Argenti he/him Posted July 2, 2025 Author Posted July 2, 2025 7 minutes ago, ChickenBonanza said: Someone new enters the tavern. They stop just beyond the doorway, gaze passing over each section of the building in turn, before walking straight towards the quest board. With a tall hat and voluminous robes of faded purple, it is obvious they are some form of wizard. Their beard of masking volume serves that purpose, too. Facing the quest board, they ignore the scribe and instead peer intently towards each individual posting, one after another. "Sir! You must sign up!" The sign reads. Spoiler Easy: Swamp Witch Recently, a witch has been terrorizing local towns, transforming their houses into sugary delights- neutralize her. Beware of her goblin minions! Who have been pillaging and kidnapping locals while their mistress distracts them. She has been personally seen taking two children, muttering something about pie. Objectives are: Defeat the Goblin threat, Free the kidnapped, and Defeat the Witch. Easy: RATS! A horde of massive RATS has begun to raid the pantries of the town of Honeywood, and generally grosses out the locals when they emerge from their sewers covered in waste. Even worse, a strange disease has begun to spread, and rumors suggest that a mad scientist is contaminating the water. Objectives are: Explore the sewers, kill the rat infestation, and defeat the mad scientist. Medium: The Wardrums Recently, the Orcish tribes that inhabit the southern plains have begun to grow restless, and several border kingdoms have sent requests for the adventurers’ guild to deal with the threat. Spies have seen a massive chieftain thrumming up support of the many clans, and forcing them to settle their differences. A sparse few rumours, however, say there’s another force pulling his strings… Objectives are: Stop the Orcs from advancing into civilization, kill the Orc Chief, and defeat whatever force is truly at play. Medium: The Dream Wheel Cult Within the past few weeks, several high society members of the city of Greyloft have begun to experience horrible nightmares. Instantly, eyes turned to the church of Halm, goddess of dreams. The church, of course, swore no involvement, but many are filled with doubt, as the church is undoubtedly profiting. They refused to allow anyone into their inner sanctums- your task is to break in and find proof of their involvement, or kill those responsible. Objectives are: Break into the temple, find proof, and put a stop to the dreammakers. HARD: The Adamant Spire: The Adamant Spire has been a subject of numerous issues lately. An Adamant-infused volcano spawned from a hellrift, it’s both dangerous and alluring. In its heart dwells a young red dragon, which goes out to raid nearby towns and cities during the day. Meanwhile, the demons come by night, kidnapping innocents and using them in foul rituals. Several dwarven holds have a vested interest in the Spire and its Adamant and have sent several parties in, all of which have failed. Objectives are: Obtain a sample of the Adamant, Kill the Dragon, and Seal the Hellrift. DMPC: Hilda HARD: Cold Iron Keep:* The Cold Iron Keep is a massive enigma to the world. A pure black fortress of Cold Iron, it seems antithetical to the very fabric of the world. Many have tried to investigate it, and of the hundred that have passed beyond its black gates, only one has returned. A single warrior staggered a year and a day after he entered, 70 years older than he had been when he entered. The locals have been complaining about whispers in their minds, of the rattling of chains, Distant laughter, and the howling of wolves. They’re growing louder. Every full moon, shadows point away from the Keep, while every new moon, shadows point towards it. Nothing else is known. Objectives are: Figure out the Mystery, and destroy the source of the Whispers. DMPC: Zael Note: Cold Iron is a synthetic, magic-eating metal. While magic flows around Adamantine, Cold Iron actively absorbs it. This burns arcane mages on contact and makes sacred mages feel queasy. *Teshen, you Patron seems…. Pointed towards this quest. It’s hard to tell what she means by that. This is a trapped quest. You will not be able to leave the dungeon until you have finished all objectives. Or died. HARD: Frostheart Labyrinth:* The Frostheart Labyrinth is an ancient ruin in the far north, carved into a glacier. It’s ever-changing, and legends say that treasures unknown dwell in its heart. Recently, strange flesh creatures have emerged from the labyrinth, and druids have begun to appear to combat them. Meanwhile, certain underground smuggling groups have begun whispering about a beating frozen heart that, with every beat, shifts the labyrinth. Objectives are: Purge the taint of the Far Realms, Find the Beating heart, Find the Treasure at the heart of the Labyrinth. DMPC: Layla *CoderDragon, do not do this one. Layla will try to kill you.
ChickenBonanza Posted July 2, 2025 Posted July 2, 2025 7 minutes ago, Argenti said: "Sir! You must sign up!" “Geh,” he holds up a hand. “Not done yet.” He scans the papers for a few moments more. Then, his head turns as if on a swivel, to behold the scribe with bespectacled eyes. A thump, as he taps the board with a gnarled wooden staff that was not there before. “I’ll be taking that one.” The staff touches multiple.
CoderDrag0n8 He/They Posted July 2, 2025 Posted July 2, 2025 (edited) 1 hour ago, Kaladin Stormcursed said: "Awwwww. Fiiiiine, be that way. But I will help you with that eventually." 2 hours ago, Argenti said: Elya Mistspoken @Kaladin Stormcursed Reveal hidden contents Name: Elya Mistspoken Species: Elf Class: Warrior (Ranger build) Magic Item (you get one based off your backstory): You get a quiver that gives you infinite arrows. It makes two types of arrows, one is normal, the other shoots tangled vines where it lands. Appearance: Tall elf with shoulder-length black hair, violet eyes, kinda tanned skin, and patterns tattooed all over in black ink Connections with other characters: (Define your relationship with Evitarran from your pov) Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Elya comes from a small community of wood elves relatively nearby and has been traveling in search of a way to prove to her family that she can be allowed to leave. (She ran away to prove that she should be allowed to leave—her logic is sometimes interesting). She has collected various trinkets on her travels that she always keeps with her, including a necklace, an earring, a single glove, and an ornate belt. Aside from that, she has a series of letters written to her family that she is saving to send once she has proven herself (to her own satisfaction). Kingdom (make something up, we're in a place vaguely German. Give it a little description): The kingdom of the Emerald Forest (aka Grünwald). Mostly covered in vibrant, magical green forest, the kingdom is primarily a group of small communities technically connected as a kingdom, though each kingdom mostly functions on its own. Skills: archery, anything related to the D&D Dexterity stat, shortsword, and fighting stick (arm-length, sturdy, thin stick) Galalth @IcedOutPenguin Reveal hidden contents Name: Galalth Species: Beastfolk (raccoon (think rocket)) Class: Warrior Magic Item (you get one based off your backstory.): Infinite quiver Appearance: Basically looks like Rocket from Guardians of the Galaxy Connections with other characters: None yet Backstory (I WANT AT LEAST THREE SENTENCES, PREFERABLY MORE): Galath grew up as a criminal in Eldon, working as an assassin for hire. Eventually, they got caught and given an ultimatum: work as a hunter, living and surviving away from the city, or be put to death. Naturally, he chose the first option and started hunting, developing proficiency with a bow and honing his skills. Kingdom (make something up, we're in a place vaguely German. Give it a little description): Eldon, a small city state nestled into the mountains of Lithridor, alpine, lots of animals, primary exports are finished wood products Skills: Archery, Tracking, Hunting, Assassination, Connecting with the underworld Magical Quirks: They turn invisible for between 1-15 seconds at random. Tertia @Spark of Hope Reveal hidden contents Name: Tertia Species: Kobold Class: Paladin Magic Item (you get one based off your backstory.): Three fusion earrings. Think DragonBall. You can become a giant kobold for an hour every day. Appearance: 3 purple kobolds in a trenchcoat robe Connections with other characters: Three triplet kobolds who like causing wholesome mischief (if you’ve seen videos of people doing Disney voice impressions to cast members at Disney, think this kind of “mischief” Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): The kobolds forming Tertia (Bel [f], Qrik [m], and Dazzu [f]) like making the best kind of mischief- the kind that makes others happy. Due to their like of wanting to make other people happy, they received a blessing to use magic. They use it to heal people physically, mentally, emotionally, etc. They worry that they won’t be taken seriously because of their height and thus pretend to be one giant kobold in a trenchcoat robe Kingdom (make something up, we're in a place vaguely German. Give it a little description): Ixicia, a kingdom of kobolds that technically has a government but is usually in some form of internal chaos Skills: healing and pranks, gaslighting. You've been bonded to a God of the Kobolds, Zolpi'Vok'Sneppo, kobold god of Protection. Now it's kobold protection, so he's really just tricking everyone into not attacking. You have the power to prank and misdirect, including causing physical damage to be misdirected- oph that wound they got 3 hours ago? yeah that rock was wounded, what are you talking about. Magical Quirks: idk Hhi'Dhere @LordHathsin_Surviv0r Reveal hidden contents Name: HhiDhere Species: Humans Class: Warrior-priest Magic Item (you get one based off your backstory.): Appearance: Tall, neon yellow eyes, deep scar on neck, splintered leg with a metal rod poking out (but still quiet somehow?) Connections with other characters: What do I write for here?? Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Umm... So he was a slave in this giant goat farm and he got his hands on 2 sharp sticks. He practised with the sticks for some self-defence. his master started getting angry and then he slayed his master. (He got his broken leg from there as well). He then ventured onto the alps (banished from his people as the guy he killed was kinda controversial) and thats where he first got his sacred magic. Then he started practising with daggers that he made with sticks and ice. (made a pact with the spirit of the mountain, which is a snow covered volcano with hot springs.) Kingdom (make something up, we're in a place vaguely German. Give it a little description): Ewalhouml, somewhere in the Swiss Alps (he is pretty far away) Skills: Can heal anything related to really hot or really cold, fast with daggers and he is also observent. Fire and frost Magic. Magical Quirks: Can heal anything related to really hot or really cold... Teshan Benori, the Servant @SpiritOfWrath Reveal hidden contents Name: Teshan Benori, the Servant Species: Human Class: Priest (The plague-y thing-y - Nature Fey patron) Magic Item (you get one based off your backstory.): His gloves. One of them amplifies his Plague magic, the other amplifies his Cure magics. Appearance: Wears a cloak, and a hat. Tall, with a kind face. Laugh lines stressed. Older, but not to the point where the hairs grey. Straight, dark brown hair (Short), green eyes. Hands are afflicted, covered in scars, so he often wears gloves over them. Almost his entire body is covered in cloth, other than his head. Connections with other characters: Not sure yet. I’ll hafta look and see other characters. Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE - Comment from Wrath: “You sound like my teacher”): When he was young-er (20s or so), he was afflicted by some sort of affliction. Almost always fatal, cover body in boils/scars etc. When he was on deaths door, his soon to be Patron came to him, and offered to cure him, so long as he served the patron. He agreed. The patron healed his body, got rid of most his scars, but left the marking on his hands as a symbol of his debt. Ever since, he has been fending for himself as a priest of this patron. Kingdom (make something up, we're in a place vaguely German. Give it a little description): Waldestadt, but he travels from place to place ever since plague hit the kingdom. Skills: Medicine (including disease containment and handling. [He knows not to drink from the river they’re pooping in.] He is also good with herb identification and use.), dagger-y stuff. [Sacred] Magic! But that is given. (The ability to grant plagues and heal, curse and buff (Cost benefit buff). For example, he might release his Plague, and the teammates he allows to get the plague would get buffs with the cost of getting hurt. He can also cure the affliction in two ways - actual cure, and a purge of the virus. The purge actually does a burst of damage.) Magical Quirks: Magic doesn’t work on fey. Name: Anathema, Plaguebringer Description: Powerful nature Fey, trickster. Deals in microorganisms and fungi instead of plants and animals. Is generally disliked and or hated by the other Fey. She was, in fact, exiled from amongst the Fey. A few major plagues were caused by her, while the resulting cures were also caused by her. Unbeknownst to the victims, any survivor of her plagues was ever so slightly stronger. Manifestation: She rarely appears directly or in person, rather preferring to manifest her thoughts directly through the virus. However, she will on occasion appear in person. Current situation: Anathema is trapped somewhere, location unknown. She is having Teshan try to locate and free her. Endikey Windforge @Dragonheir Reveal hidden contents Name: Endikey Windforge Species: human Class: Mage-Priest Magic Item (you get one based off your backstory.): lopped off end of a ram’s horn which, when blown into, is supposed to conjure up a small cloud that thunders quietly and herds sheep. Several others continue to do this, but after this one was dropped, particularly unfortunately, it stopped working. Endikey brought it with him as a momento, and as he was beginning to develop magic he channeled some Mana through it and fixed it. Sort of. Now it makes either a small puff of cloud that crackles and chases people around or, if Mana is channeled into it, a very large cloud of fog that fills a space, rumbling ominously and doing nothing. Appearance: short and wiry, with hair - just long enough to reach his eyes - that sticks together into bristles for unknown reasons. Good quality peasant/traveler clothing under a dramaticly billowing cloak with a deep hood - he occasionally Imbues this to do various things. Connections with other characters: may have gone to school with another Arcane Mage, possibly interacted with a Sacred Mage trying to figure out how to properly use Sacred Magic, someone sufficiently shady may be affiliated with the supernatural pyramid scheme, someone with a family history of adventuring may have had an ancestor who worked with Keaton Windforge. Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): the originator of his name, Kester “Windforge” Pinenrow, was both a fairly successful adventurer who specialized in Elementalism and Imbuement, and Endikey’s great-grandfather. Windforge brought in plenty of money, prompting his family (whose surname changed to reflect this newfound identifying characteristic) to buy a large section of mountain land and build an estate. Halfway through the construction, Windforge abruptly disappeared, and the Windforge family ran out of money and were reduced to herding sheep. After a time, having improved their finances a bit (which is lucky, because only so many sheep can be herded in one place, and only so many people can live in one half-century old half-built mansion), and counting on the family skill in magic (hopefully with no debt-inducing fatalities this time around) to make more money, the young Endikey Windforge was sent to become a mage. At wherever it is one becomes a mage, Endikey did well in his studies - not excellently, but well - and was seeming to have a path ahead of him in Projection and Imbuement (though not Elementalism - at this point, despite his famously gifted ancestor, he was terrible at it). At this point, however, he was visited by a spirit - that prompted the terror-fueled magical destruction of some fairly important shelves. Once Endikey got past his alarm and attempted to remedy the damage he had done, the spirit was able to introduce himself as “Kester Windforge”. Peddling what was, in effect, a magical pyramid scheme, the supposed Windforge forefather offered the magical backing to truly be successful and eventually become a mighty magical spirit like himself, in exchange for some unspecified favors and a bond that may or may not allow the spirit (whose status of actually being Windforge is up for debate) to continue existing and embezzle from Endikey’s mana. Endikey - perhaps unwisely - accepted this deal, and went on to become much more successful member of his class, gaining actual skills in weather Elementalism, Glamor related to duplicity, and quick Imbuement (as well as several soul-based effects Endikey did not advertise) as long as Endikey channeled his patron’s power. Close to getting a Wizard Certification (which is definitely a thing - it lets you get paid for magic in a specific nearby city and helps your reputation), Endikey’s patron spirit was discovered, and he was disqualified by examiners who weren’t really sure what to do with him. Endikey was rejected by several of the more conventional Priests he tried to have mentor him, and one even tried to perform an exorcism. Eventually, he gave up and - to the horror of his family, who remember what happened to Windforge - decided to become an adventurer to earn money and hopefully get some experience in his strange combination of magic. Kingdom (make something up, we're in a place