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Breggo13
03-12-2019, 04:05 PM
Welcome to the Forgotten Realms


https://pre00.deviantart.net/7f1a/th/pre/f/2015/155/5/7/desertwindsartstation_by_andreasrocha-d8vygtr.jpg

The Forgotten Realms got their name from being quite that - forgotten. All the current world has is scraps of legends and stories of adventurers who did great deeds, defeating monsters, preventing wars, saving princesses and cleaning out ancient dungeons where no one else dared to venture. From the first glance, this tale doesn't differ much from the rest - a group of renegades and outcasts ready to take on the unknown. Sounds real typical, right?

Wrong. This is our story - that's right. We were there, we survived (well, most of us) and we grew into true legends. Looking back, its hard to know what brought us together - a barbarian girl, a noble bard, a fallen rogue and a beautiful princess - HEY! Who is interrupting MY story! Who said the princess was beautiful? More like a pain in the.....

Anywho, I am getting ahead. First, let me introduce myself... ~ From the diary of an unknown bard

Welcome to Toril, an Earth like planet that is circled by a single moon called Selūne and by a cluster of asteroids, known as the Tears of Selūne. Although Toril has many different continents, we star tour adventure in Faerūn, the westernmost portion of Toril's central supercontinent, a diverse landscape inhabited by numerous races and cultures, including humans, dwarves, elves, halflings, and gnomes. A time when magic is rare and true wielders of this art are in high demand.

The landscape is doted with fiefdoms, kingdoms and alliances, both small and large, all fighting for power, survival and prosperity, however they understand it. In the north, the smaller lands are battling ice giants, dragons and orcs, struggling to keep their heads above the water. In the south, pirates and renegades rule the shores of the Inland Sea. And along the coast line, merchant caravans are constantly under attack from a variety of threats, simply hoping to make it from one port to another.

Two super powers of Faerun are now in direct competition. Amn, the country of merchants, was growing to become a super power, its wealth and influence stemming from the west and reaching its outposts in the Moonshae Isles and Chult. It's capital Athkatla, known to most as "The Coin City", was the center of merchants and commerce, welcoming all who were there to make a (somewhat) honest profit.

In the North East, Impiltur was rising. A wealthy and powerful country, it served as asylum to whoever wanted to escape war. Ruled by a strong line of monarchs, the kingdom stood proud and tall on the border of the Inland Sea, not willing to trust its neighbours and thus growing from the faith and hard work of its people.

War is breaking out, many other countries taking sides or trying to build their own imperiums. Dragons swoop in and terrorize villages and armies - sometimes they are captured to fight for a particular army though that is rare and as many soldiers die chaining the beast down as the enemy it burns. Civil unrest and riots are high in many cities, royalty and nobility fearing for their lives or imposing harsh sanctions to prevent murder. Blood, fear and hopelessness is felt in most places.

It is in such a troublesome time that a small band of three traveling heroes is given a quest by the royal house of the Moonshae Isles. The quest is simple - they are to escort a young woman across Faerun to her distant aunt, the Queen of Impiltur. If successful, riches and reputation is surely to befall them - enough to make a difference in this troubeling time. If they fail - and dare to survive - it's the noose. What choice will they make?




Table of Contents
Chapter One (https://role-player.net/forum/showthread.php?t=93362&p=3026977&viewfull=1#post3026977)



Name: ex. Lillianna Titz
Age: ex.. 32
Gender: ex. female
Race: ex. dwarf
Class: ex. paladin (starting level 5)
Apperance:
Background/history: ex. soldier
Basic stats: (Strength, dexterity, constitution, intelligence, wisdom, charisma)
Proficiencies:
Languages:
Ideals:
Bonds:
Flaws:
Skills and Abilities:
Spells: (if known)
Other:



1. Travel from Alaron to Baldur's Gate - 720 km total

Take a boat (buy passage onto a Galley which goes 8mph)
Total travel time - 55 hours (2.5 days)
Arrive in Baldur's Gate (Low Lantern District) and staying at Three Old Kegs






https://preview.redd.it/zqffogiceohy.png

Caer Callidyr, Moonshae Isles - Start of Adventure

Castle Quarter - region below the castle, mostly wealthy people who value proximity to power over scale of abode; Dock Quarter - fairly self explanatory; where many sailors hang out when they're in town. Shops, inns, kind of seedy; Low Quarter - The poorest part of town;
Forest Quarter - Primarily middle class dwellings;
Plains Quarter - lots of wealthy people with big manors; Wolf Quarter - City administration and military;
Garden Quarter - temples, gardens, libraries, stuff like that.



