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Old Mar 7th, 2023, 06:52 AM
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Icewind Dale: Cold Souls

Game NameIcewind Dale: Cold Souls
Game SystemDnD 5e
ThemeHumble heroes heeding the call to adventure (in Icewind Dale)
FlavourIsolation, mystery, exploration, lots of snow, and maybe just a little horror.
Icewind Dale: Cold Souls Far to the north - beyond Luskan, Mirabar, and the Spine of the World - lies Icewind Dale, and it is here that the northernmost bastion of civilization can be found (if you don't count the Dwarven Valley (or the Reghed camps, which of course many Ten-Towners will say that you shouldn't)).

The Ten-Towns (not always hyphenated) are a loose confederacy of settlements that cling to the tundra in the shadow of Kelvin's Cairn. Ten towns and villages (again, the Dwarven Valley doesn't count) clustered about three great lakes, each fiercely independent - of one another, and of the great powers of the south - but governed at times of great need by the will of the Council of Speakers (the Dwarven Valley usually does send a representative, but they don't get to vote).

It is here, as the coldest winter in living memory (if you don't count the elves) sinks its claws into the Dale, that our story begins...

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Jedd Chevrier, official RotF art

About The DM Hi! I'm Flying Fox, and this will be my first game on the site. I discovered TTRPGs with D&D's 5th edition and quickly fell in love with it - who knew there was a better medium for collaborative storytelling than videogames and WH40K? Literally millions of people, apparently. At this point I've probably DMed more than I've played, and my preference is for games with a focus on character-driven action and exploration, accompanied by relatively few (but correspondingly more deadly) combat encounters.


About The Game This game arose out of Snicker's post on Players Seeking Games, and was initially intended to be a 'duet' or one DM, one player game. We both agreed that the interplay between player characters is an important part of D&D, however, and I also got quite excited about the setting so the initial scope has expanded slightly.

This adventure will not be Rime of the Frostmaiden, although I am using it as a alongside Legacy of the Crystal Shard, which I recently got my paws onsourcebook. Our story will begin in the middle of a harsh but entirely natural winter, with no Everlasting Rime in play, and your characters will at first be tackling threats to individuals, towns, and villages (as well as life and limb) rather than to the whole Dale. I generally prefer this slightly more grounded approach to heroic adventuring, and it should also give us the chance to focus more on character choices and personal story arcs than in some more cosmically-significant campaigns.

The game thread is already up, and I've written some basic setting info which can be found here. Everything in those posts is common knowledge in the Ten-Towns, and would be familiar enough to any local or moderately inquisitive stranger. It's also intended more as a source of inspiration than a 'canon' you should hold yourself too: if you have a great character concept that directly contradicts something I've written, don't feel obliged to change it. I can always just edit the post


Vital Statistics Number of Players: 2 - 3 (in addition to Snicker who is pre-accepted).
Post Rate: 2 per week.

Accepted Sources: Player's Handbook, Mordenkainen's Tome of Foes, Sword Coast Adventurer's Guide, Tasha’s Cauldron of Everything, Volo's Guide to Monsters, Xanathar's Guide to Everything. These are the books I have handy - I'm open to other official material and maybe Unearthed Arcana stuff, but please ask if you want to use anything outside the above sources. I'm generally more keen to homebrew particular traits or abilities than rely on UA or other online stuff.
Starting Level: 1st.
Ability Scores: 27-point buy.
Other: All optional and variant boxes in the approved sources (for example Variant Human Traits (PHB), Ghostwise Halflings (SCAG), and Blessed of Corellon (MToF)) are fair game, with the exception of the Custom Lineage rules in Tasha's. That said, I'm happy to negotiate and tweak things upon request (particularly with regard to some of the 'monster' races in Volo's, who got a bit of a raw deal).

I'm also planning to give all characters a free feat (not ASI) at 2nd level, so you can bear that in mind when thinking about builds.

Closing Date For Applications: Friday the 24th of March at 20:00 CET.


How To Apply Post the following information in the thread below (ideally all in one spot). Character sheets aren't needed until I've chosen applicants, and please do not roll any dice. I've linked this above, but additional setting info (intended to inspire, rather than constrain) can be found here.

Name: What's in a name?
Race: Icewind Dale isn't the most cosmopolitan place on the Sword Coast: picking a rare or unusual race won't count against you, but may require more explanation than Dwarf, Human, or Halfling.
Class: I don't have any Marx jokes.

Appearance: A brief description of your character's physical appearance, dress, mannerisms, or anything else that might strike the casual observer. I like using artwork as much as possible on PbP, so feel free to include a pic, but this is not mandatory. I can always help you find one if you want.

