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  #31  
Old Oct 22nd, 2024, 12:26 PM
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Updated Ingmar’s unique goal to be a bit more streamlined to his story.
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  #32  
Old Oct 22nd, 2024, 12:29 PM
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Likely up to no good ...
 
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  #33  
Old Oct 22nd, 2024, 03:04 PM
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I figure I'll give it a submission. Using my namesake character, although he is quite a bit different than his first iteration all those years ago.

Fair warning -- I am relatively new to 5e, although I have read the books (and have played every version since the basic set from the 70's).

Application
right-aligned image


Name: Gongo Littlebottom, aka Squeak
NOTE: Here is how he reacts when people call him Gongo.

Party Role: Stealth and Murder Hobo/Kicker of Bottoms

Alignment: Lawful Neutral

Class: Monk; Way of the Open Hand

Race: Halfling (Ghostwise)

Appearance: Gongo "Squeak" Littlebottom is not your typical halfling. Unlike most of his brethren, the halfling warrior has a tough demeanor and a perpetual scowl that rarely leaves his face. His shirtless torso is a canvas of intricate tattoos, each marking a chapter of his past—some symbols of ancient monk traditions, others reminders of battles fought and lessons learned.

The halfling's eyes flicker about in a perpetual state of readiness, absorbing all of his surroundings as he watched with an almost constant sense of anticipation. Each of his movements are large and perfectly balanced, like a wild animal, although at this time he seems like a wild animal held in a cage too small for it. There's a coiled intensity about him, a constant readiness that suggests he's never far from unleashing the storm within.

Personality: Squeak is a study in controlled chaos. He’s brash and quick-tempered, often reacting with fiery passion to the slightest provocation. His anger is raw and unfiltered, but beneath that storm lies an unwavering discipline. Every outburst, every sharp word is calculated, honed by years of intense self-control.

He walks a fine line between rage and restraint, channeling his inner turmoil into a finely-tuned instrument of focus and precision. His sharp, often abrasive exterior masks a mind that thrives on order, balance, and the pursuit of perfection.

History: Squeak grew up in a peaceful halfling shire, where life was slow, predictable, and focused on the comforts of home and hearth. But from an early age, he felt out of place. The simple joys of shire life—festivals, farming, and laughter-filled nights—did little to satisfy the restless energy he harbored. His family, well-meaning and loving, couldn’t understand his need for something more, and as he grew older, the smallness of shire life began to feel like a cage.

One day, an unexpected event shattered the calm of his village. A wandering band of monks, masters of a disciplined and austere lifestyle, passed through the shire. Their grace, power, and control captivated the young halfling in a way nothing else ever had. He saw in them the structure and purpose he craved, a way to channel his restless energy and escape the limitations of his homeland. Over the objections of his confused parents, Squeak left his family behind and joined the monks, dedicating himself to their rigorous training.

His time with the monks wasn’t easy. Where most halflings had a natural inclination for peace, Squeak struggled with an inner fury, often clashing with both the monks and his peers. He was brash, impulsive, and quick to anger, but the masters saw potential in him—beneath the rage lay a soul seeking control. Through years of intense training, he learned to channel his emotions, mastering the delicate balance between chaos and order. His temper never faded, but he learned to wield it like a weapon, directing it with precision rather than letting it rule him.

Things changed for Squeak during a sparring match when he fought one of the monastery masters to a standstill. In that moment, he realized his growth had reached its limit within the monastery’s walls. Determined to push his boundaries, he left and sought out the most perilous place he knew—the Caravan at the End of the World.


Playerbrew Aspect #1 - A Country - I'm going to go with his monastery rather than an entire country. If you don't like this, I can figure out a country as well.

Mount Song, a monastery is perched on a jagged cliff overlooking the Windspire Cove, is a fortress of stone and silence with narrow halls and spartan cells illuminated by flickering lanterns. The monks who live here are disciplined and secretive, each marked by ritualistic tattoos and bound by a code of strict physical and mental training. At night, the entire structure hums with a low, unexplainable vibration, as if the cliff itself is alive and responding to the monks' meditative chants.

Playerbrew Aspect #2 - Trader: Majid Al Rasim Al Abd Karim, a portly merchant with a well-groomed beard and finely tailored clothes. Known for his What you need, Majid can get!uncanny ability to find anything for those with the right coin, Majid is quick to offer his services, though his nervous tittering and rapid nodding hint at an underlying timidity. While he values money, he believes that knowledge in the right hands is far more valuable than silver or gold.

Last edited by Squeak; Oct 22nd, 2024 at 06:38 PM.
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  #34  
Old Oct 22nd, 2024, 04:51 PM
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Updated App!
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Goblins, Kobolds or any other small race !!! If you are allowing or want one sign me up.
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  #35  
Old Oct 23rd, 2024, 08:57 AM
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This is a great idea. If I wasn't over-subscribed at the moment I'd put in an app.
Best wishes!
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  #36  
Old Oct 23rd, 2024, 05:44 PM
Dylan Scott Dylan Scott is online now
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Good luck to everyone, I know LS is a great GM and i hope i make the cut.

