Promising recruits are trained here under the tutelage of experienced spelljammers, who prepare fledgling spacefarers for the perils of Wildspace and the Astral Sea. Cadets learn the finer points of ship-to-ship combat, space exploration, and (in some cases) clandestine operations. The newest batch of recruits has just arrived after a long, arduous sea voyage, but there’s still much to do! Although it’s business as usual at Spelljammer Academy, the new cadets soon learn that strange things are afoot.
"My name is Corben Merrick and I ll make you into something worth it." A shout fills the field where you are all standing at attention.
In your mind, you play back all that has brought you here.
The voice shouts once more taking you out of your reverie.
" I will take a group of 6 for our next foray into the unknown. " There is a pause. " You are not ready for this adventure....."
Welcome to a spelljammer game.
What Kind of Game I'm Looking For
Post Frequency. I would like for participants to check the campaign thread at least once a day, however, I will not be strict about this (we all have lives, I know) . As long as you’re not inactive for 2 or more days without notifying me ahead of time, you’ll be fine. I would prefer that people check more frequently during combat, as PbP combat is extremely slow.
Characters who interact with each other and NPCs believably. Be willing to roleplay believable interactions with each other. Don’t hesitate to let your character’s personality clash with others. If you disagree with another character or NPC, don’t keep silent for fear of “disrupting the game”. Make friends and enemies in the way that best suits their character. HOWEVER, this must be done within reason. Generally, you should act in a way that serves the party’s common interest. If you want to make a major decision without consulting your party members in-game, please do it in the out-of-game chat.
Submitting ideas: I m open to suggestions and any ideas. If you think you would benefit from an NPC, a place, or a plot you can ( must ) submit it to me. That is the only way you can gain inspiration point. ( Other players can submit ideas for you characters and vote for the best idea )
Some capacity to think outside the box. Interact with the environment. This is an Underdark survival campaign. There’s weird stuff everywhere. Use it to your advantage. Come up with plans that go beyond “charge head-on towards the monster and hit it with our highest-damage attacks until it dies” (this might get you killed). I don’t expect everyone to be master tacticians, of course, but for both your sake and mine, I’d like to see variety in player tactics.
Character Creation
Ability Scores: Please use either, Roll 4d6 reroll 1 or Point Buy
Races: Anything that exists in the Forgotten Realms. Even then, I won’t be strict as long as you have a backstory to justify a non-Realms race.
Classes: No class restrictions whatsoever. As long as it appears in an official sourcebook (I will also allow the Blood Hunter class).
Level: Start at level 1 (Milestone based progression)
Backgrounds: You can create a custom background if you like, though if you do so, please share what starting equipment is included with your background. I may request adjustments.
Equipment: Use starting equipment granted by your class and background. When choosing equipment, I will implement one house rule concerning weapons: you may swap out any melee weapon for any other melee weapon that uses the same type and amount of damage dice. For example, if playing a cleric, you may swap a warhammer for a battleaxe.
Your Submission
Name
Race (subrace as well)
Class (if you are a cleric, sorcerer, or warlock, include specifics as well)
Background (if custom, please include the starting equipment this includes)
Personality (summarize in a paragraph)
Backstory (should end with an explanation of why you wanted to join the group and venture into space)
How I Do Combat
For quickness and fluidity, I will probably be the one throwing the dice for the initiative.
Players will be asked to react as soon as they can during the action and if you don't for 24h I will bot your character. ( No worries I usually ask for a few pointers on the character to stick to the main focus. )
You can send your character submission either on this thread or via PM.
Class (if you are a cleric, sorcerer, or warlock, include specifics as well): Artificer
Background (if custom, please include the starting equipment this includes): Sage
Personality (summarize in a paragraph): Trinni is the embodiment of curiosity turned into ingenuity. Sometimes she leaps before looking, and sometimes she examines instead of running, but that isn't because she's brave. She would rather get out of a jam using her head, but has equipped herself for the times when brute force (or a well-placed firebolt) is the best or only option. She's fascinated by the stars, and that's why she's joined Spelljammer Academy. There are far too few books on the subject. If you haven't met Trinni, it won't take long before you feel like you know her pretty well; she's an open book.
