Hello, everyone! I'm looking to start DMing a campaign of my design over here and would like to get together a party of interested individuals to play it.
War of the Faithless is a campaign set in the Forgotten Realms setting, more precisely in its eastern area known as the Unapproachable East, in the "present day" (~1494 DR). Being a bit more specific, the regions in which the campaign is set to play out are the Great Dale, Rashemen, Thesk, and Thay. It is goingo to be very thematic around death, darkness, and survival, so characters with some relation to those themes or any of their aspects might feel more at home (which doesn't mean that bright cheerful characters would not be a great contrasting addition!).
For those interested, I encourage you to go ahead and put together a character that you think loosely fits the premise (check some details below), but the character should be, more importantly, something you want to and will enjoy playing. I will not be approaching the selection among the submissions in a first-come-first-serve manner, so feel free to give it some thought (and PM me to ask any extra information if you need), as I'll probably let this stir over a few days.
I'm aiming towards maintaining something near to a 1-post daily routine, though I might be inconsistent on weekends (as that's when I DM for my local group) and compensate over the week. While the style of campaign I'm building naturally leans towards a more combat and exploration-heavy approach, I am very much going to push in the social roleplaying at every opportunity, whenever possible, and would appreciate all inter-party interactions and dynamics while other situations are happening.
I intend this to be a full campaign, and I'm taking into account the usual difficulties we might face in this virtual medium. So, kind of in an episodic manner every 4 levels or so, or whenever we might have one or two drop-outs, I'll either fish back from whoever posted in this thread or make a new one to recruit to fill in the gaps.
Party size: 4~6. Starting level: 1st. Ability scores: Standard array or standard point-buy. Sources: Mostly published material (I'm not familiar with Ravnica stuff and it might not fit). Inclined to allow Unearthed Arcana stuff (but check it with me first), no Homebrew. Character application (either post or PM): Name, race, class, background, backstory, link to character sheet. Criteria for selection: Backstory / Theme (and Familiarity with the Forgotten Realms) > Uniqueness / Cool Factor > Relation of the Character to Campaign and Region.
Backstory: Jedavii knew very quickly that his time as a Githyanki clan warrior was short when he learned of their plans to conquer the world and make it their own. The young gith was laid back and figured that anything that wasn't an illithid didn't have to immediately die (including the Githzerai). He fled the astral plane during an expedition, breaking ties to Vlaakith but recieving injuries from his own people when they saw him betray them. After much wandering, Jedavii found a quaint, unnamed halfling village. The curious stout folk took him in, healed his injuries, and in return the warrior began exchanging stories of his travels, much to the curiosity of the halflings. Jedavii also served over a few years as a protector of the village with his fighting capabilities, gaining admiration in the eyes of his halfling hosts. When he heard of a larger threat to the world, he said his goodbyes (and took in a very hearty farewell feast) and set out to defend the realm, and by extension his new friends.
Characteristics, Personality Traits, and Appearance:
Alignment: Neutral Good Faith: Yondalla, goddess of all halflings Gender: Male
Appearance: Jedavii is a 6' 1" tall, 139 lb humanoid with long white hair threaded into dreadlocks. He has yellowish-green skin and yellow eyes. He wears a white shirt under an unbuttoned red vest. He carries a greatsword and crossbow.
Personality Traits: If someone is in trouble, I'm always ready to help. I get bored easily. When am I going to get on with my destiny?
Ideals: Not everyone is out to kill me, so I don't see the need in pointless conflict (with the exception of mind flayers).
Bonds: The people who took me in are forever in my debt. I'll never forget them.
Flaws: I have a weakness for the vices of the city, especially hard drink.
Name: Wilm Silverriver Race: Varian Human (Sentenal) Class: Fighter (Going to go Echo knight if allowed) Background: Soldier. Backstory:
Wilm grew up in Shadowdale, living with the stories of the Knights of Myth Drannor, as well as the fact Elmenster's tower stood right there in his hometown. He grew up rubbing elbows with legends, such as the great Harper Storm, and even saw others of her white-haired siblings. He joined the town's soldiers when he was old enough to fight.
When his homeland was used as a battlefield by Cormyr, Netheril, Sembia, and Myth Drannor, Wilm aided his people in keeping the peace and doing what they could to make sure the Dales remained whole once the war was over.
Elmenster himself came to Wilm on a particular day that he will never forget. The old wizard stood there looking at him, not speaking for some time, then, when he did speak, it made little sense to Wilm. He said, "Echo Knights are not seen much in these lands... You shall find yourself facing trials few have..." He gave Wilm a nod then. As he walked away Wilm heard him say, "Death, darkness, and survival will be your lot..."
Backstory: Lavendar Gooms grew up in Rashemen with loving parents - until one day those parents were slain. He does not know why his parents were killed, only that the culprit was a wizard in a black gorget. For his Dajemma, he traveled west and explored the lands with his Wychlaran and aunt Yasamine (mother's sister), who introduced him to magic. She required two promises from him 1) he would only use his magic for good, and 2) he would find his parents' killer. Lavendar obeyed his aunt and studied under her, with fire spells being his favorite. Lavendar left his aunt's home to begin his search, while hoping to make friends along the way.
Backstory: Tibern was born to two human parents, being the first born and heir to the riches of the house of Dirgeblade of Waterdeeo.. Or he would have been if he had not been born as tiefling, a reminder that his family had once dealt with demons or devils in the past. Due to this his father did his best to hide his son from the world, still having him taught the ways of a noble but playing his lack of appearances in public eye off as the child being sickly.
As Tibern came of age his parents who had claimed they would never have another child for years tried once more for a child. The result of this was his younger sister Mara, the soon to be true heir of the house. With the birth of his sister, Tibern was more isolated then ever, only having his various tutors and servants to interact with. His only solace in this time was his love of learning and magic, this leading to his future as student of the arcane arts.
Once his sister was old enough to read and write, Lord Dirgeblade's distaste for his only son grew. It got to the point that the two men would often argue to the point of coming to blows, Lady Dirgeblade being the only one brave enough to stop them. The final straw for young Tibern was his father denouncing him as the heir just for his appearances. While that was the reason truly, in public it was due to him being to sickly to rule over the families lands.
When the young tiefling confronted his father over this, the older male of the family attacked his son with a rapier, forcing a duel to decide who was in the right. Managing to put up a fair challenge, the younger noble was defeated by his father, having slightly impressed the stoic man. In the end Tibern was made to leave by his father who agreed not to totally disown him as long as he never admitted his connection to the house.
With nothing but the clothes on his back and the things he could carry the sheltered noble began his life as a traveling wizard, using the few spells he knew to make his way as either a showman or a would-be adventurer. Due to the kindness of his tutor in magic he managed to increase his skills from only casting cantrips to spells, even if they were of the lowest calibur. After a few years of further training he set out on a ship to distant lands.
In the High Country of Rashemen there is a region in the north of the Sunrise Mountains twisted by Wild Magic, full of menacing ruins and imprisoned demons, a place feared and rightfully so by the Rashemi. There is also a superstition associated with a child born from a corpse. For Serwa, the her life began under these bleak circumstances, in this cursed place.
