I will be starting a campaign in my homebrew world for 4 to 6 players. All races on D&DBeyond are allowed, as well as all subclasses here. Dragonborn have the largest change, now having 2 subraces to choose from instead of the base race. There is also an additional subrace for the Elf, Wild Elf. (all these changes are listed below, and if any wish to use those races for the campaign, private homebrews exist for them) Ideally it would be nice to get a diverse range of classes/races.
Content Sharing will be on, and I have all content unlocked.
All characters will start at level 1 and stats will be determined by rolling once the players have been decided. (For those who don't know, the rolling method is 4d6, dropping the lowest die for each stat)
Please post your applications below with the following template:
Character Name -
Character Race -
Character Class -
Background -
Brief Backstory -
(full backstories should be placed into a spoiler as well if you wish to include them and they're more than a paragraph long)
A warning, the spoiler below contains all the world information for Zanoliv. As such it is LONG, as in 15 pages long. You have been warned
Zanoliv
Current state of the world
The year is 3561.
There are rumours of a massive Orc warband hundreds of thousands strong, but there is nowhere on this world that a number that large could be concealed, and even if there were that many Orcs they constantly seek fights...
Orcs are becoming a larger threat, raiding larger villages and towns. There is outcry to stop this. They ask for mobilisation of the armies. There is now an open bounty on all orcs from (mostly human) city councils.
Half-orcs are distrusted and feared, but do well in the militaries and are popular with the troops. They hold many officer positions all the way up to general. An army without half-orcs (excluding Elven and Dwarven armies) are considered weak. They are occasionally falsely killed in the wilds for the bounties.
Like an infestation, goblin populations are growing again. Dwarves and Gnomes are effectively at war with them. However there is more organisation than before. There is a Goblin king leading them, and those that have fought against him say that he is favoured by a dark god.
After a massive magical storm engulfed one of the islands in the Dragon Isles, it disappeared. That was over a thousand years ago and now a new magical storm has been raging for the last 10 years...
The Elves continue to be ‘high and mighty’ and disregard the problems of lesser species. Rarely rising to be rulers, they populate a large portion of the councils and advisors for those that do rule.
The 8 magical trees have been surging with power over the last 300 years slowly but steadily. Although a boom to the elves export of magic and magical items, many are becoming concerned that it hasn’t stopped.
The Sun Forge (Heart of the Mountain)
The Heart of the Mountain was recently discovered by a dwarven skirmish led by the Bardryn Rumnaheim. While pushing back the goblin scum, they came upon a cavern so large neither the end nor the roof could be seen, despite the fact it was illuminated by what appeared to be a sun.
The sun was suspended by a network of obsidian strands and the walls and floor were covered with obsidian.
Bardryn walked towards one of these strands and touched it. This caused what looked like liquid sun travel through the obsidian, and then through Bardryn. Her eyes and mouth shone bright as the sun, nearly blinding those nearby.
After several minutes the liquid sun in the obsidian faded and Bardryn’s glow faded. Her eyes glossed over black as the obsidian she was touching with a pupil which burnt as bright as the sun. Her skin darkened and was covered with obsidian plate armour, causing her steel plate armour to clatter to the ground. In one hand an obsidian warhammer appeared with the same inner glow as her eyes, and in the other hand an orb of plasma sat suspended just above the slightly closed, gauntleted hand.
It was then the Goblin’s launched their counter-attack.
With an echo to her voice that had no right to be there, she bellowed “Be gone!” and opened her hand fully. A wave of plasma surged across the entire cavern turning them all to ash.
“This land is ours!”, and with that she smashed her hammer into the ground and from beneath the sun, a castle followed by a city rose from the ground. The entire thing made from the same obsidian lining the walls and ground.
The top of the tallest spire of the castle sits mere feet from the sun. Atop this spire sits a forge. The sun is the fire. The anvil is obsidian and above it floats a blacksmiths hammer which seems to be made of pure sun.
Although everything made from this forge is far superior to anything else, it takes weeks if not months to forge even a single item. However items forged from this Sun Forge attune to the very soul of those that own it, so much so that if anyone even attempts to hold it (without the owners express permission [non-verbal more willed]) the item burns them as though they had put their hand into the sun itself. The item also gains characteristics of the owner as it attunes to them, such as returning to the hand of an axe/hammer thrower, becoming imbued with poison of a corrupt person, imbued with radiance of a holy person, etc..
The Magical Forests of the Elves
The magical trees did not always exist, nor were they always intertwined. During the primitive era of the elves there were 12 immortal elves known as Eldarin. These elves were immensely powerful magic users and protected the elves under their care through the dark ages. 1 was lost to some unknown evil, giving its life to stop it. 2 were corrupted by the dark temptations from the shadow realm, and have since become extremely powerful beings which seek to destroy the Elven race. 8 gave their lives to create sanctuaries for their kind. 8 magical forests which would forever be a safe haven for all pure hearted races. As for the last, nothing is known. Some say they were just long-lived and died of old age in seclusion. Some say they gave their life to start the ‘lesser’ races. And some say they still wander the world today, ensuring the legacy of the other 8. All have their own theories and stories.
The eight magical forests did indeed become safe havens and allowed the Elven race to flourish. While the other races fought among themselves, their civilisation grew.
Some time after the planting of the trees, a hundred years, a thousand, ten thousand (who knows), the whole world began to shift. Mountains moved, lakes became seas, and forests moved. After years of turmoil the world finally settled into the shape it’s in now. When the dust cleared, there were now 4 larger magical forests. Each tree had become intertwined with another, and in the process had become exponentially more powerful.
The magical fields had increased so much that the local wildlife became deformed, creating weird, wonderful, and sometimes dangerous creatures. This has made life outside the walls of the Elven cities and towns very dangerous.
The Dark Lands/Accords
The Dark Lands. The sun does not shine here. Dark clouds hang constantly over the place, and thunderstorms are almost constant. This is a land of perpetual twilight where werewolves prowl the forests, skeletons skulk around the crypts, vampires lord over the castles, and humans scrape a living through it all.
This is a land of monsters and hunters, death and undeath, a faithless place. People do not live here, they certainly don’t prosper, they merely survive. The upside of this is that the Dark Lands provides the world with the best hunters, trappers, and bounty hunters. Even if they are a little rough around the edges. And just as likely to kill you as look at you.
Many centuries ago, the Dark Lands were a war zone. Every undead faction vied for power and territory; the werewolf packs emerged from the forests, skeletal legions rose from the cemeteries and crypts, vampiric hordes descended from their high castles, and the (arguably mad) humans surged from their towns and cities. All fought for complete control and domination. Occasionally alliances would be formed, although no trust was shared, but they were often broken as quickly as they were created.
Eventually a stalemate was reached and a completely dead area was left in the wake of the war. This area was known as the Badlands. No plants grow here, no animals live here, not even carrion crows. When there are no battles happening, the place is eerily silent. A permanent mist hangs over the area, restricting clear sight to a mere 200ft and making everything else into creepy silhouettes. Without a compass you are lost. There are no landmarks, no stars are visible, and even the sun can’t be seen.
Not wishing to lose anymore of their own forces, and become more accepted into the evolving outside world, the residents of the Dark Lands reached an agreement. The Accords were created and signed by the leaders of the major factions (with any minor factions being ‘persuaded’), they set down a set of laws which would be in addition to and above any existing laws in the settlements within the boundaries of the Dark Lands. They are:
No silver to mined, used, owned, or traded within the darklands
No garlic or wolfsbane to be grown, used, owned, or traded within the darklands
No temples or central places of holy worship to be constructed or maintained. (only small house shrines are allowed at 1 per household)
Werewolves will keep the local wolf population from interfering with ‘civilised’ life
Werewolves will not attack anyone, nor spread the curse/disease by bite
Vampires will not drink human blood
Vampires will not enthral anyone
Those that are cursed with undeath will have a place to live in a city of dead, which will be self-sufficient
Undead will not attack or try to reclaim their posessions from their previous life. They begin anew.
None shall hunt any residents of the darklands, except to enforce these stated laws.
Although these laws only officially apply within the Dark Lands, some of the major cities have adopted them. After all a civil servant or lawyer that never dies can provide an awful lot of taxes... Not to mention the vampire assassins and werewolf scouts.
This has led to very law-abiding undead. Often to the very letter of it. But it should be known, this does not make them good. Many vampires for example find it hard to shed their evil ways, and enter into positions of power, spy work (where being evil is a plus), or for the truly evil: become lawyers. Although it is true that some do try to be good and fit in with ‘normal’ society, and generally adapt to the modern world.
