[Rated M for fantasy violence]
Greetings, brave heroes! The lands are under attack like never before. Roving bands of goblins and orcs attack villages, dragons swoop down from their mountain lairs and decimate kingdoms, all manner of demons and devils are gathering their forces of darkness, while lich-kings and their wight generals raise legions of undead. The world needs it guardians now more than ever, and as fate would have it, you will answer the call! It has been foretold!
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Spoiler: Rules1.) As Dungeon Master, I retain the right to rule as I see fit. My word is law, both metaphorically and literally. If I ask you to tone it down, please do so.
2.) Please try to post in less than two weeks. If that is an issue or you will be busy, let us know and we will gladly accommodate you. I know I’m bad with time, but dropping a simple “hey I’ll be busy for a while” message is always appreciated. If no explanation is given after three weeks of inactivity, I may be forced to have a dragon eat your character.
3.) As far as in-game mechanics, we won’t be using them. While we may be using the D&D 5e rules as guidelines for certain things (spells and power scaling, mostly) we won’t be calculating Armor Class or Hit Points.
Other than that, I ask that you remain respectful of your fellow players and myself. We’re all here to have a good time, so let’s have one.
Spoiler: Lineages and AncestriesWhile playing a human in a fantasy world might be fun, there’s also a variety of fantastical lineages to choose from. These include, in alphabetical order:
Spoiler: AasimarAasimar are the descendants of a demigod. Not fully a demigod, they still possess a divine spark in their blood that grants them power. Aasimar typically appear human with some divine aspects, such as halos, glowing eyes, or supernaturally long lifespans. Aasimar abilities include:
Darkvision: The ability to see in low light and complete darkness
Celestial Resistance: Naturally resilient against damage caused by divine radiance and necrotic energies
Healing Presence: By focusing on their divine heritage, they can heal small wounds or slow the damage of a larger wound
Divine Flight: Channeling their divine ancestor, they can briefly summon glowing wings that allow them to fly for up to 1 minute. Once they do this, they cannot do it until the next day
Spoiler: DhampirDhampir are either the offspring of a vampire and a human, or the result of the vampiric turning process failing or being interrupted. Dhampir possess some of the strengths of the vampires without the cost of their weaknesses. Dhampir mostly appear human, though their ears and teeth are pointed, their skin is pale and cold to the touch, and their eyes may glow red or yellow in the dark. Dhampir abilities include:
Darkvision: The ability to see in low light and complete darkness
Child of the Night: Dhampir can briefly turn invisible when in complete darkness, lasting only a few seconds
Undead Speed: Dhampir move with the speed of their vampiric ancestors, and can climb along walls and upside down along ceilings while leaving their hands free
Vampiric Drain: By drinking the blood of a living creature, they can heal themselves from small to moderate wounds and attain the same benefit as a full day of meals. Once they do this, they cannot do it until the next day
Spoiler: DragonkinMade in the image of the great dragons, the dragonkin are a rare sight, and treated with caution or fear from others. Dragonkin are usually powerfully built, standing over 6 feet tall. They are covered in scales, with dragon-like heads and tails. These scales can be nearly any color, but a dragonkin’s ancestor can be told by their scale color: red scales for red dragons, golden for gold dragons, and so on and so forth. Dragonkin come in three varieties: metallic, chromatic, and gem. Metallic dragonkin trace their ancestry back to the metallic dragons: gold, silver, copper, bronze, brass, and platinum. Chromatic dragonkin come from the chromatic dragons: red, green, blue, black, white, and purple. Gem dragonkin are from the gem dragons: ruby, sapphire, amethyst, emerald, topaz, and diamond. Dragonkin abilities include:
Darkvision: The ability to see in low light and complete darkness
Dragon Scales: Their thick scales give the same protection as a suit of studded leather armor, though they can still wear heavier armor for more protection
Draconic Resistance: Dragonkin are naturally resistant to the same energy as their breath attack and being frightened and charmed through magical means
Powerful Build: Dragonkin can lift, carry, push, pull, and shove twice as much as a human who weighs the same as them