Backstory (should end with an explanation of why you wanted to join the group and venture into space): Trinni has always loved books and learning. She has a naturally curious and optimistic attitude. She spends about two-thirds of her time reading and studying, and one-third of her time tinkering and building. Her favorite subject is astronomy. She is practically obsessed with it. Unfortunately, there are too few books on the subject to satiate her thirst for knowledge. She spent some time at Candlekeep, but the libraries she obtained access to did not provide enough new information, and the more she pressed to access the more restricted libraries, the more stubborn the librarians became until she was finally asked to leave. Her next adventure was to spend about six months on a sailing vessel training to be a navigator. She loved examining the stars and their configurations, and using them to triangulate the ships location and to plot courses. But as soon as she had that mastered, she lost interest. So, when the opportunity to join Spelljammer Academy presented itself, she jumped at the chance. Well, she actually spent the next year building and perfecting a suit of enhanced armor that increases her strength and dexterity, gives her magical abilities, and protects her. Once ready, she joined with her sights set on Wildspace. Her aim is to earn the chance to examine the stars up close.
Personality: River is always willing to help someone, sometimes being too willing, especially if they show signs of faith and religion. An eternal optimist who may get into difficult situations because the challenges and risks have been overlooked.
Now here's a classic -- the numbers have changed WITHOUT corrupted dice rolls???? And now they changed again...the values don't total to the displayed roll, lol.
Backstory Zeb was always a curious child. When he was a wee lad he learnt how to use wood carvers tools and his father bought him an alchemy set. He would carve out wooden boats and make fuels to power them. One day he saw a flying ship and in character he tried to make one of his toys fly but the experiment blew up in his face! Partially blinded his father Tunket being an artificer himself replaced Zebs eye with an artificial magic one, He could see out of that eye again and, he can see at night like it was almost day. The ship since then haunted his dreams. He swore he'd pilot one or at least be part of the crew
I'm curious.... Are you also "TheDungeonista" ? Your post is pretty much the same.... :D
Just for the fun here's my Rolls : Ability scores: 111714141113
Name: Smoking Mirror (Smoke)
Race Tabaxi
Class: Rogue, going Swashbuckler
Background : Gambler
Personality:
- Every copper wants to be a silver. Each bet is an opportunity. The perfect bet is out there somewhere. I just have to keep my eyes open. - Bravery. If you want to succeed, you have to take risks. (Chaotic) - A criminal syndicate I once played for isn’t happy I left the game, and its enforcers are looking for me. - I’m a great gambler. I’m just bad at math and logic. - My curiosity is currently fixed on: A magic item - You never wear the same outfit twice, unless you absolutely must.
Backstory (in a few sentences):
Since her young age she is intrigued by Tales and Artefect. She want to find an old Tome that makes you even more dexterous.
Decided to travel the world and started to gamble to makes some money
Did some bad calls and owes a LOT of money to a criminal group
Decided to disappear and venturing in space seems like a good call !
This post has potentially manipulated dice roll results.
Ability Scores: Ability scores: 161314171511
(I edited the post to add backstory, I promise I didn't touch the rolls. I think it flagged me because I hit enter to move the cursor down here.)
Name: Halbert "Grim" Grimbrow Race: Duergar Class: Fighter (Going Rune Knight) Background: Far Traveler Personality: Grim is quiet, skittish and superstitious due to years spent amid Duergar society in the Underdark. He's seen his fair share of battle, but rather than revel in violence he simply sees it as a means to defend himself. He never bought into the Duergar propensity to expand ones domain and riches at all cost, and never had the same greed on display among his kin. He dies still have a desire that draws him forward though: To see new sights. Once he left the Underdark, he was overtaken with a sense of wanderlust. Rather than just stick to Faerun though, his eyes immediately gravitated towards the night sky. He wants to know everything that is, was, and can be. Despite this, he's distrustful of others due to how he was treated by both his kinsmen and the surface dwellers. It will take him a while to open up fully to anyone he's just met, though the idea of travelling the stars where he won't be persecuted for his appearance and background gives him hope for the future. Over time I plan to have him come out of his shell so that his true, unhindered personality comes into view.
