Every five nights, you have a strange sequence of apocalyptic dreams. The world is destroyed by cold, choking fumes, lightning storms, waves of acid, and horrible fire. Each time, the dream ends with ten evil eyes glaring at you from the darkness.
Recently, you have been told to travel to Greenest: The governor of the town, Tarbaw Nighthill, has hired you to uncover the sudden disappearance of Milo Weatherbee, a Halfling scholar who had been studying a strange dragon-related relic prior to him vanishing without a trace.
Perhaps the answer to the riddle of your dreams awaits you there.
Okay, I was going to wait until I had more experience both in PbP and D&D 5e in general to do this, but screw it: I have 50 pages full of notes in my Word document and counting and way too much free time on my hands, I might as well playtest it now. Also, I guess I'll never learn how to be a DM if I never try it in the first place, I was going to do this sooner or later anyways.
As that short background/adventure introduction and the title of the thread have already given away, this will be a Tyranny of Dragons campaign, but with some important changes: Besides a bunch of brand new NPCs besides the ones the module already gives, there will be a stronger focus on RP, mystery-solving, exploration and travelling. We are starting things up in Greenest, but once the mystery you and the rest of the party have been hired to solve reveals itself and the plot thickens, you are going to be doing a lot of travelling across Faerûn due to Cult of the Dragon-related shenanigans and other possibly unrelated and completely optional adventure hooks you might find along the way.
On the Homebrew side of things: Encounters and basic plot are still unchanged, but given the importance I'll be giving to PC choices and the homebrewed bits of FR world lore and NPCs I've been having way too much fun writing, things could get really out of the rails starting on Episode 4 or sooner. I have some serious doubts whether I should really call this a Tyranny of Dragons campaign or a homebrewed Forgotten Realms campaign that uses ToD as a base. You'll be the judge.
As far as Forgotten Realms lore is concerned, all this is now going to be taking place long after the Second Sundering, but outside of being relevant for some of the world's lore here and there, it's not really that important.
As for the purely Homebrew stuff, well...
Homebrewed Lore
1. On the topic of Elf subraces: There's a lot of them.
High Elves are technically divided into two subraces: Sun elves and Moon elves. Sun elves are taller and heavier, with bronze skin and usually blond hair. Moon elves are shorter and leaner, with very pale skin (sometimes with blue hues) and dark hair. I said "technically" because during the last centuries there's been more and more interracial relationships between the two, leading to a higher number of high elves who are actually a mix of both.
The Eladrin exist, but they are not a synonym for High Elf. Rather, they just happen to be the race of ancestral elves all other elven subraces descend from. They are native to the Feywild and are very rare outside of it, leading to lots of non-elven and non-fey races to think of them as a myth.
Wood elves exist, and the words "wild elf" and "Grugach" are synonymous words used to refer to them, much like "Drow" is synonymous with "dark elf". Not much else to say, really.
Speaking of the Drow, they are mostly unchanged. They are still mostly found underground, they still don't like sunlight, still mostly evil. Starting after the Second Sundering, though, some things have started to change: After the return of their respective gods, worshippers of the Masked Lord and the Dark Maiden are on the rise, and while the cult to Lolth still reigns supreme over the city of Menzoberranzan, there's a rising fear that the Lothithe drow might not longer be the stronger faction. Their society might be reaching a point where they have become self-aware of their own social stagnation, and the ensuing war for which path to take for the future of their race won't be pretty.
Escaping from this bloodshed, there's been a higher number of renegade drow searching for refuge on the surface, with some of them joining forces with known evil organizations in their efforts to survive.
2. Helviraena and the Masked Dancers
After the Drow gods Eilistraee and Vhaeraun made a return after they were presumed to be dead, a reciprocal understanding was seemingly reached between the two sibling deities. This has inspired a religious movement that encourages their dual worship. They call themselves the Masked Dancers, and unlike the more good-aligned Eilistraeeans, they tend to be far more opportunistic: They are as likely to be harmless bards, clerics and artisans as they are to be assassins, poisoners, or thieves.
A settlement led by Masked Dancers, Helviraena, is located on the Wood of Sharp Teeth and it's relatively close to Greenest in the map. You might want to read on it if you are planning to play a drow, or even a wood elf or a goblinoid as they happen to also be part of the settlement's population. As far as the campaign is concerned, though, it will only truly become relevant to the plot if the party agrees to go there. Other than that, just know that it is there and that it exists.
Further information under the spoiler. It's fairly long, so be warned.
Helviraena ("Haven to those above")
Type: Settlement Region: Western Heartlands, west Faerûn. Religions: Vhaeraun and Eilistraee Races: Drow, Wood Elves, Goblinoids Gov't type: Theocracy
Deep in the wilderness, bordering with the dangerous forest known as the Wood of Sharp Teeth, there's an ever growing settlement of dark elves and goblinkin built around a centuries-old grove. Dense fog and eerie darkness surround the place, but the joyous music and singing of its inhabitants can at times be heard from miles away. The peculiar people who call this isolated city and the dark forest grove within it their home calls it Helviraena, but outsiders who know of the strange nature of the grove have always known it by the sinister nickname of the Poisoned Grove. Said nickname has now even more meaning behind it to those who believe than trying to build a civilization around a grove goes against its very purpose and desecrates it, along with those who distrust the people inside it and the poison manufacturing said people are known for.
A Darkness From Down Below
Back when the Wood of Sharp Teeth was still known as the Glimmerwood, the place used to be just a druid's grove, fiercely guarded by a tribe of grugach elves. Nearly five centuries ago, however, dark magical energy coming from the depts of the Underdark started manifesting on the Grove. This magical radiation did not left the grove unchanged: Mutations started to show on those lifeforms that had absorbed the faerzress, and wild sparks of Faerie fire became a common sight.
The sudden presence of faerzress in the air changed the fauna and flora within it drastically, but instead of simply becoming cursed or dying due to this contamination, the Grove managed to survive and adapt to the dark and twisted magics that were forced upon it. The flowers kept blooming, and the beasts kept on living as if nothing happened, even when glowing or changing in other unpredictable ways under the foreign force's effects.
A faerzress-touched stag
In awe of their grove's resilience, the tribe stayed and continued their duty to cherish and protect it, hoping to one day uncover the mystery behind the grove's magic radiation. The reasons behind the strange phenomenon are still unknown to this day.
Three Worlds, One Home
The city was founded by Izzala Kilrahel, a Masked Traitor on the run who wanted to create a safehaven for the surface drow, be followers of Vhaeraun like herself or followers of Eilistraee. She managed to form an alliance between her people and the tribe by seducing their then leader, an Arch Druid wood elf by the name of Lyather Stormsong, who allowed the drow to settle into the druid's grove and to build a settlement around it.
The settlement then grew and expanded thanks to the combined efforts of both Churches and the tribe, and the drow believe the city's general sense of prosperity to be thanks to the constant divine intervention of both the Masked Lord and the Dark Maiden themselves.
Free from Lolth's control and the rigid rules of Lolthite society, the drow here express their love for beautiful things and newfound freedom through art and song, and the combination of their singing and dancing with their Vhaeraun-inspired masks have created a very carnival-like atmosphere on the city.
Over the years, wood and dark elves have forged ties of mutual respect, and romances and unions between them are as commonplace as romantic unions between their own groups. Due to the particular circunstances behind their race's entire bloodline, the offspring of such unions are almost always as much of a drow as their dark elf parent, though these children also often inherit some physical attributes from their grugach lineage.
In an effort to gain more allies against her enemies, Izzala also welcomed the Goblinkin into the city, formerly enslaved ones most of all. These goblinoids were promised food and coin as well as freedom and protection from their former masters, in exchange for their loyalty and for peaceful, more civilized behavior towards the elves and between themselves.
A Fragile Peace
Due to the constant threat of attacks from both surface raids coming from the Underdark and those with a 'Kill any drow on sight' policy, Helviraena and its Grove are fiercely protected by its inhabitants, and a patrol of select warriors and mages known as the Shadow Sentinels can be found guarding the outsides of the city at all times. Newcomers are allowed into the city only after they swear an oath of no harming anyone while within the limits of the city, and are to be immediately exiled if they are found guilty of breaking this oath in any way, shape or form.
Many who choose to live in Helviraena do so to avoid the persecution (or prosecution) that awaits them on their hometowns, while others have a taste for the quirky lifestyle of music, closeness to nature, broad-mindedness and moral flexibility. Professions here range from entertainers, artisans and craftsmen to hunters, farmers, thieves, and rogues. Bards, particularly swordbards, are a common and celebrated profession.
The city is feared for the rumored cruelty the surface drow are still capable of towards their enemies, the chaotic and arrogant masked god they worship, and the tales of the frightful shadow dragons that call said masked god their master, with some claiming to have seen them flying over the city at night. While the presence of a certain shadow dragon in the city's underground caverns is actually veridical, the population of Helviraena nevertheless pray for the day that they are no longer feared and hated.
Geography:
Helviraena is a circular city surrounded by wilderness, consisting mostly of buildings, hovels, caves and twisted structures of black stone that function as watchtowers, and at the center of it all there's a forest grove the resident wood elves still take care off, a deep patch of vibrant green amongst the dark shadows. A network of subterranean tunnels and catacombs have been built underneath both, where most of the drow populace takes refuge in during daylight hours and currently inhabited only by them and those individuals trusted by them. This underground portion of the city is suspected to be much bigger and larger, hiding more drow population than those who can be seen on the surface settlements.
The Grove itself is a dense, misty forest of tall ancient trees and blooming wildflower bushes, intertwined with dense, thorny thickets and poisonous plants. Rare fungi and other mysterious flora from the Underdark have managed to survive here and can be found growing in small patches of terrain and in the bark of the trees, softly glowing at night.
Ever since their arrival, the drow have left the Grove to the wood elves' care with no further interference on their part, with the exception of the crafting of a single monument at the center of the grove, under the shade of an old willow: A statue, made of black onyx, despicting a dead Drider impaled through its spider half by three swords (A longsword, a shortsword, and a bastard sword), with a peaceful smile on its face. At the feet of the statue, there's a headstone with an inscription written in Undercommon, which translated reads as follows:
To the son who waited in vain To the father who could only watch To the brother who was betrayed To the children who were slain We, your mothers, your sisters, your daughters. We, your executioners. We repent. We grieve. We remember.
Both the inscription and the statue are named "Elegy for the Third Son" and was built as a tribute to all the male drow who were and are victims of the Spider Queen and her followers and have either been slaughtered on her name, turned into driders or suffered from any other horrible fate down below. The title makes reference to how the third male child is always sacrificed to the Spider Queen upon birth in Menzoberranzan's society.
Outside of the Grove, there's two shrines: One dedicated to Eilistraee located on the East, and one to Vhaeraun to the West, built on the patch of land that separates Helviraena from the Wood of Sharp Teeth.
Religion:
The Helviraena drow's religion is centered around the dual worship of both Vhaeraun and Eilistraee, despite the obvious diferences between both deities, as they believe that finding a balance between the teachings of both siblings is crucial if they are to survive on the surface. They think of the Masked Lord and the Dark Maiden not only as individual beings but also as the two contrasting halves of a whole; opposite forces who ultimately compliment each other and who are stronger together rather than separated: A natural duality of sorts.
Under this philosophy, Eilistraee is seen as a symbol of truth, kindness, hope, joy and forgiveness, while Vhaeraun symbolizes deceit, arrogance, cynicism, rage and vengeance. To follow only the former would mean to potentially become too soft and naive to survive on a world that still wants them dead, while only following the latter would lead them to become as cruel and miserable as the society they were rebelling against.
Because of this, as the siblings themselves are believed to have done after the Second Sundering, a truce was needed between the beliefs and ideas of both Churches, from which the Helviraena drow preach the following: Eilistraee is to be considered as the personification of the peace and freedom all dark elves should fight for, while Vhaeraun is the personification of the necessary evils one might be forced to commit in order to gain and preserve them. One's the end, the other is the means.
The dark elves of Helviraena strive to be kind, but sharp. They follow Eilistraee's teachings about harmony, beauty and the need to promote peace between them and other races, but also aren't above the use of underhandedness in order to reach that goal. Those who follow these ideals call themselves the Masked Dancers. They are taught from a very young age to be polite and gentle, even to the people they hate, and to give aid and protection to all who might need it regardless of their race, but also to strike against any enemy who striked against them first, and to be merciless and lethal when fighting against anyone who have proven themselves beyong redemption. To be benevolent and altruistic, but also fierce and vindictive: Those are the qualities the Masked Dancers hold dear.
While their worship remains dualistic, most Clerics are still bound to one of their two deities over the other, as the siblings usually favour diferent domains. Eilistraee's domains are Twilight, Light, Life and Nature, while Vhaeraun's are War and Trickery. That being said, while this means most cleric domains available to them fall under Eilistraee's juridiction, the opposite is also true to those of them who choose to be monks, as both the Way of Shadows and the Way of Mercy are considered to be Vhaeraunite traditions by the Helviraena drow, with other monastic traditions being near unheard of inside the city.
It should be noted that, unlike their Underdark counterparts, the worship of other deities is not forbidden on Helviraena: While the Masked Dancers heavily encourage others to follow their set of beliefs and to share them, it's an unspoken rule to never try to convert others by force, as doing so would go against Eilistraee's teachings about freedom of choice and upset her, the only exception to this rule being the illegal worship of the Spider Queen or any other deity believed to be allied to her (See Crime). As such, while some of Helviraena's wood elves are Masked Dancers, an even larger number of them keep the same Old Faith they have practiced back before the arrival of the drow to their territory, and their druidic worship of the stars and constellations was not only gladly accepted but shared by the Dark Maiden's followers, who gladly intergrated it within their own faith.
