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Old 10-01-2019, 05:10 AM
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Phoenix: Group 3 Applications. Current Applicants (0)

Applications ARE CLOSED.
Phoenix

5E Dungeons and Dragons Adventure for 4 1st Level Characters

Join the Wache, Become a Hero



Plot Summary
Ask Yourself
Do you want to protect your home? Do you want to defend the good people of Schlammbecken from the depredations of bandits? Or are you just so darn poor that life in the guard is the only hope you have? Whatever your reasons come and sign up, the Wache is recruiting today!
This game will start off at level 1, with a broad world to explore and a lot of plot threads waiting to be unravelled. Whilst the initial position is simple I will be developing the flow of the game based on the characters selected. There are several major plots to be discovered and played through, but revealing them would be unsportsmanlike.
Application
Please fill out the below, taking note of the comments and requirements outlined in Permitted Sources. Characters will be level 1 with no equipment. Don't worry you will be issued equipment before any battles break out.
Name:
Race:
Class:
Background: Mechanical
Trait: What are you like? (Choose 2)
Bond: What is important to you in your life?
Ideal: What would you be willing to fight for?
Flaw: What don't you like about yourself?
Appearance: Give a general appearance of yourself prior to joining the Wache
Personality: Write a paragraph (no more than one!) describing your character, base this on your mechanical background traits.
Backstory: Write no more than 2 paragraphs and try to answer the following questions (in the prose, not as bullet points)
  • Where are you from?
    1. Are you from Schlammbecken?
    2. Are you from a different town in the Dukedom?
    3. Are you from somewhere else in Aldan?
    4. Are you a foreigner?
  • Do you have family in the area?
  • What event most shaped your personality?
  • Why do you want to join the Wache?
RP Sample: Write no more than 2 paragraphs showing an interaction between your character and a key character from their past. At least 3/4s of the text must be from your character's point of view and you must include at least one line of dialogue and one thought from your character.
A Note on Permitted Sources
You may use anything official, plus UA, but with the caveats below:
Point buy: 27 points
Character Sheet: Please use D&D Beyond. Making an account is free and you will have access to all of my content.
Classes: No Mystic
Races: Natives to Aldan can be Human, Half-Elf, Half-Orc, Orc, Goblin, Elf, Dwarf, Aasimar and Tiefling. Other races will typically be from other lands, they are playable, but we'll need to discuss a little of why they are enlisting in Schlammbecken.
Backgrounds: No nobles.
Languages: See below
Application Assessment
Just a bit of information on how I intend to decide which apps get in, so you can tweak stuff if you need to. Essentially I'm going to score them and take the top 4, maybe 5 or even 6.
Scores will be as follows and will be mostly based on my preferences, but you won't be hurt by following good writing standards:
Sticking Entirely Within the Guidelines: 10 pts
Writing Quality (Backstory): 0-10 pts
Writing Quality (RP): 0-10 pts
Character Concept: 0-10 pts
Appropriateness to the world/party: 0-10 pts
Nativeness
I'll only be taking a maximum of 2 none native characters if you want your character to be native make sure they come from somewhere within the dukedom (see map below). If you are from anywhere on that map or described in the City and Dukedom information you're a native.
Languages
Languages are a little different to normal. There is no Common Tongue, however for the purposes of at least the early parts of this campaign Aldanisch will suffice as such. Each country (and some subcultures) have their own languages and as such, I'll list common ones below to help in choosing which are appropriate for your character. There are other languages and it may be relevant to speak something else depending on your character design.
LanguageCountry of OriginReal World MappingNotes
AldanischAldanGermanSpoken throughout the country by just about everyone
DonavischDonavaSwedishSpoken mostly in the borderlands (not in Handel Herzogtum)
TerranoirischTerranoirFrenchSpoken by natives visiting the port, mostly Dragonborn and Elves
KlauischDrachen KlauePortugueseCommon language shared by Dwarves and Goblins of the mountains
ImperialAncient ImperiumItallianSpoken mainly by Cult of the Dragon followers and Orcish tribes
High ImperialAncient ImperiumLatinThe language of spells and scholars (and dragons)
ElbionischEmpire of the DawnEnglishCommonly heard among the Halfling and Minotaur sailors in port
CelestialPlane of CelestiaNoneSpoken by Aasimar and celestials
InfernalNine HellsNoneSpoken by Tieflings and devils
SylvanFeywildNoneSpoken amongst Fey creatures, including certain groups of Elves
About Me
I've been DMing 5th since the playtest and DMing in general since 2nd. This particular world is one I've been running for over three years in real life so I am very familiar and comfortable with the setting. I'm happy to answer questions and expand on anything that you might like to know. As a DM I tend to play very fair and not put a thumb on the scales in either direction in encounters, whether combat or social. You should also note that I am not a fan of 'evil' creatures existing, so for the most part they don't and creatures of any stripe can be good or evil, though more often things you meet will be unaligned and working for a more nuanced purpose (outside of Fiends, Celestials etc.)
Additional Lore: Optional Read
Schlammbecken Information
Schlamm Herzogtum is split into several areas, the Elfenfurcht, the Westfels, the Weissenufer and the Schlammfurcht.
The Schlammfurcht consists of a large forest, just shy of turning into a mire. The ground is permanently waterlogged and the land somewhere between lush and decaying. It is here that Schlammbecken, the capital of Schlamm Herzogtum, is located. A port city, at the north of the Dukedom it is situated on the driest land that could be found. Despite this, the streets are made of thick mud and nothing is ever truly dry. Schlamm has an impressive fleet of naval vessels that moar at Schlambecken, they are a considerable part of the naval might of Aldan and patrol the northern waters to keep them free of pirates and ward off attack. It is often these ships that are sent to guard the shipping lanes leading to Handelsnabe and Konigsburg and it is said that the trees of Schlammfurcht only get wetter once they are felled. Shipyards, rather than trading docks line the shores here and shipwrights busy themselves at their craft making sleek, powerful vessels. Woodcutters are also common in the region, supplying the lumber needed by the hungry shipyards. The trees that make up the Schlamfurcht are quick growing and strong, making them perfect lumber for shipbuilding.
The Elfenfurcht is nominally under the control of the Duke, but in reality, is ruled entirely at the whim of the elves who live there. Whilst they trade with and have friendly relations with the dukedom they would not accept soldiers within their borders and pay no taxes. More information about Elven culture can be found below.
The Westfels are what provide both the greatest wealth of Schlamm and its greatest mysteries. These small mountains are home to many deposits of gold and gems, as well as several citadels of learning in which knowledge is shared between all the races, including the elves, who come to study and teach from within the Elfenfurcht. These citadels, though, guard their learning closely and a difficult trial is required to enter.
The Weissenufer is the second most productive area of the dukedom, with fish from the Weisse See a prized delicacy and trade flowing up from Handelsnabe this area sees more people than anywhere else in Schlamm. Despite this, the forest surrounding the shore is also home to secretive enclaves of druids and rangers of mixed elven and human ancestry.
Geography of Aldan
