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  #406  
Old Dec 14th, 2022, 12:30 PM
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11 hours 30 minutes from time this post until window for applications closes. I am only seeing 5 completed applications currently. If you get your application in completed with a post or updated post date and time before the deadline, you will be considered.

- D
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  #407  
Old Dec 14th, 2022, 04:12 PM
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Character Name: Bashir
Race: Half-Orc
Class: Fighter
Description: Bashir is a big lad, tall and strong. A few large tusks jut out from the bottom of his lip. His skin is light green, and he's got his hair tied into a ponytail most of the time

Personality: He is well built and cuts an imposing figure but if you spend more than but a moment to observe him, you will find him gentle, almost shy. He can be stoic, and has taken a lot of his father's typically gruff dwarven traits but Bashir is also kind, and a bit naive.

Background: Guild Merchant
Trait 1: I don’t part with my money easily and will haggle tirelessly to get the best deal possible
Trait 2: I like to talk at length about my profession.
Ideal: People. I’m committed to the people I care about, not to ideals.
Bond: At the bar before Bashir left to find fortune, his drunken father confessed that he had become involved with a group called the Cult of the Dragon. They paid him to smuggle goods across the Sword Coast. Wracked by guilt, he begged you to investigate the cult and undo the evil he may have helped foster. He urged you to begin your search in a town called Greenest.

Perhaps there was more to the guild denying h his business, and the heritage thing was just an excuse to distance themselves from his father's mistake.. Bashir would get to the bottom of it.




Flaw: I’ll do anything to get my hands on something rare or priceless.

Character History: Bashir is a young, tall, half orc. He is well built and cuts an imposing figure but if you spend more than but a moment to observe him, you will find him gentle, almost shy.

He grew up on and around his father's stagecoach. The two of them, and their team of six horses would deliver goods and packages across the lands. Even the occasional passenger.

His father, a proud dwarven guildsman, had adopted Bashir when he was but an infant. But they didn't speak much of these things. It was understood between them, despite the obvious differences like heritage, that they were father and son.

Bashir learned his way around a horse, a campfire and later around a crossbow, and a customer. He learned all there was to know about the business, and he wouldn't have had it any other way.

When Bashir was about seventeen years old, they got caught up in a flash flood while crossing a river. His father got hurt bad and Bashir barely made it back to town with the two of them, a damaged coach and but half a team of horses. He left his feverish father with the local healers and set out to deliver the goods himself. When he returned two months later he was devastated to learn that his father would never ride again. The broken back and leg caused almost too much discomfort to breathe, let alone travel and work..

It was an emotionally draining time, but what really brought the old dwarf down, forming what would become a lifelong bitter depression, was the way his friends at the guild reacted.

The guild, predominantly filled with Dwarves, all collectively turned their backs on Bashir and his father when they tried to get the business written to Bashirs name. Bashir wanted to continue his father's business but they wouldn't recognise the procedure in place for such occasions, claiming they couldn't validate the request since was no blood relation.

Greed and petty racism ruled the day as old friends divided the old Dwarfs business and left him with barely enough for a pension.

It broke the old man, and it was heart-rending for Bashit to witness.

He promised to make sure the old man would see justice, and Bashir was a man of his word. He wanted his father to live in the luxury he deserved. And to take revenge on the guild members responsible.

At the moment he was just an eighteen year old Half-Orc
with a sword, but Bashir planned to make a name for himself, and his father.


Character Sheet: https://ddb.ac/characters/89912137/4GjHxB

Last edited by Ramble; Dec 14th, 2022 at 05:43 PM.
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  #408  
Old Dec 14th, 2022, 04:48 PM
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Quote:
Originally Posted by Ramble View Post
Ahoy, here's hoping I'm in the nick of time..:

Name: Bashir
Race: Half-Orc
Class: Fighter
Background: Guild merchant
Sheet: https://ddb.ac/characters/89912137/4GjHxB

Backstory:

Bashir is a young, tall, half orc. He is well built and cuts an imposing figure but if you spend more than but a moment to observe him, you will find him gentle, almost shy.

He grew up on and around his father's stagecoach. The two of them, and their team of six horses would deliver goods and packages across the lands. Even the occasional passenger.

His father, a proud dwarven guildsman, had adopted Bashir when he was but an infant. But they didn't speak much of these things. It was understood between them, despite the obvious differences like heritage, that they were father and son.

