I've recently had two players drop out of a campaign I've been running, and I'm looking for two 3rd level characters to replace them. Official content only, no orcs, yuan-ti, lizardfolk, goblins, hobgoblins, bugbears, kenku, kobolds, gith, or half-orcs. Point Buy or Standard Array, Milestone Advancement. Post your application to this thread. Bards, Clerics, Druids, Sorcerers, Warlocks, and Wizards will be prioritized. The party currently consists of a Rogue, a Ranger, a Blood Hunter, and a Paladin.
Thanks for your interest!
CAMPAIGN INFORMATION
You are members of the Last Alliance, dedicated to resisting the hordes of the Fallen Lords as they seek to consume all of Atlas. You will travel the continent of Atlas, combating monsters, exploring the Thirteen Kingdoms, and restoring hope to the shattered continent.
SYNOPSIS Atlas is a land consumed in war. The fell hordes of the Fallen Thirteen have overrun the continent, and many nations have fallen before their savage onslaught. The Age of Mortals comes to a close.
It is a dark chapter in the book of Atlas. Perhaps you can turn the page...
HISTORY In the First Age of Mortals, Atlas was a land of peace and prosperity. Scholars, philosophers, artists, priests, mages, and adventurers gathered at The Thirteen Cities of Gold and Glass to discuss news, share knowledge, and trade tales. The farming communities scattered across the continent provided the Thirteen Cities with meat, vegetables, and fish in exchange for manufactured goods which were almost impossible to obtain in the rural areas of the continent. Under the rule of the Thirteen Lords of Gold and Glass the economy prospered and the arts thrived.
The Fall of Atlas came in the Second Age of Mortals. The delicate balance between the gods of evil and the gods of good was shattered when the dark pantheon temporarily supplanted the light pantheon in the War of Divine Right. The dark gods whispered in the ears of the Thirteen Lords, and they were consumed in greed and hate. The light gods eventually reclaimed their thrones, but the damage was done. The Thirteen Lords, each desiring total dominion over the continent, declared war. The land ran red with the blood of the fallen, and the Thirteen Lords, blinded by greed, watched impassively as Atlas burned. Death stalked the stained land.
Horrified by the ruin which the Thirteen Lords had unleashed upon Atlas, the gods of good passed judgement on the corrupted Cities of Gold and Glass and commanded the earth to swallow it's diseased burden. Thus the glory of civilization was buried in stone. But the tale of the Thirteen was not yet told. The dark gods intervened as the Thirteen Lords fell into the maw of the earth, and stayed the hand of Death as it reached to claim the condemned mortals. 'Blessed' by the gods of evil with the gift of undeath, the Thirteen Lords crawled in the lightless grave which was to confine them for the next thousand years.
But the gods of good were to have the last word. They cursed the Thirteen Lords, transforming them into deformed mockeries of their former selves as punishment for their sins. This story, known as The Fall, stands grim testament to the price of greed.
For centuries the Thirteen dwelt in the ruined world of Tartarus as the world above them struggled to recover from the bloody conflict. Atlas underwent a series of political reforms, and civil war and disease swept across the continent. When the dust finally settled, and peace restored, the Thirteen Lords and their fell hordes broke free of the grave of Tartarus and laid waste to the unsuspecting continent. For the second time, Atlas was consumed in war and red ruin. The southern lands of Atlas have fallen to the savage onslaught, and in desperation the northern nations have forged a last alliance. With the fall of this alliance would come the fall of all Atlas.
THE THIRTEEN FALLEN LORDS The cursed beings known as the Thirteen Fallen Lords reside in Tartarus, which has been their grave and prison for a thousand years. It is located in the bowels of Atlas, a grim mockery of the world above. From the ruins of their former empires they curse the names of the gods of light and plot revenge as their minions wage war on the free races of Atlas, consuming the world in death and fire.