Table of contents
Click to see the map (https://preview.redd.it/zqffogiceohy.png?width=960&crop=smart&auto=webp&0ca43fce)

Breggo13
03-12-2019, 06:06 PM
Key Link: Interactive Map of Faerun (https://www.aidedd.org/atlas/index.php?map=R&l=1)

Namingtoohard
03-13-2019, 06:40 AM
Wow. Seems like you've done a lot of work setting everything up and on the world itself already. I'm impressed :)

Anyway. I'm happy to go with a DnD style character sheet. I've never tried doing actual stat allocation in DnD style before, if that's what you mean, but I'm happy to give it a go at the very least.

As for the characters, I'm happy to play the princess to your knight, if that's what you prefer. I already have a few ideas as to what the princess' purpose could be, and ways they would tie into a larger plot once they complete their first objective. I'm rather indifferent between the beserker and the bard - happy to play either one. And I think that leaves us with the planned rouge as a leftover?

Breggo13
03-13-2019, 12:22 PM
Ahhhhhh, make a choice XD And I didn't really build anything - I just choose some things I found that in my mind "fit" XD Let me put it this way - would you rather play two ladies or have variety?\

EDIT: I also don't know how well the DnD sheet works unless you really build it (determine all the proficiency, etc). So maybe it needs some tweaking?

Breggo13
03-13-2019, 12:38 PM
https://i.imgur.com/dpsvzAp.jpg
Name: Ander Nemetsk a.k.a. Fenrir
Age: 32
Gender: Male
Race: Human
Class: Rogue (previously Fighter)
Appearance: Fenrir is a tall enough man, standing roughly at 6'0. He is toned with sunkissed skin, blue eyes and shaggy black hair. He possesses a scar on the left side of his forehead and his nose has been broken in the past. His lips are usually curled up in a smirk and his voice is rough. He is usually dressed in rather fitted clothes with a hood but when he travels, he sports light black armour that is extremely flexible. He carries his short swords on his hips and has a variety of different throwing knives hidden all around his body. There is a very interesting tattoo on his shoulder of a dragon but it stays hidden and has been shown to very few. He tends to have a darker aura about him and radiates confidence and danger.

Background/history:
Ander "Fenris" Nemetsk was born into the working class in the Moonshae Isles. His father, once a soldier of the ruling house army, suffered an injury when Ander was only two when his group of me came into contact with Amn forces in one of the islands. Since then, Bor traded in his sword to become a rather skilled blacksmith, continuing to serve his country by creating swords and armour for the average knight. Ander's mother - Westra -was a seamstress, running a small business along with a few other women in the capital city where they lived.

Being the oldest child of three, Ander was brought up in his father's steps and expected to join the army. From the age he could walk, his father taught him to maintain and upkeep weapons and armour, the basic stance and step of a fighter, physical training and the codex of the Mooshae army. Ander, however, was more interested in running around with the other kids on the streets, swimming in the Moonshae sea and climbing cliffs. As he grew older, he became more and more resistant to his parents' desire. His childhood friends changed to include rogues and thieves, men and youth who taught Ander the basics of picking locks and swapping apples off of the fruit stand. For the young boy, all of his mischief was a game and just pranks he played on the adults.

Constantly caught by the guards, he would be spanked and then taken home where his father would put him to work. This made Ander's resistance to guard work grow more and created a rift between him and his father. His younger siblings were quite the opposite and were very close with one another. Thus, the only thing that kept him in Caer Callidyrr was his mother who was a soft spoken women for all that she herself was of Illuskan heritage. At 18, due to the unrest in the world, Ander was finally drafted into the army against his will and assigned to the infantry unit. His unit was assigned to be stationed not far from Kythyss that was now overrun by Amn mercenaries.

Half a year later, Ander was give leave to go home after he suffered an injury that scared his left forearm. Making it home, he realized that his mother had passed away, leaving his father - more angry at the world and strict - responsible for his brother Nolan and sister Bree, both of who were perfect in Bor's old eyes. Nolan had taken to being a blacksmith and training to join the city guards while Bree had taken over her mother's role and was becoming one of the best embroiders in the city. An outcast, void of any reason to obey any more rules, Ander deserted. Buying his way onto a smuggler's ship, he ended up on the mainlands of Faerun.

Meeting up with an old friend who took pity on him, Ander ended up in the assassin's guild, training as one of them. Working as an elite guard than by his direct new profession, the young man - now known as Fenrir meaning 'lone wolf' - was hired by merchants to protect themselves, their wives, their daughters and their goods. Regardless of the job, Ander did it professionally, well and quietly. He continued to work for the guild though no one really knew what to do with him - he wasn't exactly an assassin but he stayed quiet, helped when needed and paid his dues.

Ander meet Neri in Luskan about seven years ago. The young outlander girl was alone on the streets, an urchin that was lost and wild, struggling to survive. Taking her under his wing, the man brought her back to Baldur's Gate where he enlisted her into training with one of his friends, hoping for the girl to become a fighter. Whenever he returned, he made sure to visit his protege whom he adopted as a sister. A few months ago, he decided to return to the Moonshae Islands and visit his mother's grave, Neri coming along faithfully.

Basic stats:

Using the pre-defined array of [15, 14, 13, 12, 10, 8]

Strength: 13
Dexterity:14
Constitution:12
Intelligence: 10
Wisdom:15
Charisma: 8

Skill proficiencies:
Acrobatics
Athletics
Intimidation
Investigation
Perception (expertice)
Slight of Hand


Proficiency: Medium and Light armour, Shields, Martial and Simple weapons, dragonchess and thieves' tools, two-handed fighting
Languages: Common, undercommon, thieve's cant
Ideals: People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.
Bonds: I’m trying to pay off an old debt I owe to a generous benefactor.
Flaws: An innocent person is in prison for a crime that I committed. I’m okay with that.
Other:



https://i.pinimg.com/236x/f4/75/e1/f475e1334501196ce639262b8d1c1117.jpg
Name: Nerisaga Tigersoul
Age: 17
Gender: Female
Race: Human
Class: Barbarian
Appearance: Neri is a tall girl, standing at around 5'9". She has pale skin and deep blue eyes that usually are alight with a hidden fire of mischief or anger. She wears her red hair usually down with a braid near her left ear, held together by a plain looking bead with an ancient symbol on it. Her nose is covered in freckles and she tends to sport a smirk on her lips. She is dressed in a blue tunic of rough wool, plain grey leggings and tall black boots lined with fur. For armor, she sports only a leather vest and arm guards. A thick cloak made of grey wolf fur covers her shoulders. She keeps her nails short and wears a simple leather thread with the claw of a tiger on it.
Background/history:
Nerisaga Tigersoul was born in the Cold Forest near the Spine of the World. When she was merely 9 years old, her father decided to take his small tribe of 20 people to establish another branch of the Red Tiger tribe. On the way to Neverwinter Woods, the group was attacked by monsters - Neri was the only one to survive as she was told to run by one of the men. Making her way through the woods, the kid came upon Mirabar. There, she ended up begging on the streets, trying to survive but was scorned by the other people due to her origins.

Eventually, stealing a few weapons, the girl started out towards Lusken, hoping for better luck there, surviving the journey by hunting small game and moving along the road. The bigger city didn't treat her any better -

Basic stats:

Strength: 13
Dexterity:14
Constitution:14
Intelligence: 10
Wisdom:12
Charisma: 10

Skill Proficiencies:
Animal Handeling
Athletics
Perception
Survival


Proficiency: Light and Medium Armour, Shield, Martial and Simple weapons, flute
Languages: Common, undercommon, goblin (spoken only)
Ideals: Glory. I must win glory in battle to prove myself to my clan.
Bonds: I am the last of my family and must restore their good name to be in the tribe.
Flaws: Violence is my answer to almost any challenge. Also water.
Skills and Abilities: Rage, totem spirit of the tiger
Spells: (if known) beast sense, speak with animals
Weapons: A great battle axe that Neri usually has strapped across her back. It's her baby since it once belonged to her mother and before that her grandmother and before that....Anyway, you get the picture. She has a few hand axes in her belt that can be used to throw or use as weapons.
Other:

Namingtoohard
03-13-2019, 01:55 PM
xD one of us is going to have to eventually, I suppose. I think I'd prefer the bard out of the two, if I was absolutely forced to decide, purely because the idea of getting to write such a silly character amuses me. I have an old personality I've been wanting to try for a while, and this might just prove the opportunity. I'm generally fine with playing characters of either gender, but I like the variety of having one of each in a single roleplay.

The character sheet is looking pretty good so far, though there are a few DnD terms in there that I'm unfamiliar with. Some of the stuff like bonds, proficiency, and ideals. The name implies a bit, but I might have to do the research and make sure I have the right idea. The same goes for listing spells. I'll have to look into it a little more.

Breggo13
03-13-2019, 03:20 PM
The wiki is a good start but here is a good explanation of some of them:

Background, flaws, bonds and more (https://www.dndbeyond.com/sources/basic-rules/personality-and-background)

Bard Class (https://www.dndbeyond.com/classes/bard)

How to build a bard - some info (https://geekandsundry.com/the-complete-beginners-guide-to-starting-a-bard-in-dd/)

More about Bards (https://roll20.net/compendium/dnd5e/Classes:Bard#content)

Skills aka Proficiency (https://dnd5e.fandom.com/wiki/Skills)

Backgrounds, races, classes - all that gives proficiency in skills and sometimes in things like tools, languages, etc. For example, an elf will know Elvish, Common and.....

