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Driven from lands farther north by more powerful dragons, a young white dragon named Cryovain has descended upon the Sword Mountains, claiming the snow-capped range as its domain. Typical of its kind, Cryovain is dim-witted and cruel. The dragon patrols the skies around Icespire Peak, surveying its territory while hunting for food and easy treasure. With each passing day, the dragon's domain grows as it ranges farther across the land, preying on anything it can catch with its claws or freeze to death with its icy breath. Sightings of the dragon are becoming more common, as are its attacks.
The frontier town of Phandalin is built on the ruins of a much older settlement. Hundreds of years ago, the old Phandalin was a thriving human town whose people were firmly allied with neighboring dwarves and gnomes. Then an orc horde swept through the area and laid waste to the settlement, and Phandalin was abandoned for centuries. In the last three or four years, settlers from the cities of Neverwinter and Waterdeep have begun the hard work of reclaiming the ruins of Phandalin. The new settlement is home now to farmers, woodcutters, fur traders, and prospectors drawn by stories of gold and platinum in the foothills of the Sword Mountains. The arrival of a white dragon threatens to destroy all that they've worked to rebuild.
You are a member of an adventuring group that has recently come together. You have found like minded individuals in places like Leilon and Carnath Roadhouse while making your way along the High Road. You are almost out of coin and food. Foot sore and hard pressed you strike the road into Phandalin from the Triboar Trail. The rumors from the trade caravans is that a dragon has moved into the area.
You and your fellows have gathered together in hope of making a name for yourselves by finding and defeating this dragon.
Create and submit a level 2 PC for consideration. Advancement will be by Milestone. Starting equipment.
Use standard array for abilities.
No monster races, no aarakocra or other races with flight, no Eberron or Ravinica.
Content sharing will be enabled.
No evil, no PvP. Construct your character in such a manner that they are the type that wish to help each other, work together and adventure together. Lone wolf edge lords need not apply. Lean good, but neutral is OK. Game is PG-13.
Post a quality back story of where they come from, what their motivations are and why they are the adventuring type. Fill out the description and notes completely.
Include why they are on the High Road looking for adventure and how they got there.
Since DOIP doesn't release for another month we'll play out the group coming together and traveling into Phandalin together.
Possibilties include hanging out in Carnath Roadhouse and meeting others. Maybe they are in a caravan as guards and choose to set off together to seek their fortunes. Or a knight or paladin seeking to serve, travelling the road. Maybe travelling north from Waterdeep or south from Neverwinter. Maybe you work the mines in Leilon and feel the need to get away. Maybe you live in Phandalin and step up to help or are a member of the Harpers or other faction sent to investigate the rumors of the dragon.
We'll work out exact details once players are chosen so be flexible to get your character into the narrative.
Don't worry about min/maxing or power playing. Build a character for roleplaying.
I'm looking for committed PbP players that recognize that PbP campaigns take a long time, as in possibly years. Please be able to post daily at minimum. You can be a new player to PbP even 5e or a veteran from the red box basic rules but be prepared to commit.
This will be the Dragon of Icespire Peak campaign that will possibly transition into the other upcoming adventures hinted at for higher level characters. But DOIP should keep us busy for a while.
Growing up on the farm was not a fun experience. My father was a brutal man and expected nothing but obedience as he raised me. It was a hard life but I did not know anything different. When I turned 16 I made plans to lave te farm but when father discovered my plan he beat me until I fell unconscious. Yelling that I would never leave the family farm if he had anything to say of it. While I was unconscious I heard a voice in my head offering me help so I took it, not knowing what I was doing. I eventually woke up to my hands bathed in green fire. Looking around me all I saw was destruction, the farm was destroyed and there was a scorched body lying in front of me, that I could only assume was my father.
I left that day and never looked back traveling the land seeking out work here and there where I could. On my travels to distant lands I would always have the same dream. I would "wake" up surrounded by nothing but a greyish mist and then some fiendish glowing eyes would appear and speak to me in a language I did not know but seemed to understand. Always wanting to be set free and promising me great power if I succeeded, I continue my travels, finally ending up in Neverwinter.
Sigh, caravan guard duty again, Is that the only good paying jobs out of Nevetwinter right now? I am sick and tired of doing guard duty and from the grumbling of my patron, it is not happy either.
Thankfully, I got word from a friend, I made her after I arrived, Sir Hillwinter that there might be issues in Phandalin and asked that if I was going to be in the area if I wouldn’t mind checking in and taking a look around.
So off to the trade district I go, to get a few things and then off I to Phandalin. Wonder if I will meet any other adventures on the way.
[OOC: going to make a Warlock, not sure what n name or race as I am currently on the side of a soccer field. Will submit link a bit later this afternoon.]
I would like to submit my character Rekuberk Onc, the half orc son of two famous Adventurers Talion Onc a human wizard and his half orc barbarian wife Belistra of Clan Wolfmaw. For his background I went with the Celebrity Adventurer's Scion for his background. Now he is the best dressed barbarian.
Growing up with famous Adventurers for parents Rekuberk spent a lot of time on the road or with his relatives as his parents traveled the lands looking to right wrongs where they could. From a young age his parents tested him to see what he would excell in and while smart in most cases he did not have the skill needed to follow after his father, instead favoring the thrill of wading into combat with a smile like his mother.
Once he was old enough to handle himself he began to travel with his parents as they quested, honing his skills until he could truly handle himself in a life or death fight. Once he reached his late teen's his parents convinced him to go out and find his fortunes as they had, gifting him a greatsword and a pouch of gold to buy himself what he would need during the beginning of jounrney.
With the goal of living up to and perhaps even surpassing the legacy of his parents, Rekuberk set out on the road. Starting out he did a few odd jobs such as bodyguard works or helping to deal with the occasional back of wolves and goblins. While this gave him the coin he needed to pay his way he knew it would never get him anywhere so he searched for jobs that were offering a better challenge. Eventually his search led him towards Phandalin when a retired companion of his parents told him of the dragon in the area. With a dream of slaying the great creature and making his name famous the young half orc set out to meet with a group of others he had heard wer interested in the same goal.
Love to play! The character I'm presenting is Ebb, an albino Tiefling Monk.
Ebb grew up in a small village, he was the youngest of 6 children. He was made fun of relentlessly for his albinism and small stature. His father, who was killed in a bar fight shortly after Ebb was born, named him Ebony as a cruel joke. He spent 10 years in this town, before an older half-elf monk, named Dardiane, passed through the town, looking for recruitments for her monastery. She said that anyone who came with her would become incredibly strong, and be able to become one with shadows and darkness. Ebb decided to join her because he wanted to become strong and know how to fight. They travelled to her monastery, which was very small, only about 15 members. It was close to a small town with an even smaller wizarding school in it, and a mountain with an intricate cave system. Ebb trained, and studied with the monastery for 2 years before he was even allowed to visit the town.
When he did, he befriended a half-orc boy, named Caleb, who was studying at the wizarding school. They grew closer over the next three years eventually confessing their love for each other. One day, when Ebb was 19, Caleb told him about something he heard about in regards to the monastery. After 10 years of training, they send their pupils into the cave in the mountain and leave them there for one month to survive on their own. Caleb was worried about Ebb, so he wanted to teach Ebb the dancing lights spell, to make the darkness a little better(even though Ebb has darkvision, he always a small fear of the dark). Ebb practiced for a month to learn dancing lights, but all he could conjure up was one small globule of light, only about the size of a golfball. Even though it was small, and didn't provide very much light, Ebb still enjoyed playing with it. Because of his monk training, he was able to keep the globule there for much longer than the one minute that the spell lasts. It became like a pet to him. Caleb suggested he name it Flo, and Ebb liked the idea of Ebb and Flo.
