The world of mortals prosper. Yet it is they who grow in the shadow of greater powers. Power hungry dragons rule the most advanced culture on this side of the world. A mighty witch has cursed the entire race of gnomes. Reminders of better times lay in scattered ruins across the lands. The people war with each other over grudges, wealth and favor, while emperors and kings participate as they must. Terrible creatures lurk and feed on the unweary, and while the glory-seekers chase them with impunity, it is not uncommon for the dangers to emerge in force and turn an entire kingdom silent. The fey are truly dangerous mysteries who toy with mortals, undead bide their strength in secret, witches seek marvelous pleasures, and haunted ghost towns are best left alone. These days, people see those with magic as those with pacts with demons and witches. And most of the time, they're right. The people reward those who murder warlocks, and witch hunters are more common than apothecaries.
In this world where magic is uncommon, and feats of ability are even less common, adventurers and mercenaries are everywhere. When they go into the ancient forest or a lost ruin, many do not return... and when they do, it is often with horror of how their companions were lost. Still, the allure draws many, for when they do come back, sometimes they bring something fantastic... or far stronger than before, even if touched by terror. Nobody hears what happens to those lucky few when they go into retirement after they show the wonders they return with. Still, the various powers quietly push folk into heroism- for if they were to stop, they know civilization will not survive without the few who defy the terrors beyond the reach of the common man.
This is the world of Midgard. Elves exist, have once ruled the world, but have all but disappeared, leaving a few and a weakening bloodline of half-elves, now treated as royalty. Gnomes are seen as tricksters who have gone too far and are distrusted. Gods lend power to few, and allow them to use it only when they must, without explaining why, while lending their blessings to many who praise and pray to them. Even so, many oddities are powerful but not threatening- some merely live apart, fearful of association with doomed mortals, while others believe them to be unimportant.
Still, even among those who hold secrets, some keep safe the knowledge of the terrors of the world. They occasionally seek heroes, for they know civilization will not survive without them. Knowing how terrible it is, they must continue to keep their most vital role as protector of those secrets. One particular hero-seeker knows more than most of those few who have exceptional skills and abilities... the ones who possess feats. This person has realized that they are not isolated incidents. With the need for heroes rising, this person sees a need to be able to do more than find heroes... they must be reared. Yet, there are too few who can train them. It is not enough to train swordarms and hedge wizards. The tome of feats must be created, so that a generation of heroes with multiple exceptional abilities may arise.
The need is high. While a strong arm and mystical powers certainly win many battles, before the end it is those with tenacious courage who carry hope. This journey may take years, and those who start are not likely to see it to the end. Are you brave enough... to act in the face of fear?
About the campaign - please read carefully!
The objective is to either imbue the tome with the abilities of exceptional individuals or to acquire the knowledge to train the ability. Imbuing the tome has increasing costs, which is not gold.
Aiming for a sub-year game in real life.
Seeking 5 PCs.
Few, difficult fights, but don't expect to rest between every fight.
Limited dungeon-crawling, the party might avoid it entirely. Lots of downtime and travel.
Many of the feats for the tome will be completed in downtime. A lot of them will not require a fight.
Magic items (outside of potions and low-grade wands and scrolls) are less common but proportionally more powerful. They are highly sought after.
You must be predisposed to working with the team. No lone wolves.
You must have a solid personal motivation to complete the tome. A couple example motivations: you don't have a choice (slave/debt/curse), this is an opportunity you can't pass up (personal perfection/gateway to the extraordinary/need for purpose/destiny).
The hero-seeker finds you in most cases, or you can already be involved in the esoteric threats and answer the hush call yourself. Only one or two such characters will be accepted.
Tips before you create your character
Some of those who possess the feats will give the knowledge freely if they understand your goals, some will try to kill you just because you're interested in their ability.
Money is difficult to earn, and even harder to keep. Flaunting your wealth without accompanying guards will attract able thieves and murderers (or worse) like flies to fruit. To avoid this, keep your apparent wealth <100gp or hire mercenaries. Living expenses will be significant- choose carefully.
If knowledge of the tome becomes circulated, you will have to take measures to ensure it is not taken from you
Magic in mortals is feared. Killing things they fear makes them feel safe- and they have a lot to fear. If you show your magic in plain sight of commoners, you'll have to seem as harmless as possible or you will be hunted. Even priests need to be careful and generally only practice magic in certain events, particularly celebrating their state-approved deity.
Skill at research, social integration, creating fame/infamy, infiltration, wilderness exploration, magic-crafting and money-making will all be valuable, though one should specialize at one or two things. Most important of all is money-making. Treasure hunting is for schmucks who have nothing to lose.That's not you- at least not anymore.
Good-aligned characters are discouraged. The tome must be completed at any cost. You must be prepared to accept the cost yourself if you are good, and that might not be enough. Do not expect your allies to cater to your morality. If you pull it off... you'll be quite the hero.
Similarly, the enforcers of the law are the most resourceful and experienced lot out there. The powers that be are measured by their ability to keep the law. Criminals who survive are the ones who get on the side of law enforcers, or above them. The ones who hide, survive by being smaller than other criminals.
You could assume the role of the hero seeker if you know enough about Midgard. This is an even grittier version of it, as you ought to be aware if familiar with the setting. This particularly applies to the starting gold. I expect everyone's backstory to allow them some advantage (even if not in their statblock) so nobody is left behind.
Inter-party interaction will be very important. You might work separately for extended periods, and try to accomplish the goal in different ways, but you'll be expected to support each other in order to maintain the hero-seeker's faith in you.
You'll meet the hero-seeker or a representative in PM dependent on your backstory. The adventure will begin in a greco-roman style city in the south.
Character Creation
7th level.
Point buy, 27 points
One free feat, but can not pick variant human or pick one for 4th level.
Races: Humans, dwarves, halflings, half-orcs, kobolds, half-elves, minotaurs, tengu, warforged (called 'gearforged' and flavored as such), dragonborn, gnolls, gnomes, centaur, goblins, ratmen, geniefolk, werefolk, teiflings, elves. PM me if you're going for minotaur, centuar, goblin, ratmen, geniefolk, werefolk, gnoll, elf, or gnome.
Homebrew races tentatively allowed, but must have reliable means to be included in mortal societies of all kinds.
Standard classes. Tentative approval for homebrew classes that are relatively simple, fit in Midgard, and are balanced compared to the sorcerer or rogue.
Each character must have at least one skill that will allow them to reliably contribute in downtime, preferably two or more.
Standard starting equipment +600 gp.
Backstory. It is the primary thing I'm looking at. It doesn't need to be a lot, just enough to establish your character's motivation for the quest.
Secondary is the sort of player you seem to be, so that I can pick compatible players. Say a bit about your style of play and your experience, and what you hope for in the game.
Any book is allowed as long as the chosen material seems to fit the theme.
Please PM me for homebrew races and classes, and I welcome the chance to work with you to make backstories. I'll follow up with a spattering about the different regions of the world for backstory ideas.
Backstory. It is the primary thing I'm looking at. It doesn't need to be a lot, just enough to establish your character's motivation for the quest.Rian has spent decades in the study of magic, secreting himself away from the world. He has dabbled in many aspects, but has always been gifted in the art of divination. It's been a blessing and a curse... years ago, he began to be plagued by dreams of a tome, one of great power but of even greater sacrifice. He reintegrated himself into the world slowly, intending to figure out this mystery. Recently, the dreams have increased in both number and intensity, leading him to believe the time is at hand, and his fate is tied into the tome's, for better or for worse.
I've been playing 5e for about 4 years now. I've switched back and forth dming and playing, and in the last year have gotten into pbp. I can fit my playstyle into any game...I just like to have fun with it. I do enjoy rp heavy games, however, and I've never played in a low magic setting, especially as a magic user. I look forward to the challenge!
Rollback Post to RevisionRollBack
Ready to DM and chew bubblegum. And I'm alllll outta bubblegum.
Kellen Rivian(Level 12 Lore Bard)- Ghosts of Saltmarsh (cbaer8)
Ruven Gilrel (Level 4 Bladesinger)- The Shattered Obelisk
Regions of the World (for helping come up with backstories as desired)
The Crossroads
The regions of Midgard spin around the Crossroads region like spokes around a wheel. Everything that goes from north to south and east to west passes along the River Argent, the Sultan’s Road, the Great Northern Road, and other well-trod trade routes, all with their own difficulties and dangers. But the nations that thrive in the heartland know how to spin copper into gold and how to turn a sinking barge into a prince’s ransom. Though they borrow language, customs, tools, and even gods from all their neighbors, the Crossroads have their own code, their own pride, and their own way of doing business.
