The small Port of Rentarn lies in the north-west corner of Allansia. A small fishing village, it is known to attract those seeking treasure. After the Trolltooth Wars, many uncovered ruins and mines were left behind or forgotten. This town would serve as a great place to find your path in this world, and perhaps your fortune.
Seeking new PC’s to start on a fighting fantasy-based journey in the land of Allansia.
This campaign will emphasize role-playing, wit, humor, and creativity to work through problems. Rules lawyers need not apply, we are trying to build an easy-going group that wants to have an enjoyable experience.
If this sounds like something you are looking for, read the character creation rules and apply below We will be playing Play By Post (PBP) and I would ask that you try to post several times/ week.
Character Creation Rules:
All non home-brew materials on DDB are allowed to create your character with, use Fighting Fantasy World of Titan and Allansia, including their deities would be fun, but not required.
Roll stats in this thread. Re-roll ones always.
Character is level 1.
Character must be on D&D Beyond.
The character should be of good or neutral alignment with good intentions. This will be a heroic fantasy game and you are one of the good guys.
All players should be 18 years old and above.
Application Format:
Character Name and Pronouns: please try to have a serious name, and all pronouns, genders, and sexualities are welcome here.
Character Races: Human, Dwarf, Elf, Gnome, Half-Elf, Half-Orc, Halfling
Character Class
Character Backstory: (This is what I'm most interested in!)
Character Sheet: must be on DDB! No exceptions
Character Equipment: Basic starting equipment
Recruitment will end when I find a good starting group. I will be accepting four or five players. If you have any questions, let me know! Game will start mid-September ish or when we are all ready.
Well, this seems like a Rather exciting idea for a campaign! Would a Full Blooded Orc be allowed, or are only Half-Orcs allowed for Character Creation?
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Back Once more. Stand Proud Brothers, Till the Sky May Fall and Until the Sun Darks out. Let us ring the Drums of Liberation!
I don't have content sharing, but you could give it a go. Here is a link to some lore for Orcs in Allansia. I suspect you would need to be an orphan or something, to make it work.
Back story: In her teens, Paevira was rambunctious and defiant against her strict family and their stuffy traditions. She ran away after a particularly terrible fight with her father over her association with a human boy from a nearby farm sted. She quickly realized how much more difficult life was without the care and funding of her family and she took up with an elderly hafling woman who ran a small smuggling operation. Paevira’s agility and daring nature helped her to excel at the required skills the halfling matron taught her. She is finally ready to be sent out on her own mission to make her fortune.
Sounds cool. I'll roll up some stats, brainstorm a character concept and get back to this.
Ability scores: 1515129911
Aside from what is already mentioned under usable races, any other limitations we need to know?
Question: if we are the good guys, then what's the stance on using necromancy or some of the more "evil" flavoured subclasses such as Death Cleric, Conquest Paladin, Necromancy Wizard, etc? Not roleplaying evil but using more evilish powers or magic.
Adding rolls here to counter the modified rolls error: 1515129911
It would be "not good" to be a death cleric, use necromancy, and generally "evil" viewed magic. But, maybe you have an interesting idea that could work for some reason. PC was an apprentice of an evil necromancer, learned spells, decided not the life for them, ran away? Conquest paladin not so good, other types of paladins better
From an early age, Mossi showed a remarkable intellect and a deep curiosity about the world around her. While other gnome children played in the enchanted forests or tinkered with clever contraptions, Mossi was drawn to the mysteries hidden within the pages of ancient tomes. Her parents, both scholars dedicated to preserving the knowledge of their people, encouraged Mossi's intellectual pursuits. They nurtured her love of learning, often finding her patiently explaining complex concepts to others who couldn't grasp them as quickly. Mossi took great joy in helping those around her, always ready to share her knowledge with anyone willing to listen.
Having recently left her hometown for the first time, Mossi sets off for the Port of Rentarn, having heard that there are fascinating ruins and forgotten lore to be found there.
There was a time when Violet was willing to forge new friendships with others, despite how people saw her kind. But trust can be fickle, especially when coin is involved. Violet & her close family always sought out mercenary work as a team to take care of each other. But when Violet introduced a new acquaintance to join in the family’s next job, it had horrible consequences. An ambush orchestrated by a dragon, left Violet mortally wounded & her entire family slaughtered. Years later & with with no other safer options, Violet struggles with still having to pursuing a career, at least in part, responsible for a big source of her trauma but hopes to find an opportunity lucrative enough to finally put down her sword & heal.
It would be "not good" to be a death cleric, use necromancy, and generally "evil" viewed magic. But, maybe you have an interesting idea that could work for some reason. PC was an apprentice of an evil necromancer, learned spells, decided not the life for them, ran away? Conquest paladin not so good, other types of paladins better
I had an idea but it involved Animate Dead and was more focused towards combat.
I think I'll shelve it for now. Got plenty of ideas to try anyway.