Soon, Dardiane told him about his journey into the cave, and the next day, he was sent in, with only his quarterstaff and a small dagger. He didn't have enough time to say goodbye to Caleb. In that month of solitude, Ebb experienced many things. He hallucinated for a time due to lack of water, he wouldn't sleep for days on end, and he would think days would pass, when only hours did. As a way of trying to keep track of time, Ebb made notches in his quarterstaff for every day he thought passed. By the end of the 30 days, he had over 100 notches in the staff. When Dardiane found him, Ebb looked horrible, but he was alive.
She took him back to the monastery to rest, but he immediately went to the town to find Caleb. He went to the wizard school, but they said that Caleb had left because he had completed his training. Ebb asked if Caleb had left a message for him, but they said no. Downtrodden, Ebb went back to the monastery. His teacher said their training was done, and it was time for Ebb to leave the monastery and travel the world for 5 years, as was the monastery's custom. So Ebb left, traumatized by his time in the caves, and missing Caleb dearly. Ebb returned to his home town to visit his family, but when he got there, the town was empty, it was a ghost town. It did not look like there was a struggle, or they were taken away, it just looked like they disappeared. Ebb still has no idea where they went. His two objectives are to find out what happened to his family, and where Caleb went.
Hansi was born to a noble family who made its fortune in diplomacy. He wanted for nothing as a child, except for his family's attention. So he often got into trouble, more so than normal for his age. He was once found dressed as a beggar on the streets of Waterdeep. Another time, he was found playing his panflute for tips in the Dock Ward. Another time, he was locked for a day in a city guard armoury while he was trying to steal a sword. He wanted every day to be an adventure. Fate had other plans.
He was 16 and, after a long day of lessons with the house tutors, Hansi was playing his panflute on his window sill, watching the sunset. His parents entertained some nobles this evening and he knew everyone was expected in the common room. His parents were used to his rebellious nature, but they would send a servant to fetch him, nonetheless. His attention was caught by something moving in the garden below: a weasel. It approached the building, looking up at Hansi, then climbed on the water spout and landed on the window sill. Hansi stopped playing. "What's your name, little one?" The weasel replied with small clicking sounds. "If you don't have a name, I guess I can choose one for you." At that, the weasel darted back to the window sill and climbed back down. "Hey! Where are you going?". The weasel was standing on his hind legs in the garden, looking at Hansi and nervously flailing its tail from side to side. "Come back! I'll play more songs." The weasel made a few more steps away then turned back towards Hansi, tail flailing. Then again. "Okay, wait!", and he climbed down the water spout.
The weasel led Hansi onto the streets of Waterdeep next to a fountain, where it drank some water and let Hansi approach and play his panflute.
It was well into the night when Hansi started back home, the weasel hitchhiking into his pocket. The first signs that something was not right was the smell, then the smoke. He found his family's estate burning in a vicious fire, straight out of a nightmare. A crowd was already gathered, some people carrying buckets of water, but none dared approach. There were no survivors.
Hansi was instructed well enough to realise that his family or their guests were the targets of an assassin. His family name used to open doors, but now it could mean danger, so he stayed away from acquaintances. He begged and played his panflute to earn coins for food and sometimes shelter. The weasel never left his side. It seemed to have an unusual intelligence and magic about it, and there was a connection between the two that was growing stronger every day. And some of that magic seemed to rub onto Hansi. His music was never that good, but now, even missing the usual lessons with his tutor, Hansi played like a master.
Years passed, Hansi playing in taverns, stealing and swindling rich people for a living, moving from ward to ward and changing his identity often. He constantly tried to find information about his family's murder, but the truth still eluded him. If only he knew who visited that night. He was beginning to think that the information was not in Waterdeep, and made plans to travel north, to Neverwinter. On the road, heard rumours about some trouble in Phandalin. Then he met a colourful group of people heading in that direction in pursuit of glory and wealth, and he realised something: to obtain information, one also needed power, be it wealth, or fame, or connections. He'd been on his own for too long.
Before he hatched, his parents, travelers from the far away lands of Chult, were unfortunately killed by a local disease that they did not have immunity to, unlike the locals. His lone egg was found by a group of unsavories who came across it by chance. They grabbed it, marveling at its size, and took it back to their hideout, in the hopes that it would at least provide a good dinner. However, when they took it out to show to their comrades, the egg was cracked, and something was forcing its way out. They stood back, and watched as a small, turtle like creature forced its way out.
At first they thought it was just a strange turtle, and kept it as a pet, but when it began to walk and make rudimentary sounds that seemed almost like speech, it was made clear that it wasn't. They decided to cast the thing out onto the streets. However, when they attempted to extricate it, it sliced at them with its sharp claws and defended from their gripping hands with its smooth and hard shell. They soon realized there was no way they were going to extricate it, it had bonded to them, and would fight beak and claw to stay. However, its natural weapons, strength, and armor gave them ideas. There was an underground fight club in their town, a no holds barred brawl where competitors' lifeless bodies were often dragged out of a ring slick with their blood. The unsavories were hoping to soon become a whole lot richer.
The creature was quite large now, and its intelligence was growing too. It quickly learned how to speak, but that wasn't important. What was important is that it absorbed every move they taught it, every imaginable way to permanently cripple its opponents, and was able to replicate them extremely quickly. It kept on growing, and they decided to actually enter it into the arena, to see whether their investment had payed off. It did. The creature, a Tortle, they had learned, crushed any foe that entered the ring with him, and the proceeds went directly to the gang. However, they were not kind masters. They beat him and abused him, treated him like an animal rather than the intelligent creature he was. But he took it all, and kept on fighting.
He grew older, and smarter, and realized that maybe these people weren't his parents, they didn't look much like him, anyway. He asked questions. They were answered with more beatings. He grew resentful and angry, and one day as the stick was hurtling toward him, he grabbed the hand which wielded it and snapped it like a toothpick. Without a word, he walked out of the hideout, sending anyone who attempted to stop him hurtling across the room. He was free now, and he had the whole world to explore. He wondered what he would do first.
Now:
After leaving his pseudo-parents, MUBS swore to himself to never raise a hand against another except for in self defense. He wandered the land alone , picking up a few skills along the way. He grew bored of the dry, flavorless rations he could purchase for cheap, and instead learned how to cook. He grew tired of the empty, quiet darkness, as he settled down for the night, so he learned how to play an instrument, to liven up the lonely evenings. He wandered until he fell in with a group of other tortles, displaced from their homeland like he was. He stayed with them for a long time, but soon wanderlust drove him to the road again. He wandered for a long time after that, before running into the others in a drunken stupor, after having his first encounter with alcohol. Since them, he and the other adventurers have wandered together, rather than alone.
Description:
(on mobile as I edit so I can't add a spoiler)
Muba is massive, even for a tortle, and often towers over anyone he stands next to. He would be even taller if it were not for the bent-backed posture all tortes have, forced upon them by their massive shells. Muba's shell is extremely gnarled and looks very old, despite MUBS only being about middle aged. Moss grows on it, and there are many places where dirt is caught in the dips and grooves of the shell. Muba himself also appears very old, but that's just how most tortles appear. Muba's skin and shell are both covered in many scratches and scars, and there is one particularly prominent one that goes from the side of Muba's mouth to halfway down his long neck. Muba does not often wear much besides a large loincloth and a much too small backpack, as well as a sort of bandolier to carry both his instrument, a very large and odd looking lute, and his weapon, a larger version of a Chultan yklwa.
Bel's family run a little tavern near Neverwinter. Since he was very little, he loved to hear the stories of adventurers and bards. He dreamed to become an hero famous in all Fearun. His grandfather encouraged him to train with small and nimble weapons since Bel lacked the raw strenght to wield more bigger weapons properly. Standing to his grandfather, Bel's ancestors were naturally capable of using magic, so Bel trained harder in order to unlock such powers within him. After the news of the attacks of Cryovain against the new settlement of Phandalin reached his village, Bel decided to it was time to become the hero he always dreamed to be. He said his farewell to his grantfather and took the road south heading toward Carnath Roadhouse. He soon met a band of like-minded adventurers.