Aldan is a large country, formed of six dukedoms that surround the tip of the Drachen Klaue mountain range. The mountains themselves are not, technically, within any dukedom and it is a matter of political debate as to whether they fall under the control of the kingdom at all. The six dukedoms are, in order of population, Schutz Herzogtum, Schlamm Herzogtum, Grenz Herzogtum, Hafen Herzogtum, Konig Herzogtum and Handel Herzogtum.
An Introduction to Elves
The elves of the Elfenfurcht live in a society defined by custom and role. As the descendants of slaves brought to Aldan by the Dwarven Empire, the Elves are a mixed group with three distinct racial groupings in all. These groups, known commonly as High, Wood and Dark elves hail originally from different parts of the world. Still, in the Elfenfurcht, they have formed a blended society quite different from that of their ancestors. Each elf is tested at a very young age, typically around fifteen years old, for their aptitude in the various tasks required by society, they then spend the next fifty years training to fulfil the role they are assigned. Within the society, there are three main branches, the Crafters, the Hunters and the Administrators. Each of the three groups sends three representatives to the Council of the Elves that forms the highest level of governance of elven society.
Crafters are known for their extreme specialisation and skill within their craft. Whilst this extends naturally to woodcarvers, weaponsmiths and cooks there are other kinds of Crafter, those that specialise in animal taming, dance or music would also fall under this branch of the elves. Mechanically this is represented by the Aereni variant of Wood and High Elves.
Hunters, by contrast, focus on more martial traditions. They learn weapon craft while the crafters are throwing pots and hunt through the forest while others of their kind sit at home. They are the front line of defence and the primary source of food for the nation. Their training is represented by the Valenar variant of Wood and High Elves.
Administrators are a different breed entirely, often mistaken by outsiders for nobles and kings they take care of the logistics of the Elfenfurcht, ensuring everyone is fed and housed. Without the specialisation of either of the other branches, they nevertheless are seen as their equals. The task of running the nation is as important as supplying or guarding it. This branch is represented by the PHB variants of the Wood and High Elves.
Dark Elves can be found in any of the three branches, but they are rarely seen far from the interior of the kingdom. The woodland at the centre of the Elfenfurcht is bathed in perpetual twilight. The dense canopy of lush foliage above shades it, protecting the delicate eyes of the Dark Elves. The Hunters who guard the Council of the Elves are disproportionately Dark Elves as their heightened senses naturally lend to this most important of tasks.
Of Elves and Druids
The people of Schlamm have a closer connection to nature than most. There are many woodsmen and trackers that people the region and these have frequent contact with the elves of the Elfenfurcht. In addition to this, there are many small enclaves of people scattered around the marshy forest and the shores of the Weisse See, as well as in the mountains of the Westfels, all of whom see much of the power of nature firsthand. Even in the city of Schlammbecken, there are many shipbuilders and sailors with a deep and abiding respect for the power of the wind and sea.
These disparate cultures of nature worshippers have formed a loose alliance throughout the dukedom. The enclaves in the Westfels quarry standing stones, which are transported into the lowlands around the lake and used to build sites of worship. The worshippers near the lake tend these sites and hold ceremonies there at propitious times of the year. Worshippers from all over the dukedom and beyond make pilgrimages to take part in these services and beg the favour of the Great Mother, as they call nature.
Erecting a proper monument to nature takes many years, selecting each stone and carving and preparing it is often a lifetime work for a human or a long diversion for an elf. Once they are ready transporting them to their location must be done by hand, with only the help of animals and without magic worked on the stone itself. Naturally, this can itself take many years as taking a stone weighing between one and thirty tons across hundreds of miles of mountain and forest is not easy. Once it arrives at its destination the stone is handed over to the lake worshippers who consecrate it with sacred rites of the lake and forest, binding all the forces of nature to the site. This, again, is a slow process and must be carried out for each stone in a circle at the pace the Great Mother dictates and not faster or forced. One of the rituals, for example, requires moss to have grown around the base and been eaten of by a deer not more than one year old. There are around a hundred such rituals with specific requirements that must be completed to consecrate a new stone. The very last thing that must happen is for one of the Sea worshippers to come to the site and rub the surface of the stone with brine after completing a Dream Walk, as they call it.
This slow process teaches the worshippers involved that nature is interconnected, cannot be rushed and must be allowed to take its course. This then leads into their theology, a belief that one must accept the course set by the natural world and find their place within it. The somewhat paradoxical creedo of the Druidic faith of Schlamm is that one must take action when necessary, but only in a way that will return to the natural course and that the natural course is inevitable. They counsel patience and allowing things to take their course, except when nature speaks to do otherwise. Their faith allows for the gods, simply as temporary disturbances to the Great Mother, powerful, but no more divine than a great sorcerer. This doesn't mean they lack respect for the gods, but rather that they do not worship them and that respect comes from assessment of their deeds. Indeed, the destruction of the emperor by Soiryk, Axela and Anelahk is seen as guided by the Great Mother herself amongst these worshippers.
Aldanisch Religious History
The religions of Aldan all stem from a shared history of the continent. There are only 4 gods and they are historically deeply intertwined, with three of them being relatively young and none of them being creator gods of the world. Outside of Aldan other gods are worshipped, but most people from the country haven't even heard of any apart from these four. Around two hundred years ago the continent of Soinella, which is the continent on which Aldan resides, was largely under the control of a grand Empire, known as the Empire of the Dragon. Over the course of several hundred years, If the Imperium started in Mongolia, then Aldan is Spain.the Imperium had spread from its beginnings in the far northeast of Soinella to control all of it, except for Aldan in the far south-west. The Imperial Creed spread ahead of the armies, infiltrating other cultures and kingdoms and undermining them from within, turning them to the worship of (what they claimed) was the One True God, the Emperor.
Soiryk Worship
Within the borders of the Imperium worship of any other gods was forbidden and, by the time of Soiryk's birth the old gods had fallen out of favour even among his countrymen. No one today really knows what the faith of Aldanisch people back then looked like, but it can be inferred from what little history remains that resistance to the Emperor was the focus of their devotion, whatever deity happened to back them. Soiryk himself was a soldier who set out to defend his homeland against the Empire, legend says he met a witch along his travels who promised would protect him. She didn't lie, but she cursed Soriyk with a painful kind of immortality. When the armies met the men of Aldan where beaten back and destroyed by the overwhelming power of the Empire. The numbers and training of their foes were simply too great for the Aldanisch to meet in open battle. Soiryk saw his friends and companions cut apart before his eyes, until he, too, fell under the onslaught, his last thoughts as a mortal man of his wife and children.