vaguely German. Give it a little description): the Voural Mountains are in between a few kingdoms, repeatedly changing hands or serving as a boundary as various armies attempt to conquer land over the mountains (from the perspective of whichever side is invading) and eventually are driven back. Though the Windforge estate is occasionally pillaged for provisions during those times, they don’t tend to remain citizens of any kingdoms for very long. Skills: Projection, Imbuement, and to a lesser extent other Arcane Magic; Sacred Magic relating to wind and fast enchantment, as well lying to people; Warlock shenanigans involving mana stealing, autonomous Arcane constructs, and soul self-modification; herding sheep and other self-sufficiency tasks; history of Arcane Magic and other things a scholarly-trained Arcane Mage would probably know; surprisingly good at darts but terrible at throwing things at people. Magical Quirks: his Sacred Magic is very subject to expectations - if he thinks it should be able to do something it can. This is a hint that his spirit might quite possibly be a blob of Glamor and Warlock shenanigans rather than an actual guy who turned himself into a magical ghost. Or maybe it really is Windforge - who knows (I was thinking you’d play him and hence could decide, though if you don’t want to that’s fine)? He also cannot for the life of him figure out Elementalism on his own. Evitarran Yrots @CoderDrag0n8 Reveal hidden contents Name: Evitarran Yrots nicknamed Evitar Species: Starry Dragonborn Class: Paladin Magic Item (you get one based off your backstory.): Elder Staff. A staff gifted by his patron, aids in his Eldritch magic. Can be summoned and unsummoned like a shardblade. Also allows for more efficient communication with his patron. Also allows for occasional communication with other Eldritch Gods. When communicating with these other Eldritch Gods he can create, with their permission, a Eldritch Pact. The Eldritch Pact is a temporary and low level version of making them their patron. The staff can also generate Eldritch Contracts in which there are multiple types. Each Eldritch Contract has a different way to enforce the details of the contract. The Staff can also summon Eldritch Gods that have been made contact, but over a certain level of power, a punishment proportionate to the exceeding power of the Eldritch God. , he can, with their permission, create a temporary and limited power Patron Connection with the Eldritch God. Appearance: A black scaled dragonborn with white specks that look like stars. He has a strange staff that seems to be made out of the night sky itself (think highspren) and is constantly shifting in apearance. You can't tell if he has any supplies with him, it all seems to somehow blend in to his shifting scales. He has small wings that he prefers to be tucked in, as to not be seen. Connections with other characters: Has a friendship with @Kaladin Stormcursed's character. Has a natural charm to make most beings that dislike his kind warm up to him. However, due to his natural strangeness, the warming up can only ever go so far. Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Grew up in Starfind, with a family of Starry Dragonborns. In a terrible accident in one of the Eldritch Wars, his whole family died. He was taken in by an Eldritch god named Laerehte and Laerehte became his patron. Has Eldritch Sacred Magic. Laerehte is the Eldritch God of Tales and Stories, and has good relationships with most of the Eldritch Gods. He has many lesser Eldritch Gods under his command. Evitar is the most favored of his disciples. Kingdom (make something up, we're in a place vaguely German. Give it a little description): Starfind, the Eldritch star kingdom. Some say it is infinitely wide. This has yet to be proven false. When you speak the word Starfind with intent to mean the kingdom, it is always automatically translated into anyone's ears who is listening. Skills: Is a proficient warrior. Trained in using the staff along with his Eldritch powers. Magical Quirks: Starry Dragons have illusory magic instead of a breath weapon. The Eldritch Sacred Magic is: Before you enter a new room, I'll flip a coin. If heads, I'll give you two rooms that you get to pick between. If Tails, I'll pick. You won't get too much info, just the first glimpse. Also, you'll be able to change some details of the story, In combat, you'll get to do some luck-based magic. Oh no! The dragon tripped! And on occasion, reality warping and major details can be changed. THIS FORTRESS HAS ALWAYS. BEEN. AN. ORANGE. Reginn @ChickenBonanza Reveal hidden contents Name: Reginn Species: Dwelf (elf/dwarf hybrid) Class: Mage-Priest (Sage) Magic Item: A sturdy tome, impervious to the wear and tear of the environment, holding a seemingly endless amount of pages. The turning of a single page will bring you to a page containing the information you desire. Appearance: Old age has begun the process of turning his hair and beard gray, thick enough to cover his wrinkled features. His eyes, too, are covered by thick opaque glasses—or perhaps they are goggles—such that the truth of his face is a mystery. As mage tradition, he wears robes and a wide-brimmed, conical hat, drooping with its own advanced age. To a dwarf, he would rank among the tallest. To an elf, the shortest. A stocky build similar to what is seen among dwarves, yet possessed of the casually graceful walk of an elf. An unusual figure to both his parent species. From a distance, he might seem human, but up close his sharp ears and full beard put that into doubt. Connections with other characters: ??? Backstory: Never to find full acceptance among either half of his heritage, Reginn would leave to find his own destiny. With the knowledge he learned from his upbringing in a city of natural artisans, and from his own study of Arcane Magic, Reginn would wander from village to village, shoring up infrastructure, repairing buildings, helping the sick and otherwise needy, passing along what he knew all the while, in his own abrasive and curmudgeonly way. This would eventually attract the attentions of a lesser deity of the positive impact of knowledge, who admired Reginn’s actions and granted him a small portion of Sacred Magic, so that he might heal and help others in a more direct manner. Kingdom: From a coalition of dwarven mountain-cities, both carved deep within the earth and sprawling outside it. Skills: Over many years, Reginn has gained smatterings of knowledge in many fields. The most notable among these would be architectural, agricultural, and medicinal in nature. Magical Quirks: Old age has finally begun to take its toll, and will continue to do so for many years. Despite physical healthiness, Reginn’s ability to memorize all of his spells is slowly fading away, requiring frequent relearning and reference to his notes. ... DMPCs Zael Mal'chtar Reveal hidden contents Name: Zael Mal'chtar Species: Snow elf Class: Mage Magic Item (you get one based off your backstory.): A ring that was bound to him during a ritual gone wrong. He always knows north, and can teleport 100 ft in any other direction, for free, once per hour. Appearance: Zael is a handsome young snow elf- at least by snow elf standards. His hair is white, and his skin is the lightest shade of blue. Others find him a bit unsettling, but that changes quickly enough once you get to know him. Connections with other characters: TBD Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Zael was a prodigy back home, at least before the accident. In his early life, he was raised by his father alone, as his mother had long since devoured the fruit and journeyed north across the great glacier towards the demon king. It was always clear he was magically gifted. By age 7, he began to use transportation magic to steal cookies; by 12, he was using elementalism to fly; and by 15, he was sneaking out to see his crush with Glamour. So, of course, come his 16th birthday, sending him to be trained wasn't a question. And there he flourished and rose to stardom quickly. A little too quickly for some's liking. Cynth, the scion of a rival house, envious of his success, took it upon himself to bring him down. So when Zael was in the midst of a teleportation ritual, Cynth turned it in on itself, and banished Zael into the south. As Zael's own magic was used in the ritual, he can not simply return via teleportation or merely fly there. He needs to walk. To afford that, of course, he needed to adventure a bit. And that's how he wound up here. Kingdom (make something up, we're in a place vaguely German. Give it a little description): Meinheim, north of the Voural Mountains, where the dragons and giants fight and cities are carved into glaciers. Skills: Zael is skilled in arcane magic, particularly good at Transportation, Glamour, and Projection, but has some skills in Elementalism, mostly wind, and a couple of tricks in Imbuement. Magical Quirks Whenever Zael uses magic, it always projects an air of cold, even when it's fire. In addition as a result of his ritual, He can't use