Zobeck: The Free City’s austere feudal history defines the city’s current freedom-loving citizenry. After suffering under the long, harsh reign of the aristocratic Stross family, the people of Zobeck have little love for nobles or the institution of feudalism. They have vowed to never again accept a lord’s yoke. Instead, commerce and the ability of every man and woman to grab life’s wealth with gusto rule the Zobecker spirit. Free to make their way in the world, Zobeckers work to secure a living in whatever manner they see fit—though some occupations clash with the city’s laws—and answer to no one but themselves.
Perunalia: This nation of beautiful women sits at the mouth of the Argent River. The Duchy of Perun’s Daughter, as outsiders call it, lies several days downriver from the Free City and is a land of some interest to the people of Zobeck for two reasons: The nation controls the River Argent’s connection to land and trade venues on the shores of the Ruby Sea, and its matriarchy and matrilineal country is ruled by the demigod Vasilka Soulay, the daughter of Perun, god of war and thunder and the greatest god of the East.
Cantons of the Ironcrags: Dwarves think of their canton first, their race or clan second. The canton is home and hearth, family and wealth, and safety from an uncaring world. These traits do not guarantee greater harmony or joy among cantonal dwarves than among other races. Indeed, cantonal dwarves are notoriously dour, fractious, and opinionated about everything. Cantonal dwarves unify only in the presence of some external threat, which gives their elders and the leaders of their Free Companies an excuse to go on about the importance of the Free Dwarven Cantons to the younger generation.
The Magdar Kingdom: Today, the rolling hills and grasslands south of Zobeck are the provinces of the Magdar Kingdom: a place rich in traditions of chivalry and warfare, where the good king Stefanos holds tourneys every summer and hires a great many mercenaries from the Ironcrags when war threatens. The Magdar must fight to defend their borders to the east against the wild tribes of the Rothenian Plain and to the south against the akinji, the skirmish troops, and the dragon-blooded sorcerers of the Mharoti Empire. Thanks to this constant conflict, the Magdar have become expert at the use of the war wagon.
The Electoral Kingdom of Krakova: Caught between the vampire prince Lucan to the south, the diabolist gnomes to the east in Neimheim, and reavers from the Northlands across the Nieder Straits, it might seem that Krakova is surrounded by a sea of troubles. Its people consider matters differently. It is a time for struggle, and a time to seize the wreath of glory.
The Eastern Rothnean Plains
The plains are filled with human nomads, and most call themselves Khazzak or Khazzaki. They are followers of Svarog and Khors and Perun and Sweet Golden Lada, though Svarog is their patron. Their cities are built of tents and flesh and rope and the people are often driven from their chosen site before the wind, but they are no less formidable for that. Their master, the Khan of the Khazzaki, rules from the City of Wheels. His nation stretches wherever hoof beats thunder, from the Cloudwall to Far Cathay.
Domovogrod: This land nestles against the Riphean Mountains, and its heavily wooded taiga is filled with low valleys and plains covered with small rivers and lakes. Its people are farmers in summer, and in winter they are hunters and trappers of fine pelts including arctic hare, ermine, reindeer, and even wolves. The people include the small “winter folk” or halflings, who first brought snow cats (hunting cats similar to small tigers) to the region. Some say the halflings were the region’s first people; others claim they are more recent arrivals. The halflings care mostly about their old gods of forest and mountain.
Vidim: These people are poor but proud, and they trade generously with the dwarves when they can. The tsar of Vidim is famous for his piety and love of novelty, and just as notorious for his fits of cruelty. The land’s farmers are serfs, not slaves, but they are unable to leave the farms and manors of the boyars, the nobles who rule in the tsar’s name. The tengu are the elite here, forming the country's best soldiers, spies, and traders.
Nimheim: The gnomes’ land is defined by their fear of Baba Yaga’s wrath, and its people shelter quietly and modestly among the dark forest boughs of the Wormwood. Their towns and two cities are half above the earth and half below, easily overlooked when fully covered in fey glamours. It seems as if the gnomes wish that everyone would ignore them and their woods.
The Mahroti Empire and the South
The lands of the Dragoncoil Mountains and the vast deserts south of the Middle Sea are another world compared to the fertile forests and mountains of the North. They are rich in trade and ancient in magic, but also dominated by a vast draconic empire, and by the god-kings of Nuria before that. Their strange magic and their control of valuable trade routes makes them rich and powerful, and their schools of learning are in many ways more advanced than those of the Seven Cities or the Crossroads, to say nothing of the Rothenian Plains or the Northlands.
Mahroti: It is difficult to adequately describe the depth and exotic confusion of the Mharoti Empire. Many of its cities are more populous than entire nations in the North, and its ambitions and contradictions are great. The Dragon Empire seeks to expand, to garner tribute from subject nations, and to bring the word of its elemental gods to a wider world. It has expanded quickly in a few centuries, backed by dragon fire and claws.
Despotate of the Ruby Sea: This nation is a curse among the free wandering folk of the Rothenian Plains and a peculiar neighbor to the Dragon Empire. The Rubeshi are slavers and aggressive, malevolent folk, always seeking their own gain, and all other nations be damned. Their hair is black as their hearts, and Rubeshi eyes are green and pitiless. They sell to anyone: to the gnomes, the tsar, the priests of Baal. The Rubeshi do not play favorites.
Nura Natal, the River Kingdom: As a land of opposites and millennial histories, Nuria Natal is difficult to pigeonhole. Its people are powerful and its priests and wizards especially so. Despite a dozen major attempts at conquest, the people of Nuria Natal have turned back the draconic tide, in some cases with ease, in others with a narrow margin and major losses. Its defenses are robust, and the people’s pride in their knowledge and achievements gives them a confidence that others mistake for arrogance.
Ishada: Ask the dragons about Ishadia and they will tell you of how the Mharoti crushed armies and devoured godlings. When the Great Lords carved out their empire, they tore its southern flank from the flesh of Ishadia. What they did not conquer, they washed away by shattering the Great Dam. The legacy of Ishadia lies scattered across the Arandis river valley, monolithic works of pale stone that some say rivaled the celestial realms. For generations, the Ishadi clung to the crumbled cities of their forefathers. The dragons crushed them toward the shores of the White Sea but never did consume all of Ishadia, growing weary of the stubborn monotony of war. The Ishadi still believe their nation to be one of upstanding knights, but they are as often knaves if not outright cutthroats. They share a hatred for dragonkind and a heritage of angelic wrath and passion from a bygone age of gods now dead. Paladin or pirate, the Ishadi are not content to remain the dregs of the South.
The Seven Cities
The lost empire of the elves shaped much of Midgard, including its roads, great buildings, harbors, and monuments of this rich, warm peninsula. Under the rule of the Ostrellian dynasty, the empire extended out, leaping along fey roads to the Ruby Sea, and including much of the Ironcrags. When the elves stepped out of the world and called the Great Retreat, the empire vanished, and the Seven Cities suffered worse than most. Each city found ways to restore a level of agriculture, security, and law, but each also saw itself as a worthier successor-state than its neighbors. Under the empire, elven governors had skillfully exploited these rivalries, and the sudden collapse of the elven peace meant that bloody war ran riot.
Those wars have continued for centuries. The peace treaties made when supplies and coin run low fall away with every fresh influx of money and mercenaries each spring. The Seven Cities hate each other deeply, and citizens of one have little tolerance for the bragging and claims of the others. When the occasion arises, however, if one city grows too powerful or an outside power threatens invasion, they find enough commonality to unite and prove to Mavros and the world that there are no greater masters of war.
The Seven Cities both revel in and depend on war. Customs and laws limit their wars’ gross destruction, provide a season for it, make it a source of status for their generals and nobles that glorifies their power and right to rule, and—not least of all—make war a source of valuable plunder and tribute from weaker states.
Others
Duchy of Borgund: Against the wastes’ stark western border stands the gleaming jewel of Bourgund. Many remark on the impossibility of a city nestled so near the badlands with nary a crumbled tower or pockmarked wall. Within its gleaming walls, order is all. The noble White Knights patrol the pristine streets wearing intricate armor, carrying shining shields, and flying embroidered banners without the slightest hint of dust or decay. Outside the city walls lies the massive body of Zhergthoth the Fallen One, the only Old One felled by mortal magic and sharp steel, mummifying in the dry desert winds. The corpse’s slow rot is the one foulness the citizens of Bourgund cannot easily erase, although the heavy, cloying perfumes made here are unrivaled for their strength and longevity. The irony of such sweetness originating on the edge of such foulness is not lost on knowledgeable buyers.