There's also a surprisingly high number of followers of the Seldarine within the city's populace, despite of the bitter resentment Vhaeraun is still known to hold against them. This minority refers to the Masked Lord and the Dark Maiden as "Corellon's children", and dream of a future where the both of them might return to Arvandor.
Goverment:
The city was ruled by its founder Izzala Kilrahel, who was also the mind behind the hierarchal ranks Helviranea still follows, as she feared that without any semblance of order the city would soon fall to a self-destructive chaos if left to run by its own devices. After her death, both her role as the city's ruler and Lyanther's Arch Druid status amongst the grugach tribe have been inherited by their daughter, Zilvintra.
The hierarchy Izzala created is a loose theocracy, with the Masked Dancers' clerics at the top and the commoners at the bottom. Should any of the two siblings manifest themselves and communicate with the clergy, their word is taken as important advice the Masked clerics can freely choose to obey or disobey depending of the situation and the nature of the advice in question. It's also noted that should the two divine siblings disagree on something, it is the duty of the head of the clergy to try to be the middleman between the two of them.
Because both of the Siblings value free choice and individualism, the hierarchy is one of duty and heavy responsability as opposed to real authority, and while there is a rank of people dedicated to enforce the few laws that do exist and whose members have gained a feared reputation among the commoners, as a general rule all others are equal and everyone is encouraged to make their own decisions even when it might contradict the decision taken by someone of a higher rank, without fear of being punished for insubordination for it.
Helviraena's hierarchy is divided into social ranks, with each rank members easily recognizable by the colors of the masks and robes they wear. The ranks are as follows:
The Moon Clerics are the city's clergy, and their duty is to not only be spiritual leaders, but also are instructed to be their people's main healers and to care for the sick. They are to welcome the homeless and the outcasts into the city and to watch over them, and they have the final say as to who stays and who's exiled or executed for the good of everyone else. They are to promote peace and stop any and all in-fighting between the ranks before it can escalate, as well to assist the other ranks on their duties if the need to do so arrives.
The head of the clergy recieves the title of the Twilight's Herald, and they are to carry the responsability of being Helviraena's official ruler, as well as being the one with the duty to commune with the Siblings.
Despite the name, not all Moon Clerics are actually clerics, and not all Masked Dancer clerics are one of the Moons. The rank is usually reserved to the chosen clerics, priests and priestesses of specific domains (Twilight, Life, Nature and Light) and druids, as well as certain warlocks. They wear silver masks.
The Sun Keepers, also known by the coloquial nickname of "Redmasks", are the closest thing to a City Watch on Helviraena, and are feared and respected as such. They are to ensure that no injustice or act of violence is being commited against any of the city's inhabitants, that the laws are being followed, and that the rather chaotic harmony of the city does not degenerate into inhospitable anarchy. If an individual commits something that is deemed to be beyond redemption by the Moon Clerics, it is the Sun Keeper's job to carry on their execution.
The Keepers are lead and supervised by a cleric of the War domain, and its members are recruited from the strongest warriors and melee combatants Helviraena has to offer, which in turn includes fellow war clerics, swordbards, fighters, barbarians, monks and even assassins, as well as the rare paladin. To become a Sun Keeper, drow members are trained to endure the light of the sun, a task that can be extremely painful to most drow, and taught how to fight and defend themselves and others while affected by it. The same ruthless training is to be given to any non-drow recruit who also happens to suffer from sunlight sensitivity.
While the Keepers have always been respected, there's been some subtle changes from how they were at the beginning to how they are now: Due to the strong influence from hobgoblin culture as more of them and other goblinoids were allowed to join the rank, the Sun Keepers have become more and more militarized over the years, and some commoners have accused them of becoming increasingly corrupted, and that they are growing too violent and vicious on their supposed 'peace-keeping' methods.
They wear red masks and golden robes and/or armor.
The Shadow Sentinels are Helviraena's first line of defense against outside threats, and the second against threats coming from the inside, should the Sun Keepers ever fall. They are to the shadows and the night what the Keepers are to the light and the day, and heavily specialize in the art of stealth, magic and ranged weaponry.
While the Sun Keepers stay within the limits of the city, wear bright colors, and are always on plain sight; the Sentinels stick to the shadows as they patrol, sometimes aiding themselves with shadow magic to remain hidden. When unannounced outsiders try to enter the city, a shadow sentinel greets them and interrogates them about their intentions: Should the outsiders be friendly, they are lead inside the city, where they are questioned further by a Sun Keeper before finally allowed to freely roam the city grounds.
In the event of an enemy attack, however, the Sentinels are authorized to use deadly methods against the threat and to repay violence with swift violence, thus removing any immediate outside danger to the city and the Grove as quickly as possible.
A Shadow Sentinel
Crime:
There's only three central rules in Helviraena, which the Sun Keepers strive to enforce: "Respect and protect the Grove", "Do not do harm to others", which includes all violent acts ranging from assault to murder but excludes self-defense, and "Do not serve the Spider Queen". The hatred and fear the Masked Dancers have towards Lolth and her worshippers runs so deep that even referring to her by name has become taboo, preferring to refer to her only by her self-claimed title of Spider Queen, Mother of Spiders, or just referring to her as "the Mother", along with a rather long list of less formal nicknames of derogatory nature.
This hatred has also extended towards not only Lolth's allies on the Dark Seldarine, but also towards Gruumsh, the orc god of war and destruction, for the part he played on Lolth's plans and in the event that would eventually lead to the banishment of the drow. Worship of the One-Eyed God is met with scorn and it is punishable by exile.
Slavery is forbidden and frowned upon, but it tends to only punished as such whe it involves ownership of another intelligent humanoid creature, allowing the goblinkin to keep their ownership of intelligent beasts and monstruosities, such as worgs, as mounts.
Commerce:
Most basic goods and services are available. Unlike most other surface drow settlements, giant spiders are still kept around to be farmed for their silk, but they are heavily guarded and treated as cattle, while also doubling as an unconventional source of meat. These spiders' silk is the city's most important export and main source of money, but Drow Poison is also manufactured and sold in secret to those interested in it.
Goals:
The main goal of the ever expanding city is to provide shelter to those drow who have freed themselves from Lolth's web and look for a free life on the Night Above. This goal has since them expanded to include all outcasts and fugitives who wish to start anew here, no matter their race or background.
Druids and prominent members of both elven halves of Helviraena's society are also investigating the reasons behind the strange faerzress emanations that persists in the Grove, with a strong divide between those who wish to heal the woods back to normal and those who wish to preserve it as it is, either because they can see beauty in its ever changing nature or because they wish to continue to harvest the faerzress for their own personal use.
Relationships:
Helviraena has little affiliation with other surface settlements across west Faerûn outside of trade negotiations, as its inhabitants are still met with skepticism by most other goverments. It's not unusual for someone born in Helviraena to be treated as a lowlife brigand anywhere else.
Relationships with other known settlements of surface drow are much more harmonious, though conflicting opinions with the Church of Vhaeraun and the criminal groups associated with it has been a constant source of conflict for some time now. The Helviraena drow and the Masked Dancers in general see the slave trade done by lots of Vhaeraunite crime cells as evil and something that needs to be stopped as soon as possible, while the more traditional Vhaeraunites see the Masked Dancers' conflicting set of morals as amusingly hypocritical.
Among both these groups and other west Faerûn organizations, there's also been rumors and some damning evidence of unwholesome deals behind closed doors between the developing city-state and the Zhentarim, according to which the Moon Clerics might be selling deadly poisons and weapons to the Zhents in exchange for their help in getting more resources for their growing population's needs, as well as to help ensure the protection of the several criminal fugitivees who hide amongst said population. This corrupt side of them has gained them some enmity amongst the Black Network's enemies, such as the Harpers.
3. CR classes like the Blood Hunter exist, but their lore origin are a little different.
This will be a campaign set in the world of Forgotten Realms, not Wildemount. So, I have been doing some thinking in order to integrate them to the FR lore in a way that fits. They are still mechanically the same, of course, and subclasses like the Cobalt Soul monk will remain mostly unchanged: There's still a library and they still would be fighting against corruption, for example.
Still, if you make a character with one of those classes and you get chosen, I will be discussing with you a little over PM about the bits of lore I have already thought about your character's class, how it would fit with the world and how it might fit or not with your character. Let's discuss! :)
With the Homebrew-related stuff out of the way, here's a few rules:
1. This might be a very long-running campaign, so please keep that in mind before posting your application. That's not to say that RL problems might not happen or that you are not free to drop out for any reason, just that you might not want to apply if the idea of a long PbP campaign is boring to you.
2. Good or Neutral alignments only, please. That being said, if you really want to play an Evil character, please keep the Evil to "my character has done or would do extremely morally grey actions" and not Evil in the sense of "my character eats babies for breakfast and its an edgelord who's going to be constantly backstabbing the rest of the party in the back". I don't want any murderhobo shenanigans, and most of all I don't want PvP!
3. Try to post frequently, once a day or failing that at least once a week.
4. There will be some dark themes, including but not limited to murder, torture and D&D-typical fantasy racism. There also might be Cosmic Horror-inspired spookyness, as the campaign will be focusing on a very evil and very powerful deity and the cult that worships her. The world doesn't want Tiamat back and you shouldn't either.
5. That being said, r*pe is NOT one of those dark themes. Just getting that out there, just in case. I have read way too many RPG Horror Stories on reddit, there won't be any of that here, no thank you.
And that's all! Please fill the application and post it here if this has picked your interest, and feel free to make any questions you may have. If you get chosen, you will be added to an OOC private thread, and the campaign thread would get posted as soon as there's a party ready, 4 or 5 players would be preferable.
Abilitiy scores: Roll for it using the digital die roller, or use Standard Array. You can reroll up to 3 times, but if you get bad stats it's not the end of the world, and according to a certain very popular DM, it could even be fun to roleplay around it if you choose to keep those scores.
Character Name:
Race:
Class: (We will be starting at Level 1, and UA is allowed)
Background:
Backstory: (It doesn't have to be very long, but it should give me an idea of who your character is and their relationship with the world around them, so do put some effort into it.)
Azrael was born of an unusual coupling of a dragonborn and a true dragon, spreading ire and ostracization through his clan once the truth of his birth had been exposed. Forced to endure such prejudice through his younger years, though instead of giving in, it lit a spark in him to instead right the wrongs of those who would put the heel to those weaker than them, or subjugate, prejudice, or abuse.
As his mothers eventual exile had forced them out, he prayed to any being that would listen and show him a path to his goal, and one day, a few years before his teens, he and his mother discovered a small sect of faithful to the Dragon of Justice, and he knew immediately that he had found his calling. Spending the next few years, eagerly learning anything and everything he could about his future patron.
Azrael, due to his personal experiences, became one of the few Dragonborn who cast off the prejudices of his forbears of dragonkind, having came to the realization that the dragons here were not the same as the ones in Abeir-Toril. Learning to revere the Platinum Dragon, Bahamut for their drive to bring justice to the world, and right the wrongs of those who would sow chaos. Azrael has become a devout, zealous believer of Bahamuts teachings, believing in them so strongly that his driving mantra is "We must help bring about the changes the gods are constantly working in the world." and so he tries to take an active role in doing just that. Sometimes, with a stern hand, and near zealous devotion to the cause.
Though only a mere Acolyte of Bahamut for now, and very very young at the age of fifteen, he seeks to spread Bahamut's justice and faith throughout the world. Having only just recently taken his first steps into Faerun itself, he believed he would be on a grand crusade to crush all those who would oppose Bahamuts will.
I have left it vague enough to allow necessary tweaking in regards to locations, and other such things.
Hook -
An old friend, Jasmine Rose, a dark-skinned human who was a few years your senior in the cloister from your early years has gone missing, kidnapped by a mysterious cult operating on the Sword Coast. Your investigation has lead you to Greenest. Now, seeking both to rescue your old friend, and keep a promise you had made to them - that you would help them if they were ever in trouble - you now seek to rescue her, and, deliver your own brand of retribution upon those who would dare to. And perhaps he will find out along the way why his blue dragon of a father left them to their fate.
Azraels ultimate goal, is to spread his faith far and wide, and eventually, when he gains the necessary fame and funding open his very own temple to the Platinum Dragon. He will feverishly pursue those who cause chaos, especially abberational creatures such as Mind Devourers and other similar beings.
(As a side note, in regards to Azraels zealotry, think of him in the same mindset you'd imagine a Retribution/Oath of Vengeance Paladin, who happens to serve Bahamut, and believe in Bahamut's idea of 'all evil must be crushed ' but that doesn't mean he harms indiscriminately. Below is the example post of this character and his brand of justice, since the DM of that campaign asked for it.)
Somewhere in a back-alley of Waterdeep.
Azrael had finally found the thieves that had accosted him, and stolen his Holy Symbol in a moment of distraction. Cornered, and with nowhere to run. The Dragonborn's quarterstaff was readied. Azrael towered over them all, larger even than most Dragonborn, at 7'8", he was intimidating to most. His robes flowed in response to the natural electrical energy that flowed through his sorcerous veins. He looked down upon them as they prepared themselves for the fight to come, Azrael's lips curled back in disgust, revealing his dagger-like canines as he said, voice tumultuous and bass, a suppressed growl "I have but two questions for you all. Tell me why you thought it wise to steal from me? What did you hope to gain?" his pupils slitting to a fine thread. His eyes scanning over the thieves, all of which likely belonged to some local gang, but among them, was an Urchin child, likely orphaned, shaking in pure, unadulterated terror before him, while the rest seemed ready, even eager to shed blood.