However anyone, anywhere that breaks any of these laws is given a hefty bounty. And there exists a long line of such bounty hunters, a line that stretches to a time long before the accords existed. They line is called Van Helsing, and if they accept a bounty on you, you better start writing you will. Quickly, and preferably on flame retardant paper. After all, without tradition what are we?
Races (living)
Humans
Appearing later than most other races, they quickly spread like a disease over the surface. The small Orc tribes were pushed away or destroyed by the larger armies of humans. This spread was halted in a few main places:
In the mountains and underground in mines, the dwarves pushed them away with superior weapons, training, and tactics. However as soon as the humans were pushed out of the mines and mountains, they were not pursued, and so those areas were left to the dwarves. And instead of mining for their own iron and other materials, they traded.
In the large forests, home to the elves, the humans began cutting down trees for wood to build with. All that tried to do this were quickly killed, their bodies left smoking or full of arrows. Being superstitious at this time, these areas were quickly avoided. Only later was contact made with the elves.
After setting out to the oceans, a series of islands was discovered. On these islands strange humanoid shaped, lizard-like creatures were found (dragonborn). Being the natural human response, they attacked. However dragons quickly descended from the forests and mountains and laid waste to the humans. And once again this area was quickly avoided, until much later when diplomatic relations were started.
As time progressed, the human race fractured into factions. Wars were fought, alliances made. But eventually these mostly settled down, and conventional war was replaced by the war of commerce. Villages became towns, towns became cities, and the cities became small countries in their own right.
As the cities grew, members of all races began to flock there for ‘a better life’, ‘a life of adventure’, or other such reasons.
Many dwarven smiths opened up, easily better than most human smiths, if you can afford it that is. Dwarven architects and engineers helped build, and mercenaries with lifetimes of experience came for the money.
Elves quickly moved into positions of power. Heads of commerce or politicians. They also set up the universities of magic, giving the humans wizards. And became proprietors of magical and alchemical shops.
Dwarves
One of the still remaining elder races, the dwarves are divided up by clans. However they are still led by a single king and still rigidly follow the dwarven laws. A dwarf’s first loyalty is to the dwarf race, second to the king and the laws, thirdly to the clan.
Each mine is normally owned by and worked by a single clan. However occasionally additional help is required. Because of this there are some dwarfs who only ever see members of their own clan.
The only place clans normally mix are the dwarven cities. Sometimes built in massive caverns that even those with darkvision can’t see the roof of, and sometimes built into the rock itself. Either way these are feats of dwarven engineering and those that see it are often awestruck.
Male and female dwarfs are treated equally, mostly because there is no way to know which is which without asking (they both have beards, and both wear the same clothes). There have been many awkward situations because of this, but for them it’s just part of life.
Dwarf smiths are second only to elven smiths, however most dwarfs will argue that this is because the ‘dirty elves’ use magical forges, and that’s just cheating. The elves say something similar, the ‘stupid dwarfs’ aren’t smart enough to use magic.
As the surface cities rose up, many dwarfs went to them. Mostly from what can loosely be called the middle-class, hoping to improve their social standing. They helped build the cities as many were expert architects (at least compared to the humans), and others caused a boom in the smithing industry as once again they were experts.
Elves
One of the still surviving elder races, the elves are divided by their choice of training in their early years. Those that study magic are known as ‘High Elves’, they also learn languages and how to mingle with the noble classes. Often it is the high-born who become high elves, and most high elves become high-born. They are known for believing they are superior to others. They often become wizards, diplomats, politicians, and other similar professions.
Those that study nature are known as ‘Wood Elves’, they are particularly agile and are able to live in the wild indefinitely. They are often more friendly than their high elf cousins, however some are very reclusive and stick to their homeland forests. They hold nature in high regard and are quick to reprimand any who disrupt the balance, some reprimand more harshly than others. They often become rangers and druids.
Those that study nothing (at least as the elves see it) are known as ‘Wild Elves’, they mostly just look out for themselves and often end up living criminal lives. They learn what they can from the road and cities. Often ruthless (as that is what’s needed to survive), many give them a wide berth. They often become rogues, leaning towards the criminal.
There are only a four elven cities and all are based around two intertwined magical trees. Each tree is aligned to a particular school of magic. They are twinned as below:
Abjuration (protective) – Necromancy (life and death) [nicknamed City of Bones]
All elves dream of being laid to rest in the city of bones, because the spirits of those laid to rest there live on in the tree. It is also possible to commune with these spirits on the night of the dual full moon, which occurs just once every 5 years. At least half of the entire city is a graveyard/crypt/mausoleum, hence the nickname City of Bones.
The best spies and diplomats are trained in the city of spies. Although they train mostly elves, a few from other races who are exceptional (or exceptionally wealthy) are allowed access. These spies/diplomats use subtle magic to achieve their goals. Unknown to all but a few, all elven interrogations occur in this city next to the tree. The proximity to tree causes all but the strongest willed to tell the truth.
Crossroads, so called because of its ability to teleport anyone to or from anywhere, is the most diverse elven city. The other cities and most towns and villages are almost entirely elven or half-elven. This city however is home to nearly every single race and is one of the major hubs of commerce. Those that can afford it can purchase teleportation to anywhere they would like in the world. The trees are also used as the punishment system; magic to remove hands of a thief or brand a mark, and in serious cases exile or kill via teleportation.
The elven city of Shifty is never the same place in the morning as the night before. This is due to the constant affect of the tree of transmutation. It constantly shifts and changes, what might start out as a tavern in the morning, might be a restaurant in the afternoon, and brothel in the evening. Therefore those that reside there have learnt to become jack-of-all-trades. The name Shifty also comes from the very large criminal element there. They use the constant changing to their advantage, as well as mind manipulation. Those that go there without some sort of protection against enchantment magic put themselves at great risk. The exact location is on no map, because the city itself moves through the surrounding forest, which also changes (although less than the city itself).
No elven city has never been successfully attacked. The trees either waylay those searching for it, physically block their progress, or in one instance make an entire army disappear.
Many who devote their live to magic will eventually visit their respective tree as a pilgrimage, often deepening their knowledge of their magic.
When the world was young there was a very large magical potential. Although most people were unable to tap into this magic, many warlock patrons gave unbridled access to this magic. It did however have some major side effects.
Although they began as humans or dwarves, the favour gifted upon them by their patrons caused physical alteration. However it seemed a small price to pay for, at the time, limitless power. The available magic has however died down significantly and although still very powerful, magic is now a shadow of its former self.
All Tieflings age at the same speed of their parent race and have the same height, speed, size. The alterations seen with Tieflings vary, with a few similarities:
All have some sort of horns; some like a ram, others like an antelope, etc. Some trim their horns down to the stumps to appear more like their parent race, and look less demonic.
All have a tail which varies mostly due to the parent race; dwarves have short, stocky tails, Humans have longer, thinner tails.
The skin is one of the hues of blue, red, or purple
The eyes are solid colours with no pupil – black, red, white, silver, gold, blue – but rarely match the skin tone
The hair is normally dark, but can be any colour
Due to their demonic appearance they are often greeted with mistrust. As such they are fiercely independent, often ending up in criminal circles where respect is based more on skill than appearance.
Few and far between, there is rarely a large group of tieflings together, their sense of independence extending to even members of their own race.
They are often pirates/bandits/raiders, rogues/criminals, wandering mercenaries, travelling folk.
Dragonborn
As the Humans expanded across the sea, many were abducted by the Dragons on the Dragon isles. They were then experimented on with magic, with the aim of making a hybrid race to act as servants for the Dragons.
Most of the early experiments created horrific abominations which were quickly hunted down, killed, and completely destroyed. However there are myths that a few survived, and still survive to this day...
Eventually a stable race was created, the Dragonborn. With wings, scales, and a tail, this race resembles a human-sized bipedal dragon.
Initially subservient and primitive, they quickly gained in intelligence. Historians believe this is due to the strong magical fields around the Dragon Isles interacting with the magical nature of the Dragonborn themselves.
This almost resulted in a war between Dragons and Dragonborn, however they were able to come to an agreement.
Dragons would aid in the defence of the islands, would teach magic to those particularly gifted (even bestowing sorcery favour upon a few), they would rule alongside a Dragonborn each with equal power, all required resources would be obtained by the Dragonborn for the Dragons.
Dragonborn Traits:
Ability score increase: Strength +2
Age: adulthood by 15, live to be around 150
Alignment: typically lawful and typically good/neutral
Size: see subraces
Speed: 30ft walking
More: Draconic Ancestry, Breath Weapon, Damage Resistance, Languages [Draconic, Common]
Pure-born (Island-born)
Ability score increase: Intelligence +1
Size: 7ft avg. 200lb (+wings and tail)
Speed: Flying speed [min 20ft, max 50ft]
More: magical nature-able to detect magic on touch, 1 cantrip of choice from Sorcerer list
City-born
Ability score increase: None (Included within Feat {Dragon Fear})
Size: 6ft avg. 270lb
More: Tool proficiency of choice or Language of choice, Improved Breath weapon [additional use per rest], Feat {Dragon Fear}
Dragonborn are often seen in military-like professions, often raising to officer or specialist status OR in magical professions.
The monarchs of the islands become psychically linked for life.
Gnomes and Halflings
Entirely missed by the Human expansion, they quickly became part of the resulting civilisation. They mostly live in the rolling hills on the grasslands around the dwarf tunnel and mine entrances.
Most gnomes stay close to their homes and the dwarves.
Since the great expansion, most Halflings have started travelling between the cities, travelling in large caravans, some as trade, others as entertainment.
There’s not much notable about them, they mostly just integrated into human/dwarven life.
There are often small skirmishes and raids with the goblins in the mountains, but the dwarves often quickly come to their aid.
Half-Orc
When the orcs raided human settlements, they did more than just steal. Those born as half-orc were shunned or killed at birth. As time moved on, the killing at birth reduced.
As the Orcs became less of a threat, half-orcs became more accepted, but were always kept at a safe distance. After all you never knew when they would fly into a rage and beat you senseless. They kept the aggression of their orc parents and were often quick to anger, however they also kept their strength and toughness. Because of this, most half-orcs went into military or mercenary groups. On the battlefield you don’t care who is fighting beside you, just so long as they’re fighting the enemy. Especially when they’re good at it.
Orc
One of the few surviving elder races (if only just), they have no government, no permanent cities or towns. They roam in warbands fighting anything that moves, for better or worse.
Back in the elder days they were spread over much of the world. They were just about smart enough to stay out of the magical elven forests, which the elves rarely ventured out of. They were however drawn to shiny things, such as gold, silver, and gems. This lead to many conflicts with the dwarves, who also liked these shiny things. It has led to a deep racial hatred between Orcs and Dwarves.
During the human expansion the warbands were killed off one by one in the name of progress. Some orcs became slaves since their strength made them useful. These days there are only a few warbands roaming the wilds, however they consist of only the strongest orcs and are larger than any in history. Some fear that an orc resurgeance is near...
Vampires, Werewolves, and the Undead
Although found throughout the world in small numbers, there is a distinct concentration in the Dark Lands. An area of perpetual twilight, neither the sun nor the moon is ever seen and thick grey clouds fill the skies.
Despite the expected dangers, there is a strong human presence here.
Many centuries ago there was perpetual fighting, all sides vieing for power. Eventually, realising they were at a stalemate, a shaky peace was created and the Accords were created.
Since the Accords the known population of undead has increased. Many still reside in the “safe” darklands, but it is now considered that the Accords are in respected in the entire world.
Many long-lived undead hold jobs in the cities, being particularly good at banking, government, and law.
Undead are now often tolerated, but are still prejudiced against.
Vampires are mostly evil. Werewolves are mostly neutral, but bestial in nature. Other undead often reflect what they were in life.
Races (dead)
Aarakocra
One of the Elder races, the Aarakocra lived high in the mountains, where they could watch over and protect the forests below. They did not protect it from evil or good, but from imbalance. And so when the human expansion happened, the world became imbalanced. Forests were cut down for timber and farmland. They rushed to defend the lands they watched over.
Expert warriors, they cut down hundreds, thousands, maybe more. But, in the end, they were outnumbered, and for every human slain, 2 more would take their place. As the humans closed in on where they believed their cities to be, the skirmishes stopped, and none were to be found. To this day there have been no reliable sightings of these creatures, however a few rangers, druids, and hunters swear that they have seen spirits of the forest right a wrong to the forest.
Centaur
Although no-one knows where they came from, many stories speak of the herds of centaur that roamed the plains. They were neither good nor evil, they took what they needed from wherever they were, be it plains, forest, or a village. They avoided killing where possible, but would never shy away from a fight, often overwhelming the enemy by sheer numbers.
As the magical forests began to grow the areas where they could roam diminished. It was around this time the 1st Great Orc Warband arose. Seeing the Centaur merely as glorified horses, and therefore meat, the Orcs hunted their large herds to extinction.
None of the other races came to the aid of this sad event as they themselves had often been harassed and raided by them. It was seen less as an extinction and more as pest control.
Drow (Dark Elves)
Born from cults which worshipped beings from the darker realms, these elves were gifted powers similar to warlocks, as well as physical characteristics similar to the Tieflings which would much later enter the world.
Believers in spirits of the world rather than gods or other such beings, the elves regarded these Drow as evil abominations that would corrupt and pollute society. An Inquisition was set up, which still exists to this day. Its initial purpose was to aggressively hunt down and eradicate Drow. Those that were part of this inquisition cared little for those that claimed to be innocent, killing guilty and innocent alike publicly.
Through the use of magic and other means, every last Drow was killed.
The inquisition evolved over time, although becoming no less ruthless, into spies and assassins.
Pantheons
Gods are known to exist, however not all worship or respect them.
Humans
PHB 294: Deities of the forgotten realms (PHB:Appendix B: Gods of the Multiverse: Nonhuman Deities: Deities of the Forgotten Realms, if looking on D&DBeyond's Compendium)
Elves
Elves ‘worship’ the spirits that inhabit all things, a more druidic idea. For example an Elf Life Cleric would not worship a god of life, but draw their power from the spirit(s) that connect all living things (if raised in the conventional Elven manner).
Dwarves
Dwarves take care to not intentionally anger the gods (they’re not suicidal), but very few worship them. Mostly they take the approach of Don’t smite me, and I won’t destroy your temples. Also when you’re a mile underground surrounded by darkness and stone, you believe in the darkness, the stone, your axe, and those around you. As such the Dwarves believe in The Dark, although there are many different kinds; the dangerous dark (e.g. the cave of a monster), the safe dark (e.g. a mine shaft known to be safe), the deep dark (the underdark, of which most are at least a little fearful), as well as many others. Some say that Dwarves have more words for The Dark than all their other words combined, but this is clearly ridiculous. They have many more words for Gold. (Dwarf Clerics/Paladins are rare, however some do exist and were often exposed to the world of religion more than their kin to become as such)
Dragonborn
Island Dragonborn worship the Dragons themselves, given that they are literally the creators of their race. This worship and belief is mostly directed to a an ‘alpha’ Dragon on the island on which they live. The power of this belief empowers these Alpha Dragons to become more powerful, demi-gods in their own right. One of these Dragons may impart some of its power onto a few worthy individuals to enable them to further their cause (Clerics/Paladins)
Tieflings
Same as parent race. (Human/Dwarf)
Orcs (some Half-Orcs)
PHB 294: The Dark Six (PHB:Appendix B: Gods of the Multiverse: Nonhuman Deities, if looking on D&DBeyond's Compendium)
Although the names are different:
The Devourer - Bozuk
The Fury - Krok
The Keeper - Grundt
The Mockery - Ezeek-Karash
The Shadow - Muzakhl
The Traveler - Tzenka
Similar to the elves the orcs believe in spirits. However their spirits are not about nature, but the spirits of war, death, blood, etc. This has led to their magic users to use blood as a catalyst.
Halflings
Somewhere between human and elf belief
Gnomes
Somewhere between human and dwarf belief
For the players
Restrictions
These restrictions are not set in stone, BUT there must be a good reason/backstory to get around them.
Human
As humans are not inherently magical, they must work and study to use magic. (For example studying wizardry at a university, druidism as an apprentice, or by the favour of a patron as a warlock) As such human sorcerers are rarely seen in this world.
Elf
Because of the problems in the past, as well as the inquisition, elf warlocks don’t really exist. It is feared that it would once again lead to the Drow, and other bad things. As such any who attempt to go down this route are ruthlessly hunted down and killed. Although some have tried to hide it as wizardry.
Dwarf
Because of what and how they worship, Dwarven Paladins and Clerics are rare.
Half-Orc
None.
Tiefling
None.
Gnome
None.
Halfling
None.
Dragonborn
None.
Vampire
Vampires CANNOT be clerics or paladins (I mean come on, they’re undead).
And are STRONGLY recommended to follow the accords.
Werewolf
‘Curse’ only affects Humans and Halflings.
And are STRONGLY recommended to follow the accords.
Some extra flavour about the world
Some things the characters would know and stuff.
Magic
Although magic is fairly common, those who do not practice it are unlikely to experience it. Very rarely are people frightened of it (unless used to attack people or such), mostly people are just intrigued by it.
Practitioners of magic will mostly likely be able to discern what class the magic comes from, but everyone else splits it between holy (paladin/cleric), natural (e.g. rock walls, vines, etc.), and high magic.
Currency
Gold, being a precious metal, is much used in trading. As time has progressed, people have shaped it into coins of a given weight. Sometimes they are stamped with the city they were made in, sometimes they are smooth metal, but all are valid currency so long as the gold content is the same. As such gold coins are a universal currency.
Other denominations such as copper or silver coins, are not accepted everywhere. Silver coins especially carry harsh penalties in the dark lands.
Elves have fallen in line with humans and accept most of their currencies (especially as that’s where most of their trade comes from).
Dwarves mostly trade precious metals and gems by weight, as opposed to any specific coinage. However as gold coins are themselves a precious metal, dwarves will accept this.
Gnomes mostly follow the dwarves, but sometimes accept other coinage depending on their location/exposure to human settlements.
Halflings mostly follow humans, but are fairly fluid in how they trade.
Factions and Organisations
There are many and various mercenary groups, both small and large, certainly too many to name. However a few do stand out whether for prowess, size, or popularity.
The Claw. By far the largest group, with halls in all the major cities. Not especially good or bad at what they do, they are always available for hire. Although neutral in disposition, they do tend towards the good side. Their insignia is a black bear claw on either a cloak or shoulder.
The Dancing Blades. One of the very best groups. Although started by a group of elves, it now includes other races, although elves are still in the majority. This group focuses on light armour and dual wielding and they are very good at it. They can mostly be found in the elven territories, but will venture outside of there on contract. They have no insignia, but as they are a smaller group are often recognised by other members. They also have their passwords and challenges which can be dropped easily into conversation.
The Thunder. The stand out point for this group is their moral compass points directly at the money. They will take any job and I mean ANY. They are easily recognised by a scarred tattoo of a lightning bolt on their cheek. Retirement from old age or injury in this group is accepted, but leaving by any other method has fatal repercussions.
The Pack. This group is small, the largest is has been is 20 members. This group is comparable to black op special forces. These guys can be invisible, they are deadly, and they always get the job done. They don’t care too much about the money (although their rates are high), instead caring more about the challenge. You don’t apply to join, they find you if they think you’re worthy. They follow a code and will turn on their employer if they break this code. Very few people know of their existence, those who have worked as spies or alongside them, top members in the thieves guild, some high ranking soldiers, and the very few who have fought alongside them (they do on occasion assist in battles, often turning the tide or ensuring victory)
There are many guilds, and most reach out to nearly all parts of the world. Thieves, Assassins (less well known), merchants, etc. Although you don’t need to be a member to practice your trade, there are benefits to being part of them.
Brief Backstory - Thoram is from Mithral Hall in the Frost Hills. He was a merchant and accomplished stone carver. His caravan was attacked by a roaving goblin band and many of his fellow merchant friends were killed. Thoram was gravely wounded by survived thanks to the aid of a cleric who healed him. Upon returning to conscious and becoming aware of what happened, he swore an oath of vengeance against groups such as the goblin raiders and sought battle training from the cleric and has been traveling, bringing justice to those in need.
Brief Backstory - Urkosh grew up being harassed and bullied by his peers, and so at the first opportunity he left his home to join a mercenary company of half-orcs. He quickly rose up the ranks and was given command of a unit. However, during a battle against an orcish army, the human commander who had hired him ordered his unit to where the fighting was thickest and death was certain. He ignored the order, and when the battle was lost he was suspected of working for the enemy. He escaped execution, and went on the run, staying off the radar where possible and taking whatever jobs payed enough for him to eat.
Character Name - Tera Liona Alugard (aka "Violet")
Character Race - Human
Character Class - Sorcerer
Background - Noble
Brief Backstory - With the extremely bad (or good) luck of being attacked by a necromancer when she was still in her mother's womb, and being born under a dark star, Violet had a strange disposition and bearing, one that granted her even stranger powers. Had she been born a common peasant, she would have likely been killed or worse, however, she wasn't. Instead, she was born into a noble house and was protected for years. Though this "protection" came at the price of her own personal freedom, a trade she didn't enjoy. Regardless, she put up with it for many long dull years....until they pulled the final straw. Her reputation as the "icy princess" had caught the attention of one of her nation's princes and he asked her family for her hand. Violet wasn't surprised when they agreed, but that didn't make her any more accepting of it. So, she ran away. Using her innate abilities she disappear into the night and began to enjoy her own true freedom, changing her name, her look, everything. Violet became Violet, casting aside the girl that others wanted her to be. Now it was time to have some fun~
Edra is a huntress from a tribe of nomadic Shifters, who call the open plains their home. Her people are neutral toward outsiders and mostly prefer to keep to themselves, though they've been known to trade hides, meat, and other trophies from their hunts with outsiders or passing caravans. The tribe is smaller than it once was after suffering losses during an ambush from an Orc raiding party, but they remain a proud, strong people.
Edra's mate and young son were among the casualties, and their deaths still weigh heavily on her heart. Filled with guilt and a rage unlike anything she'd felt before, something primal awakened within her. She embraced that rage and her more bestial nature, learning to use it to her advantage in battle. Edra left her tribe to hunt the Orcs who killed her family, taking up small odd jobs and mercenary work on her travels.
Beneath her rage and fierce appearance, a gentle heart still remains.
((Hello! I'm new to DnD, but I've wanted to try playing and learning the game outside of listening to podcasts. I hope this is alright! If not, I can change her app or roll up a different character.))
Brief Backstory - Born in the City of Bones to an upper class family, Estellen never wanted for much in his life. He had a home, friends, and an excellent education waiting for him. As a student of magic, he took an interest in a subject that was quite popular in his city, Necromancy. He immersed himself in his studies, he passed centuries reading manuscript after manuscript and moving from library to library. All this in an effort to avoid the fate that so many other Elves desired. He had resolved to never be buried in the city where he was born, never to be a shade on the sacred tree, in fact, he never wanted to be buried at all. Estellen sought immortality, as his friends from his wizard college died off one by one and became less—in his eyes—by choosing life in death rather than life everlasting. At seven hundred years old, Estellen is desperate to complete his journey before it is too late for him, and is even willing to work with the lesser races to do anything to discover the secret which he seeks.
Like most Tortles, Doc set out on his life adventure early following the death of his parents, seeking a path that would allow him to provide the most benefit to the world. Around the age of 15, he was drawn to the teachings of the Church of Tyr, demonstrating a natural ability as a fighter and a healer. After his induction into the clergy was complete, Doc set out on his mission to bring swift justice to evil in all its forms, embarking on his journey alone.
Due to his isolated lifestyle, Doc lacks knowledge of most societal norms, and often what comes out of his mouth makes absolutely no sense. Although he's quite young for a Tortle, he's wise beyond his years, seeking balance in everything he does. Material wealth means little to him. He avoids attacking first, only bringing down the wrath of Tyr against foes who present immediate danger to him or others.
Backstory: When Grell came into his powers, it was discovered that his mother had been unfaithful to her husband and that he was a bastard of a blue dragon, so he was kicked out. Now he seeks to make a name for himself to prove to his family that he is worthy of their respect. He’s also on the lookout for any blue dragons, so he can find out who his father is, and destroy him. So he’s thinking that he might head to the Dragon Isles eventually.
When he was a child he lived on a farm. He then left that farm to become a wizard. He studied all his life, and continues to study. Even though he's a wizard, he has high strength and wears heavy armor.
Background - Outlander (Far traveler if more appropriate)
Brief Backstory - Though his people are thought to have been wiped out Quilqwen’s flock has survived by keeping their numbers small, shunning their beloved open sky, and extending their short lifespans by attuning closely with nature. Quilqwen is a fast learner of the natural magic of his people but also longs to explore and feel the wind through his feathers. He believes, perhaps foolishly, that the need for hiding is past and that his people should be stepping back into the light. To that end he has set off to make contact with the outside world and stretch his wings a bit.
Since a boy Kelric was called to the sea growing up on a coastal city he heard tales of the Ocean, and saw many faces most he would never see again. As Kelric got older he began to work on the docks: helping fishers bring in their catch, helping unload ships, even getting into a few tavern brawls. Through his work he was able to meet Isonoa a captain of The Loyal Rose. After helping her as a ship hand for a couple of years Isonoa invited Kelric to become officially one of her crew giving him a set of leather armor with a rose embellished on the shoulder. He started to learn sword play, favoring a rapier and dagger, after learning swordplay Kelric started to earn his keep more on the ship, even boarding a merchant vessel on one of the next raids. When they got back to port though it seemed different people avoided looking him in the eyes, more people wanted to pick fights with him. When he asked Isonoa about it she simply told him this was the way a pirate lived. That night Kelric secretly packed his things and headed out of town, where he would go only the gods knew one thing was for sure though the sea wasn't his home any longer.
Edit: That's weird, let me try again. (I had an error that said "dice rolls are not yet available for this section", but since I've edited the post the original rolls now seem to have worked.) Its up to you which roll I take, but I'd really prefer not to take the first one.
Hello!
I will be starting a campaign in my homebrew world for 4 to 6 players. All races on D&DBeyond are allowed, as well as all subclasses here. Dragonborn have the largest change, now having 2 subraces to choose from instead of the base race. There is also an additional subrace for the Elf, Wild Elf. (all these changes are listed below, and if any wish to use those races for the campaign, private homebrews exist for them) Ideally it would be nice to get a diverse range of classes/races.
Content Sharing will be on, and I have all content unlocked.
All characters will start at level 1 and stats will be determined by rolling once the players have been decided. (For those who don't know, the rolling method is 4d6, dropping the lowest die for each stat)
Please post your applications below with the following template:
Character Name -
Character Race -
Character Class -
Background -
Brief Backstory -
(full backstories should be placed into a spoiler as well if you wish to include them and they're more than a paragraph long)
A warning, the spoiler below contains all the world information for Zanoliv. As such it is LONG, as in 15 pages long. You have been warned
Zanoliv
Current state of the world
The year is 3561.
There are rumours of a massive Orc warband hundreds of thousands strong, but there is nowhere on this world that a number that large could be concealed, and even if there were that many Orcs they constantly seek fights...
Orcs are becoming a larger threat, raiding larger villages and towns. There is outcry to stop this. They ask for mobilisation of the armies. There is now an open bounty on all orcs from (mostly human) city councils.
Half-orcs are distrusted and feared, but do well in the militaries and are popular with the troops. They hold many officer positions all the way up to general. An army without half-orcs (excluding Elven and Dwarven armies) are considered weak. They are occasionally falsely killed in the wilds for the bounties.
Like an infestation, goblin populations are growing again. Dwarves and Gnomes are effectively at war with them. However there is more organisation than before. There is a Goblin king leading them, and those that have fought against him say that he is favoured by a dark god.
After a massive magical storm engulfed one of the islands in the Dragon Isles, it disappeared. That was over a thousand years ago and now a new magical storm has been raging for the last 10 years...
The Elves continue to be ‘high and mighty’ and disregard the problems of lesser species. Rarely rising to be rulers, they populate a large portion of the councils and advisors for those that do rule.
The 8 magical trees have been surging with power over the last 300 years slowly but steadily. Although a boom to the elves export of magic and magical items, many are becoming concerned that it hasn’t stopped.
The Sun Forge (Heart of the Mountain)
The Heart of the Mountain was recently discovered by a dwarven skirmish led by the Bardryn Rumnaheim. While pushing back the goblin scum, they came upon a cavern so large neither the end nor the roof could be seen, despite the fact it was illuminated by what appeared to be a sun.
The sun was suspended by a network of obsidian strands and the walls and floor were covered with obsidian.
Bardryn walked towards one of these strands and touched it. This caused what looked like liquid sun travel through the obsidian, and then through Bardryn. Her eyes and mouth shone bright as the sun, nearly blinding those nearby.
After several minutes the liquid sun in the obsidian faded and Bardryn’s glow faded. Her eyes glossed over black as the obsidian she was touching with a pupil which burnt as bright as the sun. Her skin darkened and was covered with obsidian plate armour, causing her steel plate armour to clatter to the ground. In one hand an obsidian warhammer appeared with the same inner glow as her eyes, and in the other hand an orb of plasma sat suspended just above the slightly closed, gauntleted hand.
It was then the Goblin’s launched their counter-attack.
With an echo to her voice that had no right to be there, she bellowed “Be gone!” and opened her hand fully. A wave of plasma surged across the entire cavern turning them all to ash.
“This land is ours!”, and with that she smashed her hammer into the ground and from beneath the sun, a castle followed by a city rose from the ground. The entire thing made from the same obsidian lining the walls and ground.
The top of the tallest spire of the castle sits mere feet from the sun. Atop this spire sits a forge. The sun is the fire. The anvil is obsidian and above it floats a blacksmiths hammer which seems to be made of pure sun.
Although everything made from this forge is far superior to anything else, it takes weeks if not months to forge even a single item. However items forged from this Sun Forge attune to the very soul of those that own it, so much so that if anyone even attempts to hold it (without the owners express permission [non-verbal more willed]) the item burns them as though they had put their hand into the sun itself. The item also gains characteristics of the owner as it attunes to them, such as returning to the hand of an axe/hammer thrower, becoming imbued with poison of a corrupt person, imbued with radiance of a holy person, etc..
The Magical Forests of the Elves
The magical trees did not always exist, nor were they always intertwined. During the primitive era of the elves there were 12 immortal elves known as Eldarin. These elves were immensely powerful magic users and protected the elves under their care through the dark ages. 1 was lost to some unknown evil, giving its life to stop it. 2 were corrupted by the dark temptations from the shadow realm, and have since become extremely powerful beings which seek to destroy the Elven race. 8 gave their lives to create sanctuaries for their kind. 8 magical forests which would forever be a safe haven for all pure hearted races. As for the last, nothing is known. Some say they were just long-lived and died of old age in seclusion. Some say they gave their life to start the ‘lesser’ races. And some say they still wander the world today, ensuring the legacy of the other 8. All have their own theories and stories.
The eight magical forests did indeed become safe havens and allowed the Elven race to flourish. While the other races fought among themselves, their civilisation grew.
Some time after the planting of the trees, a hundred years, a thousand, ten thousand (who knows), the whole world began to shift. Mountains moved, lakes became seas, and forests moved. After years of turmoil the world finally settled into the shape it’s in now. When the dust cleared, there were now 4 larger magical forests. Each tree had become intertwined with another, and in the process had become exponentially more powerful.
The magical fields had increased so much that the local wildlife became deformed, creating weird, wonderful, and sometimes dangerous creatures. This has made life outside the walls of the Elven cities and towns very dangerous.
The Dark Lands/Accords
The Dark Lands. The sun does not shine here. Dark clouds hang constantly over the place, and thunderstorms are almost constant. This is a land of perpetual twilight where werewolves prowl the forests, skeletons skulk around the crypts, vampires lord over the castles, and humans scrape a living through it all.
This is a land of monsters and hunters, death and undeath, a faithless place. People do not live here, they certainly don’t prosper, they merely survive. The upside of this is that the Dark Lands provides the world with the best hunters, trappers, and bounty hunters. Even if they are a little rough around the edges. And just as likely to kill you as look at you.
Many centuries ago, the Dark Lands were a war zone. Every undead faction vied for power and territory; the werewolf packs emerged from the forests, skeletal legions rose from the cemeteries and crypts, vampiric hordes descended from their high castles, and the (arguably mad) humans surged from their towns and cities. All fought for complete control and domination. Occasionally alliances would be formed, although no trust was shared, but they were often broken as quickly as they were created.
Eventually a stalemate was reached and a completely dead area was left in the wake of the war. This area was known as the Badlands. No plants grow here, no animals live here, not even carrion crows. When there are no battles happening, the place is eerily silent. A permanent mist hangs over the area, restricting clear sight to a mere 200ft and making everything else into creepy silhouettes. Without a compass you are lost. There are no landmarks, no stars are visible, and even the sun can’t be seen.
Not wishing to lose anymore of their own forces, and become more accepted into the evolving outside world, the residents of the Dark Lands reached an agreement. The Accords were created and signed by the leaders of the major factions (with any minor factions being ‘persuaded’), they set down a set of laws which would be in addition to and above any existing laws in the settlements within the boundaries of the Dark Lands. They are:
Although these laws only officially apply within the Dark Lands, some of the major cities have adopted them. After all a civil servant or lawyer that never dies can provide an awful lot of taxes... Not to mention the vampire assassins and werewolf scouts.
This has led to very law-abiding undead. Often to the very letter of it. But it should be known, this does not make them good. Many vampires for example find it hard to shed their evil ways, and enter into positions of power, spy work (where being evil is a plus), or for the truly evil: become lawyers. Although it is true that some do try to be good and fit in with ‘normal’ society, and generally adapt to the modern world.
However anyone, anywhere that breaks any of these laws is given a hefty bounty. And there exists a long line of such bounty hunters, a line that stretches to a time long before the accords existed. They line is called Van Helsing, and if they accept a bounty on you, you better start writing you will. Quickly, and preferably on flame retardant paper. After all, without tradition what are we?
Races (living)
Humans
Appearing later than most other races, they quickly spread like a disease over the surface. The small Orc tribes were pushed away or destroyed by the larger armies of humans. This spread was halted in a few main places:
As time progressed, the human race fractured into factions. Wars were fought, alliances made. But eventually these mostly settled down, and conventional war was replaced by the war of commerce. Villages became towns, towns became cities, and the cities became small countries in their own right.
As the cities grew, members of all races began to flock there for ‘a better life’, ‘a life of adventure’, or other such reasons.
Many dwarven smiths opened up, easily better than most human smiths, if you can afford it that is. Dwarven architects and engineers helped build, and mercenaries with lifetimes of experience came for the money.
Elves quickly moved into positions of power. Heads of commerce or politicians. They also set up the universities of magic, giving the humans wizards. And became proprietors of magical and alchemical shops.
Dwarves
One of the still remaining elder races, the dwarves are divided up by clans. However they are still led by a single king and still rigidly follow the dwarven laws. A dwarf’s first loyalty is to the dwarf race, second to the king and the laws, thirdly to the clan.
Each mine is normally owned by and worked by a single clan. However occasionally additional help is required. Because of this there are some dwarfs who only ever see members of their own clan.
The only place clans normally mix are the dwarven cities. Sometimes built in massive caverns that even those with darkvision can’t see the roof of, and sometimes built into the rock itself. Either way these are feats of dwarven engineering and those that see it are often awestruck.
Male and female dwarfs are treated equally, mostly because there is no way to know which is which without asking (they both have beards, and both wear the same clothes). There have been many awkward situations because of this, but for them it’s just part of life.
Dwarf smiths are second only to elven smiths, however most dwarfs will argue that this is because the ‘dirty elves’ use magical forges, and that’s just cheating. The elves say something similar, the ‘stupid dwarfs’ aren’t smart enough to use magic.
As the surface cities rose up, many dwarfs went to them. Mostly from what can loosely be called the middle-class, hoping to improve their social standing. They helped build the cities as many were expert architects (at least compared to the humans), and others caused a boom in the smithing industry as once again they were experts.
Elves
One of the still surviving elder races, the elves are divided by their choice of training in their early years. Those that study magic are known as ‘High Elves’, they also learn languages and how to mingle with the noble classes. Often it is the high-born who become high elves, and most high elves become high-born. They are known for believing they are superior to others. They often become wizards, diplomats, politicians, and other similar professions.
Those that study nature are known as ‘Wood Elves’, they are particularly agile and are able to live in the wild indefinitely. They are often more friendly than their high elf cousins, however some are very reclusive and stick to their homeland forests. They hold nature in high regard and are quick to reprimand any who disrupt the balance, some reprimand more harshly than others. They often become rangers and druids.
Those that study nothing (at least as the elves see it) are known as ‘Wild Elves’, they mostly just look out for themselves and often end up living criminal lives. They learn what they can from the road and cities. Often ruthless (as that is what’s needed to survive), many give them a wide berth. They often become rogues, leaning towards the criminal.
There are only a four elven cities and all are based around two intertwined magical trees. Each tree is aligned to a particular school of magic. They are twinned as below:
All elves dream of being laid to rest in the city of bones, because the spirits of those laid to rest there live on in the tree. It is also possible to commune with these spirits on the night of the dual full moon, which occurs just once every 5 years. At least half of the entire city is a graveyard/crypt/mausoleum, hence the nickname City of Bones.
The best spies and diplomats are trained in the city of spies. Although they train mostly elves, a few from other races who are exceptional (or exceptionally wealthy) are allowed access. These spies/diplomats use subtle magic to achieve their goals. Unknown to all but a few, all elven interrogations occur in this city next to the tree. The proximity to tree causes all but the strongest willed to tell the truth.
Crossroads, so called because of its ability to teleport anyone to or from anywhere, is the most diverse elven city. The other cities and most towns and villages are almost entirely elven or half-elven. This city however is home to nearly every single race and is one of the major hubs of commerce. Those that can afford it can purchase teleportation to anywhere they would like in the world. The trees are also used as the punishment system; magic to remove hands of a thief or brand a mark, and in serious cases exile or kill via teleportation.
The elven city of Shifty is never the same place in the morning as the night before. This is due to the constant affect of the tree of transmutation. It constantly shifts and changes, what might start out as a tavern in the morning, might be a restaurant in the afternoon, and brothel in the evening. Therefore those that reside there have learnt to become jack-of-all-trades. The name Shifty also comes from the very large criminal element there. They use the constant changing to their advantage, as well as mind manipulation. Those that go there without some sort of protection against enchantment magic put themselves at great risk. The exact location is on no map, because the city itself moves through the surrounding forest, which also changes (although less than the city itself).
No elven city has never been successfully attacked. The trees either waylay those searching for it, physically block their progress, or in one instance make an entire army disappear.
Many who devote their live to magic will eventually visit their respective tree as a pilgrimage, often deepening their knowledge of their magic.
Wild Elf
Ability score increase: Charisma +1
More: Weapon Proficiency {Rapier, Shortsword, shortbow, hand crossbow}, Skill Proficiency {Survival}, Feat {Alert}
Tieflings
When the world was young there was a very large magical potential. Although most people were unable to tap into this magic, many warlock patrons gave unbridled access to this magic. It did however have some major side effects.
Although they began as humans or dwarves, the favour gifted upon them by their patrons caused physical alteration. However it seemed a small price to pay for, at the time, limitless power. The available magic has however died down significantly and although still very powerful, magic is now a shadow of its former self.
All Tieflings age at the same speed of their parent race and have the same height, speed, size. The alterations seen with Tieflings vary, with a few similarities:
Due to their demonic appearance they are often greeted with mistrust. As such they are fiercely independent, often ending up in criminal circles where respect is based more on skill than appearance.
Few and far between, there is rarely a large group of tieflings together, their sense of independence extending to even members of their own race.
They are often pirates/bandits/raiders, rogues/criminals, wandering mercenaries, travelling folk.
Dragonborn
As the Humans expanded across the sea, many were abducted by the Dragons on the Dragon isles. They were then experimented on with magic, with the aim of making a hybrid race to act as servants for the Dragons.
Most of the early experiments created horrific abominations which were quickly hunted down, killed, and completely destroyed. However there are myths that a few survived, and still survive to this day...
Eventually a stable race was created, the Dragonborn. With wings, scales, and a tail, this race resembles a human-sized bipedal dragon.
Initially subservient and primitive, they quickly gained in intelligence. Historians believe this is due to the strong magical fields around the Dragon Isles interacting with the magical nature of the Dragonborn themselves.
This almost resulted in a war between Dragons and Dragonborn, however they were able to come to an agreement.
Dragons would aid in the defence of the islands, would teach magic to those particularly gifted (even bestowing sorcery favour upon a few), they would rule alongside a Dragonborn each with equal power, all required resources would be obtained by the Dragonborn for the Dragons.
Dragonborn Traits:
Ability score increase: Strength +2
Age: adulthood by 15, live to be around 150
Alignment: typically lawful and typically good/neutral
Size: see subraces
Speed: 30ft walking
More: Draconic Ancestry, Breath Weapon, Damage Resistance, Languages [Draconic, Common]
Pure-born (Island-born)
Ability score increase: Intelligence +1
Size: 7ft avg. 200lb (+wings and tail)
Speed: Flying speed [min 20ft, max 50ft]
More: magical nature-able to detect magic on touch, 1 cantrip of choice from Sorcerer list
City-born
Ability score increase: None (Included within Feat {Dragon Fear})
Size: 6ft avg. 270lb
More: Tool proficiency of choice or Language of choice, Improved Breath weapon [additional use per rest], Feat {Dragon Fear}
Dragonborn are often seen in military-like professions, often raising to officer or specialist status OR in magical professions.
The monarchs of the islands become psychically linked for life.
Gnomes and Halflings
Entirely missed by the Human expansion, they quickly became part of the resulting civilisation. They mostly live in the rolling hills on the grasslands around the dwarf tunnel and mine entrances.
Most gnomes stay close to their homes and the dwarves.
Since the great expansion, most Halflings have started travelling between the cities, travelling in large caravans, some as trade, others as entertainment.
There’s not much notable about them, they mostly just integrated into human/dwarven life.
There are often small skirmishes and raids with the goblins in the mountains, but the dwarves often quickly come to their aid.
Half-Orc
When the orcs raided human settlements, they did more than just steal. Those born as half-orc were shunned or killed at birth. As time moved on, the killing at birth reduced.
As the Orcs became less of a threat, half-orcs became more accepted, but were always kept at a safe distance. After all you never knew when they would fly into a rage and beat you senseless. They kept the aggression of their orc parents and were often quick to anger, however they also kept their strength and toughness. Because of this, most half-orcs went into military or mercenary groups. On the battlefield you don’t care who is fighting beside you, just so long as they’re fighting the enemy. Especially when they’re good at it.
Orc
One of the few surviving elder races (if only just), they have no government, no permanent cities or towns. They roam in warbands fighting anything that moves, for better or worse.
Back in the elder days they were spread over much of the world. They were just about smart enough to stay out of the magical elven forests, which the elves rarely ventured out of. They were however drawn to shiny things, such as gold, silver, and gems. This lead to many conflicts with the dwarves, who also liked these shiny things. It has led to a deep racial hatred between Orcs and Dwarves.
During the human expansion the warbands were killed off one by one in the name of progress. Some orcs became slaves since their strength made them useful. These days there are only a few warbands roaming the wilds, however they consist of only the strongest orcs and are larger than any in history. Some fear that an orc resurgeance is near...
Vampires, Werewolves, and the Undead
Although found throughout the world in small numbers, there is a distinct concentration in the Dark Lands. An area of perpetual twilight, neither the sun nor the moon is ever seen and thick grey clouds fill the skies.
Despite the expected dangers, there is a strong human presence here.
Many centuries ago there was perpetual fighting, all sides vieing for power. Eventually, realising they were at a stalemate, a shaky peace was created and the Accords were created.
Since the Accords the known population of undead has increased. Many still reside in the “safe” darklands, but it is now considered that the Accords are in respected in the entire world.
Many long-lived undead hold jobs in the cities, being particularly good at banking, government, and law.
Undead are now often tolerated, but are still prejudiced against.
Vampires are mostly evil. Werewolves are mostly neutral, but bestial in nature. Other undead often reflect what they were in life.
Races (dead)
Aarakocra
One of the Elder races, the Aarakocra lived high in the mountains, where they could watch over and protect the forests below. They did not protect it from evil or good, but from imbalance. And so when the human expansion happened, the world became imbalanced. Forests were cut down for timber and farmland. They rushed to defend the lands they watched over.
Expert warriors, they cut down hundreds, thousands, maybe more. But, in the end, they were outnumbered, and for every human slain, 2 more would take their place. As the humans closed in on where they believed their cities to be, the skirmishes stopped, and none were to be found. To this day there have been no reliable sightings of these creatures, however a few rangers, druids, and hunters swear that they have seen spirits of the forest right a wrong to the forest.
Centaur
Although no-one knows where they came from, many stories speak of the herds of centaur that roamed the plains. They were neither good nor evil, they took what they needed from wherever they were, be it plains, forest, or a village. They avoided killing where possible, but would never shy away from a fight, often overwhelming the enemy by sheer numbers.
As the magical forests began to grow the areas where they could roam diminished. It was around this time the 1st Great Orc Warband arose. Seeing the Centaur merely as glorified horses, and therefore meat, the Orcs hunted their large herds to extinction.
None of the other races came to the aid of this sad event as they themselves had often been harassed and raided by them. It was seen less as an extinction and more as pest control.
Drow (Dark Elves)
Born from cults which worshipped beings from the darker realms, these elves were gifted powers similar to warlocks, as well as physical characteristics similar to the Tieflings which would much later enter the world.
Believers in spirits of the world rather than gods or other such beings, the elves regarded these Drow as evil abominations that would corrupt and pollute society. An Inquisition was set up, which still exists to this day. Its initial purpose was to aggressively hunt down and eradicate Drow. Those that were part of this inquisition cared little for those that claimed to be innocent, killing guilty and innocent alike publicly.
Through the use of magic and other means, every last Drow was killed.
The inquisition evolved over time, although becoming no less ruthless, into spies and assassins.
Pantheons
Gods are known to exist, however not all worship or respect them.
Humans
PHB 294: Deities of the forgotten realms (PHB:Appendix B: Gods of the Multiverse: Nonhuman Deities: Deities of the Forgotten Realms, if looking on D&DBeyond's Compendium)
Elves
Elves ‘worship’ the spirits that inhabit all things, a more druidic idea. For example an Elf Life Cleric would not worship a god of life, but draw their power from the spirit(s) that connect all living things (if raised in the conventional Elven manner).
Dwarves
Dwarves take care to not intentionally anger the gods (they’re not suicidal), but very few worship them. Mostly they take the approach of Don’t smite me, and I won’t destroy your temples. Also when you’re a mile underground surrounded by darkness and stone, you believe in the darkness, the stone, your axe, and those around you. As such the Dwarves believe in The Dark, although there are many different kinds; the dangerous dark (e.g. the cave of a monster), the safe dark (e.g. a mine shaft known to be safe), the deep dark (the underdark, of which most are at least a little fearful), as well as many others. Some say that Dwarves have more words for The Dark than all their other words combined, but this is clearly ridiculous. They have many more words for Gold. (Dwarf Clerics/Paladins are rare, however some do exist and were often exposed to the world of religion more than their kin to become as such)
Dragonborn
Island Dragonborn worship the Dragons themselves, given that they are literally the creators of their race. This worship and belief is mostly directed to a an ‘alpha’ Dragon on the island on which they live. The power of this belief empowers these Alpha Dragons to become more powerful, demi-gods in their own right. One of these Dragons may impart some of its power onto a few worthy individuals to enable them to further their cause (Clerics/Paladins)
Tieflings
Same as parent race. (Human/Dwarf)
Orcs (some Half-Orcs)
PHB 294: The Dark Six (PHB:Appendix B: Gods of the Multiverse: Nonhuman Deities, if looking on D&DBeyond's Compendium)
Although the names are different:
Similar to the elves the orcs believe in spirits. However their spirits are not about nature, but the spirits of war, death, blood, etc. This has led to their magic users to use blood as a catalyst.
Halflings
Somewhere between human and elf belief
Gnomes
Somewhere between human and dwarf belief
For the players
Restrictions
These restrictions are not set in stone, BUT there must be a good reason/backstory to get around them.
Human
As humans are not inherently magical, they must work and study to use magic. (For example studying wizardry at a university, druidism as an apprentice, or by the favour of a patron as a warlock) As such human sorcerers are rarely seen in this world.
Elf
Because of the problems in the past, as well as the inquisition, elf warlocks don’t really exist. It is feared that it would once again lead to the Drow, and other bad things. As such any who attempt to go down this route are ruthlessly hunted down and killed. Although some have tried to hide it as wizardry.
Dwarf
Because of what and how they worship, Dwarven Paladins and Clerics are rare.
Half-Orc
None.
Tiefling
None.
Gnome
None.
Halfling
None.
Dragonborn
None.
Vampire
Vampires CAN NOT be clerics or paladins (I mean come on, they’re undead).
And are STRONGLY recommended to follow the accords.
Werewolf
‘Curse’ only affects Humans and Halflings.
And are STRONGLY recommended to follow the accords.
Some extra flavour about the world
Some things the characters would know and stuff.
Magic
Although magic is fairly common, those who do not practice it are unlikely to experience it. Very rarely are people frightened of it (unless used to attack people or such), mostly people are just intrigued by it.
Practitioners of magic will mostly likely be able to discern what class the magic comes from, but everyone else splits it between holy (paladin/cleric), natural (e.g. rock walls, vines, etc.), and high magic.
Currency
Gold, being a precious metal, is much used in trading. As time has progressed, people have shaped it into coins of a given weight. Sometimes they are stamped with the city they were made in, sometimes they are smooth metal, but all are valid currency so long as the gold content is the same. As such gold coins are a universal currency.
Other denominations such as copper or silver coins, are not accepted everywhere. Silver coins especially carry harsh penalties in the dark lands.
Elves have fallen in line with humans and accept most of their currencies (especially as that’s where most of their trade comes from).
Dwarves mostly trade precious metals and gems by weight, as opposed to any specific coinage. However as gold coins are themselves a precious metal, dwarves will accept this.
Gnomes mostly follow the dwarves, but sometimes accept other coinage depending on their location/exposure to human settlements.
Halflings mostly follow humans, but are fairly fluid in how they trade.
Factions and Organisations
There are many and various mercenary groups, both small and large, certainly too many to name. However a few do stand out whether for prowess, size, or popularity.
There are many guilds, and most reach out to nearly all parts of the world. Thieves, Assassins (less well known), merchants, etc. Although you don’t need to be a member to practice your trade, there are benefits to being part of them.
Character Name - Thoram
Character Race - Mountain Dwarf
Character Class - Ranger
Background - Guild Merchant
Brief Backstory - Thoram is from Mithral Hall in the Frost Hills. He was a merchant and accomplished stone carver. His caravan was attacked by a roaving goblin band and many of his fellow merchant friends were killed. Thoram was gravely wounded by survived thanks to the aid of a cleric who healed him. Upon returning to conscious and becoming aware of what happened, he swore an oath of vengeance against groups such as the goblin raiders and sought battle training from the cleric and has been traveling, bringing justice to those in need.
Ghosts of Saltmarsh - DM
Character Name - Urkosh
Character Race - Half-Orc
Character Class - Rogue
Background - Soldier
Brief Backstory - Urkosh grew up being harassed and bullied by his peers, and so at the first opportunity he left his home to join a mercenary company of half-orcs. He quickly rose up the ranks and was given command of a unit. However, during a battle against an orcish army, the human commander who had hired him ordered his unit to where the fighting was thickest and death was certain. He ignored the order, and when the battle was lost he was suspected of working for the enemy. He escaped execution, and went on the run, staying off the radar where possible and taking whatever jobs payed enough for him to eat.
Character Name - Tera Liona Alugard (aka "Violet")
Character Race - Human
Character Class - Sorcerer
Background - Noble
Brief Backstory - With the extremely bad (or good) luck of being attacked by a necromancer when she was still in her mother's womb, and being born under a dark star, Violet had a strange disposition and bearing, one that granted her even stranger powers. Had she been born a common peasant, she would have likely been killed or worse, however, she wasn't. Instead, she was born into a noble house and was protected for years. Though this "protection" came at the price of her own personal freedom, a trade she didn't enjoy. Regardless, she put up with it for many long dull years....until they pulled the final straw. Her reputation as the "icy princess" had caught the attention of one of her nation's princes and he asked her family for her hand. Violet wasn't surprised when they agreed, but that didn't make her any more accepting of it. So, she ran away. Using her innate abilities she disappear into the night and began to enjoy her own true freedom, changing her name, her look, everything. Violet became Violet, casting aside the girl that others wanted her to be. Now it was time to have some fun~
Character Name - Edra
Character Race - Swiftstride Shifter (Lioness)
Character Class - Barbarian
Background - Outlander
Brief Backstory -
Edra is a huntress from a tribe of nomadic Shifters, who call the open plains their home. Her people are neutral toward outsiders and mostly prefer to keep to themselves, though they've been known to trade hides, meat, and other trophies from their hunts with outsiders or passing caravans. The tribe is smaller than it once was after suffering losses during an ambush from an Orc raiding party, but they remain a proud, strong people.
Edra's mate and young son were among the casualties, and their deaths still weigh heavily on her heart. Filled with guilt and a rage unlike anything she'd felt before, something primal awakened within her. She embraced that rage and her more bestial nature, learning to use it to her advantage in battle. Edra left her tribe to hunt the Orcs who killed her family, taking up small odd jobs and mercenary work on her travels.
Beneath her rage and fierce appearance, a gentle heart still remains.
((Hello! I'm new to DnD, but I've wanted to try playing and learning the game outside of listening to podcasts. I hope this is alright! If not, I can change her app or roll up a different character.))
Character Name - Estellen Undellion
Character Race - High Elf
Character Class - Wizard (School of Necromancy)
Background - Sage
Brief Backstory - Born in the City of Bones to an upper class family, Estellen never wanted for much in his life. He had a home, friends, and an excellent education waiting for him. As a student of magic, he took an interest in a subject that was quite popular in his city, Necromancy. He immersed himself in his studies, he passed centuries reading manuscript after manuscript and moving from library to library. All this in an effort to avoid the fate that so many other Elves desired. He had resolved to never be buried in the city where he was born, never to be a shade on the sacred tree, in fact, he never wanted to be buried at all. Estellen sought immortality, as his friends from his wizard college died off one by one and became less—in his eyes—by choosing life in death rather than life everlasting. At seven hundred years old, Estellen is desperate to complete his journey before it is too late for him, and is even willing to work with the lesser races to do anything to discover the secret which he seeks.
Character Name - Doc
Character Race - Tortle
Character Class - Cleric of War
Background - Hermit
Brief Backstory -
Like most Tortles, Doc set out on his life adventure early following the death of his parents, seeking a path that would allow him to provide the most benefit to the world. Around the age of 15, he was drawn to the teachings of the Church of Tyr, demonstrating a natural ability as a fighter and a healer. After his induction into the clergy was complete, Doc set out on his mission to bring swift justice to evil in all its forms, embarking on his journey alone.
Due to his isolated lifestyle, Doc lacks knowledge of most societal norms, and often what comes out of his mouth makes absolutely no sense. Although he's quite young for a Tortle, he's wise beyond his years, seeking balance in everything he does. Material wealth means little to him. He avoids attacking first, only bringing down the wrath of Tyr against foes who present immediate danger to him or others.
His present focus is to cleanse The Dark Lands.
Name: Grell Granita
Race: Deep Gnome
Class: Sorcerer
Background: Noble
Backstory: When Grell came into his powers, it was discovered that his mother had been unfaithful to her husband and that he was a bastard of a blue dragon, so he was kicked out. Now he seeks to make a name for himself to prove to his family that he is worthy of their respect. He’s also on the lookout for any blue dragons, so he can find out who his father is, and destroy him. So he’s thinking that he might head to the Dragon Isles eventually.
Character Name -
Wanarus
Character Race -
Human
Character Class -
Wizard
Background -
Acolyte
Brief Backstory -
When he was a child he lived on a farm. He then left that farm to become a wizard. He studied all his life, and continues to study. Even though he's a wizard, he has high strength and wears heavy armor.
DM of Adventures of the Caves
Character Name - Quilqwen
Character Race - Aarakocra
Character Class - Druid
Background - Outlander (Far traveler if more appropriate)
Brief Backstory - Though his people are thought to have been wiped out Quilqwen’s flock has survived by keeping their numbers small, shunning their beloved open sky, and extending their short lifespans by attuning closely with nature. Quilqwen is a fast learner of the natural magic of his people but also longs to explore and feel the wind through his feathers. He believes, perhaps foolishly, that the need for hiding is past and that his people should be stepping back into the light. To that end he has set off to make contact with the outside world and stretch his wings a bit.
Character Name - Kelric Deathblight
Character Race - Human (Variant)
Character Class - Rogue
Background -Pirate
Brief Backstory -
Since a boy Kelric was called to the sea growing up on a coastal city he heard tales of the Ocean, and saw many faces most he would never see again. As Kelric got older he began to work on the docks: helping fishers bring in their catch, helping unload ships, even getting into a few tavern brawls. Through his work he was able to meet Isonoa a captain of The Loyal Rose. After helping her as a ship hand for a couple of years Isonoa invited Kelric to become officially one of her crew giving him a set of leather armor with a rose embellished on the shoulder. He started to learn sword play, favoring a rapier and dagger, after learning swordplay Kelric started to earn his keep more on the ship, even boarding a merchant vessel on one of the next raids. When they got back to port though it seemed different people avoided looking him in the eyes, more people wanted to pick fights with him. When he asked Isonoa about it she simply told him this was the way a pirate lived. That night Kelric secretly packed his things and headed out of town, where he would go only the gods knew one thing was for sure though the sea wasn't his home any longer.
Thanks everyone for applying, sorry I couldn't take you all, it was a tough choice.
The six are as follows:
Urkosh the Half-Orc Rogue (ForgottenReams)
Violet the Human Sorcerer (RasecAlugar)
Edra the Swiftstride Shifter Barbarian (Ballista)
Estellen the High-Elf Wizard (Persuasion)
Doc the Tortle Cleric (AzynPerswayzen)
Quilqwen the Aarakocra Druid (Cogema)
If you can roll your stats here (4d6 per stat, dropping the lowest one) and I'll send each of you the link to campaign shortly after this post.
(Also on GMT time in regards to the sorts of times that I'll be posting)
Stats for Estellen: Ability scores: 16 16 15 12 16 9
Quilqwen stats.
Ability scores: 12 13 8 12 10 8
Whoa! Umm! Are we given any options if our rolls total under 72?
Urkosh's Stats:
Ability scores: 7 14 15 16 9 9
Edit: That's weird, let me try again. (I had an error that said "dice rolls are not yet available for this section", but since I've edited the post the original rolls now seem to have worked.) Its up to you which roll I take, but I'd really prefer not to take the first one.
Ability scores: 15 14 12 14 16 14
You mean you don't want a score of 4!? :P
Take the second lot for Urkosh.
For Quilqwen you can reroll one of the 8's if you want, but whatever the roll you'll have to take the new one, even if it's lower. Your choice.
Ability scores: 11
Whew! Thanks.
Doc's Ability Scores:
Ability scores: 14 11 10 11 8 10
Re-Roll for 9: Ability scores: 13