Legends then tell of Soiryk awakening on a battlefield covered in the bodies of his slain comrades and walking home, only to find his family killed by Imperial hands. Tales say that he simply turned and walked on, towards the seat of the Emperor, determined to end the god-man. It is also thought from the Sagas written nearer the time that apart from revenge Soiryk yearned for nothing more than to meet with his dead wife and children in the afterlife and that this fate is denied him even to this day. After slaying the Emperor and ascending to godhood Soiryk's scream of anguish is said to have split the heavens, as he awoke a new-made deity days after what he had thought was his final death at the Emperor's hands. Since his ascension he has searched the realms of the dead for his lost family, and whilst never finding them he has brought much of that realm under his control, such that he is a god of the Grave as well as his other aspects.
Soiryk's primary commandment to his followers is to become strong enough to finally end his existence. Other than this he simply asks that they protect the weak and, particularly, families. He is venerated widely amongst the military and mercenary communities but has few adherents other than grave keepers and mortuary workers outside of that. The funeral rites of almost all of Aldan are performed by followers of Soiryk, as Anelahk and Axela have no interest in the dead and commend them to Soiryk's keeping. Soiryk has fewer Clerics than Paladins and fewer of either than the other major Deities, as he pays little attention to the mortal world. Looking upon his beloved homeland causes the god too much pain, so he is reluctant to entangle himself with mortals unless they do something exceptional to gain his attention. Soiryk rejects worship and instead looks on his followers as comrades in arms, and as such, they are often referred to by the title Comrade.
Anelahk Worship
Anelahk was not born in Aldan, rather she was born far afield in a country now long dead. The country she occupied had been under the heel of the empire since the time of her great grandfather and she had known no life outside Imperial law. Growing up this had caused he no ill as the farming town she was born into had no animosity towards their rulers and, mostly, just raised cattle. As she matured Anelahk keen intellect drew her to learning, at first just of cow herding, then barn building and the maintenance of structures. By the time she was nineteen Anelahk had started to hang around a local mine, about a days ride from her town, and had learned of tracks and carts as well as smelting. She took the knowledge she had and used it, making better versions of things that already existed, through careful study and diligent effort her feats of engineering took on greater and greater challenges. At twenty-five she was the foreman of the mine and the youngest member of the County Council, overseeing her old farming community and three other towns, including the mining town she was now based in. The towns under her oversight were growing more prosperous and interconnected by the day, particularly due to the tracks she had laid between them and the clockwork carriages that could be pedalled from place to place. The output of her mine had skyrocketed, far outstripping Imperial quotas and making a tidy profit. This drew the attention of the Imperial Governor, who sent a small delegation to 'congratulate' the mine workers and investigate Anelahk's methods.
What happened next is unknown, as the Diaries of Anelahk are silent for the next ten years. These holy tomes, which contain the ingenious thoughts and some preliminary blueprints of the Great Inventor are the Holy Texts of the Apprentices of Anelahk. Each one is complete, with neat indexes at the back, but Diaries III-V are clearly missing. This is evident from the references in Diaries VI-X and the from the meticulous nature of Anelahk's journaling, with each Diary chronicling precisely forty months. The first Diary is often read to or given to fresh apprentices to inspire them, as it was written by a young Anelahk, from the age of eighteen onwards and chronicles some of her earliest work. The designs and information in the last pages of Diary X are incomprehensible to any living Apprentice and unlocking their secrets, and thus, perhaps, the secrets of everything is their goal. These pages were written in the months after Anelahk's ascension to godhood, but before leaving the mortal realm. To her adherents, they represent her last, greatest work and the most precious object imaginable. The originals are housed in Karlsburg (the capital of Aldan), in the Great Temple of Anelahk.
At 35 years old, during the period of the sixth diary, Anelahk was on the run. The Empire had done something to her, though what no one knows. There are sporadic references to the day of the Purge, but no clear description of what it is, as it clearly occurred in one of the Lost Diaries. At this point, Anelahk was making war machines in secret and trying to raise an army to use them to fight the Empire, sadly over the next few volumes, the reader of the Holy Texts learns of betrayal on betrayal and failure built upon hope. By her mid-forties, Anelahk has discarded the idea of raising and equipping a fighting force and instead has built a series of deadly automatons, mostly wheeled contraptions with guns, but some more human-like. She wages a guerilla war against the Empire weakening it from within. It is not until she meets Soiryk and Axela, however, that she gains all the tools she needs for her final strike. The three marched on the capital, with Anelahk levelling its walls with her great weapons of power and grinding the palace to dust. After defeating the Emperor she carried Soiryk back to Aldan on her automatons, lying in state, for he had fallen in that battle. It was not until he awakened that Anelahk's own ascension occurred and the writing of the final chapters of Diary X began.
Anelahk commands her followers, who she deems Apprentices, not Worshippers to learn and work hard. She prizes study above all and has as many artificers in her ranks as clerics. Receiving the healing of Anelahk is said to be both the cleanest and complete healing one will ever receive and the most excruciatingly painful, as no blessing from her will allow a lesson to go unlearned and the pain of the injury is itself a great teacher. Anelahk has a reputation of being against fun, but that is not really true, she is simply in favour of getting things done. She teaches that one should find joy in your life's work and choose to do only those things that are useful, which can also be pleasurable if you have the right mindset. Apprentices of Anelahk are the builders of the country, the engineers and the tinkerers. To gain her divine attention takes one thing: Hard Work. She cares not for your talent or skill, just for your dedication to your craft, so even the low skilled worker can attract her attention by putting in enough effort at their chosen task.
Axela Worship
To speak of Axela is to speak of a myth, one that surely could not be true. Except that parts are corroborated by Anelahk's Diaries and those are beyond question. As a mortal Axela was exceptional, she was naturally gifted, clever, quick and strong and had no fear of showing it. Born, like Anelahk, within the confines of the Empire she became a dancer and a storyteller, enchanting rooms full of people with her sensuous movements and evocative (if untrue) tales. Her followers tell you a story that is not written down anywhere of her life and her quest. This oral tradition is a central part of the faith and keeping of records is scorned by the followers of Axela. Ask one and they will tell you if you can't remember the story, then you simply lack talent and should ask your betters to relay it to you, if they take pity on an incompetent.