Character Concept: A brief summary of you hope your character to play in-game. These thoughts can be mechanical or narrative or both (and are non-binding, in case the character takes on a life of their own!).

Backstory: Your character's backstory, covering how they came to be in Icewind Dale and what (if anything) they hope to achieve there. They need not be locals, and can be (aspiring) professional adventurers if you like, but will preferably have some drive or goal beyond killing goblins and levelling up (both fine player motivations, of course).

Last edited by Flying Fox; Mar 7th, 2023 at 06:54 AM.
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Old Mar 7th, 2023, 06:54 AM
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Table of Applicants
PlayerNameRaceClassStatus
Alemar Rannick Oakleg Half-Orc Ranger Complete!
Togot Bilcock Bannon Human Wizard Complete!
Demandredd Tehri Havenseeker Human Sorceress Complete!
BlackDragon0 Deamon Drow Fighter Complete!
Jasontheswift Grant Redding Human Fighter Complete!
47Ronin Leshanna Snowdrift Wood Elf Druid Complete!
Lazer Ymir Ullr Bjorn Human Barbarian Complete!
DiceGoblin Kylie Thatcher Half-Elf Warlock Complete!
Amarga Martim Frosthorn Human Paladin Complete!
EMIW Aumak Goliath Ranger Complete!
Ysolde Bitterleaf Frostheart Halfling Druid Complete!
GideonT Karl Kelly Firbolg Cleric Complete!
Morathor Eva Dale Human Barbarian Complete!
Noltelix Kaz'adim the Sunchaser Tabaxi Cleric Complete!
penbeast0 Pakak, the problem child Human Sorcerer Withdrawn!
Thebardstale Milena Coslan Human Wizard Complete!
Tyeal Ljorn Bestel Firbolg Barbarian Complete!
RossN Jasra Half-Elf Sorcerer Complete!
Nyx89 Elin Frostshield Dwarf Fighter Complete!
Treble83 Dae'Ron Alryl Half-Elf Warlock Complete!
Zangul Tik-Tik Thri-Keen Barbarian Complete!
Hal Hammerhand Phaelar Mistblood Human Rogue Complete!
mad_gondsman Ralston "Piper" Farnsley Human Wizard Complete!
voodoozombie Rachel the Nomad Yuan-Ti Pureblood Warlock Complete!


Last edited by Flying Fox; Mar 22nd, 2023 at 05:24 PM.
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Old Mar 7th, 2023, 07:14 AM
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Hello Flying Fox, good to see you again! As you well know already, I have a strong love for this particular setting. I think this may well be the game I am looking for on the site. Application most definitely incoming on this one.

Last edited by Demandredd; Mar 7th, 2023 at 07:15 AM.
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Old Mar 7th, 2023, 07:54 AM
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Application Complete?
Application
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Name: Rannick Oakleg
Race: Half-Orc
Class: Ranger

Appearance: Just looking at the man shows that Rannick comes from sturdy stock. Though the Orc blood in his lineage has thinned through several generations, he skin still shows the stain and makes it difficult to conceal who... what... he truly is. He tends to keep his hair shorn short and away from his face/eyes. And slicks it back with a custom pomade he crafts from scented herbs and rendered animal fat.

Character Concept: Rannick is intended to be a frontline character, and will multi-class into a Barbarian relatively early to help with tanking. His Favored Terrain will be Tundra to hopefully assist in any survival aspects of this game as well.

Backstory: Rannick originally came to Icewind Dale as part of a trading Caravan to Bryn Shandar when he was much younger. That much, at least is agreed upon... Depending on who you ask, however, the rest of his story is a matter of interpretation. Some say that the Carvan Master's greed was peaked by some townsfolk, who wanted a sturdy boy to make life easier on them. And so sold his young charge as a novelty. Others still argue that he simply skipped town in the middle of the night, leaving both the boy, and his bill behind. It was only by the grace of the Dalesmen that Rannick has survived and prospered to this day. Whichever story is more true, when the morning's dawn came Rannick found himself in a harsh climate, and with very few friends to rely on. He has had to work hard to earn himself a place to stay, and the food required to sustain a growing Half-Orc... Well, more like a sixteenth Orc. And as he did grow, Rannick learned that the easiest way to 'get along' was just that, to simply get along. He has worked at various Taverns and shops as manual labor; occasionally even playing along with visiting minstrels who entertained the customers of said establishments... Whatever it takes to keep his employers happy, and him warm inside their walls.

Above all, Rannick has a burning curiosity about his past. A vow, sworn to all those above or below, any that would take note... "One day I will learn the truth of my circumstance. and when that day comes, the earth will shudder." Was he simply unwanted and abandoned? Sold as an oddity as some have teased? Or, was there something else in play, a deeper reason that caused him to be left behind in the Frigid North all those years ago?
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Last edited by Alemar; Mar 18th, 2023 at 08:58 PM. Reason: minor tweaking
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Old Mar 7th, 2023, 01:58 PM
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Name: Bilcock Bannon
Race: variant human
Class: wizard
Background: guild artisan/guild merchant
Personality traits: I always want to know how things work and what makes people tick
I like to talk at length about my profession
Ideal: I work hard to be the best there is at my craft
Bond: I pursue power to acquire someone’s love
Flaw: I am horribly jealous of anyone who can outshine me.

Appearance: Bilcock is a young man of average height and build. He has sandy brown hair that he keeps well-groomed and has a clean-shaven face. He wears simple yet well-kept robes. He always has an inquisitive look as he tends to analyze everything.

Personality: Bilcock is an intelligent and inquisitive man with a friendly disposition. He is obsessed with knowledge and hates not knowing things. His curiosity tends to get him into trouble as it overrides his common sense at times. He prefers to outthink people rather than fight them and considers a battle avoided to be a battle won. Resorting to violence is a sign that you have failed.

Backstory: The son of a successful merchant, Bilcock had a more privileged upbringing than most in ten towns. He was kept warm and never went hungry, and he got first dibs on many of the items that were brought into the town by traveling merchants. One such item was a spell book which he began studying earnestly. It was written in code, but Bilcock was clever enough to start decoding it and learn a few simple spells. This triumph only fed his obsession and lust for knowledge.

His magical talents make him stand out in ten towns. Some are impressed, but many others are fearful and superstitious. This did not bother Bilcock too much as his parents’ position in the town protected him from any violence. Then one day one of the barbarian tribes came to town to trade furs and meat. This brought them to Bilcock’s family store where Bilcock laid eyes on the barbarian chief’s daughter, Saskia. She was tall, fair skinned with golden hair and exotic tattoos. Bilcock became infatuated with her instantly and tried to get to know her. She wasn’t impressed with the wizard’s scrawny frame, but she was intrigued by his ability to use magic. Bilcok gave her a gift to signify his interest, and Saskia would return over the years with her father for more trading. While she did not dislike Bilcock, she made it clear that as the chief’s daughter, she would only marry someone who was powerful and noteworthy. To this end, Bilcock redoubled his studies in the hopes of gaining power, and he is eager for an opportunity to prove himself.

Character Concept: Bilcock will be a diviner and utility wizard mostly. I want him to have interactions with Saskia to try to eventually marry her as his long-term goal.
RP Sample:
 
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Last edited by Togot; Mar 11th, 2023 at 12:38 AM.
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Old Mar 7th, 2023, 02:25 PM
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Tehri Havenseeker

Name: Tehri Havenseeker
Race: Human
Class: Sorceress (Shadow Magic)

AppearanceThe girl carries herself with an enigmatic air of mystery swirling about her. As she turns icy blue eyes as cold as twin shards of sapphire upon you, they ask searching questions as they look within your soul.

”Who am I? Who are you? What is it you truly seek, stranger?”

Her long silvery hair cascades down beyond her shoulders, and on occasion the girl is known to drape her locks across her features to find them — an affectation perhaps as and when the girl wishes to hide her face from the world that would look upon her. The girl wears a hooded robe of dark blue silk, covered by a cloak of swirling dark. When the girl walks and pulls her hood over her face, she looks for all the world as if she is a drifting, ethereal shadow.

The girl does not speak much, yet when she does deign to speak, her voice, though softly spoken, carries with it an air of gravitas that many who are taller or more powerful than her cannot manage.

Her gaze carries with it the smallest hint of the girl’s inquisitive nature. Gleaming with intelligence and cunning, she wishes to dissect the world’s many puzzles and secrets. Yet, in this, as with all things, there is always one secret that lies tantalisingly outwith her grasp, and one day it will cost her her life.


"For all that we wish, deep inside of ourselves. We wish, we wish to find the light that lies hidden within the heart of darkness. When I look back on my life, as I draw my last breath and life flees from my body, will I be able to say that I made a difference?"

There are times that Tehri looks like she carries on her shoulders the weight of aeons gone by. There is an aura of burden that permeates her very being — a strange, almost palpable weight and sadness that bears her down under the weight of it. She is both driven and determined, almost fanatical in her desires to the exclusion of all else. She will take that extra step forwards — a step that in this land of frozen hell can, and most likely will, lead her to her death. Yet she does this because she must — this is her destiny and she will face the danger head on, unflinching and resolute.