transportation magic north, and when he flies, he must always return to his original place northwise before touching the ground Hilda Cragbane Reveal hidden contents Name: Hilda Cragbane Species: Dwarf Class: Mage Magic Item (you get one based off your backstory.): A warhammer that, when placed on the earth, creates an impenetrable ward, drawing mana to fuel it from the planet itself rather that then Hilda. Appearance: Hilda is an old dwarf woman, and like all dwarves over the age of 8, has a beard. Her hair and beard are braided, and she wears heavy armor skirts and shirts, infused with cooling agents. Connections with other characters: Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Hilda has spent centuries working as a Forge-Hunter for the Holds, and over the centuries has evoked quite the reputation among dwarves- however she retired a few years back to spend more time with her grandkids before she went into the Big Forge in the earth. So when the Holds received news of a large source of Adamant in the heart of a demon and dragon-infested volcano, the Admant Spire, and one of her grandkids volunteered, she was initially overjoyed that one of her grandkids was following her footsteps. That was, until his party never returned. So she grabbed her hammer and was ready to go out, find her grandson, dead or alive, and kill whatever creature kept him from coming home for her Mushroom pie. Kingdom (make something up, we're in a place vaguely German. Give it a little description): The Holds, from where@ChickenBonanzacomes from. They're staunchly traditional, and are always eager for new resources. Skills: Hilda is a Talented and experienced mage. She's particularly skilled in Imbuement, Projection (warding), and elementalism of Earth, Lava, and Metal. She's also skilled in mundane forgework, and cooking. She has no talent for Glamour, lacking the creativity to just lie. Magical Quirks: Hilda's magic often manifests with traditional Dwarven Designs and Motif Layla Mistspoken Reveal hidden contents Name: Layla Mistspoken Species: Wood Elf Class: Priest (Druid) Magic Item (you get one based off your backstory.): Layla has a wooden staff that lets her search for an object, person or location within 100 miles, and tells her the fastest path to get there. Appearance: Layla is a middle-aged elf, with flame-red hair streaked with grey. Her eyes still burn, Violet, but they're surrounded by laugh lines. She wears warm furs, as the weather demands. Connections with other characters: Elya’s Aunt. Will Hate Yrots. Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Layla is a long-respected Druid in the Grunwald- she's stopped several far realm intrusions in her life. So when the wards went off, and something big fled into the sky, she was the natural choice to hunt it. As she followed it, it continued north, past the Voural Mountain, and into the labyrinth at the heart of the glacier. Luckily for her, the druids foresaw this and gave her a staff that let her always know the way to her. But to survive that labyrinth, she'll need help. Kingdom (make something up, we're in a place vaguely German. Give it a little description): The kingdom of the Grünwald. Mostly covered in vibrant, magical green forest, the kingdom is primarily a group of small communities technically connected as a kingdom, though each kingdom mostly functions on its own. At it's heart lays the elder realms, bound by ancient magic. Skills: Layla is bound to the forest itself, and has skill in combat against the unnatural, and command over all that grows and beasts. In addition, she can take the shape of beasts, and communicate with plants and animals. She can even heal, to a limited degree. Magical Quirks: Layla struggles with healing. You all arrive in a tavern- cliche as it may be, that is nonetheless the way this story begins. At the bar sits a snow elf, drumming his fingers on the bar, waiting for his drink. He flirts with the human bartender to pass the time until other adventures arrive. An old dwarf and a middle-aged druid are drinking riotously at a table in the corner, telling each other stories of their many adventures and relatives. As you watch, they both break into laughter over something. Their relatives should be scared. A nervous-looking scribe sits at a desk in front of the Quest Board, scratching at his paper and ready to take registrations. The Questboard features quests, requiring closer inspection to make out. Reveal hidden contents Ah! The start of the RP! Also, yes. You could try to get that scribe to help you. He's a wayfinder. If you ever need other DMPCs, put out a posting, and someone will find you. Evitar walks in with and illusion placed on him, so that he looks like a common Red Dragoborn. He sits down next to Elya, leans in and whispers "Psst! Its me, Evitar, and just so you know, I'm an illusory Paladin" to explain his cover story. He does this every time they are in a public place here. He knows how he will be recieved after the first time he stepped foot in a public place here. Edited July 2, 2025 by CoderDrag0n8
Kansas Stormcursed he/him Posted July 2, 2025 Posted July 2, 2025 11 minutes ago, CoderDrag0n8 said: Evitar walks in with and illusion placed on him, so that he looks like a common Red Dragoborn. He sits down next to Elya, leans in and whispers "Psst! Its me, Evitar, and just so you know, I'm an illusory Paladin" to explain his cover story. He does this every time they are in a public place here. He knows how he will be recieved after the first time he stepped foot in a public place here. I subtly beckon Evitar away from my aunt so we can talk. "Hey! How's it going?"
CoderDrag0n8 He/They Posted July 2, 2025 Posted July 2, 2025 3 minutes ago, Kaladin Stormcursed said: I subtly beckon Evitar away from my aunt so we can talk. "Hey! How's it going?" "Good, good," Evitar says nervously while looking around. He always gets nervous in public spaces. "I think there are some quests we can check out." He said, pointing to the quest board. "Maybe we can ask the scribe there."
Through the Living Hope Posted July 2, 2025 Posted July 2, 2025 Tertia entered the tavern, their footing shaky. They recovered quickly.
Through the Living Shadow he/him Posted July 2, 2025 Posted July 2, 2025 9 hours ago, Argenti said: Elya Mistspoken @Kaladin Stormcursed Reveal hidden contents Name: Elya Mistspoken Species: Elf Class: Warrior (Ranger build) Magic Item (you get one based off your backstory): You get a quiver that gives you infinite arrows. It makes two types of arrows, one is normal, the other shoots tangled vines where it lands. Appearance: Tall elf with shoulder-length black hair, violet eyes, kinda tanned skin, and patterns tattooed all over in black ink Connections with other characters: (Define your relationship with Evitarran from your pov) Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Elya comes from a small community of wood elves relatively nearby and has been traveling in search of a way to prove to her family that she can be allowed to leave. (She ran away to prove that she should be allowed to leave—her logic is sometimes interesting). She has collected various trinkets on her travels that she always keeps with her, including a necklace, an earring, a single glove, and an ornate belt. Aside from that, she has a series of letters written to her family that she is saving to send once she has proven herself (to her own satisfaction). Kingdom (make something up, we're in a place vaguely German. Give it a little description): The kingdom of the Emerald Forest (aka Grünwald). Mostly covered in vibrant, magical green forest, the kingdom is primarily a group of small communities technically connected as a kingdom, though each kingdom mostly functions on its own. Skills: archery, anything related to the D&D Dexterity stat, shortsword, and fighting stick (arm-length, sturdy, thin stick) Galalth @IcedOutPenguin Reveal hidden contents Name: Galalth Species: Beastfolk (raccoon (think rocket)) Class: Warrior Magic Item (you get one based off your backstory.): Infinite quiver Appearance: Basically looks like Rocket from Guardians of the Galaxy Connections with other characters: None yet Backstory (I WANT AT LEAST THREE SENTENCES, PREFERABLY MORE): Galath grew up as a criminal in Eldon, working as an assassin for hire. Eventually, they got caught and given an ultimatum: work as a hunter, living and surviving away from the city, or be put to death. Naturally, he chose the first option and started hunting, developing proficiency with a bow and honing his skills. Kingdom (make something up, we're in a place vaguely German. Give it a little description): Eldon, a small city state nestled into the mountains of Lithridor, alpine, lots of animals, primary exports are finished wood products Skills: Archery, Tracking, Hunting, Assassination, Connecting with the underworld Magical Quirks: They turn invisible for between 1-15 seconds at random. Tertia @Spark of Hope Reveal hidden contents Name: Tertia Species: Kobold Class: Paladin Magic Item (you get one based off your backstory.): Three fusion earrings. Think DragonBall. You can become a giant kobold for an hour every day. Appearance: 3 purple kobolds in a trenchcoat robe Connections with other characters: Three triplet kobolds who like causing wholesome mischief (if you’ve seen videos of people doing Disney voice impressions to cast members at Disney, think this kind of “mischief” Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): The kobolds forming Tertia (Bel [f], Qrik [m], and Dazzu [f]) like making the best kind of mischief- the kind that makes others happy. Due to their like of wanting to make other people happy, they received a blessing to use magic. They use it to heal people physically, mentally, emotionally, etc. They worry that they won’t be taken seriously because of their height and thus pretend to be one giant kobold in a trenchcoat robe Kingdom (make something up, we're in a place vaguely German. Give it a little description): Ixicia, a kingdom of kobolds that technically has a government but is usually in some form of internal chaos Skills: healing and pranks, gaslighting. You've been bonded to a God of the Kobolds, Zolpi'Vok'Sneppo, kobold god of Protection. Now it's kobold protection, so he's really just tricking everyone into not attacking. You have the power to prank and misdirect, including causing physical damage to be misdirected- oph that wound they got 3 hours ago? yeah that rock was wounded, what are you talking about. Magical Quirks: idk Hhi'Dhere @LordHathsin_Surviv0r Reveal hidden contents Name: HhiDhere Species: Humans Class: Warrior-priest Magic Item (you get one based off your backstory.): Appearance: Tall, neon yellow eyes, deep scar on neck, splintered leg with a metal rod poking out (but still quiet somehow?) Connections with other characters: What do I write for here?? Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Umm... So he was a slave in this giant goat farm and he got his hands on 2 sharp sticks. He practised with the sticks for some self-defence. his master started getting angry and then he slayed his master. (He got his broken leg from there as well). He then ventured onto the alps (banished from his people as the guy he killed was kinda controversial) and thats where he first got his sacred magic. Then he started practising with daggers that he made with sticks and ice. (made a pact with the spirit of the mountain, which is a snow covered volcano with hot springs.) Kingdom (make something up, we're in a place vaguely German. Give it a little description): Ewalhouml, somewhere in the Swiss Alps (he is pretty far away) Skills: Can heal anything related to really hot or really cold, fast with daggers and he is also observent. Fire and frost Magic. Magical Quirks: Can heal anything related to really hot or really cold... Teshan Benori, the Servant @SpiritOfWrath Reveal hidden contents Name: Teshan Benori, the Servant Species: Human Class: Priest (The plague-y thing-y - Nature Fey patron) Magic Item (you get one based off your backstory.): His gloves. One of them amplifies his Plague magic, the other amplifies his Cure magics. Appearance: Wears a cloak, and a hat. Tall, with a kind face. Laugh lines stressed. Older, but not to the point where the hairs grey. Straight, dark brown hair (Short), green eyes. Hands are afflicted, covered in scars, so he often wears gloves over them. Almost his entire body is covered in cloth, other than his head. Connections with other characters: Not sure yet. I’ll hafta look and see other characters. Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE - Comment from Wrath: “You sound like my teacher”): When he was young-er (20s or so), he was afflicted by some sort of affliction. Almost always fatal, cover body in boils/scars etc. When he was on deaths door, his soon to be Patron came to him, and offered to cure him, so long as he served the patron. He agreed. The patron healed his body, got rid of most his scars, but left the marking on his hands as a symbol of his debt. Ever since, he has been fending for himself as a priest of this patron. Kingdom (make something up, we're in a place vaguely German. Give it a little description): Waldestadt, but he travels from place to place ever since plague hit the kingdom. Skills: Medicine (including disease containment and handling. [He knows not to drink from the river they’re pooping in.] He is also good with herb identification and use.), dagger-y stuff. [Sacred] Magic! But that is given. (The ability to grant plagues and heal, curse and buff (Cost benefit buff). For example, he might release his Plague, and the teammates he allows to get the plague would get buffs with the cost of getting hurt. He can also cure the affliction in two ways - actual cure, and a purge of the virus. The purge actually does a burst of damage.) Magical Quirks: Magic doesn’t work on fey. Name: Anathema, Plaguebringer Description: Powerful nature Fey, trickster. Deals in microorganisms and fungi instead of plants and animals. Is generally disliked and or hated by the other Fey. She was, in fact, exiled from amongst the Fey. A few major plagues were caused by her, while the resulting cures were also caused by her. Unbeknownst to the victims, any survivor of her plagues was ever so slightly stronger. Manifestation: She rarely appears directly or in person, rather preferring to manifest her thoughts directly through the virus. However, she will on occasion appear in person. Current situation: Anathema is trapped somewhere, location unknown. She is having Teshan try to locate and free her. Endikey Windforge @Dragonheir Reveal hidden contents Name: Endikey Windforge Species: human Class: Mage-Priest Magic Item (you get one based off your backstory.): lopped off end of a ram’s horn which, when blown into, is supposed to conjure up a small cloud that thunders quietly and herds sheep. Several others continue to do this, but after this one was dropped, particularly unfortunately, it stopped working. Endikey brought it with him as a momento, and as he was beginning to develop magic he channeled some Mana through it and fixed it. Sort of. Now it makes either a small puff of cloud that crackles and chases people around or, if Mana is channeled into it, a very large cloud of fog that fills a space, rumbling ominously and doing nothing. Appearance: short and wiry, with hair - just long enough to reach his eyes - that sticks together into bristles for unknown reasons. Good quality peasant/traveler clothing under a dramaticly billowing cloak with a deep hood - he occasionally Imbues this to do various things. Connections with other characters: may have gone to school with another Arcane Mage, possibly interacted with a Sacred Mage trying to figure out how to properly use Sacred Magic, someone sufficiently shady may be affiliated with the supernatural pyramid scheme, someone with a family history of adventuring may have had an ancestor who worked with Keaton Windforge. Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): the originator of his name, Kester “Windforge” Pinenrow, was both a fairly successful adventurer who specialized in Elementalism and Imbuement, and Endikey’s great-grandfather. Windforge brought in plenty of money, prompting his family (whose surname changed to reflect this newfound identifying characteristic) to buy a large section of mountain land and build an estate. Halfway through the construction, Windforge abruptly disappeared, and the Windforge family ran out of money and were reduced to herding sheep. After a time, having improved their finances a bit (which is lucky, because only so many sheep can be herded in one place, and only so many people can live in one half-century old half-built mansion), and counting on the family skill in magic (hopefully with no debt-inducing fatalities this time around) to make more money, the young Endikey Windforge was sent to become a mage. At wherever it is one becomes a mage, Endikey did well in his studies - not excellently, but well - and was seeming to have a path ahead of him in Projection and Imbuement (though not Elementalism - at this point, despite his famously gifted ancestor, he was terrible at it). At this point, however, he was visited by a spirit - that prompted the terror-fueled magical destruction of some fairly important shelves. Once Endikey got past his alarm and attempted to remedy the damage he had done, the spirit was able to introduce himself as “Kester Windforge”. Peddling what was, in effect, a magical pyramid scheme, the supposed Windforge forefather offered the magical backing to truly be successful and eventually become a mighty magical spirit like himself, in exchange for some unspecified favors and a bond that may or may not allow the spirit (whose status of actually being Windforge is up for debate) to continue existing and embezzle from Endikey’s mana. Endikey - perhaps unwisely - accepted this deal, and went on to become much more successful member of his class, gaining actual skills in weather Elementalism, Glamor related to duplicity, and quick Imbuement (as well as several soul-based effects Endikey did not advertise) as long as Endikey channeled his patron’s power. Close to getting a Wizard Certification (which is definitely a thing - it lets you get paid for magic in a specific nearby city and helps your reputation), Endikey’s patron spirit was discovered, and he was disqualified by examiners who weren’t really sure what to do with him. Endikey was rejected by several of the more conventional Priests he tried to have mentor him, and one even tried to perform an exorcism. Eventually, he gave up and - to the horror of his family, who remember what happened to Windforge - decided to become an adventurer to earn money and hopefully get some experience in his strange combination of magic. Kingdom (make something up, we're in a place vaguely German. Give it a little description): the Voural Mountains are in between a few kingdoms, repeatedly changing hands or serving as a boundary as various armies attempt to conquer land over the mountains (from the perspective of whichever side is invading) and eventually are driven back. Though the Windforge estate is occasionally pillaged for provisions during those times, they don’t tend to remain citizens of any kingdoms for very long. Skills: Projection, Imbuement, and to a lesser extent other Arcane Magic; Sacred Magic relating to wind and fast enchantment, as well lying to people; Warlock shenanigans involving mana stealing, autonomous Arcane constructs, and soul self-modification; herding sheep and other self-sufficiency tasks; history of Arcane Magic and other things a scholarly-trained Arcane Mage would probably know; surprisingly good at darts but terrible at throwing things at people. Magical Quirks: his Sacred Magic is very subject to expectations - if he thinks it should be able to do something it can. This is a hint that his spirit might quite possibly be a blob of Glamor and Warlock shenanigans rather than an actual guy who turned himself into a magical ghost. Or maybe it really is Windforge - who knows (I was thinking you’d play him and hence could decide, though if you don’t want to that’s fine)? He also cannot for the life of him figure out Elementalism on his own. Evitarran Yrots @CoderDrag0n8 Reveal hidden contents Name: Evitarran Yrots nicknamed Evitar Species: Starry Dragonborn Class: Paladin Magic Item (you get one based off your backstory.): Elder Staff. A staff gifted by his patron, aids in his Eldritch magic. Can be summoned and unsummoned like a shardblade. Also allows for more efficient communication with his patron. Also allows for occasional communication with other Eldritch Gods. When communicating with these other Eldritch Gods he can create, with their permission, a Eldritch Pact. The Eldritch Pact is a temporary and low level version of making them their patron. The staff can also generate Eldritch Contracts in which there are multiple types. Each Eldritch Contract has a different way to enforce the details of the contract. The Staff can also summon Eldritch Gods that have been made contact, but over a certain level of power, a punishment proportionate to the exceeding power of the Eldritch God. , he can, with their permission, create a temporary and limited power Patron Connection with the Eldritch God. Appearance: A black scaled dragonborn with white specks that look like stars. He has a strange staff that seems to be made out of the night sky itself (think highspren) and is constantly shifting in apearance. You can't tell if he has any supplies with him, it all seems to somehow blend in to his shifting scales. He has small wings that he prefers to be tucked in, as to not be seen. Connections with other characters: Has a friendship with @Kaladin Stormcursed's character. Has a natural charm to make most beings that dislike his kind warm up to him. However, due to his natural strangeness, the warming up can only ever go so far. Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Grew up in Starfind, with a family of Starry Dragonborns. In a terrible accident in one of the Eldritch Wars, his whole family died. He was taken in by an Eldritch god named Laerehte and Laerehte became his patron. Has Eldritch Sacred Magic. Laerehte is the Eldritch God of Tales and Stories, and has good relationships with most of the Eldritch Gods. He has many lesser Eldritch Gods under his command. Evitar is the most favored of his disciples. Kingdom (make something up, we're in a place vaguely German. Give it a little description): Starfind, the Eldritch star kingdom. Some say it is infinitely wide. This has yet to be proven false. When you speak the word Starfind with intent to mean the kingdom, it is always automatically translated into anyone's ears who is listening. Skills: Is a proficient warrior. Trained in using the staff along with his Eldritch powers. Magical Quirks: Starry Dragons have illusory magic instead of a breath weapon. The Eldritch Sacred Magic is: Before you enter a new room, I'll flip a coin. If heads, I'll give you two rooms that you get to pick between. If Tails, I'll pick. You won't get too much info, just the first glimpse. Also, you'll be able to change some details of the story, In combat, you'll get to do some luck-based magic. Oh no! The dragon tripped! And on occasion, reality warping and major details can be changed. THIS FORTRESS HAS ALWAYS. BEEN. AN. ORANGE. Reginn @ChickenBonanza Reveal hidden contents Name: Reginn Species: Dwelf (elf/dwarf hybrid) Class: Mage-Priest (Sage) Magic Item: A sturdy tome, impervious to the wear and tear of the environment, holding a seemingly endless amount of pages. The turning of a single page will bring you to a page containing the information you desire. Appearance: Old age has begun the process of turning his hair and beard gray, thick enough to cover his wrinkled features. His eyes, too, are covered by thick opaque glasses—or perhaps they are goggles—such that the truth of his face is a mystery. As mage tradition, he wears robes and a wide-brimmed, conical hat, drooping with its own advanced age. To a dwarf, he would rank among the tallest. To an elf, the shortest. A stocky build similar to what is seen among dwarves, yet possessed of the casually graceful walk of an elf. An unusual figure to both his parent species. From a distance, he might seem human, but up close his sharp ears and full beard put that into doubt. Connections with other characters: ??? Backstory: Never to find full acceptance among either half of his heritage, Reginn would leave to find his own destiny. With the knowledge he learned from his upbringing in a city of natural artisans, and from his own study of Arcane Magic, Reginn would wander from village to village, shoring up infrastructure, repairing buildings, helping the sick and otherwise needy, passing along what he knew all the while, in his own abrasive and curmudgeonly way. This would eventually attract the attentions of a lesser deity of the positive impact of knowledge, who admired Reginn’s actions and granted him a small portion of Sacred Magic, so that he might heal and help others in a more direct manner. Kingdom: From a coalition of dwarven mountain-cities, both carved deep within the earth and sprawling outside it. Skills: Over many years, Reginn has gained smatterings of knowledge in many fields. The most notable among these would be architectural, agricultural, and medicinal in nature. Magical Quirks: Old age has finally begun to take its toll, and will continue to do so for many years. Despite physical healthiness, Reginn’s ability to memorize all of his spells is slowly fading away, requiring frequent relearning and reference to his notes. ... DMPCs Zael Mal'chtar Reveal hidden contents Name: Zael Mal'chtar Species: Snow elf Class: Mage Magic Item (you get one based off your backstory.): A ring that was bound to him during a ritual gone wrong. He always knows north, and can teleport 100 ft in any other direction, for free, once per hour. Appearance: Zael is a handsome young snow elf- at least by snow elf standards. His hair is white, and his skin is the lightest shade of blue. Others find him a bit unsettling, but that changes quickly enough once you get to know him. Connections with other characters: TBD Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Zael was a prodigy back home, at least before the accident. In his early life, he was raised by his father alone, as his mother had long since devoured the fruit and journeyed north across the great glacier towards the demon king. It was always clear he was magically gifted. By age 7, he began to use transportation magic to steal cookies; by 12, he was using elementalism to fly; and by 15, he was sneaking out to see his crush with Glamour. So, of course, come his 16th birthday, sending him to be trained wasn't a question. And there he flourished and rose to stardom quickly. A little too quickly for some's liking. Cynth, the scion of a rival house, envious of his success, took it upon himself to bring him down. So when Zael was in the midst of a teleportation ritual, Cynth turned it in on itself, and banished Zael into the south. As Zael's own magic was used in the ritual, he can not simply return via teleportation or merely fly there. He needs to walk. To afford that, of course, he needed to adventure a bit. And that's how he wound up here. Kingdom (make something up, we're in a place vaguely German. Give it a little description): Meinheim, north of the Voural Mountains, where the dragons and giants fight and cities are carved into glaciers. Skills: Zael is skilled in arcane magic, particularly good at Transportation, Glamour, and Projection, but has some skills in Elementalism, mostly wind, and a couple of tricks in Imbuement. Magical Quirks Whenever Zael uses magic, it always projects an air of cold, even when it's fire. In addition as a result of his ritual, He can't use transportation magic north, and when he flies, he must always return to his original place northwise before touching the ground Hilda Cragbane Reveal hidden contents Name: Hilda Cragbane Species: Dwarf Class: Mage Magic Item (you get one based off your backstory.): A warhammer that, when placed on the earth, creates an impenetrable ward, drawing mana to fuel it from the planet itself rather that then Hilda. Appearance: Hilda is an old dwarf woman, and like all dwarves over the age of 8, has a beard. Her hair and beard are braided, and she wears heavy armor skirts and shirts, infused with cooling agents. Connections with other characters: Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Hilda has spent centuries working as a Forge-Hunter for the Holds, and over the centuries has evoked quite the reputation among dwarves- however she retired a few years back to spend more time with her grandkids before she went into the Big Forge in the earth. So when the Holds received news of a large source of Adamant in the heart of a demon and dragon-infested volcano, the Admant Spire, and one of her grandkids volunteered, she was initially overjoyed that one of her grandkids was following her footsteps. That was, until his party never returned. So she grabbed her hammer and was ready to go out, find her grandson, dead or alive, and kill whatever creature kept him from coming home for her Mushroom pie. Kingdom (make something up, we're in a place vaguely German. Give it a little description): The Holds, from where@ChickenBonanzacomes from. They're staunchly traditional, and are always eager for new resources. Skills: Hilda is a Talented and experienced mage. She's particularly skilled in Imbuement, Projection (warding), and elementalism of Earth, Lava, and Metal. She's also skilled in mundane forgework, and cooking. She has no talent for Glamour, lacking the creativity to just lie. Magical Quirks: Hilda's magic often manifests with traditional Dwarven Designs and Motif Layla Mistspoken Reveal hidden contents Name: Layla Mistspoken Species: Wood Elf Class: Priest (Druid) Magic Item (you get one based off your backstory.): Layla has a wooden staff that lets her search for an object, person or location within 100 miles, and tells her the fastest path to get there. Appearance: Layla is a middle-aged elf, with flame-red hair streaked with grey. Her eyes still burn, Violet, but they're surrounded by laugh lines. She wears warm furs, as the weather demands. Connections with other characters: Elya’s Aunt. Will Hate Yrots. Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Layla is a long-respected Druid in the Grunwald- she's stopped several far realm intrusions in her life. So when the wards went off, and something big fled into the sky, she was the natural choice to hunt it. As she followed it, it continued north, past the Voural Mountain, and into the labyrinth at the heart of the glacier. Luckily for her, the druids foresaw this and gave her a staff that let her always know the way to her. But to survive that labyrinth, she'll need help. Kingdom (make something up, we're in a place vaguely German. Give it a little description): The kingdom of the Grünwald. Mostly covered in vibrant, magical green forest, the kingdom is primarily a group of small communities technically connected as a kingdom, though each kingdom mostly functions on its own. At it's heart lays the elder realms, bound by ancient magic. Skills: Layla is bound to the forest itself, and has skill in combat against the unnatural, and command over all that grows and beasts. In addition, she can take the shape of beasts, and communicate with plants and animals. She can even heal, to a limited degree. Magical Quirks: Layla struggles with healing. You all arrive in a tavern- cliche as it may be, that is nonetheless the way this story begins. At the bar sits a snow elf, drumming his fingers on the bar, waiting for his drink. He flirts with the human bartender to pass the time until other adventures arrive. An old dwarf and a middle-aged druid are drinking riotously at a table in the corner, telling each other stories of their many adventures and relatives. As you watch, they both break into laughter over something. Their relatives should be scared. A nervous-looking scribe sits at a desk in front of the Quest Board, scratching at his paper and ready to take registrations. The Questboard features quests, requiring closer inspection to make out. Reveal hidden contents Ah! The start of the RP! Also, yes. You could try to get that scribe to help you. He's a wayfinder. If you ever need other DMPCs, put out a posting, and someone will find you. Quote I HAD TO GO EEPY TIME! Teshan steps through the tavern slowly, looking around. He approaches the quest-board, then turns away. Right now he needed information. Walking towards the Snow-Elf, he spoke softly. “Elf. I have need of information.”
Kansas Stormcursed he/him Posted July 2, 2025 Posted July 2, 2025 8 hours ago, CoderDrag0n8 said: "Good, good," Evitar says nervously while looking around. He always gets nervous in public spaces. "I think there are some quests we can check out." He said, pointing to the quest board. "Maybe we can ask the scribe there." "That sounds like a pretty good plan to me!" Elya walks over to the quest board. @Argenti
IcedOutPenguin He/Him Posted July 2, 2025 Posted July 2, 2025 Galalth takes his drink and walks over to the quest board
Argenti he/him Posted July 2, 2025 Author Posted July 2, 2025 10 hours ago, ChickenBonanza said: “Geh,” he holds up a hand. “Not done yet.” He scans the papers for a few moments more. Then, his head turns as if on a swivel, to behold the scribe with bespectacled eyes. A thump, as he taps the board with a gnarled wooden staff that was not there before. “I’ll be taking that one.” The staff touches multiple. "Uh. Sir. Which one?" 9 hours ago, CoderDrag0n8 said: "Good, good," Evitar says nervously while looking around. He always gets nervous in public spaces. "I think there are some quests we can check out." He said, pointing to the quest board. "Maybe we can ask the scribe there." They wave nervously. 2 hours ago, SpiritOfWrath said: Teshan steps through the tavern slowly, looking around. He approaches the quest-board, then turns away. Right now he needed information. Walking towards the Snow-Elf, he spoke softly. “Elf. I have need of information.” The snow elf turns to him "Hm? I'm an adventurer." 33 minutes ago, IcedOutPenguin said: Galalth takes his drink and walks over to the quest board it reads ^
Through the Living Shadow he/him Posted July 2, 2025 Posted July 2, 2025 1 minute ago, Argenti said: "Uh. Sir. Which one?" They wave nervously. The snow elf turns to him "Hm? I'm an adventurer." it reads ^ “Yes, but you are also an elf. Not from here, too. What do you know about the Fey?”
Argenti he/him Posted July 2, 2025 Author Posted July 2, 2025 1 minute ago, SpiritOfWrath said: “Yes, but you are also an elf. Not from here, too. What do you know about the Fey?” "Why would I know anything about the fae...... elves left the fairy thousand of years ago." He seems vaguely offended. You might have better luck asking a druid than a random snow elf.
Through the Living Shadow he/him Posted July 2, 2025 Posted July 2, 2025 Just now, Argenti said: "Why would I know anything about the fae...... elves left the fairy thousand of years ago." He seems vaguely offended. You might have better luck asking a druid than a random snow elf. But the Druid was with a scary dwarf. ”Yea yea, I’m racist, yadda yadda yadda. It’s more important that you aren’t from around here. I’m looking for prisons, some sort of such, capable of imprisoning a fae. Now, I’ve scouted ‘round here, but I want information that isn’t around this region.”
IcedOutPenguin He/Him Posted July 2, 2025 Posted July 2, 2025 6 minutes ago, Argenti said: it reads ^ Galalth does
Argenti he/him Posted July 2, 2025 Author Posted July 2, 2025 3 minutes ago, SpiritOfWrath said: But the Druid was with a scary dwarf. ”Yea yea, I’m racist, yadda yadda yadda. It’s more important that you aren’t from around here. I’m looking for prisons, some sort of such, capable of imprisoning a fae. Now, I’ve scouted ‘round here, but I want information that isn’t around this region.” "Lords if I know. Do I look like a lore master to you? There's magical circles everywhere."
Through the Living Shadow he/him Posted July 2, 2025 Posted July 2, 2025 Just now, Argenti said: "Lords if I know. Do I look like a lore master to you? There's magical circles everywhere." “Yes, I know, but this Fae isn’t particularly like the others. And she isn’t quite sure where she’s being held. I’ll ask the Druid after you, but right now the Druid isn’t particularly sober.” Spoiler -I—a-l-s-o—w-a-n-t—w-i-n-d—t-o—c-o-m-p-l-i-m-e-n-t—m-y—p-o-w-e-r-
Argenti he/him Posted July 2, 2025 Author Posted July 2, 2025 6 minutes ago, IcedOutPenguin said: Galalth does Galath signs up? "Take a seat. Look at the quest-board." Just now, SpiritOfWrath said: “Yes, I know, but this Fae isn’t particularly like the others. And she isn’t quite sure where she’s being held. I’ll ask the Druid after you, but right now the Druid isn’t particularly sober.” Hide contents -I—a-l-s-o—w-a-n-t—w-i-n-d—t-o—c-o-m-p-l-i-m-e-n-t—m-y—p-o-w-e-r- Your patrons voice, distant and weak as it may be, whispers in your mind. S-Stop.... asking... the.... elf...
IcedOutPenguin He/Him Posted July 2, 2025 Posted July 2, 2025 Just now, Argenti said: Galath signs up? "Take a seat. Look at the quest-board." Quote Literally what he was doing. He does
Argenti he/him Posted July 2, 2025 Author Posted July 2, 2025 1 minute ago, SpiritOfWrath said: “Yes, I know, but this Fae isn’t particularly like the others. And she isn’t quite sure where she’s being held. I’ll ask the Druid after you, but right now the Druid isn’t particularly sober.” Hide contents -I—a-l-s-o—w-a-n-t—w-i-n-d—t-o—c-o-m-p-l-i-m-e-n-t—m-y—p-o-w-e-r- "Neither am I" he grunts.
Through the Living Shadow he/him Posted July 2, 2025 Posted July 2, 2025 2 minutes ago, Argenti said: "Neither am I" he grunts. “Pardon me, but it seems you hold your drink a bit better.”
ChickenBonanza Posted July 2, 2025 Posted July 2, 2025 30 minutes ago, Argenti said: "Uh. Sir. Which one?" Without looking, he retracts his staff from the board, tearing away a posting in the process. Miraculously, it sticks fast to the staff as he brings it closer to his face for inspection. “Eh. Haven’t been there awhile.” Then, he points his staff directly towards the scribe, so that the posting is inches away from their face. “This one.” The paper reads: RATS!
CoderDrag0n8 He/They Posted July 2, 2025 Posted July 2, 2025 2 hours ago, Kaladin Stormcursed said: "That sounds like a pretty good plan to me!" Elya walks over to the quest board. @Argenti Evitar walks over with him. 11 hours ago, Argenti said: "Sir! You must sign up!" The sign reads. Hide contents Easy: Swamp Witch Recently, a witch has been terrorizing local towns, transforming their houses into sugary delights- neutralize her. Beware of her goblin minions! Who have been pillaging and kidnapping locals while their mistress distracts them. She has been personally seen taking two children, muttering something about pie. Objectives are: Defeat the Goblin threat, Free the kidnapped, and Defeat the Witch. Easy: RATS! A horde of massive RATS has begun to raid the pantries of the town of Honeywood, and generally grosses out the locals when they emerge from their sewers covered in waste. Even worse, a strange disease has begun to spread, and rumors suggest that a mad scientist is contaminating the water. Objectives are: Explore the sewers, kill the rat infestation, and defeat the mad scientist. Medium: The Wardrums Recently, the Orcish tribes that inhabit the southern plains have begun to grow restless, and several border kingdoms have sent requests for the adventurers’ guild to deal with the threat. Spies have seen a massive chieftain thrumming up support of the many clans, and forcing them to settle their differences. A sparse few rumours, however, say there’s another force pulling his strings… Objectives are: Stop the Orcs from advancing into civilization, kill the Orc Chief, and defeat whatever force is truly at play. Medium: The Dream Wheel Cult Within the past few weeks, several high society members of the city of Greyloft have begun to experience horrible nightmares. Instantly, eyes turned to the church of Halm, goddess of dreams. The church, of course, swore no involvement, but many are filled with doubt, as the church is undoubtedly profiting. They refused to allow anyone into their inner sanctums- your task is to break in and find proof of their involvement, or kill those responsible. Objectives are: Break into the temple, find proof, and put a stop to the dreammakers. HARD: The Adamant Spire: The Adamant Spire has been a subject of numerous issues lately. An Adamant-infused volcano spawned from a hellrift, it’s both dangerous and alluring. In its heart dwells a young red dragon, which goes out to raid nearby towns and cities during the day. Meanwhile, the demons come by night, kidnapping innocents and using them in foul rituals. Several dwarven holds have a vested interest in the Spire and its Adamant and have sent several parties in, all of which have failed. Objectives are: Obtain a sample of the Adamant, Kill the Dragon, and Seal the Hellrift. DMPC: Hilda HARD: Cold Iron Keep:* The Cold Iron Keep is a massive enigma to the world. A pure black fortress of Cold Iron, it seems antithetical to the very fabric of the world. Many have tried to investigate it, and of the hundred that have passed beyond its black gates, only one has returned. A single warrior staggered a year and a day after he entered, 70 years older than he had been when he entered. The locals have been complaining about whispers in their minds, of the rattling of chains, Distant laughter, and the howling of wolves. They’re growing louder. Every full moon, shadows point away from the Keep, while every new moon, shadows point towards it. Nothing else is known. Objectives are: Figure out the Mystery, and destroy the source of the Whispers. DMPC: Zael Note: Cold Iron is a synthetic, magic-eating metal. While magic flows around Adamantine, Cold Iron actively absorbs it. This burns arcane mages on contact and makes sacred mages feel queasy. *Teshen, you Patron seems…. Pointed towards this quest. It’s hard to tell what she means by that. This is a trapped quest. You will not be able to leave the dungeon until you have finished all objectives. Or died. HARD: Frostheart Labyrinth:* The Frostheart Labyrinth is an ancient ruin in the far north, carved into a glacier. It’s ever-changing, and legends say that treasures unknown dwell in its heart. Recently, strange flesh creatures have emerged from the labyrinth, and druids have begun to appear to combat them. Meanwhile, certain underground smuggling groups have begun whispering about a beating frozen heart that, with every beat, shifts the labyrinth. Objectives are: Purge the taint of the Far Realms, Find the Beating heart, Find the Treasure at the heart of the Labyrinth. DMPC: Layla *CoderDragon, do not do this one. Layla will try to kill you. ^^^^
Argenti he/him Posted July 2, 2025 Author Posted July 2, 2025 32 minutes ago, ChickenBonanza said: Without looking, he retracts his staff from the board, tearing away a posting in the process. Miraculously, it sticks fast to the staff as he brings it closer to his face for inspection. “Eh. Haven’t been there awhile.” Then, he points his staff directly towards the scribe, so that the posting is inches away from their face. “This one.” The paper reads: RATS! The scribe flinches "Sir.... could you kindly put that down?" 23 minutes ago, IcedOutPenguin said: I sign up for the rats quest The scribe writes down your name. 2/4 52 minutes ago, SpiritOfWrath said: “Pardon me, but it seems you hold your drink a bit better.” "Really? The elf. Hold his drink better than the dwarf and human?" He scoffs and starts to walk away "Go bother someone else. I don't know anymore than standard about the fey." They're weak to iron, for one.
Through the Living Shadow he/him Posted July 2, 2025 Posted July 2, 2025 5 minutes ago, Argenti said: The scribe flinches "Sir.... could you kindly put that down?" The scribe writes down your name. 2/4 "Really? The elf. Hold his drink better than the dwarf and human?" He scoffs and starts to walk away "Go bother someone else. I don't know anymore than standard about the fey." They're weak to iron, for one. He turned away, sighing and approaching the Druid. “Druid.”
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