The story goes that one night after dancing and singing in a tavern Axela, who was an extraordinary beauty, was followed by an Imperial official as he wanted her to spend the night with him. When she refused he pulled a blade, which she promptly took from him and stuck in his neck. She fled the town but was quickly chased by the man's guards who brought her to bay at the edge of a copse. She had never fought before, nor touched a weapon outside of an eating dagger, however when they attacked she saw how much their movements were like dancing. For the first few moments, she flowed from step to step, moving with the rhythm of the steel, until she had seen enough. The men were getting frustrated, but from their movement she had learned to use a blade, so she took one from their least capable member with a simple kick to his wrist and used it to soak the hillside in Imperial blood. The young dancing girl stood, dripping blood and admiring her handiwork, five of the Empires elite guards dead at her feet and a red sword in her hand.
The Empire did not take kindly to this. Once others learned of what had happened more patrols were sent after her, but she knew the dance of Steel now and, not only that, but she quickly learned the Dance of Shadows. As each patrol came after her, she would meet them on the field, if they numbered less than ten, or pick them apart at night if they were more. With an impressive tally of one hundred and seventeen kills, or so the legend says, the Emperor sent to Axela the greatest gift he could have offered; a mage. One of the Imperial Incipit Ignis who, with a guard of only five came for her. She met them in the field, expecting to once more dance steel, but as the men at arms closed she saw the mage begin to weave. Her attention was riveted to this display, so much so that she could only keep the five men at bay, not kill them as she watched. As the wizard signed the last sigil of his spell, calling a firebolt to destroy her Axela had seen enough, she reached into the air with her free hand and cut the magic just so causing the spell to fail. Within a heartbeat, she had traced the sigils once more and loosed the mage's power back upon him. As he burned she laughed and danced with his guards, toying with them as she tested her new power, each dying to a different element as the world of magic opened to Axela for the first time.
Having mastered the Dance of Shadow, the Dance of Steel and the Dance of Power, Axela decided that she would take revenge on the one responsible for her troubles. She set off towards the Imperial capital, determined to bring the Emperor low and show the world that she was truly sublime. On her quest Axela met Anelahk and Soiryk, good companions surely, but as she had decided it was Axela who delivered the final blow to the emperor, tearing him apart with spell and sword even as he pierced Soiryk and laid him low. Axela has never forgotten the feeling of loss at Soiryk's death or her joy at his rebirth, which demonstrated beyond any doubt that she was right and that talent will show.
Axela is worshipped in the truest sense. She sees devotion as her due, but only accepts followers who are truly gifted. Hard work and effort are for those who are born lesser, talent is what truly sets people apart. Axela encourages her Devotees to live life to the full to seek pleasure before all else and to live in a way that best helps with that. She is very popular among bards and entertainers, as well as sex workers and nobles. Axela's adherents are at every level of society and bring joy to the land, with their performances and their passion. Axela loves nothing more than to see her Devotees bring a crowd to rapture or a mob to heel. Talent, power and the display of it are her core tenets.
Emperor Worship
The emperor was a man, probably, at least that is what the other faiths believe. He lived for hundreds of years, guiding the largest empire the world has ever known, The Empire of the Dragon. His detractors and enemies, which can count almost all citizens of Aldan among them say he was a tyrant and a despot. They tell of a man who stole the lands and birthrights of others and forced them to conform under the hobnailed tread of a thousand boots. The stories tell of death and fear wrought by the hand of the most evil being imaginable and implacable, unstoppable God, brought low in the end by the righteous might of honourable heroes. This is not the tale told by the Cult of the Dragon, however. To them, he is a great leader brought low by treachery.
The Cult tells little of the origins of the Emperor, referring to him as a mortal is seen as blasphemy within there ranks. They have many tales of his deeds, though and of his court. The Imperial Court was, according to the cult, the foremost centre of learning and wisdom in the entire world. He peopled it with those he found who had merit and elevated them to the ranks of nobility. All the races of the world paid homage to the Emperor in his court and in exchange he granted great powers to his senior advisors. The Cult tell how the Courtiers could heal or destroy at a touch, raise the dead and lay waste to boundless areas of land with mighty storms. Compared to the power of the Emperor these people were simply gnats, but any one of them was a force that could conquer a country single-handed.
At the height of its power, the Empire was a place of peace and prosperity with law and order absolute within its bounds. A single traveller, even a child, could walk the roads at night between cities unmolested, such was the might of Imperial Peace. The few who stood against the peace were selfish and arrogant, the Emperor's assassins amongst them, Soiryk the degenerate zombie who had raised arms against the Emperor when offred the Peace and then baulked at his punishment like a coward, Anelahk, the traitor who fled her duty to the Dragon and led whole populations to ruin and, of course, Axela, murderess and criminal with no redeeming quality who flagrantly broke Imperial law, lied, stole and killed. The Cult holds a special place of hatred for another, though, the one they call the Usurper.
The Usurper was sent by the Emperor to bring Aldan to heel and, instead, turned against his master. The only Courtier to ever break from the Imperial Truth, Karl Kämpfer, greatest of the Emperor's warriors was the bitter pill that poisoned there great realm. It was he that raised and trained an army of Aldanisch as the Imperial gaze was turned to the depredations of the Assassins. It was he who found the cells of resistance, created by Anelahk and wove them into a true insurgency whilst weeding out Imperial agents, even as the Assassins began their long march. It was Karl who walked at the head of a legion of these miscreants and stole the followers of the Emperor, shattering its foundations even as the Assassins drove at its heart. Without him, the Three would have fallen and failed, as surely had all such attempts before them, but with the Imperial Army fighting back against an insurgency led by its greatest general an opening was made and the unthinkable happened.
The Cultists, among whom the highest-ranked are still styled Courtier, teach that the Emperor brought stability and prosperity to the world and that the bandits and marauding tribes known today are a direct result of his loss. They seek to find the tools needed to resurrect their dead lord and bring him fully back to power, for they are certain he cannot be truly gone. Within the Cult it is believed that Soiryk holds their liege in his Realm of the Dead and that, with sufficient power, they can bring him back. Members of the Cult seek to emulate the lifestyles and behaviours of the lost Empire and champion the virtues of temperance, self-control and justice. The Imperial Cult strictly follows the rule of law, even within the borders of the younger realms, which they see as illegitimate. They do not see it as their place to enforce the Imperial Creed, but rather to practice it until such a time as the Emperor returns to set all right. This law-abiding nature has led to the Cult not being outlawed, even in Aldan, who's noble line descend from Karl Kämpfer, first King of Risen Aldan. No one trumpets their allegiance though, at least not outside of closed communes run by the Cult. There are no temples to the Emperor and Imperial Worship is a quick way to bring suspicion and retribution down on your head in an Aldanisch town.
__________________
Phoenix, Group 3! Recruiting Now!
Dungeon Dive: Always Recruiting
Back after the Floods: DM Duties come first, then I'll be back in all games.