As they came at him, he threw his quarterstaff into the air, "I see." he would say with resolution, even as he slammed his foot down against the ground, arms tucked together as if preparing for a release of energy. Just as the Thieves we're about to land their blows, his hands shot outwardly, directly to both of his sides, and an Azure-tinged violet glow suffused the alley as sparks flew in all directions from his Thunderwave, intricately interwoven even as the spell was released, his Metamagic flowed outward, ensconcing the Urchin who hadn't moved to attack, all but completely shielding him, even as the others around the Dragonborn were expulsed, slamming hard against the walls, limp, lifeless, and charred. A loud cacophonous boom sounding in the wake of his spell. The Urchin looked more as though he had been struck by a bad bout of static electricity. Catching his staff even as it fell, he walked forward with it as a cane, toward the Urchin child, and knelt, placing his large, scaled hand over the Urchins head. The child recoiled at first, until he noticed he wasn't being attacked. Then, Azrael would ask again: "Why did you do it?"
The urchin looked up and would say "B-because mister... they threatened to kill my momma.. and we're already starvin'.. we have no food, I didn't have a choice..." Azrael studied him for a moment, and sensing no lies, would help the Urchin up. Handing him twenty-five gold coins as he, himself stood up once more. Taking back his Holy Symbol from the corpse that had it, saying "Bahamuts' will, is the will of Justice. Those who do bad things, just because they can, will never escape judgement. But those who seek to help those other than them-self, even if they bend the rules, will find mercy. Take heed in this lesson child, and stay away from people like this in the future." With that, Azrael would walk off, tail idly shifting on the wooden planks. Satisfied that Bahamut's will had been done, and that he had served it. In-so-doing, he also felt he may have kept one more being from Tiamat's grasp, by setting him on the right path, or, perhaps making him fear the other one.
Unimportant information:
Azrael is the first character I ever made, specifically for this campaign, yet he's never had the chance to actually be in it! I probably have the most research, and time invested into him, so you can see why I jumped at the chance to apply here. As such, he's the most fleshed out character I posess.
He has however been in a campaign once before, the Dragonheist, below, you will see the opening post for that campaign which should give you a grasp of what i'm 'capable' of in the right group:
Azrael had been tending to the Shrine his order had built almost three years ago at the far eastern edge of town, in the north-ward, by The Cliffwatch just off of Saerdoon Street. Their Holy Building was little more than a large shack, with a pretty shrine to the Dragon-god, Bahamut sitting just off the walk-path. He had came to Waterdeep following a calling he had received through a vision several years after having become a true Acoltye of his sect. Here was where he had lived the last few years, waiting for his next sign. He was patient. His faith in his patron was absolute and unshakable, and so he waited, dutifully tending the grounds. In turn, he received shelter and a very modest living.
Three Years Later:
Azrael had just finished his priestly duties, the Shrine to Bahamut was kept impeccably clean, though his order had very little luck recruiting more to his cause and faith. A woman approached him, at first he thought she was there to ask of, or perhaps mock his beliefs. Instead, she met him curtly, curtsying stiffly before handing him a simple envelope with his name written on it.
Esteemed Mr. Azrael
It has been my duty to notice your hall is lacking, and that your order cannot seem to grow beyond the few you already posses.
I have an offer for you, if you will take it, that may help us both achieve our desired ends.
If you should decide you wish to partake, then I implore you to meet me at the Yawning Portal in Two-Days time, at the time indicated below.
I look forward to our mutually beneficial transaction.
Fat Cat.
Azrael took little time in considering, this was the sign he had been waiting for all these years. He immediately set out for his preparations, stopping by the market to gather a few needed supplies, before heading back to his temple, packing everything meticulously in his bag, every necessity he could think of, he brought with him. He then pulled his holy symbol from his neck, laying it on the table, able to stand on it's own, served as both his Arcane Focus, and his Holy Symbol a portable shrine to Bahamut hanging from his neck. Setting out candles of incense, lighting them, getting to his knee's and he would pray: Thank you Bahamut, for your providence. Long have I patiently awaited this day, and as I knew you would, you have set the hand of my fate in motion. I will not fail you, and I promise I will do my best to emulate your greatness, so that others may see the truth of your justice. I pray only that your will be done in all things. Religious intensity 10
He awoke the next day, once again proselytizing himself, praying once more before heading out, after all, he had a long walk to his favorite Tavern in the city.
Present Time:
Azrael entered the Tavern. ducking slightly to avoid the door's top as he entered, quarterstaff in hand. Several of the regulars that knew him, gasping, throwing their hands up in mock guilt. Azrael raised both his arms, saying Fear not, I assure you all, I am not here to tell you that ale is the sinners path, lo, instead I am here to partake of it myself! This had been a common joke once everyone had gotten used to the massive Dragonborn whenever he would arrive in his Acolytes Attire. Leading to a few feigned relieved sighs, and a few guffaws and chuckles before everyone more or less went back about their business.
Azrael spotted the marked table easily, as he towered over most in the tavern, and made his way there, his sinuous tail dragging behind him below his robes. As he sat down on the much thicker bench that was made to accommodate his size, and weight, though he was not fat in any sense of the word. Those already gathered would see:
Azrael stood, what to most beings, is a hulking seven feet, eight inches, towering over most humanoids, and only dwarfed by some. His appearance is striking for an Acolyte. His body looking physically well-toned in spite of wearing the attire of a caster. His bold Blue-Sapphire scales stand out in a crowd faintly gleaming in the tavern light, and his frosted-sky-blue eyes are piercing and powerful, possessing the black slitted-pupils common among Dragonkin. His tail, dragging listfully behind him whenever he walked, never making a sound. His robes are eloquent and vibrant shades of Royal-Blue, flowing around him. The trim, a brilliant Gold-Thread, of which inlay in a whirlpool of four threads towards the center as if it were the eye of a storm, where they form a circle around what appears to be a Platinum Dragon, suspended in midair. The dragons' head would appear to be looking directly at whomever it was facing. Six leathered Angellic wings spreading out in the cardinal directions. Upon his neck, hanging from a simple, but strong chain, you would see his Holy-Symbol, Marking him as a Follower of Bahamut, encircling a vibrantly swirling Violet-Orb that was his Arcane-focus, ultimately fusing them both into a single entity. Most would feel a mixture of intimidation, and benevolence exuding from the aura of his presence. And there always seemed to be a charge in the air around him. Ultimately, you would sense from him absolute, steadfast conviction in his beliefs, and the raw confidence that comes with it.
After having adjusted himself to be comfortable, he would offer those gathered already a hearty greeting, his hand crossing over his chest as he closed his eyes and bowed to the assembled. Greetings all, we are all here on this auspicious day for what I assume to be a common cause, even if our reasons for being here are not the same! My name is Azrael Zifandiel, Acolyte of the Dragon god Bahamut, if that was not already obvious. He would rise from his bow, placing his hands on the table, and ordering the special from the Barmaid closest, waiting for them to arrive once the order was taken. Regardless, I hope you are all blessed today in the light of Bahamut, and I have prayed that we all find success, regardless of our reasons for being here. It is a pleasure to make your acquaintances.
After a very long walk, Azrael made his way to the Yawning Portal, spotting his friend Jalester, leaning against the wall just outside of the establishment itself. Before entering, he would Hail friend! It's rare to see you outside the Portal. A big, toothy grin spreading across his otherwise stoic features. Embracing Jalester in a friendly hug, but made sure it was brief. You were my first friend in this city, I truly do not know how I would have survived without you! Unfortunately, I am here on Business, and am likely already later to the party than I had anticipated. However, before I go in, I know you are a man in the know. While I am here ultimately because I finally received the sign I was waiting for that I'm sure I have chewed your ear off about.. I would like to ask before I go in.. What can you tell me of a man called 'Fat Cat'? Is there anything I should know, or be wary of aside from that I have never heard of him until now?
Also:
3. Try to post frequently, once a day or failing that at least once a week.
4. There will be some dark themes, including but not limited to murder, torture and D&D-typical fantasy racism. There also might be Cosmic Horror-inspired spookiness, as the campaign will be focusing on a very evil and very powerful deity and the cult that worships her. The world doesn't want Tiamat back and you shouldn't either.
^ This. I love this. Too many super happy rainbow sunshine saturday morning superhero campaigns.
Background: Fezzik lost his way when following his mother in the people's market. He was found by less savory elements in the community and was forced to use his natural abilities to perform tasks of a criminal nature. During one such job, he was caught by the very man he was supposed to steal from. He took him in, protected him, and showed him that there was a Way to live that did not involve criminal actions. It is unknown to him whether his family still lives. During his tenure, the ring of rogues told him if he did not do as they say, his family will be destroyed. After leaving the ring, he was unable to find them.
Regarding the elven subraces and lore. Do you recommend picking elven char due to it having better connection to the story?
Edit: I'd go with 2nd or 3rd. The first one seems boring.
I am thinking about gith graviturgy wizard. It would be build around the idea of him being physicaly weak (str being the 5/6) and thus developing strong telekinetic powers instead (the graviturgy seems close enough to telepathy/telekinesis). I'll expand these ideas tomorrow.
Name: Nurm
Race: Githzerai
Class: Graviturgy Wizard
Alignment: LN - generaly helping the people in need but when it comes to the war with Githyanki/Mind Flayers and their allies (Tiamat), the ends justify the means.
Background: Acolyte/Scholar/Hermit (something fitting the githzerai monastic orders)
Story:
Nurm was born as a weak child. In most other cultures, this would lead to a life full of obstacles and hardship. This was however not a case for Githzerai, the people with strong psionic powers. Nurm tirelessly studied Zhentarim's teachings and trained his psionic powers, soon becoming one of the most talented psionics of his age. One day, Githyanki raiding party attacked his home-city, killing many of Nurm's close ones.
After this incident Nurm decided to pursue a more active path and decided to join the githzerai fight against githyanki.
Why is he on Faerun/Plot hook:
As a part of his training, Nurm was send to material plane to experience the planes outside of the Limbo. Together with a unit of githzerai warriors, he was sent to Faerun, to investigate a rumors that Tiamat's followers are planning something. Due to the alliance between Tiamat's red dragons and the Githyanki, discovering the cultist's plans and eventually stopping them was considered to be of a high importance. On the Material plane, things didn't go too well. Near the town of Greenrest, Nurm's unit was ambushed and massacred. In the fight, Nurm was knocked unconscious but alive. Cultists, not knowing much about the gith, thought that everyone from the unit is dead and left their corpses in the woods. Nurm was later found by the people of Greenrest and healed. He would join the campaign somewhere at the point when he wakes up for the first time in Greenrest, still weak and not at his full power (level 1), but stone set on completing his original mission.
Karen was born as the second child of Baron Garrus. She grew as a very normal girl …… except one thing. There are black bat like wings setting on her back. Although they loved her, Karen's parents understood very well how cruel and angry their superstitious peasant would be if they know someone like Karen exists. They hid their daughter from outside world. Raised her in a dark dungeon under the castle. Karen barely saw other human except her family and servants. She had to wear thick hooded cloak to conceal her body when she went outside. Despite all inconvenience, Karen loved her family and spent peaceful life. Until one day, an army of mercenaries leading by a warrior who wearing dragon bone mask assaulted her home. The raiders killed Karen's parents, her older sister and all of her servants. Karen and her little brother ran into the dungeon. The mercenaries unleashed hounds to hunt them down. When she was about to meet her doom, the tiefling girl heard a dark voice. It offered her help and power. Karen answered the offering and became the warlock of Black Blade.
After surviving the night of slaughter, Karen left her home and started searching the mysterious raiders. In a tavern, she heard a rumor of dragon army and a warrior with iconic mask. The very same mask worn by the killer of her parents and sister. Karen spread her wings and flew toward Greenest, burning with the desire of vengeance.
They say Luck is a lady who likes to be passed around. When she beckons you to bed, her loyalty only lasts until the next roll of the dice.
You see that map on the wall? Throw this stiletto at it. Wherever the knife sticks, I’ll tell you that’s where I was born and I guarantee I’ll make you believe me. Because for the duration of our conversation, I’ll believe it too. The best disguises are the ones not painted onto the face, but poured out of the heart.
My name’s Heitor Fernandes, and that’s the truth. I try to tell at least one person a week my real name, because if I didn’t I’d be afraid I might forget it myself. Trying to keep the truth intact amid all the creativity that comes with my trade is a bit like trying to keep a precious tiny diamond safely hidden buried under a beach of sand. In fact, while we’re sitting here, why don’t I just tell you the whole truth of it. It can be so cathartic to unload, and I’ll be gone from here before you have the chance to repeat it to anyone who might cause me a problem.
What do I mean by creativity? You sound like you are accusing me of deception. But calling everything that isn’t entirely true a ‘lie’ is an unhelpful characterisation. Words are like paving stones. You can live by all sorts of rules - step on a crack, break your back, and all that sort of things - but the quickest way to where you want to go is always a straight line.
I’ve been wandering about now for as long as I can remember, and I only remember the interesting parts. You see, although I made Luck sound a little like a hussy earlier, the truth is that I’ve gained more of an insight into her than most. And one of the things I’ve learned is that she never stays with the same person long. Therefore, it’s important not to be the same person for too long. Got mud on your outfit? You change your outfit! Forced to run to a new town? Change your name.
