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Old Feb 16th, 2025, 07:23 PM
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Ghosts of Saltmarsh / Princes of the Apocalypse

Game NameGhosts of Saltmarsh / Princes of the Apocalypse
Game SystemDnD 5e
ThemeForgotten Realms with some Greyhawk influence (namely Saltmarsh's locales, rewritten to fit more within the Realms setting)
FlavourHigh Fantasy, High Seas, Action, Adventure, Story-Driven with plenty of combat
Plot SummaryNestled on the coast of the Tethyr Peninsula is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. Smugglers guide their ships to hidden coves, willing to slit the throat of anyone fool enough to cross their path. Cruel sahuagin gather beneath the waves plotting to sweep away coastal cities. Drowned sailors stir to unnatural life, animated by dark magic and sent forth in search of revenge. The cult of a forbidden god extends its reach outward from a decaying port, hungry for fresh victims and willing recruits. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger. Heroes must arise to keep the sea lanes safe for all.

The Ghosts of Saltmarsh is an anthology module containing several one-shots or smaller campaigns. In this, I intend to combine them into one overall, massive campaign- however, there are greater evils in this world- so if we can make it through the Saltmarsh series, I'd like to continue into the Princes of the Apocalypse. As you, our fledgling heroes, have become known to the small region within Tethyr and the surrounding seas... you will then face a threat that threatens all of Toril.

Are you up to the challenge?

I intend to start at level 1 and continue through level 20.


Character Creation rules

I use any official source material for 5e, except 2024 or Unearthed Arcana, as I do not have the book for that. Any and all other source materials are free game, nothing homebrewed, you'll be getting plenty of homebrewed goodies along the way. This is my second module combination I'll be running, but I enjoy reworking the modules to greatly include character narrative. So feel free to give me plenty to work with, there'll be plots and plans that you may get to find out later, depending on those I pick. I will be looking for 6 players, but I can run it with 4. Please use the application below.

Posting Rate: Personally, I'd like to be able to post every 2 days, but I have a hard and fast rule of waiting for 5 after each of my posts. I'll still post as soon as I can immediately after everyone has had a go.


The Application
Name:
Race:
Class:
Background:
Physical Description:
History:


Deadline
I'd like to start somewhere around Febuary 26th 2025, depending on interest. Only because last time I put a month deadline and waded through an impressive amount of applications.


PlayerCharacterRaceClassBackgroundStatus
penbeast0CharmHumanWarlock (Fathomless)SailorComplete
YopheryClarus BlackHumanSorcerer (Aberrant Mind)InheritorComplete
Double or NothingRequin MarrenFlavored as a Human/WeresharkSea ElfFighterPirateSailorComplete
abc123Veyla SeasongSea ElfRangerFisherComplete
delpinatorLimTortleFighter (Battle Master)MarineComplete
JrodKaelos TidecallerTritonClericAcolyteComplete
BlackDragon0Morwin DragontoungeWood ElfFighterForesterOutlanderComplete
MoldyNoldsRikkenMinotaurCleric (Nature)MarineComplete
TyealKendak FloatsamHumanDruid (Spores)Folk HeroComplete
KweheriBlixik NixKoboldWarlock (Fathomless)FisherComplete
The Rat QueenZarae BaenanaDrowElfRogue (Arcane Trickster)SpyCriminalComplete
Red LeperZemni yr Amenia El SharHumanMonkFolk HeroComplete
OnwardCorralSea ElfRogue (Swashbuckler)SmugglerCriminalComplete
TogotVictor CaiV. HumanWizard (Chronurgy)Cloistered ScholarComplete
TrmmilwwiBrynwood "Bryn" GlaringdonHalf-ElfBardDistillerGuild ArtisanComplete
AmargaSplit/RahkurOrcBarbarianEnforcerCriminalComplete
MitsubachiZarinaHumanSorceress (Wild Magic)EntertainerComplete
GrouchyPerranV. HumanBattle MasterFighter/Maybe. SwashbucklerRogueMercenary VeteranComplete
Star MothNieve Fionn MhadaidhWood ElfFighter (Arcane Archer)OutlanderComplete
Nade Khellem Norsk Human Fighter Folk Hero Complete
Drachenspirit Usef JuggernautWarforged of MystraPaladin Mercenary Veteran Complete
KarralaenJuniper Bell Ice-EddyHalflingRogueFar TravellerComplete
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Last edited by Dyerdon; Feb 23rd, 2025 at 10:12 PM.
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Old Feb 16th, 2025, 07:33 PM
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I am interested. Looking for some any restrictions, books allowed etcguidance on character creation beyond starting at level 1. Are you using 2014 or 2024 rule set? I would guess 2014 rule set based on the two campaigns but would like clarification before I start to work on an idea.
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Old Feb 16th, 2025, 07:35 PM
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Ah, that was quick! I was just editing the post to include all that information. Sticking with the 2014 ruleset!
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Old Feb 16th, 2025, 08:05 PM
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withdrawn

