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  #1  
Old Jan 21st, 2024, 02:44 PM
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Just Plain D&D

Game NameJust plain DnD
Game SystemDnD 5e
ThemeLogic and Reason vs. Emotion and Desires
FlavourSerious, heroic adventure.
Information about the game and how to apply
First, let's review the expectations of the game, what characters are permissible, and how things will be run. Below is information about the setting, so that you know how your character could fit in.

Posting rate: 2 to 3 times per week. Games die because they move too slowly. Let's keep it lively.

Rule system: This is a 5th edition Dungeons and Dragons game. Books that you can use to choose character options include the Player's Handbook and Xanathar's Guide to Everything. No exceptions. No homebrew or thing you found on the internet. Asking me to use something from other materials immediately disqualifies you as a player. I feel i have to take a firm stand on this or players will run right over me.

Application deadline: Feb 3rd, 2024

Setting: This game will take place in a world of my own creation, called Naskiri. I was considering using the Forgotten Realms until I realized that it's awful from a world-building perspective. This is my first attempt at making my own setting, so please be patient. More information about the setting is below.

Allowed species / races: Human, Halfling, Dragon-born (red or bronze), and Half-Orc. A note to people wanting to play a Half-Orc. The common folk see little difference between a Half-Orc and an Orc, who are their primary enemy. If you like the idea of your character struggling to be accepted, then this is a good choice.

Level and starting equipment: Your character will start at 3rd level with 200 gp to spend on gear. You may also choose to start with any 2 of the following: potion of healing, scroll with a 1st level spell (or cantrip), or a common magic item.

How to determine your stats / ability scores: Point buy - 27 points.

Characters and the party: First, your character has a reason to adventure with these people. In fact, your character knows the others well. You are members of the Adventurers' Guild - those people who negotiate contracts, train recruits, and share lore and information. Your team has been put together because of their talents and how they complement the rest of the group, and because you are all accomplished in your field.

Party size: I'm looking for 4 or 5 players who can commit to playing consistently. I may take as many as 6 players because assuredly as the sun will rise, somebody will flake.

Content warning: Evil people and creatures do evil things. It is possible that darker themes will come up in this game including slavery, killing of innocent people, and other crimes. I shall avoid truly heinous descriptions and acts. The "camera" will pan away from anything too awful. Just be forewarned that ugly things may be included.

Expectations: Your character should be able to work with the other characters. That doesn't mean that they have to like each other but they should not be obviously at-odds with each other.

This is a heroic fantasy game. No evil characters or miscreants. Dark pasts are fine as long as the character is working to overcome them. Loners are fine as long as they do a "Han Solo" and come around with time. Criminals are fine as long as you're looking to use your talents for good going forward.

I shall mostly use "theatre of the mind", unless I can figure out an easy way of making encounter maps.

Application details: What your application should include.

Name: For Humans, use Illuskan names from the Player's Handbook as a guide to what local names are popular.
Nicknames: if any, and who uses them
Species / race: Again, your character may only be Human, Halfling, Dragonborn (red or bronze), or Half-Orc.
Sex / gender:
Detailed description and / or picture: What do they look like? Keep the picture PG please.

Background (mechanically): While your character is a member of the Adventurers' Guild, they were somebody before then - a Noble, a Folk Hero, a Sage, a Guild Artisan, etc.
Class: No multiclassing.

Motivation: Why do they adventure? What do they want?
Who do you know? People important in your character's life. Friends, family, rivals, business associates, mentors, lovers, etc. I recommend 3 to 5 people.

Personality: The standard 2 traits, ideals, flaws, bonds. Do not short-change your flaw please.

Backstory: Briefly describe who your character is and where they came from.

Deeds: What did you do to reach 3rd level?

Bonus question: Name and detail a hero from the island's past, and what noteworthy thing they accomplished.

Character sheet: Please include a link to your character information sheet. Do not use DND Beyond or other sites. If you post it as a Google Doc, then I won't read it.


Setting Lore
Setting information coming in next post.

And sorry! I didn't know that the site would do that with the "&".

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Last edited by HexCursed; Jan 21st, 2024 at 04:27 PM.
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Old Jan 21st, 2024, 03:04 PM
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Setting information

Tsarimisa
The island of Tsarimisa is, as far as anyone can tell, isolated by a thousand miles or more of unending sea. Explorers who have left these shores in search of other lands returned disappointed... or got eaten by sea serpents. The people of Tsarimisa only know that other lands exist because the gods tell them so. But even then this fact is considered as relatively unimportant myth.