Breath Attack: Dragonkin can exhale a burst of energy from their mouths in either a 15-foot cone or a line 5 feet wide by 30 feet long. The type of energy depends on their ancestor:
Fire: Red, Gold, and Ruby
Ice: White, Silver, Platinum, and Diamond
Lightning: Blue, Brass, and Sapphire
Acid: Green, Black, Bronze, and Emerald
Necrotic: Purple, Amethyst, Topaz, and Copper
Once they use this, they cannot do so until the next day
Spoiler: DwarvesThe dwarves are short, hardy folk that usually live in mountains or deep caverns. They have strict clan-based societies built on hard work and hard play. You’ll be hard-pressed to find better spirits than those made by the stout folk. While not made for cross-country, the dwarves are natural sprinters, and very dangerous over short distances. They usually resemble humans, though they stand 3 to 5 feet tall and nearly as wide. Their hair and skin tone encompass the human range, though their eyes are more akin to gemstones in color. They are known far and wide for their prodigious beards. They come in three varieties: gold dwarves, silver dwarves, and steel dwarves. Gold dwarves usually live on the surface, with tanned skin and flaxen hair. Silver dwarves are the mountainous folk, with paler skin and red hair. Steel dwarves are usually found in the deepest caverns and possess darker skin tone and hair. Dwarf abilities include:
Darkvision: The ability to see in low light and complete darkness
Resilient: Dwarves are a hardy people, and can take long falls and grievous wounds better than most. They are also naturally resistant to poison, both gas and liquid
Stonemovers: Dwarves possess some mastery over the earth and stone, and can manipulate small sections of it to their will. A dwarf can move, shape, and otherwise manipulate 5 foot cubes of nonmetallic earth or stone over the course of 10 seconds
Dwarf Magic: The dwarves have a few innate magical tricks. For 1 minute, a dwarf can double their own size, turn invisible, or use their Stonemoving ability to manipulate metal. Once one of these effects has been used, they cannot use their Dwarf Magic again until the next day, and they cannot use the same effect two days in a row.
Spoiler: ElvesElves are the oldest race in the lands, the first people to set foot and claim stake in the realm. They also live unimpeded but age or disease, but can be killed by weapon or magic. They live in ancient forests and glistening moondrop cities. They appear mostly human, though unearthly beautiful. Their ears are pointed leaf-shaped and move much in the same way as a cat’s does. Their skin tone encompasses the human range, though can also include blue, purple, or green. Their hair similarly can be any human color, along with blue, green, golden, or silver. Their eyes are usually grey, but can sometimes be silver or blue. The elves come in three varieties: sun, moon, and shadow elves. Sun elves have darker skin colors and lighter hair and eyes, and generally live in the forests as wild guardians. Moon elves have paler skin and darker hair and eyes, and usually live in their own elven cities. Shadow elves, also known as the Drow, possess the darkest skin tones, ranging from blue and lavender to deep midnight blue and obsidian black. Their hair and eyes are almost invariably silver or white. The Drow inhabit the deepest bowels of the earth where even the Dwarves dare not mine: a massive system of toxic caverns known as Scatháfaer, or the Underdark. Elf abilities include:
Darkvision: The ability to see in low light and complete darkness
Graceful: Elves possess a greater sense of balance than other lineages and can move with barely a sound if they wish
Perceptive: Elf eyesight and hearing is widely known to be extremely powerful, and there is almost nothing that escapes an elf’s notice
Trance: Elves need only 4 hours of rest a day to gain the same benefit as a full night’s rest for a human
Fae Ancestry: Elves are naturally resistant to being frightened and charmed by magical means, and cannot be put to sleep through magic
Elf Marksman: The only thing more renowned about the elves than their eyesight is their ability with the bow. Elves trained in the art of the bow can hit vital organs and smaller targets farther away with great ease
Elf Magic: Elves have a variety of magical abilities up their sleeve. An elf can teleport up to 30 feet away, speak to animals and plants for up to 10 minutes, or cause a blanket of light to settle on the creatures and objects in a 20 foot cube in an area of their choice. Once they do so, they cannot do so again until the next day. They can also create four floating globes of light that can move whenever they wish