Of course, I like my name well enough, so I try not to veer too far from it. I’ve taken it from one city to the next, playing the people like pawns for as long as I can get away with and, when I see Lady Luck tiring of the person I am being there, I move on and become someone else. My lady’s interest always returns to me renewed.
What’s that you say? If I have such a good relationship with Lady Luck, why am I tied to a chair in the map room of a pirate ship? Well, that’s a fair question. And it all began a couple of weeks ago when my eyes became - as the saying goes - bigger than my stomach.
As a clergyman in the church of fortune, I’ve always particularly despised those people of high means who have attained their riches neither by hard work or fortunate chance. Certainly, you could say that their position is an accident of their birth and therefore an example of good luck. But that’s not what luck really looks like. Luck is toppling from a cliff and having your fall broken by a pile of rancid dog shit. If you fall off a cliff and the gods move a cloud to catch you, that’s not luck: that’s privilege. The very antithesis of luck.
So when I travelled to Camorr, I of course could not resist paying a visit to the famed ‘Sinspire’. That playground of the rich and noble that is so self-aware of the concept of privilege that you literally have to win a certain amount of money on the games to be admitted to the next floor up.
This was going to be a long con, I realised from the start. Day after day I played cards with the plebs on the bottom floor, working my way up to the middle floors and their elaborate games of Carousel and HeartsFortuna. I played against the Countess of Lendaroth, you know? She had previously been entirely unbeaten.
You want to know how I did it? Well, she had a habit of eating these messy candied cherries while she plays cards as a way of distracting her opponent. So, as I played her - and believe me, I was getting my arse handed to me for a long time - I rubbed a powerfully narcotic ointment onto my fingers under the table between each hand. Eventually, the ointment made it onto the cards, and therefore onto the Countess’ fingers, therefore onto her sticky cherry sweets and, lastly, into her belly. By the end of the game, the woman could scarcely stand, let alone play, and I did it all without doing anything so crass as drugging her brandy.
Anyway, eventually I caught the attention of the Sinspire’s master, Requin. It seemed that he had taken interest in me and invited me to the home of Admiral Shelton, of Camorr’s naval legion. It looked like I was being fast-tracked to the highest echelon of the Sinspire’s hierarchy, and I eagerly accepted said invitation.
I should have known that I had been that person for too long. Lady luck had grown bored.
The Admiral, it emerged, had become aware of a previous identity I had used. In the middle of the card game on his island fortress, I was surrounded and threatened with being thrown into a dungeon. Why only threatened, you say? Well, as it turned out, the Admiral had no interest in keeping me prisoner in the traditional sense. What he wanted was something much more laborious.
It seemed that Shelton had recently lost popularity in Camorr in light of that fact that the navy’s upkeep cost a lot of money, and there hadn’t been any serious threat from the seas in over a decade. Therefore, what Shelton wanted me to do was use my exceptional skills and good fortune to board one of his ships impersonating a captain. I would have to make the entire crew believe I was who I said I was. Only one person - the first mate - would know the truth, and he would make all of the important decisions for me. That was a relief, because in truth I know absolutely **** all about how a ship works,
So that part of the plan all worked quite well. The next part of the plan, not so much. Our ship was to switch flags halfway out towards the Jeweled Islands, and there we were to switch flags and return to Camorr as pirates. Make a little noise, cause a little trouble...just enough to convince the nobility that Shelton and his army were still very much a necessity.
I was a terrible captain, let’s get that out of the way. I don’t know a spinnaker from a bucket of slop. But that was OK. First Mate Maurice did all the heavy lifting for me. Yet I knew I was still a prisoner. I could complete this job and the Admiral Shelton might still have me thrown into his dungeon. So I needed to find a way to subvert the mission.
That was where Lady Luck took interest in me again. In her frivolity, she deigned that the crew should one day become aware that I wasn’t a real captain. I’m not sure whether it was the fact that I thought a ‘taffrail’ was a type of bread or the fact that I gave the order to volte face instead of tack into the wind. But they figured me out, and they were furious. They put me into a life raft and cast me adrift.
Say what now? Oh, no, that wasn’t Lady Luck’s end game. Because just as the ship sailed onward, leaving me behind, a real pirate ship lurched from the mists and completely destroyed our ship. No survivors at all. Except for me. The pirates picked me up and I was introduced to Captain Ezri Delmastro. Well, more accurate to say, I was introduced to her boot as she pinned me to the floor and demanded to know my business. I told her that I was a Camorri gentleman. When Ezri learned that I would be worth a fortune in ransom, she found it in her heart to keep me alive.
And that brings us more or less up to the present moment. I’m tied up. You’re tied up. But the difference between you and I, is that by the end of tomorrow, I will have gambled my way into a more comfortable position on the ship and then, as soon as we make land of any sort, I will be gone.
What about you? Hmm, I suppose you’ll be fed to the sharks before the sun sets tonight. But keep a spark of hope alive, friend. When I’ve bluffed and charmed my way into Captain Delmastro’s bed, I’ll be sure to put in a good word for you.
After all, Luck is a lady who likes to be passed around.
The popular conception of the Izzet League is based on mad inventions, dangerous experiments, and explosive blasts. Much of that perception is accurate, but the league is also involved with mundane tasks of construction and architecture — primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders.
You have a basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such blueprints might provide knowledge of entry points, structural weaknesses, or secret spaces. Your access to such information isn’t unlimited. If obtaining or using the information gets you in trouble with the law, the guild can’t shield you from the repercussions.
Backstory: Father’s Name: Niros Xamzir Gnome Artificer Mother’s Name: Oda Yirvi Vedalken Wizard Model 001 Onyx was The Izzet Organization’s first attempt to create magic infused battle armor commonly known as arcane armor. The young scholars were in love it was a strange sight to see a veldalkan and a gnome in romantic relationship. They loved each almost as much as they loved their work. They wanted to test the battle armor on a war-forged due to their sturdy composition. The war-forge was their own creation. The first project they built during their time apart of the org. He was made out black steel known as adamantine and goldish orange metal known orichalcum. primarily as lab assistant. Niros constructed him and Oda used her magic to give him life. His brain was a true miracle crafted from mytril sculpted to perfection by Niros. Inscribed with arcane script and runes. The construction of his brain took tireless hours of infusion and ritual spells. When it was done 001-Onyx was born.
Gonna go with the first one... Have a plan for that 6...
Name: Alufaen
Race: Half Elf
Class: Monk
Background: Hermit
Backstory: Alufaen was raised in a monastery after her unknown parents left her in the care of the monks, only he given a note that explained they could not raise her due to dangerous circumstances. A sign of this was the scar across the babes neck that had destroyed her ability to speak. As was to be expected due to this she was actually able to fit in well with the monks as many had taken vowes of silence to allow them to further their abilities.
The young half elf from the time she was able to begin her training was thrust into the life of a monk, perfecting the skills needed to both defend herself and find inner peace. Most of her early memories consist of doing chores and practicing with the other children that had come to stay at the monastery. Due to her lack of speaking ability she was unable to communicate with the other children so she more often then not found herself meditating with one of the older monks that served as a psuedo grandfather for her.
Being taken under the wing of the elder she spent most of her late childhood and teenage years of n study, opening up her mind and body to many things. Around the time she came into adulthood her master had her leave the monastery with him, her first time ever outside of the place. While the trip was nothing extravagant, she was given a chance to see what life had to offer, apparently this being something that was done to find out if one had the nerve to continue down the path of perfecting their skills and finding mastery of one's self.
Wanting to see the world for herself, Alufaen did not return to the monastery after the trip. With a small pack of provisions and a wish of good luck from the elder she took to the main road and headed for the first town on her map, Greenest.
Hey, I literally just started D&D and am looking for my first campaign, I just created a character and I am probably going to make a lot of mistakes. let me know if there is any information you need in order to get me set up. Also, if I can join than I should probably know if I am allowed to say any curse words.
Akanos was born to a Tiefling tavern keeper and a unknown mother. His father kept him around as a servant, sweeping the floors and taking out the trash. When Akanos turned sixteen, he ran away from the tavern. On his travels, he discovered he had a natural talent for magic. He decided he would become an adventurer, using his magic for a career. When he was 22, Akanos suffered a serious injury dealt by a gnoll flind. He was taken to the tavern in Lesta and cared for by the barkeeper, Malwyn the Halfing. Over the next few months, Akanos and Malwyn’s friendship blossomed, and he regarded her as his mother. Once he got well, Akanos stayed at the tavern, helping Maylwn and any other travelers who came. A year later, Maylwn became ill. Akanos tried everything, but could not cure her. As a last resort, he offered his soul to Mephistopheles in exchange that he save Malwyn’s life. The Archdevil agreed, sensing Akanos’ extraordinary magical talent. Akanos’ soul became bound to Mephistopheles and Malwyn was saved. Akanos left the tavern, eager for the next adventure. Akanos is kind and loyal, and even though he is a Tiefling and serves a devil, he constantly argues with Mephistopheles and strives to do good.
Regarding the elven subraces and lore. Do you recommend picking elven char due to it having better connection to the story?
Edit: I'd go with 2nd or 3rd. The first one seems boring.
I am thinking about gith graviturgy wizard. It would be build around the idea of him being physicaly weak (str being the 5/6) and thus developing strong telekinetic powers instead (the graviturgy seems close enough to telepathy/telekinesis). I'll expand these ideas tomorrow.
The expanded elf lore is not that important for the story, it's just there. Still, better to post it because if someone wants to play any of the elf subraces, that's info they would definitely want to know.
Regarding the elven subraces and lore. Do you recommend picking elven char due to it having better connection to the story?
Edit: I'd go with 2nd or 3rd. The first one seems boring.
I am thinking about gith graviturgy wizard. It would be build around the idea of him being physicaly weak (str being the 5/6) and thus developing strong telekinetic powers instead (the graviturgy seems close enough to telepathy/telekinesis). I'll expand these ideas tomorrow.
The expanded elf lore is not that important for the story, it's just there. Still, better to post it because if someone wants to play any of the elf subraces, that's info they would definitely want to know.
Backstory: Ricster was the sole survivor from the dragon attack on his village when he was 15. He then was taken into a criminal organization that specialized in smuggling weapons. That is where he learns his combat and marksmanship skills. Even though he was raised in the organization but his heart was never with them. He was thankful to them for taking him when he had nowhere to go, though he never agreed with what they were doing. Therefore, he left the organization when he was 24, taking some of the weapons and was being hunted by his old colleague since then.
Seventeen years ago, on a sun-baked beach in southern Chult, Gunra wrestled his way out of his shell. His parents, as is normal for tortles, died soon after his hatching, and when he was two years old, he found passage from Chult to Eastern Faerun, where his parents had told him off an entire kingdom of gnomes, hidden in plain sight.
Unfortunately, young Gunra ran into the entirely-less-friendly magocracy of Thay instead, and quickly fled into the Sunrise Mountains where he lived in seclusion, relying on his survival skills and natural hardiness.
After five years there, on the trail of a wounded elk, his path crossed with that of an iron dragon wyrmling. Rather than (foolishly) fight the wyrmling for the meal, he shared it, and then worked with the wyrmling to track and hunt enough game to sate both of their appetites. The friendship between the two youths bloomed quickly, and soon Gunra was introduced to the wyrmling's family, and an informal arrangement was struck. Gunra would act as warden of the dragons' territory - contributing game and keeping travelers out of it. In exchange, the dragons provided shelter and security.
For seven years, Gunra was pleased with the arrangement, but inevitably his wanderlust reawoke. Explaining to his foster family that his life was already half over, and that he still had much to see, Gunra gathered his belongings. The dragons gave him a parting gift - three drops of their blood to drink, with the promise that it would buy him a few more previous years to see the world.
Gunra grew stronger and wiser from the boon, and made his way West, escaping Thay without incident. Eager to meet new people and earn coin, Gunra found work as a mercenary, guarding merchant caravans. Initially reluctant to actually fight, once he drew steel in battle, he found it hard to relent. The adrenaline rush of combat was one of the greatest sensations he had experienced. His strength and bushcraft earned him a modest but positive reputation among merchants and aristocrats, ultimately resulting in him being referred to the governor of Greenest up track down a missing person. On his way, Gunra has been experiencing unsettling, recurrent nightmares, and his thoughts often return to the draconic decoction he once ingested.
Okay, I was going to wait until I had more experience both in PbP and D&D 5e in general to do this, but screw it: I have 50 pages full of notes in my Word document and counting and way too much free time on my hands, I might as well playtest it now. Also, I guess I'll never learn how to be a DM if I never try it in the first place, I was going to do this sooner or later anyways.
As that short background/adventure introduction and the title of the thread have already given away, this will be a Tyranny of Dragons campaign, but with some important changes: Besides a bunch of brand new NPCs besides the ones the module already gives, there will be a stronger focus on RP, mystery-solving, exploration and travelling. We are starting things up in Greenest, but once the mystery you and the rest of the party have been hired to solve reveals itself and the plot thickens, you are going to be doing a lot of travelling across Faerûn due to Cult of the Dragon-related shenanigans and other possibly unrelated and completely optional adventure hooks you might find along the way.
On the Homebrew side of things: Encounters and basic plot are still unchanged, but given the importance I'll be giving to PC choices and the homebrewed bits of FR world lore and NPCs I've been having way too much fun writing, things could get really out of the rails starting on Episode 4 or sooner. I have some serious doubts whether I should really call this a Tyranny of Dragons campaign or a homebrewed Forgotten Realms campaign that uses ToD as a base. You'll be the judge.
As far as Forgotten Realms lore is concerned, all this is now going to be taking place long after the Second Sundering, but outside of being relevant for some of the world's lore here and there, it's not really that important.
