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  #16  
Old 10-05-2020, 08:38 PM
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Quote:
Originally Posted by MoldyNolds View Post
I don't see anything specifying the amount of RP you're anticipating?
There's actually probably more RP than one might think. There are quite a few sections of the adventure - especially the overland travel parts - with the potential to create allies or at least where the best approach is probably a diplomatic one.

The focus is mostly still on puzzles and strategy, but there are quite a few NPCs who don't simply want to murder everything they come up against.

I also think having some downtime while camping or on uneventful travel days for characters to interact is a great idea for building party cohesion and developing people's characters.

So all-in-all I would say expect maybe lighter RP than in a game taking place in a city or more social-focused campaign, but don't think it is non-existent.
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  #17  
Old 10-05-2020, 09:25 PM
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Hi Arachobia, good to see you back!

Durran Mistforged, Abbot of ThautamName: Durran Mistforged, Abbot of Thautam
Race: Dwarf, with the new TCoE/AL racial variant
Class: Cleric - Trickery Domain (4)/Rogue - Arcane Trickster (3)
Alignment: Neutral Good
Mechanical Background: Servant of a Pitied God (custom - reflavored from Sage/Acolyte/Folk Hero)
Appearance:
Durran is of a typical dwarven build, a bit over 4 1/2 feet in height. His eyes are a rich amber, and his skin a bit grey, as it is so rarely exposed to the sun. His hair and beard are a rich, golden brown - the color of fresh earth - streaked with dark grays. His moustache and beard are full but unadorned, trimmed at about eight inches, and his hair splits into two long braids that fall to his chest, banded with black silk and rings of iron.

Durran is nearly always draped in the cream and grey robes of Thautam. In his position as abbot, it would be unthinkable to be seen in anything but. He has a few black cloaks available for his rare moments off-duty (running into town on urgent business when he can't afford to be stopped, assisting priests of other lesser-worshiped gods, taking occasional pilgrimages of solitude) but otherwise takes pride in knowing his modest armoire holds exactly what he needs to be prepared for any occasion or weather. These robes are loose garments with a deep hood that can pull down over Durran's entire face in moments of solemnity. Around the wrists and waist, black silk bands secure the vestment. Each robe has a series of small pockets that hold the sundries of his profession; each also houses no less than three pairs of reading glasses - they're so easy to misplace.
Personality:
Durran is generally calm and observant, stubborn and decisive. He often talks through his observations aloud - a way of bringing the Blind God Thautam awareness of what he sees. He's eager to learn about nearly anything, and usually glad to engage in a conversation or debate. He is very loyal to his friends and those who have helped him get to where he is today, and takes his role as abbot seriously, looking out for those who come to Thautam and those who work in his temple.
7 Step Background:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. One of these should include where they are from.
1: Durran's family line has resided in and around Baldur's Gate for many generations, though his lineage can be traced to the old clans from the Sunset Mountains. Durran himself lives at the modest temple to Thautam in Baldur's Gate, but also oversees a small shrine to Thautam in Beregost, a week's journey south on the Coast Way, where travelers heading to Candlekeep occasionally pay quite handsomely to receive Thautam's blessing in their search for knowledge. (As a result of his travel, Durran is well-known and well-liked at the Friendly Arms Inn.)

2: Having lived in cities for so many generations, Durran's family line has, over time, transitioned from favoring tools and weapons requiring great physical strength to other trades. Many in his family, including Durran, have found themselves proficient archers - in fact, some of his kinfolk hold archery positions with town guards or small military units. The perception - at least among Mistforged - is that their aim is on par with any other, yet they provide a much smaller target for retaliation.

3: After many years of hard work, Durran found his temple was still lacking the decoration and warmth that would draw in more people from the city. Determined to settle this himself, he began treasure hunting. His finds were usually meager, but enough to afford small comforts for his visitors or make news with an unexpected boost in tithes. Capable at sneaking about undetected, he also worked cleaning up caverns after adventuring parties had passed through, looking closely for objects that were left behind. He continued to develop his skills, and worked out a unique ritual that allowed him to pick simple locks at a distance.

4: Usually finding little more than an abandoned pile of copper, small gemstones, or a variety of trinkets, Durran would have a servant bring these to shops in town and trade them for a fair price in gold. But on occasion Durran would find items appropriate for tributes to Thautam - everything from simple magical items to fabrics in Thautam's colors. These, Durran secretly concealed somewhere within the temple.