Last edited by Drager; 02-10-2020 at 02:17 PM.
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Old 10-01-2019, 10:11 PM
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Name: Barakas Brimstone
Race: Tiefling, Winged
Class: Fighter
Gender: Male
Alignment: CN

Background:Town Guard

Traits:I am always on watch and never let my guard down. I can stare down a hellhound without flinching.

Ideal: I fight for myself in this life because no one else will, including the Gods.

Bond: The town guard spared my life so I begrudgingly owe them.

Flaws: I can be bribed easily, what harm can a few gold pieces do?

Appearance: He stands just short of 6’. His body is toned and wiry. He has a constant smirk that just comes naturally. His black hair starts from in-between his brownish red horns and flows down to his shoulders and between his bat like wings. His red eyes are constantly searching. His fairly sharp chin protrudes from his face. His ears have spiked growths. He moves with grace and agility.

Personality:He is a loner for the most part. Partly self-inflicted and partly because most stay away from him due to his heritage. Working with the guards he is friendly enough and gets along with most. His smirk makes most think he is planning something nefarious. He is confident in his abilities, but not arrogant. He poses no sign of threat until his swords are drawn. His demeanor changes to cold and calculated.

 


 

Last edited by Clawsome; 10-24-2019 at 09:02 PM.
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Old 10-02-2019, 02:42 PM
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Sammi
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Name: Shuisuhliul Sseztee "Sammi"
Race:Yuan-Ti
Class:Druid
Background: Sailor
Trait: I feel out of place in any sort of company. I have a joke (funny or not) for every occasion.
Bond: My mother was the most important person in my life and I want to live up to her memory.
Ideal: I want to be accepted by my own kind, though I've never known another person like me.
Flaw: I don't like my humanity, it makes me feel weak and worthless. I don't like my reptilian side, it keeps me from fitting in.

Appearance: Sammi looks generally like a typical underfed teenager from a distance. As you draw closer, things change. First, you notice the masklike patches of gold and black scales across his face and cheeks, duplicated across his chest, biceps, thighs, and shins. Next, you see his slitted green eyes that don't blink enough. Third, you can hear the sibilant speech from his forked tongue.

Personality: These differences made Sammi a victim of all the bullies growing up. "Lizard boy, lizard boy," they would chant as if they couldn't tell a snake from an iguana, or, "Liar speaks with forked tongue." He had heard all the insults there were to hear by the time he was old enough to answer and frequently felt the odd beating or kick. But no one wanted to mess with him too badly because of his mother. To everyone else, she seemed cold and dangerous, an exotic but poisonous beauty that men feared and desired and women feared and hated. Everyone knew she was a spy for the Imperial Dawn, as she was. To Sammi, she was just his mother until she died and he was left alone to fend for himself.

Backstory: He didn't actually remember the Empire of the Dawn. His mother had come to this cold, dry land when pregnant with him but he had been born here. He didn't actually know anyone from the Empire except by rumor about various ships that would come to port. He didn't know the first thing about his mother's life as an agent or even who his father was. He had asked, but his mother was not a woman who shared secrets, even with Sammi.

Her death nearly broke him. He had nothing. He didn't know how to be Yuan-Ti and didn't want to be human, even if anyone would let him. He didn't know any spy contacts or protocols; the kind of rumors preteens who didn't like you whispered about you or spit at you were clearly not based on reality even if they made any kind of sense. He had a little nature magic he had studied and a childhood spent on ships, so he became a sailor. To avoid getting "accidentally" knocked overboard one dark night, he learned protective coloration. He became something of a clown, with a foolish grin his first defense and a hundred lame jokes he had heard or made up. To some degree, it worked. He lived, the other sailors didn't fear him, and they would even include him at times when they needed a butt for their practical jokes. But, he hated himself for it; this was not what his mother would have wanted.

RP Sample: "Yo, snake boi, fetch me a lef-handed wetstone,"" growled Jago, the massive tattooed bosun. Sammi wasn't stupid. He knew whetstones weren't handed, but he also knew that Jago could and would casually break several of his ribs if he didn't play along. "What's the matter, Jagoff, your right hand getting too much use?" Sammi dodged as one of the barbarian's horny feet swept toward his skinny butt. Off he went to the quartermaster. The quartermaster sent him to the forecastle so the dawn watch could appreciate his wit. They sent him to the cook, not that the cook would have any such thing around, but they were stupid men and didn't really get the subtleties of the humor. The cook sent him to the second mate and the second mate told him to ask the captain. Sammi froze. "Whetstones are nav tools now? You need to sharpen your wits?" he rasped but he knew this was trouble. Until now it had been an annoying joke, typical of a hundred others played on him that kept the crew entertained on the dull days when the sea was not angry. But the captain was not a man you joked with. He wasn't a man you spoke to at all unless he had summoned you and everyone knew you didn't ever speak to a captain, much less THIS captain, on his quarterdeck. On the other hand, the second mate was a sadist who liked hurting people and was always looking for an excuse to exercise the cat. It was a choice between the whirlpool or the sea monster, a slow death or a quick one. Sammi knew he wouldn't survive another whipping; the last had been too recent and the wounds had festered.

The captain stood on the quarterdeck, his large, hairy knuckles locked behind his back. Sammi paused again at the afterway, this was no place for a ship's boy but he saw no choice. "Sir, if you might, the Second Mate sent me for a whetstone, sir. . . . (he paused) a, uh, left-handed whetstone as it seems I am not in my right mind. " For a minute, maybe two, the captain made no response. Then, slowly his head turned. "Did you address me, boy?" Sammi whitened. "Yea, uh, yes sir. The men were having a bit of a joke with me sir and they told me to . . . . " The captains unnaturally black eyes locked on him. "You disturbed me for a joke?" "Well, sir, it wasn't my joke and I'm not supposed to talk back or anything and they, well, I didn't have a choice. " Sammi stared at his feet for another interminable minute. Finally, those big hands moved, hooking into Sammi's hair and pulling his head up. "You are the boy they whipped two days ago for insolence, yes? At sea, you either learn or you die. You don't seem to be learning." Sammi had a retort for this almost ready but captain's grip tightened. "Well, I guess it's choice number two then," and the captain backhanded him across the quarterdeck and over the side as casually as you or I might toss away a maggot infested biscuit. Sammi slammed into the deck rail and over into the cold, salt sea. He drifted for two days but didn't die, not of thirst, not from sharks or sea monsters, not from humans killing a helpless castaway (literally) just for fun. When he washed up, Sammi was alone in Aldan, no food, no job, no prospects. That's what leads a man (well, boy) to apply for the City Wache. No one else would, not if there was a latrine that could be cleaned instead. And yet, here he was.


 

Last edited by penbeast0; 12-12-2019 at 09:29 AM.
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Old 10-03-2019, 07:06 AM
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Hey mate, I am coming back from a fair hiatus of PBP. What kind of post frequency are you looking for?
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Old 10-03-2019, 12:45 PM
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Application
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Name: Vothug Bonesplinter

Race: Orc

Class: War Cleric

Background: Outlander

Trait: The common folk love me for my kindness and generosity.

If you do me an injury, I will crush you, ruin your name, and salt your fields.

Bond: The common folk must see me as a hero of the people.

Ideal: I must prove that I can handle myself without the coddling of my family.

Flaw: In my quest to prove myself to my people and family, those I associate with are little more than a means to an end, not individuals to be respected or even admired. While my actions may be altruistic, my motivations are selfish.

Appearance: Standing two inches over six feet, Vothug carries a thick silhouette at nearly 250 lbs. His light green skin contrasts the shock of blonde, almost white hair that covers his chin in a beard and a mohawk standing straight atop his head. His skin is mottled with darker green swaths including one that runs right over his left eye. His ears are pierced numerous times, he wears a nose ring and has tusk rings on each extended tooth.

Personality: Vothug is on a personal quest to achieve renoun, honor, respect, and accolades from the people of Aldan so that he may return home 'a hero'. As the Dukedom is the primary power in the area, he will swear himself to their glory. The negative aspect to this approach is that he holds his personal honor to a frighteningly haughty degree and sees it as an insult if he is not recognized for his good deeds for without that appreciation, it was pointless for him to endeavor in the deed. His honor is so important to him that any who malign his good name even with mere words are called an enemy to him and he would not feel any remorse for destroying an enemy's position in life even if it would mean taking that life in extreme circumstance.

Backstory: Dishonor to one's clan is the ultimate sin. Banishment from the clan is the ultimate punishment. Vothug must now prove his worth in the world and hope that one day his people will accept him back within their ranks.

RP Sample:

The land flattened out before him as he descended the last slope of the mountain. Humans. He had little choice now but to join their world. To prove himself worthy of his own people, he would have to champion another. His first chance to prove himself did not take but a day travel's toward Handelsnabe as he fell upon a lone merchant beset by bandits. Though he hadn't gained the wondrous Earthcracker, he had been sent away with a maul fit for any orcish warrior. He closed the distance quickly and let out a war cry of challenge as he swung the giant hammer. It connected with one thief and the orc used its momentum to swing it in a wide arc and smash it into a second. That left only two attackers. "The maggots and crows shall feast upon them. Will they feast upon your flesh as well?"

The brigands exchanged looks and seemed to wonder if one orc could best them both. Vothug put enough doubt in their heads to make them reconsider. "You may kill me, but I swear on the Blood God Nulgreth, I shall take one of you to Hades with me!" One look in Vothug's eyes told the bandits the threat was serious. As they turned tail and ran, Vothug approached the merchant and helped him up. "Vothug Bonesplinter has saved you this day. You shall speak of my bravery and battle prowess this day to many ears." He then continued his journey to Handelsnabe where he would surely find more opportunity to prove his worth.
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Last edited by tomplum; 10-22-2019 at 09:51 AM.
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Old 10-03-2019, 04:43 PM
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Name: Briston Lodder
Race: Human
Class: Barbarian
Gender: Male
Alignment: CN
Diety Soiryk

Background: Outlander

Traits: I'm oblivious to etiquette and social expectations. Thinking is for other people, I prefer action.

Ideal: It is my duty to respect the authority of those above me,just as those below me must respect me.