Bashir learned his way around a horse, a campfire and later around a crossbow, and a customer. He learned all there was to know about the business, and he wouldn't have had it any other way.

When Bashir was about seventeen years old, they got caught up in a flash flood while crossing a river. His father got hurt bad and Bashir barely made it back to town with the two of them, a damaged coach and but half a team of horses. He left his feverish father with the local healers and set out to deliver the goods himself. When he returned two months later he was devastated to learn that his father would never ride again. The broken back and leg caused almost too much discomfort to breathe, let alone travel and work..

It was an emotionally draining time, but what really brought the old dwarf down, forming what would become a lifelong bitter depression, was the way his friends at the guild reacted.

The guild, predominantly filled with Dwarves, all collectively turned their backs on Bashir and his father when they tried to get the business written to Bashirs name. Bashir wanted to continue his father's business but they wouldn't recognise the procedure in place for such occasions, claiming they couldn't validate the request since was no blood relation.

Greed and petty racism ruled the day as old friends divided the old Dwarfs business and left him with barely enough for a pension.

It broke the old man, and it was heart-rending for Bashit to witness.

He promised to make sure the old man would see justice, and Bashir was a man of his word. He wanted his father to live in the luxury he deserved. And to take revenge on the guild members responsible.

At the moment he was just an eighteen year old Half-Orc
with a sword, but Bashir planned to make a name for himself, and his father.
Throw it in the below format please and you'll be in the running with everyone else.

Character Name:
Race:
Class:
Description:
Personality:
Background:
Trait 1:
Trait 2:
Ideal:
Bond:
Flaw:

Character History: Limit to Forgotten Realms please

Character Sheet: Create a sheet and post a link to it in your App.
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Last edited by Drachenspirit; Dec 14th, 2022 at 04:48 PM.
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  #409  
Old Dec 14th, 2022, 05:46 PM
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Awesome, I've updated the application and added a bond from the list that seemed fitting.
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  #410  
Old Dec 14th, 2022, 05:49 PM
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Quote:
Originally Posted by Ramble View Post
Awesome, I've updated the application and added a bond from the list that seemed fitting.
Added to the list!
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  #411  
Old Dec 15th, 2022, 10:18 AM
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APPLICATIONS ARE CLOSED!


I hope to have selections completed by today, but it may be a few days if I can't get to it today.

Thanks for all the applications in such a short time. I appreciate it and so do the two current surviving players in the game.
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  #412  
Old Dec 15th, 2022, 01:22 PM
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After some deep reviews, and some discussion with the two current players, the following applications are accepted and said players/characters are invited to join the game.
Thanks to everyone for your applications as it wasn't an easy choice. In the end, went with what both fit best for the team as far as personalities and such and rounded the team out. Went with 4 more players to round it out to 6 due to attrition.

- Caramiriel Spellstalker, a Rogue Sun Elf submitted by Saratek
- Litha Dinoryn, a Ranger Aasimar (Protector) submitted by Greyling
- Durryk Redmane, a Paladin Half-Orc submitted by TheThreadWeaver
- Bashir, a Fighter Half-Orc submitted by Ramble

These four, if you accept the offer, please go over to the Game Forum HERE, and say hello in the OOC thread, copy over your applications to the Active Character thread, and finish all the details on your character sheet (to include magic item(s)) if you haven't done so already.
Also start thinking of your first post that will happen once I "introduce" your characters into the Game thread. They'll be dropped into the game where it is now outside of Greenest at the Caverns the Cultists used as a base for the attack on Greenest.
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  #413  
Old Dec 16th, 2022, 01:58 AM
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Ha! And I just found this.

Have fun everybody.
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  #414  
Old Dec 16th, 2022, 11:39 AM
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Me too. Everyone have fun!
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  #415  
Old Jun 28th, 2023, 04:22 PM
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Game NameDragon Storm Rising
Game SystemDnD 5e
ThemeForgotten Realms
FlavourMelee and Mystery - Dungeon Crawls and Dragon Cult Thralls
Plot SummaryYou are thrust into an unfolding epic story that quite literally began after a Dragon and its allies attacked a town. You are on the trail of the Cult to see where they take their spoils and who is running it.