A group of human miners came across the site of a murder, a small caravan of travelers that had died by violence. Whether from the rumored goblins, a wild snow tiger, or something more sinister, Serwa would never know. What she was told was that among the dead was a woman, her mother, and by some twist of fortune the miners investigated and were able to remove the girl, alive, from the dead woman’s body.
Some considered her cursed and ill omened, but one of the miners was a man whose own daughter had died in childbirth along with his wife. This man persuaded the others to let him adopt the child.
Her life would continue to be plagued by death. Her adoptive father passed of infection associated with a mining injury while she was in her teens. Numerous other friends and acquaintances died after meeting her, leading the foundling to take on they surname Omen.
She became a soldier, initially in the military of Rashemen, later assigned to applying her skills as a guardian for a group of Rashemi witches. Her first love, a young half-elf woman being groomed as a Rashemi Witch, was killed by a jealous Berserker in training who fancied the girl for his own.
Similar deaths followed Serwa throughout her life, and she grew to believe herself cursed. She found solace in the words of a Cleric of Kelemvor, who performed the last rites who she encountered at a series of funerals she attended. The cleric began to regard her as a "regular" at funerals, and they became friends, after which time he introduced her to his faith.
She entered the clergy of Kelemvor, god of death, as a Paladin, one of the few of the neutral keeper of death. Now she feels she has found her purpose, and a reason to live. Her life has always been defined by death. Now she lives as a Paladin of death itself.
Personality:
Although she is a grim and bleak figure, Serwa enjoys several pastimes, including games of skill, music and dance. She tends to sing and play very bleak songs, and even her dance is sorrowful. She has a story about a dead friend or lover for every occasion.
She would like to acquire a new Dragonchess Set, as she used to play the game with a deceased military superior. Her deceased half elf lover taught her the elvish language. She would also like to purchase a new Lyre, when she has the money for it, as she was taught to play by a fellow soldier who died in combat. She did keep the dancing dress that was gifted to her as a memento of her of another lost love who taught her how to dance.
Too many things remind her of the past, and cause her to become dour and introspective. Her humor tends to be gallows humor. She finds elvish women incredibly beautiful, but is socially awkward around them due to this.
@coelhogerge
Background: Soldier - Before entering the clergy of Kelemvor she was training in martial skill in the Rashemen military and later providing her services as a bodyguard for a caravan of Rashemi witches.
Background Skills:Intimidate, Athletics
Race: Variant Human - She is a human borne of a corpse found in a strange region of Rashemen that is considered to be haunted and cursed.
Stats - Standard Point Buy 27 Points
Str 15-16 with variant human - 9 points
Con 13-14 with variant human - 5 points
Dex 10 - 2 points
Int 10 - 2 points
Wis 10 - 2 points
Cha 14 - 7 points
Class: Paladin (of Kelemvor)
Alignment: LN
Variant human feat: Polearm Master (Training with polearm weapons was an integral part of both her military duties as well as that of guarding the witch enclave she served.)
Variant Human Skill: Perform (She enjoys music and dance, although her expressions tend to be extremely bleak in both. I could not afford a musical instrument with starting gold, but she does have a set of Costume clothes, a regionally appropriate Performer's outfit.)
Here is a mock up of Serwa as a Paladin. I can change the character to a cleric easily if that better suits the party balance and keep the same back story and concept.
Her impulsivity and rebellious personality do not go along well with a quiet life: capricious and fickle, she has been kicked out her home after wasting most of her parents savings.
When she was 13 a mysterious creature started to talk to her through her dreams, promising power and wealth. When she did not take those dreams seriously, they eventually stopped.
Her lifestyle made of scams, small crimes and gimmicks ended a few years later when she was finally caught. Desperate for a quick way to regain her freedom, she started to feel more and more impotent and scared. Until one night, when the creature approached her again and promised to give her enough power to live a free life and to pursue her wishes. In exchange, she promised that, as soon as she is considered powerful enough, she'll meet this creature and fulfill a promise (details of what I have in mind will be revealed/worked on with the DM). She is sure that it'll be a long time from now, so there's no reason to worry ("who knows how many things will change, nothing lasts!"), and after forging a new identity as Lilibeth (her true name will be revealed to the DM only) and traveling far away ,she is finally back into her usual lifestyle: this time with more ambitions and desires.
Note: Feel free to reach out if you have any questions! I am very active Mon to Fri, probably limited to 1 max. 2 posts during weekends.
ETA: hidden character sheet info now behind spoiler cut.
Name: Noranys
Race: Yuan-ti Pureblood (note, I've no plans for her to have an Evil alignment, )
Class:Warlock (Patron: The Undying)
Background: Spy
Backstory: Noranys was raised by her mother and aunts -- like most yuan-ti, they hide their heritage wherever possible, and her birth was a chance encounter -- her father had no idea of her mother's race, and though her mother thought there was a chance he might be convinced, her sisters 'talked sense' into her and 'enabled' her to end the relationship (here this can be either the aunts were mistaken but well-meaning, incorrect but basing their assumptions on realistic past experience, or evil Yuan-ti who kill the father and make it look like he never cared for the mother. It's fine to be a mystery unless there's an option that you'd want to bring into the story at some point). Like many Yuan-ti, they work their way into the favor of whatever local bureaucrats and rulers they can, making their services invaluable and bending ears and laws as best they can to try and make things ... a little more like they used to be. Noranys is no different. She may have a fine enough singing voice, but it's nothing to match her mother's, and she prefers the shadow work her aunts have taught her, hiding behind masks and keeping others at a distance while she pursues her ends. It's safer that way.
You do what you have to to survive in Thay. When your once great society has been overthrown, and dragged through the mud, leaving your people with a reputation as savages and cannibals, even while a lich and his minions hold sway. But the Old Ways have survived longer than any lich, and Noranys reached out for some way to escape the ever-reaching grasp of undeath all around her, and something answered. Whether it was the gods of her forebearers, the World Serpent, or something older, she's not entirely sure. Nor is she entirely sure what it wants of her in return.
Appearance: Female, green eyes, black hair, tan skin. Any snake markings (for her or family, except maybe mother) would be akin to Bothrops asper.
Age: 24 Height: 5'7" 154 lbs (rolled for these)
Personality Traits:
I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
Ideals:
Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
Bonds:
My ill-gotten gains go to support my family.
Flaws:
An innocent person is in prison for a crime that I committed. I’m okay with that.
Organizations: Spy network that her aunts are part of, whateever level of bureaucracy in Thay (or an outlying region under their control) works for the setting. Being L1, I figure Noranys does more delivery and theft than really spying, but it's spying she's training for.
Allies: Underground network of Yuan-ti. This is totally adjustable depending on how you want Yuan-ti to be in the setting. I'm not in favor of the whitewash 'this entire race is evil' approach, but it's up to you how you want Yuan-ti to be in the setting, I can work with pretty much anything.
Enemies: She's too low-ranking to personally have enemies. Might have other people who she supposedly works with that she's either in competition with, or she doesn't realize are in competition with her. Also, of course, Szass Tam's minions in general.
Backstory: Works as a runner for her aunts' spy network, and is maybe a little overconfident in her abilities and looked through a couple things she shouldn't or ended up in a location she shouldn't have, but between one thing and another she caught the attention of something she shouldn't have (I'm totally willing to run with whatever for her patron) in trying to keep one step ahead of the undead in Thay, and while it's a little easier now, there are whispers in her ear on occasion, or an idea plants itself in her mind out of nowhere... (or if you prefer a Little Mermaid style actual contract signing, I'm happy to work that out too, but I figure in that case you might want more input in exactly how it gets set up)
Patron Attitude: Each interaction with your capricious patron is a surprise, whether pleasant or painful.
Special Terms: When directed, you must take immediate action against a specific enemy of your patron.
Binding Mark: I didn't really like any of these, a tattoo or a brand would be neat, or something reflecting death/undeath. I was looking, maybe, at Pact of the Talisman (I have no idea which pact yet) which would solve this question as well.
Note: I would love to try out the new Psi UA mechanics, but they don't have them for Warlock, really, so I guess it'd probably be taking the Wild Talent feat at L4. Gives you time to think about whether you'd allow that, and also to see how feedback guides that development.
Race: Half-elf (flavored as very drow in appearance)
Class: Hexblade
Background/backstory: Piter is a halfbreed drow, as his great-grandfather was a captured slave. His father, also born a slave, was a favorite of the house mistress he was under, which allowed him to be treated a bit better. He also looks more drow than not, at 7/8s drow. He fought to be treated somewhat fairly a lot as a youth, and through this became quite skilled with weapons. He eventually was given the task of weapons trainer to some of the elite's Children. One day, while doing some training out in the daylight (it's harsh for the drow, but they need to learn), a sandstorm came in, and he was only able to survive by hiding in a cave where he found a broken blade. Touching it, he was given the choice to bind himself to it in exchange for his, and his trainee's life. He did so, and has now had to leave the safety of the Underdark, following the orders given to him.
( I lost my entire 10 paragraph backstory trying to copy/paste it here, instead copying the character sheet link into the backstory field. I'll try again tomorrow. )
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First D&D set: 1980 red box. Haven't stopped playing since. :)
Name: Mordikai Race: Warforged Class: Cleric (Forge Domain) Alignment: Nautral Background: Izzet Engineer Faith: Gond Personality Traits: I am utterly serene, even in the face of disaster. I always want to know how things work. Ideals: Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. Bonds: The workshop where I learned my trade is the most important place in the world to me. Flaws: Most people scream and run when they see a demon. I stop and take notes on its anatomy. Backstory: Mordikai was just an old deactivated mechanical Gondsman, sitting on display collecting dust in the Hall of Wonders in Baldur's Gate. It was thought that he was an ancient and forgotten design. One day an acolyte managed to convince the High Artificer to allow him to try to get Mordikai working, so that he might be a better example of the wonders of Gond in the Hall. The acolyte spent almost 6 months working on Mordikai and was about ready to give up, when a spark of inspiration gave him the success he was perusing. When Mordikai first awoke, he was preloaded with skills and knowledge about crafting, languages and Gond the Great Maker, but nothing else. Mordikai stayed with the priests of Gond, putting into practice the skills he had never used before and learning more about Gond and the world. Mordikai eventually dedicated himself to Gond and became one of his clerics. One day Modikai had a run-in with a leader of a merchant organisation known to be the front for a criminal organisation with operations from Calimport to Luskan and even making headway into Cormyr. Without knowing it, Modikai humiliated this leader in front of a buisness partner. It was explained to Mordikai later by the High Artificer, that if he wanted to remain in working order, Mordikai should leave and travel to the edges of the know world. There, it was said, he might be able to avoid the organisation that now placed a bounty on his metal head. Mordikai was given basic equipment and enough money and directed to travel east to Cormyr and find a boat travelling to a place called Telflamm. So Mordikai followed the instructions of the High Artificer and now finds himself in far away lands, ready to explorer and spread the wonder of Gond wherever he goes. Character Link: https://ddb.ac/characters/26830859/HmGAPJ
Edit: updated backstory, Modikai is now on the run from criminals
Name: Nute Race: Kenku Class: Druid Alignment: Neutral Good Background: Outlander Backstory: Many generations ago a tribe of kenku's were taken in by the druids in the forest of Lethyr. They settled there and by the teachings of the druids, they were able to take forms that allowed them to fly. The kenkus ability to mimic forest animals was a great way of relaying messages undetected so they were mainly worked as scouts around the borders. In this forest, Nute grew up without ever stepping outside. Fascinated with music, he learned to play the lute from a troupe that sometimes performs to the druids. He learned the most complex pieces they showed him, but he couldn't compose the simplest melody himself. While most kenkus are obsessed with flying, Nute is not. Sure he'd like to fly but his deepest desire is creativity, not flight.
Nute has now come of age and as tradition, he sets out into the world to grow, to learn a shape of flight and bring back something worthy to the tribe. Although his personal mission is to reclaim the lost creativity of his people. https://www.dndbeyond.com/profile/Symplepal/characters/27167956
Great submissions so far, people! Keep it up! Received a few via private message too, all of them are being considered. I'll let this sit over a couple of days before doing anything, I like some of what I've seen so far. :)
I seem to be unable to check the Description and Notes areas of your character sheets, is there any way I could see it? (where are things like Personality Traits, Allies, etc.)
Great submissions so far, people! Keep it up! Received a few via private message too, all of them are being considered. I'll let this sit over a couple of days before doing anything, I like some of what I've seen so far. :)
I seem to be unable to check the Description and Notes areas of your character sheets, is there any way I could see it? (where are things like Personality Traits, Allies, etc.)
That's not possible on DDB, unfortunately. Only once a character is in a campaign. I forgot that myself and put a bunch of notes to you in them. You can either make a campaign with an open invite, or have people DM details if they don't want to post them here.
Great submissions so far, people! Keep it up! Received a few via private message too, all of them are being considered. I'll let this sit over a couple of days before doing anything, I like some of what I've seen so far. :)
I seem to be unable to check the Description and Notes areas of your character sheets, is there any way I could see it? (where are things like Personality Traits, Allies, etc.)
I just included the personality information in the post I made on this thread about the proposed Human Paladin of Kelemvor, Serwa Omen. She favors gallows humor, has a lot of interests and hobbies (music, games of skill, dancing, elvish language and culture, funeral rites) but seems to have a story about a dead friend, loved one or acquaintance associated with every one of them. She is quite a bleak person, but seems to have developed a sardonic wit about it all, rather than succumbing to despair. Her faith in Kelemvor has provided a great deal of solace to her for her lifetime of losses following the dark omens of her very birth.
Appearance wise she is an early 20s human Rashemi female with long, straight black hair, and angular dark brown eyes that look black in most lighting, and pale olive skin, pale for a Rashemi, that burns instead of tans. She stands at about 5’7’’, and she is conventionally attractive by the standards of the region, very pretty to most eyes, but in a peculiarly 'typical' way with no one feature standing out as distinctive, no flaws to give her character, an almost perplexing level of pleasant symmetry to her appearance, as if an artist set out to paint a "pretty girl" and lacked inspiration that day. She has surprising strength for her frame due to her training as a soldier and a holy warrior.
She typically wears black dresses, as she is used to attending a lot of funerals. Her common clothes are a black dress and blouse, with tan tights and black shoes with a short heel, a compromise between practical movement and being presentable at an impromptu funeral, as she is constantly expecting one.
Her silvery-looking metallic chain-mail that she wears over these common clothes bears a bone white crest displaying the insignia of her faith, and a white cowl is attached at the back of the chain-mail in preparation for the rain clouds she is always expecting. She wears around her neck a holy symbol of Kelemvor that doubles as a locket - containing a small sketch of her first lost love, a smiling, shy looking half-elf woman - that is also bone white with a silver colored chain, reminding her of that girl, and all the loved ones taken from Serwa by death. Her faith in the god of death literally adds color to her life.
Her Performers Outfit, primarily worn for dancing, is a bit more colorful, and more typical of Rashemen clothing, a red and violet one piece dress with long side slits to allow for more freedom of movement in dance, as per the norm for Rashemi culture.
She carries no shield, but has the bulky heavy weapons, a glaive and a maul, slung high across her back, and throwing javelins stored lower, all within quick reach for when needed. When fully kitted out she looks fairly fearsome.
She is meticulous about hygiene and insists on a regimen of cleanliness that other soldiers balked at, but she lost enough comrades to disease and infection to be wary of it.
Great submissions so far, people! Keep it up! Received a few via private message too, all of them are being considered. I'll let this sit over a couple of days before doing anything, I like some of what I've seen so far. :)
I seem to be unable to check the Description and Notes areas of your character sheets, is there any way I could see it? (where are things like Personality Traits, Allies, etc.)
That is odd - I can't see anyone else's either. Here is mine:
ALIGNMENT: Chaotic Neutral
GENDER: Female
EYES: Violet
SIZE: Medium
HEIGHT: 5'6"
FAITH: Zinzerena
HAIR: White
SKIN: Dusky black
AGE: 99
WEIGHT: 120lb.
Personality Traits
I am incredibly slow to trust. Those who seem the fairest often have the most to hide. The best way to get me to do something is to tell me I can’t do it.
Ideals
Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
Bonds
Someone I loved died because of a mistake I made. That will never happen again.
Flaws
An innocent person is in prison for a crime that I committed. I’m okay with that.
Backstory
One night during a surface raid, a female drow soldier and priestess was struck down by a stray arrow. She awoke to a male scout standing over her, blade bared. In her weakened condition, and seeing the hatred of the male in his eyes - he was no doubt a common slave, owned by her house, with no rights and no future except a death in service - she whispered words of invitation. Setting aside his anger for lust, the two laid together under the night sky, warmed by his piwafwi.
When he was exhausted and spent, she took an opportune moment to draw his own dagger across his throat, spilling his hot blood onto the moonlit grass. Gathering her things, she found the remnants of her war party and returned to beneath the surface, the soldier and her failure already forgotten. But in a twist of fate, she found herself with child months later and sought a way out of her predicament; a female, born of noble house and in the service of Lloth, carrying the child of a commoner - a slave, no less - would lose her station within her family at the least, and possibly be put to death depending on the whims of her mother and the priesthood.
Hiding her condition beneath bulky clothing, she feigned sickness and drove others away from her with a towering anger that was only too real. As soon as was safe, she called up on her skill as a healer and her magic to invoke the early delivery of the unwanted child - a female, born small and scrawny. Cast into the midden heap and left to die, it too was soon forgotten and the indescretion was never discovered.
A street sweeper was drawn to the mewling cries of the newborn and seeing a female, he wrapped her in dirty blankets and carried her home. There was no generosity in his heart; a houseless female would bring many gold in the slave markets of the mind flayers. And so she grew in the ramshackle hollow mushroom base he called a home, dodging abuse and avoiding others lest they both be arrested and put to the question.
One night, a female drow of immeasurable beauty appeared to her in her sleep. "You are destined for more, my child. Swear your soul and service to me, and I will give you the strength to forge your own path and show you your origin." It was an easy decision, and she dreamt of the night her mother spend in the company of another. That morning, when her father returned tired from work, it was easy enough to slip the sharpened end of her hardened mushroom spoon between his ribs and up into his heart.
Stealing her way quietly through the city as it was beginning its morning rituals, her shiv brought her some armor and a weapon from a sleepy soldier near the end of his shift, and some coins from a benevolent shopkeeper who took pity on a scrawny urchin and offered her some watery soup. The journey to the surface was filled with days and nights of terror, exhaustion and despair as she dodged all manner of underdark hazards.
Her strength failing, her food gone and the last profane words learned from Zinzerena long since spent, she finally crawled forth from the cave and felt the cool breeze of the surface air on her face. Pulling and scrabbling her way until she had a view of the nighttime sky, she collapsed on her back and stared upwards at the stars in wonder. She had never felt at home in the magically lit caverns, but she felt a strange peace wash over her in the light of the moon.
No longer would she answer to "girl"; her name now, was Midnight.
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First D&D set: 1980 red box. Haven't stopped playing since. :)
I do think DND beyond is odd in this regard: It allows you to see other pc stats and spells and items, but not description? You would know what someone looks like not nesc what spells or skill they have...
Name: Vedui Gurth Race: Wood Elf Class: Monk (Way of the Long Death Alignment: Neutral Good Background: Acolyte Backstory: Orphaned at a young age, Vedui was taken in by the Order of the Long Death monastery in Thay.
There he studied death and all it's forms, and began a search for the "Perfect Death". However, Vedui soon learned that the Order was not what he wanted. Cruel and inhumane in their treatment of others and often torturing captured humanoids, this turned Vedui's stomach, and he sought escape. Now, he is hunted by the order and marked for death. He is on the run and moving. He still has the curiosity of Death and seeks to learn more of it, but does not believe in the Orders way.
He also has very little memory of his parents, only that they were killed in a fire. Actually the fire was only to cover the crime - the Order had killed his parents for no reason except that they wanted to see more Death. He does not know this and now wonders where he is from and where his home was....as this was all kept secret from him.
PERSONALITY TRAITS
I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.
IDEALS
Will not Kill without reason....
BONDS
I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.
FLAWS
I am suspicious of strangers and expect the worst of them.
Name: Nute Race: Kenku Class: Druid Alignment: Neutral Good Background: Outlander Backstory: Many generations ago a tribe of kenku's were taken in by the druids in the forest of Lethyr. They settled there and by the teachings of the druids, they were able to take forms that allowed them to fly. The kenkus ability to mimic forest animals was a great way of relaying messages undetected so they were mainly worked as scouts around the borders. In this forest, Nute grew up without ever stepping outside. Fascinated with music, he learned to play the lute from a troupe that sometimes performs to the druids. He learned the most complex pieces they showed him, but he couldn't compose the simplest melody himself. While most kenkus are obsessed with flying, Nute is not. Sure he'd like to fly but his deepest desire is creativity, not flight.