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Old Feb 16th, 2025, 08:30 PM
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Homebrew is out, but would reflavoring be okay?

I had an idea of a Sea Elf Fighter reskinned as a Wereshark. Sea Elf for water breathing, swim speed, and communicating with beasts with swim speeds and Fighter to represent damage-dealing/superior strength.

So during combat the character would transform into a bipedal shark, with the weapon damage representing his bite and armor being the wereshark's natural armor.
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Old Feb 16th, 2025, 09:10 PM
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I am fine with reflavors as it is using the basic mechanics that are there in the official works. However, it will have to be made to work within the bounds of the Forgotten Realms, so give me something good in the backstory!
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Old Feb 16th, 2025, 09:23 PM
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Quote:
Originally Posted by Dyerdon View Post
I am fine with reflavors as it is using the basic mechanics that are there in the official works. However, it will have to be made to work within the bounds of the Forgotten Realms, so give me something good in the backstory!
That's easy!

He was a human pirate whose ship was sunk, managed to survive a wereshark attack (either by luck or the will/whim of Umberlee, goddess of the ocean), and managed to use his new powers as a wereshark to swim to shore.

For whatever reason (actual reason being this is reflavoring) his bite's not infectious and he doesn't have the regeneration or resistances a true wereshark would have, but he's not about to complain.
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Old Feb 16th, 2025, 09:35 PM
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Oh, interesting premise! I've played through a bit of Ghosts of Saltmarsh, although unfortunately the campaign fizzled out well before the first adventure was concluded.

Would you prefer that the player characters be foreign to Saltmarsh (or vice versa)? I know the book provides some example backgrounds with ties to Saltmarsh, but I wanted to double-check with you before I went ahead and began to jot things down.

Also, since I am (kind of) a newcomer to RPG Crossing, do you need a sample or anything of my writing/posts?
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Old Feb 16th, 2025, 10:02 PM
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So, for the most part, Ghosts of Saltmarsh is actually from the Greyhawk setting, typically. What I've done is placed the regions of Saltmarsh and the areas you get to explore in the module, on the Tethyr Peninsula within the Forgotten Realms, which is technically considered the canon setting for D&D. So, by and large, the game will actually be set within the Forgotten Realms. Your character can be from anywhere on Toril (the "planet" the setting often takes place on), feel free to go with any of the background ideas from the book, or create your own! Just know that whatever you put in your backstory, will be used!

As for an RP sample, I do prefer posts that tend to be at least one paragraph in length (those one-line posts kill me a little on the inside), I can tell a lot about a person's writing style based on background most of the time. So just keep things third person in the application.
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Old Feb 16th, 2025, 10:27 PM
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Little Girl Lost
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Name: Charm
Race: Human
Class: Warlock (Fathomless)
Background: Sailor

Physical Description: Charm looks and acts like a 11 year old girl. Pretty, sweet, but small and immature. Tanned and with her hair bleached quite blonde by the sea, she's perfectly at home on a ship or in a port.


History: Charm was a fairly normal girl from a well off merchant family who loved nothing more than to sail with her father, her mother having died when she was 5. The sailors all considered a good luck charm as no one had ever died on a voyage where she was along. Then came the day that changed her life. On a bright sunny morning, a sudden whirl of waves grew until it became a great maelstrom, dragging the ship into the depths of the sea.

Charm was swept overboard but not to death. Her father prayed, not for his own life, but for his daughter's and it seems he was heard. One moment, all seemed lost, the next the waters calmed and the foremast lookout spotted her floating in the sea. Although she was never the same from that moment, all seemed normal at first. It wasn't until almost 3 years later that her father's worries came to a head. Until that time, she was healthy, and seemed happy, just that at age 14, she had still not grown or developed physically since that day.

Then, in a port city, she and her father were accosted by thugs one morning. Her father was struck down and Charm's eyes went black, strange words poured from her mouth in a voice pitched far lower and hoarser than her normal speech, and tentacles came up from the ground, striking and punishing her accosters until they fled or lay dead or insensible. Charm was taken to priests and wizards but no answers could be given.

It seemed that in that maelstrom, something had entered into her to save her. Something unknowable, different. If threatened, strange powers of magic rose into her mind and dark, cold tentacles arose to protect her. She was still the same person, and yet was different. Now, she has awakened again in another strange place and yet somehow she is not afraid. Whatever kept her alive has not abandoned her but is with her still; she can feel it in the back of her mind.




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Old Feb 16th, 2025, 10:33 PM
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Clarus
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Name: Clarus Black.
Race: Human.
Class: Aberrant Mind Sorcerer.
Background: Feature: Inheritance
Choose or randomly determine your inheritance from the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.

The power that he was born with, his aberrant sorcery.

Alternatively, or additionally, if something more material is preferred, then his inheritance could be his arcane focus, which had once belonged to his mother. It acted as her own arcane focus back when she had been a practicing cultist and warlock.
Inheritor.

Description: On the surface, Clarus appears rather unassuming. He bears a striking resemblance to his mother, from the delicate features of his face to his bony, slightly calloused hands. His skin is pale, near-translucent, and strewn with moles. His hair is dark and usually wavy with some gentle curls, but because it is poorly cared for, it lies lank. His eyes, too, are dark. His frame is slight and spindly, his shirts tending to hang loose around the shoulders, and around his neck, he wears his arcane focus: a golden spiral pendant. He has a habit of fidgeting with it whenever he feels lost.

As a result of his rather isolated upbringing, Clarus’ demeanor could best be described as “awkward.” Reserved and quiet, he hardly ever speaks what he truly thinks, his words stilted and carefully considered. He holds himself as if unsure of how to occupy the space he exists in, hands often held close to his chest.

Despite the impression that his muted exterior might give, however, Clarus has always felt things deeply. When he takes an interest in something, he tends to focus on it to the point of what one could call obsession. It is why, perhaps, in part, he finds himself so willing to sink into the recent troubles plaguing Saltmarsh. Although he has always felt adrift, unsure of his place or purpose in the world, his mother’s sudden disappearance has left Clarus with a void that he doesn’t know how to fill.

History: In Saltmarsh, tucked away into the shadows of one of the cliffs that lined the sleepy village’s shores, sat a little shanty, lonesome and grey. The smell of brine and fish permeated its every pore. When a storm rolled in, the old, weathered wood creaked and groaned. It was scarcely big enough to fit two people—but when Clara Black had set sail for Saltmarsh from the crumbling port town she had once called home, having severed ties with the cult she used to so fervently serve, all she had desired was a place to lay her head and lay it low. The shanty, set apart from much of the comings and goings of the village, was crude, but it would do.

With the birth of her child only a few months later, however, Clara realized that the past was not so easily left behind.

The boy was named Clarus. He shared his mother’s name and his mother’s face—but his magic belonged to something other. Fearing the scrutiny that her son might garner, Clara thought it best to hide the two of them away from prying eyes. The Blacks became another one of Saltmarsh’s recluses, caught only in glimpses when they went out to sea to fish or walked to the weekly market to sell their catches.

Clarus, for his part, knew that there was something “off”—that what he could do was unusual. Whenever he sought his mother for answers, however, he was met only with stern silence. He learned quickly never to practice his magic in front of her, instead sneaking out at night when the burning pressure behind his eyes became too much to bear.

Thus the years came and went, as predictable as the tides. That is, at least, until the day after Clarus had turned eighteen, and a storm the likes of which he had never seen came roaring over the horizon.

Its arrival had been swift and sudden. One moment, he and his mother were unhooking their boat, the water lapping at the sands. The next, they were being dragged into the sea—mother and son, sail and shanty—all swallowed beneath the cold black waves.

When Clarus woke up, it was to salt burning in his lungs and two sets of arms pulling him (“Easy lad, easy!”) out of the water (“Lucky you weren’t snatched by a shark while you were out there—though, I s'pose you don’t feel all too lucky right now, eh?”).

Clarus asked if anyone had found his mother. Upon learning that no one had, Clarus set out to scour the shores himself with a feverish sort of desperation. Although he never managed to find her body, he did find her necklace several days later, dangling from a piece of driftwood. After that, Clarus returned to Saltmarsh, his hopes dashed.

Since the storm, Clarus has been staying at The Snapping Line, taking up odd jobs to stay afloat.

Last edited by Yophery; Feb 21st, 2025 at 05:25 PM.
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Old Feb 17th, 2025, 12:37 AM
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Name: Requin Marren
Race: Formerly Human Wereshark (Reflavored Sea Elf)
Class: Fighter
Background: Sailor (Pirate Variant)
Physical Description: A massive man, Requin stands well over 6 feet high. Used to life at sea, he keeps his black hair shaved close to his head, leaving enough to protect him from sunburn but not so much that it would get matted with salt water. Years spent hauling cargo, fighting, and pulling ropes on a ship have left him bulging with muscles and covered in scars. Becoming a wereshark has slightly altered his human appearance, his teeth seem sharper than a normal human's and he's far paler than he was before.

In combat Requin transforms into a wereshark. Even taller than his human form (albeit hunched over), when transformed he appears as a humanoid tiger shark with a fin protruding from his back and a lashing shark's tail.
Human Form:
 

Wereshark Form:
 

History: Born in Luskan, Requin grew up next to the water. He envied the seeming freedom of those onboard the ships sailing in and out of the port and so signed onboard the first ship he could the moment he came of age. It mattered little that he was sailing with pirates, the freedom and plunder were worth it. Under Captain Teech Dreadward, AKA Flamebeard (a massive (unusually for a dwarf he was taller than the average human) black-haired dwarf who'd thread lit tapers through his beard to make himself look even more intimidating)'s leadership the crew of Queen Aym (a legendary Dwarven queen whose endless greed resulted in her being cursed by Moradin)'s Revenge enjoyed great success, although the Captain kept the lion's share of the loot for himself (in a location unknown to the rest of the crew). But eventually their luck ran when they ran into a ship of seasoned pirate hunters who had numbers and divine magic on their side.

Reports say Flamebeard died fighting after taking wounds that should have killed him dozens of times over and the rest of the crew's died alongside him or were hanged for their crimes. Queen Aym's Revenge was damaged during the fight to the point it sank soon afterwards. As far as Requin knows he's the sole survivor of Queen Aym's Revenge, thrown clear of the ship by the blast of a fireball and left to drift on a piece of debris, although others might have managed to get away if they could somehow swim to safety.

While he was floating Requin was attacked by a wereshark. Whether it was luck or the will of Umberlee, Requin somehow managed to fight the beast off, jamming his belt knife into the beast's nose until it decided to seek easier prey. But Requin didn't survive unscathed, he had contracted a weak form of the wereshark's abilities. Still, it turned out to be more of a blessing than a curse since being able to breath underwater and swim like a fish meant Requin was able to make it shore alive. Literally washing up at the docks of Saltmarsh, Requin now seeks to join a new crew. He sees himself as needing to uphold Flamebeard's legacy and recover the treasure from the sunken hold of the Queen Aym's Revenge or whatever place the legendary pirate stashed the loot he'd plundered.