It would be a stretch to say that Tehri has a kind-hearted nature. She does not, her quest and her beliefs outweigh the needs of the many. She is not possessed of a lot of time to achieve her goals, therefore every waking moment, every single breath is dedicated to her quest. She is driven — but she is driven to a fault. Tehri’s beliefs are what drive her, and she will fight for them with every single thing she has, irrespective of the damage it causes her.



Character ConceptTehri is a character whose life has become consumed by the one thing she yet fights for. This goal has essentially taken over her very being and has become so all-consuming to leave very little left. She has perhaps, in a way, lost sight of the things that should matter to her in service to this one overarching quest. This motivation driving Tehri has become an obsession. She seeks her twin brother, Adahn, who she believes is lost somewhere within the region. She made a promise on the grave of her parents that she would go after him and reconcile her differences with him.

What she has not realised yet is that her obsession to find her brother stems from her own suppressed guilt at abandoning her parents and being unable to ever set that mistake right.



Backstory
"You wish to hear my tale? You are one of the very few that does. My name is Tehri, and I come here to find the fate of my missing brother. It will cost me my life."

Born to a merchant family, Tehri’s family were well-off traders, making a comfortable living off the selling of furs and leathers. Tehri was the youngest of two by mere seconds. Her twin brother, Adahn, was groomed to take over the family business when he came of age by her parents.

The end result of this was that while the eldest, Adahn, was taught duty and responsibility from an early age, Tehri led a relatively carefree childhood. Yet as children and siblings, their bond was nigh on unbreakable, and they were inseparable. Or so she thought. From an early age, Adahn harboured inside of him a resentment at her relative freedom to his duty. Over the years that resentment began to fester and twist, becoming something more sinister and dangerous. Adahn’s soul would ultimately be stained as he began to walk darker and darker paths.

Their bonds began to split apart with the manifestation and discovery of her latent magical talents as a teenage girl. Her parents, superstitious people, were horrified at the fact that their darling little girl began exhibiting strange and disturbing uses of magicka. Adahn, for his part, began to see his resentment fester into outright hatred and malevolence. That she had now been “chosen” as the vessel to carry powerful magic inside of her proved to be the proverbial straw that broke the camels back. Unbeknownst to her, he had decided that she was to die.

Adahn, fabricating a story, took Tehri into the wilderness away from their home. There, he planned to kill his sister and return, blaming her death on bandits. What he had not counted on was Tehri’s growing powers. When he turned on her with blade in hand, Tehri called upon flames as they spread out from her hands. Burned and scarred, Adahn fled to escape her.

To this day she has never seen him since the incident.

Tehri was broken that day from the betrayal. Stripped of her innocence, she did not return home, unable to face her parents and tell them what had happened. Instead, she journeyed long and far from home. She had no real destination in mind, instead she looked simply to survive. And survive she did. Slowly and painfully, she learned to control and harness her abilities. In the grand scheme of things, her life didn't amount to much -- wandering alone, ensuring that she did enough to see the end of each day.

Her motivations soon changed though, and the purpose and goal she was so desperately lacking soon became clear to her with a terrible crystalline-like clarity.



Returning home, Tehri found that her parents had passed away, killed during a raid on their house and property. Heart broken, she went to their graves. Kneeling, she promised them that, despite their shattered relationship, she would find Adahn and repair the rift between them. She consulted local diviners, burning through the little coin she had in doing so. Yet her desperate search yielded a result -- she learned that her brother had joined an expedition heading to the frozen wasteland of Icewind Dale some months before.

And so Tehri made the trek to the frozen and dangerous region of Icewind Dale to find her lost brother within its depths.

Last edited by Demandredd; Mar 7th, 2023 at 02:51 PM.
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Old Mar 7th, 2023, 05:49 PM
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Name: Deamon

Race: Drow.

Description: all black clothes and armor looks scary . Carries swords and a bow&quiver.
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Character Concept: Deamon was born into evil drow society. But this is not his way He has strong feelings against slavery, and captivity ( his own especially)
He is a warrior and kills first ask questions later .
He was traveling with a caravan and a goblin that wanted only to caravan. ( during which he obtained a talking arrow id like to keep if possible) and a bit of knowledge on what others expect. But is still learning what being good is. As he hasn't been shown much himself. If offered pay for a job he's willing to do so. But if he's say working for one person and trust them it'd be awful hard to get him to go on a different job. Unless he's guarding caravans. He's already decided he doesn't want to keep doing that as his only job.

Back storyeamon was born in Demoncraft. A drow city in which demon and deamon summoning is normal. And at some point all males are sacrificed to do this. His was second in the 23 house city.
He was bred and raised to be the best fighter in the city so as to train both male and female drow (of course he was beaten each time he won against a female). As such he's stronger and bigger than the average drow.
But as all males are sacrificed no matter rank he was still seen and treated as property, slave, trash... A life he neither liked or wanted. He was taught to believe all from the young to old, weak to strong must be able to fight. And so see those who can't as weak and useless. As even those like him are considered nothing. He excelled at all weapons especially 2 weapons fighting. Blind fighting. And as magic and demons were constantly used fighting and using magic. He would be a powerful eldritch knight if he lived long enough.
As house weapons master he was also in charge of the house soldiers. His house and rank insignia could be tracked at all times, so both those under his command and all females could find him. His rank marked him as both general and house Lord... but still lower than the lowest female in the city.
His life was not good. better than most males but torture pain and enslavement was his lot. And the best he could hope for was a quick death in battle, rather than a sacrifice to lloth.
At age 20 that's exactly what his house matriarch wanted to sacrifice him . As they were about to wage war on a moon elf city . His house figured that the best way to gain favor of lloth was to sacrifice the best they had. But they had him trains Deamon ( named such cause he fights like one) to well. And when they came to kill him he took the sacrifice dagger from the matriarch,s hand and killed her with it. He then killed everyone else of his house. In a fierce battle, which.the dagger was not made for. So somewhere along the way it broke. But he stopped by the armory for surface armor and weapons. Once he killed everyone he set the house on fire and tossed his insignia in. So as to give the impression that he was killed with the rest by a rival house.
It took him 2 years to make his way to the surface alone. And 2 more to get used to the light. Now he travels as a sellsword/ mercenary. He hated the drow life but has as yet to learn surface life well. He is mostly cold. shelf concerned killing machine. Who wants a better life a is slowly learning. As no one is actually teaching him that killing for killing sake isn't good. It seems he is expected to know this.... And if ever his racial heritage is discovered( by forgetting a glove, or slip of his hood) he is chased and hunted. So far the surface hasn't been any better in his 6 years here than drow life was in the underdark.
Deamon has no home friends or family. And is always traveling.

He escorted a caravan to icewinddale. And was not turned away at the gates of ten towns. While he is not very welcome or accepted they have found he is good at protecting caravans comeing and going through the spine of the world. He has stayed in the area hoping to carve out a home here as it is far from outright hostile towards him. And even though its caravan guard there is work.

https://www.rpgcrossing.com/profiler/view.php?id=89758

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Last edited by BlackDragon0; Mar 7th, 2023 at 06:15 PM.
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Old Mar 7th, 2023, 06:17 PM
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Name: Grant Redding
Race: Variant Human
Class: Fighter - Psi Warrior

Description:
Grant appears neat and approached most things in a utilitarian manner. He packs what he needed without unnecessary items, however he never forgets where he is from. His shield is ordained with the Bremen heraldry which is maintained as often as possible. Grant is always seen practically dressed without much interest in fashion. All his equipment looks simple but is impeccably maintained, his blade greased and polished, he armour cleaned and his back neatly secured. The only adornment Grant keeps with him is a jewelled dagger given to him by a thankful victim of the elements as Grant tells it.

He is always noted as stoic when bearing arms but when not on duty Grant is a jovial, full of life man's man. Grant is more at ease arm wrestling and loudly joking rather than trying to flirt with the ladies. He finds himself somewhat reluctant to engage with women out of fear of repeating his own history. Being one to enjoy the moment Grant takes life in stride and is mostly interested in being comfortable and growing his station slowly. Building a large foundation for a mansion to sit upon in his mind. Thus he just needs to work hard focus on the task at hand and things will fall into place eventually.

Character Concept:
I was thinking a fighter that combines tact with brawn but becomes "cursed" with psionic power so he attempts to master these powers through tutelage he might be able to find along with a disciplined regime of practice. Toward further narrative growth, living a full life; finding and maybe losing love, making a name for himself and maybe becoming a member of the Lord's Alliance


Backstory:
Born to a pair of misfits Grant knew his parents, his mother was an urchin and suspected thief even from an early age. She some two bit adventurer when she was only 17, he stayed until Grant was 3 then left without so much as a goodbye, Grant never knew why. His mother leaning back onto what she knew to make money was caught when Grant was five stealing gold from travellers on caravans who knew no better. She was taken and imprisoned leaving Grant in the care of Cora Mulphoon and Lukas Mulphoon who took in the young boy. Grant grew up with the Mulphoons, one addition to a modest sized family; becoming a friend and brother to Huarwar he was only two years older than Grant. The modest living was appealing to Grant, he learned the fundamentals of running a business and common problems and people. After the brief interval in his infant life Grant had a very uninteresting childhood with lots of love.