5: Durran's frequent visits to sell small objects gradually drew the interest of local thieves. At first they suspected he was a competitor in town, but after tracking his work and realizing he was a scavenger and treasure hunter, their attitude toward him warmed. Before long, many thieves of Baldur's Gate began to frequent his temple, both in an effort to seek a blessing of a god who might not scorn their work, but also feeling protective of their Abbot.

Durran's not sure exactly how he feels about this, but has vowed to do his best to call the Blind God's blessing upon them as he would any other devotee. This has led to some rather interesting tithes, a few of which Durran has had to politely decline.
Step 2: List 2 goals; one should be your character's goal. The other should be a goal you have FOR your character.
1: Durran's true and earnest goal is to raise Thatuam out of relative obscurity and for he believes that Thautam was once more highly regardedrestore him to a higher position amongst the faiths of Faerűn. He believes that this will also increase Thautam's power - or perhaps that the inverse is true: by helping Thautam become stronger, his following will grow.
On a related note, Durran wishes to one day be considered among the Friends of Candlekeep, in recognition of his support of their seekers.

2: I'd like to see Durran wrestle with the challenges that come with increasing Thautam's reputation - things like more requests from adherents, demands from wealthy patrons, the need to coordinate a growing clergy and staff...essentially to see that even a modest degree of success brings unanticipated challenges. And then to see how he grows with that challenge.
Step 3: List 2 secrets. One your character knows and one they do not.
1, 2: These are both just for Arachobia
Step 4: Describe 3 people that are tied to the character. Two should be friendly. One should be hostile.
1: Brindin Flameheart, High Cleric of Dugmaren Brightmantle: In his early days of establishing a temple to Thautam, Brindin believed in Durran's mission, feeling that Thautam was a likely ally of her god. She helped Durran develop connections within Baldur's Gate and across the region, from stonemasons and artisans to tailors and reputable moneylenders. They developed a close friendship which continues to this day, and Durran frequently can be seen assisting in Brindin's temple or delivering small tithes in gratitude.

2: Frimlin Dubledae Badgerbag Materai, Gnome Scholar: Frimlin, a scholar now in his third century, has been visiting Durrin's Beregost shrine regularly to receive Thautam's blessing before entering Candlekeep. He believes that these ceremonies have improved his study exponentially, and in turn has donated copiously to Durran's cause.

3: Catherine Letraux, Acolyte of Shar: Catherine - and it seems Catherine alone - has observed Durran's work with the temple of Thautam and decided it is a danger to her work in the service of Shar. She has tried to subtly undermine him for years, with varying degrees of success. As the Blind God teaches, Durran often closes his eyes to her minor treacheries instead of working to oppose her, but has discussed her attempts with The Watch. This seems to have incensed her even more.

Durran doesn't know much about Catherine, and in fact hasn't seen her in person. She has left him angry or threatening notes, and he has twice seen a tall figure clad in black and purple lurking near his temple, but he has never seen her face, or any other part of her for that matter. Nor can Durran find people in town willing to talk about her, though perhaps it's for the best. It wouldn't serve Thautam to have his abbot looking into the clergy of shar.
Step 5: Describe 3 memories, mannerisms, or quirks that your character has.
1: Durran's very comfortable with putting in hard, messy work, but will always clean himself and his gear when the opportunity arises.

2: Durran's service to the Blind God regularly calls on him to close his eyes, if not put on a black silk blindfold. Sometimes he does this at inopportune moments.

3: Durran has a recurring dream: He walks through a dark underground cavern with branching paths. From the right, two mole rats rush out of a small alcove. He approaches the alcove and looks to see a large cave with a massive boulder, greater in diameter than Durran is tall, floating perfectly still two feet off the ground. He approaches the boulder, feeling a power radiating from it, then walks around it in a circle to confirm that it is not touching any other surface in the room. When Durran returns to where his circle began, the cavern entrance is gone. In this moment, he does not feel fear, but a sense of calm and satisfaction, as though he somehow knows he has accomplished some unknown goal.

Feeling this dream is a positive omen, Durran's temple in Baldur's Gate and his shrine in Beregost both feature a large boulder magically suspended in the center of the room.
Step 6: List your character's personality trait, bond, ideal, and flaw.
Personality Traits:
1: I see omens in every event and action

2: I have great faith in my ability to help others
Ideal: Knowledge and compassion are not mutually exclusive

Bond: My life's work, though I value and believe in it, is all to restore Thautam to his rightful place

Flaw: I can be easily distracted by the promise of information I seek
Step 7: List 2 things that make your character afraid and 2 things that give them hope.
1: The very idea of tomes regarding the summoning and binding of demons and devils fill Durran with dread.