Backstory: Grim was born and raised in Dunspeirrin, the son of a Stone Guard, in the year 1313 DR, and upon reaching adulthood was immediately conscripted into the army to join the fray against the Army of Gold. He didn't have the same fervor for battle as his fellows, and was soon appointed to the "lowly" position of maintaining equipment while divisions of the army travelled. Despite this, he witnessed countless horrors in the Underdark, but unlike his brethren he didn't have the fortitude to simply push such trauma aside. Eventually he defected, climbing his way to the surface in hopes of building a life away from the seemingly never-ending conflict below. He emerged onto the surface at night, and his first view of the outside world was a glittering starlit sky. Grim has traveled ever since, seeking a place where he can at least live peacefully. He hasn't had much luck on that front, however. At one point, while he slept alone in the woods, a fey being decided to give him his wish of seeing the universe (unbeknownst to him) just for the sake of entertainment. The Fey wanted to see if a Duergar who spent his entire life underground would be able to handle himself in the greater wilds beyond, and thus took him to Stardock. He awoke there aboard the floating asteroid city, not knowing how he even arrived. After spending some time there, he made a few acquaintances. Hearing tell of an Academy that prepares new Spelljammer crews for adventure, Grim happily enlisted as potential muscle for such a group.
Name:Tylrila Race: Half Elf Class: Cleric (Trickery Domain) Background: Charlatan Personality: Tylrila is a fast talking con woman and petty thief turned priestess of Tymora. She has little in the way of book smarts but more than makes up for it with a combination of steer smarts and charm that give the (usually incorrect) impression that she knows what she is talking about. For all her selfishness and love of easy coin and the easy way out she does have a buried heart of gold and has many lines she won't cross and marks she won't target even if she has to lie to herself about the reason why - Tyrila would be mortified to be thought a goody two shoes! She is also genuinely religious, having enthusiastically followed the goddess of luck since long before she took up holy orders. Backstory : A half-elf scoundrel from Amn,Tylrila has had many adventures in her twenty seven years even if most of them could be better termed misadventures. A sometime thief, gambler and (especially) con woman she has won and lost small fortunes, broken many hearts and left a trail of enemies up and down the Sword Coast eager for her head. At one point she sought sanctuary in a temple of Tymora, disguising herself as an initiate in order to hide from bounty hunters. It was meant to be temporary but the faith of the Luck Goddess genuinely proved inspirational to the young charlatan and she took up holy orders, eventually becoming a priestess after copying the exam results of another, more intellectually gifted acolyte (Tymora would understand Tyrila reasoned.)
The decision to join the academy came during a dice game in tavern with three Wildspace sailors. Though she took their gold easily enough it was the stories of the vast and mysterious universe out and up there that really struck Tyrila. Think of the chance for adventure and wealth! True to her faith she rolled a die to determine whether she take the risk. The goddess seemed to think she should take the gamble so she signed up.
(The fact that yet more vengeful times from her past had shown up in town was merely coincidence of course...)
Ability Scores (Post Adjustment)(Rolls from character generator dice roller, 4d6, no re-rolls required!)
Strength 15
Dexterity 13
Constitution 15
Intelligence 14
Wisdom 15
Charisma 17
Background Soldier
Personality Everything outside Evereska is new to Karlis, and he's still not sure of his place in the world. He wishes to become a renowned warrior, respected among his king and a credit to Meilikki. He knows the lore of his people and seems to always have an inspiring tale to tell when things are down. He can stare down the most dreadful foe, even when every fiber of his being tells him to turn and flee. He will never leave a companion behind, no matter the risk to himself. But apart from all that, he knows that each must find their own way in the world, and so long as an idea isn't evil to the core, he's willing to let disagreements lie. To each their own, right or wrong, so long as they leave others alone Karlis can do likewise.
Backstory Not long after coming of age, Karlis came to Evereska, curious to explore the world of Toril. Growing restless in the confines of the city, he heard of a dark spell that cast a perpetual shadow over the north, allowing orcs and drow to make war with the surface dwellers. Seeking to make a name for himself as a warrior, he traveled many miles to the Silver Marches to join the fight against the powers of darkness. Arriving at Silverymoon, he found that the city had pledged aid to the dwarves battling the enemy but hadn't delivered it. Karlis raised a small band of citizens who were believed that it was necessary to take the fight to the orcs. They elected him their sergeant and marched to Sundabar a short distance to the east. However, they were unprepared for the waves of orcs that besieged the great dwarven city and were nearly slaughtered to the last man. Only Karlis and two others survived to flee back to Silverymoon. Disillusioned, he returned to Evereska, wondering what he had done wrong. And so, he searches for a way to redeem himself. Aha, someone who wishes to train others in the way of sailing the Astral Sea? Well, this might be a way to better himself, and learn something useful along the way...
Scores : 15 10 17 9 12 16 (rolled, just not here. Added Race thangs)
Personality:Aldrick is a diplomat through and through. He always tries to calm any arguments, and will always lean on his tongue to navigate problems he encounters rather than his sword. Despite being well trained in swordfighting, he only resorts to it when absolutely necessary, believing that needless violence is for fools. He always has good intentions, but has trouble loosening up. He always looks out for people, so he tends to be a bit of a party pooper.
Backstory bullet points:
1. Son of an oath of Conquest Paladin
2. Was trained to follow in his father's footsteps
3. The noble his father was serving, Xavier Valzo, forced his father as well as his compatriots to commit atrocities to keep him in power.
4. His father, refusing to kill for Xavier, broke his Oath of Conquest, and quit from his service
5. Horrified by the ordeal, Aldrick took up the art of diplomacy, and other ways to end a fight without bloodshed.
6. When he was 18, he left his home to serve others as a diplomat and bodyguard, although he always preferred to use his words and only bring out his sword when absolutely necessary
Personality : The adopted son of the tribal chieftain, Yloric is not afraid to speak his opinion and a bit overconfident in his abilities. He tries to be kind, but can be condescending. His first thought, and probably second and third as well, when confronted with a problem is to steamroll it with either intimidation or physical force.
Backstory: found as an infant by a tribe of human barbarians, raised as the adopted son of the chieftain. Left the tribe at the death of his father when his jealous brother assumed the mantle of leadership. Looking for a new start, glory and fame, and companionship after being rejected by family and tribe.
This post has potentially manipulated dice roll results.
Ability scores: 161114151411
Name: Ka'truu Race: Thri-kreen Class: Wizard Background: Wildspacer Personality: Selfconcious, shy, and cautious of these strange races and places. However, he has a steadfast, reliable, and loyal nature, with a cause to give him the courage to face these new scary things.
Backstory: Caught by one of the Spelljamming crews, Ka'truu was brought back to the academy to be studied. He is now free and looking for a means to find his family again, and maybe even a new home where they might expand.
(don't know why the dice rolls changed, but oof, they're actually worse now xD regrets not saving the first ones)
Welcome to Spelljammer Academy!
Promising recruits are trained here under the tutelage of experienced spelljammers, who prepare fledgling spacefarers for the perils of Wildspace and the Astral Sea. Cadets learn the finer points of ship-to-ship combat, space exploration, and (in some cases) clandestine operations. The newest batch of recruits has just arrived after a long, arduous sea voyage, but there’s still much to do! Although it’s business as usual at Spelljammer Academy, the new cadets soon learn that strange things are afoot.