When Grant turned 16 he was drafted into the militia of Bremen thus into the Ten-Towns armed forces. He spent three years training with the veterans and before he knew it he spent a year fighting the Orc threats around the mountains. He even would occasionally travel between the Ten-Towns to reinforce other settlements. On these journeys the veterans would speak of the world of Faerun, the great companies and factions that changed the world. The Lord's alliance stuck out to Grant and he hoped to maybe work for them in a few years. Maybe even set up a branch in Icewind Dale to make sure they had a better defence against the Orcs and other threats among the mountain ranges.

Another time of travelling, Grant and four others, came across a half-dead dwarf the had a strange red outfit and a knife symbol amulet. Grant did the best too warm and feed the dwarf, taking full responsibility for his wellbeing on the journey. Eventually the dwarf came back to life and thanked Grant gifting him a jewelled dagger and an oath of debt to be paid when they met once again. Grant thought little of this, even less so when winter came. Unlike any he had seen nor his veteran trainers, colder, even....sinister.


Last edited by Jasontheswift; Mar 7th, 2023 at 07:16 PM.
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Old Mar 7th, 2023, 06:41 PM
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I have long thought that both Rime of the Frostmaiden and Curse of Strahd were better setting books than actual adventures. I'm a long-time lurker, but some recent game ads are really calling to me. Definitely considering applying for this one.
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Old Mar 7th, 2023, 06:46 PM
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I'm taking mild liberties with one innkeeper just to be transparent.
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Old Mar 8th, 2023, 05:21 AM
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Since we know that Snicker is pre-approved, would you mind letting us know what character they will be playing so that we can avoid duplicating roles?

Never mind, I found the details in one of your links. Sorry, I should have looked harder. Snicker intends to play a Ranger who is focused more on animal companions rather than magic.
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Last edited by Lazer; Mar 8th, 2023 at 05:26 AM.
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Old Mar 8th, 2023, 06:23 AM
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Wow, several nice applications already! I'm both flattered and intimidated by the attention.

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Originally Posted by Jasontheswift View Post
I'm taking mild liberties with one innkeeper just to be transparent.
Perfectly fine!

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Originally Posted by Lazer View Post
Since we know that Snicker is pre-approved, would you mind letting us know what character they will be playing so that we can avoid duplicating roles?

Never mind, I found the details in one of your links. Sorry, I should have looked harder. Snicker intends to play a Ranger who is focused more on animal companions rather than magic.
Actually that was Snicker's character for a previous game - she's one of the options but we have a few more we're discussing. You make a good point about duplicating roles, though, and I'll speak to Snicker to see what we can sort out. For now please don't worry about doubling up on classes! I'll give less weight to mechanical balance than to a good sort of narrative party dynamic in any case.
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Old Mar 8th, 2023, 06:28 AM
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Originally Posted by 47Ronin View Post
I have long thought that both Rime of the Frostmaiden and Curse of Strahd were better setting books than actual adventures. I'm a long-time lurker, but some recent game ads are really calling to me. Definitely considering applying for this one.
Funny you should mention Curse of Strahd - it's one of the few campaign books I haven't collected as I once played it for a few tabletop sessions and didn't have the best time. Then I read about it in Van Richten's Guide To Ravenloft and found it very appealing as a setting... lots of art by Richard Whitters too apparently, one of my favourite DnD artists. I'm sure there's room on the shelf for one more 5e book, right..?
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Old Mar 8th, 2023, 07:48 AM
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Leshanna Snowdrift, application complete
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Name: Leshanna Snowdrift

Race: Wood Elf

Class: Druid

Appearance:

Leshanna is 6'2"tall and slender, and her skin is fair to the point of paleness. Her hair is long and white, though under the light of the moon it can seem to have a pale blue sheen. Her eyes are a cold blue, and rarely show any emotion. She wears pale-blue hide armour of fine workmanship, and a white fur cloak for warmth and camouflage in the snowy landscapes of Icewind Dale.

Her appearance is unusual for a wood elf. She has the build and features of a wood elf, but the colouring of a Winter Eladrin. Indeed, amongst her kin in Neverwinter Wood, it was sometimes said that she had three parents — her wood elf mother and father, and the Winter Eladrin who saved her life.

Character Concept:
To those who do not know her well, Leshanna can seem cold and distant, even cruel. But this is deceptive. Those who take the time to befriend her will learn that there is much below the surface. Yes, she is reserved and watchful, but she feels things. She just tends to keep them to herself. She is not naturally expressive or demonstrative, and she places a lot of importance on her druid training, which has taught her to be pragmatic and unromantic about nature and death.