2: He's worried about a long-lasting conflict with the followers of Shar if Catherine escalates her attacks.

1: However, Durran has hope that the thieves who frequent his temple would aid him in the event of an interfaith battle, and perhaps even draw thieves who follow Shar to his side.

2: Durran finds hope in the intersection of the arcane and the divine.
__________________
February may see slightly slower posting rates than usual.

Last edited by Trequs; 10-17-2020 at 04:00 PM.
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  #18  
Old 10-05-2020, 11:12 PM
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WIP

Fizdish
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Name: Fizdish Snifflesnaper, Student of Divination, the past, present and future, mostly past though, currently Junior Librarian and hopefully future sage in the greatest library in the North the Vault of Sages located in Silverymoon.

Race:Rock Gnome

Class: Wizard (Divination)

Alignment: NG

Physical Description: Like most gnomes Fizdish stands under 4 feet tall. He wears simple dark green robes with a small floppy pointy hat on his head and simple brown boots. A short reddish brown beard and a handlebar mustache sit underneath his fat gnome shaped nose. A perpetual smile is always on his lips and friendly green eyes complete the look. Fizdish has a gnome sized backpack filled with many items that he was told he needed on this trip. Slung across his side is a waterproof satchel that contains a few books and some pieces of parchment.

Background: Cloistered Scholar

Personality:: Fizdish is definitely the friendly inquisitive type, sometimes to the extreme. He has been known to annoy his colleagues with his constant talking and questions.

Short Backstory: Fizdish grew up in in Silverymoon, one of the largest cities in the North. Both his father and his mother are librarians in the Vault of Sages. Fizdish followed in his parents footsteps and entered into the same profession. Contrary to popular belief not all librarians and sages at the vault are priests of Deneir. Some are simple scribes and others are sages of excellent renown. Working in the vault for a few years Fizdish was only a cataloger and organizer of all things in the library. That is ok with him because it allowed him to read hundreds of books on dozens of different topics.

7 Step Background:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. One of these should include where they are from.
Step 2: List 2 goals; one should be your character's goal. The other should be a goal you have FOR your character.
Step 3: List 2 secrets. One your character knows and one they do not.
Step 4: Describe 3 people that are tied to the character. Two should be friendly. One should be hostile.
Step 5: Describe 3 memories, mannerisms, or quirks that your character has.

Step 6: List your character's personality trait, bond, ideal, and flaw.
Personality Trait: I've read every book in the world's greatest libraries or I like to boast that I have.

Ideal: The path to power and self-improvement is through knowledge.

Bond: I work to preserve a library, university, scriptorium, or monastery.

Flaw: Most people scream and run when they see a demon. I stop and take notes on its anatomy.

Step 7: List 2 things that make your character afraid and 2 things that give them hope.
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  #19  
Old 10-07-2020, 05:55 AM
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Hi Arachobia!

I'm fairly new to the whole play-by-post TTRPG system, however I've been playing 5e for a few years now, so I'm familiar with the rules and the system.

I've written up a complete character proposition below:


Mehmed Il-Uisloik

'The Wild Mage'

Mechanical Character Information
 

Appearance: The man you see before you seems to be of an advanced age, but a closer look reveals several of his features to be curiously ageless. His frame is tall and thin, but with a slight stoop about the shoulders. A curled mass of black hair frames his strange features, with a single streak of white shooting back over his left eyebrow. Underneath this streak, his left eye is milky white, in stark contrast the lively green colour of his right. He wears a long and well-worn hooded yellow cloak over simple garments, and carries a staff of sturdy duskwood smeared with spellcasting components. From a pocket of his huge cloak a diminutive amphibian head peers our, his toad familiar, 'Augustus'.
 

right-aligned image
''Stand back friends!''

Personality:
Mehmed is a lively and talkative adventurer. He enjoys teasing out his companion's beliefs and personalities in conversation, and entertaining them them with his own, frequently deploying an apposite proverb when the moment demands. While he is fond of company, Mehmed is occasionally prone to longer moments of introspection, and between quests he usually travels alone. The aging sorcerer prides himself on his reasoned approach to life, and is more likely to pursue diplomatic avenues when conflict presents itself. However, this measured approach often comes into conflict with a fierce curiosity.