Krom is a member of the Firebeard clan, the Firebeard clan was one of the clans that originally lived near Old Phandalin settlement. Almost all members of the clan was wiped out during the orc raid. The survivors reached Neverwinter and started to rebuild their life. Krom wasn't born at the time of the raid, but his older clansmen told him a lot of stories about that event. At young age, he met an old dwarf Priest that teached him the ways of Moradin. Krom started then to help his fellow clansmen and the people of Neverwinter. As soon as he heard the rumors of the raids of Cryovain near his clan's ancestral home and the new Phandalin, he remembered the old stories told by his clansmen and in order to prevent history repeating itself he packed his belongings and travelled south. He has reached Carnath Roadhouse to find other adventurers in order to help Phandalin against this threat.
Aera Estiedras, a young adventurer born in the city known as Mistfallen. Driven by wanderlust, she would spend many of her days without work hunting and exploring the forest outside of the walls. One day, when she had been tasked with mapping out a nearby cave by her grandfather, she discovered a tunnel she hadn't seen before. Naturally, she followed. Further down the tunnel, she heard running water, soon coming into the presence of a waterfall. At that point, she had decided to go home, returning with an actual exploration party, however when she spun around to leave, she saw in front of her a large creature with sickly gray skin, covered in rags, twigs, and had massive talons at the end of it...Hands? After a moment of confusion, she recognized the towering beast to be a hag, but more specifically, an Annis. Behind the one currently towering over her, there were many other monsters that seemed to be heading towards the cave entrance, towards her home! While counting her blessings, she jumped down the waterfall, following the river, revealing another entrance to the cave. With the hag in pursuit, she ended up running for hours along this unknown river that ran through an unfamiliar part of the forest, until the river went into a lake, which had what seemed to be, bubbles, coming from the lakebed? She jumped in, swimming to the potential air pocket in the lake was her best chance at losing her pursuer. When she got to the source, it was small cave with a tunnel entrance. When she had entered, she saw what seemed to be a secondary chamber beyond the first one, with an odd light surrounding the edges of it. Still in fear of being mauled, she ran in, which was followed by an extreme flash of light. She was now face down in dirt, looking up to see her surroundings of a forest. After days of waiting in the general area, and then even more exploring her new surroundings, she came to a realization. Home was gone, and now, so was she.
Current:
Aera as of recently, with the goal of making a name, and then later on a place for herself to be, has been spending her days doing favors and odd jobs for coin. She frequents jobs that require her escorting/guarding carts and caravans, delivering packages, or gathering supplies. She would occasionally do a job removing bandits or dangerous beast. She had just finished a job in guiding a group of beginning adventurers in protection their town from the clan of goblins that were kidnapping some of the children. While talking to the group of kids, still not old enough to actually take on jobs away from home, they had asked her why she wasn't in an adventuring party? She thought for a moment, realizing she had always worked alone. With that question in the back of her head, she decide to leave a make ways to Phandalin, having caught wind of a dragon that needed to be dealt with. She had never fought a dragon, and believed that this could be the perfect opportunity to really test herself and the life she had chosen. For an Elf, she was still extremely young, thus she had a long, or possibly a rather short, life ahead of her. If she was truly planning to spend her days exploring the world, and defeating troubling foes, she wanted to be sure it was a life she could enjoy.
Backstory: Brammir was born into a normal home to a plain dwarven family and lived a fairly unremarkable childhood as the son of a brewer. It wasn’t until he had grown up and left home for one of the mountain cities near Mirabar that he found his true calling. The dwarves of that city used the mountain for its valuable minerals and forests, but soon after arriving, Brammir saw that the city’s ruler, Elastul Stonehammer, was abusing the resources of the landscape and destroying the local ecosystems. Brammir stood up to the tyranny of Stonehammer, ousting him and saving what was left of the mountain. A circle of Druids nearby heard of his exploits and welcomed him into their ranks, changing him with the protection of mountain ranges across the Sword Coast. Lately, he has come to the area surrounding the Sword Mountains, hearing reports of a disturbance there that was destroying both natural and man-made shelters alike.
Name:Kazri Race & Class: Human (Feat: Shield Master) - Paladin (Oath of the Ancients @lvl3) Alignment: NG
Backstory:
Part of Kazri's Spirit died some fifteen years ago. For she committed a sin which she did not want to, but she felt she had to do it, for she had no choice. That fateful day changed the young promising knight forever. "Your hope cannot be betrayed when you have none to lose."
Kazri knew from a young age that she was destined to be a knight. Fortunately her parents were able to afford her a military education, and by the age of nineteen she was a Sergeant at Arms of the Waterdeep’s City Guard. She promised herself that within a couple of years, she would be part of the prestigious Griffon Cavalry.
Kazri was a tall charismatic leader and well respected even for her young age. She had a reputation of a very bright tactician and a skilled warrior. Soldiers would follow her orders unquestionably for they knew that when Kazri was in command, everything would be ok, and she made good on her reputation on several occasions.
One fateful day, she was invited to join on a covert operation with the Gray Hands. She was extremely excited to be called to assist the Gray Hands on a mission. However, the mission ended up a disaster and she was the only survivor. The events of that night scarred her to the point that she became a husk of her former self. She never made it back to Waterdeep and wandered the Sword Coast. She tried getting some odd jobs here and there, but she was never able to keep her employment for very long. People always found her to be a strange person, and kept their distance. They were especially afraid of the medallion on her neck that glowed a bright celestial halo whenever she would get agitated.
About two years ago, Kazri met a very old Druid on her wandering north of the Sword Coast. Memories of that time are foggy, she just knew that the old Druid spoke a lot about “To be One with Nature.” She isn’t even sure if she knew what his name was. He died about a year after they met of old age, and she moved on with her wandering.
One day she found herself at the Carnath Roadhouse and found a job as a guard for a caravan headed to a town which she never heard of. She didn’t care of the destination, as long as she was able to use her skills to protect people, it would suffice. She hopes that her wandering days are over and she can find purpose for her life.
She still wears the armor that her parents gave her and now carries a flanged warhammer. She promised that she would never use any blade.
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."
Backstory: Born to parents she never knew, Zora grew up in an orphanage on the outskirts of Imnescar in Amn. Zora carried many of the characteristics common to the Calishite people who populated and traveled throughout the region. At the same time, it was impossible to not notice the ethereal and beautiful elven characteristics that came with having mixed blood. As a small child, she was often the center of attention from both the other children and the caretakers of the orphanage.
As she grew older this led her into much mischief, which she was often able to talker her self out of. Many of the older children began to resent her which led to her spending more and more time in the nearby forests and fields. Zora dreamed of traveling the world, finding adventure and learning more of her elven heritage.
At 17 she finally had her chance when tragedy struck. One night while deep asleep her magic awoke with a spark. Before anyone could do anything the orphanage was engulfed in flames. Many of the children, especially the younger ones did not survive. But in the morning Zora lay in the ruins asleep. Everyone in the small community knew that she had caused the blaze. Many blamed her and even the few who understood magic and knew that it was an accident were unable to keep the hatred and mistrust out of their eyes and voices.
After a few days had passed Zora stole away in the night and headed north. She needed a new beginning and somewhere she could hide her haunted memories.
(just wanted to post this for now, I am editing her into the adventure)
Would be delighted to join, but there's too much crossover between the half elf storm sorcerer I was about to post and Zora above. Will need to rework and edit this post!
Jeg Tarden, human variant Rogue. He's on the high road because.... Uh.... Well .....