Ugrhun and his savage orc hordes cleave their way through their foes, taking no prisoners as they wage their brutal campaign. Grishnak and his ravening gnoll packs feast on the fallen. Quetzalcoatl and the slithering yuan-ti serve as assassins and scouts, employing stealth and various poisons to assassinate their targets. Bokrug and the primal lizardfolk bludgeon and devour their enemies, rending their warm-blooded opponents limb from limb. Koboldius and his kobold minions ensnare their foes with cunning traps and provide the hordes with siege machines and constructs of war. Tamakukk and his sahuagin hordes drag their screaming foes into the red deep, where the sharks feast. Craven’s kenku scavengers prowl the skies in hot air balloons, causing mass destruction with their black powder bombs. Luna’s lycanthropic hordes afflict all who suffer their bite with the dread curse of lycanthropy, swelling the ranks of the damned. Gormagmoros and his goblin army overwhelm their opponents through cunning and sheer numbers. Arachnilith and her merciless drow army are a force to be reckoned with on the battlefield, and their prowess with the blade is unmatched. Ghengis and his duergar legions employ strategy and effective military tactics to defeat forces twice the size of their own. Mahu, the Thrall of the Pit, summons demons and devils from the Abyss and The Nine Hells to consume his enemies in fire. Perhaps most feared of all is the lich Thagnaez and his gibbering undead hordes which shamble across the battlefield, striking horror into the heart of even the most hardened veteran. And alongside these terrifying hordes lumber fell things which slumbered in Tartarus before the time of The Fall, and have risen to destroy and devour.
THE LAST ALLIANCE The Last Alliance was forged between the northern kingdoms after the fall of the southern nations as a final act of resistance, and is dedicated to protecting the surviving settlements of Atlas from the hordes of the Thirteen Fallen Lords.
Avalon, the great kingdom of men, was the first to sign the pact. It was followed by the dwarven stronghold of Stoengrim, the untamed forests of the Sylvan Dominion, the scattered halfling villages of Buttershire, the dragonborn domain of the Jade Empire, the gnome's walking city of Clockwork, the disreputable underworld city of Ratshamble, the barbarian tribes of the Savage Tundra, the frozen lands of Hamarrheim, the pirates of the Lawless Isles, the ancient desert kingdom of Khamut, the oriental kingdom of Al-Jafari, the sunken city of Atlantis, the mist-veiled jungle city of Tenochtitlan, and hundreds of other scattered cities, towns, villages, and settlements.
Backstory: You were abandoned by your human parents to die in the dangerous forests surrounding your home. They saw you as a devil/fiend/evil being and didn't wish to bring the wrath of the other villagers on themselves, nor be corrupted by this obviously evil creature. Although Teiflings are known, seeing a blue, winged devil born from 2 very human parents can be quite shocking. Although you don't remember your parents, you remember that they left you for dead as a baby. Unusually for Fiend, an archdevil, by the name of Azazel, took pity on your circumstance, seeing you as kin given your appearance. He granted you the gift of magic (even as a newborn baby) and thus giving you the tools to survive on your own in this harsh world. Although it was not without its reasons and plans. You grew up alone, fighting for survival in the harsh wilderness. Occasionally you'd hear a strange voice whispering to you inside you head, trying to make you do strange things or go to strange places. But your feral mind ignored such temptations/coercion's. You had no contact with anything other than animals until your mid-late teens. At which point a group of mercenaries came across you. Among their number was another Tiefling, the only thing that stopped you attacking them. They clothed you, fed you, and even managed to convince you to follow them to their camp. This last part was difficult as the only language you knew was Infernal, and only a few words of that. The group that found you consisted of: -An older female Tiefling Bard (Note) with a flute [reddish-brown/rust coloured skin, small horns that curve backwards into her long black hair, below average height and slight, black eyes] -A young(-ish) male Elf Fighter (Aramil) with dual swords [bluish-white skin, blue skin, gold eyes, tall and slight] -A middle-aged female Earth Genasi Paladin (Sapphire) with a maul [gem-encrusted skin (sapphires), you were given one of these gems as a gift which you now use as a focus, tall and burly] -A young male Lizardfolk Ranger (Sauriv) with a longbow [Looks like the picture on DNDBeyond] -A young female Tabaxi Rogue (Jade) with shortswords [Panther-like appearnce, black fur, average height, average build] On arrival at their camp you found it to include a very diverse range of races and ages. Note took care of you at the camp, providing food and water, clothes, and shelter. There you met Hope, Note's daughter. She taught you to speak, read, and write common, as well as teaching you the rest of infernal. You picked up the speaking side fairly well, taking about a year and half to be fully fluent in both, but you struggled with reading/writing a lot. Even to this day you can only read simple things, deferring to others for the more complex things. -Hope - Vibrant red hue to skin, slightly darker red hair, horns like her mother, black eyes Hope helped temper your feral side, striving to find the kind heart she knew was there. You grew close, becoming fond of each other over the years. Occasionally one or both of you would join the group on their missions and adventures. On one of these adventures the archdevil Azazel managed to steer you towards a cursed item which Hope then put on. A powerful magical necklace that saps years of her life away and providing a form of truesight to her. You silently harbour this horrible secret. Shortly thereafter your Azazel visits you in a dream and offers to break and undo the effects of the curse in exchange for finding a magical item on this mortal realm for him. You reluctantly leave Hope and the group in search of this item. You tell them you are in search of an item to cure her of this curse, a half-lie to protect your secret. Additional: Although you have no vision or real presence on the ethereal plane, those can see in both the material plane and the ethereal see your figure wreathed in blue flame, your eyes burn with a purple hue, and bone spines jut out of your arms, back, and wings. Even after seeing this, Hope still loves you and basically ignores it.