Background/Concept Elements:
1: Mehmed was born in Shatar, a small village south of the Cloud Peaks, on the banks of Lake Weng. He was raised by his father, Cajó Il-Uisloik, and stepmother, Beatroix Uisloik. His parents were cartographers, working to map the local region for city officials in Amn, and Mehmed was raised to follow them into this profession. He spent his youth learning calligraphy, illustration and the mathematic skills associated with mapping the unknown; as well as conversing with passing adventurers to secure more obscure information about the surrounding Lands of Intrigue. Thanks to this, Mehmed retains a passion for exploration, and a deep respect for craftsmanship.
2 : As a young adult, Mehmed also discovered he possessed crude spellcasting abilities. He could summon small sparks of flame, manipulate water, and project minor illusions, but often spontaneously and with very little control. Mehmed knew little about what his powers were, and thought them an idle curiosity, but his ignorance would eventually lead to tragedy. One night, he mistakenly set a small tavern on fire while showing a prestigitiation trick to an adventuring warrior named Sorthzir, while the two drank together. The trick was simple, one Mehmed had cast dozens of times before with ease. But once the tiny crackles of arcane force manifested in his palm he knew something was wrong. A jet of scorching flame arced from his hand and hit a nearby wall, catching immediately. In the ensuing chaos, Mehmed scrambled out the burning building, coughing acrid smoke from his lungs. Sorthzir and 3 other patrons were still inside. Intuitively, Mehmed knew their fate. Even before the scarred bodies had been identified, Mehmed fled the village, and has been living on the road ever since.
3: While the days in which Wild Mages were hunted and imprisoned for their powers have passed, Mehmed has dedicated his life to understanding his power, and the phenomenon of 'wild magic'. He spends many hours studying through focused meditation, and the research of mysterious arcane tomes, in pursuit of this goal. It is through this study, that Mehmed believes has he become more powerful and less dangerous, curbing the often bizarre and dangerous 'surges' his magic can cause. Thus, he regularly proclaims the importance of maintaining 'balance' in the world, through knowledge and control.
4: Mehmed has now spent over 20 years plying his trade as a sorcerer, retrieving artefacts, investigating ancient ruins, or protecting noble caravans, and has accumulated a small degree of fame under the pseudonym 'White-Eye'. For many years, he journeyed with a half-elven rouge named Barelashk, who he came to love. However, while recovering a lost seal for a noble house in the sewers beneath Amn, Mehmed abandoned his companion in a battle with a powerful Necromancer. Now, he is sickened by his cowardice, and fears that Barelashk still walks the realms today as a twisted, undead monstrosity. However, Mehmed has learned from his mistakes and tries to be uncompromisingly loyal companion to those he journeys with.

Goals:
Mehmed seeks knowledge and control over his arcane power, just as he sought knowledge and control over the lands of Faerun as a cartographer. He considers this the prime motivating force in his work as an adventurer.
Personally, I'd like to tease out some of the contradictions in Mehmed's beliefs as the game develops, particularly in role play with other party members. Delving into the lost caverns and recovering artefacts of such terrifying arcane potential should be an interesting RP challenge!

Secrets:
Known: Secretly, Mehmed is aware that by embracing the unrefined nature of his arcane power and channelling the raw magic of the weave, he is able to cast spells far more powerful than a sorcerer of his experience should be able to. Occasionally, he doubts whether he can reach such levels of power through the more controlled direction he has taken his training. However Mehmed is aware of the profound danger this entails, to himself and to the people around him.

 


Unknown: Mehmed is being watched and assessed by members of The Emerald Enclave as a potential ally, who respect his concerns regarding natural balance in the realms. An old friend of his, a half-orc druid named Ghorsh, has recommended him to them and reported his presence on this current expedition. They may potentially contact him during the campaign, and request that work to mitigate the instability of planar magic in the Caverns, and seal them is necessary. Of course this will problematise both Mehmed's commitment to the contract he signed for Lord Bron, and his own interest in the Caverns and it's artefacts.

 

Connections
Beez- an elderly gnomish wizard/hermit Mehmed met early in his adventuring career. For some time, she trained him in the art of sorcery, and he occasionally he returns to her home in the Neverwinter Wood. She remains an inspiration to him in his own travels.
Ghorsh- a half-orc druid, and Emerald Enclave member, whom Mehmed journeyed with years ago. The two are good friends, often mocking their eccentricities when they encounter each other on the road.
Alazaar Dannihyr- a young Amnian noble. Years ago, Mehmed worked as an agent for his family, tasked with retrieving a number of artefacts they had lost. Mehmed reported that he was unable to find a number of them, but Alazaar suspects Mehmed kept them for himself.