A rogue will know Undercommon (criminal jargon)....Etc.

Let me know if you need help :) There are online tools for easily creating characters that you can use as a basis. I like the proficiency stuff because then its easy to see what a character is good and bad in.

And alright, I will take on the feisty barbarian XD

Namingtoohard
03-14-2019, 03:14 AM
Well, that makes my job a lot easier. It might be worth looking up one of the online tools just to get a rough idea of what a finished page looks like. I doubt I'll finish it totally before work today, but I'll make a start, at the very least. Even getting to see all the pieces you've got for your character sheets so far definitely helps.

In any case, I definitely think I prefer the second barbarian picture more. That'd be my pick, for sure :)

Breggo13
03-14-2019, 03:16 AM
Haha, well....I think I found a perfect picture for her :)

Also, check out www.dndbeyond.com - It's a good tool and free :) It helps you build the character and while it doesn't have all classes/backgrounds/etc, it sorta gives you a basic idea :)

Namingtoohard
03-15-2019, 05:45 AM
Colm Vastara

https://i.pinimg.com/750x/05/a9/5a/05a95a33f17a3a5474c47592924e2474.jpg

"I bought a ward against logic from a travelling merchant. It lets me add two and two and get a pickle"

Age: 24
Gender: Male
Race: Human
Class: Bard
Appearance:
Personality:
Background/history:

Born to a family in a small logging village in the middle of nowhere, Colm enjoyed a simple life with his mother, father, and older brother. He quickly proved a curious, intelligent, and highly mischievous child, much to the exasperation of his family. Memories of sitting around the fire at night, listening to his father tell stories, learning to play the lute from his mother, and fighting with his brother, are among the fondest he possesses.

Things took a turn for the worse when, during his teen years, his father was killed in action whilst serving as part of the local militia. The illusion of happiness that he had fostered during those early years was shattered as his mother's lute fell silent, and his older brother became grim and serious as he was forced to try and provide for the rest of them. Colm, in response, became even more lighthearted - joking around and trying to cheer the others up, make them smile, and bring back the laughter that had been silenced by his father's death.

When his brother died in a logging accident, leaving Colm and his mother alone, things fell apart good and proper. His mother seemed little more than a shell of her former self, riven in two by her grief. Whilst it pained him to leave her, Colm was begrudgingly forced to admit that there was nothing left for him at home. He broached the topic with his mother, and she bid him farewell, offering up her old lute as a parting gift. She requested that he never return, so that she might at least believe he was out there and alive somewhere. So that the lack of visiting did not necessarily imply he was dead. With tears in his eyes, Colm agreed, and set out alone.

Colm travelled the world in solitude for several years. He practised with his new lute diligently whilst on the road, and became rather skilled for someone who was mostly self-taught. He would play at taverns or for groups of travellers on the road, keeping people entertained and drawing crowds in exchange for free lodgings and food. Oftentimes an offensive or poorly timed joke had him running from those he worked with, but these experiences - despite the potentially lethal consequences - amused and exhilarated him more than anything else.

It was during these years that Colm began to understand the true magic within music, and unknowingly made the transition from a traditional entertainer to a true bard. Several of those he encountered on repeated occasions (and were able to endure his jokes) began calling him Colm Wanderlust, or Colm Wildheart, for his inability to stay in one place for too long.

Seemingly unable to settle, and finding his lust for adventure and excitement growing, Colm decided to pursue a different avenue of work. He signed on with a mercenary band. The deal was that, in exchange for payment, he would tag along on their contracts, witness their deeds, and write songs about them that would make their names known throughout the land. It worked well, for a time, and Colm found a happiness that had been missing since his childhood days in the companionship he found with his new bandmates.

Eventually, he found himself bouncing from one band to another, serving several different groups of mercenaries in such a capacity over the course of a few years. That was, of course, until he fell into the company of his current group, with whom he has remained right up to this day.

Basic stats:
Strength: 8
Dexterity: 14
Constitution: 10
Intelligence: 13
Wisdom: 12
Charisma: 15

Skill proficiency:
Deception
Performance
Persuasion
Sleight of Hand




Proficiency:
Light armour, Simple weapons, hand crossbows, swords, rapiers, Lute

Languages: Common, Sylvan (Spoken only)
Ideals: Pleasure. None of us are here forever, and life is about what joy you can find in the time you have. I do what I enjoy!
Bonds: A mother and several previous mercenary bands. Several women also claim that he has given them children, but Colm denies all these claims wholeheartedly.
Flaws: Tends to stick his nose where it doesn’t belong
Spells:
Other: