"Be not afraid of greatness: some are born great, some achieve greatness, and some have greatness thrust upon them.”
How will greatness find you? You are in a region of the Forgotten Realms known as the Sword Coast. This is a region of adventure, where daring souls delve into the wreckage of ancient strongholds and explore ruins of long-lost cultures. Amid a wilderness of jagged, snow-capped peaks, alpine forests, lawlessness, and monsters, the coast holds the greatest bastions of civilization, including the coastal city of Neverwinter. In this busy city, you’ve been hired for a seemingly simple job, but 10 gold coins isn’t chump change and it’s about time that you settle your tab at the local tavern, anyways.
I’d like to invite six people to play the Lost Mine of Phandelver as a play-by-post game. I intend to open this recruitment thread for one week. I will select a party on the evening of Sunday, 16 June (Washington, D.C. time).
All characters start at 1st-level. You may choose the standard ability score array (15, 14, 13, 12, 10, 8) or use the point buy system. Your choice of starting equipment or starting gold). No evil alignments. Please provide the following information about the character you'd like to play:
Name:
Race:
Class:
Background:
Backstory/biography: Please provide a paragraph or two with your background story. Have you always lived in Neverwinter, or are you a recent immigrant? Do you live in the main town, or in one of the outlying farming communities? What is your current profession – feel free to tie in to one of the well-known businesses or guilds, or create your own. How did you acquire your powers - or who trained you? What are your dreams and aspirations? Finally, what is one thing you are known for in town – be it a well-known ‘secret’ or a common rumor.
About Me: I’m a veteran gamer. I prefer a good story to mechanics, but I will default to the rules. I have come to absolutely trust in the awesome power of randomness. I run PG-13 games. (Sometimes they can be dark, usually they are humorous, but I try to make them safe for the younger gamers…) I post once a day – usually.
What I expect:
- Post at least once a day. Let us know if you are going to be out of pocket for more than a day - I want everyone be involved but will move the story on without you if you disappear.
- Be creative! I’m looking for more than a one-line post saying “I hit the goblin.” Role-playing means developing fun interactions and conversations between the characters; they react to what happens to them and talk together as the adventure goes along.
- Play nice! Remember that you are part of a group who just want to have some fun. It’s ok to role-play your character, but not at the expense of everyone else.
- Make a commitment to your fellow players. Play-By-Post games can take a long time and sometimes feel like they’re moving forward very slowly. I promise to help move things along, but I also promise to try and keep everyone involved.
I look forward to meeting your characters – good luck!
Meh' Gurd is the best of his parents. His father, Duke Diamondbane, was a legendary fighter and patriarch of a noble family from a city far away called Beeftown. His mother, Xullavin Hladuis, was a Drow Matron and artist desperate for her music to be heard beyond the courts of the underdark. After a raid on Beeftown, Duke was captured and forced into slavery. Eventually he found himself in the service and loving embrace of Xullavin. Meh' Gurd is the product of their illicit affair. Xullavin loved Duke and knew their child wouldn't be allowed to live so as an act of political suicide she staged an escape of all her slaves. Duke, Meh' Gurd, and a few others found freedom, but the Drow courts knew who was fully responsible. House Hladuis was stripped of all titles and ranking and Xullavin was cursed, forced to wander the underdark as a dryder. To this day, there are tales of dark caves even drow fear to wander, caves filled with the saddest songs anyone has ever heard.
Duke took his son and led the freed slaves back to Beeftown. Lenore Diamondbane, his wife, was overjoyed at his return but she could never find it in her heart to love Meh' Gurd. Duke made sure Meh' Gurd wanted for nothing but he never had a mother. Meh' Gurd's pain gave birth to his first songs and his magical talent became pretty clear. When he turned 14, Meh' Gurd ran away from home on a ship heading anywhere taking on the alias of Salty Joe. In time, he found himself a job as a cook and entertainer. His contract just ended with his last ship and he finds himself looking for work Neverwinter.
Responses to Questions:
Salty Joe is a sailor by trade. He is known in town as that grey boy who can really sing. He lives in the cheapest inn by the ports. When it comes to his skills he is fully self taught. He dreams of one day finding his Mother.
Tarin refuses to let his problematic upbringing be a barrier to future success. At a young age, he was taken from his farmer parents by a marauding band of orcs that struck the Thunderfoot family's homestead in the dead of night.
But the orcs weren't after treasure, or even just bloodthirsty murderers. Instead, the orcs were mercenary agents of Thayan pirates who raided isolated coastal settlements to provide a fresh supply of bodies. He watched as they swiftly and methodically knocked his two brothers out with the hilt of a sword blade before the same happened to him.
When he came to in chains, he found the orcs delighted in telling their captives what kinds of horrible agonies they would endure at the hands of the Thayans once they reached their rendezvous point. Whether they were exaggerations or not, Tarin didn't intend to find out. His idyllic beginnings hadn't prepared him for anything like this, but newfound survival instincts kicked in.
One night on the road, after carefully observing the guard rotations, he distracted one with a convincing owl's hoot. He jammed a wooden stake through the back of the orc mercenary's knee, while his fellow captives choked the life out of the guard with their chains, then set fire to the remainder of the camp.
From there, the dozens of captives freed themselves in the dark, then split up and escaped through the forest. In the chaos of the retreat, Tarin lost his two brothers and has never been able to find them since, nor does he know what has become of his parents. Stranded hundreds of miles from home, Tarin begged and hitchhiked his way to Neverwinter, where he became an enterprising understudy to the local thieves' guild.
There he played a small but integral role in several important heists, all without formal training. His habit of extensive research, considering all the angles before making a move, led to him becoming a valuable part of the team there, albeit not a formal member of the guild. When his master was assassinated in a power play, he had the foresight to book it out of town.
He sought out the home of an unlikely benefactor — one of the former targets of his work for the guild, an elderly wizard whose wands were stolen in a heist. In exchange for information on the guild, and help recovering her stolen wands, the wizard sponsored Tarin for entry as an apprentice into Blackstaff Tower, where he laid low from the guild's prying eyes.
But this turned out to be a fortuitous turn of events, for Tarin discovered he had a natural aptitude for magic, and the normally reserved members of the guild were intrigued to have a young gnome in their midst, especially one sponsored by such a senior member of their own. Tarin's natural curiosity about all manner of things, and a burning desire to answer the many questions surrounding his origins and upbringing, ultimately led him to specialize in divination.
Despite past traumas, Tarin maintains an upbeat attitude, though he forever harbors a resentment for the Thayans and their agents for what they did to his family and the arc of his life. As much as he'd like to move on, some part of him feels like there will always be a chapter he can never close.
Responses to questions:
Have you always lived in Neverwinter, or are you a recent immigrant?
Tarin's family has been farming the lands and tending the forests far outside Neverwinter for a dozen generations, but because Tarin was abducted at such a young age, he doesn't know how to get back to his family or even where they once lived. He doesn't know much about farming, but he does love forests and their creatures.
Tarin has lived in Neverwinter long enough to learn some of its customs and mannerisms, but isn't an expert in the city itself.
Do you live in the main town, or in one of the outlying farming communities?
Tarin doesn't have a residence, instead bunking in some dormitories loaned out as a favor to guests. He repays this favor by using his talents to do research on behalf of Blackstaff Tower and the Order at their request.
What is your current profession – feel free to tie in to one of the well-known businesses or guilds, or create your own.
Tarin moonlights as a scholar and librarian for the Order while practicing his spells.
How did you acquire your powers - or who trained you?
Tarin discovered he had a knack for magic through diligent study, sponsored by the Order of the Many-Starred Cloak through a reference from Blackstaff Tower.
What are your dreams and aspirations?
Tarin is driven primarily by a hunger for knowledge. He's getting tired of the stuffiness of the Order and dislikes their predilection for staying out of affairs. Tarin thinks there's more to knowledge than reading about it in books — that experiences are just as enriching as education.
Finally, what is one thing you are known for in town – be it a well-known ‘secret’ or a common rumor.
Tarin's bookish-leaning nature and odd, solitary hours in the library have led some to conclude that he's working on something nefarious, or at least unwholesome. He's aware of these rumors and has unsuccessfully tried to dispel them. But he keeps getting invitations to clandestine meetings of other wizards who seem to think he's pursuing something of mutual interest.
Rand does not know where he is from. As a toddler, his family was overrun by bandits on their way to Neverwinter. Presumably, he was the lone survivor. He was discovered by a Gnomish couple, part of the gnomish nobility, who raised him as their own in their secret hillside trading outpost just outside of Neverwinter.
His adopted parents kept him secluded from the rest of the world, fearing that their son would run off to join other humans as he came to realize that he was not like the others of his community. They provided him a wonderful and cheerful upbringing. His parents raised him as best they could, and saw the human knight as a proper model for development. They taught him everything there was to know about chivalry and knighthood. His father, a proven swashbuckler in his own right, taught Rand the skill of swordplay (which, with his size, proved to be very helpful to the gnomes as they traveled their trade route back up to the mountains before every winter). His mother, a devout cleric, taught Rand about how to draw strength from his faith.