As for the purely Homebrew stuff, well...
Homebrewed Lore
1. On the topic of Elf subraces: There's a lot of them.
High Elves are technically divided into two subraces: Sun elves and Moon elves. Sun elves are taller and heavier, with bronze skin and usually blond hair. Moon elves are shorter and leaner, with very pale skin (sometimes with blue hues) and dark hair. I said "technically" because during the last centuries there's been more and more interracial relationships between the two, leading to a higher number of high elves who are actually a mix of both.
The Eladrin exist, but they are not a synonym for High Elf. Rather, they just happen to be the race of ancestral elves all other elven subraces descend from. They are native to the Feywild and are very rare outside of it, leading to lots of non-elven and non-fey races to think of them as a myth.
Wood elves exist, and the words "wild elf" and "Grugach" are synonymous words used to refer to them, much like "Drow" is synonymous with "dark elf". Not much else to say, really.
Speaking of the Drow, they are mostly unchanged. They are still mostly found underground, they still don't like sunlight, still mostly evil. Starting after the Second Sundering, though, some things have started to change: After the return of their respective gods, worshippers of the Masked Lord and the Dark Maiden are on the rise, and while the cult to Lolth still reigns supreme over the city of Menzoberranzan, there's a rising fear that the Lothithe drow might not longer be the stronger faction. Their society might be reaching a point where they have become self-aware of their own social stagnation, and the ensuing war for which path to take for the future of their race won't be pretty.
Escaping from this bloodshed, there's been a higher number of renegade drow searching for refuge on the surface, with some of them joining forces with known evil organizations in their efforts to survive.
2. Helviraena and the Masked Dancers
After the Drow gods Eilistraee and Vhaeraun made a return after they were presumed to be dead, a reciprocal understanding was seemingly reached between the two sibling deities. This has inspired a religious movement that encourages their dual worship. They call themselves the Masked Dancers, and unlike the more good-aligned Eilistraeeans, they tend to be far more opportunistic: They are as likely to be harmless bards, clerics and artisans as they are to be assassins, poisoners, or thieves.
A settlement led by Masked Dancers, Helviraena, is located on the Wood of Sharp Teeth and it's relatively close to Greenest in the map. You might want to read on it if you are planning to play a drow, or even a wood elf or a goblinoid as they happen to also be part of the settlement's population. As far as the campaign is concerned, though, it will only truly become relevant to the plot if the party agrees to go there. Other than that, just know that it is there and that it exists.
Further information under the spoiler. It's fairly long, so be warned.
Helviraena
("Haven to those above")
Type: Settlement
Region: Western Heartlands, west Faerûn.
Religions: Vhaeraun and Eilistraee
Races: Drow, Wood Elves, Goblinoids
Gov't type: Theocracy
Deep in the wilderness, bordering with the dangerous forest known as the Wood of Sharp Teeth, there's an ever growing settlement of dark elves and goblinkin built around a centuries-old grove. Dense fog and eerie darkness surround the place, but the joyous music and singing of its inhabitants can at times be heard from miles away. The peculiar people who call this isolated city and the dark forest grove within it their home calls it Helviraena, but outsiders who know of the strange nature of the grove have always known it by the sinister nickname of the Poisoned Grove.
Said nickname has now even more meaning behind it to those who believe than trying to build a civilization around a grove goes against its very purpose and desecrates it, along with those who distrust the people inside it and the poison manufacturing said people are known for.
A Darkness From Down Below
Back when the Wood of Sharp Teeth was still known as the Glimmerwood, the place used to be just a druid's grove, fiercely guarded by a tribe of grugach elves. Nearly five centuries ago, however, dark magical energy coming from the depts of the Underdark started manifesting on the Grove. This magical radiation did not left the grove unchanged: Mutations started to show on those lifeforms that had absorbed the faerzress, and wild sparks of Faerie fire became a common sight.
The sudden presence of faerzress in the air changed the fauna and flora within it drastically, but instead of simply becoming cursed or dying due to this contamination, the Grove managed to survive and adapt to the dark and twisted magics that were forced upon it. The flowers kept blooming, and the beasts kept on living as if nothing happened, even when glowing or changing in other unpredictable ways under the foreign force's effects.
A faerzress-touched stag
In awe of their grove's resilience, the tribe stayed and continued their duty to cherish and protect it, hoping to one day uncover the mystery behind the grove's magic radiation. The reasons behind the strange phenomenon are still unknown to this day.
Three Worlds, One Home
The city was founded by Izzala Kilrahel, a Masked Traitor on the run who wanted to create a safehaven for the surface drow, be followers of Vhaeraun like herself or followers of Eilistraee. She managed to form an alliance between her people and the tribe by seducing their then leader, an Arch Druid wood elf by the name of Lyather Stormsong, who allowed the drow to settle into the druid's grove and to build a settlement around it.
The settlement then grew and expanded thanks to the combined efforts of both Churches and the tribe, and the drow believe the city's general sense of prosperity to be thanks to the constant divine intervention of both the Masked Lord and the Dark Maiden themselves.
Free from Lolth's control and the rigid rules of Lolthite society, the drow here express their love for beautiful things and newfound freedom through art and song, and the combination of their singing and dancing with their Vhaeraun-inspired masks have created a very carnival-like atmosphere on the city.
Over the years, wood and dark elves have forged ties of mutual respect, and romances and unions between them are as commonplace as romantic unions between their own groups. Due to the particular circunstances behind their race's entire bloodline, the offspring of such unions are almost always as much of a drow as their dark elf parent, though these children also often inherit some physical attributes from their grugach lineage.
In an effort to gain more allies against her enemies, Izzala also welcomed the Goblinkin into the city, formerly enslaved ones most of all. These goblinoids were promised food and coin as well as freedom and protection from their former masters, in exchange for their loyalty and for peaceful, more civilized behavior towards the elves and between themselves.
A Fragile Peace
Due to the constant threat of attacks from both surface raids coming from the Underdark and those with a 'Kill any drow on sight' policy, Helviraena and its Grove are fiercely protected by its inhabitants, and a patrol of select warriors and mages known as the Shadow Sentinels can be found guarding the outsides of the city at all times. Newcomers are allowed into the city only after they swear an oath of no harming anyone while within the limits of the city, and are to be immediately exiled if they are found guilty of breaking this oath in any way, shape or form.
Many who choose to live in Helviraena do so to avoid the persecution (or prosecution) that awaits them on their hometowns, while others have a taste for the quirky lifestyle of music, closeness to nature, broad-mindedness and moral flexibility. Professions here range from entertainers, artisans and craftsmen to hunters, farmers, thieves, and rogues. Bards, particularly swordbards, are a common and celebrated profession.
The city is feared for the rumored cruelty the surface drow are still capable of towards their enemies, the chaotic and arrogant masked god they worship, and the tales of the frightful shadow dragons that call said masked god their master, with some claiming to have seen them flying over the city at night. While the presence of a certain shadow dragon in the city's underground caverns is actually veridical, the population of Helviraena nevertheless pray for the day that they are no longer feared and hated.
Geography:
Helviraena is a circular city surrounded by wilderness, consisting mostly of buildings, hovels, caves and twisted structures of black stone that function as watchtowers, and at the center of it all there's a forest grove the resident wood elves still take care off, a deep patch of vibrant green amongst the dark shadows. A network of subterranean tunnels and catacombs have been built underneath both, where most of the drow populace takes refuge in during daylight hours and currently inhabited only by them and those individuals trusted by them. This underground portion of the city is suspected to be much bigger and larger, hiding more drow population than those who can be seen on the surface settlements.
The Grove itself is a dense, misty forest of tall ancient trees and blooming wildflower bushes, intertwined with dense, thorny thickets and poisonous plants. Rare fungi and other mysterious flora from the Underdark have managed to survive here and can be found growing in small patches of terrain and in the bark of the trees, softly glowing at night.
Ever since their arrival, the drow have left the Grove to the wood elves' care with no further interference on their part, with the exception of the crafting of a single monument at the center of the grove, under the shade of an old willow: A statue, made of black onyx, despicting a dead Drider impaled through its spider half by three swords (A longsword, a shortsword, and a bastard sword), with a peaceful smile on its face. At the feet of the statue, there's a headstone with an inscription written in Undercommon, which translated reads as follows:
To the son who waited in vain
To the father who could only watch
To the brother who was betrayed
To the children who were slain
We, your mothers, your sisters, your daughters. We, your executioners.
We repent. We grieve. We remember.
Both the inscription and the statue are named "Elegy for the Third Son" and was built as a tribute to all the male drow who were and are victims of the Spider Queen and her followers and have either been slaughtered on her name, turned into driders or suffered from any other horrible fate down below. The title makes reference to how the third male child is always sacrificed to the Spider Queen upon birth in Menzoberranzan's society.
Outside of the Grove, there's two shrines: One dedicated to Eilistraee located on the East, and one to Vhaeraun to the West, built on the patch of land that separates Helviraena from the Wood of Sharp Teeth.
Religion:
The Helviraena drow's religion is centered around the dual worship of both Vhaeraun and Eilistraee, despite the obvious diferences between both deities, as they believe that finding a balance between the teachings of both siblings is crucial if they are to survive on the surface. They think of the Masked Lord and the Dark Maiden not only as individual beings but also as the two contrasting halves of a whole; opposite forces who ultimately compliment each other and who are stronger together rather than separated: A natural duality of sorts.
Under this philosophy, Eilistraee is seen as a symbol of truth, kindness, hope, joy and forgiveness, while Vhaeraun symbolizes deceit, arrogance, cynicism, rage and vengeance. To follow only the former would mean to potentially become too soft and naive to survive on a world that still wants them dead, while only following the latter would lead them to become as cruel and miserable as the society they were rebelling against.
Because of this, as the siblings themselves are believed to have done after the Second Sundering, a truce was needed between the beliefs and ideas of both Churches, from which the Helviraena drow preach the following: Eilistraee is to be considered as the personification of the peace and freedom all dark elves should fight for, while Vhaeraun is the personification of the necessary evils one might be forced to commit in order to gain and preserve them. One's the end, the other is the means.
The dark elves of Helviraena strive to be kind, but sharp. They follow Eilistraee's teachings about harmony, beauty and the need to promote peace between them and other races, but also aren't above the use of underhandedness in order to reach that goal. Those who follow these ideals call themselves the Masked Dancers. They are taught from a very young age to be polite and gentle, even to the people they hate, and to give aid and protection to all who might need it regardless of their race, but also to strike against any enemy who striked against them first, and to be merciless and lethal when fighting against anyone who have proven themselves beyong redemption. To be benevolent and altruistic, but also fierce and vindictive: Those are the qualities the Masked Dancers hold dear.
While their worship remains dualistic, most Clerics are still bound to one of their two deities over the other, as the siblings usually favour diferent domains. Eilistraee's domains are Twilight, Light, Life and Nature, while Vhaeraun's are War and Trickery. That being said, while this means most cleric domains available to them fall under Eilistraee's juridiction, the opposite is also true to those of them who choose to be monks, as both the Way of Shadows and the Way of Mercy are considered to be Vhaeraunite traditions by the Helviraena drow, with other monastic traditions being near unheard of inside the city.
It should be noted that, unlike their Underdark counterparts, the worship of other deities is not forbidden on Helviraena: While the Masked Dancers heavily encourage others to follow their set of beliefs and to share them, it's an unspoken rule to never try to convert others by force, as doing so would go against Eilistraee's teachings about freedom of choice and upset her, the only exception to this rule being the illegal worship of the Spider Queen or any other deity believed to be allied to her (See Crime). As such, while some of Helviraena's wood elves are Masked Dancers, an even larger number of them keep the same Old Faith they have practiced back before the arrival of the drow to their territory, and their druidic worship of the stars and constellations was not only gladly accepted but shared by the Dark Maiden's followers, who gladly intergrated it within their own faith.
There's also a surprisingly high number of followers of the Seldarine within the city's populace, despite of the bitter resentment Vhaeraun is still known to hold against them. This minority refers to the Masked Lord and the Dark Maiden as "Corellon's children", and dream of a future where the both of them might return to Arvandor.
Goverment:
The city was ruled by its founder Izzala Kilrahel, who was also the mind behind the hierarchal ranks Helviranea still follows, as she feared that without any semblance of order the city would soon fall to a self-destructive chaos if left to run by its own devices. After her death, both her role as the city's ruler and Lyanther's Arch Druid status amongst the grugach tribe have been inherited by their daughter, Zilvintra.
The hierarchy Izzala created is a loose theocracy, with the Masked Dancers' clerics at the top and the commoners at the bottom. Should any of the two siblings manifest themselves and communicate with the clergy, their word is taken as important advice the Masked clerics can freely choose to obey or disobey depending of the situation and the nature of the advice in question. It's also noted that should the two divine siblings disagree on something, it is the duty of the head of the clergy to try to be the middleman between the two of them.
Because both of the Siblings value free choice and individualism, the hierarchy is one of duty and heavy responsability as opposed to real authority, and while there is a rank of people dedicated to enforce the few laws that do exist and whose members have gained a feared reputation among the commoners, as a general rule all others are equal and everyone is encouraged to make their own decisions even when it might contradict the decision taken by someone of a higher rank, without fear of being punished for insubordination for it.