Magocracy of Allain: In the aftermath of the Great Mage Wars, only the Magocracy of Allain stood among the ashes. Allain’s vast holdings are bordered to the east by gleaming Bourgund, to the north by fey-plagued Tintager, to the west by Maillon’s swamps, and finally crowned by the shining jewel of Bemmea. Through happenstance or (more likely) treachery, Allain inherited the convergences of ley lines that once crisscrossed the wastes. The paths, stretched and anchored by the isolated capital of Bemmea, make these lands an over-boiling kettle of magical might that travelers claim they can smell on the air like an approaching storm. As a result, arcanists of all stripes fill this land like rats in a granary. The people of Allain are a strange lot. Even common folk carry an unusual knowledge of the magical arts and display curiosity, rather than fear, at the unknown. Some attribute this to the demon blood that historically taints the people of this region, along with some commoners’ sharp, clawlike nails or unexplained immunity to fire. The people are used to the baying of invisible hounds in the distance, sniffing out transgressors of the land’s bizarre laws or tracking those children with magical talent so they can be properly trained. Magic is both powerful and commonplace here.
Barsella: Isolated from the magocracy by the inhospitable Ghostlight Forest, the Pytonne’s rough passes, and the unpredictable giants, Barsella has long sat nestled along the coast of the Western Ocean, the last free city before a vast stretch of water with no known end. Barsella is one of the few accessible centers of civilization this far west and has its own unique culture and heritage. The “city at the edge of the world” has grown to house adventurers and explorers of all stripes, who flock here to seek the great unknowns the Western Ocean conceals.
Domains of the Princes: The southern kingdoms squabble over who is the true heir of the ancient elven empires, but in the north there is no doubt. The Grand Duchy of Dornig, also known as the Domains of the Princes, is the one truly successor state to the power that once was Arbonesse and Thorn. Gifted with the presence of a singular respected elf ruler, Dornig should be a land of peace and prosperity, unlike the human kingdoms that squat on the ruins of elven Valera. Instead, however, it is a land of continual political intrigue, as the three most powerful branches of the elf's descendants—and a host of minor cadet branches—plot and conspire against each other. When the Imperatrix is awake and aware, she rules fairly and justly. However, she is now in her fifth century, venerable even by elven standards, and she often nods and leaves the duties to her descendants.
The Northlands: In the North, daily labor is a matter of life and death. Running out of firewood doesn’t mean a chill night but potentially lethal exposure to cold or a trip into the dark and dangerous forest for kindling. Everyone from king to lowly thrall must work hard to survive. A life of indolence is unheard of—and impossible without help from powerful magic. Work-shy characters aren’t just lazy; they’re ostracized as threats to the community. People of the North are expected to be practical and independent, energetic, and inured without complaint to the hardships of life. There’s no central authority to demand taxes or a cut of a party’s loot, but at the same time no one reins in the excesses of monsters and unscrupulous men. When bandits or trolls or a jarl’s bullying huskarls come prowling, it’s down to each family and their friends to choose fight or flight. Death comes to all, sooner or later, for no matter how well prepared and defended. Nothing lives one moment longer than it’s fated.
From birth, Lailah was raised with the knowledge that she was destined to be a tool of the divine. Her father, Lucas, was a Paladin in service to the goddess Hecate and once he had grown too weary to fight in the goddess' name on the battlefield she found another use for him: to sire a child in her name. Lailah never knew her mother, and her father would never confirm or deny if it were the goddess herself or another servant of Hecate, but she did know that she was touched by the grace of the deity.
Faith was drilled into her, faith in the goddess' plan, faith in her father's word, faith in their cause. While she took in these messages, she found it hard to trust things blindly, and had more than a little bit of a rebellious streak. But she didn't want to disappoint her father, so she practiced her rites and rituals, said her prayers and kept her holy symbol close. She took up the Oath of the goddess at last, and was appraised of her purpose: to collect feats for the goddess' archives, for Hecate is a goddess of magic that desires to know all, even if the mortals fear the power themselves.
And so Lailah has set out to collect as much information on the feats as her goddess demands, though with no small amount of trepidation for the quest. How long can she go, living for a god that hadn't even saw fit to tell her about the missing half of her parentage? She would just have to see...
Just a note for Lailah's downtime profession: she's a trained merchant (Persuasion/Insight) and appraiser specializing in religious paraphernalia (Religion/History).
I also thought I'd spend some of that money on some equipment:
Conrad Baldner was born in the Dragon Empire to a pair of indentured servants, and thus was considered property from the moment he drew breath. His master, Vorelkothar, was stern when necessary, but did allow his slaves some freedom when the dragon was asleep or away. Conrad was not formally educated, but in his valuable 'free' time, he found his way to Vorelkothar's library, where he taught himself to read - a slow, but determined process. By the age of 12 he could read some of the simpler books in the library. When he was 21 he began to explore some of the books of magic. This is when his thirst for knowledge accelerated.
He took quickly to the study of magic, and the palace of a dragon leaves plenty of room to experiment without collateral damage. Before long, he noticed a common thread among seemingly unrelated spells - spells that could change someone's size or slow one's fall or grant flight. There was an invisible tether, tying all things to the surface of Midgard, and those that could defy it were the most powerful of creatures. Conrad focused on this idea, focusing on spells that manipulated that invisible tether. Conrad's parents died in his late 30s, his father of overwork and his mother of illness. There was nothing keeping him in Vorelkothar's estate but fear.
On Vorelkothar's next trip abroad, Conrad took what books he thought were most important, stole some trinkets, and fled north, to the Free City of Zobeck. It was a long journey, and when Conrad arrived in Zobeck he was weak, severely injured, and fearful of the dragon's wrath.
There was one path offered to him, one that offered a healthy body and a new identity. Conrad traded the stolen treasures for a new beginning as a Gearforged, renaming himself 'Cobalt'. Cobalt learned the basics of smithing and tinkering to maintain himself and earn some coin to fund his studies. Since then he has furthered his studies in private while saving up his income - he has stockpiled one hundred gold with the expectation that eventually he will have to take that money and begin again somewhere new. Cobalt has tried to keep his magic to himself. When pressed about the speed of his production, he waves a hand and attributes it to the mind of a former slave in an inexhaustible body. But the truth is, most of his time is spent researching what he can - fancying himself a Graviturge, he hopes someday he might pull a dragon from the sky.
Ursus the Grim started playing D&D back in 3.0 when he was younger than he is now. His first character was a half-elf werebadger druid with a dire badger companion (Tharivol Xiloscient) but his favorite was a lizardfolk druid with a fleshraker companion (Krodoke Ornmolik). His least favorite class is the rogue because of how they are often played. Much of his RP experience is actually systemless, having used web forums throughout his teens and early 20s to get the fantasy fix, but he has some experience with 4e and PF. He's a strong believer of the social contract of the table and promises not to maliciously work against the other players without talking about it first. Lawful Evil is the best alignment and his color identity is Blue/Green/Red. He doesn't usually play Wizards, so is looking for something new. He does best in games where the DM puts some effort in - if one observes wild variance in his posting history it is usually a reflection of what he is working with in that game. Ursus is a transhumanist, so a lot of his characters touch on the idea of 'becoming more', whether via soul-upload to a gearforged, a yuan-ti successfully ascending, or an elf druid living for millennia. He also thinks it would be cool if Cobalt lived long enough to see multiple histories of the tome(s) but knows that's a little presumptuous. Finally, he enjoys research, and having done a cursory read of the core Midgard book, is about to go read it more in depth. There's some cool stuff in there.
Playstyle: Daily posts, sometimes more. Works grave shift on the West Coast, so usually doesn't post in the morning. Likes conversation, roleplay. Dislikes metagaming/'proactive rolling', and 'takebacks'. People make mistakes, and that's what makes a story possible.
Mechanical and Design Decisions
Went 8/14/13/15/10/12 on the point-buy. +2 Con/+1 Int from race, +2 Int from ASI.
Starting feat was Resilient (Con).
The moneymaker (which he shakes) is his smithing proficiency and sparing use of the Fabricate spell. He limits how much he makes so as not to draw attention, but it frees plenty of time for his studies. He is proficient with tinker's tools too, but wouldn't know a good way to monetize it.
His goal is self-defense, really. He fears dragons, and whether it's the inevitable invasion or just Vorelkothar looking to collect, he hopes that one day his magic will save his life.
Spending some of the goal on crafting supplies but most of it will be intact for the start of the session.
Edit: Allocation of starting funds.
615 gp.
-100 One pearl for identify.
-60 One month of comfortable living expenses.
-60 One month salary for Davvy, hired muscle who keeps his mouth shut and pretends to be an assistant.
-50 One set of tinker's tools.
-50 Two nonmagical books about arcana.
-75 Three pinches of gold dust for immovable object. One has been consumed.
-30 Two chests with locks. One contains 10 gp. One has been enchanted with immovable object and contains the rest of his coin and magic paraphernalia.
-26 One light crossbow with one case containing twenty bolts.
-25 One Mastiff named Rebekah.
-15 One set of fine clothes.
-13 One hundred and thirty pounds of iron ingots.
-5 One merchant's scale.
-5 One signet ring bearing an image of a blue ingot.
-1.5 One month's feed for Rebekah.
-0.05 One signal whistle recognisable by Rebekah and Davvy.