At his 21st birthday, his parents decided that they must tell Rand the truth of his upbringing. In an almost comical reveal that they were not his biological parents, they told the story of his parents' murder. They tearfully encouraged him to travel to Neverwinter to create a life of his own and made sure he knew that he could always come back home. Rand took the news of his birth parents' demise hard. It shook the foundations of who he was, and he swore an oath to bring vengeance upon anyone who would harm a peaceful family in that manner, and specifically whoever killed his parents. He vowed that some day, he would confront their killers and bring them to justice at the end of his blade.
And so, he turned to Neverwinter, where he has been doing odds and ends to earn a comfortable living, using his charm to secure a good price at a comfortable inn. The coin his gnomish parents gave him for his journey has begun to wain, and it is time for him to strike out for some adventure. His faith has created a restlessness in him that demands no less.
When Penumbra was in infant she was purchased from a slave trader by a thief who, rather than raise her as a slave, adopted her and made her his apprentice. She grew up in the shadows and back alleys of Neverwinter, there she learned to move unseen and take what she needed. Penumbra's skill combined with the knowledge taught to her by her adopted father soon made her one of the most successful thieves in Neverwinter.
Penumbra has always kept mostly to herself, she has managed to keep her connection to her adopted father secret from the few people who know her. She tells anyone who might ask that she sleeps on rooftops and has no home, but in fact has a room in her father's modest home within the city. Penumbra works mostly for herself, but has been known hire out her skills if the pay is good. Though she cultivates a very dangerous reputation it is well known that she is generally not a violent person and is even quite generous to those less fortunate than herself.
Penumbra has always dreamed about leaving the city and exploring the world, and of course returning home with a small fortune. Now she is 20 years old and her adopted father has all the money he needs put safely away, she has decided to make her dream of a grand adventure a reality.
Bankur’s earliest memories are of scavenging food from the local merchants that fill the marketplaces in Neverwinter. As an orphan without guidance his life was spiraling towards the same mischief and chaos that ensnares so many who lack direction and purpose. That is, until he attempted to pilfer his dinner from the wrong person. Rather than drag him to the local guard (or worse) though, the shadowy figure took Bankur to one of Neverwinter’s grand temples and turned him over to the church.
Religion filled the holes in Bankur’s life, and he flourished under the guidance of the church. At the same time, those mentoring Bankur saw his need to be around water and arranged for a place on a merchant ship for him. During those frequent sails to pick up and deliver goods Bankur discovered his talent for healing, and was also introduced to the art of combat. Lacking not for confidence, Bankur now looks to experience the world outside of Neverwinter and a ship’s deck by offering his services to a group of adventurers.
Bankur is known around Neverwinter as a devout student of the church who follows the rules regardless of the situation. Some though, suspect that Bankur maintains a connection to some of the orphans he spent his youth with, many of which moved on to more shadowy and less wholesome professions. Though unfounded, there are rumors that Bankur calls upon their services to accomplish unsavory deeds in the name of the church that would otherwise be impossible.
Arlan grew up in the Whitebridge Orphange in Neverwinter. He had little knowledge of his parents or family other than his name. Growing up, he did odd jobs, and eventually he met an old ranger named Garret while working in an inn. Garret took a liking to the young halfling, and taught him how to use a bow, and how to survive outside the city. As soon as he was ol enough Arlan left the orphanage and went with Garret to do a job for a local noble. The job was simple enough: search the nearby forests for whatever was causing the strange noises that were being reported. But in practice things were never so simple. In the middle of the night they were ambushed by goblins and Garret was slain. Arlan managed to escape, but was badly wounded. After his wounds healed he continued Garret's work as a ranger. He was not willing to return to the orphanage, and he wanted to honor his teacher's memory.
Arlan is fairly well known around town, but kept mostly to himself after Garret's death. This has changed recently, though their are still rumors of the monsters that he has slain. Most of the rumors are false, but no one believes him when he says so.
1. Salazar is a very recent immigrant so recent in fact he just woke up here yesterday. Last he remembered he was napping on board a random cargo ship
2. Salazar has woken up in a barn so we’ll assume a farming community
3.Salazar was recently recruited by the incredible Stuyvesant to find the lost nation of Gudsvanlig so he is paid by Stuyvesant to find any trace of the nation.
4.Salazar being born to a Goliath father and a human mother spent time in both the village of his mother and atop the mountain with his father’s tribe his father taught him to fight and his mother taught him the ways of the world.
5.Salazar wishes to find Gudsvanlig and with it meet his all time hero Blod Aesir (the man-god of blood and war)
6.While Salazar is civil and can carry conversation when he defeats someone in battle he sees that individual as a lesser being and so he usually consumes his fallen foes seeing them as little more than slaughtered animals. Many people fear Salazar for this reason
if accepted I can give a more detailed backstory but for now I feel I’ve given enough to cover the basics
Raldaen is ready to try his land legs out for a little while...
Race: Human (Variant) Class: Ranger (planning to be a Gloomstalker) Backstory:
Raldaen took to the seas after an overly typical story of family strife and a young boy's efforts to get away from his life. He sailed out of Baldur's Gate, honestly as a ship's boy and then a proven sailor once he grew old enough. Unfortunately his family's below average luck ran true in him, and he found himself offered a choice between a long walk off a short plank, or a spell in a pirate crew... He chose the latter.
Raldaen's surly attitude and foul mouth served him better as a pirate than they had in his former role, and excepting the lack of legality, Raldaen found the life little different. A short while later, he found himself standing beside his captain, arms bound, facing another walk down the plank after one of the mates instigated a successful mutiny. As the watch aloft shouted sign of a mast on the horizon, Raldaen found himself rough-handed over the rail with several others, and as they hit the water he noticed the spreading red colour from his former captain. Rescue lay on the horizon, and a sure death waited for him if he did nothing, so Raldaen kicked off in the direction the watch had seen sails.
His most recent entry into NeverWinter was the least pleasant he could remember. After seeing out his voyage, chained and manacled in the hold of the sleek cutter, Raldaen stepped onto the dockside and was immediately nudged forward on his way to the local jail. Lacking any true evidence against him Raldaen was released after a stay not short enough for his liking, though with no ship's tags to his name and the sailor's gossip about how he had been found in waters next to a dead captain away from the normal trade routes, his chances of getting a berth on any vessel back home were slim at best... Raldaen resigned himself to having to find any sort of work that would get him out of NeverWinter before he could try his luck with another ship.
Have you always lived in Neverwinter, or are you a recent immigrant? Recently come to town...
Do you live in the main town, or in one of the outlying farming communities? At present Raldaen lives in town, wherever he can find a bed.
What is your current profession – feel free to tie in to one of the well-known businesses or guilds, or create your own. Pirate, sailor, wagoneer, scout... Raldaen will apply himself to whatever gets him back onto the water faster.
How did you acquire your powers - or who trained you? Raldaen learned his craft on the seas. His teachers were any who he could learn from. His early years gave him a respectable understanding of the healer's arts, as ailments and injury are plenty aboard a ship. His time as a pirate honed his recollection of locations, knowing that intimate knowledge of shoals and reefs could be the difference between escape and capture.
What are your dreams and aspirations? Raldaen has tried to get away from a life of drudgery, his time on the sea showed him a freedom and brotherhood he had never known from his family. His short term dreams are simply to return to the sea, and ideally get back to his home port of Baldur's Gate.
Finally, what is one thing you are known for in town – be it a well-known ‘secret’ or a common rumor. His name is known around the docks , tied to the rumours of his discovery that cast suspicion upon him; the commonly held belief that he is a pirate and should be locked up. His secret is simply that the rumours are true, and he wants to get out of town before the city guard decide to accept them as fact.
Born in the southern hills of the forgotten realms I quickly found myself very bored of the dread called everyday life. By the early days I quickly took to the books and tales of adventure and couldn’t focus on anything else. I trained in the ways of our clerics and focused on collecting as much knowledge I possibly could. I loved it.
I couldn’t wait to get out and see the world and document everything to bring back to the monastery. I now have the training and the chance to see the world and to go on adventures.
Problem is... people can be such a hassle to deal with. I’m not the best at being social and the closest thing I’ve ever had to be a friend besides from one of my colleagues is a book.
That very same colleague challenged me with a question before I left.
What does it take, to go down in legend?
I have no idea.
And so I turned my eye to Neverwinter in hope of some fine adventures and begun working my way up the food chain and get some recognition where I could. Earning myself the unofficial title of hammer book. The fact spewing dwarf.
Wran doesn't have any knowledge of who his both parents might be and it doesn't really bother him one bit. He considers himself just another genasi whose great elemental parent decided it was too much of a hassle to have a child. Just his human parent also didn't seem too excited about it either. What a shocker. But not knowing who signed him off to be stuck in a monk temple for his whole childhood was probably for the best. Because Wranven would be pretty annoyed with that certain someone.