Requin's patron deity is Umberlee, goddess of the ocean, sea monsters, and pirates. She's also the creator of weresharks. Requin's no zealot, but given the favor she seems to have shown him he'll happily yell Umberlee's name during combat and knows it's smart to make offerings to her before making any journey over water.

Personality:
Personality Traits:
Obstacles exist to be overcome.
I work hard so that I can play hard when the work is done.
I have a strong stomach and am rarely squeamish, no matter how gruesome the situation.
I enjoy being strong and like breaking things.

Ideal: Plunder. Take all that you can and leave nothing for the scavengers.

Bond: I'll always remember my first ship.

Flaw: Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.

Roleplay Sample:
Requin trudges into the tavern, seawater dripping off him. It's a good thing the tavern door is so large, otherwise Requin would struggle to maneuver his massive frame through it. Other than a few people who turned when they heard his heavy footsteps, nobody pays much attention to him. Requin walks over to the bar and tests out a barstool to ensure it can hold his weight. Once he satisfied he plunks himself down in it and sighs heavily.

The bartender asks what he'll be having and Requin decides he might as well spend his last coin on a drink, he deserves it after what he's been through. When the beer he ordered is placed in front of him Requin wants to savor it, but a combination of being stuck at sea for so long, his new wereshark nature eschewing moderation (not that Requin would recognize those words), and the sweet taste of the beer result in him draining the mug in one long chug. He sets the now-empty mug back down on top of the bar and lets out a small belch.

"Thanks. I needed that."
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Last edited by Double or Nothing; Mar 5th, 2025 at 05:47 PM.
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Old Feb 17th, 2025, 01:29 AM
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Veyla Seasong
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Name: Veyla Seasong
Race: Sea Elf
Class: Ranger
Background: Fisher

Physical Description: Veyla is a lean, athletic sea elf with long limbs built for swimming and webbed fingers and toes. Her pale blue-green skin is weathered by sun and salt, and faint crimson streaks mark her forearms—a lingering sign of her encounter with the Redfin.

Her sharp yellow eyes have a predatory focus, and her dark green hair, often damp from the sea, is kept braided and practical to avoid getting in the way. She moves with the grace of a seasoned hunter, always light on her feet and ready to react.

She wears sturdy, well-worn leather armor, reinforced with metal studs for protection, and a simple linen undershirt beneath it. Her trousers are plain but durable, tucked into calf-high leather boots built for wet terrain. A practical belt with pouches holds her essentials, and a water-resistant cloak is kept folded in her pack.

History: Veyla was born in a small, tight-knit sea elf village, a hidden place nestled in kelp forests beneath the waves, where fishing and survival ruled daily life. Her people had long lived in balance with the ocean, knowing when to hunt and when to respect the tides.

That all changed the night of the Red Moon.

The waters had been uneasy for weeks—fish were vanishing, strange currents pulled boats in unnatural directions, and whispers of something old stirring in the deep spread among the elders. Then, the sharks came.

Not just any sharks, but huge, unnatural ones, their eyes glowing with a sickly light. The sea elves fought, but the creatures were smarter, faster, coordinated—almost as if they were being guided by something greater.

Veyla was aboard a small fishing skiff when it happened. A massive, crimson-finned beast—a monster unlike any she had seen—rose from the depths, slamming into the boat with terrifying force. The crew was thrown into the churning water. Veyla remembers locking eyes with the creature before everything went black.

She should have died. But instead, she awoke on the shore, coughing up seawater, her wounds healed in unnatural patterns. And she felt it—something inside her had changed.

Since that night, she has been different. Animals seem to sense it—sharks do not attack her, and smaller fish seem drawn to her presence. She can understand creatures of the deep in ways she never could before, and most of all… she feels something watching her.

Some of the village elders believed she had been marked by the Redfin—a hunter chosen for something greater. Others feared she had been claimed by the deep, that she no longer belonged among them.