Spent most of his life as a farm labourer in a small village east of Neverwinter. Probably could have made more of himself, but you know how it is - if you don't have land, no one wants to know, and if you aren't going to inherit it you're not going to buy it on a labourer's salary, no sir. And anyway, what's so great about having the deed? He put in a solid days graft, he got copper in his hand, a roof over his head and food in his belly. While the field chief was farting about with rotation planning and working out his Lords share, Jeg was downing ales, maybe sing a song or two, p'raps even catch a glad eye'd wink if he were lucky. No worries, no stress, and if the harvest failed or something came out of the woods there was always another farm around the next bend in the road. Deeds were just a big chain forged from stress and tempered in responsibility.
'Course something did come out of the woods. Quite a few things. Goblins they was, organised - unionised, Chappy Tom said, but the U word was not something you said even as a joke, Chief might hear, so no one laughed. Anyway, Goblins. They'd raid the stores, hit traders and travellers on the road. Folk went missing from the roads, from the fields too sometimes - snatched Jorgi, right in front of his eyes. Would've had Jeg too only hes a bit of a sneak. They never hit the town proper, like, but you couldn't go anywhere cause they watched the roads, n' there weren't no work on account of no one wanting to die for a head of lettuce or a sheaf of wheat. Kept saying it wouldn't be long, the Alliance'd be along to sort it out. Never came though.
So I mentioned he was a sneak. Well it was known around the town he'd been a little light with his fingers and lighter with the truth in his youth, nothing too devilish I mean there's not a lot worth a damn that's not nailed down and what there was well what would you do with it? Can't move hot goods in a small town. Anyhoo, the chief he asked him to head on to Neverwinter with that magic kid - you know, Egan and Brayle's lad, the one with pointy ears, was born during that storm brought down the black Oak. That lad could talk a fish out a river or the butter off your toast. Plan was, Jeg'd sneak him past those green shites, he'd talk to the lord's, get us some help. Only they never made it to Neverwinter did they. Fell in with a bunch of them Adventurers outside Phandelin. Thought they was highwaymen, firstly, but like I said that boy could talk a splinter out yer finger, he straightened it out.
Egan's boy set off with them, said one of 'em was with the alliance, said they'd been clearing out Goblins all week and they weren't about to stop now. Jeg left them to it. See, with the Adventurers clearing out the goblins there was a what you call it, a power vacuum on the roads. I mean he wasn't a highwayman, but... How hard could it be? He had a sword now, n folk'd be delighted that he was just taking their money, not killing them n that.... So that's what he did and you know, he weren't half bad neither. Never took too much, never cut no-one wasn't asking for it, be a wolf to the men and a gentleman to the ladies. But once in a while he'd slip and misjudge his target, and it occurred to him too late that this particular group looked a lot less scaredy-trader and a lot more stabby-adventurer up close...
Though the indirect result of Clan Nimbatuul's pact with that of a great celestial, Rhogar would grow unbound by any prophecy or great destiny. Rather he would later chose the path of the righteous, having grown up in relative peace and comfort of a small fishing village; the home of his clan following their exile from Tymanther. The weight of which he never fully grasp despite the reminders in his youth by the older generation. For life was good, and the woes of their homeland were far away. Whether this persistant good nature was a result of happy experiences outweighing all, or of the divine magic flowing through his blood was hard to say. But it is this spirit and aptness to aid his others, be they kinsman, trader, or visitor that eventually led to fantastical dreaming of a great being of light and scales.
Even in the face of such a glorious being, rather than awe or fear, carefree Rhogar always greeted them like an old friend. Such casualness led to other visits, as the surprise invoked a curiosity, and eventually something akin to a mentor and student relationship. And so it was for some time until the Kirin, Vixix, sensing promising in young Rhogar spoke of an ambigious threat far beyond her domain, and how it troubled her. This was no deception, for there was always trouble on the material plane. And yet again, despite the passing mention and the implications of leaving to far distance lands, potentially never again seeing home before the end, Rhogar surprised her in offering to alleviate the worry.
For as much as he was a student, he still wished to be a good friend. Warmed by his unwaving boldness even after going further into the matter, but fearful for the fool, a new pact was arranged by them alongside the gift of a long shed horn to seal it. He would leave in the coming months, bidding his final goodbyes to kin and friend before being whisked away by magic far to the west. Where he would in time find others not unlike himself on the road, and seeing the woes of dragons as the sign of being on the right path.
Backstory: Renn is the last survivor of a Gthyanki training party that was wiped out by an orc warband. She has spent several years wandering Faerun, excited by her discovery of freedom. (Full story on the way.)
Rollback Post to RevisionRollBack
Liarin: Against the Cult of the Reptile God Adewild: Shadows and Light 2 Brother Thaddeus: Rime of the Frostmaiden.
Heyo! Hope I'm not too late to submit an application! Introducing Alcine Loredan, a half-elf paladin (probably going to go for either oath of devotion or ancients). Don't have a character sheet ready yet but I am getting on that right away!
Conceived as a result of a business transaction, Alcine miraculously managed to remain an only child until her mother's retirement, about seven years later. Her mother, an elf by the name of Odile Relide - Loredan by marriage - was a devout worshipper of Sune, one of the few traits she'd managed to pass on to Alcine. From a young age, Alcine ran with the urchins of waterdeep, begging coins from the well-to-do, at first to prove that she wasn't just so much dead weight, then later because her mother disn't particularly want a constant reminder of her previous career hanging around the house. The older children who took it upon themselves to relieve younger children of their earnings learned to avoid Alcine after a while, because of her reputation of fighting back.
As she grew older she made her ways into the illegal fighting pits, a lucrative if highly risky line of business. Once she'd built up enough of a reputation, however, she began looking for another way of making her living. She signed on as a bodyguard for both the respectably employed and those who made their money in other fashions, although Alcine herself couldn't care less what her employers chose to do in their spare time. For her, it was a legitimate career, if not as lucrative.
Nevertheless, she was still constantly getting hurt. Most of her spare money was tied up paying one healer or another, and after a few particularly unfortunate weeks, she crawled into a temple of Sune, seeking aid, injured badly but without the money to pay a decent healer. The were kind enough to set her broken bones and bind her wounds, and take care of her in the weeks she spent recuperating. Partly due to her gratitude towards the church, and partly due to her growing realization that she should probably look into a career where she was less likely to have half the bones in her body broken on a regular basis, she offered to serve as a guard for the temple. It was, as she expected, a much calmer line of business, and although she was earning less than before, she managed to keep most of what she earned, rather than spending it all on healers for herself.
Perhaps it was her innate faith, or perhaps some of the temple's preachings managed to sink in, but after three years of service to the temple, Alcine answered the call to become a Paladin of Sune. Of course, it meant that she would be once again constantly exposed to danger, but at least this time it was going to be for a better cause than money. She spent another year furthering her understanding her knowledge of the doctrines, then set off into the world, eager to do her part giving aid to those who need it.
Backstory: Chip Tune-tail comes from a long line of entertainers. Born in Waterdeep, His parents and siblings all play for kings, queens, and nobles.. telling stores of epic journeys and beautiful poems to rooms packed full of eager listeners. Chip, on the other hand... Has not quite mastered the family craft. After years of trying, failing out of bard collage, and embarrassing his family with poor performances... he took it upon himself to travel the world and make his own name for himself. The best bards often have songs and tales of heroic battles, epic journeys, an dangerous foes. Chip is determined to experience all of these in the hopes that he too.. may be a great song writer and story teller.. A performer that could some day make his family proud.
Character's have been chosen and PM's have been sent and accepted. Thank you for your applications and good luck in your future gaming!
Recruitment is closed
Driven from lands farther north by more powerful dragons, a young white dragon named Cryovain has descended upon the Sword Mountains, claiming the snow-capped range as its domain. Typical of its kind, Cryovain is dim-witted and cruel. The dragon patrols the skies around Icespire Peak, surveying its territory while hunting for food and easy treasure. With each passing day, the dragon's domain grows as it ranges farther across the land, preying on anything it can catch with its claws or freeze to death with its icy breath. Sightings of the dragon are becoming more common, as are its attacks.