Memories, Mannerisms, and Quirks:
Mehmed has fond memories of witnessing his father work; the grace of his hand manipulating a quill, the vibrant blue of the ink, and the soft rasp of his voice reading out the names of towns and villages as he committed them to parchment.
Occasionally, he finds great humour in the misfortune of others, commenting on the marvellously ironic and comical nature the world and its 'balance' in the realms.
Mehmed fidgets with a small scroll pouch at the side of his robe when nervous. Inside, he stores a small sketch of the fields near his home in Shatar.

Trait, Bond, Ideal and Flaw

Trait- I'm full of witty aphorisms and have a proverb for every occasion.
Bond- I created a great work for someone, then found them unworthy to receive it. I'm still looking for someone to receive it.
Ideal- Community. It is the duty of all civilised people to strengthen the bonds of community and the security of civilisation (Lawful)
Flaw- I'll do anything to get my hands on something rare or priceless.

Hopes and Fears:

Mehmed fears losing control of his power, and causing 'wild magic surges' which could embarrass him, or worse, harm others.
Insects inspire a bizarrely irrational fear in Mehmed, who describes them as having 'far more appendages than is remotely acceptable'.
Encountering younger people with whom Mehmed can discuss broader topics of the arcane and philosophical variety brings him hope for the future.
Successfully mapping the world, and understanding its complexity, brings Mehmed hope.

Thanks!

Last edited by mushroomslice; 10-27-2020 at 12:45 PM. Reason: Working on the character a little!
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  #20  
Old 10-07-2020, 12:44 PM
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Fairly new to PBP but enjoying the experience and would welcome consideration. I have only been playing around with 5e for a few months but I really enjoy the system. Submission:

Name: Bastyan Nightbreeze
Race: Wood Elf
Class: Monk - Way of the Four Elements
Alignment: Lawful Neutral
Mechanical Background: Outlander
Appearance: Somewhat small, even by wood elf standards, Bastyan still manages to stand out. His calm demeanor and toned body give off a sense of power held rigidly in check. His movements seem fluid, like the wind he favors. Bastyan’s hair is dark and worn long to flow in the breeze, his skin toned and well-tanned by the elements. His eye are a startling light steel-grey; unusual for any elf, but almost unheard of among his forest brethren.
Personality:
Bastyan is generally a very quiet, calming influence; choosing his words carefully and only commenting when he feels directed to do so. Not that he is above poking gentle fun at his companions now and then. He cares deeply about the environment and frowns on those who recklessly abuse it. Often his attitude will seem as capricious as the wind, swift to act one time and slow and relentless another. He does not see the wind as capricious however, but rather a small part of a higher order or pattern. In his philosophy there is order to be found in all of nature, laws that when respected act naturally to keep the balance.

7 Step Background:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. One of these should include where they are from.
1. Bastyan hails from the Wealdath, though his wandering spirit has led him to crisscross the continent a number of times. As far as he knows his mother and father still reside there, but Bastyan has not been back for many years.
2. His training was received under the tutelage of another wood elf monk, Faylin Stoneskin, though Bastyan’s mentor favored the earth powers rather than the wind. This eventually led to Bastyan heading out on his own to learn how to master his gifts. He retains a soft spot for his mentor but has lost track of him and doesn’t know what has become of the elder elf. Bastyan knows he is not the only pupil Faylin has taught through the years, but has only ever met one other – Shaellea Dawnsinger – who favors fire.
3. While many in his order do not favor just one element, both Bastyan and his mentor both chose too (as have many of Faylin’s students). By Faylin’s way of thinking it would be nearly impossible to achieve true mastery of all the elements – it is challenging enough just to master one. It is also interesting to note that despite his abilities, Faylin does not consider himself to have fully mastered earth/stone and does not know if he will before his spirit is called home. The elemental powers Bastyan chooses all represent a growing understanding of wind and weather. Bastyan looks forward to the day when his mastery is sufficient to allow him to truly ride the wind.
4. Gold, Fame – these mean very little to Bastyan. During his travels he has repeatedly found causes to champion rather than coffers to fill – individuals or missions that have personal meaning, are important for someone’s survival or in some way serve to preserve nature.
5. Bastyan’s parents are members of the Emerald Enclave. His father is a druid and his mother is a ranger, both with strong connections to the old wood elf magics – something Bastyan has inherited and that has strongly influenced his life choices. Even before being selected as a student by Faylin, Bastyan felt the pull of elemental magics.