Unwilling to bring danger to her home, Veyla left. She now hunts the hunter, tracking rumors of sea creatures acting strangely, of vanished ships, and of things lurking beneath the waves.

Saltmarsh is only her latest stop—but already, the waters here feel wrong.

Last edited by abc123; Feb 17th, 2025 at 01:29 AM.
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Old Feb 17th, 2025, 04:30 AM
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Name: lim
Race: tortle
Class: fighter
Background: marine
Physical Description: Lim stands at 5 feet 6 inches tall, with a deep green skin covered by a dark brown shell with golden streaks. His bright yellow eyes are always alert, and his limbs are strong and muscular, ending in webbed hands and feet. He wears simple clothing, often just a loincloth, and a leather headband with a tribal charm.
History: Lim was born on the outskirts of Saltmarsh, where his Tortle tribe has long served as protectors of the marsh and coastal areas. His training as a Fighter began early, with a focus on becoming a Battle Master due to his natural inclination towards strategy. However, before he could fully come into his own, Lim was captured during a skirmish with the Sea Princes, a group of pirates known for their cruelty. His time in captivity was harsh, but it honed his resilience. Escaping recently, Lim has returned to Saltmarsh, now at the very beginning of his adventuring career, eager to prove himself and protect his home.
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Old Feb 17th, 2025, 01:50 PM
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Application
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Name: Kaelos Tidecaller
Race: Triton
Class: Cleric - Tempest
Diety: Valkur
Background: Acolyte
Trident: Stormcall

Origins in the Deep
Born in the sunken halls of Eminelos, an ancient Triton city deep beneath the Sea of Fallen Stars, Kaelos Tidecaller was raised among scholars, warriors, and priests devoted to the mighty gods of the ocean. From a young age, he felt the pull of the tempest, a restless energy coursing through him like a coming storm. His family, a lineage of guardians who kept watch over the deep trenches where ancient evils slumbered, saw this as both a blessing and a warning.
The elders of Eminelos foretold a time when the surface world’s actions would stir an age-old enemy from the abyss. The storm, they believed, would need a vessel—a champion to walk between land and sea. When Kaelos came of age, he was chosen by Valkur, the god of seas and storms, to wield his power and act as his harbinger.

Call to the Surface
Kaelos' first test came when deep-sea raiders—Sahuagin emboldened by dark whispers—besieged an outpost of his people. As lightning split the water and thunder roared through the currents, Kaelos unleashed divine fury, calling upon the storm to drive them back. But even in victory, he realized the surface world was growing unstable, and the true threat was not merely in the depths.
With the elders’ blessing, he ascended from the deep, stepping onto dry land for the first time. The world above was alien to him—vast cities, sky-bound storms, and mortals who barely knew of the war waged beneath their ships. In Baldur’s Gate, Kaelos found himself at the crossroads of fate, where politics, magic, and divine forces collided. He sought allies who would stand against the creeping darkness, whether they be land dwellers or lost souls in need of guidance.

Goals & Conflicts
* The Shadow Below: He believes a forgotten horror stirs in the deep trenches, one that even his people barely remember. He seeks knowledge, relics, and omens that may reveal its return.
* Herald of the Storm: Valkur’s will is ever-changing, like the sea itself. Kaelos struggles between his duty to protect and the destructive wrath of his god.
* Stranger in a Strange Land: Though he walks among the land-dwellers, he does not fully understand them. Their greed, their wars—he sees them as small storms against the vast ocean of fate. But some have earned his respect, even his friendship.
* The Calling of the Waves: Kaelos knows that one day, he must return to his people. But will he bring salvation, or will he be too late?