So Wran was raised at a monk temple and obviously was almost forced to become a monk. He isn't kin on how there are some strict rules his temple forced him to follow but the chance to punch a bunch of people is not one he would ever miss. So Wranven put up with the training he didn't even enjoy for years before deciding he was ready to go off and win a couple battles on his own, get some treasures and woo some boys while he's at it. After getting away from the temple he made all sorts of dumb decisions and it was the most fun he's ever had in his life.
Wranven has been travelling for a while before he ended up in Neverwinter. First he stuck around because of a cute bard who became a frequent visitor of the tavern Wran was staying at (that didn't end well though). Later he decided he actually liked the town...or at least it was fun enough for him to spend more time at. In the short time he has spent there Wranven managed to earn the reputation of "that monk guy who flirts with everyone he meets" among the tavern folks. Despite that he actually got a real job at a small store run by an elderly human lady - he keeps her finances in check and helps her write whatever - from scrolls to letters for her grandchildren. Wran has a really good handwriting. If only he had enough charisma to write decent love letters.
All in all, even though Wran is sometimes driven by his sudden "loves at first sight" he is a well-meaning guy who just wants to have fun living even if it gets crazy from time to time. He loves the sensation his adventures give him and is extremely fond of taking risks, especially for people he cares about.
Until recently, Poh's entire life has been spent in near seclusion living in a remote mountain hermitage run by the Order of the Open Palm, where he's lived with his mother since he was about 5 years old.
He's learned many things in his years of study, such as how to polish gemstones and precious metals and shape them into forms pleasing to the eye.
He has become well known in the area near the monastery as a skilled doctor and herbalist who understands which herbs to use for various medicinal purposes.
Enlightenment continues to elude him, however, and this is what he desires more than all else in this world. His search for enlightenment has led him out of the hermitage and into the world...
He's been wandering about for the last few months and has recently arrived in Neverwinter aboard the merchant vessel Lugh's Purse, trading his skills as a healer for his passage...
I used point buy and purchased standard equipment.
@Winters1999 - point buy is 27 points, all scores start at 8. See page 13 of the PHB or use the Point Buy generation method on D&D Beyond character generator.
My tribe settled in the mountains and for years they tried to keep to themselves, assisting other races and cultures when needed as guides through the treacherous peaks. As the early years passed by, my people thrived and many tight nit communities spread across the mountain ranges. My tribe perched themselves on a rocky outcrop overlooking a river valley. Tunneling and carving homes into the side of the cliffs exploiting the valley below that was fertile and full of game. My uncle Tak instilled me with a respect for nature and told me about the magic inherent in nature. He taught me how to hunt, taking only what was needed and eventually how to control the elements of nature. About 6 months ago, while we were out hunting an earthquake struck. My uncle and I watched in horror as our village collapsed from the side of the mountain in a giant landslide. Many were able to escape their homes and fly to safety. However, my family wasn't as lucky. They were entombed forever inside our home tunneled deep into to the side of the cliff..
After helping my tribe rebuild I informed my uncle that I wanted to see more of the world. I told him i didn't want to die like my family without knowing what was out there. My uncle refused at first but slowly warmed to the idea. He helped me fashion a shield from a fallen tree and craft leather armor from the local game we hunted. He warned me of the many dangers in the Sword Coast but respected my courage and escorted me to the edge of the valley saying that he looked forward to my return and the many stories from my adventures. I've been on my own for 2 months now settling in the forest outside Neverwinter as a guide for travelers going from town to town meeting many new races and cultures. Each time I acted as a guide I listened intently to the stories they tell of adventurers and longed to find greater purpose in my life outside of my simple hunter/ gatherer tribe.
I'm interested in your campaign--never played Phandelver. I'm a pretty descriptive role player, and you can see my play style via the campaign that's linked in my sig. (Note: we play that campaign in Discord, and our GM pastes the narrative only--no dice rolls--into the forums. So you'll have to scan for the bits about Joseph to see my style.)
Name: Addison "Mad Æddie" Rodger
Race: Human (non-variant)
Class: Bard
Backstory/Biography:
Born in Arabel, Cormyr, Addison was raised by his miner father. His mother had died during childbirth. When he was young, Addison befriended a half-elven neighbor boy, Thurdan, who shared his overactive imagination and love for creating stories and practical jokes. The two spent their early years skulking around the city, pranking strangers, or putting on mock performances on the street for coin. The two promised each other they would go to bard college together.
But in their teen years, they were separated by circumstance. While Thurdan's parents allowed him to pursue his passion, and helped put him through bard's college to refine his performance arts, Addison was all but forced into a life of physical discipline by his father, who saw his son's massive growth spurt (Addison was 6'5" by the age of seventeen) as a sign from the gods that the boy was destined for military service.
What little spare time the boys had left outside their schooling was spent together, where they continued their acting, singing, and troublemaking. Addison was always quick to protect his half-elven friend, who bore a great deal of bullying on account of his half-breed ancestry, his overacted performances, or for smooth ways with the ladies (even those of the married variety.) Addison's towering frame, coupled with a few stern wrods, was usually enough to dissuade most of the bullies from continuing, there were many a time he left one, two, or even a small group of kids writhing on the ground with bloodied faces when they wouldn't back down from tormenting Thurdan.
Just before Addison was forced (and accepted) into the local army by his father, tragedy struck; at a tavern in a nearby town, where Thurdan was performing, a minor barfight broke out and Thurdan fell off the performing balcony. He died a few days later of a broken neck. At the funeral, Thurdan's family, knowing the boys' closeness, gifted Addison their son's favorite instrument: a weathered, portable 5-string lyre. Heartbroken, Addison dedicated himself to the army as a warrior--though he also snuck in his own bardic aspirations by joining the army entertainment troupe.
All throughout his service he blamed himself for his friend's death. Though he didn't know the circumstances (the death was said to be an accident during the brawl), he was certain that if he'd been there that night, he would have either prevented the fight, or beaten the assailants down, himself. Addison stoked his guilt and rage into raw physical terror on the battlefield, but in the evenings, on the army stage, his heart would pour forth sorrow for his lost friend with every performance.
Towards the end of his stint in the military, the muse's call was too strong. Addison wanted desperately to leave the army early in order to join a bard's college. In an attempt to convince his superiors that he was battle-weary, which would provoke a physician's discharge, he began wearing women's clothing and poorly applied lipstick (often smeared clown-like over his five o' clock shadow.) He continued the persona on and off the stage, around the barracks, and often times into battle.
His superiorsdidn't buy the act. They knew Addison was a top-notch performer, and suspected that he was playing up his craziness. More importantly, Addison was one of the most ferocious warriors in his regiment, ranking 68th for top confirmed orc kills. Addison's crazy ploy failed miserably. Even when Addison started instigating brutal fistfights with his fellow soldiers, who were uncomfortable with his wry unpredictability and women's clothing, his superiors turned a blind eye to the violence.
Addison ended up finishing his military service properly, but with a fresh perspective. He realized from experience that the drag act was a great way to both draw people in or drive them away, depending on how he played the part. Best of all, the crossdressing was a highly effective psychological tactic; if Addison--or Æddie, as he began calling himself--played the part convincingly, his foes would drop their guard and assume him to be a pushover. But if he played the part of a girl erratically, it could outright terrify the weak-kneed into submission or cooperation.
Plus, it messed with peoples heads--Æddie loved that.
The day after he left the army, he dressed in his most splendid threads (without the dress and lipstick for once), rushed to the Neverwinter bard college, and dumped upon the dean's desk a large sack of money -- the saved stipends of his military career. He demanded to be taught the ways of the mystical bard, choosing the lyre as his principal instrument, and insisted on learning to play Thurdan's old portable 5-string.
If the dean thought that such a large, brutish figure wasn't equipped for the delicate arts, he never said a word; he simply took the sack of money, and promised the best tutelage it could offer. And if any of the other bardic students had a problem with Addison’s dresses, smeared-on lipstick, or erratic behavior, very few had the courage to make an issue of it. Those that did quickly changed their minds after a few convincing words--or fists--from the warrior-bard.
Once he graduated, Æddie finally realized his childhood dream in spite of his father's efforts. He tours the various taverns of the city, telling humorous tales of chaos and deception from behind the strings of Thurdan's lyre. And he soon developed a reputation in the Neverwinter entertainment scene: "Don't let the dress fool you. Mad Æddie is neither crazy nor weak. He brawls like ten caged badgers, and if you so much as look at one his friends wrong, he may take the first swing and have the last word. Worst of all, if the authorities get involved, the silver-tongued bard always seems to talk them into giving him the last laugh as well by hauling you off to jail."
Eladin Fau was a capricious, yet intelligent elf, who one day found himself outside of the Feywild while exploring. Eladin was young, and despite how his rather high intellect, always found himself fascinated with the simplest things. he had a child-like wonder for the world, and every new thing was something to explore and learn from. One day, Eladin found himself within the city of Neverwinter, and spotted a rogue, going about his shady business, but this, instead of appalling the Elf, made him curious... he wanted to know about this way of life. To see why despite being shrouded in shade, it was simultaneously enveloped in grace.. finesse. This sparked his inner fire. Following the man who had so enraptured him. And eventually convinced the man he wasn't going to turn him in.. so long as the man taught him the ways of subtlety.