Verlang is Chase’s Deity he works hard at his craft and pushes others to do their best. He has a piece of jewelry from his inheritor background. His intention is to use it to help make a dwarven thrower. Chase has a hard time with charity and generosity, seeing others rise to positions based on anything other then personal achievements causes an instant dislike in his perspective.
Chase harbors a secret in his past, his inheritance was taken not given and a big part of the reason Chase will not return home until his project is completed, he does not share this information with anyone.
Chase always worked hard smithing alongside his kin, families that work hard work best. His talents grew until one day he was taken aside by his father, “I always thought one day I would use these heart gems to make a mighty weapon worthy of a king but I see it is not my destiny to do so but yours, you are blessed son with greatness.” Not even a month passed and Chase could not get the hammer out of his mind, he could not wait. Chase took the heart gems and left. He must gather the greatest ores and stoke the sacred forge fire…
Character Backstory: Tommy grew up in a small farming Hamlet on the windward plain. His youth was spent farming and hunting the beasts and birds of the plains. As he grew older he grew more and more restless with the simple life. Till his 18th birthday where his father gave him a bow some coin and his permission to go find an adventure.
Tommy is a hard worker who's motto is work hard keep it light. He trys to always do the right thing but only knows what he learned in the 10 miles around his farm. This makes him naive and trusting.
His goals are have fun do good and maybe make a coin or 2.
Character Name and Pronouns: Amdaeng Muean ( 'Kathoey' - phuying. She will also accept She/They.)
Character Races: Human.
Character Class: Monk.
Character Backstory: Amdaeng grew up in the city of Fang in Chiang Mai, she established her female identity at a young age though she was always rather more a Tom than any sort of Lady. Her mother worked for Baron Sukamvit as an accountant and it had been arranged on the day of her birth that she would marry the daughter of one of the house stewards. This proved...difficult...with the steward refusing to allow his daughter to marry someone not male-presenting. Amdaeng wasn't bothered either way. Her parents essentially gave up on marrying her off, which suited her fine and after she was sent to the House Almighty to get her out of the way she fixed her eye on one day competing in the Trial of Champions ( known among the common folk as Deathtrap Dungeon.) Unfortunately as a young teenager she got mixed up with the wrong crowd and ended up stealing from someone who both recognised her and knew her parents.......it was either banishment or see her parents and extended family brought down in disgrace....she was getting bored of Fang anyway and took a barge along the River Kok to the sea and then made her way south on foot along the coast braving the Kaylong Marshes and other dangers.
Could you give an estimate to how much exploration, social and combat encounters there will be in relation to each other? Just wanting to know if it's worth rolling up a war cleric or rather should go with trickery cleric, fey patron warlock or shepherd druid.
(After initial encounters/ wilderness, we will be headed to the City of Thieves...I hope) I'd say a good mix of combat, some puzzles/ problem solving traps, different social options, maybe some undead, pirates, could also have trolls/ goblins/ and other beasts of the area to contend with. I think war cleric or trickery cleric would both work fine, and we don't have any warlocks or druid applicants yet so there's that)
(Hi! I see some familiar faces here :). I'm not familiar with this setting, but I'd love to apply regardless! I'll get a character up as soon as I can.)
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The small Port of Rentarn lies in the north-west corner of Allansia. A small fishing village, it is known to attract those seeking treasure. After the Trolltooth Wars, many uncovered ruins and mines were left behind or forgotten. This town would serve as a great place to find your path in this world, and perhaps your fortune.
Seeking new PC’s to start on a fighting fantasy-based journey in the land of Allansia.
Allansia
This campaign will emphasize role-playing, wit, humor, and creativity to work through problems. Rules lawyers need not apply, we are trying to build an easy-going group that wants to have an enjoyable experience.
If this sounds like something you are looking for, read the character creation rules and apply below
We will be playing Play By Post (PBP) and I would ask that you try to post several times/ week.
Character Creation Rules:
Application Format:
Recruitment will end when I find a good starting group. I will be accepting four or five players. If you have any questions, let me know! Game will start mid-September ish or when we are all ready.
Well, this seems like a Rather exciting idea for a campaign! Would a Full Blooded Orc be allowed, or are only Half-Orcs allowed for Character Creation?
Back Once more. Stand Proud Brothers, Till the Sky May Fall and Until the Sun Darks out. Let us ring the Drums of Liberation!
O' Great One, I pledge my Blade to you.
I don't have content sharing, but you could give it a go. Here is a link to some lore for Orcs in Allansia. I suspect you would need to be an orphan or something, to make it work.
Orcs in Allansia
Ability scores: 14 14 16 9 12 13.
Paevira, wood Elf Rogue
Back story: In her teens, Paevira was rambunctious and defiant against her strict family and their stuffy traditions. She ran away after a particularly terrible fight with her father over her association with a human boy from a nearby farm sted. She quickly realized how much more difficult life was without the care and funding of her family and she took up with an elderly hafling woman who ran a small smuggling operation. Paevira’s agility and daring nature helped her to excel at the required skills the halfling matron taught her. She is finally ready to be sent out on her own mission to make her fortune.
https://www.dndbeyond.com/sheet-pdfs/Dwar_farquar_129984480.pdf
While i am not familiar with the book series, it sounds like a fun setting
Sounds cool. I'll roll up some stats, brainstorm a character concept and get back to this.
Aside from what is already mentioned under usable races, any other limitations we need to know?
Question: if we are the good guys, then what's the stance on using necromancy or some of the more "evil" flavoured subclasses such as Death Cleric, Conquest Paladin, Necromancy Wizard, etc? Not roleplaying evil but using more evilish powers or magic.
Adding rolls here to counter the modified rolls error: 15 15 12 9 9 11
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
It would be "not good" to be a death cleric, use necromancy, and generally "evil" viewed magic. But, maybe you have an interesting idea that could work for some reason. PC was an apprentice of an evil necromancer, learned spells, decided not the life for them, ran away? Conquest paladin not so good, other types of paladins better
Its a fun world, feel free to create a character.
Sounds cool! Let's see what I get:
Ability scores: 8 14 14 13 15 11
Ability scores: 10 15 12 9 14 13
Chase Kragen
Hill Dwarf Cleric of Order LN WIP more details to follow.
Mossi Marblebranch, female gnome wizard.
https://www.dndbeyond.com/characters/129991341/XAtOzV
From an early age, Mossi showed a remarkable intellect and a deep curiosity about the world around her. While other gnome children played in the enchanted forests or tinkered with clever contraptions, Mossi was drawn to the mysteries hidden within the pages of ancient tomes. Her parents, both scholars dedicated to preserving the knowledge of their people, encouraged Mossi's intellectual pursuits. They nurtured her love of learning, often finding her patiently explaining complex concepts to others who couldn't grasp them as quickly. Mossi took great joy in helping those around her, always ready to share her knowledge with anyone willing to listen.
Having recently left her hometown for the first time, Mossi sets off for the Port of Rentarn, having heard that there are fascinating ruins and forgotten lore to be found there.
super interested in joining!
character name: Violet
character pronouns: she/her
race: Half-Orc
class: Barbarian
backstory:
There was a time when Violet was willing to forge new friendships with others, despite how people saw her kind. But trust can be fickle, especially when coin is involved. Violet & her close family always sought out mercenary work as a team to take care of each other. But when Violet introduced a new acquaintance to join in the family’s next job, it had horrible consequences. An ambush orchestrated by a dragon, left Violet mortally wounded & her entire family slaughtered. Years later & with with no other safer options, Violet struggles with still having to pursuing a career, at least in part, responsible for a big source of her trauma but hopes to find an opportunity lucrative enough to finally put down her sword & heal.
dndbeyond sheet: https://www.dndbeyond.com/sheet-pdfs/ro0tlitee_129987030.pdf
I had an idea but it involved Animate Dead and was more focused towards combat.
I think I'll shelve it for now. Got plenty of ideas to try anyway.
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
Interested
Ability scores: 16 16 16 18 15 15
Verlang is Chase’s Deity he works hard at his craft and pushes others to do their best. He has a piece of jewelry from his inheritor background. His intention is to use it to help make a dwarven thrower. Chase has a hard time with charity and generosity, seeing others rise to positions based on anything other then personal achievements causes an instant dislike in his perspective.
Chase harbors a secret in his past, his inheritance was taken not given and a big part of the reason Chase will not return home until his project is completed, he does not share this information with anyone.
Wow
Character Name and Pronouns: Tommy (He/him)
Character Races: Halfling
Character Class Ranger
Character Backstory: Tommy grew up in a small farming Hamlet on the windward plain. His youth was spent farming and hunting the beasts and birds of the plains. As he grew older he grew more and more restless with the simple life. Till his 18th birthday where his father gave him a bow some coin and his permission to go find an adventure.
Tommy is a hard worker who's motto is work hard keep it light. He trys to always do the right thing but only knows what he learned in the 10 miles around his farm. This makes him naive and trusting.
His goals are have fun do good and maybe make a coin or 2.
Character Sheet: https://www.dndbeyond.com/characters/129992248
Could you give an estimate to how much exploration, social and combat encounters there will be in relation to each other? Just wanting to know if it's worth rolling up a war cleric or rather should go with trickery cleric, fey patron warlock or shepherd druid.
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
(After initial encounters/ wilderness, we will be headed to the City of Thieves...I hope) I'd say a good mix of combat, some puzzles/ problem solving traps, different social options, maybe some undead, pirates, could also have trolls/ goblins/ and other beasts of the area to contend with. I think war cleric or trickery cleric would both work fine, and we don't have any warlocks or druid applicants yet so there's that)
(Hi! I see some familiar faces here :). I'm not familiar with this setting, but I'd love to apply regardless! I'll get a character up as soon as I can.)