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  #37  
Old Oct 24th, 2024, 12:07 AM
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We have our deadline!

MIDNIGHT OF 10TH NOVEMBER, AEST

Last edited by Lentil Sponge; Oct 26th, 2024 at 06:22 AM.
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  #38  
Old Oct 25th, 2024, 07:19 PM
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Fue to issues on my end, the deadlines being pushed back to midnight of the 10th, so anyone wanting to make last minute applications has an extra week to do so.

Last edited by Lentil Sponge; Oct 26th, 2024 at 06:09 AM.
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  #39  
Old Oct 26th, 2024, 12:27 AM
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I hope the issues on your end aren't too bad!
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  #40  
Old Oct 26th, 2024, 06:22 AM
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Name: Kara Lisani

Party Role: Skill-monkey, support, mischief-maker

Alignment: Chaotic Good

Class: Bard

Race: Aasimar

Appearance:
Tall, and reasonably attractive in appearance. Long metallic grey hair, and athletic in figure. Kara is often found with a smile, and a warm expression.
Her attire is usually simple but well kept, clothing that has clearly seen years of wear, simple leathers that remained clean and practical to allow her plenty of movement.

Personality:
Kara is warm and unnaturally optimistic, rich in empathy, she's often intrigued by a person's story. Constantly soaking up her experiences, seeing everything as a story to share. Or a song to sing.

History:
Growing up in a nearby port-town, or at least it was nearby when she boarded the caravan.
Kara grew up in and around the port, eventually finding work serving in a popular tavern, the blue clam.
Named such, after the traditional catch that was unique to the region.
For years she'd worked there, listening to the stories of sailors and travellers.
Marvelling at how the travelling singers and entertainers,
Who eventually inspired her to set out on her own.

Unique Goal:

Playerbrew Aspect #1 - Tarmelin, a small city state on the coast.
Thriving as a port, and the caravans prime connection for shipping. Tarmelin is mixed and diverse in its population, with people traveling from all over the known hemisphere to settle or restart their lives.

Playerbrew Aspect #2 - Kosef mosstouched, a half-orc druid that'd dedicated himself to herbalism and harnessing the gifts of nature.
Generally a little unkempt, rarely leaving his dark caravan except for foraging or trading purposes to replenish his wares. He mostly focused on potioncraft, creating salves, tinctures and medicinal aids.

In his dark, humid caravan with an earthen aroma, Kosef often potters, tending his mushrooms, moss's and lichen, frequently found with his fingers dirtied from the salves or poultice he'd be making. If ever asked why he chose the caravan, he'd say that the opportunity to work with rare and uncommon plants was too good to pass.

Kosef was generally warm, friendly and filled with wisdom were you to respect his craft, however to not do so would leave him gruff, ill tempered and prone to overcharging. Despite his mellow demeanor, the blood and rage of the orcs still coursed through his veins, one would be wise not to cross him.
Like most druids, he had great empathy for animals, but Kosef loved them, the smaller and furrier the better.
He'd often be sat with mice or rabbits, doting on their affection. Becoming restless and agitated if he was away from them for long.
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Last edited by Kweheri; Nov 8th, 2024 at 05:55 AM.
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  #41  
Old Oct 26th, 2024, 06:22 AM
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Quote:
Originally Posted by Ermine View Post
I hope the issues on your end aren't too bad!
Nothing horrendous, but I appreciate the concern
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  #42  
Old Oct 29th, 2024, 05:02 AM
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I'll start working on appt soon sorry had to prep for my own dming session yesterday but now I'm good to start just let me know if I need to do any certain formatting

Application
Name: Fitzroy ‘The Magnifico’ Belrose or Fitz for short

Party Role: Utility caster, charisma build, boyfail

Alignment: chaotic good roughly

Class: Bars college of creation

Race: Tiefling

Appearance: (working on Art aswell) A lithe Tiefling with a lilac complexion and soft blonde hair. Instead of human legs his are more equine like with fluffy feathers. His tail has long blonde fluff on the end. Dressed in a rather fancy set of clothing and a magicians hat on his head. Fitz is the least likely looking adventurer around and looks more ready to put on a show.

Personality: This is a large factor into whether or not your character will be accepted. Try to include at least one positive trait, one negative trait, one thing that they think is important about life, and an odd little quirk that makes your character relatable.

History: This is your character's backstory. How did they get to be a sentry for the Caravan at the End of the World, and why?

Unique Goal: PUT THIS IS IN SECRET TEXT! This is something that your character wants to achieve separate from being a bodyguard for the caravan. It can be as elaborate or simple and cliche as possible. It can be searching for your parent's murderer, or looking for a cure to some disease, or anything else. An item connected to your goal is very handy, like a hairpin you found on your dead wife's body or a tome of an ancient wizard who must be laid to rest. Avoid just "my character is looking to make their fortune and see the world." If your character wants money or power, have a specific thing your character wants the money or power for, like the ransom for your family or you're looking to buy back your rightful place as leader of a city state.