After a little over a year, Eladin had found his stride within this world. He was using the rogues as much as they were using him. He was especially good at hiding, and removing things from their proper places, though he usually did this to prank people for his own amusement.. and because he could. Eventually, he came to be known as the 'Shadow Sprite' of Neverwinter. He was equally loathed, as he was loved.. depending on who was the target of his antics. Occasional he did, truly have to steal something, for one reason or another. A rumor eventually began spreading, that there were actually four sprites, that perhaps he was a quadruplet. In reality, Eladins personality changed like the seasons, as capricious as he was.
Direct Answers:
Have you always lived in Neverwinter, or are you a recent immigrant? In between. My character has resided here for roughly a year
Do you live in the main town, or in one of the outlying farming communities? Within the main town.
What is your current profession – Prankster and Theif (Though not evil or bad. Plays pranks and falls to whimsy.)
feel free to tie in to one of the well-known businesses or guilds, or create your own. Eldin is part of of the Redbrand Gang that's slowly leaking into this town. But he has been using them to learn their trade, and intends to cut-ties soon - as a fey, he is not evil by nature. But he also understands the need to use others in some situations.
How did you acquire your powers - or who trained you? The Redbrands.
What are your dreams and aspirations? They change, much like the Eladrin and the seasons. But one day, he hopes to perfect this stealthy art, for his own personal entertainment, and to bring it back to the Feywild eventually. But also.... To give him acess to treasures normally out of rach for the fey. Because even the simplest trinket in the 'normal world' is all but an artifact in the feywild.
Finally, what is one thing you are known for in town – be it a well-known ‘secret’ or a common rumor. Believed to be four different people, likely quintuplets, due to constant personality shifting. That personality also dictates whether Eladin is in a mood to play, or perhaps.. a bit more full of rage.
OOC - Long time no see Rhanloi! You more or less know what I'm capable of RP wise as Rajiira! And I'm intending to roll for his personality every short rest as per the Eladrin chart. I figure this will spice things up, add some randomness. And allow multiple teirs of interpersonal character play. The only day i can't respond is Tuesday, as that's my live DND game day with friends.
I've never played an elf, nor a rogue before.. so I thought "Why not?"
Background: Algernon Lyrandar has always felt a deep love for the sea and all of its majestic beauty. Born on a small island off the Sword Coast to the power house shipping family the Lyrandar's he learn to sail and work on ships from and early age becoming an adept navigator by the age of 14. Working on merchant vessels he traveled all across the Sword Coast meeting new people in every port and making many friends along the way. He was living the best life he could have ever imagined and planned to live out the rest of his life on the sea, but fate had a different plan for him. Navigating on a routine trip carrying silks and fresh fruits to the coast the merchant ship The "want to work on ships name with you" was attacked by a band of pirate bandits who slaughtered majority of the crew stealing the cargo and setting the ship ablaze. By the luck of the gods he survived the ordeal but has now vow to avenge his shipmates and his brother who his captain. Hearing rumors that the pirate band that attack his ship have abandoned the seas and headed inland Alger now heads to Neverwinter to track them down and get his vengeance!
For as long as Mr. Biggs can rightly remember, he has lived in Neverwinter, or more to the point in the Merchant Square Sewers where most of the riffraff found themselves. Of his previous life before waking in the city, none can or cared to elaborate for Big galoot. Nor did he much, to be frank, seeing as the effort to try recollecting for back then young Biggs always brought pain. He adapted fairly quickly, and eventually became something of an "apprentice" enforcer for a small branch of the xanathar's guild operating in Neverwinter.
Though relunctant to commit to violence, his habit of ever playing the voice and imposing size for one so young mitigated most concerns. And when push absoltuely came to shove, he was more than strong enough to quiet most dissention. As fortune would however have it, Mr. Biggs -- a moniker earned and kept for his nature during his tenure -- eventually found himself in the wrong place at the right time in the Dock's District. Whereby his return from a solo gig resulted in a big misunderstanding following the aid he provided a merchant besieged by a rival gang. He was placed in holding all the same when the watch eventually showed up. But through the merchant saved and some added influence of one of the guard, Mr. Biggs not only wound up walking free, but also extended an invitation to join the watch.
There were other mitigating circumstances that led to the offer, but few came to light. And what little did never bothered Biggs enough to refuse the offer. As far as he was concerned, if it meant not having to live in virtual squalor, then it was alright with him. The guild did not forget however, nor did it wholly forgave dereliction. It would not be for several years before his more common place reputation as a member of the guard became just the sort of opportunity for his former boss. In exchange for clemency with the guild, and paying back a racked up debt in his incidental meddling in their affairs as a guard, he was offered the luxurious position of acting as a mole. As neither refusal or outright betrayal was an option, Biggs knew that a change of scenery might just be necessary in his future.
(As a little aside, some details were kept intentional vague as potential avenues for interwoven stories with their grander party.)
Direct Question Responses:
Have you always lived in Neverwinter, or are you a recent immigrant? Mr. Biggs has lived most of his life in Neverwinter, but was born elsewhere. Just where however is a mystery even to him, as his earliest memories involved a lot of caves, and strange beasties being a constant threat.
Do you live in the main town, or in one of the outlying farming communities? He lives in the main town, namely with a fellow guard that due to debt and pity allowed him to shack up with them.
What is your current profession – feel free to tie in to one of the well-known businesses or guilds, or create your own. His current profession is citywatch as a member of the Neverwinter Guard, whose most assignments involve walking a beat in the grungier sections of Neverwinter.
How did you acquire your powers - or who trained you? Much of what Mr. Biggs knows is self-taught, as few were willing to teach a goblinoid how to become stronger. When he inevitably peaked, a frenemy within the guard, a tiefling by the name of "Courage" offer to train him at first through friendly spars, and later by more direct tutelage following some poorly made bets between Balasar, Mr. Biggs, and a friend of the duo Fraza, a hobgoblin and second of the sole trio of goblinoids in the ranks of the Neverwinter Guard.
What are your dreams and aspirations? Mr. Biggs, like many bugbears, doesn't have many big aspirations. For him, simply finding more moments to slack off without getting into trouble have been the closest thing to wanting "more" out of life. In the months leading up to the start of the campaign, that mindset began to change slightly as it dawned on him that learning magic or gaining at least some measure of prestige would make life easier. But as one would require money, and the other a great deal of norotiety
Finally, what is one thing you are known for in town – be it a well-known ‘secret’ or a common rumor. He is known as one of the /only/ three goblinoid trio that somehow managed to join the Neverwinter guard. Though if this is due to actual merit, or some higher ups bid to add 'diversity' to the roster remains up to speculation.
Backstory: Gold-Eyes was one of the man in a goblin tribe used as test subjects by a vile wizard. after some terrible experiments (including some intelligence boosting infusions and surgeries, and replacing his eyes with that of a Gryphon's, hence his name) he led an escape attempt, working their way down the terrible tower, through a plethora of traps he disarmed. But upon reaching the gate to the wizard's tower, his kin, all abominations in their own right, were too fearful to leave the tower, and retreated back into the arms of their master. Since then, Gold-Eyes worked as a house slave in an opulent elven city, learning the ways of diplomacy, language, and negotiation from his observations of his masters, (and the skills of of a thief from their locks and his own nightly activities) He eventually earned the attention of his masters, and soon after, his freedom. He considers to be just a peck above his kin, but wishes to unite the goblinoid races, and uplift them. For he knows that together, they are strong. In pursuit of his goal of becoming "Lord of Goblins" he has begun to expand his web of contacts, and is trying to gain resources (money, land, alliances) to facilitate this. He is in town looking for jobs to do, hands to shake, and most importantly: coin to earn.
"Be not afraid of greatness: some are born great, some achieve greatness, and some have greatness thrust upon them.”
How will greatness find you? You are in a region of the Forgotten Realms known as the Sword Coast. This is a region of adventure, where daring souls delve into the wreckage of ancient strongholds and explore ruins of long-lost cultures. Amid a wilderness of jagged, snow-capped peaks, alpine forests, lawlessness, and monsters, the coast holds the greatest bastions of civilization, including the coastal city of Neverwinter. In this busy city, you’ve been hired for a seemingly simple job, but 10 gold coins isn’t chump change and it’s about time that you settle your tab at the local tavern, anyways.
I’d like to invite six people to play the Lost Mine of Phandelver as a play-by-post game. I intend to open this recruitment thread for one week. I will select a party on the evening of Sunday, 16 June (Washington, D.C. time).
All characters start at 1st-level. You may choose the standard ability score array (15, 14, 13, 12, 10, 8) or use the point buy system. Your choice of starting equipment or starting gold). No evil alignments. Please provide the following information about the character you'd like to play:
Name:
Race:
Class:
Background:
Backstory/biography: Please provide a paragraph or two with your background story. Have you always lived in Neverwinter, or are you a recent immigrant? Do you live in the main town, or in one of the outlying farming communities? What is your current profession – feel free to tie in to one of the well-known businesses or guilds, or create your own. How did you acquire your powers - or who trained you? What are your dreams and aspirations? Finally, what is one thing you are known for in town – be it a well-known ‘secret’ or a common rumor.
About Me: I’m a veteran gamer. I prefer a good story to mechanics, but I will default to the rules. I have come to absolutely trust in the awesome power of randomness. I run PG-13 games. (Sometimes they can be dark, usually they are humorous, but I try to make them safe for the younger gamers…) I post once a day – usually.
What I expect:
- Post at least once a day. Let us know if you are going to be out of pocket for more than a day - I want everyone be involved but will move the story on without you if you disappear.
- Be creative! I’m looking for more than a one-line post saying “I hit the goblin.” Role-playing means developing fun interactions and conversations between the characters; they react to what happens to them and talk together as the adventure goes along.
- Play nice! Remember that you are part of a group who just want to have some fun. It’s ok to role-play your character, but not at the expense of everyone else.
- Make a commitment to your fellow players. Play-By-Post games can take a long time and sometimes feel like they’re moving forward very slowly. I promise to help move things along, but I also promise to try and keep everyone involved.
I look forward to meeting your characters – good luck!
Love God. Love Others. Any Questions?
Name: Meh' Gurd Diamondbane AKA Salty Joe
Race: Half Elf (Drow Variant)
Class: Bardy Bard Bard
Background:
Meh' Gurd is the best of his parents. His father, Duke Diamondbane, was a legendary fighter and patriarch of a noble family from a city far away called Beeftown. His mother, Xullavin Hladuis, was a Drow Matron and artist desperate for her music to be heard beyond the courts of the underdark. After a raid on Beeftown, Duke was captured and forced into slavery. Eventually he found himself in the service and loving embrace of Xullavin. Meh' Gurd is the product of their illicit affair. Xullavin loved Duke and knew their child wouldn't be allowed to live so as an act of political suicide she staged an escape of all her slaves. Duke, Meh' Gurd, and a few others found freedom, but the Drow courts knew who was fully responsible. House Hladuis was stripped of all titles and ranking and Xullavin was cursed, forced to wander the underdark as a dryder. To this day, there are tales of dark caves even drow fear to wander, caves filled with the saddest songs anyone has ever heard.
Duke took his son and led the freed slaves back to Beeftown. Lenore Diamondbane, his wife, was overjoyed at his return but she could never find it in her heart to love Meh' Gurd. Duke made sure Meh' Gurd wanted for nothing but he never had a mother. Meh' Gurd's pain gave birth to his first songs and his magical talent became pretty clear. When he turned 14, Meh' Gurd ran away from home on a ship heading anywhere taking on the alias of Salty Joe. In time, he found himself a job as a cook and entertainer. His contract just ended with his last ship and he finds himself looking for work Neverwinter.
Responses to Questions:
Salty Joe is a sailor by trade. He is known in town as that grey boy who can really sing. He lives in the cheapest inn by the ports. When it comes to his skills he is fully self taught. He dreams of one day finding his Mother.
I got alot a doods
Name: Tarin Thunderfoot
Race: Gnome
Class: Wizard
Background:
Tarin refuses to let his problematic upbringing be a barrier to future success. At a young age, he was taken from his farmer parents by a marauding band of orcs that struck the Thunderfoot family's homestead in the dead of night.
But the orcs weren't after treasure, or even just bloodthirsty murderers. Instead, the orcs were mercenary agents of Thayan pirates who raided isolated coastal settlements to provide a fresh supply of bodies. He watched as they swiftly and methodically knocked his two brothers out with the hilt of a sword blade before the same happened to him.
When he came to in chains, he found the orcs delighted in telling their captives what kinds of horrible agonies they would endure at the hands of the Thayans once they reached their rendezvous point. Whether they were exaggerations or not, Tarin didn't intend to find out. His idyllic beginnings hadn't prepared him for anything like this, but newfound survival instincts kicked in.
One night on the road, after carefully observing the guard rotations, he distracted one with a convincing owl's hoot. He jammed a wooden stake through the back of the orc mercenary's knee, while his fellow captives choked the life out of the guard with their chains, then set fire to the remainder of the camp.
From there, the dozens of captives freed themselves in the dark, then split up and escaped through the forest. In the chaos of the retreat, Tarin lost his two brothers and has never been able to find them since, nor does he know what has become of his parents. Stranded hundreds of miles from home, Tarin begged and hitchhiked his way to Neverwinter, where he became an enterprising understudy to the local thieves' guild.
There he played a small but integral role in several important heists, all without formal training. His habit of extensive research, considering all the angles before making a move, led to him becoming a valuable part of the team there, albeit not a formal member of the guild. When his master was assassinated in a power play, he had the foresight to book it out of town.
He sought out the home of an unlikely benefactor — one of the former targets of his work for the guild, an elderly wizard whose wands were stolen in a heist. In exchange for information on the guild, and help recovering her stolen wands, the wizard sponsored Tarin for entry as an apprentice into Blackstaff Tower, where he laid low from the guild's prying eyes.
But this turned out to be a fortuitous turn of events, for Tarin discovered he had a natural aptitude for magic, and the normally reserved members of the guild were intrigued to have a young gnome in their midst, especially one sponsored by such a senior member of their own. Tarin's natural curiosity about all manner of things, and a burning desire to answer the many questions surrounding his origins and upbringing, ultimately led him to specialize in divination.
Despite past traumas, Tarin maintains an upbeat attitude, though he forever harbors a resentment for the Thayans and their agents for what they did to his family and the arc of his life. As much as he'd like to move on, some part of him feels like there will always be a chapter he can never close.
Responses to questions:
Have you always lived in Neverwinter, or are you a recent immigrant?
Tarin's family has been farming the lands and tending the forests far outside Neverwinter for a dozen generations, but because Tarin was abducted at such a young age, he doesn't know how to get back to his family or even where they once lived. He doesn't know much about farming, but he does love forests and their creatures.
Tarin has lived in Neverwinter long enough to learn some of its customs and mannerisms, but isn't an expert in the city itself.
Do you live in the main town, or in one of the outlying farming communities?
Tarin doesn't have a residence, instead bunking in some dormitories loaned out as a favor to guests. He repays this favor by using his talents to do research on behalf of Blackstaff Tower and the Order at their request.
What is your current profession – feel free to tie in to one of the well-known businesses or guilds, or create your own.
Tarin moonlights as a scholar and librarian for the Order while practicing his spells.
How did you acquire your powers - or who trained you?
Tarin discovered he had a knack for magic through diligent study, sponsored by the Order of the Many-Starred Cloak through a reference from Blackstaff Tower.
What are your dreams and aspirations?
Tarin is driven primarily by a hunger for knowledge. He's getting tired of the stuffiness of the Order and dislikes their predilection for staying out of affairs. Tarin thinks there's more to knowledge than reading about it in books — that experiences are just as enriching as education.
Finally, what is one thing you are known for in town – be it a well-known ‘secret’ or a common rumor.
Tarin's bookish-leaning nature and odd, solitary hours in the library have led some to conclude that he's working on something nefarious, or at least unwholesome. He's aware of these rumors and has unsuccessfully tried to dispel them. But he keeps getting invitations to clandestine meetings of other wizards who seem to think he's pursuing something of mutual interest.
Name: Randstrom (Rand) Thymradle
Race: Human
Class: Paladin
Character Link: Rand Thymradle
Backstory/biography:
Rand does not know where he is from. As a toddler, his family was overrun by bandits on their way to Neverwinter. Presumably, he was the lone survivor. He was discovered by a Gnomish couple, part of the gnomish nobility, who raised him as their own in their secret hillside trading outpost just outside of Neverwinter.
His adopted parents kept him secluded from the rest of the world, fearing that their son would run off to join other humans as he came to realize that he was not like the others of his community. They provided him a wonderful and cheerful upbringing. His parents raised him as best they could, and saw the human knight as a proper model for development. They taught him everything there was to know about chivalry and knighthood. His father, a proven swashbuckler in his own right, taught Rand the skill of swordplay (which, with his size, proved to be very helpful to the gnomes as they traveled their trade route back up to the mountains before every winter). His mother, a devout cleric, taught Rand about how to draw strength from his faith.
At his 21st birthday, his parents decided that they must tell Rand the truth of his upbringing. In an almost comical reveal that they were not his biological parents, they told the story of his parents' murder. They tearfully encouraged him to travel to Neverwinter to create a life of his own and made sure he knew that he could always come back home. Rand took the news of his birth parents' demise hard. It shook the foundations of who he was, and he swore an oath to bring vengeance upon anyone who would harm a peaceful family in that manner, and specifically whoever killed his parents. He vowed that some day, he would confront their killers and bring them to justice at the end of his blade.
And so, he turned to Neverwinter, where he has been doing odds and ends to earn a comfortable living, using his charm to secure a good price at a comfortable inn. The coin his gnomish parents gave him for his journey has begun to wain, and it is time for him to strike out for some adventure. His faith has created a restlessness in him that demands no less.
Rhanloi's Romp: Party Loot, Guild Vault, Adventure Notes
Name: Penumbra
Race: Feral Tiefling variant (winged)
Class: Rouge
Backstory:
When Penumbra was in infant she was purchased from a slave trader by a thief who, rather than raise her as a slave, adopted her and made her his apprentice. She grew up in the shadows and back alleys of Neverwinter, there she learned to move unseen and take what she needed. Penumbra's skill combined with the knowledge taught to her by her adopted father soon made her one of the most successful thieves in Neverwinter.
Penumbra has always kept mostly to herself, she has managed to keep her connection to her adopted father secret from the few people who know her. She tells anyone who might ask that she sleeps on rooftops and has no home, but in fact has a room in her father's modest home within the city. Penumbra works mostly for herself, but has been known hire out her skills if the pay is good. Though she cultivates a very dangerous reputation it is well known that she is generally not a violent person and is even quite generous to those less fortunate than herself.
Penumbra has always dreamed about leaving the city and exploring the world, and of course returning home with a small fortune. Now she is 20 years old and her adopted father has all the money he needs put safely away, she has decided to make her dream of a grand adventure a reality.
Penumbra
Name: Bankur
Race: Water Genasi
Class: Cleric
Bankur’s earliest memories are of scavenging food from the local merchants that fill the marketplaces in Neverwinter. As an orphan without guidance his life was spiraling towards the same mischief and chaos that ensnares so many who lack direction and purpose. That is, until he attempted to pilfer his dinner from the wrong person. Rather than drag him to the local guard (or worse) though, the shadowy figure took Bankur to one of Neverwinter’s grand temples and turned him over to the church.
Religion filled the holes in Bankur’s life, and he flourished under the guidance of the church. At the same time, those mentoring Bankur saw his need to be around water and arranged for a place on a merchant ship for him. During those frequent sails to pick up and deliver goods Bankur discovered his talent for healing, and was also introduced to the art of combat. Lacking not for confidence, Bankur now looks to experience the world outside of Neverwinter and a ship’s deck by offering his services to a group of adventurers.
Bankur is known around Neverwinter as a devout student of the church who follows the rules regardless of the situation. Some though, suspect that Bankur maintains a connection to some of the orphans he spent his youth with, many of which moved on to more shadowy and less wholesome professions. Though unfounded, there are rumors that Bankur calls upon their services to accomplish unsavory deeds in the name of the church that would otherwise be impossible.https://ddb.ac/characters/12860983/1qleh6
Name: Arlan Greyseeker
Race: Halfling (ghostwise)
Class: Ranger
Arlan grew up in the Whitebridge Orphange in Neverwinter. He had little knowledge of his parents or family other than his name. Growing up, he did odd jobs, and eventually he met an old ranger named Garret while working in an inn. Garret took a liking to the young halfling, and taught him how to use a bow, and how to survive outside the city. As soon as he was ol enough Arlan left the orphanage and went with Garret to do a job for a local noble. The job was simple enough: search the nearby forests for whatever was causing the strange noises that were being reported. But in practice things were never so simple. In the middle of the night they were ambushed by goblins and Garret was slain. Arlan managed to escape, but was badly wounded. After his wounds healed he continued Garret's work as a ranger. He was not willing to return to the orphanage, and he wanted to honor his teacher's memory.
Arlan is fairly well known around town, but kept mostly to himself after Garret's death. This has changed recently, though their are still rumors of the monsters that he has slain. Most of the rumors are false, but no one believes him when he says so.
Name:Salazar Umbero
race: Goliath
class: Barbarian
response to questions:
1. Salazar is a very recent immigrant so recent in fact he just woke up here yesterday. Last he remembered he was napping on board a random cargo ship
2. Salazar has woken up in a barn so we’ll assume a farming community
3.Salazar was recently recruited by the incredible Stuyvesant to find the lost nation of Gudsvanlig so he is paid by Stuyvesant to find any trace of the nation.
4.Salazar being born to a Goliath father and a human mother spent time in both the village of his mother and atop the mountain with his father’s tribe his father taught him to fight and his mother taught him the ways of the world.
5.Salazar wishes to find Gudsvanlig and with it meet his all time hero Blod Aesir (the man-god of blood and war)
6.While Salazar is civil and can carry conversation when he defeats someone in battle he sees that individual as a lesser being and so he usually consumes his fallen foes seeing them as little more than slaughtered animals. Many people fear Salazar for this reason
if accepted I can give a more detailed backstory but for now I feel I’ve given enough to cover the basics
Also is the point buy with the cap at 15 and the min at 8 or unrestricted?
Hi Rhanloi,
Raldaen is ready to try his land legs out for a little while...
Race: Human (Variant)
Class: Ranger (planning to be a Gloomstalker)
Backstory:
Raldaen took to the seas after an overly typical story of family strife and a young boy's efforts to get away from his life. He sailed out of Baldur's Gate, honestly as a ship's boy and then a proven sailor once he grew old enough. Unfortunately his family's below average luck ran true in him, and he found himself offered a choice between a long walk off a short plank, or a spell in a pirate crew... He chose the latter.
Raldaen's surly attitude and foul mouth served him better as a pirate than they had in his former role, and excepting the lack of legality, Raldaen found the life little different. A short while later, he found himself standing beside his captain, arms bound, facing another walk down the plank after one of the mates instigated a successful mutiny. As the watch aloft shouted sign of a mast on the horizon, Raldaen found himself rough-handed over the rail with several others, and as they hit the water he noticed the spreading red colour from his former captain. Rescue lay on the horizon, and a sure death waited for him if he did nothing, so Raldaen kicked off in the direction the watch had seen sails.
His most recent entry into NeverWinter was the least pleasant he could remember. After seeing out his voyage, chained and manacled in the hold of the sleek cutter, Raldaen stepped onto the dockside and was immediately nudged forward on his way to the local jail. Lacking any true evidence against him Raldaen was released after a stay not short enough for his liking, though with no ship's tags to his name and the sailor's gossip about how he had been found in waters next to a dead captain away from the normal trade routes, his chances of getting a berth on any vessel back home were slim at best... Raldaen resigned himself to having to find any sort of work that would get him out of NeverWinter before he could try his luck with another ship.
Have you always lived in Neverwinter, or are you a recent immigrant?
Recently come to town...
Do you live in the main town, or in one of the outlying farming communities?
At present Raldaen lives in town, wherever he can find a bed.
What is your current profession – feel free to tie in to one of the well-known businesses or guilds, or create your own.
Pirate, sailor, wagoneer, scout... Raldaen will apply himself to whatever gets him back onto the water faster.
How did you acquire your powers - or who trained you?
Raldaen learned his craft on the seas. His teachers were any who he could learn from. His early years gave him a respectable understanding of the healer's arts, as ailments and injury are plenty aboard a ship. His time as a pirate honed his recollection of locations, knowing that intimate knowledge of shoals and reefs could be the difference between escape and capture.
What are your dreams and aspirations?
Raldaen has tried to get away from a life of drudgery, his time on the sea showed him a freedom and brotherhood he had never known from his family. His short term dreams are simply to return to the sea, and ideally get back to his home port of Baldur's Gate.
Finally, what is one thing you are known for in town – be it a well-known ‘secret’ or a common rumor.
His name is known around the docks , tied to the rumours of his discovery that cast suspicion upon him; the commonly held belief that he is a pirate and should be locked up. His secret is simply that the rumours are true, and he wants to get out of town before the city guard decide to accept them as fact.
Bring out your inner chatacter class...
Name: Mormund Book
Race: Hill dwarf
Class: Cleric(knowledge domain)
Background:
Born in the southern hills of the forgotten realms I quickly found myself very bored of the dread called everyday life. By the early days I quickly took to the books and tales of adventure and couldn’t focus on anything else. I trained in the ways of our clerics and focused on collecting as much knowledge I possibly could. I loved it.
I couldn’t wait to get out and see the world and document everything to bring back to the monastery. I now have the training and the chance to see the world and to go on adventures.
Problem is... people can be such a hassle to deal with. I’m not the best at being social and the closest thing I’ve ever had to be a friend besides from one of my colleagues is a book.
That very same colleague challenged me with a question before I left.
What does it take, to go down in legend?
I have no idea.
And so I turned my eye to Neverwinter in hope of some fine adventures and begun working my way up the food chain and get some recognition where I could. Earning myself the unofficial title of hammer book. The fact spewing dwarf.
Name: Wranven (Wran) Vanerious
Race: Air Genasi
Class: Monk
Background:
Wran doesn't have any knowledge of who his both parents might be and it doesn't really bother him one bit. He considers himself just another genasi whose great elemental parent decided it was too much of a hassle to have a child. Just his human parent also didn't seem too excited about it either. What a shocker. But not knowing who signed him off to be stuck in a monk temple for his whole childhood was probably for the best. Because Wranven would be pretty annoyed with that certain someone.
So Wran was raised at a monk temple and obviously was almost forced to become a monk. He isn't kin on how there are some strict rules his temple forced him to follow but the chance to punch a bunch of people is not one he would ever miss. So Wranven put up with the training he didn't even enjoy for years before deciding he was ready to go off and win a couple battles on his own, get some treasures and woo some boys while he's at it. After getting away from the temple he made all sorts of dumb decisions and it was the most fun he's ever had in his life.