Spoiler: FirbolgThe Firbolg are ancestors of humans who traveled to the lands of Fae centuries ago and were forever changed by the wild magic of Fae. They mostly appear human, but with a few faerie touches. Their ears are pointed and elf-like, they stand more than 7 feet tall on average, their skin tones are greyish-blue in color, and moss may grow on parts of their body. Firbolg abilities include:
Darkvision: The ability to see in low light and complete darkness
Tongue of Beast and Leaf: Firbolgs can speak with plants and animals, who are naturally inclined to help. Plants do not become animate in response, but can move their limbs, stems, leaves, or thorns aside for a Firbolg
Powerful Build: Firbolgs can lift, carry, push, pull, and shove twice as much as a human who weighs the same as them
Hidden Step: Firbolgs can temporarily become invisible for a few seconds once per day. Additionally, they can move stealthily through the wilderness as a normal pace
Spoiler: GenasiGenasi are the offspring of a powerful elemental, such as a genie, and a mortal. They appear human, though their skin tone and other features are influenced by the kind of elemental they are descended from. A fire genasi might have red hair or actual burning flame atop their head. An ice genasi might simply by cold to the touch or frost might spread wherever they walk. They come in many varieties, nearly any element can influence a genasi’s birth. Genasi abilities include:
Darkvision: The ability to see in low light and complete darkness
Elemental Resistance: Genasi are naturally resistant to the element they are descended from
Primordial Burst: A Genasi can explode with elemental energy in a 30 foot sphere centered around them, exuding a blast of the elemental type they are descended from
Spoiler: GnomesGnomes are sometimes confused with hobbits, but they couldn’t be more different. Gnomes are wild adventure-seekers with a spark of the arcane in them. They are known far and wide for their clockwork toys and machines. Gnomes mostly appear human, though a little over half as tall. Their hair, skin, and eye color encompasses the human range, save for the Svirfneblin. The Svirfneblin reside in the Underdark and have blue or purple skin, black hair, and silver. Gnome abilities include:
Darkvision: The ability to see in low light and complete darkness
Gnome Cunning: Gnomes are naturally resistant to magic that would attempt to influence their mind
Tinkerer: Gnomes can make small clockwork objects such as a windup toy, a firestarter, or a music box
Spoiler: GoblinkinGoblinkin are three separate, related species that fall under the category of goblinoid. These are: goblins, hobgoblins, and bugbears.
Spoiler: GoblinsGoblins are the quintessential goblinoid. 2 to 4 feet tall and 45 pounds, they are surprisingly vicious for their size. Goblins only slightly resemble humans, with green skin, yellow eyes, and variable traits such as rat-like tails or huge, hooked noses. Goblin abilities include:
Darkvision: The ability to see in low light and complete darkness
Goblin Resilience: Goblins are naturally adapted to harsh living and are resistant to poison, rotting food, disease, and have harder bones
Sneaky Bastards: Goblins are naturally quite stealthy, despite their rowdy behavior
Fury of the Small: Goblins often strike from below larger targets and thus deal more damage. This only works on creatures larger than the goblin
Spoiler: HobgoblinsWhere goblins are disorganized bands of roving thieves, hobgoblins form orderly legions and squads of highly-trained soldiers. Hobgoblin forces are a deadly foe and make up most of the ranks of armies of evil. Hobgoblins stand 5 to 6 feet tall and mostly resemble humans, though with orange or red skin, pointed ears, and yellow eyes. Hobgoblin abilities include:
Darkvision: The ability to see in low light and complete darkness
Martial Training: All Hobgoblin children are taught to fight since they could hold a weapon
Saving Face: Hobgoblins have a powerful determination to never fail and can pull off endeavors that might otherwise fail
Spoiler: BugbearsBugbears are the largest of the Goblinkin and generally command hordes of goblins or rove about as hunter-gatherers and marauders. Bugbears don’t quite resemble humans. They are covered in dark brown or black to sandy brown fur, with dog-like ears, brown or yellow eyes, and animalistic noses and teeth. Their limbs are long and extend their reach with melee weapons. Bugbear abilities include: Darkvision: The ability to see in low light and complete darkness
Powerful Build: Bugbears can lift, carry, push, pull, and shove twice as much as a human who weighs the same as them
Long-Limbed: Bugbears have twice the reach as a human, which may grant them an edge in combat