Backstory:
Leshanna was born in Neverwinter Wood in 1394 Dale ReckoningDR, in the final years of the Spellplague. Some said Leshanna's mother was 'plaguechanged', though if so there was little outward manifestation of this. Whatever the reason, it had been a difficult pregnancy, and the new-born was weak and struggled for life. Torn between the ebbing life of his mate and his daughter, Leshanna's father took the new-born to the During the Spellplague, many Eladrin took advantage
of the weakening of the barriers between the realms,
crossing from the Feywild into Neverwinter Wood and
forming a colony there.
Eladrin for help.

"The new life of Spring is not in her," said the Spring Eladrin. "She carries not the warmth of Summer within her," said the Summer Eladrin. The Autumn Eladrin just shook their heads and looked on him with sorrowful eyes, for they saw what was to come.

Finally, in desperation, for he little thought he would receive help from them, he approached the Winter Eladrin. As he handed his daughter to them, she took her last breath and was still. He wept then, but the Winter Eladrin looked on him coldly, little understanding his grief. "Why do you weep so?" they asked. "All life comes to this, in the end."

He drew himself up to his full height, and laid his hand on the hilt of his sword. "My daughter is dead, and her mother may soon follow her, and you ask why I weep?" But the Winter Eladrin were unmoved.

"I know you can save her," he challenged them. "Why will you not do it? Do you seek a bargain? My life for hers?"

"We have no interest in your life," they replied.

But one stepped forward. Taller than the others, and pale as a snow drift. Her eyes and raiment were like the night sky in the depths of winter, and frost covered her hands and face. "You offer a bargain? One life for another?"

Leshanna's father nodded.

"I will take that bargain," she said, and laid hands on the baby, who breathed and cried and lived.



At that moment, in another part of the forest, Leshanna's mother grew still. Her life lay pooled around her, and her eyes stared at nothing.



The years passed, and Leshanna grew and thrived. Her hair was white, her eyes as blue as a glacier, and many that saw her thought her beautiful. But her heart was cold. When the other children played, she simply watched and thought. When her father lifted her onto his lap, she tolerated his affection but did not return it. At night, she would roam the forest and watch the owls hunting, feeling no pity for the things they caught. She was not herself a cruel child, but the harshness and cruelty of nature did not move her.

In her 98th year, Leshanna prenticed with the Ring of Swords, the druid circle of Neverwinter Woods. She proved to be a diligent student, perceptive and quick to learn, though not as compassionate as her teachers might have wished. But there was no doubt she was a child of nature, even if sometimes that was the darker side of nature. She understood more than any other that nature was not kind. The owl killed the mouse, because it must. And winter froze the marrow of the forest and cared not.

In her 102nd year, her waking dreams began to be filled with visions of glaciers and snow plains. She saw in her mind's eye the yeti, and the elk, and the arctic fox hunting the hare. She knew it for what it was — the North called to her. It was her ordained place, and she longed to go. One day, whilst her father was out hunting, she wrote him a letter. Even then, as she planned to leave him, she could not bring herself to use the language of affection and love. Instead, she attempted to put into words the longing that had overcome her.

Then she packed her meagre possessions, and walked into the North.



Last edited by 47Ronin; Mar 18th, 2023 at 06:31 PM.
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Old Mar 8th, 2023, 08:10 AM
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Ymir Ullr Bjorn - born to the ice
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Name: Ymir Ullr Bjorn

Race: Human (Variant)

Class: Barbarian (Totem Warrior)

Alignment: Lawful Good

Appearance:
Standing nearly seven feet tall, Ymir was large even amongst his own tribe. His shoulders barely fit through the doors of the settled folk and his head brushes their ceilings even when stooping. Although he is a quiet man his voice can boom like the Reghed glacier does in the summer months. Truly he is built for the open spaces!

His black hair grows thick both on his head and his chin and has never been tamed. His eyes are small and hard, shadowed by dark bushy brows, but often twinkle with good humour. His nose is wide and flat like that of the bear, and a scar runs down across his lips.

Almost everything that he carries he made for himself, with the notable exception of the steel great axe which his father took from a fallen enemy.

Personality:
The thing which marks out Ymir as different from those around him is his determination. No matter how fate may test him he pushes on, surviving even when the rest of his tribe have perished. His experiences have had an impact, however, and he has come to expect things to go badly, so much so that even when things seem bright he is simply waiting for the darkness to come again. This does not mean that he lacks a sense of humour, it is just that his humour has twisted so that he will laugh mostly at the bitter ironies of life.

In temperament he is I intend to reskin the barbarian rages as a cold, determined focus.stoic and slow to anger, if gruff and quiet. He values honesty and self-reliance and finds those whose mouths promise more than their deeds deliver to be insufferable.