Wranven has been travelling for a while before he ended up in Neverwinter. First he stuck around because of a cute bard who became a frequent visitor of the tavern Wran was staying at (that didn't end well though). Later he decided he actually liked the town...or at least it was fun enough for him to spend more time at. In the short time he has spent there Wranven managed to earn the reputation of "that monk guy who flirts with everyone he meets" among the tavern folks. Despite that he actually got a real job at a small store run by an elderly human lady - he keeps her finances in check and helps her write whatever - from scrolls to letters for her grandchildren. Wran has a really good handwriting. If only he had enough charisma to write decent love letters.
All in all, even though Wran is sometimes driven by his sudden "loves at first sight" he is a well-meaning guy who just wants to have fun living even if it gets crazy from time to time. He loves the sensation his adventures give him and is extremely fond of taking risks, especially for people he cares about.
https://ddb.ac/characters/12863907/3LykcI
Name: Poh
Race: Half Elf
Class: Monk
Until recently, Poh's entire life has been spent in near seclusion living in a remote mountain hermitage run by the Order of the Open Palm, where he's lived with his mother since he was about 5 years old.
He's learned many things in his years of study, such as how to polish gemstones and precious metals and shape them into forms pleasing to the eye.
He has become well known in the area near the monastery as a skilled doctor and herbalist who understands which herbs to use for various medicinal purposes.
Enlightenment continues to elude him, however, and this is what he desires more than all else in this world. His search for enlightenment has led him out of the hermitage and into the world...
He's been wandering about for the last few months and has recently arrived in Neverwinter aboard the merchant vessel Lugh's Purse, trading his skills as a healer for his passage...
I used point buy and purchased standard equipment.
https;//ddb.ac/characters/12469901/kSzOZR
@Winters1999 - point buy is 27 points, all scores start at 8. See page 13 of the PHB or use the Point Buy generation method on D&D Beyond character generator.
Thanks!
Love God. Love Others. Any Questions?
Name: Kak
Race: Aarakocra
Class: Druid
Backstory:
My tribe settled in the mountains and for years they tried to keep to themselves, assisting other races and cultures when needed as guides through the treacherous peaks. As the early years passed by, my people thrived and many tight nit communities spread across the mountain ranges. My tribe perched themselves on a rocky outcrop overlooking a river valley. Tunneling and carving homes into the side of the cliffs exploiting the valley below that was fertile and full of game. My uncle Tak instilled me with a respect for nature and told me about the magic inherent in nature. He taught me how to hunt, taking only what was needed and eventually how to control the elements of nature. About 6 months ago, while we were out hunting an earthquake struck. My uncle and I watched in horror as our village collapsed from the side of the mountain in a giant landslide. Many were able to escape their homes and fly to safety. However, my family wasn't as lucky. They were entombed forever inside our home tunneled deep into to the side of the cliff..
After helping my tribe rebuild I informed my uncle that I wanted to see more of the world. I told him i didn't want to die like my family without knowing what was out there. My uncle refused at first but slowly warmed to the idea. He helped me fashion a shield from a fallen tree and craft leather armor from the local game we hunted. He warned me of the many dangers in the Sword Coast but respected my courage and escorted me to the edge of the valley saying that he looked forward to my return and the many stories from my adventures. I've been on my own for 2 months now settling in the forest outside Neverwinter as a guide for travelers going from town to town meeting many new races and cultures. Each time I acted as a guide I listened intently to the stories they tell of adventurers and longed to find greater purpose in my life outside of my simple hunter/ gatherer tribe.
I'm interested in your campaign--never played Phandelver. I'm a pretty descriptive role player, and you can see my play style via the campaign that's linked in my sig. (Note: we play that campaign in Discord, and our GM pastes the narrative only--no dice rolls--into the forums. So you'll have to scan for the bits about Joseph to see my style.)
Name: Addison "Mad Æddie" Rodger
Race: Human (non-variant)
Class: Bard
Backstory/Biography:
Born in Arabel, Cormyr, Addison was raised by his miner father. His mother had died during childbirth. When he was young, Addison befriended a half-elven neighbor boy, Thurdan, who shared his overactive imagination and love for creating stories and practical jokes. The two spent their early years skulking around the city, pranking strangers, or putting on mock performances on the street for coin. The two promised each other they would go to bard college together.
But in their teen years, they were separated by circumstance. While Thurdan's parents allowed him to pursue his passion, and helped put him through bard's college to refine his performance arts, Addison was all but forced into a life of physical discipline by his father, who saw his son's massive growth spurt (Addison was 6'5" by the age of seventeen) as a sign from the gods that the boy was destined for military service.
What little spare time the boys had left outside their schooling was spent together, where they continued their acting, singing, and troublemaking. Addison was always quick to protect his half-elven friend, who bore a great deal of bullying on account of his half-breed ancestry, his overacted performances, or for smooth ways with the ladies (even those of the married variety.) Addison's towering frame, coupled with a few stern wrods, was usually enough to dissuade most of the bullies from continuing, there were many a time he left one, two, or even a small group of kids writhing on the ground with bloodied faces when they wouldn't back down from tormenting Thurdan.
Just before Addison was forced (and accepted) into the local army by his father, tragedy struck; at a tavern in a nearby town, where Thurdan was performing, a minor barfight broke out and Thurdan fell off the performing balcony. He died a few days later of a broken neck. At the funeral, Thurdan's family, knowing the boys' closeness, gifted Addison their son's favorite instrument: a weathered, portable 5-string lyre. Heartbroken, Addison dedicated himself to the army as a warrior--though he also snuck in his own bardic aspirations by joining the army entertainment troupe.
All throughout his service he blamed himself for his friend's death. Though he didn't know the circumstances (the death was said to be an accident during the brawl), he was certain that if he'd been there that night, he would have either prevented the fight, or beaten the assailants down, himself. Addison stoked his guilt and rage into raw physical terror on the battlefield, but in the evenings, on the army stage, his heart would pour forth sorrow for his lost friend with every performance.
Towards the end of his stint in the military, the muse's call was too strong. Addison wanted desperately to leave the army early in order to join a bard's college. In an attempt to convince his superiors that he was battle-weary, which would provoke a physician's discharge, he began wearing women's clothing and poorly applied lipstick (often smeared clown-like over his five o' clock shadow.) He continued the persona on and off the stage, around the barracks, and often times into battle.
His superiorsdidn't buy the act. They knew Addison was a top-notch performer, and suspected that he was playing up his craziness. More importantly, Addison was one of the most ferocious warriors in his regiment, ranking 68th for top confirmed orc kills. Addison's crazy ploy failed miserably. Even when Addison started instigating brutal fistfights with his fellow soldiers, who were uncomfortable with his wry unpredictability and women's clothing, his superiors turned a blind eye to the violence.
Addison ended up finishing his military service properly, but with a fresh perspective. He realized from experience that the drag act was a great way to both draw people in or drive them away, depending on how he played the part. Best of all, the crossdressing was a highly effective psychological tactic; if Addison--or Æddie, as he began calling himself--played the part convincingly, his foes would drop their guard and assume him to be a pushover. But if he played the part of a girl erratically, it could outright terrify the weak-kneed into submission or cooperation.
Plus, it messed with peoples heads--Æddie loved that.
The day after he left the army, he dressed in his most splendid threads (without the dress and lipstick for once), rushed to the Neverwinter bard college, and dumped upon the dean's desk a large sack of money -- the saved stipends of his military career. He demanded to be taught the ways of the mystical bard, choosing the lyre as his principal instrument, and insisted on learning to play Thurdan's old portable 5-string.
If the dean thought that such a large, brutish figure wasn't equipped for the delicate arts, he never said a word; he simply took the sack of money, and promised the best tutelage it could offer. And if any of the other bardic students had a problem with Addison’s dresses, smeared-on lipstick, or erratic behavior, very few had the courage to make an issue of it. Those that did quickly changed their minds after a few convincing words--or fists--from the warrior-bard.
Once he graduated, Æddie finally realized his childhood dream in spite of his father's efforts. He tours the various taverns of the city, telling humorous tales of chaos and deception from behind the strings of Thurdan's lyre. And he soon developed a reputation in the Neverwinter entertainment scene: "Don't let the dress fool you. Mad Æddie is neither crazy nor weak. He brawls like ten caged badgers, and if you so much as look at one his friends wrong, he may take the first swing and have the last word. Worst of all, if the authorities get involved, the silver-tongued bard always seems to talk them into giving him the last laugh as well by hauling you off to jail."
Current Roles:
GM - Fata Morgana: The Ghosts of Saltmarsh
Name: Eladin Fau < --- Link to sheet.
Race: Eladrin
Class: Rogue
Background:
Eladin Fau was a capricious, yet intelligent elf, who one day found himself outside of the Feywild while exploring. Eladin was young, and despite how his rather high intellect, always found himself fascinated with the simplest things. he had a child-like wonder for the world, and every new thing was something to explore and learn from. One day, Eladin found himself within the city of Neverwinter, and spotted a rogue, going about his shady business, but this, instead of appalling the Elf, made him curious... he wanted to know about this way of life. To see why despite being shrouded in shade, it was simultaneously enveloped in grace.. finesse. This sparked his inner fire. Following the man who had so enraptured him. And eventually convinced the man he wasn't going to turn him in.. so long as the man taught him the ways of subtlety.
After a little over a year, Eladin had found his stride within this world. He was using the rogues as much as they were using him. He was especially good at hiding, and removing things from their proper places, though he usually did this to prank people for his own amusement.. and because he could. Eventually, he came to be known as the 'Shadow Sprite' of Neverwinter. He was equally loathed, as he was loved.. depending on who was the target of his antics. Occasional he did, truly have to steal something, for one reason or another. A rumor eventually began spreading, that there were actually four sprites, that perhaps he was a quadruplet. In reality, Eladins personality changed like the seasons, as capricious as he was.
Direct Answers:
Have you always lived in Neverwinter, or are you a recent immigrant? In between. My character has resided here for roughly a year
Do you live in the main town, or in one of the outlying farming communities? Within the main town.
What is your current profession – Prankster and Theif (Though not evil or bad. Plays pranks and falls to whimsy.)
feel free to tie in to one of the well-known businesses or guilds, or create your own. Eldin is part of of the Redbrand Gang that's slowly leaking into this town. But he has been using them to learn their trade, and intends to cut-ties soon - as a fey, he is not evil by nature. But he also understands the need to use others in some situations.
How did you acquire your powers - or who trained you? The Redbrands.
What are your dreams and aspirations? They change, much like the Eladrin and the seasons. But one day, he hopes to perfect this stealthy art, for his own personal entertainment, and to bring it back to the Feywild eventually. But also.... To give him acess to treasures normally out of rach for the fey. Because even the simplest trinket in the 'normal world' is all but an artifact in the feywild.
Finally, what is one thing you are known for in town – be it a well-known ‘secret’ or a common rumor. Believed to be four different people, likely quintuplets, due to constant personality shifting. That personality also dictates whether Eladin is in a mood to play, or perhaps.. a bit more full of rage.
OOC - Long time no see Rhanloi! You more or less know what I'm capable of RP wise as Rajiira! And I'm intending to roll for his personality every short rest as per the Eladrin chart. I figure this will spice things up, add some randomness. And allow multiple teirs of interpersonal character play. The only day i can't respond is Tuesday, as that's my live DND game day with friends.
I've never played an elf, nor a rogue before.. so I thought "Why not?"
Occassional Dungeon Master.
Name: Algernon Lyrandar
Race: Half-Elf
Class: Sorcerer
https://ddb.ac/characters/12889931/XqfqUN
Background: Algernon Lyrandar has always felt a deep love for the sea and all of its majestic beauty. Born on a small island off the Sword Coast to the power house shipping family the Lyrandar's he learn to sail and work on ships from and early age becoming an adept navigator by the age of 14. Working on merchant vessels he traveled all across the Sword Coast meeting new people in every port and making many friends along the way. He was living the best life he could have ever imagined and planned to live out the rest of his life on the sea, but fate had a different plan for him. Navigating on a routine trip carrying silks and fresh fruits to the coast the merchant ship The "want to work on ships name with you" was attacked by a band of pirate bandits who slaughtered majority of the crew stealing the cargo and setting the ship ablaze. By the luck of the gods he survived the ordeal but has now vow to avenge his shipmates and his brother who his captain. Hearing rumors that the pirate band that attack his ship have abandoned the seas and headed inland Alger now heads to Neverwinter to track them down and get his vengeance!
Name: Mr. Biggs "Aka Da Fuzz"
Race: Bugbear
Class: Fighter
Characterlink: https://ddb.ac/characters/12870638/oQRvM9
Starting Gold: 16 x 10 for (???)
Background: City Watch/Investigator
For as long as Mr. Biggs can rightly remember, he has lived in Neverwinter, or more to the point in the Merchant Square Sewers where most of the riffraff found themselves. Of his previous life before waking in the city, none can or cared to elaborate for Big galoot. Nor did he much, to be frank, seeing as the effort to try recollecting for back then young Biggs always brought pain. He adapted fairly quickly, and eventually became something of an "apprentice" enforcer for a small branch of the xanathar's guild operating in Neverwinter.
Though relunctant to commit to violence, his habit of ever playing the voice and imposing size for one so young mitigated most concerns. And when push absoltuely came to shove, he was more than strong enough to quiet most dissention. As fortune would however have it, Mr. Biggs -- a moniker earned and kept for his nature during his tenure -- eventually found himself in the wrong place at the right time in the Dock's District. Whereby his return from a solo gig resulted in a big misunderstanding following the aid he provided a merchant besieged by a rival gang. He was placed in holding all the same when the watch eventually showed up. But through the merchant saved and some added influence of one of the guard, Mr. Biggs not only wound up walking free, but also extended an invitation to join the watch.
There were other mitigating circumstances that led to the offer, but few came to light. And what little did never bothered Biggs enough to refuse the offer. As far as he was concerned, if it meant not having to live in virtual squalor, then it was alright with him. The guild did not forget however, nor did it wholly forgave dereliction. It would not be for several years before his more common place reputation as a member of the guard became just the sort of opportunity for his former boss. In exchange for clemency with the guild, and paying back a racked up debt in his incidental meddling in their affairs as a guard, he was offered the luxurious position of acting as a mole. As neither refusal or outright betrayal was an option, Biggs knew that a change of scenery might just be necessary in his future.
(As a little aside, some details were kept intentional vague as potential avenues for interwoven stories with their grander party.)
Direct Question Responses:
Have you always lived in Neverwinter, or are you a recent immigrant?
Mr. Biggs has lived most of his life in Neverwinter, but was born elsewhere. Just where however is a mystery even to him, as his earliest memories involved a lot of caves, and strange beasties being a constant threat.
Do you live in the main town, or in one of the outlying farming communities?
He lives in the main town, namely with a fellow guard that due to debt and pity allowed him to shack up with them.
What is your current profession – feel free to tie in to one of the well-known businesses or guilds, or create your own.
His current profession is citywatch as a member of the Neverwinter Guard, whose most assignments involve walking a beat in the grungier sections of Neverwinter.
How did you acquire your powers - or who trained you?
Much of what Mr. Biggs knows is self-taught, as few were willing to teach a goblinoid how to become stronger. When he inevitably peaked, a frenemy within the guard, a tiefling by the name of "Courage" offer to train him at first through friendly spars, and later by more direct tutelage following some poorly made bets between Balasar, Mr. Biggs, and a friend of the duo Fraza, a hobgoblin and second of the sole trio of goblinoids in the ranks of the Neverwinter Guard.
What are your dreams and aspirations?
Mr. Biggs, like many bugbears, doesn't have many big aspirations. For him, simply finding more moments to slack off without getting into trouble have been the closest thing to wanting "more" out of life. In the months leading up to the start of the campaign, that mindset began to change slightly as it dawned on him that learning magic or gaining at least some measure of prestige would make life easier. But as one would require money, and the other a great deal of norotiety
Finally, what is one thing you are known for in town – be it a well-known ‘secret’ or a common rumor.
He is known as one of the /only/ three goblinoid trio that somehow managed to join the Neverwinter guard. Though if this is due to actual merit, or some higher ups bid to add 'diversity' to the roster remains up to speculation.
Yog - [Tortle]Druid/Warlock - Circle of Stars/Celestial (Libretalia)
Nobody - [Feral-Tiefling]Wizard/Sorcerer - War/Draconic (HoTDQ)
Jack Vicvan - [Eladrin]Druid/Warlock - Circle of Dreams/Archfey
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Hiatus:
Xanrazan - [Earth Genasi]Bard - College of Swords(Shadowthorn's Princess of the Apocalypse)
Name: Gold-Eyes
Race: Goblin
Class: Rogue
Allignment: Lawful Neutral
Link: https://ddb.ac/characters/628383/1qzrEa
Backstory: Gold-Eyes was one of the man in a goblin tribe used as test subjects by a vile wizard. after some terrible experiments (including some intelligence boosting infusions and surgeries, and replacing his eyes with that of a Gryphon's, hence his name) he led an escape attempt, working their way down the terrible tower, through a plethora of traps he disarmed. But upon reaching the gate to the wizard's tower, his kin, all abominations in their own right, were too fearful to leave the tower, and retreated back into the arms of their master. Since then, Gold-Eyes worked as a house slave in an opulent elven city, learning the ways of diplomacy, language, and negotiation from his observations of his masters, (and the skills of of a thief from their locks and his own nightly activities) He eventually earned the attention of his masters, and soon after, his freedom. He considers to be just a peck above his kin, but wishes to unite the goblinoid races, and uplift them. For he knows that together, they are strong. In pursuit of his goal of becoming "Lord of Goblins" he has begun to expand his web of contacts, and is trying to gain resources (money, land, alliances) to facilitate this. He is in town looking for jobs to do, hands to shake, and most importantly: coin to earn.
10 * 10 starting gold