Nute has now come of age and as tradition, he sets out into the world to grow, to learn a shape of flight and bring back something worthy to the tribe. Although his personal mission is to reclaim the lost creativity of his people. https://www.dndbeyond.com/profile/Symplepal/characters/27167956
Traits: I approach every situation with caution. Lived in the forest, I know little of the outside world other than the tales of travelers.
Ideals: Give more than what you take.
Bonds: My tribe and my lute.
Flaws: My lack of creativity frustrates me and I'm envious of those who have.
All right everyone, I think we've got enough applications to move this forward. :)
Aside from the applications here, had a few via DM, still waiting on the backstory for what will be the last one.
Thank you so much for all your lovely characters, I wish I had enough time to DM two or three campaigns to see them all in action. :D
I'll be contacting people whose characters I've deemed most appropriate for our campaign in the next day or so. I'll include a few prompt questions on what's their current status so we get this moving soon.
Hello, everyone! I'm looking to start DMing a campaign of my design over here and would like to get together a party of interested individuals to play it.

War of the Faithless is a campaign set in the Forgotten Realms setting, more precisely in its eastern area known as the Unapproachable East, in the "present day" (~1494 DR). Being a bit more specific, the regions in which the campaign is set to play out are the Great Dale, Rashemen, Thesk, and Thay. It is goingo to be very thematic around death, darkness, and survival, so characters with some relation to those themes or any of their aspects might feel more at home (which doesn't mean that bright cheerful characters would not be a great contrasting addition!).
For those interested, I encourage you to go ahead and put together a character that you think loosely fits the premise (check some details below), but the character should be, more importantly, something you want to and will enjoy playing. I will not be approaching the selection among the submissions in a first-come-first-serve manner, so feel free to give it some thought (and PM me to ask any extra information if you need), as I'll probably let this stir over a few days.
I'm aiming towards maintaining something near to a 1-post daily routine, though I might be inconsistent on weekends (as that's when I DM for my local group) and compensate over the week. While the style of campaign I'm building naturally leans towards a more combat and exploration-heavy approach, I am very much going to push in the social roleplaying at every opportunity, whenever possible, and would appreciate all inter-party interactions and dynamics while other situations are happening.
I intend this to be a full campaign, and I'm taking into account the usual difficulties we might face in this virtual medium. So, kind of in an episodic manner every 4 levels or so, or whenever we might have one or two drop-outs, I'll either fish back from whoever posted in this thread or make a new one to recruit to fill in the gaps.
Party size: 4~6.
Starting level: 1st.
Ability scores: Standard array or standard point-buy.
Sources: Mostly published material (I'm not familiar with Ravnica stuff and it might not fit). Inclined to allow Unearthed Arcana stuff (but check it with me first), no Homebrew.
Character application (either post or PM): Name, race, class, background, backstory, link to character sheet.
Criteria for selection: Backstory / Theme (and Familiarity with the Forgotten Realms) > Uniqueness / Cool Factor > Relation of the Character to Campaign and Region.
Art Portfolio
Name: Jedavii
Race: Gith (Githyanki)
Class: Fighter (Future Eldritch Knight)
Background: Folk Hero
Backstory: Jedavii knew very quickly that his time as a Githyanki clan warrior was short when he learned of their plans to conquer the world and make it their own. The young gith was laid back and figured that anything that wasn't an illithid didn't have to immediately die (including the Githzerai). He fled the astral plane during an expedition, breaking ties to Vlaakith but recieving injuries from his own people when they saw him betray them. After much wandering, Jedavii found a quaint, unnamed halfling village. The curious stout folk took him in, healed his injuries, and in return the warrior began exchanging stories of his travels, much to the curiosity of the halflings. Jedavii also served over a few years as a protector of the village with his fighting capabilities, gaining admiration in the eyes of his halfling hosts. When he heard of a larger threat to the world, he said his goodbyes (and took in a very hearty farewell feast) and set out to defend the realm, and by extension his new friends.
Character Sheet Link: https://www.dndbeyond.com/profile/DeltaEdge27/characters/27112801
Characteristics, Personality Traits, and Appearance:
Alignment: Neutral Good
Faith: Yondalla, goddess of all halflings
Gender: Male
Appearance: Jedavii is a 6' 1" tall, 139 lb humanoid with long white hair threaded into dreadlocks. He has yellowish-green skin and yellow eyes. He wears a white shirt under an unbuttoned red vest. He carries a greatsword and crossbow.
Personality Traits:
If someone is in trouble, I'm always ready to help.
I get bored easily. When am I going to get on with my destiny?
Ideals:
Not everyone is out to kill me, so I don't see the need in pointless conflict (with the exception of mind flayers).
Bonds:
The people who took me in are forever in my debt. I'll never forget them.
Flaws:
I have a weakness for the vices of the city, especially hard drink.
Name: Wilm Silverriver
Race: Varian Human (Sentenal)
Class: Fighter (Going to go Echo knight if allowed)
Background: Soldier.
Backstory:
Wilm grew up in Shadowdale, living with the stories of the Knights of Myth Drannor, as well as the fact Elmenster's tower stood right there in his hometown. He grew up rubbing elbows with legends, such as the great Harper Storm, and even saw others of her white-haired siblings. He joined the town's soldiers when he was old enough to fight.
When his homeland was used as a battlefield by Cormyr, Netheril, Sembia, and Myth Drannor, Wilm aided his people in keeping the peace and doing what they could to make sure the Dales remained whole once the war was over.
Elmenster himself came to Wilm on a particular day that he will never forget. The old wizard stood there looking at him, not speaking for some time, then, when he did speak, it made little sense to Wilm. He said, "Echo Knights are not seen much in these lands... You shall find yourself facing trials few have..." He gave Wilm a nod then. As he walked away Wilm heard him say, "Death, darkness, and survival will be your lot..."
Link:
https://ddb.ac/characters/27127349/4MyfE8
Name: Lavendar Gooms
Race: Variant Human
Class: Wizard (Future Evocation)
Background: Haunted One
Backstory: Lavendar Gooms grew up in Rashemen with loving parents - until one day those parents were slain. He does not know why his parents were killed, only that the culprit was a wizard in a black gorget. For his Dajemma, he traveled west and explored the lands with his Wychlaran and aunt Yasamine (mother's sister), who introduced him to magic. She required two promises from him 1) he would only use his magic for good, and 2) he would find his parents' killer. Lavendar obeyed his aunt and studied under her, with fire spells being his favorite. Lavendar left his aunt's home to begin his search, while hoping to make friends along the way.
https://www.dndbeyond.com/profile/Al_the_bard/characters/27130672
I have an intelligence of six, I know what I'm doing.