"My name is Corben Merrick and I ll make you into something worth it." A shout fills the field where you are all standing at attention.
In your mind, you play back all that has brought you here.
The voice shouts once more taking you out of your reverie.
" I will take a group of 6 for our next foray into the unknown. " There is a pause. " You are not ready for this adventure....."
Welcome to a spelljammer game.
What Kind of Game I'm Looking For
Post Frequency. I would like for participants to check the campaign thread at least once a day, however, I will not be strict about this (we all have lives, I know) . As long as you’re not inactive for 2 or more days without notifying me ahead of time, you’ll be fine. I would prefer that people check more frequently during combat, as PbP combat is extremely slow.
Characters who interact with each other and NPCs believably. Be willing to roleplay believable interactions with each other. Don’t hesitate to let your character’s personality clash with others. If you disagree with another character or NPC, don’t keep silent for fear of “disrupting the game”. Make friends and enemies in the way that best suits their character. HOWEVER, this must be done within reason. Generally, you should act in a way that serves the party’s common interest. If you want to make a major decision without consulting your party members in-game, please do it in the out-of-game chat.
Some capacity to think outside the box. Interact with the environment. This is an Underdark survival campaign. There’s weird stuff everywhere. Use it to your advantage. Come up with plans that go beyond “charge head-on towards the monster and hit it with our highest-damage attacks until it dies” (this might get you killed). I don’t expect everyone to be master tacticians, of course, but for both your sake and mine, I’d like to see variety in player tactics.
Character Creation
Your Submission
How I Do Combat
For quickness and fluidity, I will probably be the one throwing the dice for the initiative.
Players will be asked to react as soon as they can during the action and if you don't for 24h I will bot your character. ( No worries I usually ask for a few pointers on the character to stick to the main focus. )
You can send your character submission either on this thread or via PM.
I will make my decision on the 19th of august.
Name: Trinni Pebbleteeth
Race (subrace as well): Rock gnome
Class (if you are a cleric, sorcerer, or warlock, include specifics as well): Artificer
Background (if custom, please include the starting equipment this includes): Sage
Personality (summarize in a paragraph): Trinni is the embodiment of curiosity turned into ingenuity. Sometimes she leaps before looking, and sometimes she examines instead of running, but that isn't because she's brave. She would rather get out of a jam using her head, but has equipped herself for the times when brute force (or a well-placed firebolt) is the best or only option. She's fascinated by the stars, and that's why she's joined Spelljammer Academy. There are far too few books on the subject. If you haven't met Trinni, it won't take long before you feel like you know her pretty well; she's an open book.
Backstory (should end with an explanation of why you wanted to join the group and venture into space): Trinni has always loved books and learning. She has a naturally curious and optimistic attitude. She spends about two-thirds of her time reading and studying, and one-third of her time tinkering and building. Her favorite subject is astronomy. She is practically obsessed with it. Unfortunately, there are too few books on the subject to satiate her thirst for knowledge. She spent some time at Candlekeep, but the libraries she obtained access to did not provide enough new information, and the more she pressed to access the more restricted libraries, the more stubborn the librarians became until she was finally asked to leave. Her next adventure was to spend about six months on a sailing vessel training to be a navigator. She loved examining the stars and their configurations, and using them to triangulate the ships location and to plot courses. But as soon as she had that mastered, she lost interest. So, when the opportunity to join Spelljammer Academy presented itself, she jumped at the chance. Well, she actually spent the next year building and perfecting a suit of enhanced armor that increases her strength and dexterity, gives her magical abilities, and protects her. Once ready, she joined with her sights set on Wildspace. Her aim is to earn the chance to examine the stars up close.
Character sheet: https://ddb.ac/characters/80951742/29fgUY
Sounds fun! I'll prolly submit a character tomorrow
Working on a character
Ability scores: 12 12 17 11 12 12
Shady River (River)
Tabaxi Monk
Background: Faction Agent
Personality: River is always willing to help someone, sometimes being too willing, especially if they show signs of faith and religion. An eternal optimist who may get into difficult situations because the challenges and risks have been overlooked.
Backstory: still working on this
Ability scores: 16 13 12 16 17 12wow, nvm. Some impressively bad rolls there!
Now here's a classic -- the numbers have changed WITHOUT corrupted dice rolls???? And now they changed again...the values don't total to the displayed roll, lol.
Ability scores: 11 14 17 16 14 13
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Name Zeb Wombly
Race Custom Lineage/Halfling
Class Artificer
Background Haunted one
Personality Peppy always wanting to try new tech
Backstory Zeb was always a curious child. When he was a wee lad he learnt how to use wood carvers tools and his father bought him an alchemy set. He would carve out wooden boats and make fuels to power them. One day he saw a flying ship and in character he tried to make one of his toys fly but the experiment blew up in his face! Partially blinded his father Tunket being an artificer himself replaced Zebs eye with an artificial magic one, He could see out of that eye again and, he can see at night like it was almost day. The ship since then haunted his dreams. He swore he'd pilot one or at least be part of the crew
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
I'm curious.... Are you also "TheDungeonista" ? Your post is pretty much the same.... :D
Just for the fun here's my Rolls : Ability scores: 11 17 14 14 11 13
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
Ability scores: 12 9 10 10 15 15
Class: Sorcerer, Wild Magic
Character in progress
Mfs select me or I rage
I am not but i loved the way he put it so I shamelessly copied a few ( Almost the whole thing ).
Hehe 😉 I really like also their post organisation !
(btw, I took a screenshot of my first rolls, the rolling dice system goes insane as soon as you edit 1 little thing)
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
Ability Scores: Ability scores: 16 13 14 17 15 11
(I edited the post to add backstory, I promise I didn't touch the rolls. I think it flagged me because I hit enter to move the cursor down here.)
Name: Halbert "Grim" Grimbrow
Race: Duergar
Class: Fighter (Going Rune Knight)
Background: Far Traveler
Personality: Grim is quiet, skittish and superstitious due to years spent amid Duergar society in the Underdark. He's seen his fair share of battle, but rather than revel in violence he simply sees it as a means to defend himself. He never bought into the Duergar propensity to expand ones domain and riches at all cost, and never had the same greed on display among his kin. He dies still have a desire that draws him forward though: To see new sights. Once he left the Underdark, he was overtaken with a sense of wanderlust. Rather than just stick to Faerun though, his eyes immediately gravitated towards the night sky. He wants to know everything that is, was, and can be. Despite this, he's distrustful of others due to how he was treated by both his kinsmen and the surface dwellers. It will take him a while to open up fully to anyone he's just met, though the idea of travelling the stars where he won't be persecuted for his appearance and background gives him hope for the future. Over time I plan to have him come out of his shell so that his true, unhindered personality comes into view.
Backstory: Grim was born and raised in Dunspeirrin, the son of a Stone Guard, in the year 1313 DR, and upon reaching adulthood was immediately conscripted into the army to join the fray against the Army of Gold. He didn't have the same fervor for battle as his fellows, and was soon appointed to the "lowly" position of maintaining equipment while divisions of the army travelled. Despite this, he witnessed countless horrors in the Underdark, but unlike his brethren he didn't have the fortitude to simply push such trauma aside. Eventually he defected, climbing his way to the surface in hopes of building a life away from the seemingly never-ending conflict below. He emerged onto the surface at night, and his first view of the outside world was a glittering starlit sky. Grim has traveled ever since, seeking a place where he can at least live peacefully. He hasn't had much luck on that front, however. At one point, while he slept alone in the woods, a fey being decided to give him his wish of seeing the universe (unbeknownst to him) just for the sake of entertainment. The Fey wanted to see if a Duergar who spent his entire life underground would be able to handle himself in the greater wilds beyond, and thus took him to Stardock. He awoke there aboard the floating asteroid city, not knowing how he even arrived. After spending some time there, he made a few acquaintances. Hearing tell of an Academy that prepares new Spelljammer crews for adventure, Grim happily enlisted as potential muscle for such a group.
