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Old Jul 8th, 2021, 08:35 PM
TheWestWall TheWestWall is offline
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The Last War

Game NameThe Last War
Game SystemDnD 5e
ThemeAn epic fantasy adventure on a homebrew continent of mine.
FlavourHeroic fantasy with war, betrayal, and low magic.
Plot SummaryThe continent of Illaria has been quiet for over a decade, with no major conflicts in that time. However, that uneasy peace is coming to an end, and the two dominant empires on the continent are slowly heading towards the other, weapon in hand. The two dynasties claim the other by birthright, and their war threatens the lives of millions. With armies moving throughout the lands, and small skirmishes happening on the border, the war is but days or hours away. Peasants are leaving their homes just in case, as the previous conflicts did not care who was in the way.

That is a distant thought to you however when you stop in the small hamlet of Caershire, on the west border of one of the major empires. Perhaps you have been traveling for quite a long time, or maybe you have lived nearby. Regardless of the reason, you make sure to stop at the largest tavern the small hamlet can provide. The smell of ale and roasting meat brings you comfort when you enter, though the cramped quarters inside does take away some that happiness. This small hamlet is seeing a small influx of refugees recently, and the amount of people in such a small tavern almost convinces you to look elsewhere.

Something compels you to sit at the bar however, and as you sit down and order an ale, you notice an elderly man sitting between you and a few other tired compatriots. His dirty cloak and frazzled hair points to his age, though there is something warm about his gaze. Before too long, you and a few others are laughing and enjoying the night with the elder.

Before you get too far down the mug of ale you purchased, the elder regales you of a nearby ruin he has always sought to explore. You of course acquiesce him, knowing that the old ruins of the continent are rumored to hold treasure and even the hidden magic that was talked about so long ago. Your laughter turns to seriousness however, when the elder man reveals he has something no one else has ever seen.

He has a key.
Game InformationThis is a homebrew campaign taking place on the planet Atlea. I will be adding information to this post slowly and it will take me time to format it for this site. The campaign is very low magic, with the only classes at the start being martial. However, your characters will be the first people on the continent to become casters, so keep that in mind. I am looking for three players for this particular campaign, with the possibility for more in the near future. Three characters are easier to manage, and the flow of the game will go better with three. This will also be a heavy role-play campaign, with character ideals and goals being explored alongside the general plotlines. I promise not to railroad the group, but the world will be reacting around your characters as well.

Classes are very trimmed at the start. For example, your character can become a Paladin, but you have absolutely no magical abilities to start. You are simply a fighter that believes heavily in a deity of the world. Very close to the beginning, your character will be affected by something huge, and your character will gain abilities. Keep this in mind when creating a character. You can absolutely start as a wizard (who would be more of a scholar) or a cleric, just keep in mind that you will be under-powered in the beginning compared to your companions. However, that grim feeling of being underpowered is normal, as the world of Atlea is fraught with danger and monsters. Imagine how terrifying a dragon actually is when you have no magic of any sort.

After your characters gain their special abilities, its obvious you will be much stronger then the people around you. This is intentional, and completely part of the game itself.

As I said before, I am going to be adding lots of information in the coming days, so please do not immediately post an application without viewing more of the game world information.
Atlea World HistoryA long time ago, far beyond the memory of mortal understanding, stood the world of Atlea. Created by a coven of Gods, their initial attempts at creating such a world was for no other reason beyond simple practice. Gods, with their infinite lifespans and unimaginable powers, simply used Atlea as a playground. Though they were blessed with incredible abilities, the Atlean Gods were also deeply flawed, with many of them having terrible traits. Greed, avarice, and wrath followed them and their domains, and the various creatures born on Atlea were subject to their continuous whims. All manners of creatures you see today, from Humans to Orcs, were created here, by various different Gods and for a variety of different reasons.

Once a millennia had gone by, the Gods of Atlea became bored with their subjects. Agreeing that the world had definitely run its worth out by now, they all agreed to finally silence the world and snuff out the life they had created so easily. The various species had little idea that their end had come, as they were not able to see these decisions beyond their mortal lives. Even if they had seen the end coming, there was little the mortal races could do, as the Gods above were infinitely more powerful.

However, the fate of Atlea was saved by a humble woman, and her penchant for love. A single Atlean God, Caroduur, fell in love with a mortal woman, and unlike his brothers and sisters, did not stray from her. When other Gods fell for mortals, they would typically just elevate that mortal to a God themselves, or create a new creature of sorts. However, Caroduur loved her just the same even with her mortality, and he refused to change her.