Spoiler: Half-DwarvesHalf-Dwarves are the offspring of a human and a dwarf, possessing some of the traits of both parents. Half-Dwarves stand shorter than their human parents, but taller than their dwarvish parent. They are thicker than humans, though thinner than dwarves. Their skin, hair, and eye color is almost invariable in the human range. Half-Dwarf abilities include:
Darkvision: The ability to see in low light and complete darkness
Dwarf Resilience: Half-Dwarves retain the poison resistance from their parents
Stonemovers: Half-Dwarves can also manipulate stone and earth to their liking
Spoiler: Half-ElvesHalf-Elves are the child of a human and an elf, usually the result of a “summer romance” from an elf. They possess traits from both their human and elven side. They stand at the same height as humans, though weigh slightly less. Their ears are pointed and elf-like, and they have a bit of the natural beauty of the elves in them. Half-Elf abilities include:
Darkvision: The ability to see in low light and complete darkness
Perceptive: Half-Elves retain the keen eyes and ears of their elf parent
Fae Ancestry: Half-Elves are naturally resistant to being frightened and charmed by magical means, and cannot be put to sleep through magic
Prodigy: Combining human drive with elven skill allows half-elves to pick up new skills and languages easily, taking half the time that a human would
Spoiler: Half-OrcsHalf-Orcs are the result of a union between a human and an orc, usually the result of orcs joining human settlements. Traits from both parents make themselves known. Half-Orcs stand above human height, usually 6 and a half feet tall. Their skin is usually green though it might be a coppery brown color. Their hair encompasses the human range, as do their eyes. Two small tusks jut from their lower jaw to form a slight underbite. Half-Orc abilities include:
Darkvision: The ability to see in low light and complete darkness
Menacing: Half-Orcs can be naturally intimidating when they wish
Relentless: Half-Orcs can survive blows that would kill others
Savage Attacks: Half-Orcs hit harder than anyone else when it comes to killing blows
Spoiler: HobbitsHobbits, also known as halflings, are a small race dedicated to the simple pleasures of life. Hobbit villages are filled with quaint little homesteads, farms, open-air markets, and an aura of good cheer. Hobbits eat well and eat often, and you’ll be hard-pressed to find better food or lodging, so long as you don’t mind bumping your head on the ceiling. Hobbits resemble humans, though slightly less than half as tall, with brown skin, curly hair, and round bellies made from years of home-grown meals. Hobbit abilities include:
Lucky: The hobbits are a naturally lucky people, avoiding the worst failures with a hop and a grin
Stealthy: Hobbits never wear shoes, instead relying on the tough soles of their feet. They never make a sound while walking
Nimble: Despite their rotund appearance, hobbits are quite flexible and can easily move around and sometimes through the taller people of the world
Spoiler: HumansHumans are the most populous of all the races, though one of the most short-lived. Their ambition has built in years or decades what would take dwarves or elves centuries. Humans have round ears, stand 4 to 7 feet tall, and have a broad range of skin, hair, and eye colors. Human abilities include:
Jack of All Trades: Humans are not especially good at one thing, but rather can learn new skills and languages with ease
Arcane Touch: While some races, like dwarves or elves have their own magic, the humans have developed magic so easily understandable that anyone can do it. Each human has their own minor spell that they can cast at will
Spoiler: JötnarJötnar are a subspecies of minor giant, akin to ogres or trolls. Standing near 10 feet tall, the Jötnar are the largest of the civilized races. Their skin is cold and hard as stone. They mostly resemble humans, though they are entirely pale white with blue eyes. Their hair encompasses the human range. They often sport tattoos in Giant runes detailing their greatest victories. Jötnar abilities include:
Glacial: Jötnar are adapted to subzero temperatures, great altitudes, and harsh living. They are also naturally resistant to cold attacks
Powerful Build: Jötnar can lift, carry, push, pull, and shove twice as much as a human of that size could
Stone’s Endurance: Jötnar can brace themselves for incoming attacks and reduce the effectiveness of that attack. Once they do this, they cannot do it again until the next day
Spoiler: KoboldsKobolds are small, reptilian people who live in complex tunnel systems. Their natural burrowing ability has sometimes caused cities to hire them to dig out their sewer system. Kobolds barely resemble humans, with usually red-colored scales, long tails, dragon-like heads, and small claws. They barely reach 2 feet tall and weigh less than 20 pounds. Kobold abilities include:
Increased Darkvision: The ability to see clearly, even in complete darkness
Pack Tactics: Kobolds are used to fighting alongside comrades and make use of distractions caused by others to strike harder
Burrowers: Kobolds can dig through dirt, soil, clay, and sand quickly and easily
Stealthy: Kobolds can move about unseen and unheard with ease
Spoiler: MerrowMerrow are aquatic races resembling a cross between a mermaid and a human. Their body is covered in a fine layers of silver or blue scales, while their hair is usually yellow or green, and their eyes a dark blue or black. Their fingers and toes are webbed, and gills flutter on their necks. They mostly resemble humans otherwise. Merrow abilities include:
Darkvision: The ability to see in low light and complete darkness
Aquatic: Merrow are adapted to life underwater and can swim with ease. They can also breathe both fresh and saltwater. Additionally, they are resistant to pressure and cold
Underwater Warriors: Merrow are trained to defend themselves with a variety of underwater weapons, most notably the trident
Spoiler: OrcsOrcs are widely regarded as a proud and powerful people who relish battle. Some settle down in their own villages, others join human settlements, and still others form roving war bands to pillage and plunder and defenseless villages they come across. They appear human-like, though with grey, green, purple, or yellow skin, brown, black, or red hair, and jutting tusks that form an underbite. Orc abilities include:
Darkvision: The ability to see in low light and complete darkness
Powerful Build: An orc can lift, carry, push, pull, and shove twice as much as a human who weighs the same as them
Relentless: An orc can survive blows that would kill a non-orc
Rampage: Orcs are masters at mobile combat, killing one enemy then immediately moving on to the next
Spoiler: TieflingsWhere Aasimar are the descendants of gods, tieflings are the descendants of devils and demons. They are usually brought about through a fiendish pact or demonic ritual, but can also be born to two tieflings or a tiefling and a human. They mostly appear human, but with some fiendish aspects. Their skin covers the human range, but can also be any shade of red, blue, green, black, or purple, as can their hair. Their eyes are solidly colored without visible sclera or pupil. Horns sprout from their heads in all manner of shapes and forms. Tails also extend from their bodies, nearly 5 feet long. They may also have some variable features depending on how closely related to their fiendish ancestor they are. These might include cloven hooves, bat-like wings, or a forked tongue. Tiefling abilities include:
Darkvision: The ability to see in low light and complete darkness
Hellish Resistance: Depending on what circle of Hell their ancestor came from, a tiefling can be resistant to a certain type of energy: poison, acid, fire, cold, lightning, or necrotic
Fiendish Magic: Tieflings possess a spark of hellish magic within them that can be used to cast spells. When a tiefling is hit with an attack, they can cause the energy type of their ancestor to descend upon their attacker, they can magically charm others, and they can cause some minor show of magical power: shaking the ground, opening doors, lighting or snuffing flames, or causing their voice to boom thrice as loud
Spoiler: Classes - Subclasses Coming Soon!Adventurers are sorted into classes, each with unique abilities. These are:
Artificer* - magical tinkerers and alchemists
Barbarian - a mighty warrior who calls upon a powerful rage to propel them in battle
Bard* - a musician or entertainer who uses the spirit of creation to buff their allies
Cleric* - a priest who calls upon the power of the gods to heal or harm
Druid* - a guardian of the wilds who can take the form of animals
Fighter - a person trained in the art of battle
Monk - a warrior of the martial arts who uses their body as their weapon
Paladin* - a divine warrior who uses divine power to smite their foes
Ranger* - a warrior who stalks the wilds protecting the civilized lands
Rogue - a thief or assassin who uses their skills to strike fatally through an enemy’s defenses
Sorcerer* - a caster who calls upon latent magic in their bloodline to fuel their spells
Warlock* - a caster who fuel their spells by making a pact with a powerful being
Wizard* - a caster who studies the arcane and uses it to shape reality to their will
A * denotes a class that uses magic and must prepare spells. Use D&D 5e spellcasting and spell slot rules as guidelines with a spellcasting ability modifier of 16 and a level of 3.