Name: Tibern Dirgeblade
Race: Variant Feral Tiefling
Class: Wizard
Background: Waterhavian Noble
Backstory: Tibern was born to two human parents, being the first born and heir to the riches of the house of Dirgeblade of Waterdeeo.. Or he would have been if he had not been born as tiefling, a reminder that his family had once dealt with demons or devils in the past. Due to this his father did his best to hide his son from the world, still having him taught the ways of a noble but playing his lack of appearances in public eye off as the child being sickly.
As Tibern came of age his parents who had claimed they would never have another child for years tried once more for a child. The result of this was his younger sister Mara, the soon to be true heir of the house. With the birth of his sister, Tibern was more isolated then ever, only having his various tutors and servants to interact with. His only solace in this time was his love of learning and magic, this leading to his future as student of the arcane arts.
Once his sister was old enough to read and write, Lord Dirgeblade's distaste for his only son grew. It got to the point that the two men would often argue to the point of coming to blows, Lady Dirgeblade being the only one brave enough to stop them. The final straw for young Tibern was his father denouncing him as the heir just for his appearances. While that was the reason truly, in public it was due to him being to sickly to rule over the families lands.
When the young tiefling confronted his father over this, the older male of the family attacked his son with a rapier, forcing a duel to decide who was in the right. Managing to put up a fair challenge, the younger noble was defeated by his father, having slightly impressed the stoic man. In the end Tibern was made to leave by his father who agreed not to totally disown him as long as he never admitted his connection to the house.
With nothing but the clothes on his back and the things he could carry the sheltered noble began his life as a traveling wizard, using the few spells he knew to make his way as either a showman or a would-be adventurer. Due to the kindness of his tutor in magic he managed to increase his skills from only casting cantrips to spells, even if they were of the lowest calibur. After a few years of further training he set out on a ship to distant lands.
Serwa Omen
https://www.dndbeyond.com/profile/Izraal1/characters/27150771
Backstory:
In the High Country of Rashemen there is a region in the north of the Sunrise Mountains twisted by Wild Magic, full of menacing ruins and imprisoned demons, a place feared and rightfully so by the Rashemi. There is also a superstition associated with a child born from a corpse. For Serwa, the her life began under these bleak circumstances, in this cursed place.
A group of human miners came across the site of a murder, a small caravan of travelers that had died by violence. Whether from the rumored goblins, a wild snow tiger, or something more sinister, Serwa would never know. What she was told was that among the dead was a woman, her mother, and by some twist of fortune the miners investigated and were able to remove the girl, alive, from the dead woman’s body.
Some considered her cursed and ill omened, but one of the miners was a man whose own daughter had died in childbirth along with his wife. This man persuaded the others to let him adopt the child.
Her life would continue to be plagued by death. Her adoptive father passed of infection associated with a mining injury while she was in her teens. Numerous other friends and acquaintances died after meeting her, leading the foundling to take on they surname Omen.
She became a soldier, initially in the military of Rashemen, later assigned to applying her skills as a guardian for a group of Rashemi witches. Her first love, a young half-elf woman being groomed as a Rashemi Witch, was killed by a jealous Berserker in training who fancied the girl for his own.
Similar deaths followed Serwa throughout her life, and she grew to believe herself cursed. She found solace in the words of a Cleric of Kelemvor, who performed the last rites who she encountered at a series of funerals she attended. The cleric began to regard her as a "regular" at funerals, and they became friends, after which time he introduced her to his faith.
She entered the clergy of Kelemvor, god of death, as a Paladin, one of the few of the neutral keeper of death. Now she feels she has found her purpose, and a reason to live. Her life has always been defined by death. Now she lives as a Paladin of death itself.
Personality:
Although she is a grim and bleak figure, Serwa enjoys several pastimes, including games of skill, music and dance. She tends to sing and play very bleak songs, and even her dance is sorrowful. She has a story about a dead friend or lover for every occasion.
She would like to acquire a new Dragonchess Set, as she used to play the game with a deceased military superior. Her deceased half elf lover taught her the elvish language. She would also like to purchase a new Lyre, when she has the money for it, as she was taught to play by a fellow soldier who died in combat. She did keep the dancing dress that was gifted to her as a memento of her of another lost love who taught her how to dance.
Too many things remind her of the past, and cause her to become dour and introspective. Her humor tends to be gallows humor. She finds elvish women incredibly beautiful, but is socially awkward around them due to this.
@coelhogerge
Background: Soldier - Before entering the clergy of Kelemvor she was training in martial skill in the Rashemen military and later providing her services as a bodyguard for a caravan of Rashemi witches.
Background Skills: Intimidate, Athletics
Race: Variant Human - She is a human borne of a corpse found in a strange region of Rashemen that is considered to be haunted and cursed.
Stats - Standard Point Buy 27 Points
Str 15-16 with variant human - 9 points
Con 13-14 with variant human - 5 points
Dex 10 - 2 points
Int 10 - 2 points
Wis 10 - 2 points
Cha 14 - 7 points
Class: Paladin (of Kelemvor)
Alignment: LN
Variant human feat: Polearm Master (Training with polearm weapons was an integral part of both her military duties as well as that of guarding the witch enclave she served.)
Variant Human Skill: Perform (She enjoys music and dance, although her expressions tend to be extremely bleak in both. I could not afford a musical instrument with starting gold, but she does have a set of Costume clothes, a regionally appropriate Performer's outfit.)
Paladin Skills: Religion, Persuasion
https://www.dndbeyond.com/profile/Izraal1/characters/27150771
Here is a mock up of Serwa as a Paladin. I can change the character to a cleric easily if that better suits the party balance and keep the same back story and concept.
Lilibeth has always gotten herself into trouble easily.
https://www.dndbeyond.com/characters/27085183/YEwQLV. (female human warlock, fiend. Charlatan background.)
Her impulsivity and rebellious personality do not go along well with a quiet life: capricious and fickle, she has been kicked out her home after wasting most of her parents savings.
When she was 13 a mysterious creature started to talk to her through her dreams, promising power and wealth. When she did not take those dreams seriously, they eventually stopped.
Her lifestyle made of scams, small crimes and gimmicks ended a few years later when she was finally caught. Desperate for a quick way to regain her freedom, she started to feel more and more impotent and scared.
Until one night, when the creature approached her again and promised to give her enough power to live a free life and to pursue her wishes. In exchange, she promised that, as soon as she is considered powerful enough, she'll meet this creature and fulfill a promise (details of what I have in mind will be revealed/worked on with the DM). She is sure that it'll be a long time from now, so there's no reason to worry ("who knows how many things will change, nothing lasts!"), and after forging a new identity as Lilibeth (her true name will be revealed to the DM only) and traveling far away ,she is finally back into her usual lifestyle: this time with more ambitions and desires.
Note: Feel free to reach out if you have any questions! I am very active Mon to Fri, probably limited to 1 max. 2 posts during weekends.
ETA: hidden character sheet info now behind spoiler cut.