Tarvias Verla Halfling, Mark of hospitality Bard, Collage of Eloquence Background: Failed Tavern owner (Failed Merchant) Backstory: Tarvias was the owner of the "Jester and Pot" Tavern where he used to cook and play music alike. One evening he refused to play a particular song, which offended the requester. This resulted into a full on tavern fight, that caused fire which burned down the establishment. Luck in misery, the only thing that died that night was Tarvias future. When he heard the rumors of the Tome of the Extraordinary he knew what he wanted to do: complete it, so that he will be celebrated as a hero and can rebuild his establishment. That and maybe contribute to the tome as well, since music does not kill a beast but as dire the situation might be, a song can heighten the mood. Feat: Resilient (Wisdom) Link: https://ddb.ac/characters/28667839/KSB4Ff
Tarvias motivation for completing the tome is somewhere in the NG spectrum, but his personal reason would be more egoistic in the LN/TN range. Assuming we can use the 600gp for equipment, woud there be a way for Tarvias to have gotten hands on a bag of holding?
I have made experiences in 5e both as player and DM. I really like the creative problemsolving and tactical combat aspect of the game. This game in particular interests me because of the unusual focus of the game with a lot of downtime, something that is usually rare in other games.
Name: Midnight Race: Changeling Class: Monk / Way of Shadow Background: Spy Free Feat: Magic Initiate (Wizard) Backstory: As discussed in PM. Connections to the Domains of the Princes and the Shadow Realm. DnD background: I've mostly only played 5e via pbp here on the forums. I prefer RP, over dungeon crawl.
Name: Arabella Thorngage Race: Ghostwise Halfling Class: Druid (Circle of Spores) Background: Hermit Feat: Squat Nimbleness (+1 Dex) Ability Scores: STR 10 DEX 16 (+2 racial, +1 Squat Nimbleness) CON 14 INT 12 WIS 18 (+1 racial, +2 ASI) CHA 8
Backstory: Arabella was always fascinated by the natural world and the tenacious way it survives. Nature endlessly recreates itself, cycling from life, to death, to rebirth. Sometimes, the cycle even moves from undeath to rebirth, as with parasitic fungi. These strange wonders fascinated Arabella, and she found herself drawn more and more to them. Her fascination with the way decay and undeath seeds more life drew Arabella to the swamps of Maillon. There, she immersed herself in life among the fungi and their decay.
Arabella has lived among the swamps for many years, protecting the natural order from those who would upset it. She sometimes drifts from settlement to settlement along the edge of the swamps, supporting herself as a healer and midwife. She sells potions of healing and sometimes poisons. Never too many of the latter, as it upsets the locals. She is always eventually run off when the villagers turn on her. So far, she has always managed to escape. After all, the villagers are looking for a halflings witch, not a frog or a wolf.
Arabella knows that the natural order hangs in a delicate balance. While she respects the role that humanoids play in nature's balance, she isn't particularly fond of civilization itself. Still, the aberrations, monsters, and other fell powers that haunt Midgard threaten her beloved fungi and nature's cycle just as often as they threaten civilization. Nature's defenders must always strengthen themselves, because only the fittest survive. When the hero-seeker approached her, she answered the call. Nature needs her to be strong, and she must prove her fitness to answer its call.
My Experience as a Player: I've been playing D&D and other role-playing games for fifteen years now. I like to focus on roleplaying and creating compelling characters. I'm intrigued by the gritty setting and the non-combat aspects of this game. I'm getting back into PbP. I've been part of two previous PbP games that each lasted for over a year on other sites.
For many dwarves, the urge to explore and to see comes in many shapes. For some, it is a call to the sea, to set sail upon the distant shores. For some, it is a call underground, to mine the riches the world holds. For few, very few, it means to see it all, to truly look upon all the world with your own two eyes. For those few, they are "Thuldor" "The enduring." This title is bestowed on those who spend their lives wandering, and to what other destiny could a dwarf named Olor possibly be born?
One hundred years later, and Olor is well into earning this title. Through his travels, he has become skilled in the arts of Smithing, Masonry, and Carpentry. There are towns far across the land where every building in them has some of his craftsmanship. With each passing year, however, he grew a little older, and as the end approaches, there was a sudden realization of a grim truth.
Olor was born in age where there were hundreds, if not thousands, of "Thuldor" and even in his farthest travels, he knew he had not seen everything that they had all seen. How could his one tale, even one so grand, compare against the waterfall of others?
Surely, there must be another way to stand out among them...
Motivation For the Tome: to never be forgotten/to start a legend in his name.
My experience as a player: I started playing DnD sometime around 2012 and have experience both at the table top and online. I've done discord and PbP as both a player and a DM, and am currently a DM and a player on PbP for two other forums. I'm big on roleplay and I spend a lot of time thinking about what my character does in-between swinging around metal or throwing around fireballs.
For this character, I want him to come off as an Old dwarf who seems genuinely good hearted and humble. I mean, he's a cleric who spent his life building people's homes while he traveled. Secretly, however, he's actually grown very selfish and is now out to make a name for himself.
He doesn't want to be forgotten.
Gold: Mason and Carpenter tools. Fishing tackle. 500 gold id like to invest in a Dwarven Mining and Smelting guild. In this way, I'd like to be able to access 100 gold worth of metal while long resting in areas that recognize my guild symbol as both an artisan and high patron. This would allow me to utilize my Forge Weapon Channel divinity for free in such areas, and leave me with about 80 gold in my pocket.
Very interested, will post a character soon. I've played in quite a few Midgard campaigns, and I have to say it's one of my favorite homebrew settings.
Will Midgard races/subclasses/Deep Magic spells be allowed? I've got a whole bunch of Midgard books, and I'm willing to translate them into DDB.
Name: Falhorn ( Character sheet ) Race: Half Elf Class: 3 Rouge Inquisitive / 4 Divine soul Sorcerer Age: 30 Alignment: Chaotic Neutral Feat: Observant Gold is spent and accounted for in the Character sheet
Falhorn Is a jeweler and tailor for the aristocratic. He usually also fuels his other profession if intrigue and spying with his day job. Very few can keep information from him when he wants it, and fewer get it from him. He aids others to further his own goals and enjoy the spectical of others floundering about. For some reason he was blessed by Loki, the trickster god. It is his greatest secret and he does his best top never use magic, in front of anyone anyway. Falhor is also a jewelry and clothing merchant, even working on leather. Not only is this cover a great way of getting close to those in power, It also makes the wold look at least a little better.
As a person of D&D: I've played table top RPG's and forum RPG's for the past 10 years. I started tabletop with pathfinder 5 years ago as a player. Soon after I started playing 5e about 2 years ago, DMing for one of those. I have never gotten the chance to play a subterfuge type character so when I read the details of this campaign I could help but try one out. Exploring the downtime mechanics more thoroughly sounds like it would be a experience.
Race: Saurian Trood (Homebrew sub-race of my design)
Class: Gearsmith inventor
Stats: STR 10 (0) | DEX 17 (+3) | CON 14 (+2) | INT 20 (+5) | WIS 12 (+1) | CHA 8 (-1) |
Feat: Weapon Master (+1 DEX, and Mastery of 4 simple or martial weapons)(one-handed weapons, cross-bows, firearms, and whips)
Background: Guild Artisan
Backstory: As an intellectual breed of saurian, Dextrous was naturally born into a small family of wizards. But rather than practice the art of the arcane, Dextrous instead sought to use technology to resolve the issues life threw his way. He firmly believed that any problem could be solved through the use of science, and that magic was simply "too trivial" to master to be of any practical use in the short run. So he left his family, seeking to test his talents of invention elsewhere. Eventually, Dextrous found himself as an apprentice in a whole guild of inventors. The humming of the rhythmic gears, the thrusting of pistons, and the even the smell of oil, the life of an inventor was one Dextrous enjoyed quite a lot... Especially with his time at the guild. But there came a time when his apprenticeship started to feel less of a benefit and more of a hindrance... Yes he was making things but he wasn't really proving his ideals to anyone, there was science everywhere but it wasn't really being used in ways he had hoped. So, with permission of the guild master, Dextrous set off on a personal quest. To really put his skills to the test, and prove to all who would listen in the world that science really can solve any problem.
My Experience: I've been playing DnD for about 5 years now, and most of the time I've played in a homebrew setting. But I've always played the muscle or something close to it, never anything else. with this character, I want to change that and try a more intellectual approach and use something that doesn't use brute force but not exactly magic either. I also have some DM expertise
Eldon is a scholar and researcher of arcane matters. He came across information related to the tome and has studied it as his area of interest for a few years now. Feeling it is of importance to complete the tome, he has begun work to accomplish that.