Step 2: List 2 goals; one should be your character's goal. The other should be a goal you have FOR your character.
1. Character goal – to grow in proficiency and mastery of the wind (eventually learning to ride it), and to travel to every corner of the globe; to eventually settle in a spot and start a monastic school dedicated to wind/air techniques. This is one reason for his wandering – he is looking for the perfect spot, somewhere where the winds are uniquely suited.
2. Goal for character – I can see Bastyan being drawn further and further from his goal; perhaps bogged down by local concerns or perhaps even dragged back to Wealdath for family matters. He should face adversity and sacrifice in order to eventually realize his goal when he least expects it or may have felt forced to give up on it.

Step 3: List 2 secrets. One your character knows and one they do not.
1. Known – The Emerald Enclave, through his parents, has been known to utilize Bastyan for missions. As their ideals are in keeping with his own, Bastyan does not generally mind and takes very little convincing to join a cause. However he does not feel that he can commit his life to the Enclave as they are too embroiled in politics and too tied down with the trappings of civilization. They tend to communicate with him through animal messengers.
2. Unknown – Faylin has made enemies of another monastic order (Way of the Long Death) whose obsession with death is diametrically opposed to his own system of beliefs. Faylin has actively opposed them, making himself a thorn in their side that they can no longer afford to tolerate. They are seeking Faylin, and have decided that his apprentices might know his whereabouts or at the very least be able to lure him out of hiding.

Step 4: Describe 3 people that are tied to the character. Two should be friendly. One should be hostile.
1. Faylin Stoneskin, mentor and master in the Way of the Four Elements. Faylin is getting on in years, approaching his 600th winter, but you would never know it to see him in action. Faylin is as calm and unmovable as the stone he seeks to understand, and equally as irresistible when he chooses to act. Faylin is possibly more dedicated to preserving nature and the balance than Bastyan, but his real passion has always been teaching. He chooses his pupils very carefully and loves each as if they were his own child.
2. Shaellea Dawnsinger, fellow student of the Way of the Four Elements. Shaellea is a free spirit, hard to restrain. Like the fire she favors she is quick to act, and tends to show more emotion than the average monk or elf. She believes a life should be lived to the fullest. Bastyan admires Shaellea, who was the pupil immediately before his own studies commenced. They have met a few times, even collaborating on an adventure or two, and he still harbors a bit of a boyhood crush on the fiery woman.
3. Vandell Rho, half-elf warlock (Undying)/monk (Long Death). Vandell is the only half-elf pupil ever selected by Faylin and is the student selected following Bastyan’s departure. As part of Vandell’s early training they met with Bastyan many times and Vandell quickly came to resent him. This resentment festered and opened the door for monks of the Way of Long Death to influence him. He betrayed Faylin to them in order to hurt Bastyan, but Faylin managed to escape with Bastyan’s help. Seeking the power to defeat Faylin and Bastyan drove Vandell deeper into the teachings of the Long Death and deeper into studies of forbidden magics. Vandell eventually found a patron who could promise to help him not only defeat them but to defeat death itself.

Step 5: Describe 3 memories, mannerisms, or quirks that your character has.
1. Bastyan favors outfits that show off his physique, showing a streak of vanity that he cannot seem to quite suppress. (He is secretly embarrassed by this vain streak and hopes to grow out of it.) He tends to favor loose clothing in muted greys that to him are reminiscent of clouds or the night sky.
2. Unlike typical monks, Bastyan carry’s a longbow. He will explain that no weapon is more representative of the wind than the whistle of an arrow in flight, but it is mostly a homage to his mother. In addition to being a ranger, she is a bowyer and made this bow for him when he was just starting out.
3. One of Bastyan’s fondest memories is of the day Faylin selected him as a pupil. Both his parents had been subtly pushing Bastyan to take up one of their trades. He had early on shown his connection to nature’s magics so it seemed natural that he should follow one of them. Even Bastyan had thought he would settle on one or the other career eventually, but then Faylin had arrived. From the minute he saw how the elder elf could move, Bastyan was drawn to it. For his part, Faylin could sense the power of nature that resided within the young boy, and having known his parents for years (perhaps occasionally serving the Enclave himself) was only too happy to test him. Through a series of experiments with different elements as well as physical and mental exercises, Faylin quickly established that Bastyan was extremely gifted. While surprised by Bastyan’s desire to become Faylin’s student (and probably a bit disappointed he hadn’t chosen one of them) they were happy to have their old friend choose to train their son. They knew well how dedicated to the preservation of nature Faylin was and if they weren’t fated to have Batyan follow them, they couldn’t imagine a better teacher.