Name: Noranys
Race: Yuan-ti Pureblood (note, I've no plans for her to have an Evil alignment, )
Class:Warlock (Patron: The Undying)
Background: Spy
Backstory: Noranys was raised by her mother and aunts -- like most yuan-ti, they hide their heritage wherever possible, and her birth was a chance encounter -- her father had no idea of her mother's race, and though her mother thought there was a chance he might be convinced, her sisters 'talked sense' into her and 'enabled' her to end the relationship (here this can be either the aunts were mistaken but well-meaning, incorrect but basing their assumptions on realistic past experience, or evil Yuan-ti who kill the father and make it look like he never cared for the mother. It's fine to be a mystery unless there's an option that you'd want to bring into the story at some point). Like many Yuan-ti, they work their way into the favor of whatever local bureaucrats and rulers they can, making their services invaluable and bending ears and laws as best they can to try and make things ... a little more like they used to be. Noranys is no different. She may have a fine enough singing voice, but it's nothing to match her mother's, and she prefers the shadow work her aunts have taught her, hiding behind masks and keeping others at a distance while she pursues her ends. It's safer that way.
You do what you have to to survive in Thay. When your once great society has been overthrown, and dragged through the mud, leaving your people with a reputation as savages and cannibals, even while a lich and his minions hold sway. But the Old Ways have survived longer than any lich, and Noranys reached out for some way to escape the ever-reaching grasp of undeath all around her, and something answered. Whether it was the gods of her forebearers, the World Serpent, or something older, she's not entirely sure. Nor is she entirely sure what it wants of her in return.
Link to character sheet: Here.
Description/Notes from character sheet:
Alignment: Neutral
Appearance: Female, green eyes, black hair, tan skin. Any snake markings (for her or family, except maybe mother) would be akin to Bothrops asper.
Age: 24 Height: 5'7" 154 lbs (rolled for these)
Personality Traits:
Ideals:
Bonds:
Flaws:
Note: I would love to try out the new Psi UA mechanics, but they don't have them for Warlock, really, so I guess it'd probably be taking the Wild Talent feat at L4. Gives you time to think about whether you'd allow that, and also to see how feedback guides that development.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Name: Piter de Vries
Race: Half-elf (flavored as very drow in appearance)
Class: Hexblade
Background/backstory: Piter is a halfbreed drow, as his great-grandfather was a captured slave. His father, also born a slave, was a favorite of the house mistress he was under, which allowed him to be treated a bit better. He also looks more drow than not, at 7/8s drow. He fought to be treated somewhat fairly a lot as a youth, and through this became quite skilled with weapons. He eventually was given the task of weapons trainer to some of the elite's Children. One day, while doing some training out in the daylight (it's harsh for the drow, but they need to learn), a sandstorm came in, and he was only able to survive by hiding in a cave where he found a broken blade. Touching it, he was given the choice to bind himself to it in exchange for his, and his trainee's life. He did so, and has now had to leave the safety of the Underdark, following the orders given to him.
more here
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Name: Midnight
Race: Drow
Class: Cleric (death domain)
Background: Criminal/Spy
Backstory:
( I lost my entire 10 paragraph backstory trying to copy/paste it here, instead copying the character sheet link into the backstory field. I'll try again tomorrow. )
First D&D set: 1980 red box. Haven't stopped playing since. :)
Name: Mordikai
Race: Warforged
Class: Cleric (Forge Domain)
Alignment: Nautral
Background: Izzet Engineer
Faith: Gond
Personality Traits: I am utterly serene, even in the face of disaster. I always want to know how things work.
Ideals: Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking.
Bonds: The workshop where I learned my trade is the most important place in the world to me.
Flaws: Most people scream and run when they see a demon. I stop and take notes on its anatomy.
Backstory:
Mordikai was just an old deactivated mechanical Gondsman, sitting on display collecting dust in the Hall of Wonders in Baldur's Gate. It was thought that he was an ancient and forgotten design. One day an acolyte managed to convince the High Artificer to allow him to try to get Mordikai working, so that he might be a better example of the wonders of Gond in the Hall. The acolyte spent almost 6 months working on Mordikai and was about ready to give up, when a spark of inspiration gave him the success he was perusing. When Mordikai first awoke, he was preloaded with skills and knowledge about crafting, languages and Gond the Great Maker, but nothing else. Mordikai stayed with the priests of Gond, putting into practice the skills he had never used before and learning more about Gond and the world. Mordikai eventually dedicated himself to Gond and became one of his clerics. One day Modikai had a run-in with a leader of a merchant organisation known to be the front for a criminal organisation with operations from Calimport to Luskan and even making headway into Cormyr. Without knowing it, Modikai humiliated this leader in front of a buisness partner. It was explained to Mordikai later by the High Artificer, that if he wanted to remain in working order, Mordikai should leave and travel to the edges of the know world. There, it was said, he might be able to avoid the organisation that now placed a bounty on his metal head. Mordikai was given basic equipment and enough money and directed to travel east to Cormyr and find a boat travelling to a place called Telflamm. So Mordikai followed the instructions of the High Artificer and now finds himself in far away lands, ready to explorer and spread the wonder of Gond wherever he goes.
Character Link: https://ddb.ac/characters/26830859/HmGAPJ
Edit: updated backstory, Modikai is now on the run from criminals
David Gearlock | Human | Artificer | Revenge Heist
Knox | Warforged | Cleric | Shadowthorn's Out of the Abyss
Name: Nute
Race: Kenku
Class: Druid
Alignment: Neutral Good
Background: Outlander
Backstory:
Many generations ago a tribe of kenku's were taken in by the druids in the forest of Lethyr. They settled there and by the teachings of the druids, they were able to take forms that allowed them to fly. The kenkus ability to mimic forest animals was a great way of relaying messages undetected so they were mainly worked as scouts around the borders. In this forest, Nute grew up without ever stepping outside.
Fascinated with music, he learned to play the lute from a troupe that sometimes performs to the druids. He learned the most complex pieces they showed him, but he couldn't compose the simplest melody himself. While most kenkus are obsessed with flying, Nute is not. Sure he'd like to fly but his deepest desire is creativity, not flight.
Nute has now come of age and as tradition, he sets out into the world to grow, to learn a shape of flight and bring back something worthy to the tribe. Although his personal mission is to reclaim the lost creativity of his people.
https://www.dndbeyond.com/profile/Symplepal/characters/27167956
Characters:
Nute Kenku Druid - War of the Faithless
Ignace Miltorn Aasimar Paladin - Descent into Avernus
Great submissions so far, people! Keep it up! Received a few via private message too, all of them are being considered. I'll let this sit over a couple of days before doing anything, I like some of what I've seen so far. :)
I seem to be unable to check the Description and Notes areas of your character sheets, is there any way I could see it? (where are things like Personality Traits, Allies, etc.)
Art Portfolio
That's not possible on DDB, unfortunately. Only once a character is in a campaign. I forgot that myself and put a bunch of notes to you in them. You can either make a campaign with an open invite, or have people DM details if they don't want to post them here.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
@coelhogerge
https://www.dndbeyond.com/profile/Izraal1/characters/27150771
I just included the personality information in the post I made on this thread about the proposed Human Paladin of Kelemvor, Serwa Omen. She favors gallows humor, has a lot of interests and hobbies (music, games of skill, dancing, elvish language and culture, funeral rites) but seems to have a story about a dead friend, loved one or acquaintance associated with every one of them. She is quite a bleak person, but seems to have developed a sardonic wit about it all, rather than succumbing to despair. Her faith in Kelemvor has provided a great deal of solace to her for her lifetime of losses following the dark omens of her very birth.