Not willing to lose his darling love to his bored brothers and sisters, Caroduur immediately went to action. Utilizing his title, The Lord of Shadows, as a cover, Caroduur initiated a secretive plan to hide the world of Atlea from his brothers and sisters when the time finally came. Meeting with various magic-related societies, he pushed and nudged them towards building four massive towers that could bend elemental magic to their whims. Elemental magic, being primordial, had no master, and Caroduur knew that focusing it could create enough energy to cast the massive spell he was weaving.

The other Gods, too proud and selfish to work together, never noticed Caroduur’s plan, and never acted against him. He counted on their avarice to be their downfall, and it absolutely was.
When the end finally came, the various Gods of Atlea, save for Caroduur, united together to finally destroy the world they had built. However, instead of destroying the world completely as planned, the massive energy the Gods gave off was instead converted, and Caroduur imbued the towers with his final spell.

The entire world of Atlea was then cloaked from the other Gods, and seemingly vanished. The plan was successful, though it was not without its problems. First, Caroduur had imbued the towers with his own divine energy, and the incredible magic he had to weave was too much for him. He was unable to follow Atlea, and his love would never see him again.

Secondly, the massive amount of feedback from the event completely changed the fabric of the Atlean Gods. Life itself cursed them into anti-life, and their forms were hideously changed. No longer the same Gods as before, these creatures were the anti-thesis of life itself, and could do nothing by cause death from now on.

Third and final, Atlea was now hidden from the cosmological galaxy itself, and was now completely alone. As the Gods themselves were the very fountain in which magic could draw from, the people of Atlea now found themselves ordinary. Studied wizards were now just scholars, and powerful clerics of the Gods themselves could now no longer hear the whispers of their Lords. This plunged Atlea into a dark age of strife and war, as the people found themselves alone in the stars.

Fact slowly turned to myth, and wild stories became truth as the years went on. Soon, the idea of anyone using magic or even the Gods themselves became complete myth, only remembered by the incredibly old or incredibly wise. War and conflict raged across Atlea for centuries of time, and the people slowly forgot who they were. History itself became hard to figure due to these constant, bloody struggles, and the various factions that always seemed to be rising and falling.

But the Old Gods are still searching for Atlea, vengeance on their twisted, malodorous minds. They seek to destroy the world that fought back against them, and they will stop at nothing until they have reduced Atlea to rubble.
Illaria Map
 
Illaria PoliticsThe political history of Atlea is a hard one, as there are many continents on the planet. Our story will focus on the continent of Illaria.

Illaria is an exceptionally large continent and is beset on both sides by vast ocean. The continent has seen its share of strife in the past few centuries, and today, it is home to various political entities all vying for control. The dominant species is human, though elves, dwarves, gnomes, and halflings can be found all throughout its vast land.

Currently, the continent is resting from an era of serious upheaval. Empires rise and fall constantly, and the state of war always feels like its around the corner. The current period is one of fragile peace, though how long that will last is always a question.

The continent is dominated by two Empires, both of which exert their control through both political marriages and secret meetings. The Venrasisian and Tiedenese Empires have both been building their forces for the past few years, and the uneasy peace between them is fraying. Both dynasties claim the continent for themselves, and the surrounding countries brace for the inevitable conflict.
Illarian CulturesThe humans of Illaria all have strange customs, cultures and ideals they cling to, depending on where they are born. Below are some of the dominant cultures in Illaria:

Tiedenese: The Tiedenese are a proud culture that live in the southern reaches of Illaria. Fiercely loyal to their Emperor, the Tiedenese believe themselves to be the true dominant culture on the entire continent. The Tiedenese are also known for their winemaking, and due to that the color red is rampant throughout their culture, even staining the banners and sigils of the nobility.

The Tiedenese also vehemently believe in the Brightlord, a religion that holds root in the nobility and past emperors. Believing the sun to be the leftover energy of a great God at one time, the Paladins of the Brightlord preach that his healing and warmth are proof of his love of all humanoid kind.

The best connection for the Tiedenese to the people on Earth is the old English, and their nameset is best for your characters.

Venrasisian: The Venrasis people are hardy northerners, and they have been at odds with the Tiedenese for a long time. Brutal winters and short summers dominate their home, and the culture has evolved to be as strong as the weapons they produce.
The Venrasis people also venerate the old totems from their past, and they believe these totems give them power over the other cultures. These totems usually consist of beasts and creatures that nest in the mountains near Venrasis, such as the Roc, etc.