Backstory: Born to a circle of moon worshipping druids, you were taught the ways of magic from a young age. Being part of a nomadic tribe you were often travelling. During one of these travels you were separated from your tribe, forced to survive all alone in the harsh wilderness. You fell back onto your primal instincts, fighting tooth and nail to survive. Some years later you were found in the night by a group of Duergar and dragged down to the deep dark for slavery. It was about a month before you broke free and slaughtered all of them, including the slaves. It took you mere moments to paint the walls and floors with blood. It was another year before you crawled your way back to the surface. You were found by more dwarves, but they looked different and you managed to quell your savagery. The clan took you in and fed you. They prepared you for the real world again, but you quickly left in the night. The wild is your home and you yearned to run wild once more under the shining moon.
Backstory: Built by Duergar using magic of the dark gods to forge weapons and armour for them non-stop. With mindless servitude you performed the task laid before you. As time went on, and iron became in short supply, you began to use any source of iron to forge weapons. Including, pots and pans, door hinges and handles, and other common items. With the death of your creator in a battle, none knew the command words needed to stop your actions. Unable to harm your tough exterior, they told you that there was much iron 'over there' and so you went away to find more materials. You were lost in the underdark for many years, unable to find your way back. 1, 2, 5, 10, 100, who knows. But after all that time you had time to think. Initially the thoughts were "Iron here? No. Maybe iron this way?..." but eventually you became truly sentient, truly aware. So you stopped looking for iron and started looking for people, eventually stumbling across a Deep Gnome trading group, who led you back to their settlement. It was here you truly began to learn the craft of smithing. You travelled to all the different civilisations, Dwarves, Elves, Gnomes, etc. learning the secrets of the craft. It was while with the Dwarves that you found religion a god/goddess of the forge. This god/goddess visited you one day and ignited your core with radiant forge energy. You vowed to become the best smith in all creation, fit to forge for the god/goddess themselves. As part of your search for knowledge you are seeking out a powerful artifacts, weapons and armour.
Backstory: Growing up you always knew you were destined for greater things. You grew up in a small village far from any fronts of the war. A simple enough life, you helped cook for and run one of the local inns. You became a good cook, causing the inn (The Great Oak) to become very popular. (named because it's built around a great oak tree) One day a large group of refugees set up camp just outside the town, feeling the great war. It was peaceful for a few days and they were kind enough. But peacefulness would be short-lived. Several demons began charging the village, the forms already deteriorating with no more magic to sustain their existence on this plane. It was then that the power inside awoke within you. Using a portion of your own life force you were able to prevent the demons from gaining entry to the refugee camp, causing some of them to head towards the manor house on the hill. The home of the noble that oversaw the lands. Several screams were heard from the manor, but you held fast. Too many lives would be lost if you changed your focus to the manor. You stayed conscious just long enough to see the last of demons fade from the world, collapsing along with your protective shield. It was several days before you awoke once more, considerably weaker in body than you had once been. The ordeal had taken its toll. Told that the noble was out for your blood for failing to protect their family, the villagers urge you to leave. They shower you with gifts and supplies for your journey, and you leave your old life behind, guided by some holy entity. You begin your journey to search for those in need, and eventually the war with Mahu.
