several of the thieves in retaliation she abandoned her old identity, and fled the area. She has since then become an adventurer, fighting based on rage.
She seeks to connect with the natural world, as the halfling gang's leader, a shaman of sorts, always encouraged her to do, saying the blood of barbarian flowed through her veins, and that some day she would connect with her totem spirit, and truly come to know herself.
Note: The sheet reflects point buy, not rolled stats. Rolled stats create too much randomness. If rolled stats are required, that is fine, but I would respectfully opt out.
https://www.dndbeyond.com/profile/smftre512/characters/28681310
Backstory: Harbek was raised to be a fighter. Enlisting in the ranks of the Dwarven army he fought back armies of orcs and goblins from his hometown. Then disaster struck, they were ambushed by an orc army who had enlisted a dragon to help and they were utterly destroyed. Harbek barely escaped with his life, finding refuge in a small cave until the attackers had left. There were no other survivers. His hatred for the orcs grew and he tried to return to his homeland and raise an army, but he was shunned, his countrymen thinking he had deserted before the battle. He traveled to a neaby city earning money in any way that he could.