Backstory: His village destroyed and parents killed by raiding wild minotaurs/orcs, his cultured and peaceful existence was ripped away, showing him that in order to be free to live a life of choice, one must be powerful enough to defend that way of life from those who prey on the innocent and defenceless. His path forever changed, he learned the harsh realities of survival in the alien world outside his homeland, forced to survive on the streets without resources, learning the way of the fist and shadow in order to defend himself and avoid those stronger than he, before being taken in as a pauper by the temple monks who set him to work, building mind, body and spirit. Seeing this as a means to an ends Shanalei threw himself into all tasks, excelling in the way of the shadow and more scholastic pursuit of writing and map making, earning his keep in the temple, until now. Having realised that further mastery of himself is limited in this temple he begs relief to quest out to further his martial knowledge, promising to compile his experience and lessons into a tome of knowledge that he would provide back to the temple in return for such leave being granted. The proposition accepted, Shanalei sets out on his quest of ultimate perfection not knowing quite where the journey will take him.
Gameplay/Background: Have grown up with D&D and love the challenge of looking for creative ways to apply skills and use the setting of encounters to maximise the benefit of the character. As a monk I will be looking to use the skills to compliment the others players strengths, whether it be hitting a single massive opponent with stunning strike, or leaping up to a high perch to safely rain down arrows, or using shadow skills to surprise enemies by appearing behind them to strike. In non-combat, this character is always seeking to better himself, and will always seek opportunity to learn or indeed practice his skills if the situation leads down that pathway. Looking to utilise is scholastic background to earn money as a commissioned scibe or cartographer - if there is a market for such skills, otherwise he may look to other more martial pursuits in spare time, such as body guard to make his coin.
Introduction to Midgard - Gritty Homebrew Version
The world of mortals prosper. Yet it is they who grow in the shadow of greater powers. Power hungry dragons rule the most advanced culture on this side of the world. A mighty witch has cursed the entire race of gnomes. Reminders of better times lay in scattered ruins across the lands. The people war with each other over grudges, wealth and favor, while emperors and kings participate as they must. Terrible creatures lurk and feed on the unweary, and while the glory-seekers chase them with impunity, it is not uncommon for the dangers to emerge in force and turn an entire kingdom silent. The fey are truly dangerous mysteries who toy with mortals, undead bide their strength in secret, witches seek marvelous pleasures, and haunted ghost towns are best left alone. These days, people see those with magic as those with pacts with demons and witches. And most of the time, they're right. The people reward those who murder warlocks, and witch hunters are more common than apothecaries.
In this world where magic is uncommon, and feats of ability are even less common, adventurers and mercenaries are everywhere. When they go into the ancient forest or a lost ruin, many do not return... and when they do, it is often with horror of how their companions were lost. Still, the allure draws many, for when they do come back, sometimes they bring something fantastic... or far stronger than before, even if touched by terror. Nobody hears what happens to those lucky few when they go into retirement after they show the wonders they return with. Still, the various powers quietly push folk into heroism- for if they were to stop, they know civilization will not survive without the few who defy the terrors beyond the reach of the common man.
This is the world of Midgard. Elves exist, have once ruled the world, but have all but disappeared, leaving a few and a weakening bloodline of half-elves, now treated as royalty. Gnomes are seen as tricksters who have gone too far and are distrusted. Gods lend power to few, and allow them to use it only when they must, without explaining why, while lending their blessings to many who praise and pray to them. Even so, many oddities are powerful but not threatening- some merely live apart, fearful of association with doomed mortals, while others believe them to be unimportant.
Still, even among those who hold secrets, some keep safe the knowledge of the terrors of the world. They occasionally seek heroes, for they know civilization will not survive without them. Knowing how terrible it is, they must continue to keep their most vital role as protector of those secrets. One particular hero-seeker knows more than most of those few who have exceptional skills and abilities... the ones who possess feats. This person has realized that they are not isolated incidents. With the need for heroes rising, this person sees a need to be able to do more than find heroes... they must be reared. Yet, there are too few who can train them. It is not enough to train swordarms and hedge wizards. The tome of feats must be created, so that a generation of heroes with multiple exceptional abilities may arise.
The need is high. While a strong arm and mystical powers certainly win many battles, before the end it is those with tenacious courage who carry hope. This journey may take years, and those who start are not likely to see it to the end. Are you brave enough... to act in the face of fear?
About the campaign - please read carefully!
Tips before you create your character
Character Creation
Please PM me for homebrew races and classes, and I welcome the chance to work with you to make backstories. I'll follow up with a spattering about the different regions of the world for backstory ideas.
Rian Halvorson
Ready to DM and chew bubblegum. And I'm alllll outta bubblegum.
Kellen Rivian (Level 12 Lore Bard)- Ghosts of Saltmarsh (cbaer8)
Ruven Gilrel (Level 4 Bladesinger)- The Shattered Obelisk
Regions of the World (for helping come up with backstories as desired)
The Crossroads
The regions of Midgard spin around the Crossroads region like spokes around a wheel. Everything that goes from north to south and east to west passes along the River Argent, the Sultan’s Road, the Great Northern Road, and other well-trod trade routes, all with their own difficulties and dangers. But the nations that thrive in the heartland know how to spin copper into gold and how to turn a sinking barge into a prince’s ransom. Though they borrow language, customs, tools, and even gods from all their neighbors, the Crossroads have their own code, their own pride, and their own way of doing business.
Zobeck: The Free City’s austere feudal history defines the city’s current freedom-loving citizenry. After suffering under the long, harsh reign of the aristocratic Stross family, the people of Zobeck have little love for nobles or the institution of feudalism. They have vowed to never again accept a lord’s yoke. Instead, commerce and the ability of every man and woman to grab life’s wealth with gusto rule the Zobecker spirit. Free to make their way in the world, Zobeckers work to secure a living in whatever manner they see fit—though some occupations clash with the city’s laws—and answer to no one but themselves.
Perunalia: This nation of beautiful women sits at the mouth of the Argent River. The Duchy of Perun’s Daughter, as outsiders call it, lies several days downriver from the Free City and is a land of some interest to the people of Zobeck for two reasons: The nation controls the River Argent’s connection to land and trade venues on the shores of the Ruby Sea, and its matriarchy and matrilineal country is ruled by the demigod Vasilka Soulay, the daughter of Perun, god of war and thunder and the greatest god of the East.
Cantons of the Ironcrags: Dwarves think of their canton first, their race or clan second. The canton is home and hearth, family and wealth, and safety from an uncaring world. These traits do not guarantee greater harmony or joy among cantonal dwarves than among other races. Indeed, cantonal dwarves are notoriously dour, fractious, and opinionated about everything. Cantonal dwarves unify only in the presence of some external threat, which gives their elders and the leaders of their Free Companies an excuse to go on about the importance of the Free Dwarven Cantons to the younger generation.
The Magdar Kingdom: Today, the rolling hills and grasslands south of Zobeck are the provinces of the Magdar Kingdom: a place rich in traditions of chivalry and warfare, where the good king Stefanos holds tourneys every summer and hires a great many mercenaries from the Ironcrags when war threatens. The Magdar must fight to defend their borders to the east against the wild tribes of the Rothenian Plain and to the south against the akinji, the skirmish troops, and the dragon-blooded sorcerers of the Mharoti Empire. Thanks to this constant conflict, the Magdar have become expert at the use of the war wagon.
The Electoral Kingdom of Krakova: Caught between the vampire prince Lucan to the south, the diabolist gnomes to the east in Neimheim, and reavers from the Northlands across the Nieder Straits, it might seem that Krakova is surrounded by a sea of troubles. Its people consider matters differently. It is a time for struggle, and a time to seize the wreath of glory.
The Eastern Rothnean Plains
The plains are filled with human nomads, and most call themselves Khazzak or Khazzaki. They are followers of Svarog and Khors and Perun and Sweet Golden Lada, though Svarog is their patron. Their cities are built of tents and flesh and rope and the people are often driven from their chosen site before the wind, but they are no less formidable for that. Their master, the Khan of the Khazzaki, rules from the City of Wheels. His nation stretches wherever hoof beats thunder, from the Cloudwall to Far Cathay.
Domovogrod: This land nestles against the Riphean Mountains, and its heavily wooded taiga is filled with low valleys and plains covered with small rivers and lakes. Its people are farmers in summer, and in winter they are hunters and trappers of fine pelts including arctic hare, ermine, reindeer, and even wolves. The people include the small “winter folk” or halflings, who first brought snow cats (hunting cats similar to small tigers) to the region. Some say the halflings were the region’s first people; others claim they are more recent arrivals. The halflings care mostly about their old gods of forest and mountain.
Vidim: These people are poor but proud, and they trade generously with the dwarves when they can. The tsar of Vidim is famous for his piety and love of novelty, and just as notorious for his fits of cruelty. The land’s farmers are serfs, not slaves, but they are unable to leave the farms and manors of the boyars, the nobles who rule in the tsar’s name. The tengu are the elite here, forming the country's best soldiers, spies, and traders.