Ability scores: 14 11 18 13 14 18
Name: Tylrila
Race: Half Elf
Class: Cleric (Trickery Domain)
Background: Charlatan
Personality: Tylrila is a fast talking con woman and petty thief turned priestess of Tymora. She has little in the way of book smarts but more than makes up for it with a combination of steer smarts and charm that give the (usually incorrect) impression that she knows what she is talking about. For all her selfishness and love of easy coin and the easy way out she does have a buried heart of gold and has many lines she won't cross and marks she won't target even if she has to lie to herself about the reason why - Tyrila would be mortified to be thought a goody two shoes! She is also genuinely religious, having enthusiastically followed the goddess of luck since long before she took up holy orders.
Backstory : A half-elf scoundrel from Amn, Tylrila has had many adventures in her twenty seven years even if most of them could be better termed misadventures. A sometime thief, gambler and (especially) con woman she has won and lost small fortunes, broken many hearts and left a trail of enemies up and down the Sword Coast eager for her head. At one point she sought sanctuary in a temple of Tymora, disguising herself as an initiate in order to hide from bounty hunters. It was meant to be temporary but the faith of the Luck Goddess genuinely proved inspirational to the young charlatan and she took up holy orders, eventually becoming a priestess after copying the exam results of another, more intellectually gifted acolyte (Tymora would understand Tyrila reasoned.)
The decision to join the academy came during a dice game in tavern with three Wildspace sailors. Though she took their gold easily enough it was the stories of the vast and mysterious universe out and up there that really struck Tyrila. Think of the chance for adventure and wealth! True to her faith she rolled a die to determine whether she take the risk. The goddess seemed to think she should take the gamble so she signed up.
(The fact that yet more vengeful times from her past had shown up in town was merely coincidence of course...)
Sorry that took so long. Here we are
Name & Age: Aldrick Blythe (21)
Race: (V human lol)
Background: Soldier
Class: Paladin
Scores : 15 10 17 9 12 16 (rolled, just not here. Added Race thangs)
Personality:Aldrick is a diplomat through and through. He always tries to calm any arguments, and will always lean on his tongue to navigate problems he encounters rather than his sword. Despite being well trained in swordfighting, he only resorts to it when absolutely necessary, believing that needless violence is for fools. He always has good intentions, but has trouble loosening up. He always looks out for people, so he tends to be a bit of a party pooper.
Backstory bullet points:
1. Son of an oath of Conquest Paladin
2. Was trained to follow in his father's footsteps
3. The noble his father was serving, Xavier Valzo, forced his father as well as his compatriots to commit atrocities to keep him in power.
4. His father, refusing to kill for Xavier, broke his Oath of Conquest, and quit from his service
5. Horrified by the ordeal, Aldrick took up the art of diplomacy, and other ways to end a fight without bloodshed.
6. When he was 18, he left his home to serve others as a diplomat and bodyguard, although he always preferred to use his words and only bring out his sword when absolutely necessary
Extra stuff: alignment is Lawful Good
Ability scores: 11 12 15 15 16 18
Details to follow
Ability scores: 16 11 14 15 14 11
Name: Ka'truu
Race: Thri-kreen
Class: Wizard
Background: Wildspacer
Personality: Selfconcious, shy, and cautious of these strange races and places. However, he has a steadfast, reliable, and loyal nature, with a cause to give him the courage to face these new scary things.
Backstory: Caught by one of the Spelljamming crews, Ka'truu was brought back to the academy to be studied. He is now free and looking for a means to find his family again, and maybe even a new home where they might expand.
(don't know why the dice rolls changed, but oof, they're actually worse now xD regrets not saving the first ones)
I ll be closing applications today.
See you on the other side. And thanks for the great characters.
Sounds like a really fun campaign. Space is awesome. Hope to catch your next one!