Helviraena's hierarchy is divided into social ranks, with each rank members easily recognizable by the colors of the masks and robes they wear. The ranks are as follows:
The Moon Clerics are the city's clergy, and their duty is to not only be spiritual leaders, but also are instructed to be their people's main healers and to care for the sick. They are to welcome the homeless and the outcasts into the city and to watch over them, and they have the final say as to who stays and who's exiled or executed for the good of everyone else. They are to promote peace and stop any and all in-fighting between the ranks before it can escalate, as well to assist the other ranks on their duties if the need to do so arrives.
The head of the clergy recieves the title of the Twilight's Herald, and they are to carry the responsability of being Helviraena's official ruler, as well as being the one with the duty to commune with the Siblings.
Despite the name, not all Moon Clerics are actually clerics, and not all Masked Dancer clerics are one of the Moons. The rank is usually reserved to the chosen clerics, priests and priestesses of specific domains (Twilight, Life, Nature and Light) and druids, as well as certain warlocks. They wear silver masks.
The Sun Keepers, also known by the coloquial nickname of "Redmasks", are the closest thing to a City Watch on Helviraena, and are feared and respected as such. They are to ensure that no injustice or act of violence is being commited against any of the city's inhabitants, that the laws are being followed, and that the rather chaotic harmony of the city does not degenerate into inhospitable anarchy. If an individual commits something that is deemed to be beyond redemption by the Moon Clerics, it is the Sun Keeper's job to carry on their execution.
The Keepers are lead and supervised by a cleric of the War domain, and its members are recruited from the strongest warriors and melee combatants Helviraena has to offer, which in turn includes fellow war clerics, swordbards, fighters, barbarians, monks and even assassins, as well as the rare paladin. To become a Sun Keeper, drow members are trained to endure the light of the sun, a task that can be extremely painful to most drow, and taught how to fight and defend themselves and others while affected by it. The same ruthless training is to be given to any non-drow recruit who also happens to suffer from sunlight sensitivity.
While the Keepers have always been respected, there's been some subtle changes from how they were at the beginning to how they are now: Due to the strong influence from hobgoblin culture as more of them and other goblinoids were allowed to join the rank, the Sun Keepers have become more and more militarized over the years, and some commoners have accused them of becoming increasingly corrupted, and that they are growing too violent and vicious on their supposed 'peace-keeping' methods.
They wear red masks and golden robes and/or armor.
The Shadow Sentinels are Helviraena's first line of defense against outside threats, and the second against threats coming from the inside, should the Sun Keepers ever fall. They are to the shadows and the night what the Keepers are to the light and the day, and heavily specialize in the art of stealth, magic and ranged weaponry.
While the Sun Keepers stay within the limits of the city, wear bright colors, and are always on plain sight; the Sentinels stick to the shadows as they patrol, sometimes aiding themselves with shadow magic to remain hidden. When unannounced outsiders try to enter the city, a shadow sentinel greets them and interrogates them about their intentions: Should the outsiders be friendly, they are lead inside the city, where they are questioned further by a Sun Keeper before finally allowed to freely roam the city grounds.
In the event of an enemy attack, however, the Sentinels are authorized to use deadly methods against the threat and to repay violence with swift violence, thus removing any immediate outside danger to the city and the Grove as quickly as possible.
A Shadow Sentinel
Crime:
There's only three central rules in Helviraena, which the Sun Keepers strive to enforce: "Respect and protect the Grove", "Do not do harm to others", which includes all violent acts ranging from assault to murder but excludes self-defense, and "Do not serve the Spider Queen". The hatred and fear the Masked Dancers have towards Lolth and her worshippers runs so deep that even referring to her by name has become taboo, preferring to refer to her only by her self-claimed title of Spider Queen, Mother of Spiders, or just referring to her as "the Mother", along with a rather long list of less formal nicknames of derogatory nature.
This hatred has also extended towards not only Lolth's allies on the Dark Seldarine, but also towards Gruumsh, the orc god of war and destruction, for the part he played on Lolth's plans and in the event that would eventually lead to the banishment of the drow. Worship of the One-Eyed God is met with scorn and it is punishable by exile.
Slavery is forbidden and frowned upon, but it tends to only punished as such whe it involves ownership of another intelligent humanoid creature, allowing the goblinkin to keep their ownership of intelligent beasts and monstruosities, such as worgs, as mounts.
Commerce:
Most basic goods and services are available. Unlike most other surface drow settlements, giant spiders are still kept around to be farmed for their silk, but they are heavily guarded and treated as cattle, while also doubling as an unconventional source of meat. These spiders' silk is the city's most important export and main source of money, but Drow Poison is also manufactured and sold in secret to those interested in it.
Goals:
The main goal of the ever expanding city is to provide shelter to those drow who have freed themselves from Lolth's web and look for a free life on the Night Above. This goal has since them expanded to include all outcasts and fugitives who wish to start anew here, no matter their race or background.
Druids and prominent members of both elven halves of Helviraena's society are also investigating the reasons behind the strange faerzress emanations that persists in the Grove, with a strong divide between those who wish to heal the woods back to normal and those who wish to preserve it as it is, either because they can see beauty in its ever changing nature or because they wish to continue to harvest the faerzress for their own personal use.
Relationships:
Helviraena has little affiliation with other surface settlements across west Faerûn outside of trade negotiations, as its inhabitants are still met with skepticism by most other goverments. It's not unusual for someone born in Helviraena to be treated as a lowlife brigand anywhere else.
Relationships with other known settlements of surface drow are much more harmonious, though conflicting opinions with the Church of Vhaeraun and the criminal groups associated with it has been a constant source of conflict for some time now. The Helviraena drow and the Masked Dancers in general see the slave trade done by lots of Vhaeraunite crime cells as evil and something that needs to be stopped as soon as possible, while the more traditional Vhaeraunites see the Masked Dancers' conflicting set of morals as amusingly hypocritical.
Among both these groups and other west Faerûn organizations, there's also been rumors and some damning evidence of unwholesome deals behind closed doors between the developing city-state and the Zhentarim, according to which the Moon Clerics might be selling deadly poisons and weapons to the Zhents in exchange for their help in getting more resources for their growing population's needs, as well as to help ensure the protection of the several criminal fugitivees who hide amongst said population. This corrupt side of them has gained them some enmity amongst the Black Network's enemies, such as the Harpers.
Image credits:
Stag
"Shadow Sentinel"
3. CR classes like the Blood Hunter exist, but their lore origin are a little different.
This will be a campaign set in the world of Forgotten Realms, not Wildemount. So, I have been doing some thinking in order to integrate them to the FR lore in a way that fits. They are still mechanically the same, of course, and subclasses like the Cobalt Soul monk will remain mostly unchanged: There's still a library and they still would be fighting against corruption, for example.
Still, if you make a character with one of those classes and you get chosen, I will be discussing with you a little over PM about the bits of lore I have already thought about your character's class, how it would fit with the world and how it might fit or not with your character. Let's discuss! :)
With the Homebrew-related stuff out of the way, here's a few rules:
1. This might be a very long-running campaign, so please keep that in mind before posting your application. That's not to say that RL problems might not happen or that you are not free to drop out for any reason, just that you might not want to apply if the idea of a long PbP campaign is boring to you.
2. Good or Neutral alignments only, please. That being said, if you really want to play an Evil character, please keep the Evil to "my character has done or would do extremely morally grey actions" and not Evil in the sense of "my character eats babies for breakfast and its an edgelord who's going to be constantly backstabbing the rest of the party in the back". I don't want any murderhobo shenanigans, and most of all I don't want PvP!
3. Try to post frequently, once a day or failing that at least once a week.
4. There will be some dark themes, including but not limited to murder, torture and D&D-typical fantasy racism. There also might be Cosmic Horror-inspired spookyness, as the campaign will be focusing on a very evil and very powerful deity and the cult that worships her. The world doesn't want Tiamat back and you shouldn't either.
5. That being said, r*pe is NOT one of those dark themes. Just getting that out there, just in case. I have read way too many RPG Horror Stories on reddit, there won't be any of that here, no thank you.
And that's all! Please fill the application and post it here if this has picked your interest, and feel free to make any questions you may have. If you get chosen, you will be added to an OOC private thread, and the campaign thread would get posted as soon as there's a party ready, 4 or 5 players would be preferable.
Abilitiy scores: Roll for it using the digital die roller, or use Standard Array. You can reroll up to 3 times, but if you get bad stats it's not the end of the world, and according to a certain very popular DM, it could even be fun to roleplay around it if you choose to keep those scores.
Character Name:
Race:
Class: (We will be starting at Level 1, and UA is allowed)
Background:
Backstory: (It doesn't have to be very long, but it should give me an idea of who your character is and their relationship with the world around them, so do put some effort into it.)
Active Campaigns:
Raiketsu's Princes of the Apocalypse (DM: Raiketsu) - Shautha: Half-Orc, Level 3 Druid (Circle of Land: Mountain) ⟆ Monster Misfits Adventures (DM: ShadIn) - Vrakskan Onyxadyn: Dragonborn, Level 3 Barbarian (Path of the Ancestral Guardian) ⟆ Rime of the Frostmaiden (DM: Sarvaeth) - Rildayne Uln'hyrr: Drow Elf, Level 1 Warlock of the Archfey
RachelEvening's Tyranny of the Dragon Queen - DM
RachelEvening's Tomb of Annihilation - DM
Placeholder. Waiting to hear about another PBP but definitely interested.
Name - Azrael Zifandael
Class - Sorcerer (Thunder/Lightning theme spells, Draconic Bloodline)
Race - Dragonborn (Blue)
Ability Scores Primary roll: Ability scores: 13 15 13 8 14 5
2nd Ability scores: 18 13 13 10 8 14
3rd Ability scores: 12 13 9 12 13 14
Backstory - (Character sheet on his name)
Azrael was born of an unusual coupling of a dragonborn and a true dragon, spreading ire and ostracization through his clan once the truth of his birth had been exposed. Forced to endure such prejudice through his younger years, though instead of giving in, it lit a spark in him to instead right the wrongs of those who would put the heel to those weaker than them, or subjugate, prejudice, or abuse.
As his mothers eventual exile had forced them out, he prayed to any being that would listen and show him a path to his goal, and one day, a few years before his teens, he and his mother discovered a small sect of faithful to the Dragon of Justice, and he knew immediately that he had found his calling. Spending the next few years, eagerly learning anything and everything he could about his future patron.
Azrael, due to his personal experiences, became one of the few Dragonborn who cast off the prejudices of his forbears of dragonkind, having came to the realization that the dragons here were not the same as the ones in Abeir-Toril. Learning to revere the Platinum Dragon, Bahamut for their drive to bring justice to the world, and right the wrongs of those who would sow chaos. Azrael has become a devout, zealous believer of Bahamuts teachings, believing in them so strongly that his driving mantra is "We must help bring about the changes the gods are constantly working in the world." and so he tries to take an active role in doing just that. Sometimes, with a stern hand, and near zealous devotion to the cause.
Though only a mere Acolyte of Bahamut for now, and very very young at the age of fifteen, he seeks to spread Bahamut's justice and faith throughout the world. Having only just recently taken his first steps into Faerun itself, he believed he would be on a grand crusade to crush all those who would oppose Bahamuts will.
I have left it vague enough to allow necessary tweaking in regards to locations, and other such things.
Hook -
Azraels ultimate goal, is to spread his faith far and wide, and eventually, when he gains the necessary fame and funding open his very own temple to the Platinum Dragon. He will feverishly pursue those who cause chaos, especially abberational creatures such as Mind Devourers and other similar beings.
(As a side note, in regards to Azraels zealotry, think of him in the same mindset you'd imagine a Retribution/Oath of Vengeance Paladin, who happens to serve Bahamut, and believe in Bahamut's idea of 'all evil must be crushed ' but that doesn't mean he harms indiscriminately. Below is the example post of this character and his brand of justice, since the DM of that campaign asked for it.)
Somewhere in a back-alley of Waterdeep.
Azrael had finally found the thieves that had accosted him, and stolen his Holy Symbol in a moment of distraction. Cornered, and with nowhere to run. The Dragonborn's quarterstaff was readied. Azrael towered over them all, larger even than most Dragonborn, at 7'8", he was intimidating to most. His robes flowed in response to the natural electrical energy that flowed through his sorcerous veins. He looked down upon them as they prepared themselves for the fight to come, Azrael's lips curled back in disgust, revealing his dagger-like canines as he said, voice tumultuous and bass, a suppressed growl "I have but two questions for you all. Tell me why you thought it wise to steal from me? What did you hope to gain?" his pupils slitting to a fine thread. His eyes scanning over the thieves, all of which likely belonged to some local gang, but among them, was an Urchin child, likely orphaned, shaking in pure, unadulterated terror before him, while the rest seemed ready, even eager to shed blood.
As they came at him, he threw his quarterstaff into the air, "I see." he would say with resolution, even as he slammed his foot down against the ground, arms tucked together as if preparing for a release of energy. Just as the Thieves we're about to land their blows, his hands shot outwardly, directly to both of his sides, and an Azure-tinged violet glow suffused the alley as sparks flew in all directions from his Thunderwave, intricately interwoven even as the spell was released, his Metamagic flowed outward, ensconcing the Urchin who hadn't moved to attack, all but completely shielding him, even as the others around the Dragonborn were expulsed, slamming hard against the walls, limp, lifeless, and charred. A loud cacophonous boom sounding in the wake of his spell. The Urchin looked more as though he had been struck by a bad bout of static electricity. Catching his staff even as it fell, he walked forward with it as a cane, toward the Urchin child, and knelt, placing his large, scaled hand over the Urchins head. The child recoiled at first, until he noticed he wasn't being attacked. Then, Azrael would ask again: "Why did you do it?"
The urchin looked up and would say "B-because mister... they threatened to kill my momma.. and we're already starvin'.. we have no food, I didn't have a choice..." Azrael studied him for a moment, and sensing no lies, would help the Urchin up. Handing him twenty-five gold coins as he, himself stood up once more. Taking back his Holy Symbol from the corpse that had it, saying "Bahamuts' will, is the will of Justice. Those who do bad things, just because they can, will never escape judgement. But those who seek to help those other than them-self, even if they bend the rules, will find mercy. Take heed in this lesson child, and stay away from people like this in the future." With that, Azrael would walk off, tail idly shifting on the wooden planks. Satisfied that Bahamut's will had been done, and that he had served it. In-so-doing, he also felt he may have kept one more being from Tiamat's grasp, by setting him on the right path, or, perhaps making him fear the other one.
Unimportant information:
Azrael is the first character I ever made, specifically for this campaign, yet he's never had the chance to actually be in it! I probably have the most research, and time invested into him, so you can see why I jumped at the chance to apply here. As such, he's the most fleshed out character I posess.
He has however been in a campaign once before, the Dragonheist, below, you will see the opening post for that campaign which should give you a grasp of what i'm 'capable' of in the right group:
Azrael had been tending to the Shrine his order had built almost three years ago at the far eastern edge of town, in the north-ward, by The Cliffwatch just off of Saerdoon Street. Their Holy Building was little more than a large shack, with a pretty shrine to the Dragon-god, Bahamut sitting just off the walk-path. He had came to Waterdeep following a calling he had received through a vision several years after having become a true Acoltye of his sect. Here was where he had lived the last few years, waiting for his next sign. He was patient. His faith in his patron was absolute and unshakable, and so he waited, dutifully tending the grounds. In turn, he received shelter and a very modest living.
Three Years Later:
Azrael had just finished his priestly duties, the Shrine to Bahamut was kept impeccably clean, though his order had very little luck recruiting more to his cause and faith. A woman approached him, at first he thought she was there to ask of, or perhaps mock his beliefs. Instead, she met him curtly, curtsying stiffly before handing him a simple envelope with his name written on it.
Esteemed Mr. Azrael
It has been my duty to notice your hall is lacking, and that your order cannot seem to grow beyond the few you already posses.
I have an offer for you, if you will take it, that may help us both achieve our desired ends.
If you should decide you wish to partake, then I implore you to meet me at the Yawning Portal in Two-Days time, at the time indicated below.
I look forward to our mutually beneficial transaction.
Fat Cat.
Azrael took little time in considering, this was the sign he had been waiting for all these years. He immediately set out for his preparations, stopping by the market to gather a few needed supplies, before heading back to his temple, packing everything meticulously in his bag, every necessity he could think of, he brought with him. He then pulled his holy symbol from his neck, laying it on the table, able to stand on it's own, served as both his Arcane Focus, and his Holy Symbol a portable shrine to Bahamut hanging from his neck. Setting out candles of incense, lighting them, getting to his knee's and he would pray: Thank you Bahamut, for your providence. Long have I patiently awaited this day, and as I knew you would, you have set the hand of my fate in motion. I will not fail you, and I promise I will do my best to emulate your greatness, so that others may see the truth of your justice. I pray only that your will be done in all things. Religious intensity 10
He awoke the next day, once again proselytizing himself, praying once more before heading out, after all, he had a long walk to his favorite Tavern in the city.
Present Time:
Azrael entered the Tavern. ducking slightly to avoid the door's top as he entered, quarterstaff in hand. Several of the regulars that knew him, gasping, throwing their hands up in mock guilt. Azrael raised both his arms, saying Fear not, I assure you all, I am not here to tell you that ale is the sinners path, lo, instead I am here to partake of it myself! This had been a common joke once everyone had gotten used to the massive Dragonborn whenever he would arrive in his Acolytes Attire. Leading to a few feigned relieved sighs, and a few guffaws and chuckles before everyone more or less went back about their business.
Azrael spotted the marked table easily, as he towered over most in the tavern, and made his way there, his sinuous tail dragging behind him below his robes. As he sat down on the much thicker bench that was made to accommodate his size, and weight, though he was not fat in any sense of the word. Those already gathered would see:
Azrael stood, what to most beings, is a hulking seven feet, eight inches, towering over most humanoids, and only dwarfed by some. His appearance is striking for an Acolyte. His body looking physically well-toned in spite of wearing the attire of a caster. His bold Blue-Sapphire scales stand out in a crowd faintly gleaming in the tavern light, and his frosted-sky-blue eyes are piercing and powerful, possessing the black slitted-pupils common among Dragonkin. His tail, dragging listfully behind him whenever he walked, never making a sound. His robes are eloquent and vibrant shades of Royal-Blue, flowing around him. The trim, a brilliant Gold-Thread, of which inlay in a whirlpool of four threads towards the center as if it were the eye of a storm, where they form a circle around what appears to be a Platinum Dragon, suspended in midair. The dragons' head would appear to be looking directly at whomever it was facing. Six leathered Angellic wings spreading out in the cardinal directions. Upon his neck, hanging from a simple, but strong chain, you would see his Holy-Symbol, Marking him as a Follower of Bahamut, encircling a vibrantly swirling Violet-Orb that was his Arcane-focus, ultimately fusing them both into a single entity. Most would feel a mixture of intimidation, and benevolence exuding from the aura of his presence. And there always seemed to be a charge in the air around him. Ultimately, you would sense from him absolute, steadfast conviction in his beliefs, and the raw confidence that comes with it.
After having adjusted himself to be comfortable, he would offer those gathered already a hearty greeting, his hand crossing over his chest as he closed his eyes and bowed to the assembled. Greetings all, we are all here on this auspicious day for what I assume to be a common cause, even if our reasons for being here are not the same! My name is Azrael Zifandiel, Acolyte of the Dragon god Bahamut, if that was not already obvious. He would rise from his bow, placing his hands on the table, and ordering the special from the Barmaid closest, waiting for them to arrive once the order was taken. Regardless, I hope you are all blessed today in the light of Bahamut, and I have prayed that we all find success, regardless of our reasons for being here. It is a pleasure to make your acquaintances.
Present Time, Just before entering the Portal:
After a very long walk, Azrael made his way to the Yawning Portal, spotting his friend Jalester, leaning against the wall just outside of the establishment itself. Before entering, he would Hail friend! It's rare to see you outside the Portal. A big, toothy grin spreading across his otherwise stoic features. Embracing Jalester in a friendly hug, but made sure it was brief. You were my first friend in this city, I truly do not know how I would have survived without you! Unfortunately, I am here on Business, and am likely already later to the party than I had anticipated. However, before I go in, I know you are a man in the know. While I am here ultimately because I finally received the sign I was waiting for that I'm sure I have chewed your ear off about.. I would like to ask before I go in.. What can you tell me of a man called 'Fat Cat'? Is there anything I should know, or be wary of aside from that I have never heard of him until now?
Also:
3. Try to post frequently, once a day or failing that at least once a week.
4. There will be some dark themes, including but not limited to murder, torture and D&D-typical fantasy racism. There also might be Cosmic Horror-inspired spookiness, as the campaign will be focusing on a very evil and very powerful deity and the cult that worships her. The world doesn't want Tiamat back and you shouldn't either.
^ This. I love this. Too many super happy rainbow sunshine saturday morning superhero campaigns.
Occassional Dungeon Master.
Question. Do you have campaign sharing?
Ability scores: 14 13 9 11 5 10
Ability scores: 12 13 8 11 16 14
Name: Fezzik
Race: Grung
Class: Monk
https://ddb.ac/characters/37096640/hb3lce
Background: Fezzik lost his way when following his mother in the people's market. He was found by less savory elements in the community and was forced to use his natural abilities to perform tasks of a criminal nature. During one such job, he was caught by the very man he was supposed to steal from. He took him in, protected him, and showed him that there was a Way to live that did not involve criminal actions. It is unknown to him whether his family still lives. During his tenure, the ring of rogues told him if he did not do as they say, his family will be destroyed. After leaving the ring, he was unable to find them.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Ability scores: 16 14 8 16 16 15
Ability scores: 10 18 16 16 15 13
Ability scores: 10 8 11 14 16 14
Gonna go with the first one... Have a plan for that 6...
Ability scores: 11 11 12 8 12 8
Ability scores: 13 12 17 9 6 13
Ability scores: 14 8 11 8 10 13
Regarding the elven subraces and lore. Do you recommend picking elven char due to it having better connection to the story?
Edit: I'd go with 2nd or 3rd. The first one seems boring.
I am thinking about gith graviturgy wizard. It would be build around the idea of him being physicaly weak (str being the 5/6) and thus developing strong telekinetic powers instead (the graviturgy seems close enough to telepathy/telekinesis). I'll expand these ideas tomorrow.
Name: Nurm
Race: Githzerai
Class: Graviturgy Wizard
Alignment: LN - generaly helping the people in need but when it comes to the war with Githyanki/Mind Flayers and their allies (Tiamat), the ends justify the means.
Background: Acolyte/Scholar/Hermit (something fitting the githzerai monastic orders)
Story:
Nurm was born as a weak child. In most other cultures, this would lead to a life full of obstacles and hardship. This was however not a case for Githzerai, the people with strong psionic powers. Nurm tirelessly studied Zhentarim's teachings and trained his psionic powers, soon becoming one of the most talented psionics of his age. One day, Githyanki raiding party attacked his home-city, killing many of Nurm's close ones.
After this incident Nurm decided to pursue a more active path and decided to join the githzerai fight against githyanki.
Why is he on Faerun/Plot hook:
As a part of his training, Nurm was send to material plane to experience the planes outside of the Limbo. Together with a unit of githzerai warriors, he was sent to Faerun, to investigate a rumors that Tiamat's followers are planning something. Due to the alliance between Tiamat's red dragons and the Githyanki, discovering the cultist's plans and eventually stopping them was considered to be of a high importance. On the Material plane, things didn't go too well. Near the town of Greenrest, Nurm's unit was ambushed and massacred. In the fight, Nurm was knocked unconscious but alive. Cultists, not knowing much about the gith, thought that everyone from the unit is dead and left their corpses in the woods. Nurm was later found by the people of Greenrest and healed. He would join the campaign somewhere at the point when he wakes up for the first time in Greenrest, still weak and not at his full power (level 1), but stone set on completing his original mission.
Ability scores: 13 8 15 11 11 12
Ability scores: 15 16 11 10 14 13Ability scores: 11 15 10 17 5 14Name - Karen Garrus
Class - Warlock / The Hexblade
Race - Variant Tiefling
Alignment - Lawful Good
Background: Noble
Backstory -
Karen was born as the second child of Baron Garrus. She grew as a very normal girl …… except one thing. There are black bat like wings setting on her back.
Although they loved her, Karen's parents understood very well how cruel and angry their superstitious peasant would be if they know someone like Karen exists.
They hid their daughter from outside world. Raised her in a dark dungeon under the castle. Karen barely saw other human except her family and servants. She had to wear thick hooded cloak to conceal her body when she went outside.
Despite all inconvenience, Karen loved her family and spent peaceful life.
Until one day, an army of mercenaries leading by a warrior who wearing dragon bone mask assaulted her home. The raiders killed Karen's parents, her older sister and all of her servants.
Karen and her little brother ran into the dungeon. The mercenaries unleashed hounds to hunt them down. When she was about to meet her doom, the tiefling girl heard a dark voice. It offered her help and power. Karen answered the offering and became the warlock of Black Blade.
After surviving the night of slaughter, Karen left her home and started searching the mysterious raiders. In a tavern, she heard a rumor of dragon army and a warrior with iconic mask. The very same mask worn by the killer of her parents and sister. Karen spread her wings and flew toward Greenest, burning with the desire of vengeance.
Ability scores: 8 12 14 17 12 16Ability scores: 9 9 12 15 10 14Ability scores: 11 11 14 15 16 14
Character Name: Heitor Fernandes
Race: Human
Class: Cleric (Trickery)
Background: Charlatan
Backstory:
They say Luck is a lady who likes to be passed around. When she beckons you to bed, her loyalty only lasts until the next roll of the dice.
You see that map on the wall? Throw this stiletto at it. Wherever the knife sticks, I’ll tell you that’s where I was born and I guarantee I’ll make you believe me. Because for the duration of our conversation, I’ll believe it too. The best disguises are the ones not painted onto the face, but poured out of the heart.
My name’s Heitor Fernandes, and that’s the truth. I try to tell at least one person a week my real name, because if I didn’t I’d be afraid I might forget it myself. Trying to keep the truth intact amid all the creativity that comes with my trade is a bit like trying to keep a precious tiny diamond safely hidden buried under a beach of sand. In fact, while we’re sitting here, why don’t I just tell you the whole truth of it. It can be so cathartic to unload, and I’ll be gone from here before you have the chance to repeat it to anyone who might cause me a problem.
What do I mean by creativity? You sound like you are accusing me of deception. But calling everything that isn’t entirely true a ‘lie’ is an unhelpful characterisation. Words are like paving stones. You can live by all sorts of rules - step on a crack, break your back, and all that sort of things - but the quickest way to where you want to go is always a straight line.
I’ve been wandering about now for as long as I can remember, and I only remember the interesting parts. You see, although I made Luck sound a little like a hussy earlier, the truth is that I’ve gained more of an insight into her than most. And one of the things I’ve learned is that she never stays with the same person long. Therefore, it’s important not to be the same person for too long. Got mud on your outfit? You change your outfit! Forced to run to a new town? Change your name.
Of course, I like my name well enough, so I try not to veer too far from it. I’ve taken it from one city to the next, playing the people like pawns for as long as I can get away with and, when I see Lady Luck tiring of the person I am being there, I move on and become someone else. My lady’s interest always returns to me renewed.
What’s that you say? If I have such a good relationship with Lady Luck, why am I tied to a chair in the map room of a pirate ship? Well, that’s a fair question. And it all began a couple of weeks ago when my eyes became - as the saying goes - bigger than my stomach.
As a clergyman in the church of fortune, I’ve always particularly despised those people of high means who have attained their riches neither by hard work or fortunate chance. Certainly, you could say that their position is an accident of their birth and therefore an example of good luck. But that’s not what luck really looks like. Luck is toppling from a cliff and having your fall broken by a pile of rancid dog shit. If you fall off a cliff and the gods move a cloud to catch you, that’s not luck: that’s privilege. The very antithesis of luck.
So when I travelled to Camorr, I of course could not resist paying a visit to the famed ‘Sinspire’. That playground of the rich and noble that is so self-aware of the concept of privilege that you literally have to win a certain amount of money on the games to be admitted to the next floor up.
This was going to be a long con, I realised from the start. Day after day I played cards with the plebs on the bottom floor, working my way up to the middle floors and their elaborate games of Carousel and Hearts Fortuna. I played against the Countess of Lendaroth, you know? She had previously been entirely unbeaten.
You want to know how I did it? Well, she had a habit of eating these messy candied cherries while she plays cards as a way of distracting her opponent. So, as I played her - and believe me, I was getting my arse handed to me for a long time - I rubbed a powerfully narcotic ointment onto my fingers under the table between each hand. Eventually, the ointment made it onto the cards, and therefore onto the Countess’ fingers, therefore onto her sticky cherry sweets and, lastly, into her belly. By the end of the game, the woman could scarcely stand, let alone play, and I did it all without doing anything so crass as drugging her brandy.
Anyway, eventually I caught the attention of the Sinspire’s master, Requin. It seemed that he had taken interest in me and invited me to the home of Admiral Shelton, of Camorr’s naval legion. It looked like I was being fast-tracked to the highest echelon of the Sinspire’s hierarchy, and I eagerly accepted said invitation.
I should have known that I had been that person for too long. Lady luck had grown bored.
The Admiral, it emerged, had become aware of a previous identity I had used. In the middle of the card game on his island fortress, I was surrounded and threatened with being thrown into a dungeon. Why only threatened, you say? Well, as it turned out, the Admiral had no interest in keeping me prisoner in the traditional sense. What he wanted was something much more laborious.
It seemed that Shelton had recently lost popularity in Camorr in light of that fact that the navy’s upkeep cost a lot of money, and there hadn’t been any serious threat from the seas in over a decade. Therefore, what Shelton wanted me to do was use my exceptional skills and good fortune to board one of his ships impersonating a captain. I would have to make the entire crew believe I was who I said I was. Only one person - the first mate - would know the truth, and he would make all of the important decisions for me. That was a relief, because in truth I know absolutely **** all about how a ship works,
So that part of the plan all worked quite well. The next part of the plan, not so much. Our ship was to switch flags halfway out towards the Jeweled Islands, and there we were to switch flags and return to Camorr as pirates. Make a little noise, cause a little trouble...just enough to convince the nobility that Shelton and his army were still very much a necessity.
I was a terrible captain, let’s get that out of the way. I don’t know a spinnaker from a bucket of slop. But that was OK. First Mate Maurice did all the heavy lifting for me. Yet I knew I was still a prisoner. I could complete this job and the Admiral Shelton might still have me thrown into his dungeon. So I needed to find a way to subvert the mission.
That was where Lady Luck took interest in me again. In her frivolity, she deigned that the crew should one day become aware that I wasn’t a real captain. I’m not sure whether it was the fact that I thought a ‘taffrail’ was a type of bread or the fact that I gave the order to volte face instead of tack into the wind. But they figured me out, and they were furious. They put me into a life raft and cast me adrift.
Say what now? Oh, no, that wasn’t Lady Luck’s end game. Because just as the ship sailed onward, leaving me behind, a real pirate ship lurched from the mists and completely destroyed our ship. No survivors at all. Except for me. The pirates picked me up and I was introduced to Captain Ezri Delmastro. Well, more accurate to say, I was introduced to her boot as she pinned me to the floor and demanded to know my business. I told her that I was a Camorri gentleman. When Ezri learned that I would be worth a fortune in ransom, she found it in her heart to keep me alive.
And that brings us more or less up to the present moment. I’m tied up. You’re tied up. But the difference between you and I, is that by the end of tomorrow, I will have gambled my way into a more comfortable position on the ship and then, as soon as we make land of any sort, I will be gone.
What about you? Hmm, I suppose you’ll be fed to the sharks before the sun sets tonight. But keep a spark of hope alive, friend. When I’ve bluffed and charmed my way into Captain Delmastro’s bed, I’ll be sure to put in a good word for you.
After all, Luck is a lady who likes to be passed around.
Ability scores: 10 13 16 16 12 8
Character Name: 001-Onyx
Race: Warforged
Class: Artificer
Background:
The popular conception of the Izzet League is based on mad inventions, dangerous experiments, and explosive blasts. Much of that perception is accurate, but the league is also involved with mundane tasks of construction and architecture — primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders.
You have a basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such blueprints might provide knowledge of entry points, structural weaknesses, or secret spaces. Your access to such information isn’t unlimited. If obtaining or using the information gets you in trouble with the law, the guild can’t shield you from the repercussions.
Backstory: Father’s Name: Niros Xamzir Gnome Artificer Mother’s Name: Oda Yirvi Vedalken Wizard Model 001 Onyx was The Izzet Organization’s first attempt to create magic infused battle armor commonly known as arcane armor. The young scholars were in love it was a strange sight to see a veldalkan and a gnome in romantic relationship. They loved each almost as much as they loved their work. They wanted to test the battle armor on a war-forged due to their sturdy composition. The war-forge was their own creation. The first project they built during their time apart of the org. He was made out black steel known as adamantine and goldish orange metal known orichalcum. primarily as lab assistant. Niros constructed him and Oda used her magic to give him life. His brain was a true miracle crafted from mytril sculpted to perfection by Niros. Inscribed with arcane script and runes. The construction of his brain took tireless hours of infusion and ritual spells. When it was done 001-Onyx was born.
Name: Alufaen
Race: Half Elf
Class: Monk
Background: Hermit
Backstory: Alufaen was raised in a monastery after her unknown parents left her in the care of the monks, only he given a note that explained they could not raise her due to dangerous circumstances. A sign of this was the scar across the babes neck that had destroyed her ability to speak. As was to be expected due to this she was actually able to fit in well with the monks as many had taken vowes of silence to allow them to further their abilities.
The young half elf from the time she was able to begin her training was thrust into the life of a monk, perfecting the skills needed to both defend herself and find inner peace. Most of her early memories consist of doing chores and practicing with the other children that had come to stay at the monastery. Due to her lack of speaking ability she was unable to communicate with the other children so she more often then not found herself meditating with one of the older monks that served as a psuedo grandfather for her.
Being taken under the wing of the elder she spent most of her late childhood and teenage years of n study, opening up her mind and body to many things. Around the time she came into adulthood her master had her leave the monastery with him, her first time ever outside of the place. While the trip was nothing extravagant, she was given a chance to see what life had to offer, apparently this being something that was done to find out if one had the nerve to continue down the path of perfecting their skills and finding mastery of one's self.
Wanting to see the world for herself, Alufaen did not return to the monastery after the trip. With a small pack of provisions and a wish of good luck from the elder she took to the main road and headed for the first town on her map, Greenest.
I was not selected for the other PBP, so an application is forthcoming.
Hey, I literally just started D&D and am looking for my first campaign, I just created a character and I am probably going to make a lot of mistakes. let me know if there is any information you need in order to get me set up. Also, if I can join than I should probably know if I am allowed to say any curse words.
Ability Scores:Ability scores: 10 11 15 13 13 15
Ability Scores:Ability scores: 15 12 11 14 11 13
Ability Scores:Ability scores: 15 14 10 13 12 16
(I will take the third one.)
Name: Akanos Novak
Race: Tiefling
Class: Warlock (Subclass) Fiend
Alignment: LG
Gender: Male
Background: Sage
Side Note: I am 100% able to commit to daily posting.
Backstory:
Akanos was born to a Tiefling tavern keeper and a unknown mother. His father kept him around as a servant, sweeping the floors and taking out the trash. When Akanos turned sixteen, he ran away from the tavern. On his travels, he discovered he had a natural talent for magic. He decided he would become an adventurer, using his magic for a career. When he was 22, Akanos suffered a serious injury dealt by a gnoll flind. He was taken to the tavern in Lesta and cared for by the barkeeper, Malwyn the Halfing. Over the next few months, Akanos and Malwyn’s friendship blossomed, and he regarded her as his mother. Once he got well, Akanos stayed at the tavern, helping Maylwn and any other travelers who came. A year later, Maylwn became ill. Akanos tried everything, but could not cure her. As a last resort, he offered his soul to Mephistopheles in exchange that he save Malwyn’s life. The Archdevil agreed, sensing Akanos’ extraordinary magical talent. Akanos’ soul became bound to Mephistopheles and Malwyn was saved. Akanos left the tavern, eager for the next adventure. Akanos is kind and loyal, and even though he is a Tiefling and serves a devil, he constantly argues with Mephistopheles and strives to do good.
The expanded elf lore is not that important for the story, it's just there. Still, better to post it because if someone wants to play any of the elf subraces, that's info they would definitely want to know.
Sadly no. I will look into it, but no promises.
Active Campaigns:
Raiketsu's Princes of the Apocalypse (DM: Raiketsu) - Shautha: Half-Orc, Level 3 Druid (Circle of Land: Mountain) ⟆ Monster Misfits Adventures (DM: ShadIn) - Vrakskan Onyxadyn: Dragonborn, Level 3 Barbarian (Path of the Ancestral Guardian) ⟆ Rime of the Frostmaiden (DM: Sarvaeth) - Rildayne Uln'hyrr: Drow Elf, Level 1 Warlock of the Archfey
RachelEvening's Tyranny of the Dragon Queen - DM
RachelEvening's Tomb of Annihilation - DM
Ability scores: Ability scores: 18 7 7 14 12 13
Ability score: Ability scores: 14 10 9 13 15 10
Ability score: Ability scores: 7 10 12 15 18 12
It’s fine. I’ll use my first character I made. He works without campaign sharing.
I have played for decades but never PbP in D&D though I have done PbP a number of years in Star Trek groups. I am interested in breaking in to PbP!
Ability scores: 12 13 16 14 15 14
12 9 11 7 14 14
10 16 9 14 15 13
Take the first one
Character Name: Ricster
Race: Human
Class: Fighter (Gunslinger)
Background: Criminal
Backstory: Ricster was the sole survivor from the dragon attack on his village when he was 15. He then was taken into a criminal organization that specialized in smuggling weapons. That is where he learns his combat and marksmanship skills. Even though he was raised in the organization but his heart was never with them. He was thankful to them for taking him when he had nowhere to go, though he never agreed with what they were doing. Therefore, he left the organization when he was 24, taking some of the weapons and was being hunted by his old colleague since then.
Valzes: Hexblade Warlock Tiefling
I'm interested. Rolling the arrays, application to come.
Ability scores: 10 17 15 5 14 15
Ability scores: 17 17 16 14 9 13
Ability scores: 11 8 15 16 12 13
Character Name: Gunra
Race: Tortle
Class: Ranger (eventual Drakewarden)
Background: Customized Far Traveler
Backstory:
Seventeen years ago, on a sun-baked beach in southern Chult, Gunra wrestled his way out of his shell. His parents, as is normal for tortles, died soon after his hatching, and when he was two years old, he found passage from Chult to Eastern Faerun, where his parents had told him off an entire kingdom of gnomes, hidden in plain sight.
Unfortunately, young Gunra ran into the entirely-less-friendly magocracy of Thay instead, and quickly fled into the Sunrise Mountains where he lived in seclusion, relying on his survival skills and natural hardiness.
After five years there, on the trail of a wounded elk, his path crossed with that of an iron dragon wyrmling. Rather than (foolishly) fight the wyrmling for the meal, he shared it, and then worked with the wyrmling to track and hunt enough game to sate both of their appetites. The friendship between the two youths bloomed quickly, and soon Gunra was introduced to the wyrmling's family, and an informal arrangement was struck. Gunra would act as warden of the dragons' territory - contributing game and keeping travelers out of it. In exchange, the dragons provided shelter and security.
For seven years, Gunra was pleased with the arrangement, but inevitably his wanderlust reawoke. Explaining to his foster family that his life was already half over, and that he still had much to see, Gunra gathered his belongings. The dragons gave him a parting gift - three drops of their blood to drink, with the promise that it would buy him a few more previous years to see the world.
Gunra grew stronger and wiser from the boon, and made his way West, escaping Thay without incident. Eager to meet new people and earn coin, Gunra found work as a mercenary, guarding merchant caravans. Initially reluctant to actually fight, once he drew steel in battle, he found it hard to relent. The adrenaline rush of combat was one of the greatest sensations he had experienced. His strength and bushcraft earned him a modest but positive reputation among merchants and aristocrats, ultimately resulting in him being referred to the governor of Greenest up track down a missing person. On his way, Gunra has been experiencing unsettling, recurrent nightmares, and his thoughts often return to the draconic decoction he once ingested.
Another medical problem. Indefinite hiatus. Sorry, all.