Playerbrew Aspect #1 - A Country: In three or less sentences, please describe one of the countries in the Fifth World. It can be where your character is from, or somewhere else entirely. Make sure to include the type of society it is, the topography, and something weird about this place that makes it unique. A good way to do this is to use random word generators to get a weird prompt (Tiresome Blowfish - an island nation that during the winter has so many blowfish in the sea that they're cut off from the rest of the world)

Playerbrew Aspect #2 - Granny Gigi - She's a small Yellow-billed blue magpie Kenku dressed in a babushka style like outfit. She sells little music boxes that have a mix of songs, poetry and random words. She loves collecting words especially long words with lots of syllables or complex meaning. she speaks in a weird broken alexa like fashion and is very caring. She will be everyones Granny but sometimes is very excitable often badgering people to record there words, poems and songs.

Last edited by TricksterLark; Nov 7th, 2024 at 06:50 PM.
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  #43  
Old Nov 3rd, 2024, 03:51 PM
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Since we're going in the direction of selling the DM on homebrew, what are we thinking about the Medic Rogue from Tulok? Stabbery can be therapeutic in two respects.
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  #44  
Old Nov 3rd, 2024, 04:36 PM
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Quote:
Originally Posted by Dingbat View Post
Since we're going in the direction of selling the DM on homebrew, what are we thinking about the Medic Rogue from Tulok? Stabbery can be therapeutic in two respects.
I am not against, no. Go for it
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  #45  
Old Nov 4th, 2024, 07:28 PM
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Application
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Name: Rosenrot, "Rosa"

Party Role: melee DPS/emergency healing

Alignment: LN

Class: Medic Rogue, by Tulok
 

Race: Dhampir

Personality: Rosa believes in the advancement of society, and her chosen way to help the betterment of mankind is better living through alchemy. The fact that this particular path means that she is nearly always within arm's reach of fresh blood is purely coincidental; multiple things can be true at once. Although ever bright and cheerful, she is also impatient. All of that bended knee in the temple, begging a deity to do what she could do herself? Pfah! All of the expense and red tape of medical school? It's all a scheme to gatekeep medicine, and get rich doing it. Practical experience? Barely an inconvenience! Injecting herself with vampirism from one of her practice dummies just meant that she'd have that much more time to practice. And she'd get to keep her adorableness for decades. What's not to love about that?

Rosa didn't have too much consideration for good or evil, it all comes out in the wash anyway, but people were less likely to fuss about pickpockets going missing. And if they got the rough end of a dull saw, well, it just gave her one more thing to practice fixing. You never knew what kind of injury a patient would come in with, after all.

History: Rosa was an unwanted child, to put it simply. She was an accident with no father in sight, or... any other kind of family, really. She internalized over time a sense of radical freedom. "Nobody is going to provide for me," turned to "nobody is watching me," which became, "I'll do it myself," and one day, "If no one stops me, I can do anything." It took longer than one would've hoped for someone to show her kindness for nothing, and it was transformative. Surely, it couldn't be nothing, just nothing she could see. Looking at the incident, she'd merely been sitting on the corner and had taken off the scrap of cloth she called her hat to wipe her face of summer sweat, and a passerby dropped 4 coppers in her hat before walking off. That had never happened before. Out of confusion and boredom as much as anything else, she followed her benefactor home. In fact, she stalked her for the next 3 weeks until she could put her finger on a pattern. Nearly every time this woman was curt or rude or hostile, she'd inevitably do something "nice" for someone, whether it was the person she offended or not. She made a maid cry in the morning, and put money in an offering plate that evening at a temple. These lessons were the building blocks of her worldview, where this morally gray woman with her moral bank taught Rosa so many good lessons for all the wrong reasons. One day, Rosa decided to repay this woman for her service by doing something she didn't seem able to do herself: help her sick son. To do that, she needed to learn how to heal. To do that... well... suffice it to say that Rosa has since learned to find her practice dummies at night. She'd passed through several towns, and wasn't welcome in many of them, but traveling with the caravan ensured there were always new people around, and she had an excuse to leave at a normal pace, rather than in a conspicuous rush.

Unique Goal:

Playerbrew Aspect #1 - A Country: Lockhart Dale is nice enough. A landlocked city-state in the far north-east of the continent, Lockart Dale was separated from most of the civilized places by a treacherous mountain range in one direction and a terrifying gorge on the other. There were always opportunities to leave, though few, but the people there had varying levels of enthusiasm for such a project.

Playerbrew Aspect #2 - A Trader: Krispinopher, or simply Krispin, is a doddering old human who doesn't look like he's trimmed his beard in 30 years. He is an accountant and money changer, and he takes his job incredibly seriously. Krispin spends his free time inscribing the caravan's strongboxes with what could be considered an unhealthily excessive number of curses and abjurative glyphs (if away from the caravan, he may do it on random surfaces. He may just have a problem).

Last edited by Dingbat; Nov 4th, 2024 at 07:29 PM.
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