Spoiler: Character SkeletonName:
Race:
Class:
Spells:
Appearance:
Inventory:
Personality:
Bonds:
Ideals:
Flaws:
Backstory:
Spoiler: Accepted CharactersSpoiler: Cailín - Half-Drow Rogue - EnigmaName: Cailín
Race: Half-Drow
Class: Rogue
Spoiler: Appearance
Spoiler: InventoryWeapons and Armor: Leather Armor (worn), Rapier (belt), Dagger (belt), Dagger (boot), Caltrops (bag of 20/belt), Shortbow, gold coin x3 (hidden inside armor), belt pouch with 9 sp, 10 cp
Worn: Hood, cape, filter scarf, gloves, smoked goggles, Thieves Tools (hidden inside armor)
Backpack: Strapped outside - Blanket, rope, crowbar, hammer, waterskin, quiver with 20 arrows
Oilskin bag - mess kit, iron rations x5, pepper (1 lb), flour (1 lb), salt (1 lb).
Oilskin bag - red wax candles x5, five sheets x5
Papers (blank) x5, Notes x17 tied with string
Ditty Pouch - shears, comb, sewing needles x2 in needle case, fishhook x2 in needle case, whetstone.
Flask of Oil x2
Sacks x2
Common clothes
Herbalism kit
Bandolier: Compass, Chalk, Tinder box, playing cards, bell, waxed linen thread (25 yards), holy symbol, signal whistle, 10 sp, metsubushi
Scroll Tube: Piton x10, Sack
Personality: I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
Bonds: If the circumstances of my birth is discovered, it may bring ruin to two kingdoms.
Ideals: Emotions must not cloud our sense of what is right and true, or our logical thinking
Flaws: Now that I've returned to the world, I enjoy its delights a little too much.
Backstory: A baron sought the hand of a princess. When a crisis arose in her kingdom, he was the first to offer his army to assist them against the enemy. However, he arrived to discover another prince had not only defeated the enemy, but claimed the hand of the princess. In his rage, he decided to take his revenge on the couple by changing places with the prince on his wedding night, while the enemy's sorceress disguised herself as the princess to waylay the Prince.
What Baron Coalhill didn't count on was the princess' love of sword fighting with her new husband - the baron barely escaped with his life. In the confusion, the drow sorceress escaped as well, then nine months later gave birth to a half-human child, which the Baron handed off to his wizard to raise in isolation as a rogue assassin, to use against the happy couple at some future date.
Cailin was raised by the wizard's cook and his assassin. HIs first lesson was teaching her how to crawl by pressing his hand down on her backside until she learned to keep it low to the ground. Her Drow heritage worked in their favor, she was blinded by daylight so had to hide away from the sun, coming out only at twilight.
As there was little to do in the day, she would sleep as much as she could, and bide her time with a book borrowed from the wizard's library, sometimes hiding in the rafters. It was here that she overheard the wizard talking with the baron about her progress and their plans for her when she came of age. She was a tool, a hidden blade that had but one use, and then discarded.
Months later, she struck out on her own, leaving the tower and the insane jealous plots behind her.
Spoiler: Lily - Human Witch - EnigmaName: Lily
Race: Human
Class: Witch (Sylvan)
Spells: Cantrips - mage hand, light, ray of frost; Spells: burning hands, charm person, feather fall, mage armor, magic missile, sleep.
Appearance: This dynamic lady has slanted eyes the color of milk chocolate. Her fine, curly, bone-white hair is worn in a style that reminds you of a trailing ribbon. She has a narrow build. Her skin is light-colored. She has a strong chin. Her wardrobe is businesslike, with a lot of black.
Spoiler: InventoryWeapons & Armor: Dagger (20/60), Sling (30/120), Boat hook (Quarterstaff)
Spoiler: Scholar’s PackStandard Backpack,book of lore (Spellbinder),ink,ink pen,parchment (10),little bag of sand,small knife, spellbook. Books and parchment sheets are packed inside an oilskin bag.
Also includes 6 glass vials
2 books on arcane spells and potions - The Riddle Handbook, a Witches' Primer and Sorrow's Demonic Field Guide.
Commoner clothes
Tinderbox
5 red candles
5 days rations
Spoiler: Healer’s Kit
- a leather satchel containing bandages, salves, and splints. This one also holds the Misfortune's Compendium.
Spoiler: Alchemist’s Supplies
- two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.
Spoiler: Herbalism Kitpouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
Waterskin
Gray hooded cape
Small brass cauldron
Pouch with 15 gp.
Personality: I have an insatiable thirst for knowledge.
Bonds: Snitches get stitches. I learned that the hard way.
Ideals: We are all in this together, for better or for worse..
Flaws: I'm socially inept due to spending most of my time in nature, and do not know or understand most social constructs
Backstory:
Seventh daughter of a seventh daughter, Lily grew up the youngest in a large family with a lot of brothers and sisters. She was eight before realising she was seeing things that nobody else could see. Animals seem to take an immediate liking to her. She was also voracious for knowledge, a child of a thousand and one questions.
The local midwife who lived on the edge of the village was often rumored to be a witch, but it didn't stop the villagers from seeking her out when someone was injured or sick. She'd always give Lily a curious look when she saw her. On her 12 birthday, she sought the witch out, to find she was already waiting for her. After their talk, she became the midwife's (witch's) apprentice - attending births, treating the sick and tending to injuries, as well as scowering the fields and woods for various plants and herbs.
Now that she's of age, the witch encouraged Lily to travel around before settling anywhere, to see what's out there.
Spoiler: Golgoth - Half-Orc Fighter - Awean8
Name: Golgoth
Race: Half-Orc
Class: Fighter
Appearance: Nearly towering at 7ft tall. He has black eyes and black hair. Greenish skin. He has a heavy build with broad shoulders and hands the size of dinner plates. Typically when entering town looking for either food or work he wears a hooded cloak to better hide his heritage.
Spoiler: Art
Inventory:
Spoiler: EquippedA notched and well worn great sword, chain mail, leather belt, leather boots, hunting knife, handaxe, a dark hooded cloak, linen shirt, woolen pants.
Spoiler: Travel Pack50 ft of hempen rope, mess kit, one dented cookpot, a leaky waterskin, one day's worth of rations, a scorched dog totem
Spoiler: CoinpurseEmpty
Personality: I am slow to trust. Those who seem the fairest often have the most to hide
Bonds: I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them and when that time comes I'll be ready.
Ideals: Life is little more than struggle and in that struggle, you grow stronger.
Flaws: Violence is my answer to almost any challenge.
Backstory
Born and raised into the Black Dog Clan of orcs that roamed the barren tundras of the north. His father was a great king of orcs with a hundred banners under him. He was the youngest of nine siblings, most full orc, making him doubly the runt. From an early age, he had to struggle to keep up and survive with the horde, often having to fend off the various abuses done to him by his elder brothers and a multitude of cousins. His father mostly ignored him altogether and the half-orc found it impossible to gain his favor.
He spent much of his time training, if for nothing but to getaway. When the Black Dogs raided he elected to fight in the vanguard despite his youth. Yet he was still never acknowledged. Eventually, when he grew old enough he left, killing two of his brothers and several of his kin who pursued him. He wandered into more civilized lands and ever since he's being doing common mercenary work to survive and living in the wilderness.
He's been attacked on occasions by those "civilized folk" who may see him as little more than a monster. Golgoth quickly realized that despite being the weakest of the Black Dog Clan, he has yet to meet a human or elf that could even compare to his raw brute strength.
Spoiler: Rambat - Human Ranger - GodlyD&DName: Rambat
Race: Human
Class: Ranger
Appearance: Slightly more than six feet in height at the time of the adventure, with blue eyes, Rambat is seen wearing leather armor. His skin is a light tan, his hair a light brown, he has no facial hair. He has a slim build with musculature for using weapons and walking great distances and running a long while. Some clothing showing is green, and little of it blue.
Inventory:
Spoiler: Weapons and ArmorLeather armor having belt pouches, with a knit scarf worn above it, for torso, arms, legs, and feet, a curved blade with sawback, a longbow, a quiver of 20 arrows.
Spoiler: BackpackTen torches, tinderbox, ten days of rations, a waterskin, 50' of rope strapped outside, a mess kit and a bedroll.
Personality: Friendly with those not threatening, a bit reserved and shy at first.
Bonds: He has several impressive mentors, starting with Ishmael, he is sometimes contacting his immediate family.
Ideals: The threatened should be protected when possible.
Flaws: Rambat is bothered by failure to protect when possible.
Backstory: Rambat is a ranger who from youth had been isolated and alienated from others, being of a family which had immigrated in recent history, and so grew up being mostly a loner. When he was not back yet with his family, after schooling and after early chores for some pay in times after that, he would leave the community and wander in the countryside around it, by himself, and finding connection with creatures he found there. After a couple of years of this, young Rambat came upon a huge tree among lesser ones in one isolated grove further away from his community, that tree having a gaping hole in it, and when Rambat looked within it, he could see there was a door such as there might be to the entrance of a cottage, down a few steps below the trunk of that huge tree. Overwhelmed with curiosity he came cautiously toward that door within, and felt the knob, to see if it moved. A voice came forth from some space behind that door. "Rambat! I knew you would come. The time is right."
Rambat did not move, then. "Who are you?"
The response came, "I am called Ishmael. There are things to be made known, that you should know. It is needed for one familiar with the natural world around here, and there is no one for that right now better than you. But you must learn things, and be empowered with such for what is needed in the coming circumstances that will involve your community and others. Enter, but do not come further within. The time that you will see me has not yet come. You will be shown the first things you should know, ahead of that."
Rambat plucked up what courage he could muster, and moved the knob to open the door. There was only light from the doorway now behind him, and a little more from a small crack above through the side of the tree, which had this space below it. He could barely see there was a stone wall going around this space, save for where there was a curtain on one side hanging from above, which he could not see behind. A small mound was in the middle, the voice instructed Rambat to sit there, and to listen from there what the voice of Ishmael, there behind that curtain, would teach and instruct him. And Ishmael went over the communities of the wild that Rambat was not familiar with yet, teaching him how to interact with them. In time Rambat was learning use of weapons and supernatural power.
Spoiler: Calog the Red - Dragonkin Paladin - Yggdrasil_HuggerName: Calog the Red
Race: Red Dragonkin
Class: Paladin
Spells: Bless, Cure Wounds, Detect Magic, Shield of Faith
Appearance: Calog the Red is a giant of a man, 6’8” and easily 300 pounds. Crimson scales cover his skin while plate armor covers his body. Two horns curve back from his skull alongside a frill of short scarlet “dreadlocks”. A tail sweeps the ground behind him. He wears clothes befitting his rank as a member of the Iron Claw.
Spoiler: Art
Inventory:
Spoiler: EquippedPlate armor, longsword, shield, dagger, red cape, leather boots
Spoiler: Satchel50 feet of hempen rope, a bedroll, a mess kit, a tinderbox, 10 candles, a hooded lantern and two vials of oil, a deck of cards, and a waterskin
Spoiler: Herbalism KitA small booklet of medicinal plants and herbs, clippers, a mortar and pestle, and a collection of vials and pouches filled with exotic ingredients, along with empty spares
Spoiler: Medicine BagBandages, vials and tins of ointments and salves, splints, tweezers, and a small bottle of very strong dwarvish whiskey
Spoiler: Coinpurse10 gold pieces, 30 silver pieces, and 200 copper pieces
Personality: I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation. I face problems head-on. A simple, direct solution is the best path to success.
Bonds: A member of the Iron Claw saved my life and I’d lay mine down to repay the favor. I fight for those who cannot fight for themselves.
Ideals: A warrior’s purpose is to lay down our lives in defense of others.
Flaws: I made a terrible mistake in battle that cost many lives – and I would do anything to keep that mistake secret.
Backstory: Calog was a young boy when war came to his doorstep. A horde of orcs under the banner of a black hound launched a raid on the village of Skeldwater, murdering, burning, and pillaging the small farming hamlet. Every year they would arrive just as the harvest would end, taking the efforts of the year in but an hour. He longed to fight, burning with rage, but the village elders forbade it. Better to live than to die, they said. Better to die standing than live kneeling, he said.
When one particularly frigid winter took both of his parents, he finally had enough. Taking up the firewood-chopping axe, he snuck into the orcs’ encampment and buried it in the skull of a raider. He would have continued, had the scouts not gotten suspicious and investigated. He fled with this life, though without his axe. The next day, the orcs rode into Skeldwater, furious. They burned that village to the ground. There would have been no survivors, had Braegos Cleareye and the Iron Claw not appeared. Faced with an organized, well-equipped order of knights itching for a fight, the orcish raiding party fled. With nowhere else to go and no family to look after, Calog joined the Iron Claw immediately. Now, he’s been serving as a Knight of the Iron Claw for years, protecting the weak.
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