Female Aasimir life Cleric. Lots of healing since the party doesn't seem to have a healer yet. Her angel guide can tell her to join the party so that gives her a reason to join the group mid adventure.
Arina Cotton was cared for in her childhood by her parents, but while she was still very young, the raging war managed to tear them apart. She lived lonely on the streets the last part of her childhood and early teenage years, at that point another one of her same situation but older age decided to help her, and their partnership went until adulthood. Looking to get herself out of that situation, she decided to leave that friend, giving proper good byes, and along with it, civilization as a whole.
In her new circunstances, she grew attached to nature, and nature grew attached to her, she finally met the peace she was looking to find, and was gifted by nature for it. A few years passed, and she made her return to civilization. She didn't get to find her old friend again, but instead she heard of a group looking to finish the war, remembering what it did to her, and how she was scarred by the years of war, she decided she should join the fight.
Backstory: High in the colored mountains above the dwarven stronghold of Stoengrim the village of Kellkomen is where Brazen was raised. The untamed forest is not far away and alliances between the neighboring dwarf clans and gnome families have been made, remade and sometimes broken. .... (I will finish the back story tonight when I have time.)
One of the devout sects in the dwarven stronghold of Stoengrim is the Order of the Red Forge: shield dwarves devoted to the worship of Tharmekhûl. Their worship is accomplished not by prayer and singing, but by study and application. When they are not learning by the written word, they spend their days at the anvil, forge and workbench. While their philosophy is devoted to peace and service, Tharmekhûl also demands his followers prepare to defend themselves and those who should be defended. The monks train to wield the weapons and tools they forge, yet, historically, the Order does not put their practice to the test.
Barros has been a member of the monastic order for over 200 years. He has gritted his teeth as the Order of the Red Forge has remained almost reclusive, ignoring the plight of Atlas in their quest for peace. Most recently, he has been vocal in his desire for the Order to leave their hallowed halls and aid the fight against the Thirteen Lords. His arguments have only been directed at the elders in private, but the elders have turned deaf ears to his fuming. He is not so bold as to make his dissatisfaction known to anyone outside of the elders. He doesn't wish to disrupt the Order, only to spur it to action.
The elders finally had enough of Barros's arguments, so they devised a plan to rid themselves of their outspoken member. They agreed he should venture forth from Stoengrim to join the Last Alliance as a representative of the Order of the Red Forge. They outfitted him, charged him through a mock ceremony with the task of upholding Tharmekhûl's teachings on the battlefield, and bid him good-bye. As the doors once again swung shut to be locked and barred against the outside world, Barros ventured forth to fight the evil that are the Thirteen Lords.
Barros is a clan crafter skilled in many aspects of crafting. Tharmekhûl has also blessed him with the ability to magically forge items out of metal through meditation. Barros is strong, headstrong, and devout. He always chooses the side of right and good and doesn't understand those who don't. Ultimately, his desire is to rid Atlas of the Thirteen Lords in the name of Tharmekhûl as a representative of his Order.
Those not familiar with the Order of the Red Forge will wonder at his appearance. To show the level of their devotion to the Order and to Tharmekhûl, the monks of the Order of the Red Forge use a special chemical to bleach their hair and skin to make themselves look even more different than Tharmekhûl out of reverence. The process is painful, but the pain is also a form of devotion. Unfortunately, the process is not permanent and must be performed periodically as the skin begins to turn back to its normal hue and the hair and beard grow out.
I've recently had two players drop out of a campaign I've been running, and I'm looking for two 3rd level characters to replace them. Official content only, no orcs, yuan-ti, lizardfolk, goblins, hobgoblins, bugbears, kenku, kobolds, gith, or half-orcs. Point Buy or Standard Array, Milestone Advancement. Post your application to this thread. Bards, Clerics, Druids, Sorcerers, Warlocks, and Wizards will be prioritized. The party currently consists of a Rogue, a Ranger, a Blood Hunter, and a Paladin.
Thanks for your interest!
CAMPAIGN INFORMATION
You are members of the Last Alliance, dedicated to resisting the hordes of the Fallen Lords as they seek to consume all of Atlas. You will travel the continent of Atlas, combating monsters, exploring the Thirteen Kingdoms, and restoring hope to the shattered continent.
SYNOPSIS
Atlas is a land consumed in war. The fell hordes of the Fallen Thirteen have overrun the continent, and many nations have fallen before their savage onslaught. The Age of Mortals comes to a close.
It is a dark chapter in the book of Atlas. Perhaps you can turn the page...
HISTORY
In the First Age of Mortals, Atlas was a land of peace and prosperity. Scholars, philosophers, artists, priests, mages, and adventurers gathered at The Thirteen Cities of Gold and Glass to discuss news, share knowledge, and trade tales. The farming communities scattered across the continent provided the Thirteen Cities with meat, vegetables, and fish in exchange for manufactured goods which were almost impossible to obtain in the rural areas of the continent. Under the rule of the Thirteen Lords of Gold and Glass the economy prospered and the arts thrived.
The Fall of Atlas came in the Second Age of Mortals. The delicate balance between the gods of evil and the gods of good was shattered when the dark pantheon temporarily supplanted the light pantheon in the War of Divine Right. The dark gods whispered in the ears of the Thirteen Lords, and they were consumed in greed and hate. The light gods eventually reclaimed their thrones, but the damage was done. The Thirteen Lords, each desiring total dominion over the continent, declared war. The land ran red with the blood of the fallen, and the Thirteen Lords, blinded by greed, watched impassively as Atlas burned. Death stalked the stained land.
Horrified by the ruin which the Thirteen Lords had unleashed upon Atlas, the gods of good passed judgement on the corrupted Cities of Gold and Glass and commanded the earth to swallow it's diseased burden. Thus the glory of civilization was buried in stone. But the tale of the Thirteen was not yet told. The dark gods intervened as the Thirteen Lords fell into the maw of the earth, and stayed the hand of Death as it reached to claim the condemned mortals. 'Blessed' by the gods of evil with the gift of undeath, the Thirteen Lords crawled in the lightless grave which was to confine them for the next thousand years.
But the gods of good were to have the last word. They cursed the Thirteen Lords, transforming them into deformed mockeries of their former selves as punishment for their sins. This story, known as The Fall, stands grim testament to the price of greed.
For centuries the Thirteen dwelt in the ruined world of Tartarus as the world above them struggled to recover from the bloody conflict. Atlas underwent a series of political reforms, and civil war and disease swept across the continent. When the dust finally settled, and peace restored, the Thirteen Lords and their fell hordes broke free of the grave of Tartarus and laid waste to the unsuspecting continent. For the second time, Atlas was consumed in war and red ruin. The southern lands of Atlas have fallen to the savage onslaught, and in desperation the northern nations have forged a last alliance. With the fall of this alliance would come the fall of all Atlas.
THE THIRTEEN FALLEN LORDS
The cursed beings known as the Thirteen Fallen Lords reside in Tartarus, which has been their grave and prison for a thousand years. It is located in the bowels of Atlas, a grim mockery of the world above. From the ruins of their former empires they curse the names of the gods of light and plot revenge as their minions wage war on the free races of Atlas, consuming the world in death and fire.
Ugrhun and his savage orc hordes cleave their way through their foes, taking no prisoners as they wage their brutal campaign. Grishnak and his ravening gnoll packs feast on the fallen. Quetzalcoatl and the slithering yuan-ti serve as assassins and scouts, employing stealth and various poisons to assassinate their targets. Bokrug and the primal lizardfolk bludgeon and devour their enemies, rending their warm-blooded opponents limb from limb. Koboldius and his kobold minions ensnare their foes with cunning traps and provide the hordes with siege machines and constructs of war. Tamakukk and his sahuagin hordes drag their screaming foes into the red deep, where the sharks feast. Craven’s kenku scavengers prowl the skies in hot air balloons, causing mass destruction with their black powder bombs. Luna’s lycanthropic hordes afflict all who suffer their bite with the dread curse of lycanthropy, swelling the ranks of the damned. Gormagmoros and his goblin army overwhelm their opponents through cunning and sheer numbers. Arachnilith and her merciless drow army are a force to be reckoned with on the battlefield, and their prowess with the blade is unmatched. Ghengis and his duergar legions employ strategy and effective military tactics to defeat forces twice the size of their own. Mahu, the Thrall of the Pit, summons demons and devils from the Abyss and The Nine Hells to consume his enemies in fire. Perhaps most feared of all is the lich Thagnaez and his gibbering undead hordes which shamble across the battlefield, striking horror into the heart of even the most hardened veteran. And alongside these terrifying hordes lumber fell things which slumbered in Tartarus before the time of The Fall, and have risen to destroy and devour.
THE LAST ALLIANCE
The Last Alliance was forged between the northern kingdoms after the fall of the southern nations as a final act of resistance, and is dedicated to protecting the surviving settlements of Atlas from the hordes of the Thirteen Fallen Lords.
Avalon, the great kingdom of men, was the first to sign the pact. It was followed by the dwarven stronghold of Stoengrim, the untamed forests of the Sylvan Dominion, the scattered halfling villages of Buttershire, the dragonborn domain of the Jade Empire, the gnome's walking city of Clockwork, the disreputable underworld city of Ratshamble, the barbarian tribes of the Savage Tundra, the frozen lands of Hamarrheim, the pirates of the Lawless Isles, the ancient desert kingdom of Khamut, the oriental kingdom of Al-Jafari, the sunken city of Atlantis, the mist-veiled jungle city of Tenochtitlan, and hundreds of other scattered cities, towns, villages, and settlements.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Is it okay if my race is an Aasimar? If not its totally fine.
An Aasimar is perfectly acceptable.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
I book a place for a fighter: Benagol
https://www.dndbeyond.com/profile/dndpro100/characters/2187033
he is still at level 1 but it take very little to update him at 2.
He is a warrior but he is a little motherfugger: he has some stealth skills and he is always ready to get best of the situations.
He is quite rude and filthy
,
(A few chars I have ready and are happy to play. Chars are different levels, but all easily changeable to a given level)
Swift (Kairon), Feral Variant Tiefling (winged), Warlock (Fiend) https://ddb.ac/characters/5401123/WFUM4c
Background : Mercenary Veteran
Backstory: You were abandoned by your human parents to die in the dangerous forests surrounding your home. They saw you as a devil/fiend/evil being and didn't wish to bring the wrath of the other villagers on themselves, nor be corrupted by this obviously evil creature. Although Teiflings are known, seeing a blue, winged devil born from 2 very human parents can be quite shocking. Although you don't remember your parents, you remember that they left you for dead as a baby. Unusually for Fiend, an archdevil, by the name of Azazel, took pity on your circumstance, seeing you as kin given your appearance. He granted you the gift of magic (even as a newborn baby) and thus giving you the tools to survive on your own in this harsh world. Although it was not without its reasons and plans. You grew up alone, fighting for survival in the harsh wilderness. Occasionally you'd hear a strange voice whispering to you inside you head, trying to make you do strange things or go to strange places. But your feral mind ignored such temptations/coercion's. You had no contact with anything other than animals until your mid-late teens. At which point a group of mercenaries came across you. Among their number was another Tiefling, the only thing that stopped you attacking them. They clothed you, fed you, and even managed to convince you to follow them to their camp. This last part was difficult as the only language you knew was Infernal, and only a few words of that. The group that found you consisted of: -An older female Tiefling Bard (Note) with a flute [reddish-brown/rust coloured skin, small horns that curve backwards into her long black hair, below average height and slight, black eyes] -A young(-ish) male Elf Fighter (Aramil) with dual swords [bluish-white skin, blue skin, gold eyes, tall and slight] -A middle-aged female Earth Genasi Paladin (Sapphire) with a maul [gem-encrusted skin (sapphires), you were given one of these gems as a gift which you now use as a focus, tall and burly] -A young male Lizardfolk Ranger (Sauriv) with a longbow [Looks like the picture on DNDBeyond] -A young female Tabaxi Rogue (Jade) with shortswords [Panther-like appearnce, black fur, average height, average build] On arrival at their camp you found it to include a very diverse range of races and ages. Note took care of you at the camp, providing food and water, clothes, and shelter. There you met Hope, Note's daughter. She taught you to speak, read, and write common, as well as teaching you the rest of infernal. You picked up the speaking side fairly well, taking about a year and half to be fully fluent in both, but you struggled with reading/writing a lot. Even to this day you can only read simple things, deferring to others for the more complex things. -Hope - Vibrant red hue to skin, slightly darker red hair, horns like her mother, black eyes Hope helped temper your feral side, striving to find the kind heart she knew was there. You grew close, becoming fond of each other over the years. Occasionally one or both of you would join the group on their missions and adventures. On one of these adventures the archdevil Azazel managed to steer you towards a cursed item which Hope then put on. A powerful magical necklace that saps years of her life away and providing a form of truesight to her. You silently harbour this horrible secret. Shortly thereafter your Azazel visits you in a dream and offers to break and undo the effects of the curse in exchange for finding a magical item on this mortal realm for him. You reluctantly leave Hope and the group in search of this item. You tell them you are in search of an item to cure her of this curse, a half-lie to protect your secret. Additional: Although you have no vision or real presence on the ethereal plane, those can see in both the material plane and the ethereal see your figure wreathed in blue flame, your eyes burn with a purple hue, and bone spines jut out of your arms, back, and wings. Even after seeing this, Hope still loves you and basically ignores it.
Phantom, Ghostwise Halfling, Druid (Circle of the Moon) https://ddb.ac/characters/7526604/X9QYps
Background: Outlander
Backstory: Born to a circle of moon worshipping druids, you were taught the ways of magic from a young age. Being part of a nomadic tribe you were often travelling. During one of these travels you were separated from your tribe, forced to survive all alone in the harsh wilderness. You fell back onto your primal instincts, fighting tooth and nail to survive. Some years later you were found in the night by a group of Duergar and dragged down to the deep dark for slavery. It was about a month before you broke free and slaughtered all of them, including the slaves. It took you mere moments to paint the walls and floors with blood. It was another year before you crawled your way back to the surface. You were found by more dwarves, but they looked different and you managed to quell your savagery. The clan took you in and fed you. They prepared you for the real world again, but you quickly left in the night. The wild is your home and you yearned to run wild once more under the shining moon.
The Smith, Envoy Warforged, Cleric (Forge Domain) https://ddb.ac/characters/9713597/VzSiMW
Background: Guild Artisan
Backstory: Built by Duergar using magic of the dark gods to forge weapons and armour for them non-stop. With mindless servitude you performed the task laid before you. As time went on, and iron became in short supply, you began to use any source of iron to forge weapons. Including, pots and pans, door hinges and handles, and other common items. With the death of your creator in a battle, none knew the command words needed to stop your actions. Unable to harm your tough exterior, they told you that there was much iron 'over there' and so you went away to find more materials. You were lost in the underdark for many years, unable to find your way back. 1, 2, 5, 10, 100, who knows. But after all that time you had time to think. Initially the thoughts were "Iron here? No. Maybe iron this way?..." but eventually you became truly sentient, truly aware. So you stopped looking for iron and started looking for people, eventually stumbling across a Deep Gnome trading group, who led you back to their settlement. It was here you truly began to learn the craft of smithing. You travelled to all the different civilisations, Dwarves, Elves, Gnomes, etc. learning the secrets of the craft. It was while with the Dwarves that you found religion a god/goddess of the forge. This god/goddess visited you one day and ignited your core with radiant forge energy. You vowed to become the best smith in all creation, fit to forge for the god/goddess themselves. As part of your search for knowledge you are seeking out a powerful artifacts, weapons and armour.
Ewyn Gilvas, Variant Aasimar, Sorcerer (Divine Soul) https://ddb.ac/characters/9891864/pWUBNC
Background: Folk Hero
Backstory: Growing up you always knew you were destined for greater things. You grew up in a small village far from any fronts of the war. A simple enough life, you helped cook for and run one of the local inns. You became a good cook, causing the inn (The Great Oak) to become very popular. (named because it's built around a great oak tree) One day a large group of refugees set up camp just outside the town, feeling the great war. It was peaceful for a few days and they were kind enough. But peacefulness would be short-lived. Several demons began charging the village, the forms already deteriorating with no more magic to sustain their existence on this plane. It was then that the power inside awoke within you. Using a portion of your own life force you were able to prevent the demons from gaining entry to the refugee camp, causing some of them to head towards the manor house on the hill. The home of the noble that oversaw the lands. Several screams were heard from the manor, but you held fast. Too many lives would be lost if you changed your focus to the manor. You stayed conscious just long enough to see the last of demons fade from the world, collapsing along with your protective shield. It was several days before you awoke once more, considerably weaker in body than you had once been. The ordeal had taken its toll. Told that the noble was out for your blood for failing to protect their family, the villagers urge you to leave. They shower you with gifts and supplies for your journey, and you leave your old life behind, guided by some holy entity. You begin your journey to search for those in need, and eventually the war with Mahu.
https://ddb.ac/characters/9886901/K01V7X
Female Aasimir life Cleric. Lots of healing since the party doesn't seem to have a healer yet. Her angel guide can tell her to join the party so that gives her a reason to join the group mid adventure.