Physical Description
Kaelos Tidecaller is a striking figure, his very presence carrying the weight of the ocean’s depths. His skin is a deep, stormy blue, marbled with streaks of lighter cyan and silver that shimmer when caught in the right light. Coral-pink like gills run along his cheekbones and down his neck, a physiology shared by the brothers and sisters of the sea.
His eyes are a piercing sea-green, glowing faintly when he calls upon his divine magic. His ears are elongated and fin-like, adorned with small golden clasps, each representing a vow taken in service to the storm god Valkur. His head is absent of hair, and instead is home to a singular blade like fin which runs front to back, fading out at his neck.
Kaelos stands just over six feet tall, his lean yet muscular frame built for endurance rather than brute force. His hands are webbed, an adaptation from his life in the depths, and his nails are slightly clawed, more akin to polished sea-glass than keratin.
He wears a storm-hardened leather cloak, its edges perpetually damp, and beneath it, a sleeveless tunic adorned with symbols of crashing waves and spiraling storms. Around his neck hangs a pendant of a stylized wave, an emblem of Valkur, which hums softly with latent energy. His armor is reinforced with pauldrons of hardened chitin, their barnacle-encrusted ridges resembling the shell of a colossal crustacean, each scar telling the tale of battles fought beneath the waves. The scent of salt and storm clings to him, a constant reminder of the ocean’s embrace.
Strapped to his back is a ceremonial trident, its prongs crackling faintly with storm energy. The weapon, said to be forged in the heart of an undersea tempest, reacts to his emotions—its glow intensifying when he is angered, and its surface misting over when he is deep in thought.
When he moves, there is an undeniable grace—fluid like the shifting tides but with the weight of an impending storm. Though his time on land has taught him to adapt, Kaelos always walks with a slight air of detachment, as if he is forever caught between two worlds—the restless sea and the ever-changing land.


Personality

Kaelos is a stoic and reserved protector, deeply committed to guarding the helpless, especially from the dangers of the ocean. As a cleric of Valkur, he views storms as necessary forces of change—destruction and renewal in harmony—but struggles to balance unleashing their fury with shielding others from it. His Triton heritage instills a strict sense of honor, and he despises dishonor or broken oaths.
Raised beneath the waves, Kaelos struggles to understand the customs and politics of surface dwellers. Concepts like greed, conquest, and betrayal baffle him, and he finds mortals fighting over land foolish, for in the end, the tides will claim all things. Despite this, he respects their resilience, finding their perseverance in fragility impressive, and forms bonds with those who prove themselves worthy.
He speaks little, but his words carry weight. Devoted to Valkur, Kaelos questions whether gods should shape mortal destiny. Above all, he is a guardian at heart, protecting those in need with fierce determination.


Philosophy
Balance of the Sea and Storms: As a cleric of the Tempest domain, Kaelos would believe in the inherent balance between destruction and creation. Storms, while violent, are also a natural force that nourishes the world, just as the sea can bring both life and death. Kaelos would see his role as one of mediation between these forces—wielding the power of the storm to protect and cleanse, while respecting its danger and unpredictability.

Protecting the Ocean and Its Creatures: As a Triton, Kaelos would have a profound connection to the sea. He would likely advocate for the protection of the ocean and its ecosystems, seeing it as a sacred realm to be cherished and respected. His philosophy would promote harmony between sea creatures and surface dwellers, seeking to protect both from exploitation or harm.

Embrace of Change: The ocean is constantly changing, with tides, waves, and storms shaping the landscape. Kaelos would likely believe that change is an essential part of life, embracing it rather than fearing it. He might see the Tempest's destructive power as a necessary force of renewal, allowing for growth and transformation.

Guidance of the Storm: The Tempest domain’s magic is often chaotic, harnessing the primal forces of nature. Kaelos might view these powers as both a gift and a responsibility. To him, storms represent the divine will of the gods, and his philosophy would include a sense of duty to wield such power wisely—using it to protect, purify, and, when necessary, to bring judgment.

Courage in the Face of Fear: The unpredictability of storms mirrors life's challenges. Kaelos would likely encourage others to face the storm, both literal and metaphorical, with courage. Just as a sailor must navigate a turbulent sea, individuals must face life's challenges with resilience, knowing that calm always follows a storm.


 






Last edited by Jrod; Feb 20th, 2025 at 04:56 PM.
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