Step 6: List your character's personality trait, bond, ideal, and flaw.
Personality Traits: I am driven by a wanderlust that has led me far from home. I place little stock in money or manners, they won’t save you from a hungry owl bear.
Ideal: Nature – the natural world is far more important than the artificial constructs of civilization.
Bond: An injury to unspoiled nature is an injury to me.
Flaw: I am often slow to give my trust – particularly those from a different race.

Step 7: List 2 things that make your character afraid and 2 things that give them hope.
Fears:
1. Bastyan’s greatest fear is that death will win in the end – not individual death, which he knows to be a part of nature’s cycle, but unnatural death; world death. He sees the approach of this death in the clearing of every forest by the forces of human expansion, the hollowing of every mountain for natural resources. And he sees it in the obsession with death that leads people to seek out undeath, unnatural ways to extend their lives.
2. Bastyan is a bit claustrophobic. He is not generally bothered by natural caverns, only becoming concerned when the confines narrow to just a matter off a few inches or feet. He is a creature of the open sky, not the deep earth.
Hope:
1. Nothing encourages Bastyan like seeing youth being taught to respect the environment. He even enjoys doing a bit of that himself now and then, and can foresee a day when he might dedicate himself to passing on such learning.
2. Strangely ruins encourage Bastyan – seeing how nature can reclaim the vestiges of civilization if given enough time.
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  #21  
Old 10-07-2020, 03:04 PM
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Ok, Koil's somewhat all-over-the-place application is, I think, done.

Last edited by triedtherest; 10-07-2020 at 03:05 PM.
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  #22  
Old 10-07-2020, 03:15 PM
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Excellent. Apps are slowly trickling in.

Still going to wait a bit for setting due dates.
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  #23  
Old 10-07-2020, 05:49 PM
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Would you consider allowing the new rules for assigning racial stats/proficiencies? From the upcoming Tasha's Cauldron and the new Adventurer's League Guide (p.5).
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  #24  
Old 10-07-2020, 06:36 PM
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Quote:
Originally Posted by Trequs View Post
Would you consider allowing the new rules for assigning racial stats/proficiencies? From the upcoming Tasha's Cauldron and the new Adventurer's League Guide (p.5).
Yeah that's fine by me
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  #25  
Old 10-08-2020, 12:21 PM
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WIP

Application
right-aligned image

Name: Kyhler Cormaeril
Race: Human
Class: Purple Dragon Knight
Alignment: LG
Mechanical Background: Soldier

Appearance:

Personality:

7 Step Background:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. One of these should include where they are from.
  1. Home is Marsember, head of House Cormaeril's operations in the trade city
  2. Orngrym Cormaeril's (head of House Cormaeril just before the mid-13th century DR) grandson who is trying to bring honor back to the family, Kyhler takes after him
  3. Enemy of House Illance which is based in Suzail
  4. Attempting to regain lands and wealth taken away when House Cormaeril attempted to assassinate King Azoun V
  5. Attempting to remove Gaspar Cormaeril and all of his bloodlines from the House
Step 2: List 2 goals; one should be your character's goal. The other should be a goal you have FOR your character.
Step 3: List 2 secrets. One your character knows and one they do not.
Step 4: Describe 3 people that are tied to the character. Two should be friendly. One should be hostile.
Step 5: Describe 3 memories, mannerisms, or quirks that your character has.
Step 6: List your character's personality trait, bond, ideal, and flaw.
Step 7: List 2 things that make your character afraid and 2 things that give them hope.
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Last edited by Trmmilwwi; 10-08-2020 at 12:33 PM.
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  #26  
Old 10-12-2020, 02:47 AM
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Hey folks! I am still here.

Was waiting to see how much traction this application thread got. As it seems pretty quiet, I'm going to set an application due date for this time next week (19th of October my time).

If people need more time, please let me know
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  #27  
Old 10-12-2020, 12:06 PM
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Vanya Windrunner
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Name: Vanya Windrunner
Race: Pallid Elf
Class: Ranger Gloomstalker 5/Fighter 2
Alignment: CG
Mechanical Background: Outlander

Appearance: She is an unusual elf in that her skin is quite pale despite all the time spent outdoors. She stands about 5’ 6” tall and looks quite lithe. Her flowing white hair flows down past her shoulders with her very pointy elven ears protruding from the hair. Her eyes are milky white making them hard to read and make them actually a bit scary to most. She is adorned in dark brown studded leather armor that is well used.

Personality: Vanya is considered friendlier than the average elf. She has spent many years learning the other races, customs and cultures. She strives to live in harmony. She considers people she meets to be friends until proven otherwise. She takes her work as guide, hunter of evil and protector of the woods seriously and is willing to help those in need. On her lighter side she likes good music and fine elven wine. If and when she must fix things it is usually through violence.


Background Concepts:

1. Vanya was born and raised in Mythope, a small clan of Pallid Elves deep under the mountains in the Underdark. Her life from a young age was both rough and dangerous.
2. Often confused with dark elves, pallid elves were not evil like their cousins. Everyone was trained in war from birth and fought many battles over the years.
3. Vanya’s people saved a ranger named Garth Pembroke from a dark elf slave train. She became interested in the stranger and his ways. She ended up training with him for the next couple of years.
It was soon time for him to return to the surface and Vanya with her peoples blessing joined him.
4. For the last couple of years Vanya and Garth trained and fought protecting the lands and the innocents from evil. They scouted many times for the regions lords as well as take care of problems before
the lords find out. They would send word of any problems in the area. This is how their names became known to the Lord of Iriaebor. Garth is for the most part retired from adventuring but still works
with Harpers.
5. It was also during this time that Vanya learned that Garth worked with Harpers. She was soon connected with the Harpers as well, but only after several tests of loyalty and use.

Goals: To bring balance to nature by turning the tide of evil.
To develop her to be strong and balanced character.

Secrets: She Knows-She works for the Harpers.
She doesn't know-That Johan Xavier has put a bounty on her head and several drow mercenaries are on the hunt.

Enemies and Allies:

Foe: Any drow, but Johan Xavier, from the 9th Noble House Xavier in the Drow city of Gualliduth. It is rumored to be deep below the Calim Desert. She killed his brother, Markus while defending her clan. Johan is motivated by the embarrassment of the defeat of his brother to a lessor race in their eyes. It caused a severe problem with the higher houses. He could care less about his brothers actual death. He cannot forgive the shame it brought upon his house.

Friend: Finkle Pendersnout-Clan leader of the Deep Gnomes conclave deep beneath the Sunrise Mountains in the Underdark. She had saved Finkle during another raid on a drow slave party.

Friend: Garth Pembroke, Ranger, Harper, Master trainer of Vanya. Her clan saved his life and he trained her in the ranger ways.

Mannerisms and Quirks: She keeps her appearance immaculate. Unusual for someone always on the move. She constantly checks her gear and weapons. She saw too many die from their gear being unprepared. She always does a complete check of her surroundings twice before settling camp. Just a habit of survival.

Personality: I watch over my friends as if they were a litter of newborn pups and I have a lesson for every situation, drawn from observing nature.
Ideals: Life is like the seasons, in constant change, and we must change with them to survive and thrive.
Bond: An injury to the unspoiled wilderness of my home is an injury to me.
Flaw: Violence is my answer to almost any challenge.

Two things she fears: Spiders-learned from dealing with Lolth’s minions and evil prevailing in the war with good.
Two things that give her hope: The Harpers and what they represent and the good in all people to defeat evil.

Last edited by Clawsome; 10-13-2020 at 01:54 PM.
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  #28  
Old 10-12-2020, 04:41 PM
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Quote:
Originally Posted by Arachobia View Post
Hey folks! I am still here.

Was waiting to see how much traction this application thread got. As it seems pretty quiet, I'm going to set an application due date for this time next week (19th of October my time).

If people need more time, please let me know
I'll finish up my application then
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  #29  
Old 10-12-2020, 07:12 PM
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Updated character application. If you wish to preview and make suggestions, I am all ears or eyes.
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  #30  
Old 10-12-2020, 07:33 PM
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Hey! Unsure if this was clear in the post, but my charatcer app is finished. Feel free to ask any questions/suggestions.
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