You come into this adventure, "Tyranny of Dragons" towards the end of the fifth in a series of adventures in the greater Campaign of Tyranny of Dragons. It takes place against the backdrop of The Cult of the Dragon seeking out and collecting the five dragon masks, and of Severin’s efforts to assemble a treasure hoard worthy of Tiamat. This search for treasure has seen the cult unleash raids across the North of Faerûn, devastating the communities of the Sword Coast and drawing the attention of you, the adventurer.


The HookThe remaining series of adventures will bring your character from level 5, to 8 and greater.

It is set in the Forgotten Realms on Faerûn’s western shore—the Sword Coast. A thin strip of civilization stretches down this coast, where widely spaced cities are arranged like beads on a string. A combination of roads and wagon tracks loosely connect the cities that stretch from Luskan in the north to Calimport in the south, passing through Neverwinter, Waterdeep, Baldur’s Gate, and other great ports along the way.

Your adventure will now continue (begin) north of Waterdeep at a compound called the Carnath Roadhouse, a compound that served as a hosterly on the Trade Road between Waterdeep and Neverwinter in the days when trade flourished. It fell into disuse when trade stopped, but now that the road is being rebuilt, the roadhouse has been repaired and put to use as a supply depot and wagon park. It is here that you believe you will finally get one step closer to finding out the "end game" of The Cult of the Dragon.




Game Mechanics
How many Players are you looking for?
1 Replacement - A Cleric that is a strong Melee Combatant, like one of the War Domain. You may want to note the characters and classes already in the game below.

What is the characters' starting level?
Level 5

What Races are allowed?
Any in the Approved Books.

How much gold or other starting funds will the characters begin with?
500gp plus 1d10x 25gp, normal starting equipment. 1 Uncommon Magic Item, or 2 Common Magic Items.

Are there any particular character “things that you want... or do not want?
No evil or true neutral alignments.

Is a character background/History required? Are you looking for anything in particular?
Yes. Character must be from Faerun. Options for backgrounds are below.
 


Are your Players restricted to particular rule books and supplements?
Yes. These are the books that are allowed.
-Player’s Handbook
-Sword Coast Adventurer's Guide
-Xanathar's Guide to Everything
-Tasha's Cauldron
The Application - Character Submission:

No "Lone Wolf" Mentality Characters please

Character Name:
Race:
Class:
Description:
Personality:
Background:
  • Trait 1:
    Trait 2:
    Ideal:
    Bond:
    Flaw:

Character History: Limit to Forgotten Realms please

Character Sheet: Create a sheet and post a link to it in your App. Reminder - no rolling in this thread. MAKE ALL ROLLS HERE.

Game Posting Requirements:
Once per week. Faster if player posting rate dictates this.
DM reserves the right to "ghost" a character if 7 days have passed without a player posting since last DM "update" post.
As for content, at least a decent paragraph in a post would be appreciated. Yes, sometimes combat can’t be too meaty, but it can be “descriptive!” But c’mon folks, we’re writing a story, and adventure together. Let’s have fun out there!

Character Generation Method
-27 Point Buy.
Instead of doing the 27 point buy, you can go for broke and use the 4d6kh3 method rerolling any "kept" 1s. In the event your rolls are less than the 27 point buy, you may give up your allotted magic item(s) and take the 27 point buy.
Additional Equipment: 1 Uncommon magic item, or two Common magic items. Your choice.

HP is Max at 1st Level.

About me the DM
I have been on the site for several years, taking a hiatus at one point, and even a break once when the RL Dragon tried to take me offline. My style is collaborative, with DM and players alike policing the rules. I'll have the final ruling just so the crazies (other than me) aren't running the asylum. Overall, this is meant to be a good time and good distraction from RL, so I hope you find it the same way.

Lastly
No Die Rolling in this thread according to Site Rules. MAKE ALL ROLLS HERE.

Application Deadline
July 7th, 10 PM CST, or sooner if lack of interest.

Current Character listLIST OF ACTIVE PLAYERS
Class Character Race Player
Rogue (Thief) Zephyr Air Genasi PalladiaMors
Barbarian Zealot 4/ Rogue 1 Ehren Strongheart Halfling Alemar
Monk (Way of the Sun Soul) Brother Hamen Human Grouchy

Applications
CHARACTER
CLASS
RACE
PLAYER
APPLICATION COMPLETED
Kerri Amblecrown Cleric - War Domain Human (V) Geldar Yes
Mark Sebat Cleric (Twilight Domain) Human Sturm Brightblade Yes
Ametrine Opaltide Class Cleric - Twilight Domain IrishKatt Race Duergar (Deep Dwarf) No - Add Character sheet
Thak Arcana Cleric 4 / Druid 1 kshnik Bugbear No - Finish app
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Last edited by Drachenspirit; Jul 6th, 2023 at 03:27 PM.
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  #416  
Old Jun 28th, 2023, 09:25 PM
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The Cleric of Torm
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Name: Kerri Amblecrown
Race: Human (Chondathan)
Class: War Cleric
Background: Acolyte

Description

A pious debutante clad in heavy armor, Kerri Amblecrown stands about five and a half feet tall and weighs around one hundred and thirty pounds. Her hair, medium length and auburn, falls just above chain-mailed shoulders. A blue magical cloak affords comfort and much-needed additional protection. She carries a warhammer and a shield. Light hammers adorn her belt. An amulet bearing the holy symbol of Torm dangles prominently about her neck. Hazel eyes are wary and piercing.

Personality

Kerri is spiritually-attuned and religiously-minded, bordering upon superstitious and insane. She’s kind and sensible, but quick to claim seeing omens and divine direction in even the most trivial of human events. She believes gods speak every day (even every moment), but that it’s up to humankind to listen. She strives to be patient, but is ultimately rather excitable - especially about discovering new things. When surprised or exasperated, she'll oft extol weird and outrageous exclamations born of her faith, like "Torm’s palm forward!!!" For example.

While polite and gracious, it’s sometimes painfully obvious when Kerri encounters social settings deemed beneath her. Long years enjoying fine food and drink in the Halls of Justice have spoiled our priestly debutante - and she simply cannot compromise exquisite taste! And when placed in social settings where it’s an issue, she feels awkward about it. It’s how she was raised, and she just can’t help it.

Kerri has sworn a sacred oath that seems strange to some. She will not use edged weapons, as a sign of wariness to shed blood. Inspired by a tapestry she's seen in which the priest wields a tall mace, amongst a congregation of sword-carrying knights. Just one way in which Kerri exhibits introspection and draws personal inspiration from things not always obvious.

Our priestly debutante believes in tradition, and upholding ancient ways of service and self-sacrifice. She’s a harsh judge of character, most exclusively herself. While she tries keeping an open mind, she’s suspicious of others and usually expects the worst.

Background

Trait 1: I see omens in every event and action. The gods try to speak to us, we just need to listen.
Trait 2: I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me.
Ideal: Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
Bond: Ontharr Frume, a crusading warrior and champion of good, is my friend and mentor. He has asked me to travel to Greenest in search of rumors of increasing dragon activity.
Flaw: I judge others harshly, and myself even more severely.

Character History

Kerri was raised in Neverwinter, impoverished parents giving her over to care of kind clerics in the Halls of Justice. Her mentor is the paladin Ontharr Frume, who over the past two decades has taught young Kerri all that she now knows.

Among niceties learned, Kerri has become something of a dragon scholar. Ontharr having helped train Kerri to identify dragon structures, and to recognize eggs of brooding beasts. Between nights reading holy texts and days administering sacraments, Kerri has busied her priestly self with all matters wyrm-related. At least, from a very academic standpoint.

“I wonder what it’s like…to actually FACE one?”
Great question, Kerri. Maybe about time to find out?

Now at age thirty-two, Kerri has known little more than life in the temple to her god. Given to a sheltered life, Kerri is only now venturing out into the world, Charged by her mentor to investigate dragon activity in Greenest. Stepping outside her comfort zone, one adventure at a time.
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Last edited by Geldar; Jun 29th, 2023 at 12:19 PM.
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  #417  
Old Jun 28th, 2023, 10:35 PM
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So I do have an idea I think would be fun, but I would have to go in with a partner for it to work. So if the idea intrigues, PM me so we can make a partner app.

The basic premise would be that our characters are a pair of fighters that are identical twins. They are not supernaturally synchronized and actually have distinct personalities and mechanically distinct (complimentary) fighting styles, but are fully aware that they can - and do - take advantage of their status as twins in their tactics and know that if everyone thinks they are supernaturally synchronized twins they can charge more as sellswords.