Bond: The common folk must see me as a hero of the people.

Flaws: Violence is my answer to almost any challenge.

Appearance: I stand a few inches short of 6' at a muscular 5'9". I may not look powerful as I only weigh 175 lbs but please don't let my size fool you. I will destroy you quickly. My skin is covered in blue symbolic tattoos to honor my clan. I wear jewelry in my ears to honor the important kills of my past. I am a little on the high strung side and will turn to violence in a hurry.

Personality: I have always been taught to fight first and figure it out later. This is something that has served me well since I am still here and many others are not. I carry a big chip on my shoulder because I can bare the weight of anything that is put towards me. If you ask for me to complete something consider it done or I have died trying to complete it. If you put me in that position you will die before me.

Back Story: I hail from my clan encampment that is located to the North East of Handelsnabe. We do move around but we really stay to the same area near the mountains and tree line. The hunting and foraging is great in this area and we have prospered well. My family has decided that we need to start making more of a presence in Handelsnabe and I have been ordered to join the Wache. It was not my decision but if it will bring honor to my clan and myself then it shall be done. I have made my trek through the forest and the plains until I have reached the city and would like to put in my application for the Wache. I believe that my aggressive personality can not be traced back to anything that would define me as a barbarian. But the aggression is a trait that I was taught and it has served me well.

RP Sample I walk across the encampment from my tent to my parents. They have summoned me and I will not be caught dead disobeying a summons from my elders. They deserve respect and I will give it to them. I wave to a few of the ladies in the encampment causing them to blush and giggle. I have yet to decide on which one I will make my life vow to. But hey, I've got time right. It's not like I am going to be leaving any time soon. I have plenty of time to make a decision and plant my seed. As I approach my families tent my little brother runs out of the entrance and rushes right past me with out even saying hello. Little trite. Someone needs to teach him some respect. I enter the tent and notice that it is not just my mother and father in the tent. The clan council have gathered to greet me as well. "This can't be good" I say.

The head councilman moves forward and begins to explain what is going on. "The council has voted and we have decided that the clan needs to make more of an impression on the Handelsnabe citizens. We have decided that you will need to join the Wache and become an important figure. This will allow us to move into the town and become an influential voice." The councilman stops to catch his breathe and hopefully gauge my reaction. When I don't show anything for him to gauge the situation he continues. "You will leave tomorrow. We will provide you with the food rations you will need to make the journey but as for any gear you might need. You will have to get that from somewhere else as we need your gear to equip your replacement." The councilman bows his head and moves towards the door.

Last edited by Rweasel; 10-22-2019 at 07:19 PM.
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Old 10-03-2019, 08:30 PM
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Hmmm Sammi and Barakas should get along good bring outsiders to the town.
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Old 10-05-2019, 08:02 PM
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Name: Willow the worthless wizard AKA Weeping Willow

Race: Human Male

Class: Wizard Illusionist

Background: Sage

Traits: I am tolerant of other races and faiths. I always expect the worst so I am never disappointed, but occasionally surprised.

Ideal: I will never give up no matter how often I fail

Bond: I am obligated to help fellow wizards when they ask for it.

Flaws: I am an alcoholic

Appearance: I am a disheveled forty year old gentlemen with a unkempt beard, shabby robes, an eye patch, and I don’t bathe too often, so I’m often covered in dirt. My hair hasn’t been cut in some time, and my clothes need washing.

Personality: I am a very gloomy and depressed downtrodden individual with low self-esteem. I always expect the worst and I am rarely disappointed. My failures weigh heavily on my and I try to drink my despair away which is where I spend most of my gold. I am not judgmental of others, because who am I to judge, so I can tolerate a lot of questionable behavior from others. Despite all of this, I keep trying and never give up.

Backstory:
 


RP Sample:
 
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Last edited by Togot; 11-10-2019 at 05:50 PM.
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Old 10-06-2019, 07:36 PM
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Very interesting! When do you close applications?
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Old 10-08-2019, 06:58 AM
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I too was working on a human rogue before Treble posted Warner, so apologies for the double up of the Rogue/Urchin character. I don't personally have any experience with 5e, but reading the write up got the ol' juices flowing and I had to submit a character. So if you're willing to take on someone new to the system, lemme present my submission. I can work on finding a picture if you need it.

ApplicationName: Felix Haig
Race: Human
Class: Rogue
Background: Urchin
Trait: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. I am incredibly slow to trust. Those who seem the fairest often have the most to hide. (Both from the Criminal background)
Bond: I owe a debt I can never repay to the person who took pity on me.
Ideal: I help the people who help me-that's what keeps us alive. (Neutral)
Flaw: When I see something valuable, I can't think about anything but how to steal it. (From Criminal background)
Appearance: Felix is a young man of only 16, but a hard life makes him seem a little more world-weary than that. With brown eyes and mousy brown hair, the only thing that truly stands out about Felix is his whippet-lean build. Standing at 5 feet 10 inches he’s neither tall not short. He wears nondescript brown leather armour over the top of a shirt that had originally been a blue colour that has now faded to some kind of grey.
Personality: Always the smaller child, long ago Felix forsook the childhood dreams of his body filling out. That speed became his advantage getting through the city. A childhood raised on the streets, Felix has leant into his average appearance and tries incredibly hard not to stand out in a crowd. Not content to live a life as a beggar or pickpocket, Felix has grander plans to raise himself out of the gutter as a burglar.
 

Backstory:
Felix was born in Handelsnabe to a prostitute and one of any number of men. Like all fatherless bastards, Felix has cursed whoever the gutless coward to the realm of Soiryk for not stepping up to be the man he needed. The handful of men who followed, with only one real intention in mind, have given Felix a rather jaded outlook on the words and actions of men. Hollow words or the back of a hand is what Felix grew up with as a father figure. On the flipside, there is a sense of community and belonging behind the walls of a whorehouse for one who is raised with plenty of “Aunties”. As such Felix is slow to trust men who present themselves friendly or doting manner. He willingly defines himself against the standard of men he has experienced in his life.