Name: Arina Cotton (Character Sheet)
Race: Lightfoot Halfling
Class: Druid - Circle of the Shepherd
Backstory: (Urchin Background)
Arina Cotton was cared for in her childhood by her parents, but while she was still very young, the raging war managed to tear them apart. She lived lonely on the streets the last part of her childhood and early teenage years, at that point another one of her same situation but older age decided to help her, and their partnership went until adulthood. Looking to get herself out of that situation, she decided to leave that friend, giving proper good byes, and along with it, civilization as a whole.
In her new circunstances, she grew attached to nature, and nature grew attached to her, she finally met the peace she was looking to find, and was gifted by nature for it. A few years passed, and she made her return to civilization. She didn't get to find her old friend again, but instead she heard of a group looking to finish the war, remembering what it did to her, and how she was scarred by the years of war, she decided she should join the fight.
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Name: Brazen Kelljo
Race: Half-elf
Class: Sorcerer/Warlock
Backstory: High in the colored mountains above the dwarven stronghold of Stoengrim the village of Kellkomen is where Brazen was raised. The untamed forest is not far away and alliances between the neighboring dwarf clans and gnome families have been made, remade and sometimes broken. .... (I will finish the back story tonight when I have time.)
Lot's of stuff ...
Barros Hammerstone
Mountain Dwarf Cleric of the Forge 3
One of the devout sects in the dwarven stronghold of Stoengrim is the Order of the Red Forge: shield dwarves devoted to the worship of Tharmekhûl. Their worship is accomplished not by prayer and singing, but by study and application. When they are not learning by the written word, they spend their days at the anvil, forge and workbench. While their philosophy is devoted to peace and service, Tharmekhûl also demands his followers prepare to defend themselves and those who should be defended. The monks train to wield the weapons and tools they forge, yet, historically, the Order does not put their practice to the test.
Barros has been a member of the monastic order for over 200 years. He has gritted his teeth as the Order of the Red Forge has remained almost reclusive, ignoring the plight of Atlas in their quest for peace. Most recently, he has been vocal in his desire for the Order to leave their hallowed halls and aid the fight against the Thirteen Lords. His arguments have only been directed at the elders in private, but the elders have turned deaf ears to his fuming. He is not so bold as to make his dissatisfaction known to anyone outside of the elders. He doesn't wish to disrupt the Order, only to spur it to action.
The elders finally had enough of Barros's arguments, so they devised a plan to rid themselves of their outspoken member. They agreed he should venture forth from Stoengrim to join the Last Alliance as a representative of the Order of the Red Forge. They outfitted him, charged him through a mock ceremony with the task of upholding Tharmekhûl's teachings on the battlefield, and bid him good-bye. As the doors once again swung shut to be locked and barred against the outside world, Barros ventured forth to fight the evil that are the Thirteen Lords.
Barros is a clan crafter skilled in many aspects of crafting. Tharmekhûl has also blessed him with the ability to magically forge items out of metal through meditation. Barros is strong, headstrong, and devout. He always chooses the side of right and good and doesn't understand those who don't. Ultimately, his desire is to rid Atlas of the Thirteen Lords in the name of Tharmekhûl as a representative of his Order.
Those not familiar with the Order of the Red Forge will wonder at his appearance. To show the level of their devotion to the Order and to Tharmekhûl, the monks of the Order of the Red Forge use a special chemical to bleach their hair and skin to make themselves look even more different than Tharmekhûl out of reverence. The process is painful, but the pain is also a form of devotion. Unfortunately, the process is not permanent and must be performed periodically as the skin begins to turn back to its normal hue and the hair and beard grow out.
Thanks to everyone who applied! I have selected the two characters I think will provide the best balance to the party.
Cheers, - JJ
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash