Under raging storm clouds, A lone figure stands silhouetted against the ancient walls of Castle Ravenloft.
The vampire Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves about him, billowing his cape in the darkness.
Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power and of madness. His once handsome face is contorted by a tragedy darker than the night itself.
Rumbling thunder pounds the castle’s spires. The wind's howling increases as Strahd turns his gaze back to the village. Far below, yet not beyond his ken, a party of adventurers has just entered his domain.
Strahd's face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they have come-all according to his plan. He, the master of Ravenloft, will attend to them.
Another lightning flash rips through the darkness, its thunder echoing through the castle's towers. But Strahd is gone. Only the howling of the wind-or perhaps a lone wolf-fills the midnight air. The master of Raven loft is having guests for dinner. And you are invited.
Adventurers from a foreign land find themselves in Barovia, a mysterious realm surrounded by deadly fog and ruled by Strahd von Zarovich, a vampire and wizard.
Using a deck of tarokka cards to predict their future, a fortune-teller named Madam Eva sets them on a dark course that takes them to many corners of Barovia, culminating with a vampire hunt in Castle Ravenloft. Madam Eva's people are called the Vistani. They travel in covered wagons from world to world, luring strangers into Strahd's domain.
Barovia is a land of ghosts, werewolves, and other fell creatures. The wilderness hides many secrets, including forgotten ruins and battlefields that tell the story of Strahd's life as a conqueror. Adventurers who explore the wilderness find the remnants of Strahd's ancient enemies, not all of them as dead as one might expect.
For the people of Barovia, there is no escape from this harsh. land. The town of Vallaki stands ready to defend itself against the servants of Strahd, but it's far from the sanctuary it purports to be. The village of Krezk lies near the edge of Strahd's domain, its abbey now in the clutches of evil, misguided creatures.
Of all the settlements in Strahd's domain, the village of Barovia is by far the most oppressed. Many of its shops are closed, and the locals have succumbed to despair. It is well known. that Strahd desires the burgomasters’s adopted daughter, Ireena Kolyana. The villagers neither protector nor harm her, lest they incur the vampire’s wrath. Few know that Ireeria bears an uncanny resemblance to Tatyana, Strahd’s dead beloved.
The village of Barovia cowers in the shadow of Castle Ravenloft, Strahd's home and fortress. The castle stands atop a great spire of rock, invincible and ever watchful. Every night, thousands of bats fly out of the castle to feed. It is said that Strahd sometimes flies with them. Barovia will never be safe until the evil in his castle is destroyed.
Setting & Themes
This information is intended to help flesh out the setting and give something to assist when writing posts. Of course, most of this information will not be known by the characters (though they may learn of it during the course of the adventure), but it is rather presented now to assist us.
Our Characters & Beginnings
So depending on the ideas you all have, my main intention for a shared starting point was this: A mercenary company/adventuring group of sorts, formed for one specific purpose - dealing with some rather savage Werewolves that have been plaguing the sword coast. "Werewolves in the mist!" You've heard these dreaded words spoken again and again by farmers, merchants, and adventurers alike. Rumours and dark tales have spread throughout the land. The hamlets to the east of Daggerford have fallen prey to a pack of werewolves that spills out of the Misty Forest on nights of the full moon, cloaked in crawling mist that seems to follow them wherever they go. The beasts spread death and mayhem, slaughtering adults and stealing children before retreating back into the woods. Others have tried to combat the werewolf menace, with little success.
Bankrolled by a local noble, Duchess Morwen, our group is provided with a few provisions that others quite likely will not have: A spell scroll of remove curse and a silvered weapon (or 20 pieces of ammunition) each in preparation of battling the werewolves. Origins of those who join can be either one of the ‘traditional’ D&D factions:
The Harpers. The Harpers is a network of spellcasters and spies who advocate equality and who covertly oppose the abuse of power. The organization's longevity is largely due to its decentralized, grassroots, secretive nature, and the autonomy of its members. The Harpers have small cells and lone operatives throughout the Forgotten Realms. They share information with one another from time to time as needs warrant. The Harpers' ideology is noble, and its members pride themselves on their ingenuity and incorruptibility.
The Order of the Gauntlet. Founded by paladins and clerics of Helm, Torm, and Tyr, the order is a dedicated group of like-minded individuals driven by religious zeal or a finely honed sense of justice and honour. The order is ready to lash out the moment evil acts, and not a moment before. The order strikes hard and fast, without waiting for the blessings of temples or the permission of rulers. The order believes that evil must be smashed, or it will swiftly overcome all.
The Emerald Enclave. This widespread group of wilderness survivalists-preserves the natural order while rooting out unnatural threats. Druids, rangers, and barbarians make up most of its membership. Branches of the organization can be found wherever untamed wilderness exists. Members of the Emerald Enclave know how to survive, and more important, they want to help others do the same. They aren't opposed to civilization or progress, but they strive to prevent civilization and the wilderness from destroying one another.
The Lords' Alliance. The Lords' Alliance is a coalition of political powers concerned with their mutual security and prosperity. Heading the coalition are rulers in the North and along the Sword Coast. Although alliance members have pledged to join forces against common threats, every lord in it places the fate and fortune of his or her settlement above all others. Agents of the alliance are chosen primarily for their loyalty, and are trained in observation, stealth, innuendo, and combat. Backed by the wealthy, they carry well-made equipment (often disguised to appear common). Alliance operatives are often glory hounds.
The Zhentarim. The Zhentarim is an unscrupulous shadow network that seeks to expand its influence throughout the Forgotten Realms. The public face of the Black Network appears relatively benign. It offers the best and cheapest goods and services, both legal and illicit, hoping to undercut its competitors. Members of the Zhentarim think of themselves as members of an extended family and rely on it for resources and security. At the same time, members are granted the autonomy to increase their own wealth and influence. As a whole, the Zhentarim promises "the best for the best," although in truth the organization is more interested in spreading its own propaganda and influence than investing in the improvement of its members.
If you seek more detail or have questions, do ask.
Of course you do not have to be a part of one of those factions. You can be an independent, invited to join the group, or anything else you can think of really. Also feel free to take up leadership within the group should you be up to the task, otherwise this’ll likely remain the NPC Duchess Morwen or someone similar. One of our first group discussions can be regarding the name and nature of this group.
I would prefer that the above starting point is used for cohesion, however, for those who have something else in mind and would prefer to tread a solo path, your introduction will be:
The woods are deathly silent this night and the air grows chill. Your fire sputters as a low mist gathers around the edges of your camp, growing slowly closer as the night wears on. By morning, the cursed fog still hangs thick in the air, turning the trees around you into little more than grey ghosts. Suddenly you notice these are not the same trees that surrounded you the night before. You are somehow now in the Land of Barovia.
Though more clueless and less focused than the other start, this will allow for more freedom should this be the path you must walk. Characters with this kind of start will likely face a higher level of scrutiny.
Character ‘class’ & Magic.
Should you wish to identify your character with any of the traditional D&D classes, please feel free. That being said I’m not really using any fixed system in regards to character creation. As in my Int Check I want to clarify that I’m not looking for overpowered or ‘super’ characters in any sense. Of course, you’re heroes and heroines, and lie above the average commoner by quite a bit, however I’d the majority of any very powerful abilities should come from, not before, our adventure. For example, traditionally, strong fighters are not the smartest, powerful mages are weak and sickly, archers aren’t too durable – you get the picture, balance. If you’re real good at something, I expect you to also have some weaknesses to round things out. And of course there can be exceptions to rule, but it’s gotta be good.
In regards to magic, due to the absence of any specific rules I’ll be leaning towards a lower magic theme. That being said, it still exists and is useable for any character who is so inclined. All I mean is we’re thinking less flashy and frequent use of magic, using it more as a powerful and sometimes unpredictable thing – at least in regard to Arcane spellcasters. Should you want to walk this path and have any further questions let me know. Arcane magic would be exhausting and very difficult to harness – I’m thinking at this stage the rule of thumb would be law of equivalent exchange. I.e. it takes about the same energy and effort to do with magic, what you would physically do. I.e. lifting paper isn’t much of a strain. Lifting two people is. Creating fire is significantly more difficult than manipulating it. Etc. This will hopefully help keep things in check and in balance. This should also help to emulate a similar theme with magic users in D&D, that spellcasters can very quickly can use up their spells and become exhausted if they do not exercise restraint and save their magic for when it is truly needed. Any thoughts, concerns or ideas about this let me know.
Divine magic would be slightly different, in that it comes from a Divine being so is less unpredictable and the energy provided can sometimes come from your deity. But I think generally the same kind of rule of thumb will apply in regards to how much ‘energy’ is used (for example healing a wound would be very exhausting to do alone, unless you use something to assist. This could be your god to a limited extent or some kind of item of power.) Of course each deity has their own set of rules and beliefs for their followers to abide by, and should you stray too far from the path – bye bye powers. Hopefully divine magic will work very well in this setting.
[centre] [b]Name(s):[/b] What do they call you? (Image Here if desired. Badass quote under image if desired)
[b]Age:[/b] How old be you?
[b]Gender:[/b] (M, F, ?)
[b]Race:[/b] (What kind of creature be you? Remember that Barovia is only really used to those who look ‘normal’, whatever that is).
[b]Appearance:[/b] (Paint me a word picture. Think about what others would notice and possibly think about their appearance)
[b]Personality:[/b] A brief summary of the characters personality and how they generally act. This will be quickly shown in our posts, however always good to summarise before hand so we can get a good feel for the character.
[b]Class/Skills[/b] (Feel free to use D&D classes if you’re familiar. Otherwise a brief description of how your character likes to get shit done. Class is the primary definition of what your character can do, It’s more than a profession; it's your character's calling. In more simplistic terms, do they stab at evil with swords or spears? Shoot at evil with a bow or blowpipe? Punch at evil with their fists? Anything they’re real good at. You get the picture. Please also ensure that you include any limitations or weakness to your abilities to help round things out. Terrified of fire? Water? Vampires? (Probably going to have a bad time…)
[b]Equipment:[/b] (Weapons, Armor, general adventuring supplies and gear. What kinda shizz do you have upon your person? Try and think about your origins and starting point. A member of an adventuring group hunting werewolves will generally be a lot more prepared than say an individual drawn into Barovia by nothing more than the mists as they were on their way to Grannies for tea.)
[b]History:[/b] (Alright, pretty standard. What got you to here? I don’t need a full accounting of life from birth until now, but certainly a summary of the significant bits. What made you become what you are? What drives you? Did you mean to end up here or not? If you want to keep something hidden from other characters for plot reasons, don’t include it, but do then let me know and we can discuss that.
[/centre]
Potential party ‘roles’
The idea behind this section is to very lightly nudge you into thinking about filling one of these ‘slots’ with your character. Of course you do not have to, but it would certainly help overall if these abilities were all met for our adventure:
The Fighter. Be it with blades, bows, billhooks or some other kind of weaponry, the fighter’s role is fairly obvious. Someone who can protect the weak and innocent from the many threats of the land. In our story conflict will, I assume, be a fairly common theme. Those who cannot protect themselves will need someone who can, otherwise they will likely fall to the numerous minions of Strahd.
The Healer. Be it with the grace of their god or some other ability, the healer seeks to un-do the damage caused by the minions of evil. In our world, where damage is real and owie, healers will likely be very popular. It might even stand to reason that at some point our group will need the ability to raise the dead. Whilst this would likely not be within anyone’s starting abilities, it’s conceivable that as the adventure progresses we’ll look to how this can be added (for example a cleric becoming more powerful).
The Arcane Brain. Be they a magic user or not, the arcane brain is at least very knowledgeable when it comes to magic. A wizard, a scholar or something else, this role will help greatly when it comes to staying alive in the land of Barovia. Someone who can identify magical items and effects will help the group stay clued in and alive.
If your character idea does not fill any of those slots, fear not. Please continue with what you’ve got and we’ll take a look at the end party and figure things out.
Start
Our first post will depend primarily on the numbers and chosen origins of our group. But should we have all members of our little band, we will begin in the process of searching for the wolves. In a nutshell fog would creep in and pretty much make you very lost. You would find a rough dirt road leading through a heavily wooded area obscured by fog. With no other landmarks (and no known roads in the Misty Forest) you do the only thing you can and follow it. After several hours of trudging along you’d come to a big ol gate which creepily opens and we’ll pretty much go from there in terms of whatever you want to do. Depending on preference we can use this opportunity for all characters to meet, should there be anyone else lost in the mist. Very quickly you will be presented with some information and a choice – continue further into Barovia or try to leave it (spoiler, bad idea – but the characters don’t specifically know that yet).
Of course should people prefer a more explosive start, we could always elect to begin in the middle of a fight with said Warewolves and then get to Barovia. We can vote or something. Slow buildup or boomgo.
The Lands of Barovia
The idyllic valley nestled in the Balinok Mountains was a slice of heaven to those who knew of its existence before Strahd's arrival. The serenity of the place was forever shattered when Strahd led a bloody crusade against the enemies of his family that ended here with the slaughter of hundreds. Struck by the scenic beauty of his most recent conquest and eager to escape the shadow of his father's legacy, Strahd made the valley his home and named it Barovia after the late King Barov, his father. The land now called Barovia is no longer part of the world that Strahd once tried to conquer. It now exists within a demiplane formed by Strahd's consciousness and surrounded by a deadly fog. No creature can leave without Strahd's permission, and those that try become lost in the mist.
The Vistani people alone seem to be able to come and go as they please, claiming to possess potions that allow them to leave Strahd's domain which they are willing to sell them for a hefty price. Native Barovians have been terrorized for centuries by the one they call "the devil Strahd." Only a handful of them have the will to oppose him. Barovians congregate in the valley's three main settlements-the villages of Barovia and Krezk and the town of Vallaki, for fear of falling prey to wolves and other beasts that prowl the woods. Among these people are the Keepers of the Feather, a secret society of wereravens. Not powerful enough to defeat Strahd on their own, the Keepers readily assist adventurers who find themselves drawn into Strahd's domain.
Lay of the Land
Rolling thunderclouds cast a grey pall over the land of Barovia. A deathly stillness hangs over the dark woods, which are patrolled constantly by Strahd's wolves and other servitors. The evergreen trees of the Svalich Woods climb the sides of the mountains that enclose the valley. The largest of these peaks is Mount Baratok, with its snow-covered cap and rugged slopes. Baratok's slightly smaller twin, Mount Ghakis, is mostly bald with tufts of trees here and there. Between these two mountains stands Lake Zarovich, which is fed by streams of ice-cold water pouring down the face of Mount Baratok. On the south side of the lake rests the town of Vallaki, enclosed by a palisade. West of the two mountains, atop a hill, stands the Abbey of Saint Markovia, around which the Barovians built a walled village named Krezk. Between Vallaki and Krezk lie the ruins of Argynvostholt, the fallen bastion of a knightly order called the Order of the Silver Dragon, wiped out by Strahd and his army. East of the mountains lies the village of Barovia, shrouded in mist and bereft of walls and defences. The dark silhouette of Castle Ravenloft looks down on this village from its perch atop a 1,000-foot-high column of rock known as the Pillarstone of Ravenloft.
Mists of Ravenloft
A deadly fog surrounds the land of Barovia and engulfs any creature that tries to leave. Even flying creatures are subject to the fog's effects. A creature that finds itself wandering the fog seem to become exhausted far faster than normal. They seem to eventually always find their way back to Barovia regardless of which direction of travel they take. Mystical.
Sunlight in Barovia
By the will of the Dark Powers, the sun never fully shines in the lands of Barovia. Even during the day, the sky is dimmed by fog or storm clouds, or the light is strangely muted. Fortunate for Vampire types, not so much anyone else.
Barovians
After his armies occupied the valley and slew its inhabitants, Strahd repopulated the area with human subjects drawn from his other conquered lands. As a result, Barovians have a wide variety of ethnic backgrounds. Barovians are deeply invested in their homes and their traditions. They are wary of strange peoples and customs. The way Barovians deal with strangers can be unsettling to those newcomers.
Barovians have a tendency to stare openly, in silence, thereby expressing their disapproval of anything that isn't familiar to them. Barovians aren't talkative with strangers, to the extent of being pointedly rude, Most Barovians have violent tempers that boil up through their customary silence when they are provoked. They -also have a social cohesiveness (thrust upon them by their weird circumstances) that can make them act together against outsiders if a Barovian is mistreated. Barovians were a happy people once, but their history and current conditions aren't pleasant. If one manages to win the trust of a Barovian, one has a friend for life and a stalwart ally.
Barovian children aren't happy children. They are raised in a culture of fear and told time and again not to wander too far from their homes or enter the woods. They experience little hope or joy, and they are taught to fear the devil Strahd above all.
Barovian adults eke out modest livings. With no new wealth pouring into the valley, they trade in old coins that bear the profile of their dark lord, Strahd, as he looked when he was alive. They hide their precious baubles in their houses and dress plainly outdoors, so as not to attract the attention of Strahd or his spies. Barovians live within a closed ecosystem. Every Barovian adult is expected to learn a trade or serve a function. Barovians stitch their own clothing, craft their own furniture, grow their own food, and make their own wine. With fewer than three thousand people living in the entire valley, finding the perfect mate isn't easy, so Barovians have learned to settle for what they can get.
Vistani
The Vistani (singular: Vistana) are wanderers who live outside civilization, traveling about in horse-drawn, barrel- topped wagons called Vardos, which they build themselves. Compared to Barovians, they are flamboyant. Vistani dress in bright clothes, laugh often, arid drink heartily. As much as they feel at home in Strahd's dreary land, they know they can leave it whenever they please and aren't damned to spend eternity there. Vistani are silversmiths, coppersmiths, haberdashers, cooks, weavers, musicians, entertainers, storytellers, toolmakers, and horse traders. They also earn money by telling fortunes and selling information. They spend whatever they earn to support a lavish lifestyle, display their wealth openly as a sign of prosperity, and share their good fortune with family and friends.
Each family or clan of Vistani is its own little gerontocracy, with the oldest member ruling the roost. This Elder carries the bulk of the responsibility for enforcing traditions, settling disputes, setting the course for the group's travels, and preserving the Vistani way of life. Vistani elders make all the important decisions, but whether by choice or because of their age, tend to speak in cryptic, flowing riddles.
Vistani families and clans are closely knit. They resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. Although they can seem lazy and irresponsible to outsiders, the Vistani are serious people, quick to act when their lives or traditions are threatened. They are merciless when they believe they must be. Vistani who knowingly bring harm or misfortune to others of their kind are banished- the worst punishment a Vistana can imagine, even worse than death.
All the usual RP & Guild rules you’d expect apply. I’m not going to list them. If you have any rule related questions though, do feel free to ask.
If you have any questions regarding anything please do ask. I can also provide more information regarding the setting or your starting options should anyone desire.
Post frequency, I’d like to aim for a minimum of weekly, but we’ll see how everything goes. I do intend this however to run the full course, and hopefully you’ll want to as well.
Disclaimer: I intend to take control of those who disappear and make them my little NPC plot playthings. Refunds will be on a case by case basis. Joking aside, all I require is communication, life and things - otherwise see above.
I'm afraid I have to back out. I'm currently in a traditional, weekly CoS campaign, and seeing that the opening post contains a lot of information not yet known by our party even at the point where we are at-- I fear that continuing with this would spoil the exploration aspect of the regular campaign. I avoided reading parts of the OP for that reason, and that cannot bode well.
This is totally my bad, I should've taken that into account sooner.
"Let the flames burn as bright as the sun- so that none may hide in the shade."
Age: 84. Looks to be in her mid thirties.
Gender: F
Race: Half-Elf
Appearance: It is rare to find a half elf quite like Elizra Solakadat. Although her height is not unusual, nor how the years have gracefully passed over her, her build certainly is. Muscular and with a habit of swinging a greatsword rather than firing a bow or using a rapier, Elizra's passing is heralded with the smell of smoke etched into her armour and skin, and her eyes crackle with an inner flame.
Personality: A brief summary of the characters personality and how they generally act. This will be quickly shown in our posts, however always good to summarise before hand so we can get a good feel for the character. Personality: A brief summary of the characters personality and how they generally act. This will be quickly shown in our posts, however always good to summarise before hand so we can get a good feel for the character. Personality Elizra is a rather no-nonsense kind of individual; she was raised in a dwarven hold, after all. She takes pride in her work and in the duties she carries out for people, refrains from swilling ale like a pig, and can make some mean elvish cooking when she gets the chance to. If it wasn't for the gruff exterior and her habit of swinging a two metre long sword around, she'd probably be quite popular.
Class/Skills Elizra is a forge cleric; but not in the traditional sense. Although strictly speaking she is a Sonnlinor, being a dwarven-trained cleric of the God Moradin, the half-elf takes a more egalitarian view towards gods and how they influence her. Rather than dedicating her life and worship towards one entity, she instead calls upon every god of making and unmaking in her work- a true cleric of the forge, rather than individual components.
In practice, this means that Elizra is not only a superlative craftswoman, even by the standards of the dwarves that trained her, but that her magic is rarely supplied by a single entity. This has its ups and downs- not dedicating herself to one person means that her pleas are far more likely to be heard and acknowledged, but at the same time, what God gives away their greatest power to one that doesn't even worship them in their entirety? Not many.
Equipment:
Paragon. A silver greatsword just barely shorter than she is, Paragon was made by her own fair hands and has been her preferred method of slaying foes for a goodly while now. With her forgemagic, she can imbue the weapon with magical properties- vital when facing the kinds of creatures that silver alone cannot cut deeply enough.
Half-Plate. A breastplate, armguards, greaves and a helmet, worn to ensure that her insides stay on the inside. She tends to wear her helmet only when she expects combat to occur soon- otherwise trusting on reflexes and being able to parry blows with Paragon.
Standard clerical travelling supplies. Vestments, religious books and iconography, incense, smelling salts and for her, her blessed smithing tools. Carried in a backpack alongside her travelling supplies.
Survival gear. Everything needed to keep yourself going out in the wilds without needing to rely on magic. A bedroll, firestarters, a tent, rations... The works. All neatly packed away into her rucksack, which she carries with her everywhere.
Ritual ingredients. Silver powder, purified water, agents and reagents that she needs in order to carry out the ceremonies that a wandering cleric might be called upon to supply to a frontier town. With these, she can bind people in matrimony, consecrate water, ward a person from evil spirits for a short period of time and many more effects, as long as she has the time to sit down and prepare.
History: Unknown to Elizra, her family has been touched by Selune's castouts since the very beginning. When she was a child her elvish father went missing, turning up later seemingly torn apart by a large beast. Soon after that night, therianthropes terrorized the town, and with infant in tow, her mother fled, into the mountains and towards what she knew would be safety, if not acceptance.
The shield dwarves, much to her surprise, were more than accomodating however. Growing around a society as filled with craftsmen and women, the half-elf's eye for delicate creations served her well in making artwork, but it was in weapons of war that her expertise truly lay. Taken under the wing of a prominent clan crafter, and swearing an oath to pass on her skills to nobody else, she would sally forth into the world, an irrepressible and very human instinct of wonderlust driving her.
With some experience under her belt she now seeks to make a true difference in the realm. Those that slew her father and terrorised her old home will be driven out by steel and flame... And she is more than happy to provide both.
Not a problem and thank you for the heads up. I can appreciate and understand your decision.
Whilst I have intentionally kept many campaign plot specific details out of the OOC, their certainly are some things that I’ve chosen to share. This would likely continue through the RP, so possibly a wise choice to avoid certain spoilers. Though I’m not sticking 100% to the CoS d&d campaign book, there certainly will be lots of overlap.
Great character there thus far. Certainly on track to be accepted. Please note I’ve added in a little personality section to the CS, so will need to add that (with the history). Initially I thought they’d be good without, but just feels odd to leave it out.
@LadyAnnaLee I’m still happy for you to submit a slightly refined Maggie. Just keep in mind my notes about magic use and what not. (Might be worth an additional/alternate method of fighting - but of course all up to you).
I have thought long, though not too long, and hard, super hard for sure, and I don't think that Maggie would be a good fit for this. Magic is an intrinsic part of her that it seems, at least to me, wrong to try to limit her magic or make it a secondary weapon. Out of respect to your vision I think it would be better to just return Maggie to the shelf for the time being.
That being said, I would still like to be a part of this campaign. Would you be alright with be crafting a character that's basically that cliche where when told to leave their weapon they pull out an surprising amount.
⚔ Appearance: Rivianne is has a well-built physique brought forth by arduous training with the blade ever since her youth. The no nonsense look in her pale blue eyes and silvery-white give off an image of coldness when combined with her height and graceful poise. The air of solemn elegance—not unlike that of snow-ridden graveyard—extends to her attire and crystal clear voice as well. Perhaps, the most unique aspect of Rivianne's appearance is her silvery longsword—a sacred weapon of elven origins bequeathed to her by her former master—which glows with a faint, pale blue aura in the presence of evil.
⚔ Personality: Rivianne is a cold person, just like her looks suggest. Not in the sense of being heartless and cruel, but rather in the sense of being hard to approach. Most of the time, she comes across as the kind of beauty best admired from afar, like a glacier, or snowy mountain range. However, just like those wonders of nature, she'll only reveal her true self—a kind and caring knight—to those willing to brave her icy façade. An exception to this are children, who Rivianne is actually very fond of. She'll do anything in her power, and even beyond it, to make sure no child ever comes to harm. In fact, the only times when she'll break her dispassionate persona is when she's the presence of those who bring harm to children, regardless of their reasoning.
⚔ Class/Skills First and foremost, Rivianne is a Paladin, a holy champion sworn to a deity or a cause. Specifically, she's a follower of an old, barely extant order—The Knights of the Threshold—who follow an Kelemvor's doctrine, serving as the Gods' arm in the battle against the spread of undead while abandoning their ties to worldly matters, symbolized by the act of forfeiting their family names, titles, and ranks.
Additionally, Rivianne has a strong affinity for cold magic, thanks to her birth circumstances. These innate arcane abilities are a great boon, which can allow her to excel even higher when combined with her knightly talents.
⚔ Equipment: • █████: An eerily light and ancient, silvery elven longsword whose true name has been lost a long time ago. Its blade will glow with a pale blue aura when in presence of any evil of supernatural origins. It seems to have been a much mightier weapon in its days of glory, but any secrets it once held were forgotten along with its name. The only clue about the blade's true history lies in an elvish song—a melodramatic ode to the Moon's untouchable beauty—etched into the blade. The fact the blade exists for countless generations and hasn't shown signs of rust or decay, along with its lightness, seem to point to it not being made of regular steel or silver at all, but rather Mithral, of one very few weapons forged from such a metal. • A scale mail: although the armor itself is of beautiful craftsmanship, it's etched with the marks of many lonesome battles. • A couple sets of outfits appropriate for travel in rather harsh climates, especially the unforgiving cold of North. • Likewise, some travelling supplies, including rations, oil, some dry firewood, etc. • An old book of children's fairytales: some dark, some light, some happy, some sad. Despite the fact Rivianne keeps this in a weatherproof bag, it shows signs of wear and tear, not only from its age, but also from being read and reread many times over. • A tarnished silver holy symbol. • Some coins to cover any travel expenses and a horse.
⚔ History: The details about Rivianne's past are a well-kept secret. Her sacred vows forbid her from ever claiming any connection to it. The most noticeable bit is that her mother was apparently a magic-wielding adventurer as well. An mage who was almost killed by a powerful undead while unaware that she was pregnant. Naturally, the taint of such an experience changed the yet-to-be-born Rivianne, giving her the sorcerous powers she wields along with divine might.
She was inducted in her order at a young age, after her parents were actually killed during a quest. The one responsible for her acceptance was none other than her former Master under whom Rivianne trained for a number of years.
After completing her training she took on the mantle of a knight and has been living her life like that ever since. The reason why she loves children so much is essentially because she was shown mercy when she was young, saved from a cold, purposeless life as an orphan. Secretly, Rivianne holds the desire to one day be able to settle her blade and have a family of her own.
Of course just mentioning this RP prompts my group to have a sudden intense interest in running the module over video calls. For the sake of not ruining that for myself, I'mma bow out here before this gets swamped in Forge Cleric memes.
I'm currently working on a character sheet for this, and also just had a look at the other characters thus far. The character I have in the works is a Half-Elf, so that'll make three of us at least lol.
Everheart is a large and well built Lionfolk standing over 7 feet tall. He is usually the first one to be noticed in a crowd due to his huge stature and odd appearance. Even in his homeland his blue fur and white markings is considered strange. They are often associated with ill omen and a sign of disaster.
Personality:
Kind and amiable, Everheart is a fiercely loyal and protective companion. Slow to trust but once he does he will do anything for that person. It is in his nature to always put others over his own.
Class/Skills
A Oathbreaker paladin with powerful necromantic magic. His magic may be powerful but it is without its downsides. They can only be used under specific circumstances with the right factors and components. He is also inflicted with the same effect of any spell he cast, though, to a lesser extent. For example, if he uses inflict wound he will feel pain, and using Hellish rebuke will cause his casting hand to catch aflame and so on. This downside allowed his magic to reach unimaginable heights and powers but that also scale with how much of the spell’s effect(s) he feels.
Without his magic, he is a train and seasoned fighter capable of using all forms of weapons but is extremely skilled with the long sword. Power and nimble, he is a strong opponent but faces many problems due to an event from his past. He has episodes of spontaneous pain and extreme exhaustion. This only lasts a few moments but can happen at any time. He also swore to never raise a sword to anyone without ill intentions.
Even without a sword, his hand to hand compact skills are on-par with a monk. His claws also allow him to be deadly without a weapon but he only uses them for self-defense.
Equipment:
Avarice and Wrath: Two long words named after a pair of demons that he defeated while in the order. They are not the most durable, nor are they the sharpest but they were the gift from his late adopted father which is why he prefers to fight with them.
Plate mail: Standard armor for a paladin with a few modifications to allow for faster movement and agility.
Potion maker Kit: a satchel of herbs that are used to make all forms of potions and ointments. He tries his best to keep it stocked and ready for use. At most he can make a total of 12 potions.
Traveler’s Supplies: backpack, clothes, rations, rope, bandages, waterskin, and matches.
Also in his arsenal, are a slew of various contraptions for dealing with fiends and Fae alike. Silver powder, stakes, gold dust, holy water, and various form of flasks and bombs.
History:
He was born in the land of Krata where his parents sold him into slavery due to his unique coloring. For nearly 2 decades he worked as a slave for various masters all over Toril. Eventually, he made his way to the sword coast where a Crusade of Paladins cane and liberated him and his fellow slaves. Being almost a continent away from his homeland he chose to join the paladins that rescued him. For years, he trained in the way of the sword, and eventually, he took an oath.
I am the sword in the darkness I am the watcher on the walls I am the fire the burns against the cold the light brings the dawn The horns that wake the sleeper The shield that guards the realm of man I pledge my life for this night and all the nights to come.
With his oath, he swore to protect mortal kind from any threats may it be gods or primordial. This was his new calling where he quickly rose through the ranks and eventually formed a crusade of his own. They were fierce, powerful, and good at what they did. At the height of their powers they took on a nameless demon that terrorized a small city. They fell for a trap placed by the demons and to save his comrades, Everheart broke his oath. He then disappeared and traveled the world as redemptions for breaking his vow.
If there's still a spot open I'd like to throw my hat into the ring. However I have to admit that I'm a very far cry from a D&D expert, so for character creation I probably would have to do quite some research first and still get a few things misaligned. If that might be too much of a problem/risk please tell me right away! :)
Wait! I think I have one more! Wait. Wait! I have another. Wait! I lied. I still have more. Okay. I think that’s the last one. No! I forgot about this one.
Age: Katrina is 26
Gender: Katrina is female.
Race: Katrina is definitely human.
Appearance: If a passerby was to get one quick glance at Katrina, they would assume that she wasn’t dangerous and quickly disregard her. A second glance might revel the truth. She has grey eyes that go from unassuming to deadly in a literal blink of an eye. She is taller than even some men standing at 6 feet even in bare feet. She has a lithe fit physique that indicates years if not decades or physical training. Her hands are covered in callouses. When loose her think brown hair falls to her waist, but most of the time it is collected in a halo braid atop her head. She wears cotton pants as well as a cotton blouse. Over this she wears a steel breastplate, steel bracers, and steel knee high boots. Her coat is held in place with a leather shoulder pad. It is a heavy outfit that she wears with ease.
Personality: Katrina is a private person that speaks only when spoken to. Even then she tends to speak only if her opinion is asked for or a response is necessary. Some find this disarming and she uses it to her advantage. Her thoughts tend to be sarcastic, cynical, and full of dry wit. She thinks over everything she says to ensure that this mostly rude thoughts do not slip out on accident. When they do, she physically cringes, but rarely apologizes. She simply moves on. She tends to do a job while others are in the middle of discussing it. She will simply do what needs doing. She has been caught helping down on their luck farmers for a day or two, handing beggar children sweets and coins, and bandaging up injured animals. She brushes off compliments and praise while inwardly screeching in terror while receiving them.
Class/Skills Katrina is a fighter or possibly a ranger. She fights things with her fists and the variety of weapons she has on her person. She knows practically nothing of magic. Her fighting style is less head on and more duck and weave. She does her best to avoid being hit as she waits for the perfect moment to strike. When she strikes it is will almost deadly precision and staggering strength. That being said she is human. She falls prey to fatigue, hunger, thirst, and blood loss. She can go a longer than most humans and even if she is afraid of something, she will do her best to brush it off to continue the fight. Eventually she will succumb to physical and mental fatigue. She knows a wide range of martial styles and is proficient at almost all of them.
Equipment: What weapons does Katrina not have? She has long thin knifes tuck into both sides of both her boots as well as thin sabers on both her calves. Then she has a pouch of throwing knifes on the outside of both her thighs. Attached to her right hip is a leather whip. Her left hip sports two swords, one a rapier, the other a gladius. Attached to the small of her back is a box containing a length of chain. Attached to the end of this chain is a battle fan. Various pockets on the outside of her coat contain smoke bombs of assorted sizes. The pockets on the inside of her pockets spot let more knives in a variety of shapes and lengths. She also keeps a few spearheads in there. On the inside of both her forearms short bo staffs are strapped. A twist of the base of both these staffs will reveal small blades. Attached to her wrists are grappling wire that she can shoot out to gain height, but respooling the wire is no fun. At her mid back are two short swords. Across her whole back is a broad sword as well as a quiver of arrows. She carries the short bow. She wears a set of knuckledusters on her left fingers, and a ring with a poisoned spike in it on her right pointer. Around her neck is a length of chain with a heavy weight on the end that she can unhook and use to beat people with. When her hair is braided in its customary halo there are several pointed hairpins, both metal and wood, placed into it. This is a short list. She’s that one person when you ask them to leave all of their weapons at the door you will both be standing there for at least ten minutes as she keeps remembering more things. If there is a space on her person that isn’t taken up by a weapon it’s simply because she hasn’t figured out how to put one there. Yet.
Other than the practical armory, Katrina has a small traveling pack that contains things like a sewing kit, a fork, knife, and plate, a basic bedroll, and basic stationary. It also has yet more knifes and everything she needs to keep her weapons in perfect working order. She also has a waterskin and basic spices. Besides her weapons she has just enough to survive till she gets to the next town. She also has a handful coins.
There is also Rolf, her hawk, that she took in when he still had his down feathers. She raised him and the hawk imprinted on her. She has trained him to hunt rabbits for dinner and to claw out the eyes of her enemies.
History: Katrina Valance began training to be a monster hunter as soon as she could walk. She does not know if the person that raise her if actually related to her or not. All she knows is that the man that called himself her uncle was cruel and demanding. Mistakes were not tolerated and punished swiftly. She quickly learned to strive for perfection. As such she knows that she is good at what she does. When she was 18, she was given her first assignment. She was more successful than anyone thought she would be. She was given several more assignments. At 21 she left during the middle of an assignment and never looked back. Now she takes odd jobs in order to stay away from her so called family. Since she is not part of a guild she can’t charge as much for her skills as they are worth. Still, she doesn’t want to be connected to anyone ever again.
I will totally take out the hawk if I need to. I am also open to constructive criticism.
"It doesn't matter whether you win or lose, as long as you look really good doing it!
Name(s): Fayren Vance
Age: 25
Gender: Male
Race: Human
Appearance: Fayren has an athletic, dexterous form contained in a shape standing roughly six feet tall. Black hair is kept tied back in an elegant warrior's ponytail, and light stubble coats his chin and jaw. His wardrobe routinely consists of elegant-yet-rugged outfits with protective leather and fine linen cloth, making them equally at home in a court and in battle. A silvered rapier is always found at his hip, the hilt and handguard a fine piece of craftsmanship with glimmering inlays.
Personality: Fayren Vance is a boisterous swashbuckler of a man. Not afraid of a snappy wisecrack in battle, even a dagger held at his neck is unlikely to keep him quiet. He considers himself a ladies' man, a mans' man, a nobleman and a man of the people all in one. No challenge is too great in the eyes of this self-ascribed hero, no battle too fierce, no foe too fearsome.
Class/Skills A true dashing, daring swordsman, Fayren Vance focuses on agile melee combat, dipping and diving around his opponent in a dazzling display of footwork while slashing and stabbing away at them from every angle he can. Outside of melee combat, Fayren is a charmer and socialite, carrying himself with gentlemanly respect and a noble politeness to anyone and everyone. His agility in combat extends far beyond the sword, as well, giving him the fitness and movement for ropework, climbing, parkour, and even the stealth of a master burglar. The seedy underbelly of adventuring is no stranger to him either, a careful selection of thieves' tools bundled among his other equipment, perfect for prying open locked doors and containers of all kinds.
Equipment: Fayren's primary armament is a silvered rapier kept to his side at all times. A fencer's blade capable of slashing and stabbing, locking blades, and even cutting away at ropes and fabric. Alongside this, he carries the usual assortment of adventuring fair, such as a bedroll, rations, waterskin, backpack, coinpurse, thieves' tools, and torches. His outfit is a blend of fashion and armor, being made with combat-ready leather armoring.
History: Fayren Vance has been adventuring across the Forgotten Realms for years now, since his late teens. Homed in Baldur's Gate, he's been up and down the entire Sword Coast, trekked through the jungles of Maztica, scaled the sand dunes of Kara-Tur, and nearly everywhere else in-between.
Except he hasn't. This long history of adventuring fame and fortune is actually a careful blend of actual deeds, embellished truths, and outright fabrications. Fayren is an above-average heroic soul for sure, and quite skilled at what he does, but his history is full of half-truths, lies, and elaborate misleadings surrounding his exploits. Discerning what he's actually done and what he hasn't can be an exercise in futility for those not gifted in supernatural divination.
What can be known for sure is that he's of minor noble status in the city of Baldur's Gate, and carries a reputation for being a man liked by both the aristocracy and the plebian masses, as well as holding contacts within the city's criminal elements. He's been known to work alongside other adventuring and heroic types, and is known somewhat in the other major cities of the Sword Coast as well. A consistent rumor, backed by evidence is that he carries connections to the Zhentarim and their more underground components, potentially being a member himself, something he always finds a way to skirt around admitting or denying.
Leonin, tasty. Like the noble cousin of the Tabaxi. Good fit for the story and I like the character. Accepted. He’ll have lots of fun fitting in with the natives I’m sure. Move across when ready.
Yes indeed, no problem at all. Just think fantasy and let us know if you have any specific questions. I’d suggest leaning away from a magic user unless you’re up for quite a bit of additional reading to get a feel for what you’d be able to do. But of course up to you.
Accepted, real great solid sheet, can’t think of any suggestions/criticisms (though as Red X has mentioned the picture isn’t working). Feel free to move to characters tab. I’m happy for Rolf’s participation too, can’t see it being an issue at all and everyone loves an animal companion.
Fantastic. I’m afraid there is one more section to add to the CS (which I added in later, apologies) before it’s complete. Personality - Doesn’t need to be much as already get a good feel of the character from the sheet, but once that’s done you can move her across.
Cool, definitely very happy to accept our charismatic swashbuckler type! Since you’re familiar with the campaign and Fayren likely has connections within the Lords Alliance, I’ll send you a little message at some point before we get going with some additional info your character can know at the start. Feel free to move him across.
Everyone else, there is still time to make your character. Depending on when the next few come in I think we’ll be looking roughly to have things started at some point next week. If we get done sooner, great, but if not we can aim roughly for then.
Of our cast, is everyone happy starting together in our anti-Werewolf squad? Or did anyone have any other specific desires for a beginning?