Felix has been trying to lift himself, as well as his mother, from their lowly station by committing burglary. His planning has been meticulous. The execution has been flawless. His luck has been horrendous. Twice now he has been caught red-handed – the most recent of which, he was making a clean get away when he turned a corner and bumped into a member of the Wache. A gold bracelet from his take fell to the ground, sparking the keen interest of the guard. The ensuing foot chase resulted in his arrest. In order to escape some heavy corporal punishment, Felix accepted an offer to join the watch and bolster their numbers.

RP Sample:
Felix was caught between a rock and a hard place. This was his third strike and the normally pretty friendly Sergeant Grimes was going to take his thumbs. The sergeant was very insistent that he would do it if he ever caught Felix again. He wasn’t sure how he was going to get himself, as well as his mother, out of the lowly situation life had dealt them when he had no thumbs. He had tried to undo one of his buttons with his thumbs pressed against his palms – it was impossible. But the sergeant had given him a way out. Sign up with the Wache and all would be forgiven. It galled him to even be thinking it, but the alternative was not much of an alternative.

I’m the most unlucky thief in the world. That was the thought constantly running through Felix’s head as he sat in the Wache lockup. Everything had gone according to plan. Felix knew that the family of Otto Nolte was away for an extended holiday to the capital, leaving only a skeleton crew of serving staff. Felix had stalked the patterns of work of the staff and knew the best time to be raiding the personal quarters of the family was late afternoon, while staff were preparing the evening meal. He had made clear his escape only to round a corner a bump straight into the shoulder of a member of the Wache. Felix was awoken from his miserable mindlessness by the metallic screeching of the cell door being opened. "O-okay, I’ll join your damn Wache."

Last edited by Berzerkersaurus; 10-23-2019 at 08:28 AM. Reason: Adjusted RP Sample
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Old 10-08-2019, 12:01 PM
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"Self-respecting kid of street?" I feel old, not keeping up with the current slang. Sigh.
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Old 10-08-2019, 01:18 PM
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Just so you are aware. You have me listed in the application chart 2 times.
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Old 10-09-2019, 10:17 AM
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Would multiclassing be all right, even if it's later on or something? Not really a deal-breaker though, just thinking of things...
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Old 10-09-2019, 02:20 PM
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Throwing in a WIP application. I'll keep working at it throughout the day and get it finished when I get home from work.

Application
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Name: Tallion Ashworthy
Race: Half-Elf
Class: Warlock (Archfey)

Background: Haunted One
Trait: I put no trust in divine beings.
I don't share my thoughts with others anymore, my mind is a muddled place that scares people away.
Bond: I keep my thoughts in a journal in the form of words and drawings, one day somebody might actually see sense in my ramblings because of it.
Ideal: I want to make sad people smile again, just like he did for me.
Flaw: I see and hear things that nobody else does, and it scares me.

Appearance: Tallion could be a good looking young man, if not for his unkempt dark hair, the haunted look in his dark eyes that his easygoing smile is never able to fully hide, and the dark circles that show the world how little he sleeps. His tanned skin shows that his Elvish half is that of a Wood Elf. His body is almost completely covered in mystical white markings that go all the way from foot to neck. The only markings on his face and head are underneath his left eye. Despite never making an attempt to hide the markings, Tallion almost always dresses in layers and sleeves, claiming that he gets cold easily, but everyone knows the truth, that it makes him feel less vulnerable. He gets his height from his human side, standing at about 5' 9" with a slightly too skinny build that's hidden by baggy clothing.

Personality:

Backstory: Write no more than 2 paragraphs and try to answer the following questions (in the prose, not as bullet points)
Where are you from?
Are you from Handelsnabe?
Are you from a different town in the Dukedom?
Are you from somewhere else in Aldan?
Are you a foreigner?
Do you have family in the area?
What event most shaped your personality?
Why do you want to join the Wache?

RP Sample: Write no more than 2 paragraphs showing an interaction between your character and a key character from their past. At least 3/4s of the text must be from your character's point of view and you must include at least one line of dialogue and one thought from your character.
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Old 10-10-2019, 11:33 PM
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Here's a little work in progress I'll be chipping away at
Application
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Wirry, observed mid 'snack'
Name: Wirry An 'Aldanized' Goblin surname, from the Klauisch Dallidolche, meaning 'they who are quick with their knives.'Briskshivovitz
Race: Goblin
Class:Flavored as a Rat-Catcher in gameMonk
Background:I'll be doing a custom background as described in the phb Handelsnabe Ratter

Traits: I am an incorrigible gourmand by even goblin standards and will often gnaw on whatever is at hand, food or not. / Though my wife and I have surely grown to hate each other we do so dearly love being miserable together.
Bond: Merrymaking. Today is a gift, that's why it's called the present.
Ideal: Family. In spite of all evidence to the contrary I see myself first and foremost as a father. Arguably even a good one. Objectively better than my own.
Flaw: There exists a strange enmity between animals and myself that puts us at each other's throats without fail.

Appearance: If the beautiful are a banquette to behold than Wirry would be the fat you cut from a steak: knob-kneed, crook-nosed, lank-armed little whatsit that he is. Ugly yes, but in a certain light endearingly so. A Three feet flat and fourty pounds. He's a tiny lil' curmudgeonyard of pudge, rash and skittish muscle crumpled up into his ill-fitted town clothes like a pug in costume, toadish grin plastered beneath eyes that could only be described as peepers. Appealing--just as fat from a steak--to a very particular palate, or to a broader one when taken in appropriately small doses. You'd never suspect he could eat you alive.

Personality: Wirry likes to laugh. More so at than with but he likes to laugh all the same. The self-described unhappily wed father of 13 as quick to make a joke out of a tense situation as he is of himself. Leavening the harsh realities of his loveless marriage, violent upbringing and status as a second-class citizen with a ready stream of folksy truisms and crude humor. He works very hard at being lazy and perhaps it is this very affront to Axela that sees his dreams of infidelity and leisure evade his grasp time and time again.

Backstory: Most goblins throw their lives away, that's why its called a litter.
Wirry was born the runt of seven siblings but time and the predations of tenement life whittled that down to a tidier sum of three; the rats of Handelsnabe do grow larger than the ratters after all.

Last edited by Alysm; 10-12-2019 at 12:27 PM.
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