For example, the picture is just something to catch the eye at the moment but if we used that picture than the twin characters would both walk into fights with a shield and an axe with identical looking armors, but in fact in combat one specializes in using the shield to control the battlefield balance while the other has a more refined fighting style with the axe.

Let me know if the idea intrigues, this is something that needs to be written as a pair.

~~~Edit

So I just got confirmation that *for this game* this idea definitely won't work. So I'm just going to put a pin in this idea for another time. I'll remember this though.
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Last edited by GleefulNihilism; Jun 29th, 2023 at 02:48 PM.
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  #418  
Old Jun 29th, 2023, 02:59 PM
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@all - Just popping in to say this has been a blast so far, and we have a great group. You definitely want to apply.
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  #419  
Old Jun 29th, 2023, 03:07 PM
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Quote:
Originally Posted by GleefulNihilism View Post
So I do have an idea I think would be fun, but I would have to go in with a partner for it to work. So if the idea intrigues, PM me so we can make a partner app.
I love the idea and would be glad to try it in another game though.
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  #420  
Old Jun 29th, 2023, 07:44 PM
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Character Application
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Character Name: Mark Sebat
Race: Human
Class: Cleric (Twilight Domain) - Ilmater, The Crying God
Description: Mark is much older than he actually is, his entire body is thick, leathery, old and dried skin with wrinkles covering his entire face, it looks like he had a strong jawline at one point, but looks as if it had been broken multiple times and healed terribly, leaving him with a more jagged, rounded face. His nose is smashed inwards and off to the right, his lips have a number of scars, that look like at one point his mouth was stitched closed. He has thick gray/white hair, a matching coloured beard that reaches to his chest and the moustache covering his top lip and equally thick eyebrows. His frame is rounded, not the chiseled, well-kept looking body of a warrior.

He has no tattoos or piercings, but is covered from head to toe with scars that look like they came from a whip like weapon, as well as burn scars on his arms and legs and the tips of his ears had been cut off completely. If you look at his hands, he is missing his left pinky finger and a the third toe on both of his feet.

He covers as much as he can with a thick, brown robe and splint armor, over his hands he wears a pair crimson red gauntlets with ancient arcane markings over it. His warhammer sits close to his right hand and a shield is strapped onto his left, if someone was looking closely, they would notice that the armour is just slightly big for him, as well as his robes, as if they weren't made for him.

Personality: Mark is a bit off an oddball, due to his extensive use of mushrooms and other herbal drugs during his isolation, he seems like he isn't always present in the reality that the others are in. He often mumbles to himself as he thinks, and reaches out to touch things that are not always there. He sometimes forgets that he is around others and wanders or talks to himself, or to Ilmater and has to be snapped out of it in order to be present in the moment again.

But he has an honest and good heart, he cares for others and hates to see people cry, especially when it involves physical pain, if he sees this, he will go out of his way to aid them in feeling better. He isn't a greedy person, and will only buy what he needs for his spells and to ensure his well-being and then with the rest will donate or spend on his company.

He hates authority figures, especially oppressive ones like city guards and prison guards, especially prison guards they seem to anger him greatly when he finds out that he is around one. He also hates seeing people in chains, and will, if possible, break them of these chains and free them from their oppressors.

He is someone that will jump in front of his friends to take a hit, he is someone that will go out of his way to heal them when in combat, no one is left behind when Mark is around. He prays in combat, and the more damage he takes, the louder and stronger his prayers become.

Background: Hermit - I retreated from society after a life-altering event.
Trait 1: I feel tremendous empathy for all who suffer.
Trait 2: I connect everything that happens to me to a grand, cosmic plan.
Ideal: Greater Good - My gifts are meant to be shared with all, not used for my own benefit. (Good)
Bond: My isolation gave me great insight into a great evil that only I can destroy.
Every five nights, you have a strange sequence of apocalyptic dreams. The world is destroyed by cold, choking fumes, lightning storms, waves of acid, and horrible fire. Each time, the dream ends with ten evil eyes glaring at you from the darkness. You feel a strange compulsion to travel to Greenest. Perhaps the answer to the riddle of your dreams awaits you there.
Flaw: I like keeping secrets and won't share them with anyone.

Character History: Mark was born to a farming family that lived in The Greenfields, with a loving mother, father, 3 brothers and 2 sisters, he grew up on the farm watching over cows and other livestock. When one day, his father had asked him to go with him to Easting to sell some of their crops and cattle. Mark agreed, it wasn't often that he got to go with his father to a town or city, and he didn't want to miss this chance.

When they arrived, Mark was able to have some free time to look around, see what it was like to live in civilization and experience the people there. He should have stayed with his father, or better stayed on the farm.

Mark wandered and heard a scream coming from one of the buildings, it looked like a bakery, he could remember the smell of the fresh bread to this day, he walked inside and saw that a woman was stabbed multiple times, the knife lay beside her and she begged for help. Mark ran over to her, foolishly grabbed the knife and tried to help the woman survive the attack. At that moment when he threw the knife, someone else walked in and saw him, they reacted by screaming for help, accusing Mark of killing the woman. With no actual killer around and no other witnesses to say it wasn't him, he was immediately accused of being the killer and was arrested, tried quickly, and sent to prison.

There, his life had become hell, he was tortured daily, and put into hard labour when he wasn't being beaten. One man in particular took a liking to torturing Mark, his name was Olsten Warrens, Mr. Vinegar, they gave him that name because he loved to pour vinegar into the wounds of the person he was torturing, and stated that he liked how Marked screamed.

This went on for years, his cries could be heard from every part of the prison, some of the other prisoners even tried to shut him up by crudely stitching his mouth together, only to have it cut and torn out by Mr. Vinegar when he got his hands on him again.

Mr. Vinegar enjoyed Mark's pain so much, that he took him with him, when he was order to go to other prisons to enact his torture to others, and it was during one of these trips, that a group of bandits ambushed Mr. Vinegar and his guards, giving Mark the chance to break free from his imprisonment and flee. As he ran, he saw two gauntlets that laid on the ground, he quickly grabbed them and took off, he could hear Mr. Vinegar scream in anger, ordering Mark to come back, but he wouldn't, and he fled into the Sunset Mountains.

There, he broke his chains and wandered, thinking that he would die here, at least, he thought, he would die free. But it was not meant to be, some light seemed to focus on a particular spot within the mountains, and when Mark made it to where it touched the mountain, he found a cave, one that looked like it was inhabited by someone.

He collapsed and was taken in by the person that lived in that cave, her name was Allana Howen and she was a priestess that had, for reasons she did not ever explain to him, decided to live out her final years in that cave. She worshipped Ilmater, and for a moment, when she saw him for the first time lying on the ground, that he was Ilmater himself. But when she turned him around, she didn't think that anymore, but still took him in, healed him as best she could and cared for him until he awoke.

That was when he first began to have his visions, the world being decimated and then darkness, only 10 eyes looking back at him, he would awaken at that moment and realized that he was not dead, but saved. Allana helped him get back to his feet and be able to help around the cave. She was getting old, and he noticed that things were difficult for her. Thanking her, he helped her out as she preached about Ilmater to him, that he was called the suffering one, and taught him a great deal about the god he would devote later devote himself to.

The nightmares would continue, every five days he would have the same dream, the world would die in a different way, but it always ended with those ten eyes staring at him. She told him that this was a vision of some kind, Ilmater knows that something is happening, and has chosen Mark to fulfill his destiny and see the visions through. He did mention that Greentest was often mentioned in the dreams and figured that something was happening there that called for him to find out.

But he refused, going back that way would put him in danger of being caught and placed in prison again, something he would never take the chance of doing. Allana told him it was his destiny, but he refused over and over again, eventually, she passed from old age and he was left with the cave. There, for many years, he survived off of the land, taking a liking to the mushrooms that grew in that area.

During one of his trips was when he thought that he actually met Ilmater and realized that the nightmares were in fact, visions of the future and that he needed to go to Greentest and begin his quest. He was comforted by the god, given many blessings from him and made him realize that all of his suffering was to see if he was strong enough to endure the pains that were to come. It all started to make sense to him, and so, in his 40's he left his cave and ventured back out. But he went the long way, staying as far away from Easting and his old home as he could, praying that he never ran into anyone that knew him. On his way, he helped those that needed his aid, and was rewarded with many different gifts for his kindness, gifts that would give him the protection he felt he needed to face this threat that was coming to them.

Character Sheet: Character Sheet Here

Last edited by Sturm Brightblade; Jul 4th, 2023 at 05:39 PM.
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