Nimheim: The gnomes’ land is defined by their fear of Baba Yaga’s wrath, and its people shelter quietly and modestly among the dark forest boughs of the Wormwood. Their towns and two cities are half above the earth and half below, easily overlooked when fully covered in fey glamours. It seems as if the gnomes wish that everyone would ignore them and their woods.
The Mahroti Empire and the South
The lands of the Dragoncoil Mountains and the vast deserts south of the Middle Sea are another world compared to the fertile forests and mountains of the North. They are rich in trade and ancient in magic, but also dominated by a vast draconic empire, and by the god-kings of Nuria before that. Their strange magic and their control of valuable trade routes makes them rich and powerful, and their schools of learning are in many ways more advanced than those of the Seven Cities or the Crossroads, to say nothing of the Rothenian Plains or the Northlands.
Mahroti: It is difficult to adequately describe the depth and exotic confusion of the Mharoti Empire. Many of its cities are more populous than entire nations in the North, and its ambitions and contradictions are great. The Dragon Empire seeks to expand, to garner tribute from subject nations, and to bring the word of its elemental gods to a wider world. It has expanded quickly in a few centuries, backed by dragon fire and claws.
Despotate of the Ruby Sea: This nation is a curse among the free wandering folk of the Rothenian Plains and a peculiar neighbor to the Dragon Empire. The Rubeshi are slavers and aggressive, malevolent folk, always seeking their own gain, and all other nations be damned. Their hair is black as their hearts, and Rubeshi eyes are green and pitiless. They sell to anyone: to the gnomes, the tsar, the priests of Baal. The Rubeshi do not play favorites.
Nura Natal, the River Kingdom: As a land of opposites and millennial histories, Nuria Natal is difficult to pigeonhole. Its people are powerful and its priests and wizards especially so. Despite a dozen major attempts at conquest, the people of Nuria Natal have turned back the draconic tide, in some cases with ease, in others with a narrow margin and major losses. Its defenses are robust, and the people’s pride in their knowledge and achievements gives them a confidence that others mistake for arrogance.
Ishada: Ask the dragons about Ishadia and they will tell you of how the Mharoti crushed armies and devoured godlings. When the Great Lords carved out their empire, they tore its southern flank from the flesh of Ishadia. What they did not conquer, they washed away by shattering the Great Dam. The legacy of Ishadia lies scattered across the Arandis river valley, monolithic works of pale stone that some say rivaled the celestial realms. For generations, the Ishadi clung to the crumbled cities of their forefathers. The dragons crushed them toward the shores of the White Sea but never did consume all of Ishadia, growing weary of the stubborn monotony of war. The Ishadi still believe their nation to be one of upstanding knights, but they are as often knaves if not outright cutthroats. They share a hatred for dragonkind and a heritage of angelic wrath and passion from a bygone age of gods now dead. Paladin or pirate, the Ishadi are not content to remain the dregs of the South.
The Seven Cities
The lost empire of the elves shaped much of Midgard, including its roads, great buildings, harbors, and monuments of this rich, warm peninsula. Under the rule of the Ostrellian dynasty, the empire extended out, leaping along fey roads to the Ruby Sea, and including much of the Ironcrags. When the elves stepped out of the world and called the Great Retreat, the empire vanished, and the Seven Cities suffered worse than most. Each city found ways to restore a level of agriculture, security, and law, but each also saw itself as a worthier successor-state than its neighbors. Under the empire, elven governors had skillfully exploited these rivalries, and the sudden collapse of the elven peace meant that bloody war ran riot.
Those wars have continued for centuries. The peace treaties made when supplies and coin run low fall away with every fresh influx of money and mercenaries each spring. The Seven Cities hate each other deeply, and citizens of one have little tolerance for the bragging and claims of the others. When the occasion arises, however, if one city grows too powerful or an outside power threatens invasion, they find enough commonality to unite and prove to Mavros and the world that there are no greater masters of war.
The Seven Cities both revel in and depend on war. Customs and laws limit their wars’ gross destruction, provide a season for it, make it a source of status for their generals and nobles that glorifies their power and right to rule, and—not least of all—make war a source of valuable plunder and tribute from weaker states.
Others
Duchy of Borgund: Against the wastes’ stark western border stands the gleaming jewel of Bourgund. Many remark on the impossibility of a city nestled so near the badlands with nary a crumbled tower or pockmarked wall. Within its gleaming walls, order is all. The noble White Knights patrol the pristine streets wearing intricate armor, carrying shining shields, and flying embroidered banners without the slightest hint of dust or decay. Outside the city walls lies the massive body of Zhergthoth the Fallen One, the only Old One felled by mortal magic and sharp steel, mummifying in the dry desert winds. The corpse’s slow rot is the one foulness the citizens of Bourgund cannot easily erase, although the heavy, cloying perfumes made here are unrivaled for their strength and longevity. The irony of such sweetness originating on the edge of such foulness is not lost on knowledgeable buyers.
Magocracy of Allain: In the aftermath of the Great Mage Wars, only the Magocracy of Allain stood among the ashes. Allain’s vast holdings are bordered to the east by gleaming Bourgund, to the north by fey-plagued Tintager, to the west by Maillon’s swamps, and finally crowned by the shining jewel of Bemmea. Through happenstance or (more likely) treachery, Allain inherited the convergences of ley lines that once crisscrossed the wastes. The paths, stretched and anchored by the isolated capital of Bemmea, make these lands an over-boiling kettle of magical might that travelers claim they can smell on the air like an approaching storm. As a result, arcanists of all stripes fill this land like rats in a granary. The people of Allain are a strange lot. Even common folk carry an unusual knowledge of the magical arts and display curiosity, rather than fear, at the unknown. Some attribute this to the demon blood that historically taints the people of this region, along with some commoners’ sharp, clawlike nails or unexplained immunity to fire. The people are used to the baying of invisible hounds in the distance, sniffing out transgressors of the land’s bizarre laws or tracking those children with magical talent so they can be properly trained. Magic is both powerful and commonplace here.
Barsella: Isolated from the magocracy by the inhospitable Ghostlight Forest, the Pytonne’s rough passes, and the unpredictable giants, Barsella has long sat nestled along the coast of the Western Ocean, the last free city before a vast stretch of water with no known end. Barsella is one of the few accessible centers of civilization this far west and has its own unique culture and heritage. The “city at the edge of the world” has grown to house adventurers and explorers of all stripes, who flock here to seek the great unknowns the Western Ocean conceals.
Domains of the Princes: The southern kingdoms squabble over who is the true heir of the ancient elven empires, but in the north there is no doubt. The Grand Duchy of Dornig, also known as the Domains of the Princes, is the one truly successor state to the power that once was Arbonesse and Thorn. Gifted with the presence of a singular respected elf ruler, Dornig should be a land of peace and prosperity, unlike the human kingdoms that squat on the ruins of elven Valera. Instead, however, it is a land of continual political intrigue, as the three most powerful branches of the elf's descendants—and a host of minor cadet branches—plot and conspire against each other. When the Imperatrix is awake and aware, she rules fairly and justly. However, she is now in her fifth century, venerable even by elven standards, and she often nods and leaves the duties to her descendants.
The Northlands: In the North, daily labor is a matter of life and death. Running out of firewood doesn’t mean a chill night but potentially lethal exposure to cold or a trip into the dark and dangerous forest for kindling. Everyone from king to lowly thrall must work hard to survive. A life of indolence is unheard of—and impossible without help from powerful magic. Work-shy characters aren’t just lazy; they’re ostracized as threats to the community. People of the North are expected to be practical and independent, energetic, and inured without complaint to the hardships of life. There’s no central authority to demand taxes or a cut of a party’s loot, but at the same time no one reins in the excesses of monsters and unscrupulous men. When bandits or trolls or a jarl’s bullying huskarls come prowling, it’s down to each family and their friends to choose fight or flight. Death comes to all, sooner or later, for no matter how well prepared and defended. Nothing lives one moment longer than it’s fated.
https://ddb.ac/characters/28665187/qo6yEt
From birth, Lailah was raised with the knowledge that she was destined to be a tool of the divine. Her father, Lucas, was a Paladin in service to the goddess Hecate and once he had grown too weary to fight in the goddess' name on the battlefield she found another use for him: to sire a child in her name. Lailah never knew her mother, and her father would never confirm or deny if it were the goddess herself or another servant of Hecate, but she did know that she was touched by the grace of the deity.
Faith was drilled into her, faith in the goddess' plan, faith in her father's word, faith in their cause. While she took in these messages, she found it hard to trust things blindly, and had more than a little bit of a rebellious streak. But she didn't want to disappoint her father, so she practiced her rites and rituals, said her prayers and kept her holy symbol close. She took up the Oath of the goddess at last, and was appraised of her purpose: to collect feats for the goddess' archives, for Hecate is a goddess of magic that desires to know all, even if the mortals fear the power themselves.
And so Lailah has set out to collect as much information on the feats as her goddess demands, though with no small amount of trepidation for the quest. How long can she go, living for a god that hadn't even saw fit to tell her about the missing half of her parentage? She would just have to see...
Just a note for Lailah's downtime profession: she's a trained merchant (Persuasion/Insight) and appraiser specializing in religious paraphernalia (Religion/History).
I also thought I'd spend some of that money on some equipment:
610gp to Start
-4gp Traveler's Clothes x2
-1gp Dragon Chess Set
-60gp Greatsword
-100gp Potion of Healing x2
-2.5gp Rations (1 Day) x3
-75gp Riding Horse
-10gp Riding Saddle
-8gp Saddlebags x2
Remaining: 349.5gp
I see a recruiting tag, I believe you're open for applications!
Here's Cobalt, a gearforged graviturge.
Backstory/About Me:
Conrad Baldner was born in the Dragon Empire to a pair of indentured servants, and thus was considered property from the moment he drew breath. His master, Vorelkothar, was stern when necessary, but did allow his slaves some freedom when the dragon was asleep or away. Conrad was not formally educated, but in his valuable 'free' time, he found his way to Vorelkothar's library, where he taught himself to read - a slow, but determined process. By the age of 12 he could read some of the simpler books in the library. When he was 21 he began to explore some of the books of magic. This is when his thirst for knowledge accelerated.
He took quickly to the study of magic, and the palace of a dragon leaves plenty of room to experiment without collateral damage. Before long, he noticed a common thread among seemingly unrelated spells - spells that could change someone's size or slow one's fall or grant flight. There was an invisible tether, tying all things to the surface of Midgard, and those that could defy it were the most powerful of creatures. Conrad focused on this idea, focusing on spells that manipulated that invisible tether. Conrad's parents died in his late 30s, his father of overwork and his mother of illness. There was nothing keeping him in Vorelkothar's estate but fear.
On Vorelkothar's next trip abroad, Conrad took what books he thought were most important, stole some trinkets, and fled north, to the Free City of Zobeck. It was a long journey, and when Conrad arrived in Zobeck he was weak, severely injured, and fearful of the dragon's wrath.
There was one path offered to him, one that offered a healthy body and a new identity. Conrad traded the stolen treasures for a new beginning as a Gearforged, renaming himself 'Cobalt'. Cobalt learned the basics of smithing and tinkering to maintain himself and earn some coin to fund his studies. Since then he has furthered his studies in private while saving up his income - he has stockpiled one hundred gold with the expectation that eventually he will have to take that money and begin again somewhere new. Cobalt has tried to keep his magic to himself. When pressed about the speed of his production, he waves a hand and attributes it to the mind of a former slave in an inexhaustible body. But the truth is, most of his time is spent researching what he can - fancying himself a Graviturge, he hopes someday he might pull a dragon from the sky.
Ursus the Grim started playing D&D back in 3.0 when he was younger than he is now. His first character was a half-elf werebadger druid with a dire badger companion (Tharivol Xiloscient) but his favorite was a lizardfolk druid with a fleshraker companion (Krodoke Ornmolik). His least favorite class is the rogue because of how they are often played. Much of his RP experience is actually systemless, having used web forums throughout his teens and early 20s to get the fantasy fix, but he has some experience with 4e and PF. He's a strong believer of the social contract of the table and promises not to maliciously work against the other players without talking about it first. Lawful Evil is the best alignment and his color identity is Blue/Green/Red. He doesn't usually play Wizards, so is looking for something new. He does best in games where the DM puts some effort in - if one observes wild variance in his posting history it is usually a reflection of what he is working with in that game. Ursus is a transhumanist, so a lot of his characters touch on the idea of 'becoming more', whether via soul-upload to a gearforged, a yuan-ti successfully ascending, or an elf druid living for millennia. He also thinks it would be cool if Cobalt lived long enough to see multiple histories of the tome(s) but knows that's a little presumptuous. Finally, he enjoys research, and having done a cursory read of the core Midgard book, is about to go read it more in depth. There's some cool stuff in there.
Playstyle: Daily posts, sometimes more. Works grave shift on the West Coast, so usually doesn't post in the morning. Likes conversation, roleplay. Dislikes metagaming/'proactive rolling', and 'takebacks'. People make mistakes, and that's what makes a story possible.
Mechanical and Design Decisions
Went 8/14/13/15/10/12 on the point-buy. +2 Con/+1 Int from race, +2 Int from ASI.
Starting feat was Resilient (Con).
The moneymaker (which he shakes) is his smithing proficiency and sparing use of the Fabricate spell. He limits how much he makes so as not to draw attention, but it frees plenty of time for his studies. He is proficient with tinker's tools too, but wouldn't know a good way to monetize it.
His goal is self-defense, really. He fears dragons, and whether it's the inevitable invasion or just Vorelkothar looking to collect, he hopes that one day his magic will save his life.
Spending some of the goal on crafting supplies but most of it will be intact for the start of the session.
Edit: Allocation of starting funds.
615 gp.
-100 One pearl for identify.
-60 One month of comfortable living expenses.
-60 One month salary for Davvy, hired muscle who keeps his mouth shut and pretends to be an assistant.
-50 One set of tinker's tools.
-50 Two nonmagical books about arcana.
-75 Three pinches of gold dust for immovable object. One has been consumed.
-30 Two chests with locks. One contains 10 gp. One has been enchanted with immovable object and contains the rest of his coin and magic paraphernalia.
-26 One light crossbow with one case containing twenty bolts.
-25 One Mastiff named Rebekah.
-15 One set of fine clothes.
-13 One hundred and thirty pounds of iron ingots.
-5 One merchant's scale.
-5 One signet ring bearing an image of a blue ingot.
-1.5 One month's feed for Rebekah.
-0.05 One signal whistle recognisable by Rebekah and Davvy.
Remainder: 99.45. Less than expected. :)
Another medical problem. Indefinite hiatus. Sorry, all.
Tarvias Verla
Halfling, Mark of hospitality
Bard, Collage of Eloquence
Background: Failed Tavern owner (Failed Merchant)
Backstory: Tarvias was the owner of the "Jester and Pot" Tavern where he used to cook and play music alike. One evening he refused to play a particular song, which offended the requester. This resulted into a full on tavern fight, that caused fire which burned down the establishment. Luck in misery, the only thing that died that night was Tarvias future. When he heard the rumors of the Tome of the Extraordinary he knew what he wanted to do: complete it, so that he will be celebrated as a hero and can rebuild his establishment. That and maybe contribute to the tome as well, since music does not kill a beast but as dire the situation might be, a song can heighten the mood.
Feat: Resilient (Wisdom)
Link: https://ddb.ac/characters/28667839/KSB4Ff
Tarvias motivation for completing the tome is somewhere in the NG spectrum, but his personal reason would be more egoistic in the LN/TN range.
Assuming we can use the 600gp for equipment, woud there be a way for Tarvias to have gotten hands on a bag of holding?
I have made experiences in 5e both as player and DM. I really like the creative problemsolving and tactical combat aspect of the game. This game in particular interests me because of the unusual focus of the game with a lot of downtime, something that is usually rare in other games.
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
My submission:
Name: Midnight
Race: Changeling
Class: Monk / Way of Shadow
Background: Spy
Free Feat: Magic Initiate (Wizard)
Backstory: As discussed in PM. Connections to the Domains of the Princes and the Shadow Realm.
DnD background: I've mostly only played 5e via pbp here on the forums. I prefer RP, over dungeon crawl.
David Gearlock | Human | Artificer | Revenge Heist
Knox | Warforged | Cleric | Shadowthorn's Out of the Abyss
Name: Arabella Thorngage
Race: Ghostwise Halfling
Class: Druid (Circle of Spores)
Background: Hermit
Feat: Squat Nimbleness (+1 Dex)
Ability Scores: STR 10 DEX 16 (+2 racial, +1 Squat Nimbleness) CON 14 INT 12 WIS 18 (+1 racial, +2 ASI) CHA 8
Backstory: Arabella was always fascinated by the natural world and the tenacious way it survives. Nature endlessly recreates itself, cycling from life, to death, to rebirth. Sometimes, the cycle even moves from undeath to rebirth, as with parasitic fungi. These strange wonders fascinated Arabella, and she found herself drawn more and more to them. Her fascination with the way decay and undeath seeds more life drew Arabella to the swamps of Maillon. There, she immersed herself in life among the fungi and their decay.
Arabella has lived among the swamps for many years, protecting the natural order from those who would upset it. She sometimes drifts from settlement to settlement along the edge of the swamps, supporting herself as a healer and midwife. She sells potions of healing and sometimes poisons. Never too many of the latter, as it upsets the locals. She is always eventually run off when the villagers turn on her. So far, she has always managed to escape. After all, the villagers are looking for a halflings witch, not a frog or a wolf.