The best nameset for the Venrasis people is Greek.

Tallasi: The Tallasi people live in the southeastern lands of Illaria, and most call the Duchy of Inheim home. Many Tallasi also reside in the Tiedenese Empire, as the Duchy is protected by the Empire and allows free trade.

Tallasi people enjoy warm southern summers, and their people are of a joyous lot. The average Tallasi is charismatic, warm, and inviting. They also believe in a variety of different religions, though most are fond of the Brightlord.

French is the best nameset you can use for the Tallasi people.

Elladan: Nomadic and tribal, the Elladan live in the northeastern steppes of Illaria. A harsh people known for their strange customs, the average Elladan does not leave their respective country except to raid or plunder. Recently, the steppe lands have been united by various “princes”, though others claim they are just warlords claiming noble lines.

Elladan that leave their home have a rough time getting used to the social customs of other lands and people, though its more common than people typically think.
The steppes have many various religions, though most are totemist in nature.

The nameset for the Elladan people is closer to the old Russian/Slavic type here on Earth.

Turchian: A small culture that lives throughout the continent, the Turchian people do not have their own country or home. Most of them live in major cities across the continent, and they usually keep to themselves. Shy, reserved and collected, the average Turchian is likely to stay in the back, and out of the way. Political leaders that are Turchian usually do quite well, as they are a difficult people to read.

Turchian names are usually derived from German namesets.

Luarian: Living in the west primarily in the Kassian Union, the Luarian people are made up primarily of farmers, innkeepers, and politicians. The Union, democratic in nature, has fostered many freedoms for its people, and the Luarian are a direct result of those vast freedoms. The average Luarian is kind, modest, and studious.

It bears repeating that the Luarian are not a culture of warriors and would rather barter or trick their way into or out of any situation.

Luarian names take their resemblance after the Nordic cultures here on Earth.

Vangrian: A small culture of mostly warriors and sailors, Vangrians can be found all over the continent, though most will find them haunting port cities more then anywhere else. The average Vangrian is warm-tempered, calm in battle, and callous.
Their people have a special reverence for the sea and the oceans, as they believe that the world will one day be completely submerged. The love of rain and storms permeates the Vangrian people, and their kind have a special spot for shipbuilding.

The nameset that matches the water-loving Vangrian people the best is Spanish.

Romian: A dying culture, the Romian are the direct descendants of the last great empire. They once ruled much of the continent, though their lot in life has changed since then. Famines, plagues and rebellions broke their empire into pieces, and their culture has declined a lot since then. Most of the political groups want nothing to do with them, and most have moved to the Kassian Union as a result.

Intellectual, deceptive and filled with grim foresight of their future, the average Romian is not someone that enjoys talking about the past. Very few politicians are Romian in any of the political entities, and some are even banned from running.
Romian nobility is even rarer, though they still exist in dark corners.

The nameset that matches the once proud Romian is very reminiscent of the Romans of our world.

Astellian: Dark-skinned people that hail from the island of Chestan, the Astellian people are very pragmatic, and their experiments are well-known through Illaria. The best inventors come from the island, and their people are usually seen in academies and libraries. Though their culture is on the smaller side, the impact of their intellect is felt throughout the lands.

The nameset for the Astellian people that would match best to them are Egyptian or African names.

Elves: The many forests of Illaria are home to Elves, though they are a declining species. Due to their advanced age and dislike of large families, the Elves have lost much of their luster since the inception on the planet. Deciding to stay in their forests for the most part, there is not one nation that truly encompasses the Elves themselves.

Dwarves: Another older species that is slowly losing status in Illaria, the Dwarves usually keep to their mountain forts, where they mine precious gems and gold from the deep. A clan-based society, dwarves usually keep to themselves and rarely venture out. Dwarven society is heavily guarded, and their nobility is never seen beyond the short audiences they give.

Halflings: Seen as more of a sub-species of human at this point, Halflings are spread throughout Illaria in their small hamlets and villages. Hardy folk happy with their lot in life, Halflings do not rock the proverbial boat in politics. Some do get the knack for adventure and leave their hovels, but those kinds of adventurers are as rare as golden rings.

Gnomes: The Gnomes of Illaria are an exceedingly rare race, as most shy from the world at large. Many of them can be found near dwarven settlements, usually tinkering with machines or inventing contraptions. Quizzical and usually quite warm, Gnomes are kept out of the political scene and they don’t argue against that.

Half-Orcs, Tieflings, and Dragonborn are not on the continent of Illaria unfortunately.
Tiedenese Information
 
The campaign starts with you in Caershire, a very small hamlet on the edges of the Tiedenese Empire. It would be fitting for me to give more information on the Tieden and their people, as your character may have had interactions with them in the past. The campaign will not stay in its borders for too long, but giving you a small crash course in their history is important.

The Tiedenese Empire is one of the oldest political powers on the continent, and one of the most stable. Its long line of Kings and Emperors have been ruling for centuries, and their legitimacy comes directly from the power of their religion. After the Old Gods were cut away, the belief in new Gods was paramount to the success of your people. After all, its easy to wage war against your enemies when religion is in mind. Wars of land and attrition change when you call them crusades. The Tiedenese believe in the Brightlord, a supposed God that once inhabited the sun above. The Tiedenese believe that the Brightlord saved Atlea from destruction, but that such a sacrifice unfortunately ended his life. His corpse is the sun above, and its warmth provides life for the people of Illaria.

The Empire was united from various small city-states centuries ago, and its one of the oldest powers on the continent. The Tieden people have always been proud of their history and strength, and their empire has held strong through the centuries. Noble houses throughout Tieden are as old as the reigning royals, and their power is based in their religion and age.

The current Emperor of the Empire is John the IV of the royal house of Exeter. John's reign has been fraught with small conflicts and scandals, though the major scandal right now is his inability to have a male heir. John has had two wives thus far, and both were unable to provide him with a male heir. Should John die before he can secure the throne, a royal crisis is bound to happen, with other family members vying for the throne of Tieden.

The conflict brewing to the north with the Venrasisian is another matter entirely, and it appears that saber-rattling on both sides is to blame. Recent advancements in technology and fragile peace accords are spurring a new war forward, one that is threatening to be worse then ever before.

Character Creation InfoCreating a character is going to be a bit odd for the most part, as again, this world is separated from a weave of arcane and divine magic. If you decide to start the campaign as a caster, keep in mind you will have access to literally NO magic in the very beginning. However, those that start as casters will have stronger magical abilities then those that start as martial. This is due to your "innate" magical strength. You can also figure background into the character you want to play, example being a scholar that has studied the old forces of magic suddenly becoming a wizard, etc. I will say, due to the nature of the campaign and setting, warlocks are definitely not going to be allowed for this particular game. There are no other-worldly patrons on the other side (YET) to give powers. Clerics and Paladins will receive their blessings from the Gods they serve, and I will be expanding on the various deities in a later field.

We are starting at level 3 for this campaign. This means your character will have some experience in the world, though that does not mean they have to be a battle-hardened veteran. It just means they are skilled at whatever they have been focusing on. Gold will be similar to 5E, and you are allowed to have the starter equipment. Purchases can be talked through, but remember that magical items are forbidden, as are health potions, etc.

As mentioned before, races are a bit more strict. There are no dragonborn, tieflings, or half-orcs on the continent. Orcs are a more savage sort on Atlea, and they are a constant thread to hamlets and cities. They do not cross-breed with humanoids, and would simply kill their enemy rather then anything else.

Culture is a big part of your character, and the aforementioned cultures are available to choose from. They do not give you any bonuses in game, but they do matter quite a bit for roleplay. Its also possible to be an elf for example and also culturally be tied to Tiedenese for example.

Technology is advancing fast on Illaria, but this does not mean guns are readily available. For that reason, I am going to put a strict hold on what the artificer can do. If you absolutely want to make one, we can talk about it, but I do not recommend it honestly.

We will be using point buy for character creation, as I think it works the best for this campaign. Your characters will be starting in the small town of Caershire, essentially right from the end of the plot info at the top. Why your character is in Caershire is completely up to you, whether it be you are traveling through, enjoying the small hamlet, or even live there. HP will be max for your first level and then rolled afterwards.
ApplicationName:
Race:
Culture:
Class:
Background:
Alignment:

Character Sheet:

Personality:

Traits

Ideals:

Bonds:

Flaws:

Description:

Background:

Last edited by TheWestWall; Jul 11th, 2021 at 01:19 PM.
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  #2  
Old Jul 8th, 2021, 09:19 PM
delpinator delpinator is online now
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Interest for a ranger/ druid multiclass
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Old Jul 9th, 2021, 12:53 AM
CodeHamster CodeHamster is online now
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Sounds super interesting. What would the logistics of making a Sorcerer be? I think it would be a super interesting thing to play out.
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Old Jul 9th, 2021, 01:05 AM
delpinator delpinator is online now
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What level are we starting at?
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Old Jul 9th, 2021, 11:13 AM
TheWestWall TheWestWall is offline
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Quote:
Originally Posted by CodeHamster View Post
Sounds super interesting. What would the logistics of making a Sorcerer be? I think it would be a super interesting thing to play out.
Sorcerer would be difficult to say the least. Your character will absolutely be gaining abilities, but the bloodline you choose would have to be put into the campaign at some point. Fey, Dragons, etc., are different on Atlea, and are closer to monsters then magical beings. It also narrows the bloodlines you can choose, as Atlea is cut off from any abyssal or demonic beings.

Quote:
Originally Posted by delpinator View Post
What level are we starting at?
Level 3 will be starting level.

I am still building the initial post, so keep checking back for more information!

Last edited by TheWestWall; Jul 9th, 2021 at 11:14 AM.
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Old Jul 9th, 2021, 11:23 AM
CodeHamster CodeHamster is online now
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My plan was to go with Draconic Bloodline anyway. So if you'd be willing to work with me on it, I think it would interesting to play out.
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Old Jul 9th, 2021, 11:40 AM
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nameBjornstein rominav
race human
culture(Elladan)
class ranger(monster slayer)
background outlander (hunter)
alignment neutral good: I generally follow the rules of the tribes but the new "princes" have caused me to flee rather than follow the new ways.

Personality: generally quiet though focused. You can see him studying every living thing in the room. He is kind to those he views as aligned with his tribe.

Traits
I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I'd do it again if I had to.

I left home out of wonderlust. I still worry about the safety of my tribe but know I must adventure for my personal growth and the furthered safety of my people.

Ideals: the strongest was meant to rule. It was given by the spirits of the beasts. The alpha should rule and protect it's people.

Bonds: my tribe means everything to me this is why I must grow and become stronger. Like the migration of the salmon so must I travel.

Flaws: actions are stronger than words. Thus violence is often the answer.

Description: a human male dressed in furs. Though not strong he had an athletic build. Tattoos of beasts covered his shoulders and a totemic bear across his back from his namesake. He had blonde hair and brown eyes. A bow across his back and a short sword on his hip.

Background:
backstoryI learned to track prey and survival techniques and showed my mastery with the killing of three krithik. Further training was needed though as I mastered the short sword. My final test was against terror birds or cockatrice as I've heard some call them. I was to steal an egg from the nest. I failed this test and nearly got killed if it were not for borean antenov an elven priest who claimed to know where magic might be but everyone knew magic didn't exist. Through training I learned how to study my prey exceptionally well. I knew my training was done and if I were to grow I would need to learn more. Finding a small Hamlet I settled down into a story.

Last edited by delpinator; Jul 13th, 2021 at 10:29 PM.
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Old Jul 9th, 2021, 01:50 PM
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Doing this from my phone. Will edit when home and can type it all out, but, super interested. I would like to try out a halfling rogue, debating between thief or arcane trickster when casting starts! One question, however. How will we be doing stats? (Classic 4d6, standard array, point buy?)

EDIT:

Character Application
right-aligned image

Name: Kieran Goldlilly
Race: Halfling
Culture: Turchian
Class: Rogue (Thief)
Background: Urchin
Alignment: Chaotic Good

Character Sheet: Link

Personality:
Traits I hide scraps of food and trinkets away in my pockets // I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.

Ideals: Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things.

Bonds: No one else should have to endure the hardships I've been through.

Flaws: It's not stealing if we need it more than someone else.

Background:
Kieran never knew his mother and his father very rarely talked about her. Focused more on making sure his son was provided for, though not always successfully. Kieran learning early on that life on the streets could be a difficult one... his father teaching him the basics to keep him alive, to put food on the table. However, their life did change, drastically, for the better one day... his father had come into some money, and they were able to live life... a nice house, good food, warm blankets... all was right in the world. But it wouldn't last. A man came for his father, one day... and just like that, Kieran was alone with nothing but his sharp mind and skills. A jaded mind thinks the man killed his father, a hopeful mind thinks the man imprisoned him somewhere. One day, Kieran hopes to learn what became of him.

He found himself on the streets where he stole to survive, and fought when needed, to protect those in the same position as he was. He plays off his size well, often posing as a child to get what he wants... and right now? He wants to climb out of the muck and mire, and see some of the world... and maybe, just maybe, save his father, or avenge his death.


Last edited by Dyerdon; Jul 10th, 2021 at 11:17 PM.
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Old Jul 9th, 2021, 03:00 PM
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Posting here to hold a spot for a future application! I have a few ideas noodling around about with a fighter or monk/barbarian hybrid
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Old Jul 9th, 2021, 03:54 PM
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I notice that you have only mentioned the races from the PHB; is that the only book you’re using? Although, come to think of it, you mentioned Artificer so it must not be. What restrictions do you have for races or classes/subclasses?
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Old Jul 9th, 2021, 07:20 PM
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Do you have a deadline in mind for applications?
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Old Jul 10th, 2021, 06:38 AM
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The Bard-tenderName: Zemirah Nyong'o
Race: Astellian
Class: Rogue 1 / Bard 2
Party Role: Support / Skill Monkey
Background: Guild Artisan
Alignment: Neutral Good

Personality:
Traits: I always carry a smile on my face and a song on my lips. // I can't resist the chance to taste food I've never tried before.

Ideals: Life is short; I'm going to live it to the fullest while I can. // Knowledge is meant to be shared.

Bonds: Every person I meet is a chance to learn something new and fascinating. // One day, I'll be world-renowned for my culinary skills.

Flaws: I spend coin on trying new things without thinking about what I might need money for later. // I enjoy alcohol a little too much.

Description: Zemirah is uncommonly tall, especially for a woman, and thin like a reed. She has ebony skin and raven hair, with brown eyes so dark they look black. She wears her hair in an assortment of braids, with metal rings scattered among the strands as bright decoration. She wears brightly colored clothes patterned with blue, yellow, and white, and always has an even brighter smile on her face. While at first glance there appear to be weapons on her belt, Zemirah actually sheathes her cutlery... while they may act as a weapon as a last resort, her knives are intended for culinary purposes only.

History: Zemirah has always been something of an outlier among the Astellians. She lacks a great deal of their pragmatism, at least in their eyes. And while she was no stranger to the libraries on Chestan, and her pursuits of academia were certainly respectable, her application left others... unimpressed. Zemirah studied chemistry and biology, but instead of using her talents for medicine, or even poisons or chemicals, she instead focused her efforts into inventing culinary wonders. This led many other Astellians to view her as something of a loon... someone frivolous and squandering her intelligence.

But her critics would not have to suffer her long. When Zemirah felt that she had learned all she could from Astellian cuisine, and mastered all she could on the island, she took a ship to the Illarian mainland and set out on a journey to travel the other nations, experiencing their food, customs, and culture, and incorporating what she learned into her own art. While she has aspirations to become renowned in time, for now she is happy simply traveling the world and experiencing what it has to offer.

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  #13  
Old Jul 10th, 2021, 11:13 AM
TheWestWall TheWestWall is offline
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Quote:
Originally Posted by Dyerdon View Post
Doing this from my phone. Will edit when home and can type it all out, but, super interested. I would like to try out a halfling rogue, debating between thief or arcane trickster when casting starts! One question, however. How will we be doing stats? (Classic 4d6, standard array, point buy?)
Great question! We will be doing point buy for this campaign, as I believe it works the best.

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Originally Posted by Lazer View Post
I notice that you have only mentioned the races from the PHB; is that the only book you’re using? Although, come to think of it, you mentioned Artificer so it must not be. What restrictions do you have for races or classes/subclasses?
I always forget that Artificer is not part of the PhP. It always seems to be a class that people pick in the campaigns that I run.

Ultimately, I would like to stick to the PhP for races and classes. We can discuss possible others, especially if you have a great character setup you want to try, but that's mainly for classes. Race-wise, we stick to Human, Elf, Halfling, Dwarf, and Gnome. Tieflings, Dragon-born and Half-Orc are not on Atlea. Half-Elves exist, but they are incredibly rare, and usually ostracized.

Quote:
Originally Posted by gavins38 View Post
Do you have a deadline in mind for applications?
Next Friday (7/16) is when I would like to pick. That is not a very far off date, but I would like to get this on the road and going ASAP.

Last edited by TheWestWall; Jul 10th, 2021 at 11:17 AM.
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  #14  
Old Jul 10th, 2021, 05:10 PM
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Dyerdon Dyerdon is online now
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Sweet. I just finished Kieran then, and threw up a link in his app for his sheet!
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  #15  
Old Jul 10th, 2021, 08:34 PM
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theclaytster theclaytster is online now
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TheWestWall...I sent you a PM.
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