He would never admit it, but his soul has recently been gripped by an intense loneliness, and this is what drives him to find his kin. It had never occurred to him to seek the company of the townfolk as they just seem too different to him, with their strange fearful ways and their babbling tongues. He is stubborn so it would be difficult, but perhaps he may eventually come to realise that family don't have to be kin.

Mechanical BackgroundThe background grants proficiency in a musical instrument, I would prefer to swap that for proficiency with Leatherworkers Tools to reflect his self-reliant nature.Outlander
Traits
When inside a building or tent I am much friendlier and more good-humored than when outside. The outdoors is a serious place and there is no room for foolishness.
I am only alive today because I am too stubborn to let death have me.

Ideals
Honesty is the greatest of virtues and deception must never be condoned.

Bonds
I must find the last of my kin who have travelled to worship Auril somewhere in the north.

Flaws
I am inflexible in my thinking and find it hard to admit when I am wrong.
I have seen too much death and grimly believe that I am marked by some fell curse.

Character Concept:
Ymir is mechanically a very typical barbarian. He will take the 'Bear' options from the Totem Warrior primal path which should make him ever more resilient and he would therefore act in combat as a tank for the party. Out of combat he is somebody who is lost, spiritually speaking, and who is desperate to find a connection. He is gruff and intimidating to those who don't know him, but I see him as having a profound tenderness and reverence for life as well.

Backstory:
Hailing from a tribe of Reghedmen who roamed the tundra of Icewind Dale forever pursuing a herd of reindeer who provided them with all that was necessary for life, Ymir grew to manhood certain that his life would be little different than that of his father or grandfather. When some of the tribe decided to abandon their way of life and moved north where they could worship Auril, those who remained went on, confident that their kin would either return to the hunt and be forgiven, or more likely would perish. Life had always been difficult on the tundra and death was ever close; perhaps not a friend but certainly a familiar acquaintance.

The disappearance of their herd changed all of that, however, and no good explanation could be found. The trackers of the tribe could find no trace of where they had gone or how they may have met their demise, they seemed to simply have been taken by the The name which Ymir's tribe use for the Northern Lights.winter dancers. The eldest amongst the tribe perished first, soon followed by the youngsters and the weaker adults. The tribe petitioned their Bear totems to give them strength to continue, to push through until they found a new herd, but no answer was forthcoming.

The tribe declined until only Ymir remained. He knew that other tribes of the Bear must be out there somewhere, but he felt no connection with them, even less so with the Elks, the Tigers or the gods-cursed Wolves. The only relative he had left, as far as he knew, was his elder brother, Asger, who had cast his lot in with the Auril-worshippers and had declared that he would be going north. With no other options remaining, Ymir had resolved to find them no matter what it took.

RP SampleThe lights had been visible for miles, long before any details of the settlement could be made out. Ymir's poles regularly pierced the icy crust on the snow, the sound echoing across the barren plain. For once there was no wind and Ymir was sweating from the exertion. He was nearly there now, he could see the dark grey stone buildings jutting up and obscuring ever more stars. Somewhere a wolf howled and Ymir's ears pricked up waiting for a reply. None came. That was a good sign.

He finally arrived amongst the stone structures and took off his skis. His muscles tingled and ached and he could think of nothing better right now than a warming mead and a soft place to sleep. It had been many years since he had last visited this town and he couldn't remember where the inn was so he just turned right and walked away from Lac Dinneshere looking for somewhere with an open door. All of these damn buildings looked the same! How was anybody supposed to navigate? Finally he found it and leaned his skis against the wall before pushing inside.

The hall was full but all conversations stopped as the towering northman entered. Several hands reached towards weapons and Ymir had to remind himself that the townsfolk didn't have the same compunctions against breaking Guest Rights. His eyes narrowed as he looked around, daring somebody to challenge him.

A small man with a brown woollen cap approached, his hands holding a rag and a cup.

"Yes?" the man asked nervously.

"I seek shelter and food," he said, his mouth feeling awkward as he tried to pronounce the half-remembered words. "I carry some of your gold."

Conversation abruptly started up again and the tension ebbed away. Ymir shook his head, he would never understand these people.

The little innkeeper still looked dubious but he waved Ymir over to a seat as far from the other patrons as possible. Ymir did not move.

"I want," he said evenly, "to sit at fire. I travel far and my bones ache."

At least the toad had the decency not to argue. Sitting a guest by the door! Amongst the tribes that would have been a grave insult, but once again the Rhegedman reminded himself to be forgiving. The townsfolk didn't mean to be rude, they had just been poorly raised.
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Last edited by Lazer; Mar 8th, 2023 at 09:35 AM.
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