The frontier town of Phandalin is built on the ruins of a much older settlement. Hundreds of years ago, the old Phandalin was a thriving human town whose people were firmly allied with neighboring dwarves and gnomes. Then an orc horde swept through the area and laid waste to the settlement, and Phandalin was abandoned for centuries.
In the last three or four years, settlers from the cities of Neverwinter and Waterdeep have begun the hard work of reclaiming the ruins of Phandalin. The new settlement is home now to farmers, woodcutters, fur traders, and prospectors drawn by stories of gold and platinum in the foothills of the Sword Mountains. The arrival of a white dragon threatens to destroy all that they've worked to rebuild.
You are a member of an adventuring group that has recently come together. You have found like minded individuals in places like Leilon and Carnath Roadhouse while making your way along the High Road. You are almost out of coin and food. Foot sore and hard pressed you strike the road into Phandalin from the Triboar Trail. The rumors from the trade caravans is that a dragon has moved into the area.
You and your fellows have gathered together in hope of making a name for yourselves by finding and defeating this dragon.
Create and submit a level 2 PC for consideration. Advancement will be by Milestone. Starting equipment.
Use standard array for abilities.
No monster races, no aarakocra or other races with flight, no Eberron or Ravinica.
Content sharing will be enabled.
No evil, no PvP. Construct your character in such a manner that they are the type that wish to help each other, work together and adventure together. Lone wolf edge lords need not apply. Lean good, but neutral is OK. Game is PG-13.
Post a quality back story of where they come from, what their motivations are and why they are the adventuring type. Fill out the description and notes completely.
Include why they are on the High Road looking for adventure and how they got there.
Since DOIP doesn't release for another month we'll play out the group coming together and traveling into Phandalin together.
Possibilties include hanging out in Carnath Roadhouse and meeting others. Maybe they are in a caravan as guards and choose to set off together to seek their fortunes. Or a knight or paladin seeking to serve, travelling the road. Maybe travelling north from Waterdeep or south from Neverwinter. Maybe you work the mines in Leilon and feel the need to get away. Maybe you live in Phandalin and step up to help or are a member of the Harpers or other faction sent to investigate the rumors of the dragon.
We'll work out exact details once players are chosen so be flexible to get your character into the narrative.
Don't worry about min/maxing or power playing. Build a character for roleplaying.
I'm looking for committed PbP players that recognize that PbP campaigns take a long time, as in possibly years. Please be able to post daily at minimum. You can be a new player to PbP even 5e or a veteran from the red box basic rules but be prepared to commit.
This will be the Dragon of Icespire Peak campaign that will possibly transition into the other upcoming adventures hinted at for higher level characters. But DOIP should keep us busy for a while.
I will leave open until characters are chosen.
Growing up on the farm was not a fun experience. My father was a brutal man and expected nothing but obedience as he raised me. It was a hard life but I did not know anything different. When I turned 16 I made plans to lave te farm but when father discovered my plan he beat me until I fell unconscious. Yelling that I would never leave the family farm if he had anything to say of it. While I was unconscious I heard a voice in my head offering me help so I took it, not knowing what I was doing. I eventually woke up to my hands bathed in green fire. Looking around me all I saw was destruction, the farm was destroyed and there was a scorched body lying in front of me, that I could only assume was my father.
I left that day and never looked back traveling the land seeking out work here and there where I could. On my travels to distant lands I would always have the same dream. I would "wake" up surrounded by nothing but a greyish mist and then some fiendish glowing eyes would appear and speak to me in a language I did not know but seemed to understand. Always wanting to be set free and promising me great power if I succeeded, I continue my travels, finally ending up in Neverwinter.
Sigh, caravan guard duty again, Is that the only good paying jobs out of Nevetwinter right now? I am sick and tired of doing guard duty and from the grumbling of my patron, it is not happy either.
Thankfully, I got word from a friend, I made her after I arrived, Sir Hillwinter that there might be issues in Phandalin and asked that if I was going to be in the area if I wouldn’t mind checking in and taking a look around.
So off to the trade district I go, to get a few things and then off I to Phandalin. Wonder if I will meet any other adventures on the way.
https://www.dndbeyond.com/characters/14513179/zZJpqx
[OOC: going to make a Warlock, not sure what n name or race as I am currently on the side of a soccer field. Will submit link a bit later this afternoon.]
I would like to submit my character Rekuberk Onc, the half orc son of two famous Adventurers Talion Onc a human wizard and his half orc barbarian wife Belistra of Clan Wolfmaw. For his background I went with the Celebrity Adventurer's Scion for his background. Now he is the best dressed barbarian.
Growing up with famous Adventurers for parents Rekuberk spent a lot of time on the road or with his relatives as his parents traveled the lands looking to right wrongs where they could. From a young age his parents tested him to see what he would excell in and while smart in most cases he did not have the skill needed to follow after his father, instead favoring the thrill of wading into combat with a smile like his mother.
Once he was old enough to handle himself he began to travel with his parents as they quested, honing his skills until he could truly handle himself in a life or death fight. Once he reached his late teen's his parents convinced him to go out and find his fortunes as they had, gifting him a greatsword and a pouch of gold to buy himself what he would need during the beginning of jounrney.
With the goal of living up to and perhaps even surpassing the legacy of his parents, Rekuberk set out on the road. Starting out he did a few odd jobs such as bodyguard works or helping to deal with the occasional back of wolves and goblins. While this gave him the coin he needed to pay his way he knew it would never get him anywhere so he searched for jobs that were offering a better challenge. Eventually his search led him towards Phandalin when a retired companion of his parents told him of the dragon in the area. With a dream of slaying the great creature and making his name famous the young half orc set out to meet with a group of others he had heard wer interested in the same goal.
https://ddb.ac/characters/14510560/YCZNbW
Rekuberk Onc Level 8 | Half Orc | Barbarian (The Tales of the Fellowship of the White Cloaks)
Kayassa Level 3 | Satyr | Warlock (Cleath13's LMoP)
Bertolt Silentlash Level 3 | Variant Human | Bard (Our Little Lives Kept in Equipoise: Death House)
Daerthe Narcion Level 4 | Drow | Rogue (Karmoli's Great Upheaval)
Love to play! The character I'm presenting is Ebb, an albino Tiefling Monk.
Ebb grew up in a small village, he was the youngest of 6 children. He was made fun of relentlessly for his albinism and small stature. His father, who was killed in a bar fight shortly after Ebb was born, named him Ebony as a cruel joke. He spent 10 years in this town, before an older half-elf monk, named Dardiane, passed through the town, looking for recruitments for her monastery. She said that anyone who came with her would become incredibly strong, and be able to become one with shadows and darkness. Ebb decided to join her because he wanted to become strong and know how to fight. They travelled to her monastery, which was very small, only about 15 members. It was close to a small town with an even smaller wizarding school in it, and a mountain with an intricate cave system. Ebb trained, and studied with the monastery for 2 years before he was even allowed to visit the town.
When he did, he befriended a half-orc boy, named Caleb, who was studying at the wizarding school. They grew closer over the next three years eventually confessing their love for each other. One day, when Ebb was 19, Caleb told him about something he heard about in regards to the monastery. After 10 years of training, they send their pupils into the cave in the mountain and leave them there for one month to survive on their own. Caleb was worried about Ebb, so he wanted to teach Ebb the dancing lights spell, to make the darkness a little better(even though Ebb has darkvision, he always a small fear of the dark). Ebb practiced for a month to learn dancing lights, but all he could conjure up was one small globule of light, only about the size of a golfball. Even though it was small, and didn't provide very much light, Ebb still enjoyed playing with it. Because of his monk training, he was able to keep the globule there for much longer than the one minute that the spell lasts. It became like a pet to him. Caleb suggested he name it Flo, and Ebb liked the idea of Ebb and Flo.
Soon, Dardiane told him about his journey into the cave, and the next day, he was sent in, with only his quarterstaff and a small dagger. He didn't have enough time to say goodbye to Caleb. In that month of solitude, Ebb experienced many things. He hallucinated for a time due to lack of water, he wouldn't sleep for days on end, and he would think days would pass, when only hours did. As a way of trying to keep track of time, Ebb made notches in his quarterstaff for every day he thought passed. By the end of the 30 days, he had over 100 notches in the staff. When Dardiane found him, Ebb looked horrible, but he was alive.
She took him back to the monastery to rest, but he immediately went to the town to find Caleb. He went to the wizard school, but they said that Caleb had left because he had completed his training. Ebb asked if Caleb had left a message for him, but they said no. Downtrodden, Ebb went back to the monastery. His teacher said their training was done, and it was time for Ebb to leave the monastery and travel the world for 5 years, as was the monastery's custom. So Ebb left, traumatized by his time in the caves, and missing Caleb dearly. Ebb returned to his home town to visit his family, but when he got there, the town was empty, it was a ghost town. It did not look like there was a struggle, or they were taken away, it just looked like they disappeared. Ebb still has no idea where they went. His two objectives are to find out what happened to his family, and where Caleb went.
https://ddb.ac/characters/14512363/eN2CAS
Hi! I'd like to join you in this campaign.
Corbin Saltcutter- withdrawn, left for the Paradise IslesHansi Ashwater
Race & Class: VHuman Bard
Alignment: CG
Familiar: Ozzy (weasel)
https://www.dndbeyond.com/profile/trustlife1990/characters/14584581
Backstory:
Hansi was born to a noble family who made its fortune in diplomacy. He wanted for nothing as a child, except for his family's attention. So he often got into trouble, more so than normal for his age. He was once found dressed as a beggar on the streets of Waterdeep. Another time, he was found playing his panflute for tips in the Dock Ward. Another time, he was locked for a day in a city guard armoury while he was trying to steal a sword. He wanted every day to be an adventure. Fate had other plans.
Name: Muba
Class/Race: Tortle Monk
Alignment: NG
Backstory:
Before he hatched, his parents, travelers from the far away lands of Chult, were unfortunately killed by a local disease that they did not have immunity to, unlike the locals. His lone egg was found by a group of unsavories who came across it by chance. They grabbed it, marveling at its size, and took it back to their hideout, in the hopes that it would at least provide a good dinner. However, when they took it out to show to their comrades, the egg was cracked, and something was forcing its way out. They stood back, and watched as a small, turtle like creature forced its way out.
At first they thought it was just a strange turtle, and kept it as a pet, but when it began to walk and make rudimentary sounds that seemed almost like speech, it was made clear that it wasn't. They decided to cast the thing out onto the streets. However, when they attempted to extricate it, it sliced at them with its sharp claws and defended from their gripping hands with its smooth and hard shell. They soon realized there was no way they were going to extricate it, it had bonded to them, and would fight beak and claw to stay. However, its natural weapons, strength, and armor gave them ideas. There was an underground fight club in their town, a no holds barred brawl where competitors' lifeless bodies were often dragged out of a ring slick with their blood. The unsavories were hoping to soon become a whole lot richer.
The creature was quite large now, and its intelligence was growing too. It quickly learned how to speak, but that wasn't important. What was important is that it absorbed every move they taught it, every imaginable way to permanently cripple its opponents, and was able to replicate them extremely quickly. It kept on growing, and they decided to actually enter it into the arena, to see whether their investment had payed off. It did. The creature, a Tortle, they had learned, crushed any foe that entered the ring with him, and the proceeds went directly to the gang. However, they were not kind masters. They beat him and abused him, treated him like an animal rather than the intelligent creature he was. But he took it all, and kept on fighting.
He grew older, and smarter, and realized that maybe these people weren't his parents, they didn't look much like him, anyway. He asked questions. They were answered with more beatings. He grew resentful and angry, and one day as the stick was hurtling toward him, he grabbed the hand which wielded it and snapped it like a toothpick. Without a word, he walked out of the hideout, sending anyone who attempted to stop him hurtling across the room. He was free now, and he had the whole world to explore. He wondered what he would do first.
Now:
After leaving his pseudo-parents, MUBS swore to himself to never raise a hand against another except for in self defense. He wandered the land alone , picking up a few skills along the way. He grew bored of the dry, flavorless rations he could purchase for cheap, and instead learned how to cook. He grew tired of the empty, quiet darkness, as he settled down for the night, so he learned how to play an instrument, to liven up the lonely evenings. He wandered until he fell in with a group of other tortles, displaced from their homeland like he was. He stayed with them for a long time, but soon wanderlust drove him to the road again. He wandered for a long time after that, before running into the others in a drunken stupor, after having his first encounter with alcohol. Since them, he and the other adventurers have wandered together, rather than alone.
Description:
(on mobile as I edit so I can't add a spoiler)
Muba is massive, even for a tortle, and often towers over anyone he stands next to. He would be even taller if it were not for the bent-backed posture all tortes have, forced upon them by their massive shells. Muba's shell is extremely gnarled and looks very old, despite MUBS only being about middle aged. Moss grows on it, and there are many places where dirt is caught in the dips and grooves of the shell. Muba himself also appears very old, but that's just how most tortles appear. Muba's skin and shell are both covered in many scratches and scars, and there is one particularly prominent one that goes from the side of Muba's mouth to halfway down his long neck. Muba does not often wear much besides a large loincloth and a much too small backpack, as well as a sort of bandolier to carry both his instrument, a very large and odd looking lute, and his weapon, a larger version of a Chultan yklwa.
"Ignorance is bliss, and you look absolutely miserable."
Hi! I would like to join this campaign. I have two character that I would like to play depending on the group.
Name: Bel
Race: Human (Variant)
Class: Fighter (future Eldritch Knight)
https://www.dndbeyond.com/profile/MaxHam/characters/14536380
Backstory
Bel's family run a little tavern near Neverwinter. Since he was very little, he loved to hear the stories of adventurers and bards. He dreamed to become an hero famous in all Fearun. His grandfather encouraged him to train with small and nimble weapons since Bel lacked the raw strenght to wield more bigger weapons properly. Standing to his grandfather, Bel's ancestors were naturally capable of using magic, so Bel trained harder in order to unlock such powers within him. After the news of the attacks of Cryovain against the new settlement of Phandalin reached his village, Bel decided to it was time to become the hero he always dreamed to be. He said his farewell to his grantfather and took the road south heading toward Carnath Roadhouse. He soon met a band of like-minded adventurers.
or
Name: Krom Firebeard
Race: Dwarf
Class: Cleric (Forge domain)
https://www.dndbeyond.com/profile/MaxHam/characters/14529096
Backstory:
Krom is a member of the Firebeard clan, the Firebeard clan was one of the clans that originally lived near Old Phandalin settlement. Almost all members of the clan was wiped out during the orc raid. The survivors reached Neverwinter and started to rebuild their life. Krom wasn't born at the time of the raid, but his older clansmen told him a lot of stories about that event. At young age, he met an old dwarf Priest that teached him the ways of Moradin. Krom started then to help his fellow clansmen and the people of Neverwinter. As soon as he heard the rumors of the raids of Cryovain near his clan's ancestral home and the new Phandalin, he remembered the old stories told by his clansmen and in order to prevent history repeating itself he packed his belongings and travelled south. He has reached Carnath Roadhouse to find other adventurers in order to help Phandalin against this threat.
Name: Aera Estidras
Race/Class: Elf (Eladrin)- Ranger
Backstory:
Aera Estiedras, a young adventurer born in the city known as Mistfallen. Driven by wanderlust, she would spend many of her days without work hunting and exploring the forest outside of the walls. One day, when she had been tasked with mapping out a nearby cave by her grandfather, she discovered a tunnel she hadn't seen before. Naturally, she followed. Further down the tunnel, she heard running water, soon coming into the presence of a waterfall. At that point, she had decided to go home, returning with an actual exploration party, however when she spun around to leave, she saw in front of her a large creature with sickly gray skin, covered in rags, twigs, and had massive talons at the end of it...Hands? After a moment of confusion, she recognized the towering beast to be a hag, but more specifically, an Annis. Behind the one currently towering over her, there were many other monsters that seemed to be heading towards the cave entrance, towards her home! While counting her blessings, she jumped down the waterfall, following the river, revealing another entrance to the cave. With the hag in pursuit, she ended up running for hours along this unknown river that ran through an unfamiliar part of the forest, until the river went into a lake, which had what seemed to be, bubbles, coming from the lakebed? She jumped in, swimming to the potential air pocket in the lake was her best chance at losing her pursuer. When she got to the source, it was small cave with a tunnel entrance. When she had entered, she saw what seemed to be a secondary chamber beyond the first one, with an odd light surrounding the edges of it. Still in fear of being mauled, she ran in, which was followed by an extreme flash of light. She was now face down in dirt, looking up to see her surroundings of a forest. After days of waiting in the general area, and then even more exploring her new surroundings, she came to a realization. Home was gone, and now, so was she.
Current:
Aera as of recently, with the goal of making a name, and then later on a place for herself to be, has been spending her days doing favors and odd jobs for coin. She frequents jobs that require her escorting/guarding carts and caravans, delivering packages, or gathering supplies. She would occasionally do a job removing bandits or dangerous beast. She had just finished a job in guiding a group of beginning adventurers in protection their town from the clan of goblins that were kidnapping some of the children. While talking to the group of kids, still not old enough to actually take on jobs away from home, they had asked her why she wasn't in an adventuring party? She thought for a moment, realizing she had always worked alone. With that question in the back of her head, she decide to leave a make ways to Phandalin, having caught wind of a dragon that needed to be dealt with. She had never fought a dragon, and believed that this could be the perfect opportunity to really test herself and the life she had chosen. For an Elf, she was still extremely young, thus she had a long, or possibly a rather short, life ahead of her. If she was truly planning to spend her days exploring the world, and defeating troubling foes, she wanted to be sure it was a life she could enjoy.
Sheet: https://ddb.ac/characters/14420587/rj02yp
I’d love to throw my hat into the ring.
Name: Brammir Brewerson
Race: Hill Dwarf
Class: Druid (Circle of the Land)
Backstory: Brammir was born into a normal home to a plain dwarven family and lived a fairly unremarkable childhood as the son of a brewer. It wasn’t until he had grown up and left home for one of the mountain cities near Mirabar that he found his true calling. The dwarves of that city used the mountain for its valuable minerals and forests, but soon after arriving, Brammir saw that the city’s ruler, Elastul Stonehammer, was abusing the resources of the landscape and destroying the local ecosystems. Brammir stood up to the tyranny of Stonehammer, ousting him and saving what was left of the mountain. A circle of Druids nearby heard of his exploits and welcomed him into their ranks, changing him with the protection of mountain ranges across the Sword Coast. Lately, he has come to the area surrounding the Sword Mountains, hearing reports of a disturbance there that was destroying both natural and man-made shelters alike.
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
I would love to join this adventure!!
Name: Kazri
Race & Class: Human (Feat: Shield Master) - Paladin (Oath of the Ancients @lvl3)
Alignment: NG
Backstory:
Part of Kazri's Spirit died some fifteen years ago. For she committed a sin which she did not want to, but she felt she had to do it, for she had no choice. That fateful day changed the young promising knight forever. "Your hope cannot be betrayed when you have none to lose."
Kazri knew from a young age that she was destined to be a knight. Fortunately her parents were able to afford her a military education, and by the age of nineteen she was a Sergeant at Arms of the Waterdeep’s City Guard. She promised herself that within a couple of years, she would be part of the prestigious Griffon Cavalry.
Kazri was a tall charismatic leader and well respected even for her young age. She had a reputation of a very bright tactician and a skilled warrior. Soldiers would follow her orders unquestionably for they knew that when Kazri was in command, everything would be ok, and she made good on her reputation on several occasions.
One fateful day, she was invited to join on a covert operation with the Gray Hands. She was extremely excited to be called to assist the Gray Hands on a mission. However, the mission ended up a disaster and she was the only survivor. The events of that night scarred her to the point that she became a husk of her former self. She never made it back to Waterdeep and wandered the Sword Coast. She tried getting some odd jobs here and there, but she was never able to keep her employment for very long. People always found her to be a strange person, and kept their distance. They were especially afraid of the medallion on her neck that glowed a bright celestial halo whenever she would get agitated.
About two years ago, Kazri met a very old Druid on her wandering north of the Sword Coast. Memories of that time are foggy, she just knew that the old Druid spoke a lot about “To be One with Nature.” She isn’t even sure if she knew what his name was. He died about a year after they met of old age, and she moved on with her wandering.
One day she found herself at the Carnath Roadhouse and found a job as a guard for a caravan headed to a town which she never heard of. She didn’t care of the destination, as long as she was able to use her skills to protect people, it would suffice. She hopes that her wandering days are over and she can find purpose for her life.
She still wears the armor that her parents gave her and now carries a flanged warhammer. She promised that she would never use any blade.
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks
Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story
Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."
If it is not too late I would also love to join this adventure.
Name: Zora
https://ddb.ac/characters/14553647/DHhvSK
Race & Class: Half-elf - Sorcerer (Wild Magic)
Alignment: NG
Backstory:
Born to parents she never knew, Zora grew up in an orphanage on the outskirts of Imnescar in Amn. Zora carried many of the characteristics common to the Calishite people who populated and traveled throughout the region. At the same time, it was impossible to not notice the ethereal and beautiful elven characteristics that came with having mixed blood. As a small child, she was often the center of attention from both the other children and the caretakers of the orphanage.
As she grew older this led her into much mischief, which she was often able to talker her self out of. Many of the older children began to resent her which led to her spending more and more time in the nearby forests and fields. Zora dreamed of traveling the world, finding adventure and learning more of her elven heritage.
At 17 she finally had her chance when tragedy struck. One night while deep asleep her magic awoke with a spark. Before anyone could do anything the orphanage was engulfed in flames. Many of the children, especially the younger ones did not survive. But in the morning Zora lay in the ruins asleep. Everyone in the small community knew that she had caused the blaze. Many blamed her and even the few who understood magic and knew that it was an accident were unable to keep the hatred and mistrust out of their eyes and voices.
After a few days had passed Zora stole away in the night and headed north. She needed a new beginning and somewhere she could hide her haunted memories.
(just wanted to post this for now, I am editing her into the adventure)
Would be delighted to join, but there's too much crossover between the half elf storm sorcerer I was about to post and Zora above. Will need to rework and edit this post!
Jeg Tarden, human variant Rogue. He's on the high road because.... Uh.... Well .....
https://www.dndbeyond.com/profile/Nunberry/characters/14588173
Spent most of his life as a farm labourer in a small village east of Neverwinter. Probably could have made more of himself, but you know how it is - if you don't have land, no one wants to know, and if you aren't going to inherit it you're not going to buy it on a labourer's salary, no sir. And anyway, what's so great about having the deed? He put in a solid days graft, he got copper in his hand, a roof over his head and food in his belly. While the field chief was farting about with rotation planning and working out his Lords share, Jeg was downing ales, maybe sing a song or two, p'raps even catch a glad eye'd wink if he were lucky. No worries, no stress, and if the harvest failed or something came out of the woods there was always another farm around the next bend in the road. Deeds were just a big chain forged from stress and tempered in responsibility.
'Course something did come out of the woods. Quite a few things. Goblins they was, organised - unionised, Chappy Tom said, but the U word was not something you said even as a joke, Chief might hear, so no one laughed. Anyway, Goblins. They'd raid the stores, hit traders and travellers on the road. Folk went missing from the roads, from the fields too sometimes - snatched Jorgi, right in front of his eyes. Would've had Jeg too only hes a bit of a sneak. They never hit the town proper, like, but you couldn't go anywhere cause they watched the roads, n' there weren't no work on account of no one wanting to die for a head of lettuce or a sheaf of wheat. Kept saying it wouldn't be long, the Alliance'd be along to sort it out. Never came though.
So I mentioned he was a sneak. Well it was known around the town he'd been a little light with his fingers and lighter with the truth in his youth, nothing too devilish I mean there's not a lot worth a damn that's not nailed down and what there was well what would you do with it? Can't move hot goods in a small town. Anyhoo, the chief he asked him to head on to Neverwinter with that magic kid - you know, Egan and Brayle's lad, the one with pointy ears, was born during that storm brought down the black Oak. That lad could talk a fish out a river or the butter off your toast. Plan was, Jeg'd sneak him past those green shites, he'd talk to the lord's, get us some help. Only they never made it to Neverwinter did they. Fell in with a bunch of them Adventurers outside Phandelin. Thought they was highwaymen, firstly, but like I said that boy could talk a splinter out yer finger, he straightened it out.
Egan's boy set off with them, said one of 'em was with the alliance, said they'd been clearing out Goblins all week and they weren't about to stop now. Jeg left them to it. See, with the Adventurers clearing out the goblins there was a what you call it, a power vacuum on the roads. I mean he wasn't a highwayman, but... How hard could it be? He had a sword now, n folk'd be delighted that he was just taking their money, not killing them n that.... So that's what he did and you know, he weren't half bad neither. Never took too much, never cut no-one wasn't asking for it, be a wolf to the men and a gentleman to the ladies. But once in a while he'd slip and misjudge his target, and it occurred to him too late that this particular group looked a lot less scaredy-trader and a lot more stabby-adventurer up close...
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Hi there is a character of mine I loved to play but the previous campaign got to a dead end and he is been built with standard array.
https://www.dndbeyond.com/profile/dndpro100/characters/2187033
Benagol is a human (variant) fighter , a wild rover and a rascal, even if not utterly evil. (that's why he has stealth skill)
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Name: Rhogar "Leaper" Nimbatuul
Race: (Bronze)Dragonborn
Class: Sorcerer/Warlock [Divine/Celestial]
Backstory:
Though the indirect result of Clan Nimbatuul's pact with that of a great celestial, Rhogar would grow unbound by any prophecy or great destiny. Rather he would later chose the path of the righteous, having grown up in relative peace and comfort of a small fishing village; the home of his clan following their exile from Tymanther. The weight of which he never fully grasp despite the reminders in his youth by the older generation. For life was good, and the woes of their homeland were far away. Whether this persistant good nature was a result of happy experiences outweighing all, or of the divine magic flowing through his blood was hard to say. But it is this spirit and aptness to aid his others, be they kinsman, trader, or visitor that eventually led to fantastical dreaming of a great being of light and scales.
Even in the face of such a glorious being, rather than awe or fear, carefree Rhogar always greeted them like an old friend. Such casualness led to other visits, as the surprise invoked a curiosity, and eventually something akin to a mentor and student relationship. And so it was for some time until the Kirin, Vixix, sensing promising in young Rhogar spoke of an ambigious threat far beyond her domain, and how it troubled her. This was no deception, for there was always trouble on the material plane. And yet again, despite the passing mention and the implications of leaving to far distance lands, potentially never again seeing home before the end, Rhogar surprised her in offering to alleviate the worry.
For as much as he was a student, he still wished to be a good friend. Warmed by his unwaving boldness even after going further into the matter, but fearful for the fool, a new pact was arranged by them alongside the gift of a long shed horn to seal it. He would leave in the coming months, bidding his final goodbyes to kin and friend before being whisked away by magic far to the west. Where he would in time find others not unlike himself on the road, and seeing the woes of dragons as the sign of being on the right path.
When you realize you're doing too much: Signature.
Name: Ren'thaliax (Just call her Renn.)
Race: Githyanki
Class: Fighter
Background: Soldier
Backstory: Renn is the last survivor of a Gthyanki training party that was wiped out by an orc warband. She has spent several years wandering Faerun, excited by her discovery of freedom. (Full story on the way.)
Liarin: Against the Cult of the Reptile God
Adewild: Shadows and Light 2
Brother Thaddeus: Rime of the Frostmaiden.
Withdrawn
Paladin - warforged - orange
Heyo! Hope I'm not too late to submit an application! Introducing Alcine Loredan, a half-elf paladin (probably going to go for either oath of devotion or ancients). Don't have a character sheet ready yet but I am getting on that right away!
https://ddb.ac/characters/14539158/cSdNYo
Conceived as a result of a business transaction, Alcine miraculously managed to remain an only child until her mother's retirement, about seven years later. Her mother, an elf by the name of Odile Relide - Loredan by marriage - was a devout worshipper of Sune, one of the few traits she'd managed to pass on to Alcine. From a young age, Alcine ran with the urchins of waterdeep, begging coins from the well-to-do, at first to prove that she wasn't just so much dead weight, then later because her mother disn't particularly want a constant reminder of her previous career hanging around the house. The older children who took it upon themselves to relieve younger children of their earnings learned to avoid Alcine after a while, because of her reputation of fighting back.
As she grew older she made her ways into the illegal fighting pits, a lucrative if highly risky line of business. Once she'd built up enough of a reputation, however, she began looking for another way of making her living. She signed on as a bodyguard for both the respectably employed and those who made their money in other fashions, although Alcine herself couldn't care less what her employers chose to do in their spare time. For her, it was a legitimate career, if not as lucrative.
Nevertheless, she was still constantly getting hurt. Most of her spare money was tied up paying one healer or another, and after a few particularly unfortunate weeks, she crawled into a temple of Sune, seeking aid, injured badly but without the money to pay a decent healer. The were kind enough to set her broken bones and bind her wounds, and take care of her in the weeks she spent recuperating. Partly due to her gratitude towards the church, and partly due to her growing realization that she should probably look into a career where she was less likely to have half the bones in her body broken on a regular basis, she offered to serve as a guard for the temple. It was, as she expected, a much calmer line of business, and although she was earning less than before, she managed to keep most of what she earned, rather than spending it all on healers for herself.
Perhaps it was her innate faith, or perhaps some of the temple's preachings managed to sink in, but after three years of service to the temple, Alcine answered the call to become a Paladin of Sune. Of course, it meant that she would be once again constantly exposed to danger, but at least this time it was going to be for a better cause than money. She spent another year furthering her understanding her knowledge of the doctrines, then set off into the world, eager to do her part giving aid to those who need it.
Some great characters here. I'll make a decision sometime today or tomorrow.
Name: Chip Tune-tail
Race: Dragonborn (Brass)
Class: Bard
Background: Entertainer
Backstory:
Chip Tune-tail comes from a long line of entertainers. Born in Waterdeep, His parents and siblings all play for kings, queens, and nobles.. telling stores of epic journeys and beautiful poems to rooms packed full of eager listeners. Chip, on the other hand... Has not quite mastered the family craft. After years of trying, failing out of bard collage, and embarrassing his family with poor performances... he took it upon himself to travel the world and make his own name for himself. The best bards often have songs and tales of heroic battles, epic journeys, an dangerous foes. Chip is determined to experience all of these in the hopes that he too.. may be a great song writer and story teller.. A performer that could some day make his family proud.
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin