Baldur’s Gate began as a harbor town where traders would meet with “ghost lighters” — folk along the Sword Coast who used lights to lure fogbound ships to shore. When those ships ran aground, the ghost lighters would scavenge the wrecks and haul their plundered goods to Baldur’s Gate, nestled on the north shore of a bend in the River Chionthar, and sell their booty. In the years since, Baldur’s Gate has grown into a walled city. Today, its foggy streets run red with the blood of unfortunates who fall prey to evil opportunists, many of whom count themselves as nobles, traders, pirates, and assassins. An army of mercenary soldiers called the Flaming Fist keeps order in the city, and these soldiers answer to Grand Duke Ulder Ravengard. The members of the Flaming Fist don’t care about justice; they crave power and coin, nothing else. But despite the Fist’s reputation for cruelty, the Grand Duke is widely regarded as an honorable and reasonable man.
The city of Elturel, capital of Elturgard, is located much farther inland along the River Chionthar. Whereas Baldur’s Gate has a well-earned reputation for being a nest of vipers, Elturel is seen as a beacon of faith, order, and high culture. The two cities have endured a long, bitter rivalry that originated when Baldur’s Gate began stealing cargo and coin from ships heading to and from Elturel, stifling that city’s sea trade. Though the conflicts between Baldur’s Gate and Elturel have always fallen short of open warfare, relations between the cities have been tense for a long time — too long, some would say.
A tenday ago, Grand Duke Ulder Ravengard left Baldur’s Gate with a company of Flaming Fist soldiers on a diplomatic mission to Elturel, accepting a formal invitation from Elturel’s High Overseer, Thavius Kreeg. Ravengard did not go eagerly, however. It took months of persuasion by his fellow dukes — the other three members of Baldur’s Gate’s ruling Council of Four — to convince him to accept Elturel’s invitation and leave the city in their capable hands. Duke Thalamra Vanthampur was especially convincing, having gathered petitions from the nobility as well as leaders of the common rabble.
Rumors concerning Elturel’s disappearance spread like wildfire, stoking fears that Baldur’s Gate might be next. At the same time, panic swept through the ranks of the Flaming Fist, which suddenly found itself without a strong leader.
In the grand duke’s absence, the government of Baldur’s Gate continues to function under the three remaining dukes — Belynne Stelmane, Dillard Portyr, and Thalamra Vanthampur. Duke Portyr has gone so far as to recall his niece, Liara Portyr, from her post as commander of the Flaming Fist at Fort Beluarian in Chult, in the hopes that she can keep the Flaming Fist in check. However, it will take time for her ship to arrive. Meanwhile, refugees from Elturgard continue to arrive with dire claims that nothing remains of Elturel except a crater in the ground.
In the grand duke’s absence, the government of Baldur’s Gate continues to function under the three remaining dukes — Belynne Stelmane, Dillard Portyr, and Thalamra Vanthampur. Duke Portyr has gone so far as to recall his niece, Liara Portyr, from her post as commander of the Flaming Fist at Fort Beluarian in Chult, in the hopes that she can keep the Flaming Fist in check. However, it will take time for her ship to arrive. Meanwhile, refugees from Elturgard continue to arrive with dire claims that nothing remains of Elturel except a crater in the ground.
Among those fleeing Elturgard are several Hellriders — paladins who have sworn oaths to defend Elturel. Those warriors escaped the city’s fate only because they weren’t in Elturel when it fell, and the Flaming Fist has taken to arresting them on sight, lest they try to stir up trouble in Baldur’s Gate. The Hellriders are not going quietly, however, leading to violence and bloodshed.
Without Ulder Ravengard to stay their hand, Flaming Fist captains are brutally exercising their autonomy under the veneer of maintaining order. They’ve closed the outer gates to keep Baldur’s Gate safe from the refugee “threat,” effectively trapping Baldurians behind their own walls.
For one reason or another, you have been drafted into the Flaming Fists.
This post has potentially manipulated dice roll results.
Character Option 1:
Heroic Chronicle Rolls:
Homelands: 63 (Independent Realms) Background: 87 (Folk Hero) Home Settlement: 12 (Luskan) (City) Social Status: 6 (1 Ally) Family Size (Parents): 79 (2 Parents) (One Male/One Female) Family Size (Siblings): 19 (0 Siblings) Powerful Family Relationships: 1 (Only have 2 Family Members... So 2 Powerful Relationships) Mother Relationship: 53 (Ally: Owed Favor) Father Relationship: 16 (Rival: Outclassed) Social Status Ally Relationship: 56 (Powerful Magic/Telepathic Connection) Social Status Ally Identity: 45 (Cult Fanatic: 1 Fateful Moment) Fateful Moment: 17 (Village was Burned Down by (6) a Bandit Captain and his Bandit Gang: Gained Proficiency in Stealth and Survival)
RP Sample: Brummin let out a good natured chuckle as you introduced yourself at the bar. He held out his massive arm for you to shake and you might have realized how hard he was going to squeeze it and pulled away if you hadn't been focusing on the huge greataxe that was peeking out from behind his broad shoulders. "The name is Brummin." His voice is a hardened, but comes out a bit gravelly, almost as if his throat was perpetually dry. "I can't say much about what brings you to Baldur's Gate, but it feels good to be back in a city again. It's a long trek down from Luskan, but once you make it through the Neverwinter Woods, you're in the clear." As he finishes his sentence and you ask about his home, he drains his entire mug of ale in one gulp and you notice a darkness behind his eyes. "Luskan is home, born and raised. Besides, it's time for me to get going. I've got my first shift on the Fist starting early tomorrow morning."
Backstory: Brummin was actually born in a small village outside of Luskan, he and his best friend realized early on that they had a strange ability to communicate with each other and they began to practice training with it, eventually coming to know that they could communicate with each other telepathically from distances over a mile away. Unfortunately, Brummin's family was less secure. His father was abusive and constantly used to hit both Brummin and his mother hardening Brummin to violence and brutality of all kinds. By the time Brummin turned 16, however, it became clear that he was growing exceptionally large, especially for a dwarf, and by the age of 18, he had learned to wield an axe with a deadly effectiveness. The next time that his father tried to attack his mother, Brummin took out his axe and in a blind rage, gave it a mighty swing and cleanly chopped off his father's arm. His father cried out in pain and fled the home the very next day leaving with a promise to return and destroy Brummin and his mother. His mother, grateful for a short period, eventually realized how much work it was to live alone and although she owes Brummin, for saving her life, she does so reluctantly and there is no love lost between them. It was only a year after this incident that a bandit gang came roving through the village and utterly burned the entire place down. There were barely 10 survivors, and Brummin, his mother, and his best friend were three of them, only surviving under the guidance of Brummin and a combination of stealth and a natural survival instinct. With no place to stay, the remaining members of the village decided to follow Brummin and eventually made their way to the city of Luskan. After some time there, Brummin's best friend began to get involved with a group called the Cult of the Dragon and eventually, he rose through their ranks becoming a powerful member of the group. Starting to worry about his friend, Brummin approached him and attempted to help him see reason, but his friend was adamant and even attempted to coerce Brummin to join the cult as well. Brummin politely declined, but with his friend occupied with Cult business and his mother still resentful, Brummin had no reason to remain in Luskan, so he headed down towards Baldur's Gate where he hoped to find employment as a member of the Flaming Fist as he had been hearing of some problems that they had been having down there.
Links With Other Characters: He might have met another character on his journey South from Luskan or perhaps while carousing (which is the only thing he has really had time to do since arriving in Baldur's Gate)
Character Option 2:
Heroic Chronicle Rolls:
Homelands: 96 (Lord's Alliance) Background: 64 (Hermit) Home Settlement: 36 (Amphail) (Town) Social Status: 18 (0 Allies/0 Rivals) Family Size (Parents): 38 (0 Parents) Family Size (Siblings): 37 (3 Siblings) Powerful Family Relationships: 1 (1 Powerful Family Relationship) Number of Siblings: 3 Sibling Powerful Relationship: 51 (Rival: Failed Murder)
Favorite Food: He hasn't had much of a chance to experience fancy food, but he has an acquired taste for rat's meat
RP Sample: Fritz was staying near the back of the room, his eyes constantly flitting here and there looking for any sense of danger. When you approached and introduced yourself to him, his eyes narrowed and he looked like he was stripping you down and assessing your danger and whether or not you posed a serious threat all in an instant. His face curling into a snarl, it was clear that he didn't want you to approach, but you came up and introduced yourself anyways. A bit confused now Fritz gives you a nod as he replies with his name, "Fritz. What do you want?" Not at all daunted by his rough exterior you push on, and he reluctantly yields, eventually turning to give you a better look at his face as he talks. His ears have the signature elvish point to them, but his face is oddly round and is missing the sharp features that usually mark elves implying that is some kind of half-breed. Inside his cloak, you notice a bow hanging off of his back, and his hand is resting on the hilt of a rapier at his side. He speaks in a silky smooth voice that makes you almost doubt whether it's really coming from the gruff and standoffish person that just introduced himself, "I'm only here for a job, anything else beyond that is just my business and mine alone. I would make sure that you are sticking to the law though, my new job might pose a small problem for you otherwise." With that, he whirls around and slips out of the tavern without making a sound.
Backstory: Fritz was dropped off by a complete stranger at a random house in Amphail and unfortunately for him and his three siblings, the person whose house they were dropped off at never arrived home from their vacation. This left the four siblings, Fritz and his three sisters alone to wander the streets of Amphail. For the first few years of their life, Fritz's eldest sister took care of them, she was by far the most responsible and she ensured, through a wily combination of begging and completing odd jobs that all four of them were fed and cared for. Unfortunately, one day Fritz got angry with his twin sister and punched her in the face for stealing a bit of bread that he had gotten from begging. The blow knocked his sister out cold, and as her body thumped to the ground, Fritz panicked and ran away realizing that he may have just killed his sister. For the next few years, Fritz wandered the Dessarin Valley foraging for food and catching small animals with his bare hands. One day, he was tracking a small rabbit when an arrow came out of nowhere and missed his head by inches. Looking up, he was stunned to see the face of his sister staring up at him from just a few yards away. Realizing that his life was in danger, Fritz sprinted away and didn't stop running until he could see his sister no longer. After that, it occurred to him that the valley was no longer a safe place for him to stay, and so he began to make his way South and eventually arrived at the city of Baldur's Gate. He wandered inside just as the Flaming Fist locked the city down and with what little remaining gold he had from begging and some liberal use of his skill as a pickpocket, he purchased some equipment and weaponry and decided to enlist himself in the Flaming Fist so that he finally had a chance to earn some money.
Links With Other Characters: Fritz might have seen any of the other characters walking around Baldur's Gate and they might have been someone he had tried to pickpocket or just ran into at an equipment store.
-Fateful moment: You were saved from a cult of the Dead Three by a member of the Flaming Fist mercenary company. Their sergeant was an inspiring and charismatic half-orc, and you can still hear her words in your head. You have the Inspiring Leader feat from the Player’s Handbook.
-Favorite food: Baked stirge on toast.
-Secret:
One night, I discovered a golden coin with the face of a beautiful lady on one side. In the morning, the face was gone, and a leering, demonic face was there in its place. Whenever I try to get rid of it, I awaken with it in my pocket.
Ability scores: 131615131411
Links to other PCs: Same as Goatthegreat. Irusk is a worshipper of Tyr.
This post has potentially manipulated dice roll results.
(Haven't used heroic chronicle; lmk if I'm doing it wrong)
Ability scores: 121614131216
Name: Valynn Adlana
Race: Aereni High Elf
Class:Rogue (Planning to MC into Bladesinger Wizard)
Background: Entertainer (Gladiator)
Homeland: Born in Independent Realms (Evermeet), Lives in Lords Alliance (Silverymoon)
Family: 2 Parents, 4 Siblings
Allies/Rivals: 1 ally, [a parent that cares dearly for her] 3 rivals, [a former competitor who lost in a pivotal match to Valynn, two siblings also in the gladiatorial trade that she tends to outshine.]
Fateful Moment: A master horse trainer came to your home one day, seeking refuge from a warlord who had purchased his horses and then sought to kill him to keep his secrets from spreading. He rewarded you by mentoring you as a horse trainer. You have proficiency in the Animal Handling skill, and a warhorse with full tack and harness.
Favorite Food: Sugar Cakes
Secret: I met a priest of Myrkul once on the streets of Baldur’s Gate. I was quickly pulled away, but not before she cackled and pointed at me, saying, “In time, the curse of death will claim you. It will claim everything!”
Short Backstory: Moving from the distant elven land of Evermeet to the city of Silverymoon shortly after reaching adulthood, Valynn is a skilled warrior who enjoys the thrilling art of fighting for a crowd. Two of her siblings, Paro and Kellen, also take part in the art of gladiatorial combat, but aren't quite as skilled as their older sister - a fact that they're jealous of, especially when their father Nyx began to pay more attention to her training.
Valynn craves a good fight, but most of all, the glory that comes from being seen as a winner. It's what she lives for, for elves descended from the Aereni crave glory above all. A recruiter for the flaming fist saw one of her matches and asked her to join - Valynn saw an opportunity to be known in yet another city for her prowess in combat and jumped at the opportunity.
Links to other Characters: May have faced one of the PCs in a gladiatorial match, or met them while carousing (which she typically does when not fighting)
Met Brummin in Baldur's Gate while carousing between arena/fighting pit matches
Flaming Fists, commissioned as a Blaze (Lieutenant). Former Companion, Order of the Companions in Elturel, before its fall; 1 ally, 1 rival. Only child born into human noble family, infernal heritage dormant and previously unknown.
Thinking of an Oath of the Watchers Paladin, or Horizon Walker Ranger. Formerly a Hellrider, but with no more Elturel to defend, has joined the Flaming Fists to contest this new evil! Also open to playing a cleric.
Fateful moment: 13
You tumbled off a cliff and suffered a fall that should have killed you. When you awoke, you saw a figure that you believed to be the goddess Mystra in the distance through your bleary vision. You now occasionally hear her voice in your dreams, telling you strange secrets about the Weave. You have proficiency in the Arcana and Religionskills.
Recent RP Sample:
For Svfra, still quite new to the surface, the Ten-Towns are the pinnacle of civilization! Somewhat to her amazement, the shiny tokens she has collected can indeed be exchanged for goods and services, and she has quickly burned through most of her meager savings.
Wearing her freshly acquired garments and gear, more appropriate for the weather (Weather!), she raises her goggles and stomps her feet, remembering only at the last moment to remove her crampons before entering the tavern. After a lifetime in the Underdark, she recently emerged at the northern foot of the mountains called the Spine of the World. Despite the permanent gloom here, she has followed the auroras up to Lonelywood, the northernmost town in Icewind Dale.
As she makes to enter the Lucky Liar, an exiting patron very nearly trips over her on his way out! Looking up, the fellow has a gray complexion like her own, but he positively towers over her, at more than twice her own height. The diminutive gnome automatically takes a defensive posture, gauging the being’s reaction before taking any further action of her own.
Looking down, the Goliath sees a gray-complected gnome, half his height, in a fighting stance. She has reddish brown hair, and her hazel eyes dare him to respond with aggression. “Oi?! Watch yer step, longshanks!”
Svfra has a yklwa and a small round shield on her back, but appears ready to defend herself without resorting to weapons. An outside observer could be forgiven for finding the scene comic.
This post has potentially manipulated dice roll results.
Spoilered the rolls to clean up post, final details just below...
Ability scores: 11151112911
Homeland: 46 Background: 36
Independent Realms settlement roll: 41
Family: 364 - 4
powerful family relationships: 2 Nature of: 83 and 38
Allies and Rivals - 2 rivals gained, no allies 😢
41 And 44 and their identities: 30 and 68 having both same seemed repetitive so new roll: 77
Fateful Moment: 5
Greetings and thanks for running a game!
I am very much more into the RP portion of the game than the combat (though the combat can be fun) but I will admit that my posts...Fluctuate.Not every post I make is a full in depth character piece, as much as I wish it was.Instead I tend to adapt to the others in the campaign I am in and adjust to their way.Though when I do find myself in a non-RP game I still do my best...
There are also occasions when I am posting from work on my cellphone.Sometimes it is slow enough so I can do a full blown story piece...But other times I may just do a line or three to keep the combat rolling along.I much prefer longer pieces but it’s not always 100% practical.
Anyway, please see the following for consideration
Background: Should include, homelands; Rivals and Allies, Family if any.
Homeland: Uthgurdt Lands
Family: Maw and Paw Diabhal (Parents - away raising youngest kids); Gor’m Diabhal (Twin sister - yep, parents went for cutesy matching names); De’Arg Diabhal (Younger sister, believed dead); Air’gead and Eabh’air (Youngest siblings, also twins)
Rivals: Captain Robiere (Bandit Captain/ Pirate); Eugene Rockenheimer (Former shipmate G’orm helped once and who now just will not go away.)
Possible links with other potential characters:
Kulogall - Yeah we’ve drunk together one or three times when I was in port. Good guy, and buys more than his share! Craziest thing, we were in our cups the one night just talking about who can even remember... I mentioned this crazy Captain Robeiere and his ship full of kobolds... it was all the riot til this crazy woman stumbled over from a couple tables away. Did this woman smell like rotgut or what! That’s one stank I’ll happily never smell again. Well she comes over, slaps her hand on Kulogall’s forehead like she’s a mother checking for a temperature, but then she screws her face up all funny and starts babbling on like she was a prophet or some such. Drunk loon more like it.,, going on about pirates and treasure and such, like all the prophecies do, huh? But yeah, never know what’ll happen next when Kulogall is there!
Valynn Adlana - G’orm likely seen her while in port, either in organized combat or while roughhousing at a tavern.Unlikely they know each other well but G’orm admired her martial abilities to the point she may have noticed him watching...
Could easily add more as applications get fleshed out further...
Just general character introduction / stream of consciousness to weave all the rolls into a narrative:
Yeah, I’m from the Uthgurdt Lands.Not many of us left, my home was destroyed by monsters and we fled in all directions.Strands of us tried to stay together, tried to rebuild... But mostly it was too hard to do from scratch and smaller and smaller groupings broke off to go live in this or that city, hoping to be welcomed... Usually lucky if they were at least ignored.
My parents and the youngest twins are in a town to the west of here.Damned if I can remember the name.But that life, it just wasn’t for me.Ever since the routing from Uthgurdt I’ve been too jumpy to stay in one place too long.I find I need to keep alert, keep sharp, keep moving. I eventually became a sailor... It was a life that suited me, suited the turmoil inside of me.My restlessness. Was tough being away from the family but...we write when we can but post doesn’t always find a sailor quickly.. And without a letter to go by, addressing the things can be a bit difficult for me.But I do like staying in touch with my parents, the youngest twins and...And well, my twin sister, she’s a story in herself.
When I signed on to a ship to make coin to help the others Gor’m stamped her foot and ran off to find a larger ship, one that paid better. It’s always been like with us, she still resents that I was born first... she’ll not die happy unless she beats me out at everything. Kind of love that about her...
As for the non-twin... Well she didn’t survive the raid. I should blame the raiders, shouldn’t I? But how can I when it was my own blade... my own hand?Things were just so chaotic and crazy and everyone was attacking everyone! I was... I was hit from behind. I thought.., I turned and lunged.. she... she fell. De’Arg had been putting her back to my own. She came to me for protection and to guard me and I...
A sailor though... it was quite a change from the farming village back in the Uthgurdt Lands. Honestly, made me a bit tummy wrobbly at first. I likely wouldn’t have lasted past my first voyage except my sister Gor’m regaled me with stories of how she had loved the seas. *sigh* I guess she’s not the only one trying to outdo the other, huh?
I’ve learned to love it as much as she, true enough. It hasn’t been without hiccups though. Made a few enemies... Like Captain Robiere. He and his crew tried to take a ship I was working. More than once now. The first time though it got to close quarter fighting and I was faced off against the man himself. I got a bit lucky, pressed forward at the right time. He tripped over a dead kobold. Captain Robiere landed on his butt, his sword went skirling off the edge of the ship, and that was about it except for the swearing. And swear he did. Not sure why my own captain allowed him to live... may yet prove a mistake. Robiere and his mainly kobold crew has tried to board us twice since then. Perhaps they have a grudge?
But not all enemies are enemies, you know? I mean there’s this one guy I first met on my first job. I was on the crew a whole three days before him so I had like seniority... and half a clue. So this chap, Eugene Rockenheimer, I took him under my wing a bit. Showed him the ropes. Literally, it was a sailing ship after all, lots of ropes. I mean he’s an alright guy and all but... I mean leave a fella alone already! Am I right, or am I right? He comes to me with every single problem he has, and this lad has problems! Stuff you and me wouldn’t think twice about is a life and death struggle for him. Don’t get me wrong, I like him well enough.. I’m just happier when he’s not around, ya know?
Yikes, I think that’s him just walking in. Did I mention he tried to give himself the nickname Huge Rock? Eugene Rockenheimer wants people thinking he is Huge Rock and he comes begging to me when someone bumps into him too rough. It’s a joke, right? Oh hell, he’s coming this way, I best duck out before he sees me....
Family Relationships: 65 You have always been better than this family member at a particular activity. They grew jealous and abandoned you, so that they could return and best you one day. You gain one rival.
You and this person tried to harness power beyond your control, and it left them disfigured and in constant pain. Having since mastered the power that nearly destroyed them, they now seek to turn it upon you.
Fateful moments: 1311
Your village was burned to the ground by raiders. This band of marauders was led by a being whose image has been seared into your mind forever. Roll on the Rivals and Allies Identities table to determine what type of creature their leader was. Archmage. You have proficiency in the Stealth and Survival skills.
Family: Two parents, four siblings. [ Lady Maryanne (Human), Father Matthew (Human), Judy (Kobold), Scott (Goblin), Echo (Kenku), and Pepper (White with black spots Tabaxi)] (38 roll)
Ability scores: 11714121214
Family Ties:
Judy, a small black-scaled kobold which J grew up with. The two often traveled around Yartar together---however, J once took the brunt of a merchants anger for Judy, protecting her smaller frame with their own. Since then J has walked with a slight limp, and Judy has cling to them ever since whenever possible. They'd do anything to make up for this pain they caused.
Lady Maryanne; The owner of the orphanage that took J in when they were too young to remember how they got there in the first place. She loves each of her children equally, with her whole heart. A true saint of a woman.
Background: J, abandoned in Yartar, was taken in by Lady Maryanne at a age so young they don't remember their life before then. Maryanne, finding that most orphanages she knew of didn't take in children like Centaur, kobolds, or other 'less desired' races took up the mantle herself, although she did not have a huge amount of funding nor aid in this endeavor, and still doesn't. Still, she provides a great deal of love for creatures otherwise unloved, and J has thought of her as their genuine family for years now, much like their siblings do.
By chance, the whimsy of a particularly old wizard, J caught the eye of Jácint Serkan one evening while out at the market, gathering with what little coin they had scraps of food for everyone back home to eat. Jácint, an elderly woman, thought it mildly interesting seeing a centaur in the midst of a town, and one that looked so frail of frame despite the normally robust body most showed off. Asking J initially for simple aid carrying their things, the two got to talking and Jácint came to realize despite the low level of education the teen had thus far, they were still quite intelligent for their age. Thus, she took J on as an apprentice, in the halls of Candlekeep, where J spent most of his teenagehood learning a wide variety of things, eventually delving into magic in the later years. An education that J left unfinished, having received word from Judy that Lady Maryanne fell ill, and needed a rather pricy medicine to fully recover. Prompting J to leave their studies, and enlist as one of the Flaming Fists in hope of earning enough funding to not only purchase the medicine Lady Maryanne required, but to donate to the orphanage itself and help those in so familiar a situation.
Alion was born and raised in Silverymoon. He was the only child of Celerion and Nemiriel Xilonodel. He was doted on by his parents, and had a happy childhood. As he grew older, he began to see the darker side of the world. He decided to figuratively take up the torch in Mielikki’s name and spread goodness, driving evil back and protecting innocents.
His father died when Alion was 45, in a freak accident. His mother, an adventurer herself, was infected with werebear lycanthropy. One day, shortly before he was to leave on his journey, a master horse trainer came to his home one day, seeking refuge from a warlord who had purchased his horses and then sought to kill him to keep his secrets from spreading. Alion and his neighbor Valynn Adlana sheltered and protected the man. He thanked Alion by teaching him the basics of horse training, and giving him one of his stallions.
Alion left home shortly after, aback his new horse, who he named Tinnuroch. He sought out the Knights of Myth Drannor, and earned entrance into their ranks. He became close friends with another Knight, a human named Miles Brightwood, after a battle they fought side by side. He has recently come to Baldur’s Gate to try to infiltrate the Flaming Fists and stop their cruelty.
His favorite food is honeycake with orosk jam.
Allies: Nemiriel Xiloscient (Werebear), Miles Brightwood (Knight), Tinnuroch (Warhorse). Tinnuroch is a black horse with small silver-white spots, resembling a starry sky.
How I might Know Others: I was neighbors with Valynn Adlana in Silverymoon, and I might know any followers of Mielikki or other nature deities. In addition, I probably know any other Knights of Myth Drannor.
Secret:
I was saved from an angry bear as a child when a giant elk leapt in front of me. After it scared the bear off, the elk turned to look at me with such compassion it its eyes, I knew it must be a forest spirit, or even druid in an animal’s form.
This post has potentially manipulated dice roll results.
Rolling now to express interest. Just about to start work so I'll complete the chronicle tonight.
Ability scores: 121112151414
Homeland: 63
Background: 66
Social Status:
Home Settlement: 76
Family Size: 76
Powerful Family Relationships: 3
Family Relationships: 1
Translated rolls
Homeland: Underdark
Background: Outlander
Social Status:
Home Settlement: Menzoberanzen
Family Size: 1 Parent 1 Siblings
FamilyRelationships: This family member left long ago for reasons you don’t understand or won’t talk about. Before they left, they promised you that they would return in your hour of greatest need. You gain one ally.
Name: Zan'qarim
Race: Half-elf (Drow)
Class: Monk (Way of Mercy)
Backstory: Zan was born to one of the few human slaves in Menzoberannzen. A union of violence and power had brought him into the world. Being a bastard child of a human slaves and a Drow merchant meant that Zan's life was valued below that of a beast.
The very existence of such an abomination would mean certain death. Not just to Zan and his mother, but also to his father. For this very reason he was to be sacrificed. His father, a lowly guard for a merchant house had instructed Zan's own half brother, Mizzryr, to take him to the edge of the city and set him to the tunnels, effectively giving him the beasts that roamed there. Mizzryr had grown to enjoy his younger brothers company though and could not do it. Instead he smuggled Zan out of Menzoberannzen in a trade caravan and left the young Half-Drow in the heart of the Moonwoods. "You can never return. For if you do, we both shall be killed. I will watch out for you, whenever I can".
That was the last Zan had seen of his brother, the only Drow who had ever cared for him. He wandered the surface for many moons and had found nowhere that he might call home. Longing for guidance he walked the woods and surrounding towns. Of the few people he met through his travels only a handful saw past his grey skin and treated him as something more than outcast he was.
One such person was Jinboor, an ancient looking human with long white beard and a handful of white hairs left on his head. It was he who taught Zan that one must make their own fate. "Through discipline, pain, love and training you will come to care not what others think of you. For you will know you are the best you you can be. No one can expect more than that." Those were Jinboors final words. He passed shortly after, and as per his wishes, Zan was to take his body to the wise man's birthplace - to be buried.
He finds himself on the highway outside Baldur's Gate with a body in wagon drawn by a stubborn mule and wonders to himself - Is this the best me? What am I doing here? - Drawing his cowl over his ashen skin he moves closer to the mighty front gate.
This post has potentially manipulated dice roll results.
Interesting! ***I did NOT manipulate dice rolls!*** 🙄
Ability scores: 11131381316
Homeland: 53 - Island Kingdoms
Background: 20 - City Watch
Social Status: 1 ally, 49, and 1 rival, 93 - -
Both my ally and my rival identities are my younger brother (Xolo). I was always better than him at throwing a spear, and more powerful with magic. He is jealous of this. You and this person (my brother, Xolo) were affected by powerful magic, and now you both share a telepathic connection that functions while you are within 1 mile of each other. Rival - Mage (MM); gain one fateful moment While I had natural sorcerous skills, my brother had to study, hard, to gain them. He is a wizard who is feared, but he knows that I can best him.
Home Settlement: 29 - Moonshae Isles
Family Size: 52 - 1, Mother. Siblings - 3
Powerful Family Relationships: 34 - You have always been better than this family member at a particular activity. They grew jealous and abandoned you, so that they could return and best you one day. You gain one rival.
Fateful moment : 20 - A majestic phoenix with wings of flame flew over your home one day, but when you asked other people about it, you learned that you were the only one who saw it. You’ve started having dreams about the fiery bird, and discovered you can manifest its flames. As a bonus action, you can ignite your fists or a weapon you’re holding in flames for 1 minute, causing those attacks to deal fire damage instead of its usual damage. Starting at 5th level, the attacks deal an additional 1d6 fire damage. Once you use this trait, you can’t use it again until you complete a short or long rest.
Mysterious secret - 3 - An old seer once touched my forehead and gave me a vision of a flaming bird chained beneath a mountain, squirming and wailing in the darkness.
Prophecy - 14 - I will steal a king’s ransom from a pirate. That wealth will make me happy, but it will also draw unsavory characters to me.
Kulogall grew up on the Moonshae islands, on Alaron. His father was killed in battle when he was very young, he was raised by his mother Alestra. He has a younger brother, Xolo and they were extremely competitive from a young age, always vying for their mother's attention. Kulogall discovered that he had the ability to make things happen, magically, from his early teens. He would concentrate, focus and manipulate the weave and create light, or fire when he wished. His younger brother was jealous of his abilities, as he could never do these things. Xolo studied and studied, but was much slower in the progression of his skills, but eventually became adept in manipulating the weave as well, through studying many books. Kulogall could always throw a spear farther, run faster, and.. produce magic easier than Xolo could. Once a small band of orcs landed near their village and Kulogall and Xolo fought to drive them off, with the aid of the town watch they protected their home. They developed a telepathic bond, and could speak to each other if they were within a mile of each other.
But time passed, and their rivalry became stronger and stronger until they would no longer speak to each other, just taunt each other in their minds. Xolo resented Kulogall's natural abilities and left their town, never to be seen again. There was a rumor of a Triton Wizard who made his way to Baldur's Gate and became very powerful, hooked in with the darker elements of the large town, pushing people around and looking for more ways to exert his power and influence.
Kulogall used his abilities and sought his fortune, he was viewed as a "lucky charm" to the crew of any ship that will hire him. Captains said that he had the ability to bring the wind and could have powers to calm storms, lift fog, and he was sought after. He joined the City Watch (Coast Guard) of Alaron, but as he heard more and more tales of this powerful Triton Mage of Baldur's Gate, he had a bad feeling that he knew exactly who that was. One day he took passage on a ship to cross the Sea of Swords to Baldur's Gate, to track him down and investigate. As a member of the Alaron Coast Guard, he looks to join the local law enforcement of Baldur's Gate, and signs up with the Flaming Fists, not knowing the full story of what has befallen it and Elturel. He comes ashore and walks into their office to sign up, green (literally) behind the ears.
Possible links with other potential characters :
On one of my voyages while I was with the Guard and taking a rest in port I met G’orm Diabhal, while drinking and betting at a friendly card game. After a few drinks when we were well lubricated we discussed Captain Robiere, the bandit captain. The man sure sounded like a pirate... and with a cache of loot that he had stolen. Sitting a few tables over was an odd looking woman, an old crone. She came over and slapped her hand on my forehead, her eyes rolled back in her head and she spoke in an odd voice :
“You shall gain, all that you desire and more from the pirate, but for this you shall give up your character, your friends, and perhaps your life. Choose wisely, sometimes gold comes at a cost too dear...” She then looked down and let out an enormous belch and looked at me not remembering anything that she said, she just said “Who the hell are you?” G’orm Diabhal saw it all happen.
Lords Alliance Silverymoon Courtier 1 Ally and 1 Rival 1 family ally 5 older brothers and one younger sister
Sister will be special to him... This family member loves you, but you were never that close. They’ll do anything to help you—as long as they won’t be at risk of injury or death. You gain one ally.
Ally relationship 87 rival relationship 30
You bonded with this person over a traumatic event such as a battle or an armed robbery. If you ever tell them that you are in danger, they will try to aid you. ally identity 1 Bandit
This person was ordered to arrest you, and doggedly hunts you wherever you go. rival identity 21 Cultist
ok...that's a lot to work with....poor stat rolls but fun to play with...will create this sometime later tonight or tomorrow....
5 older brothers, most of whom are part of the family merchant house, not noble but traders. One younger sister Avera who he is close with.
The youngest son of 6 brothers, Breg didn't have much future in the family business except as a minor player. He was never particularly good at anything, however he was a bit good at almost everything. Fascinated by the court of Silverymoon, Breg spent his time on appearance and connections and worked his way into the good graces of several nobles sons at court, as an advisor on trade and business. On the surface this was a perfect position, and Breg with his family support fit in perfectly. It seemed this would lead to a stable if not famous or rich life.
However...Breg wanted more...and he used his connections to find targets...targets for himself and his Childhood friend Rinc Hu. Often they would rob the houses of nobles or competitive traders, taking extra cash or valuables. Was it the thrill? Was it always wanting more? Breg looks back now and still is not sure, however finally it ended badly.
On one particular robbery of a minor noble house, they stumbled upon the trappings of a cult of fiends. Devi worshipers. Breg was recognized by the son of the noble, Larrius Mestat when they stumbled upon a blood sacrifice. Rinc was almost killed only to be saved by Breg at the last minute, where he left a scar accross Larrius face with his rapier.
Breg was forced to leave, being accused of murder he didn't commit, and chased by Larrius. He escaped Silverymoon, and has been quietly slipping from town to town and trying to lay low....and suddenly found himself conscripted into the Fists.
Baldur’s Gate began as a harbor town where traders would meet with “ghost lighters” — folk along the Sword Coast who used lights to lure fogbound ships to shore. When those ships ran aground, the ghost lighters would scavenge the wrecks and haul their plundered goods to Baldur’s Gate, nestled on the north shore of a bend in the River Chionthar, and sell their booty. In the years since, Baldur’s Gate has grown into a walled city. Today, its foggy streets run red with the blood of unfortunates who fall prey to evil opportunists, many of whom count themselves as nobles, traders, pirates, and assassins. An army of mercenary soldiers called the Flaming Fist keeps order in the city, and these soldiers answer to Grand Duke Ulder Ravengard. The members of the Flaming Fist don’t care about justice; they crave power and coin, nothing else. But despite the Fist’s reputation for cruelty, the Grand Duke is widely regarded as an honorable and reasonable man.
The city of Elturel, capital of Elturgard, is located much farther inland along the River Chionthar. Whereas Baldur’s Gate has a well-earned reputation for being a nest of vipers, Elturel is seen as a beacon of faith, order, and high culture. The two cities have endured a long, bitter rivalry that originated when Baldur’s Gate began stealing cargo and coin from ships heading to and from Elturel, stifling that city’s sea trade. Though the conflicts between Baldur’s Gate and Elturel have always fallen short of open warfare, relations between the cities have been tense for a long time — too long, some would say.
A tenday ago, Grand Duke Ulder Ravengard left Baldur’s Gate with a company of Flaming Fist soldiers on a diplomatic mission to Elturel, accepting a formal invitation from Elturel’s High Overseer, Thavius Kreeg. Ravengard did not go eagerly, however. It took months of persuasion by his fellow dukes — the other three members of Baldur’s Gate’s ruling Council of Four — to convince him to accept Elturel’s invitation and leave the city in their capable hands. Duke Thalamra Vanthampur was especially convincing, having gathered petitions from the nobility as well as leaders of the common rabble.
Rumors concerning Elturel’s disappearance spread like wildfire, stoking fears that Baldur’s Gate might be next. At the same time, panic swept through the ranks of the Flaming Fist, which suddenly found itself without a strong leader.
In the grand duke’s absence, the government of Baldur’s Gate continues to function under the three remaining dukes — Belynne Stelmane, Dillard Portyr, and Thalamra Vanthampur. Duke Portyr has gone so far as to recall his niece, Liara Portyr, from her post as commander of the Flaming Fist at Fort Beluarian in Chult, in the hopes that she can keep the Flaming Fist in check. However, it will take time for her ship to arrive. Meanwhile, refugees from Elturgard continue to arrive with dire claims that nothing remains of Elturel except a crater in the ground.
In the grand duke’s absence, the government of Baldur’s Gate continues to function under the three remaining dukes — Belynne Stelmane, Dillard Portyr, and Thalamra Vanthampur. Duke Portyr has gone so far as to recall his niece, Liara Portyr, from her post as commander of the Flaming Fist at Fort Beluarian in Chult, in the hopes that she can keep the Flaming Fist in check. However, it will take time for her ship to arrive. Meanwhile, refugees from Elturgard continue to arrive with dire claims that nothing remains of Elturel except a crater in the ground.
Among those fleeing Elturgard are several Hellriders — paladins who have sworn oaths to defend Elturel. Those warriors escaped the city’s fate only because they weren’t in Elturel when it fell, and the Flaming Fist has taken to arresting them on sight, lest they try to stir up trouble in Baldur’s Gate. The Hellriders are not going quietly, however, leading to violence and bloodshed.
Without Ulder Ravengard to stay their hand, Flaming Fist captains are brutally exercising their autonomy under the veneer of maintaining order. They’ve closed the outer gates to keep Baldur’s Gate safe from the refugee “threat,” effectively trapping Baldurians behind their own walls.
For one reason or another, you have been drafted into the Flaming Fists.
You should try to use the Heroic Chronicle: Sword Coast and the North:
A few things you should know before applying:
How to apply:
All characters will start at level 1. Abilities will be rolled; rerolling ones once.
Name:
Race:
Class:
Background: Should include, homelands; Rivals and Allies, Family if any.
Possible links with other potential characters:
Post your characters here; so the others players can try and find possible links with yours.
Don't hesitate to PM with questions.
Character Option 1:
Heroic Chronicle Rolls:
Homelands: 63 (Independent Realms)
Background: 87 (Folk Hero)
Home Settlement: 12 (Luskan) (City)
Social Status:
6(1 Ally)Family Size (Parents): 79 (2 Parents) (One Male/One Female)
Family Size (Siblings): 19 (0 Siblings)
Powerful Family Relationships: 1 (Only have 2 Family Members... So 2 Powerful Relationships)
Mother Relationship: 53 (Ally: Owed Favor)
Father Relationship: 16 (Rival: Outclassed)
Social Status Ally Relationship: 56 (Powerful Magic/Telepathic Connection)
Social Status Ally Identity: 45 (Cult Fanatic: 1 Fateful Moment)
Fateful Moment: 17 (Village was Burned Down by (6) a Bandit Captain and his Bandit Gang: Gained Proficiency in Stealth and Survival)
Ability scores: 14 13 12 11 12 8
Name: Brummin Brindleheart
Race: Custom Lineage (Dwarf)
Class: Barbarian (Path of the Berserker)
Background: Folk Hero
Favorite Food: Funnel Cakes (His mother's specifically)
RP Sample: Brummin let out a good natured chuckle as you introduced yourself at the bar. He held out his massive arm for you to shake and you might have realized how hard he was going to squeeze it and pulled away if you hadn't been focusing on the huge greataxe that was peeking out from behind his broad shoulders. "The name is Brummin." His voice is a hardened, but comes out a bit gravelly, almost as if his throat was perpetually dry. "I can't say much about what brings you to Baldur's Gate, but it feels good to be back in a city again. It's a long trek down from Luskan, but once you make it through the Neverwinter Woods, you're in the clear." As he finishes his sentence and you ask about his home, he drains his entire mug of ale in one gulp and you notice a darkness behind his eyes. "Luskan is home, born and raised. Besides, it's time for me to get going. I've got my first shift on the Fist starting early tomorrow morning."
Backstory: Brummin was actually born in a small village outside of Luskan, he and his best friend realized early on that they had a strange ability to communicate with each other and they began to practice training with it, eventually coming to know that they could communicate with each other telepathically from distances over a mile away. Unfortunately, Brummin's family was less secure. His father was abusive and constantly used to hit both Brummin and his mother hardening Brummin to violence and brutality of all kinds. By the time Brummin turned 16, however, it became clear that he was growing exceptionally large, especially for a dwarf, and by the age of 18, he had learned to wield an axe with a deadly effectiveness. The next time that his father tried to attack his mother, Brummin took out his axe and in a blind rage, gave it a mighty swing and cleanly chopped off his father's arm. His father cried out in pain and fled the home the very next day leaving with a promise to return and destroy Brummin and his mother. His mother, grateful for a short period, eventually realized how much work it was to live alone and although she owes Brummin, for saving her life, she does so reluctantly and there is no love lost between them. It was only a year after this incident that a bandit gang came roving through the village and utterly burned the entire place down. There were barely 10 survivors, and Brummin, his mother, and his best friend were three of them, only surviving under the guidance of Brummin and a combination of stealth and a natural survival instinct. With no place to stay, the remaining members of the village decided to follow Brummin and eventually made their way to the city of Luskan. After some time there, Brummin's best friend began to get involved with a group called the Cult of the Dragon and eventually, he rose through their ranks becoming a powerful member of the group. Starting to worry about his friend, Brummin approached him and attempted to help him see reason, but his friend was adamant and even attempted to coerce Brummin to join the cult as well. Brummin politely declined, but with his friend occupied with Cult business and his mother still resentful, Brummin had no reason to remain in Luskan, so he headed down towards Baldur's Gate where he hoped to find employment as a member of the Flaming Fist as he had been hearing of some problems that they had been having down there.
Links With Other Characters: He might have met another character on his journey South from Luskan or perhaps while carousing (which is the only thing he has really had time to do since arriving in Baldur's Gate)
Character Option 2:
Heroic Chronicle Rolls:
Homelands: 96 (Lord's Alliance)
Background: 64 (Hermit)
Home Settlement: 36 (Amphail) (Town)
Social Status:
18(0 Allies/0 Rivals)Family Size (Parents): 38 (0 Parents)
Family Size (Siblings): 37 (3 Siblings)
Powerful Family Relationships: 1 (1 Powerful Family Relationship)
Number of Siblings: 3
Sibling Powerful Relationship: 51 (Rival: Failed Murder)
Ability scores: 15 12 15 15 13 17
Name: Fritzbloom Heasts
Race: Custom Lineage (Half-Elf)
Class: Rogue (Arcane Trickster)
Background: Hermit
Favorite Food: He hasn't had much of a chance to experience fancy food, but he has an acquired taste for rat's meat
RP Sample: Fritz was staying near the back of the room, his eyes constantly flitting here and there looking for any sense of danger. When you approached and introduced yourself to him, his eyes narrowed and he looked like he was stripping you down and assessing your danger and whether or not you posed a serious threat all in an instant. His face curling into a snarl, it was clear that he didn't want you to approach, but you came up and introduced yourself anyways. A bit confused now Fritz gives you a nod as he replies with his name, "Fritz. What do you want?" Not at all daunted by his rough exterior you push on, and he reluctantly yields, eventually turning to give you a better look at his face as he talks. His ears have the signature elvish point to them, but his face is oddly round and is missing the sharp features that usually mark elves implying that is some kind of half-breed. Inside his cloak, you notice a bow hanging off of his back, and his hand is resting on the hilt of a rapier at his side. He speaks in a silky smooth voice that makes you almost doubt whether it's really coming from the gruff and standoffish person that just introduced himself, "I'm only here for a job, anything else beyond that is just my business and mine alone. I would make sure that you are sticking to the law though, my new job might pose a small problem for you otherwise." With that, he whirls around and slips out of the tavern without making a sound.
Backstory: Fritz was dropped off by a complete stranger at a random house in Amphail and unfortunately for him and his three siblings, the person whose house they were dropped off at never arrived home from their vacation. This left the four siblings, Fritz and his three sisters alone to wander the streets of Amphail. For the first few years of their life, Fritz's eldest sister took care of them, she was by far the most responsible and she ensured, through a wily combination of begging and completing odd jobs that all four of them were fed and cared for. Unfortunately, one day Fritz got angry with his twin sister and punched her in the face for stealing a bit of bread that he had gotten from begging. The blow knocked his sister out cold, and as her body thumped to the ground, Fritz panicked and ran away realizing that he may have just killed his sister. For the next few years, Fritz wandered the Dessarin Valley foraging for food and catching small animals with his bare hands. One day, he was tracking a small rabbit when an arrow came out of nowhere and missed his head by inches. Looking up, he was stunned to see the face of his sister staring up at him from just a few yards away. Realizing that his life was in danger, Fritz sprinted away and didn't stop running until he could see his sister no longer. After that, it occurred to him that the valley was no longer a safe place for him to stay, and so he began to make his way South and eventually arrived at the city of Baldur's Gate. He wandered inside just as the Flaming Fist locked the city down and with what little remaining gold he had from begging and some liberal use of his skill as a pickpocket, he purchased some equipment and weaponry and decided to enlist himself in the Flaming Fist so that he finally had a chance to earn some money.
Links With Other Characters: Fritz might have seen any of the other characters walking around Baldur's Gate and they might have been someone he had tried to pickpocket or just ran into at an equipment store.
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
withdrawnCharacter: Irusk(Sheet)
Race: Half Orc
Class: Paladin
Background:
-Homeland: Dwarfholds
-Background: Outlander
- No allies or rivals
-Born in Thornhold
-Family: 1 sister
-Fateful moment: You were saved from a cult of the Dead Three by a member of the Flaming Fist mercenary company. Their sergeant was an inspiring and charismatic half-orc, and you can still hear her words in your head. You have the Inspiring Leader feat from the Player’s Handbook.
-Favorite food: Baked stirge on toast.
-Secret:
One night, I discovered a golden coin with the face of a beautiful lady on one side. In the morning, the face was gone, and a leering, demonic face was there in its place. Whenever I try to get rid of it, I awaken with it in my pocket.
Ability scores: 13 16 15 13 14 11
Links to other PCs: Same as Goatthegreat. Irusk is a worshipper of Tyr.
I have a weird sense of humor.
I also make maps.(That's a link)
XP or Milestone advancement?
Ability scores: 18 16 10 8 13 15withdrawn
Name: Thamior Boarblade
Race: Half-Elf
Class: Ranger
Background: From Yartar. No parents left, but has 3 siblings. One of them is a good ally.
Possible links with other potential characters: He could have helped one of them at some point, or they could have learned a secret of his.
(Haven't used heroic chronicle; lmk if I'm doing it wrong)
Ability scores: 12 16 14 13 12 16
Name: Valynn Adlana
Race: Aereni High Elf
Class: Rogue (Planning to MC into Bladesinger Wizard)
Background: Entertainer (Gladiator)
Short Backstory: Moving from the distant elven land of Evermeet to the city of Silverymoon shortly after reaching adulthood, Valynn is a skilled warrior who enjoys the thrilling art of fighting for a crowd. Two of her siblings, Paro and Kellen, also take part in the art of gladiatorial combat, but aren't quite as skilled as their older sister - a fact that they're jealous of, especially when their father Nyx began to pay more attention to her training.
Valynn craves a good fight, but most of all, the glory that comes from being seen as a winner. It's what she lives for, for elves descended from the Aereni crave glory above all. A recruiter for the flaming fist saw one of her matches and asked her to join - Valynn saw an opportunity to be known in yet another city for her prowess in combat and jumped at the opportunity.
Links to other Characters: May have faced one of the PCs in a gladiatorial match, or met them while carousing (which she typically does when not fighting)
Sheet: https://www.dndbeyond.com/profile/DeltaEdge27/characters/43692318
Aruzhal - Lv 1 Tempest Cleric - Planescape: Lost
Milestone.
Thanks. Here's my character sheet: https://www.dndbeyond.com/profile/goatthegreat/characters/43691333
Ability scores: 13 14 16 13 11 13
Paladin Character Submission: https://ddb.ac/characters/43827803/ehtEF1
Name: Astra Andasca
Race: Tiefling
Class: Paladin
Background: Noble
Flaming Fists, commissioned as a Blaze (Lieutenant). Former Companion, Order of the Companions in Elturel, before its fall; 1 ally, 1 rival. Only child born into human noble family, infernal heritage dormant and previously unknown.
Alternate Cleric Build (WiP): https://ddb.ac/characters/43846107/3Uac5F
Alternate Ranger Build (WiP): https://ddb.ac/characters/43848089/ZHdShX
Thinking of an Oath of the Watchers Paladin, or Horizon Walker Ranger. Formerly a Hellrider, but with no more Elturel to defend, has joined the Flaming Fists to contest this new evil! Also open to playing a cleric.
Fateful moment: 13
You tumbled off a cliff and suffered a fall that should have killed you. When you awoke, you saw a figure that you believed to be the goddess Mystra in the distance through your bleary vision. You now occasionally hear her voice in your dreams, telling you strange secrets about the Weave. You have proficiency in the Arcana and Religionskills.
Recent RP Sample:
For Svfra, still quite new to the surface, the Ten-Towns are the pinnacle of civilization! Somewhat to her amazement, the shiny tokens she has collected can indeed be exchanged for goods and services, and she has quickly burned through most of her meager savings.
Wearing her freshly acquired garments and gear, more appropriate for the weather (Weather!), she raises her goggles and stomps her feet, remembering only at the last moment to remove her crampons before entering the tavern. After a lifetime in the Underdark, she recently emerged at the northern foot of the mountains called the Spine of the World. Despite the permanent gloom here, she has followed the auroras up to Lonelywood, the northernmost town in Icewind Dale.
As she makes to enter the Lucky Liar, an exiting patron very nearly trips over her on his way out! Looking up, the fellow has a gray complexion like her own, but he positively towers over her, at more than twice her own height. The diminutive gnome automatically takes a defensive posture, gauging the being’s reaction before taking any further action of her own.
Looking down, the Goliath sees a gray-complected gnome, half his height, in a fighting stance. She has reddish brown hair, and her hazel eyes dare him to respond with aggression. “Oi?! Watch yer step, longshanks!”
Svfra has a yklwa and a small round shield on her back, but appears ready to defend herself without resorting to weapons. An outside observer could be forgiven for finding the scene comic.
Ability scores: 15 19 14 19 17 8
Heroic Chronicle Rolls:
16Uthgardt Lands / Nomadic Wilderness39Uthgardt Lands / Nomadic WildernessName:
Race:
Class:
Background:
Possible links with other potential characters:
Spoilered the rolls to clean up post, final details just below...
Ability scores: 11 15 11 12 9 11
Homeland: 46
Background: 36
Independent Realms settlement roll: 41
Family: 3 64 - 4
powerful family relationships: 2
Nature of: 83 and 38
Allies and Rivals - 2 rivals gained, no allies 😢
41 And 44 and their identities: 30 and 68 having both same seemed repetitive so new roll: 77
Fateful Moment: 5
Greetings and thanks for running a game!
I am very much more into the RP portion of the game than the combat (though the combat can be fun) but I will admit that my posts... Fluctuate. Not every post I make is a full in depth character piece, as much as I wish it was. Instead I tend to adapt to the others in the campaign I am in and adjust to their way. Though when I do find myself in a non-RP game I still do my best...
There are also occasions when I am posting from work on my cellphone. Sometimes it is slow enough so I can do a full blown story piece... But other times I may just do a line or three to keep the combat rolling along. I much prefer longer pieces but it’s not always 100% practical.
Anyway, please see the following for consideration
Name: G’orm Diabhal https://ddb.ac/characters/43698527/pH8T4Z
Race: Tiefling
Class: Monk - Way of the Kensei
Background: Should include, homelands; Rivals and Allies, Family if any.
Homeland: Uthgurdt Lands
Family: Maw and Paw Diabhal (Parents - away raising youngest kids); Gor’m Diabhal (Twin sister - yep, parents went for cutesy matching names); De’Arg Diabhal (Younger sister, believed dead); Air’gead and Eabh’air (Youngest siblings, also twins)
Rivals: Captain Robiere (Bandit Captain/ Pirate); Eugene Rockenheimer (Former shipmate G’orm helped once and who now just will not go away.)
Possible links with other potential characters:
Kulogall - Yeah we’ve drunk together one or three times when I was in port. Good guy, and buys more than his share! Craziest thing, we were in our cups the one night just talking about who can even remember... I mentioned this crazy Captain Robeiere and his ship full of kobolds... it was all the riot til this crazy woman stumbled over from a couple tables away. Did this woman smell like rotgut or what! That’s one stank I’ll happily never smell again. Well she comes over, slaps her hand on Kulogall’s forehead like she’s a mother checking for a temperature, but then she screws her face up all funny and starts babbling on like she was a prophet or some such. Drunk loon more like it.,, going on about pirates and treasure and such, like all the prophecies do, huh? But yeah, never know what’ll happen next when Kulogall is there!
Valynn Adlana - G’orm likely seen her while in port, either in organized combat or while roughhousing at a tavern. Unlikely they know each other well but G’orm admired her martial abilities to the point she may have noticed him watching...
Could easily add more as applications get fleshed out further...
Just general character introduction / stream of consciousness to weave all the rolls into a narrative:
Yeah, I’m from the Uthgurdt Lands. Not many of us left, my home was destroyed by monsters and we fled in all directions. Strands of us tried to stay together, tried to rebuild... But mostly it was too hard to do from scratch and smaller and smaller groupings broke off to go live in this or that city, hoping to be welcomed... Usually lucky if they were at least ignored.
My parents and the youngest twins are in a town to the west of here. Damned if I can remember the name. But that life, it just wasn’t for me. Ever since the routing from Uthgurdt I’ve been too jumpy to stay in one place too long. I find I need to keep alert, keep sharp, keep moving. I eventually became a sailor... It was a life that suited me, suited the turmoil inside of me. My restlessness. Was tough being away from the family but... we write when we can but post doesn’t always find a sailor quickly.. And without a letter to go by, addressing the things can be a bit difficult for me. But I do like staying in touch with my parents, the youngest twins and... And well, my twin sister, she’s a story in herself.
When I signed on to a ship to make coin to help the others Gor’m stamped her foot and ran off to find a larger ship, one that paid better. It’s always been like with us, she still resents that I was born first... she’ll not die happy unless she beats me out at everything. Kind of love that about her...
As for the non-twin... Well she didn’t survive the raid. I should blame the raiders, shouldn’t I? But how can I when it was my own blade... my own hand?Things were just so chaotic and crazy and everyone was attacking everyone! I was... I was hit from behind. I thought.., I turned and lunged.. she... she fell. De’Arg had been putting her back to my own. She came to me for protection and to guard me and I...
A sailor though... it was quite a change from the farming village back in the Uthgurdt Lands. Honestly, made me a bit tummy wrobbly at first. I likely wouldn’t have lasted past my first voyage except my sister Gor’m regaled me with stories of how she had loved the seas. *sigh* I guess she’s not the only one trying to outdo the other, huh?
I’ve learned to love it as much as she, true enough. It hasn’t been without hiccups though. Made a few enemies... Like Captain Robiere. He and his crew tried to take a ship I was working. More than once now. The first time though it got to close quarter fighting and I was faced off against the man himself. I got a bit lucky, pressed forward at the right time. He tripped over a dead kobold. Captain Robiere landed on his butt, his sword went skirling off the edge of the ship, and that was about it except for the swearing. And swear he did. Not sure why my own captain allowed him to live... may yet prove a mistake. Robiere and his mainly kobold crew has tried to board us twice since then. Perhaps they have a grudge?
But not all enemies are enemies, you know? I mean there’s this one guy I first met on my first job. I was on the crew a whole three days before him so I had like seniority... and half a clue. So this chap, Eugene Rockenheimer, I took him under my wing a bit. Showed him the ropes. Literally, it was a sailing ship after all, lots of ropes. I mean he’s an alright guy and all but... I mean leave a fella alone already! Am I right, or am I right? He comes to me with every single problem he has, and this lad has problems! Stuff you and me wouldn’t think twice about is a life and death struggle for him. Don’t get me wrong, I like him well enough.. I’m just happier when he’s not around, ya know?
Yikes, I think that’s him just walking in. Did I mention he tried to give himself the nickname Huge Rock? Eugene Rockenheimer wants people thinking he is Huge Rock and he comes begging to me when someone bumps into him too rough. It’s a joke, right? Oh hell, he’s coming this way, I best duck out before he sees me....
We're doing one small murder-y thing for a bigger, better reason. The ends justify the means.
-- Eleanor Shellstrop
Ability scores: 17 14 13 15 13 17Homeland: 78 Lords’ AllianceBackground: 100 Acolyte1 ally (good deity) or 1 rival (evil deity)Lords’ Alliance Settlements: 67 SilverymoonFamily Size: 62 2 parents, 3 siblingsFamily Relationships: 65 You have always been better than this family member at a particular activity. They grew jealous and abandoned you, so that they could return and best you one day. You gain one rival.Rival: 45 66 AcolyteYou and this person tried to harness power beyond your control, and it left them disfigured and in constant pain. Having since mastered the power that nearly destroyed them, they now seek to turn it upon you.Fateful moments: 13 11Your village was burned to the ground by raiders. This band of marauders was led by a being whose image has been seared into your mind forever. Roll on the Rivals and Allies Identities table to determine what type of creature their leader was. Archmage. You have proficiency in the Stealth and Survival skills.Withdrawn.
Alrighty, so thus far I have:
Name: J - Just the letter
Race: Centaur
Class: Wizard
Background: Urchin (Lords' Alliance)
Homeland: Yartar (Town)((96))
Allies: One from hometown, (+2 from family)
Rivals: None
Family: Two parents, four siblings. [ Lady Maryanne (Human), Father Matthew (Human), Judy (Kobold), Scott (Goblin), Echo (Kenku), and Pepper (White with black spots Tabaxi)] (38 roll)
Ability scores: 11 7 14 12 12 14
Family Ties:
Judy, a small black-scaled kobold which J grew up with. The two often traveled around Yartar together---however, J once took the brunt of a merchants anger for Judy, protecting her smaller frame with their own. Since then J has walked with a slight limp, and Judy has cling to them ever since whenever possible. They'd do anything to make up for this pain they caused.
Lady Maryanne; The owner of the orphanage that took J in when they were too young to remember how they got there in the first place. She loves each of her children equally, with her whole heart. A true saint of a woman.
Background: J, abandoned in Yartar, was taken in by Lady Maryanne at a age so young they don't remember their life before then. Maryanne, finding that most orphanages she knew of didn't take in children like Centaur, kobolds, or other 'less desired' races took up the mantle herself, although she did not have a huge amount of funding nor aid in this endeavor, and still doesn't. Still, she provides a great deal of love for creatures otherwise unloved, and J has thought of her as their genuine family for years now, much like their siblings do.
By chance, the whimsy of a particularly old wizard, J caught the eye of Jácint Serkan one evening while out at the market, gathering with what little coin they had scraps of food for everyone back home to eat. Jácint, an elderly woman, thought it mildly interesting seeing a centaur in the midst of a town, and one that looked so frail of frame despite the normally robust body most showed off. Asking J initially for simple aid carrying their things, the two got to talking and Jácint came to realize despite the low level of education the teen had thus far, they were still quite intelligent for their age.
Thus, she took J on as an apprentice, in the halls of Candlekeep, where J spent most of his teenagehood learning a wide variety of things, eventually delving into magic in the later years. An education that J left unfinished, having received word from Judy that Lady Maryanne fell ill, and needed a rather pricy medicine to fully recover. Prompting J to leave their studies, and enlist as one of the Flaming Fists in hope of earning enough funding to not only purchase the medicine Lady Maryanne required, but to donate to the orphanage itself and help those in so familiar a situation.
The basics of J's backstory.
Ability scores: 13 13 16 8 17 15
Sheet:https://www.dndbeyond.com/profile/AmdirgolSianstacia/characters/43696699
Name: Alion Galdir Xilonodel
Race: Wood Elf
Class: Paladin
Backstory:
Alion was born and raised in Silverymoon. He was the only child of Celerion and Nemiriel Xilonodel. He was doted on by his parents, and had a happy childhood. As he grew older, he began to see the darker side of the world. He decided to figuratively take up the torch in Mielikki’s name and spread goodness, driving evil back and protecting innocents.
His father died when Alion was 45, in a freak accident. His mother, an adventurer herself, was infected with werebear lycanthropy. One day, shortly before he was to leave on his journey, a master horse trainer came to his home one day, seeking refuge from a warlord who had purchased his horses and then sought to kill him to keep his secrets from spreading. Alion and his neighbor Valynn Adlana sheltered and protected the man. He thanked Alion by teaching him the basics of horse training, and giving him one of his stallions.
Alion left home shortly after, aback his new horse, who he named Tinnuroch. He sought out the Knights of Myth Drannor, and earned entrance into their ranks. He became close friends with another Knight, a human named Miles Brightwood, after a battle they fought side by side. He has recently come to Baldur’s Gate to try to infiltrate the Flaming Fists and stop their cruelty.
His favorite food is honeycake with orosk jam.
Allies: Nemiriel Xiloscient (Werebear), Miles Brightwood (Knight), Tinnuroch (Warhorse). Tinnuroch is a black horse with small silver-white spots, resembling a starry sky.
How I might Know Others: I was neighbors with Valynn Adlana in Silverymoon, and I might know any followers of Mielikki or other nature deities. In addition, I probably know any other Knights of Myth Drannor.
Secret:
I was saved from an angry bear as a child when a giant elk leapt in front of me. After it scared the bear off, the elk turned to look at me with such compassion it its eyes, I knew it must be a forest spirit, or even druid in an animal’s form.
Rolling now to express interest. Just about to start work so I'll complete the chronicle tonight.
Ability scores: 12 11 12 15 14 14
Homeland: 63
Background: 66
Social Status:
Home Settlement: 76
Family Size: 76
Powerful Family Relationships: 3
Family Relationships: 1
Translated rolls
Homeland: Underdark
Background: Outlander
Social Status:
Home Settlement: Menzoberanzen
Family Size: 1 Parent 1 Siblings
FamilyRelationships: This family member left long ago for reasons you don’t understand or won’t talk about. Before they left, they promised you that they would return in your hour of greatest need. You gain one ally.
Name: Zan'qarim
Race: Half-elf (Drow)
Class: Monk (Way of Mercy)
Backstory: Zan was born to one of the few human slaves in Menzoberannzen. A union of violence and power had brought him into the world. Being a bastard child of a human slaves and a Drow merchant meant that Zan's life was valued below that of a beast.
The very existence of such an abomination would mean certain death. Not just to Zan and his mother, but also to his father. For this very reason he was to be sacrificed. His father, a lowly guard for a merchant house had instructed Zan's own half brother, Mizzryr, to take him to the edge of the city and set him to the tunnels, effectively giving him the beasts that roamed there. Mizzryr had grown to enjoy his younger brothers company though and could not do it. Instead he smuggled Zan out of Menzoberannzen in a trade caravan and left the young Half-Drow in the heart of the Moonwoods. "You can never return. For if you do, we both shall be killed. I will watch out for you, whenever I can".
That was the last Zan had seen of his brother, the only Drow who had ever cared for him. He wandered the surface for many moons and had found nowhere that he might call home. Longing for guidance he walked the woods and surrounding towns. Of the few people he met through his travels only a handful saw past his grey skin and treated him as something more than outcast he was.
One such person was Jinboor, an ancient looking human with long white beard and a handful of white hairs left on his head. It was he who taught Zan that one must make their own fate. "Through discipline, pain, love and training you will come to care not what others think of you. For you will know you are the best you you can be. No one can expect more than that." Those were Jinboors final words. He passed shortly after, and as per his wishes, Zan was to take his body to the wise man's birthplace - to be buried.
He finds himself on the highway outside Baldur's Gate with a body in wagon drawn by a stubborn mule and wonders to himself - Is this the best me? What am I doing here? - Drawing his cowl over his ashen skin he moves closer to the mighty front gate.
Interesting! ***I did NOT manipulate dice rolls!*** 🙄
Ability scores: 11 13 13 8 13 16
Homeland: 53 - Island Kingdoms
Background: 20 - City Watch
Social Status: 1 ally, 49, and 1 rival, 93 - -
Both my ally and my rival identities are my younger brother (Xolo). I was always better than him at throwing a spear, and more powerful with magic. He is jealous of this. You and this person (my brother, Xolo) were affected by powerful magic, and now you both share a telepathic connection that functions while you are within 1 mile of each other. Rival - Mage (MM); gain one fateful moment While I had natural sorcerous skills, my brother had to study, hard, to gain them. He is a wizard who is feared, but he knows that I can best him.
Home Settlement: 29 - Moonshae Isles
Family Size: 52 - 1, Mother. Siblings - 3
Powerful Family Relationships: 34 - You have always been better than this family member at a particular activity. They grew jealous and abandoned you, so that they could return and best you one day. You gain one rival.
Fateful moment : 20 - A majestic phoenix with wings of flame flew over your home one day, but when you asked other people about it, you learned that you were the only one who saw it. You’ve started having dreams about the fiery bird, and discovered you can manifest its flames. As a bonus action, you can ignite your fists or a weapon you’re holding in flames for 1 minute, causing those attacks to deal fire damage instead of its usual damage. Starting at 5th level, the attacks deal an additional 1d6 fire damage. Once you use this trait, you can’t use it again until you complete a short or long rest.
Mysterious secret - 3 - An old seer once touched my forehead and gave me a vision of a flaming bird chained beneath a mountain, squirming and wailing in the darkness.
Prophecy - 14 - I will steal a king’s ransom from a pirate. That wealth will make me happy, but it will also draw unsavory characters to me.
Character : Kulogall
Race : Triton
Class : Sorcerer (storm)
Character sheet : https://ddb.ac/characters/37479167/0PIdY0
Backstory :
Kulogall grew up on the Moonshae islands, on Alaron. His father was killed in battle when he was very young, he was raised by his mother Alestra. He has a younger brother, Xolo and they were extremely competitive from a young age, always vying for their mother's attention. Kulogall discovered that he had the ability to make things happen, magically, from his early teens. He would concentrate, focus and manipulate the weave and create light, or fire when he wished. His younger brother was jealous of his abilities, as he could never do these things. Xolo studied and studied, but was much slower in the progression of his skills, but eventually became adept in manipulating the weave as well, through studying many books. Kulogall could always throw a spear farther, run faster, and.. produce magic easier than Xolo could. Once a small band of orcs landed near their village and Kulogall and Xolo fought to drive them off, with the aid of the town watch they protected their home. They developed a telepathic bond, and could speak to each other if they were within a mile of each other.
But time passed, and their rivalry became stronger and stronger until they would no longer speak to each other, just taunt each other in their minds. Xolo resented Kulogall's natural abilities and left their town, never to be seen again. There was a rumor of a Triton Wizard who made his way to Baldur's Gate and became very powerful, hooked in with the darker elements of the large town, pushing people around and looking for more ways to exert his power and influence.
Kulogall used his abilities and sought his fortune, he was viewed as a "lucky charm" to the crew of any ship that will hire him. Captains said that he had the ability to bring the wind and could have powers to calm storms, lift fog, and he was sought after. He joined the City Watch (Coast Guard) of Alaron, but as he heard more and more tales of this powerful Triton Mage of Baldur's Gate, he had a bad feeling that he knew exactly who that was. One day he took passage on a ship to cross the Sea of Swords to Baldur's Gate, to track him down and investigate. As a member of the Alaron Coast Guard, he looks to join the local law enforcement of Baldur's Gate, and signs up with the Flaming Fists, not knowing the full story of what has befallen it and Elturel. He comes ashore and walks into their office to sign up, green (literally) behind the ears.
Possible links with other potential characters :
On one of my voyages while I was with the Guard and taking a rest in port I met G’orm Diabhal, while drinking and betting at a friendly card game. After a few drinks when we were well lubricated we discussed Captain Robiere, the bandit captain. The man sure sounded like a pirate... and with a cache of loot that he had stolen. Sitting a few tables over was an odd looking woman, an old crone. She came over and slapped her hand on my forehead, her eyes rolled back in her head and she spoke in an odd voice :
“You shall gain, all that you desire and more from the pirate, but for this you shall give up your character, your friends, and perhaps your life. Choose wisely, sometimes gold comes at a cost too dear...” She then looked down and let out an enormous belch and looked at me not remembering anything that she said, she just said “Who the hell are you?” G’orm Diabhal saw it all happen.
I like the idea of randomizing the Heroic chronicle and creating a character from that....more work but....
Ability scores: 13 15 14 15 16 11
Homeland 10 background 1 settlement 29 family size 82 Siblings 7
family relationships 2 family relationships 11
Lords Alliance Silverymoon Courtier 1 Ally and 1 Rival 1 family ally 5 older brothers and one younger sister
Sister will be special to him... This family member loves you, but you were never that close. They’ll do anything to help you—as long as they won’t be at risk of injury or death. You gain one ally.
Ally relationship 87 rival relationship 30
You bonded with this person over a traumatic event such as a battle or an armed robbery. If you ever tell them that you are in danger, they will try to aid you. ally identity 1 Bandit
This person was ordered to arrest you, and doggedly hunts you wherever you go. rival identity 21 Cultist
ok...that's a lot to work with....poor stat rolls but fun to play with...will create this sometime later tonight or tomorrow....
Name: Breg Magol https://ddb.ac/characters/6070097/dbxf9N
Class: Rougue (mastermind)
Background Courtier
5 older brothers, most of whom are part of the family merchant house, not noble but traders. One younger sister Avera who he is close with.