The island itself is a couple of hundred miles across with a range of mountains running down the northeast side. These mountains are lousy with Orcs - which represent the biggest thread, even though there are other creatures like Harpies, Trolls, and a sleeping Dragon. The 2 main cities are the Theocratic Monarchy of Iparmen in the northwest and Hegoba (a republic) in the south. A well-maintained road connects these bastions of civilization, running along the western coast. A high percentage of travel and trade between the 2 major cities is done by sea.

The southern region is heavily forested. The center of the island is a wide plain. "Barbarians" or "Wild Men" live on the plains. The eastern and northern area are dominated by the Garik Mountains and is home to the Orc. A peninsula on the far eastern side of the island is the ancestral land of the Dragonborn but it fell to Orcs about 200 years ago. Rivers almost exclusively run from the mountains in the east to the western and southern shores, across the island. We are in the southern hemisphere.


Quick and dirty lore dump
Theocratic Monarchy of Iparmen
- Located in northwest corner of the island.
- Mining (iron and gold), crafting, conscripted military, stone buildings, church of Daidon has a big influence on society, illusions and charms are outlawed, “Victimless crimes” are legal - such as gambling, drugs, and prostitution, established school of magic, nobility are the defenders of the realm and make their money through running businesses. Noble titles are purchased. Darker blond and brown hairs. Light to medium skin colors.
- Language: Burdina

Hegoba (republic)
- Located on south shore of the island.
- Agricultural, ship building, fishing, professional military, wooden buildings, many guilds with substantial political power, fire magic is outlawed, laws are strict, punishment is harsh, Nobility is land-owners. Nobles titles are hereditary. Blond, red, light-brown hairs. Light skin colors.
- Language: Egurra

Central plain: Besatio
- Somewhat less civilized / advanced, hunting traditions (deer, rabbits, and foxes), tribal law dictated by druidic circles, laws vary from tribe to tribe.
- Language: Ilkorta

Eastern peninsula: Eckald, ancestral home to the Dragonborn, now overcome by Orcs.

Gods:

Avahian – God of Forge and Construction. Symbol: Silver workman’s hammer.
Daidon – God of Law and Justice. Symbol: 4 concentric circiles.
Evina – Goddess of Love. Symbol: Swan or maple leaf
Hevirdan – God of Hope. Symbol: three Butterflies.
Kesier – Lord of Sorrow. Symbol: black raven on blue teardrop
Merkasi – God of Bravery. Eagle grasping a sword.
Nefrti – God of Hate. Symbol: bear head with red eyes.
Ser – Goddess of War and Strategy. Symbol: crossed spears.
Sirastia – Goddess of the Sun and the Natural World. Symbol: the Dawning Sun.
Tirsi – Goddess of Fear. Symbol: yellow eyes on a black background.
Xerane – God of the Cycle of Life. Symbol: Two equilateral triangles, one inside the other.
Zanin – God of Knowledge. Symbol: White owl on a blue background

Races: Human, Halfling, Dragonborn (bronze or red), and Half-Orc.
- House rule: Dragonborn have a natural AC of 13 + dexterity modifier because of a tough, scaly hide. This bonus does not stack with any other kind of armor.

Cultural norms and laws:
- Monthly festival called Zuna, each dedicated to one of the 12 gods.
- Family structure: extended families live together.
- No horses on island. The most common beast of burden is the ox.
- Arranged marriages are common.
- People recognize all the gods and non-priests seldom pray to just one deity.
- Long sleeves and long pants / skirts are most common in response to the cool, wet weather of the island.
- The Common language is used by traders and is spoken by everyone on the island.

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Last edited by HexCursed; Jan 21st, 2024 at 04:26 PM.
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Old Jan 21st, 2024, 04:11 PM
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Character Sheet: https://www.rpgcrossing.com/profiler/view.php?id=93871
Name: Lander Windrivver
Race: Human (Variant)
Sex: Male
Class: Ranger - Hunter
Deity: Sirastia – Goddess of the Sun and the Natural World. Symbol: the Dawning Sun.
Appearance: He stands 6’ tall, medium built, a bit on the slender side. Reddish-orange hair down to his shoulders with matching goatee. His green eyes go well with his hair color and his tanned skin.. Dressed in brown and green, he blends in with the forest. Dressed in studded leather armor, he is armed with a sword sheathed at each hip, a bow at his back, and a dagger sheathe at each thigh.
right-aligned image

Personality: Easy going, gets along well with others. He’s a bit uncomfortable in the cities, he prefers the outdoors instead, finding it more peaceful. Villages he doesn’t mind and towns he can tolerate.
Background: Outlander
Personality Traits: 1.) I’m driven by a wanderlust that led me away from home. 2.) I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
Ideals: Nature. The natural world is more important than all the constructs of civilization. (Neutral)
Bonds: My family is the most important thing in my life, even when they are far from me.
Flaws: I am slow to trust members of other races, tribes, and societies.
Backstory: Growing up in a village, Lander’s childhood was as normal as any other village child. Growing up, he was bored and wanted adventure. His father was a carpenter, his older siblings, a brother, the oldest, was following father’s footsteps and his sister would help their mother farming. When he was old enough, he would travel with his uncle to hunt and trap. This was more exciting to him. His uncle taught him to use a bow and to track as well as to use a sword, for there were other creatures out there besides animals.

When he started going on his own, he felt free and he would explore the surroundings. He began to travel farther and farther away. Then one day, he announced that he was leaving home, he was a ranger and he deemed it his destiny. His brother and sister, along with their mother thought he was nuts. His father however didn’t seem to. Either way. Lander was his own man and had made his choice.
From hunting food for the village and tracking for others, he had saved enough money to get himself equipment that he needed and supplies. After saying their goodbyes, his father walked with him to the outskirts of the forest, where his father’s brother was waiting. The uncle was a adventurer back in his younger days and since he had long retired, he handed his nephew a sword. Taking it out of the scabbard, the sword glowed blue like the moon.

“It will help you to see in the dark and just in case you come across a creature that mundane weapons can’t hurt it, this sword will. It’s like any other blade, no special power except for the light and the ability to hurt magical creatures. Haven’t heard of any in a long time, but just in case.”

Lander didn’t know what to say when his father put an arm around him. “Son, I know the rest of the family think you are crazy for going off on your own to who knows where, but your uncle and I understood. We both were the same way, only I stayed, your mother and I fell in love early in our life, so I stayed, your uncle though, went off on his own. So we understand.”

After being briefed about outside their village by his uncle, Lander thanked them both and he headed out. He had traveled a lot, besides hunting and tracking, he fought off various creatures like goblins and kobolds. He became a guide later on. Escorting travelers through areas that they never traveled through, but he had. Occasionally, he helped guide folks through lands he had never been to before. It was all exciting to him and he thrived on it, meeting other folks and learning new things.

Motivation: He adventure because he was bored at home and wanted excitement. Besides excitement, something different, he also wanted a purpose in life.
Who do you know?: Besides his father, mother, brother, sister, his uncle Sanders was his mentor, he became friends with Topath, the Halfling druid. He had befriended Gunak, a half-orc who came to his rescue against an ambush by orcs. Landers never looked at a half-orc the same way again.

Deeds: He helped a village against raiding kobolds. He was a tracker for soldiers that were after some orcs that had taken a handful of women. He helped Topath with some bothersome golbins
Bonus question: He known as Druss the Axeman. It was the only weapon he liked. He joined the army but never rose higher than a captain, but he could have been a general, but he wanted to stay in the field. When the orcs came, he led forces against them. He swung his axe like it was part of him. He was afraid of nothing. Once the orcs heard of him, they called him the orc slayer and they were afraid, and orcs are rarely afraid.
The orc forces were pushed back in the mountains where they belonged. When it was over, he brought is troops to help the dragonborn, but it was too late, the orcs had taken over. A victory for the humans, but defeat for the dragonborn
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Leaning against the wall, watching the others rush by him, he grins. "Go ahead, go get that treasure that's laying there. Be more for me after you die."

Last edited by Seekr34; Jan 25th, 2024 at 09:31 PM.
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Old Jan 21st, 2024, 04:28 PM
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@Seekr34: Sorry for an oversight. I'm not taking multiclass characters.
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Last edited by HexCursed; Jan 21st, 2024 at 04:28 PM.
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Old Jan 21st, 2024, 05:17 PM
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If you ask an admin to fix the game title they'll do so. The & problem happens allll the time.
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Old Jan 21st, 2024, 05:24 PM
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btw, you mean JUST those two books or any of the published books
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Leaning against the wall, watching the others rush by him, he grins. "Go ahead, go get that treasure that's laying there. Be more for me after you die."
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Old Jan 21st, 2024, 05:25 PM
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Quote:
Originally Posted by Seekr34 View Post
btw, you mean JUST those two books or any of the published books
Just the PHD and XGtE will be in play.
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Old Jan 21st, 2024, 05:25 PM
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no multi?: No problem. Wasn't sure which I was doing, so you made my mind up for me.
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Leaning against the wall, watching the others rush by him, he grins. "Go ahead, go get that treasure that's laying there. Be more for me after you die."
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Old Jan 21st, 2024, 05:26 PM
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Quote:
Originally Posted by HexCursed View Post
Just the PHD and XGtE will be in play.
Gotcha!
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Old Jan 21st, 2024, 06:28 PM
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Hmmm I might try a human barbarian from Besatio, but druid class - nature/animalistic magic, driven by portents and visions.

Are we on some grand quest to save the "world" (IE the island)? Even if we're just delving for treasure, she might feel that she has some destiny to help the group - perhaps to find some lost fabled treasure her tribe thinks will save the world...
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Old Jan 21st, 2024, 07:40 PM
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Quick question before I get started - is the Adventurers Guild based out of Iparmen or Hegoba?
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Old Jan 21st, 2024, 08:13 PM
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Quote:
Originally Posted by Mitsubachi View Post
Hmmm I might try a human barbarian from Besatio, but druid class - nature/animalistic magic, driven by portents and visions.

Are we on some grand quest to save the "world" (IE the island)? Even if we're just delving for treasure, she might feel that she has some destiny to help the group - perhaps to find some lost fabled treasure her tribe thinks will save the world...
Sounds like an interesting concept.

At least regarding the initial adventure, I was thinking of something more personal and less grand. That said, if there seems to be interest in a bigger story than I'll certainly consider it. Once we have a party and I take a look at everyone's motivations and what personalities are in the group, that may become more clear as to what kind of stories you are interested in. And I may just poll the players to find out what direction you want to head in.

Quote:
Originally Posted by Earth Traveler View Post
Quick question before I get started - is the Adventurers Guild based out of Iparmen or Hegoba?
The original and larger guild house would be in Iparmen, but there's a branch office (so to speak) in Hegoba too.
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Old Jan 21st, 2024, 11:56 PM
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Do all deities accept all type of followers' alignment?

Wanted to play a NG Life Cleric, follower of Sirastia or Xerane (Though... Xerane sounds more like he's from Grave Domain. I guess?)

For Dragonborns. Is the whole "Clan is important" philosophy very present in Naskiri? Or can we just. Play with whatever family trope?
Just curious, to see how much I can mess around with my character's backstory.

Thanks!

Last edited by Dechado; Jan 21st, 2024 at 11:56 PM.
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Old Jan 22nd, 2024, 12:15 AM
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Quote:
Originally Posted by Dechado View Post
Do all deities accept all type of followers' alignment?

Wanted to play a NG Life Cleric, follower of Sirastia or Xerane (Though... Xerane sounds more like he's from Grave Domain. I guess?)

For Dragonborns. Is the whole "Clan is important" philosophy very present in Naskiri? Or can we just. Play with whatever family trope?
Just curious, to see how much I can mess around with my character's backstory.

Thanks!
Hi, Dechado. I left the alignments off the deities on purpose - mostly because various people could interpret worship of the deity differently. Some of them naturally lend themselves to certain moral leanings. I don't think many people would say that the god of hate is good but some hate could be seen as perfectly justified. So, yes. A neutral good life cleric makes total sense for either deity. That said, many worshippers of Xerane will be Lawful since the cycle of life and death is a reliable and mostly immutable system of how the world works. A NG cleric just might be more into the "life" part of the cycle. Followers of Xerane could be easily be life, grave, or death clerics. Again, I intentionally left this open to interpretation.

I haven't really changed the races much from how they are described in the Players' Handbook. Culturally, I think Dragonborn stick together out of a sense of "home" that they are missing physically since their homeland was conquered. So, yes. Clan would still be very important; Family is kind of a kindred group to clan. I could see a Dragonborn putting importance into either or both.
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Last edited by HexCursed; Jan 22nd, 2024 at 12:18 AM.
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Old Jan 22nd, 2024, 12:17 AM
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Yeah, with no alignments listed with the deities, I went with Sirastia for my ranger.

App is done except for character sheet. Just have to put in items, supplies and spells. 2nd DM that I came across that asked for character sheet with the app.
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