Arabella knows that the natural order hangs in a delicate balance. While she respects the role that humanoids play in nature's balance, she isn't particularly fond of civilization itself. Still, the aberrations, monsters, and other fell powers that haunt Midgard threaten her beloved fungi and nature's cycle just as often as they threaten civilization. Nature's defenders must always strengthen themselves, because only the fittest survive. When the hero-seeker approached her, she answered the call. Nature needs her to be strong, and she must prove her fitness to answer its call.
My Experience as a Player: I've been playing D&D and other role-playing games for fifteen years now. I like to focus on roleplaying and creating compelling characters. I'm intrigued by the gritty setting and the non-combat aspects of this game. I'm getting back into PbP. I've been part of two previous PbP games that each lasted for over a year on other sites.
Name: Thuldor Olor
Race: Mountain Dwarf
Class: Forge Cleric
Background: Guild Artisan\Merchant
Feat: War Caster
Ability Scores: 14 8 16 14 15 10,
For many dwarves, the urge to explore and to see comes in many shapes. For some, it is a call to the sea, to set sail upon the distant shores. For some, it is a call underground, to mine the riches the world holds. For few, very few, it means to see it all, to truly look upon all the world with your own two eyes. For those few, they are "Thuldor" "The enduring." This title is bestowed on those who spend their lives wandering, and to what other destiny could a dwarf named Olor possibly be born?
One hundred years later, and Olor is well into earning this title. Through his travels, he has become skilled in the arts of Smithing, Masonry, and Carpentry. There are towns far across the land where every building in them has some of his craftsmanship. With each passing year, however, he grew a little older, and as the end approaches, there was a sudden realization of a grim truth.
Olor was born in age where there were hundreds, if not thousands, of "Thuldor" and even in his farthest travels, he knew he had not seen everything that they had all seen. How could his one tale, even one so grand, compare against the waterfall of others?
Surely, there must be another way to stand out among them...
Motivation For the Tome: to never be forgotten/to start a legend in his name.
My experience as a player: I started playing DnD sometime around 2012 and have experience both at the table top and online. I've done discord and PbP as both a player and a DM, and am currently a DM and a player on PbP for two other forums. I'm big on roleplay and I spend a lot of time thinking about what my character does in-between swinging around metal or throwing around fireballs.
For this character, I want him to come off as an Old dwarf who seems genuinely good hearted and humble. I mean, he's a cleric who spent his life building people's homes while he traveled. Secretly, however, he's actually grown very selfish and is now out to make a name for himself.
He doesn't want to be forgotten.
Gold: Mason and Carpenter tools. Fishing tackle. 500 gold id like to invest in a Dwarven Mining and Smelting guild. In this way, I'd like to be able to access 100 gold worth of metal while long resting in areas that recognize my guild symbol as both an artisan and high patron. This would allow me to utilize my Forge Weapon Channel divinity for free in such areas, and leave me with about 80 gold in my pocket.
https://ddb.ac/characters/28680388/aMmL5O
Very interested, will post a character soon. I've played in quite a few Midgard campaigns, and I have to say it's one of my favorite homebrew settings.
Will Midgard races/subclasses/Deep Magic spells be allowed? I've got a whole bunch of Midgard books, and I'm willing to translate them into DDB.
"Ignorance is bliss, and you look absolutely miserable."
Name: Falhorn ( Character sheet )
Race: Half Elf
Class: 3 Rouge Inquisitive / 4 Divine soul Sorcerer
Age: 30
Alignment: Chaotic Neutral
Feat: Observant
Gold is spent and accounted for in the Character sheet
Falhorn Is a jeweler and tailor for the aristocratic. He usually also fuels his other profession if intrigue and spying with his day job. Very few can keep information from him when he wants it, and fewer get it from him. He aids others to further his own goals and enjoy the spectical of others floundering about. For some reason he was blessed by Loki, the trickster god. It is his greatest secret and he does his best top never use magic, in front of anyone anyway. Falhor is also a jewelry and clothing merchant, even working on leather. Not only is this cover a great way of getting close to those in power, It also makes the wold look at least a little better.
As a person of D&D: I've played table top RPG's and forum RPG's for the past 10 years. I started tabletop with pathfinder 5 years ago as a player. Soon after I started playing 5e about 2 years ago, DMing for one of those. I have never gotten the chance to play a subterfuge type character so when I read the details of this campaign I could help but try one out. Exploring the downtime mechanics more thoroughly sounds like it would be a experience.
Drow enthusiast
Lover of lore and magic.
-The White Crow-
Name: Dextrous Derittii
Race: Saurian Trood (Homebrew sub-race of my design)
Class: Gearsmith inventor
Stats: STR 10 (0) | DEX 17 (+3) | CON 14 (+2) | INT 20 (+5) | WIS 12 (+1) | CHA 8 (-1) |
Feat: Weapon Master (+1 DEX, and Mastery of 4 simple or martial weapons)(one-handed weapons, cross-bows, firearms, and whips)
Background: Guild Artisan
Backstory: As an intellectual breed of saurian, Dextrous was naturally born into a small family of wizards. But rather than practice the art of the arcane, Dextrous instead sought to use technology to resolve the issues life threw his way. He firmly believed that any problem could be solved through the use of science, and that magic was simply "too trivial" to master to be of any practical use in the short run. So he left his family, seeking to test his talents of invention elsewhere. Eventually, Dextrous found himself as an apprentice in a whole guild of inventors. The humming of the rhythmic gears, the thrusting of pistons, and the even the smell of oil, the life of an inventor was one Dextrous enjoyed quite a lot... Especially with his time at the guild. But there came a time when his apprenticeship started to feel less of a benefit and more of a hindrance... Yes he was making things but he wasn't really proving his ideals to anyone, there was science everywhere but it wasn't really being used in ways he had hoped. So, with permission of the guild master, Dextrous set off on a personal quest. To really put his skills to the test, and prove to all who would listen in the world that science really can solve any problem.
My Experience: I've been playing DnD for about 5 years now, and most of the time I've played in a homebrew setting. But I've always played the muscle or something close to it, never anything else. with this character, I want to change that and try a more intellectual approach and use something that doesn't use brute force but not exactly magic either. I also have some DM expertise
"Why do we fight? That is the question of war"
Name: Eldon
Race: Rock Gnome
Class: Artificer/Wizard (gravity mage)
Background: Sage
Backstory:
Eldon is a scholar and researcher of arcane matters. He came across information related to the tome and has studied it as his area of interest for a few years now. Feeling it is of importance to complete the tome, he has begun work to accomplish that.
Name: Shanalei Rothenel
Race: Half Elf
Class: Monk (Way of the Shadow)
Backstory: His village destroyed and parents killed by raiding wild minotaurs/orcs, his cultured and peaceful existence was ripped away, showing him that in order to be free to live a life of choice, one must be powerful enough to defend that way of life from those who prey on the innocent and defenceless. His path forever changed, he learned the harsh realities of survival in the alien world outside his homeland, forced to survive on the streets without resources, learning the way of the fist and shadow in order to defend himself and avoid those stronger than he, before being taken in as a pauper by the temple monks who set him to work, building mind, body and spirit. Seeing this as a means to an ends Shanalei threw himself into all tasks, excelling in the way of the shadow and more scholastic pursuit of writing and map making, earning his keep in the temple, until now. Having realised that further mastery of himself is limited in this temple he begs relief to quest out to further his martial knowledge, promising to compile his experience and lessons into a tome of knowledge that he would provide back to the temple in return for such leave being granted. The proposition accepted, Shanalei sets out on his quest of ultimate perfection not knowing quite where the journey will take him.
Character Sheet
Gameplay/Background: Have grown up with D&D and love the challenge of looking for creative ways to apply skills and use the setting of encounters to maximise the benefit of the character. As a monk I will be looking to use the skills to compliment the others players strengths, whether it be hitting a single massive opponent with stunning strike, or leaping up to a high perch to safely rain down arrows, or using shadow skills to surprise enemies by appearing behind them to strike. In non-combat, this character is always seeking to better himself, and will always seek opportunity to learn or indeed practice his skills if the situation leads down that pathway. Looking to utilise is scholastic background to earn money as a commissioned scibe or cartographer - if there is a market for such skills, otherwise he may look to other more martial pursuits in spare time, such as body guard to make his coin.
"Bubbles the Barbarian" (Locathah - Lvl 9) - Locathah Rising; Shai'ere Delatete (Githyanki Monk - Lvl 9) Rrakkma (deceased - MindFlayer); Saros Rockfoot (Deep Gnome Diviner - Lvl 5) - The Lost Kenku & One Grung Above; Tagret (Goliath Barbarian - Lvl 2) - Tales of Faerun;
Still accepting characters, and working down the list. If you haven't been PMed about your character, you will be.
Don’t wait up for me, I’ve decided I’ll not be joining this one.
"Ignorance is bliss, and you look absolutely miserable."
Character submissions closed, and selection has been made.