Appearance wise she is an early 20s human Rashemi female with long, straight black hair, and angular dark brown eyes that look black in most lighting, and pale olive skin, pale for a Rashemi, that burns instead of tans. She stands at about 5’7’’, and she is conventionally attractive by the standards of the region, very pretty to most eyes, but in a peculiarly 'typical' way with no one feature standing out as distinctive, no flaws to give her character, an almost perplexing level of pleasant symmetry to her appearance, as if an artist set out to paint a "pretty girl" and lacked inspiration that day. She has surprising strength for her frame due to her training as a soldier and a holy warrior.
She typically wears black dresses, as she is used to attending a lot of funerals. Her common clothes are a black dress and blouse, with tan tights and black shoes with a short heel, a compromise between practical movement and being presentable at an impromptu funeral, as she is constantly expecting one.
Her silvery-looking metallic chain-mail that she wears over these common clothes bears a bone white crest displaying the insignia of her faith, and a white cowl is attached at the back of the chain-mail in preparation for the rain clouds she is always expecting. She wears around her neck a holy symbol of Kelemvor that doubles as a locket - containing a small sketch of her first lost love, a smiling, shy looking half-elf woman - that is also bone white with a silver colored chain, reminding her of that girl, and all the loved ones taken from Serwa by death. Her faith in the god of death literally adds color to her life.
Her Performers Outfit, primarily worn for dancing, is a bit more colorful, and more typical of Rashemen clothing, a red and violet one piece dress with long side slits to allow for more freedom of movement in dance, as per the norm for Rashemi culture.
She carries no shield, but has the bulky heavy weapons, a glaive and a maul, slung high across her back, and throwing javelins stored lower, all within quick reach for when needed. When fully kitted out she looks fairly fearsome.
She is meticulous about hygiene and insists on a regimen of cleanliness that other soldiers balked at, but she lost enough comrades to disease and infection to be wary of it.
That is odd - I can't see anyone else's either. Here is mine:
One night during a surface raid, a female drow soldier and priestess was struck down by a stray arrow. She awoke to a male scout standing over her, blade bared. In her weakened condition, and seeing the hatred of the male in his eyes - he was no doubt a common slave, owned by her house, with no rights and no future except a death in service - she whispered words of invitation. Setting aside his anger for lust, the two laid together under the night sky, warmed by his piwafwi.
When he was exhausted and spent, she took an opportune moment to draw his own dagger across his throat, spilling his hot blood onto the moonlit grass. Gathering her things, she found the remnants of her war party and returned to beneath the surface, the soldier and her failure already forgotten. But in a twist of fate, she found herself with child months later and sought a way out of her predicament; a female, born of noble house and in the service of Lloth, carrying the child of a commoner - a slave, no less - would lose her station within her family at the least, and possibly be put to death depending on the whims of her mother and the priesthood.
Hiding her condition beneath bulky clothing, she feigned sickness and drove others away from her with a towering anger that was only too real. As soon as was safe, she called up on her skill as a healer and her magic to invoke the early delivery of the unwanted child - a female, born small and scrawny. Cast into the midden heap and left to die, it too was soon forgotten and the indescretion was never discovered.
A street sweeper was drawn to the mewling cries of the newborn and seeing a female, he wrapped her in dirty blankets and carried her home. There was no generosity in his heart; a houseless female would bring many gold in the slave markets of the mind flayers. And so she grew in the ramshackle hollow mushroom base he called a home, dodging abuse and avoiding others lest they both be arrested and put to the question.
One night, a female drow of immeasurable beauty appeared to her in her sleep. "You are destined for more, my child. Swear your soul and service to me, and I will give you the strength to forge your own path and show you your origin." It was an easy decision, and she dreamt of the night her mother spend in the company of another. That morning, when her father returned tired from work, it was easy enough to slip the sharpened end of her hardened mushroom spoon between his ribs and up into his heart.
Stealing her way quietly through the city as it was beginning its morning rituals, her shiv brought her some armor and a weapon from a sleepy soldier near the end of his shift, and some coins from a benevolent shopkeeper who took pity on a scrawny urchin and offered her some watery soup. The journey to the surface was filled with days and nights of terror, exhaustion and despair as she dodged all manner of underdark hazards.
Her strength failing, her food gone and the last profane words learned from Zinzerena long since spent, she finally crawled forth from the cave and felt the cool breeze of the surface air on her face. Pulling and scrabbling her way until she had a view of the nighttime sky, she collapsed on her back and stared upwards at the stars in wonder. She had never felt at home in the magically lit caverns, but she felt a strange peace wash over her in the light of the moon.
No longer would she answer to "girl"; her name now, was Midnight.
First D&D set: 1980 red box. Haven't stopped playing since. :)
I do think DND beyond is odd in this regard: It allows you to see other pc stats and spells and items, but not description? You would know what someone looks like not nesc what spells or skill they have...
https://ddb.ac/characters/27217871/bMwhLE
Name: Vedui Gurth
Race: Wood Elf
Class: Monk (Way of the Long Death
Alignment: Neutral Good
Background: Acolyte
Backstory: Orphaned at a young age, Vedui was taken in by the Order of the Long Death monastery in Thay.
https://forgottenrealms.fandom.com/wiki/Order_of_the_Long_Death
There he studied death and all it's forms, and began a search for the "Perfect Death". However, Vedui soon learned that the Order was not what he wanted. Cruel and inhumane in their treatment of others and often torturing captured humanoids, this turned Vedui's stomach, and he sought escape. Now, he is hunted by the order and marked for death. He is on the run and moving. He still has the curiosity of Death and seeks to learn more of it, but does not believe in the Orders way.
He also has very little memory of his parents, only that they were killed in a fire. Actually the fire was only to cover the crime - the Order had killed his parents for no reason except that they wanted to see more Death. He does not know this and now wonders where he is from and where his home was....as this was all kept secret from him.
Traits: I approach every situation with caution. Lived in the forest, I know little of the outside world other than the tales of travelers.
Ideals: Give more than what you take.
Bonds: My tribe and my lute.
Flaws: My lack of creativity frustrates me and I'm envious of those who have.
Characters:
Nute Kenku Druid - War of the Faithless
Ignace Miltorn Aasimar Paladin - Descent into Avernus
All right everyone, I think we've got enough applications to move this forward. :)
Aside from the applications here, had a few via DM, still waiting on the backstory for what will be the last one.
Thank you so much for all your lovely characters, I wish I had enough time to DM two or three campaigns to see them all in action. :D
I'll be contacting people whose characters I've deemed most appropriate for our campaign in the next day or so. I'll include a few prompt questions on what's their current status so we get this moving soon.
Again, thank you all!
Art Portfolio