Candlekeep Mysteries | D&D 5e | RELAUNCH

Started by PhantomPistoleer, July 21, 2021, 01:42:42 PM

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PhantomPistoleer

CANDLEKEEP MYSTERIES RELAUNCH




Premise:  Candlekeep Mysteries is an anthology of adventures written by members of the Dungeons & Dragons community.  Each adventure begins with a book that the characters find in Candlekeep, an enormous library located in the Forgotten Realms setting.

GM:  Phantom will GM the game, though this is his first foray into the 5e system.

Conceits:  Each story embraces one of two narrative conceits: (1) The characters discover a book in the library that contains a mystery.  Getting to the bottom of this mystery requires embarking on an adventure.  (2)  The characters come to Candlekeep on a quest for information, perhaps to solve a crisis elsewhere in the world.  During their research, they uncover a book and the mystery it contains, which leads to adventure.

Players:  I am looking for 4-6 players who:

  • Post at least 2x/week;
  • Post in a reasonable, concise manner;
  • Listen to the GM and others;
  • Maintain civility, including being patient with me as I learn to DM 5e; and,
  • Play as a determined character who is willing to push forth.

Characters:  Characters shall be standard characters.  (Attributes:  15, 14, 13, 12, 10, 8)

Submissions:  Character concepts shall be submitted first.  If approved, the player may then create the sheet.  Admission is rolling.  Note*, please be aware that I will "chew up your character" in an effort to better understand him/her, and will "spit something out" that makes sense within the framework of the adventure.

Currently Admitted Characters:

Character Concept:  Character concepts may not be elaborate.  I think reading backgrounds for characters is tedious and boring, and I loathe it when I say, "make something simple," and players submit "something complex."  Spare yourself some time and do as I ask.  I am not impressed by your ability to generate a background, but rather, at your ability to listen and work with me to generate something together.

*Addendum:  I know that it's a la mode on E to have really elaborate backgrounds drawn up, but I DESPISE them.  I utterly despise them if they don't express the only thing I need to know: "Why is this PC at Candlekeep?"  So, if your background starts with, "so and so was born..." I need you to start over and start with, "So and so is at Candlekeep because..."

There are various hooks that you can use.


  • The PC is studying a particular subject at Candlekeep;
  • The PC is traveling to Candlekeep to seek assistance for some matter;

I have had people submit characters that lived at Candlekeep that didn't work for various reasons.  One person submitted someone who frequently stole, but that wouldn't work for IC reasons, and another person submitted a character that worked at Candlekeep, but I rejected the character since I thought it would give the character some kind of IC benefit that wasn't actually acquired through RP or stat.  However, you -can- have a character that lives and works at Candlekeep, so long as it doesn't confer some kind of IC benefit.

The concept should look something like this:

Quote
Twin Oxenbridge
Human Wizard 1



Background:  Twin is a university student from Stryxhaven studying Pocket Dimensions at Candlekeep.

Personality:  Twin is driven by a strong sense of doing good.

Consider the above.  This is a good enough initial submission that I can use to build off.

Things You Should Know:

1.  I don't know a lot of about Faerun.
2.  I don't really know how to play 5e.
3.  I don't post on the weekends.

Things to Avoid:

1.  Do not overthink your character.
2.  Do not oversexualize your character.
3.  Do not needle me about modifying extant rules.
4.  Do not generate characters that know one another for the purposes of gaining admission into the game.

Posting Commandments:


  • Thou Shalt Avoid Walls Of Text
  • Thou Shalt Not Hog The Spotlight
  • Thou Shalt Not Assume The Actions Of Others
  • Thou Shalt Not Assume Outcomes Of Actions
  • Thou Shalt Not Derail Gameplay
  • Thou Shalt Use the OOC Thread

Links:

Always seeking 5E games.
O/O

PhantomPistoleer

#1
POSTING PHILOSOPHY


Conventions

1.) Post Frequency:  I would like for players to post at least once every two days.  As the GM, I tend to respond quickly.  I am generally AFK during the weekends.  Post sequence should be organic.  If Player A and B are in a scene, they don't have to wait for Player C to post before starting a new cycle of posts.

2.) Post Length:  I simply want for post length to make sense and I want the content of posts to feel organic.  I like it when characters exchange information in a manner that resembles conversation rather than checking off a list of queries.

3.) Posts in Time & Space:  A post outside of combat should contain what can be done by the character within a fifteen-second time frame.  Inside of combat, it should contain what can be done by the character within the round.

4.) Soliloquy:  I passionately despise characters that enter into a long soliloquy when conversing with other characters.  A multi-paragraph soliloquy, in my opinion, is godmoding, because it assumes that another character will stand there and listen.

5.) Dynamic Conversation:  In posts, I frequently run into instances where a conversation goes something like this:

A says something to D;
B says something to D;
C says something to D;

and then, D will then respond to everyone in a single post that kind of looks like three different conversations.  I -loathe- it, don't do it.

If a character is talking to another character, have your character RP that he or she is interrupting the conversation.  Don't continue to layer the conversation.

6.)  Reasonable Actions:  Actions in posts should be reasonable.  One of my biggest pet peeves is when someone does too much within any given time frame.  Once, a player decided to cast three spells during a surprise round in a rousing game of Pathfinder, and it just drove me crazy.  I'd like for actions that require some kind of focus to be an essential and large part of the post, not an afterthought to a string of actions.

7.)  In the Moment:  I'd like for players to stay in the present when posting.  If I place a character in the world, you don't have to tell me through RP how that character got there.  If you need or desire to play out a flashback scene, I'd prefer that the characters open up a side thread.
Always seeking 5E games.
O/O

PhantomPistoleer

#2
Q & A:

1.  Phantom, didn't you just run this ad?  Yes!

2.  Explain?  What had happened was totally my fault.  I have very particular RPing philosophies.  I like organic play.  I want characters to act and react to one another.  I don't want RPing to be an exchange of laundry lists.  I usually make this disclaimer in my games, but I failed to do that for the original version of this game.  I didn't think it was fair to everyone that submitted a character to change their play style without warning, but I also didn't want to GM a game that wasn't in accordance to my desires.

3.  So... a relaunch?  Yes!  I actually really liked the thrust of the game.  It's fun, interesting, and what not.

4.  Can previous characters reapply?  YES!  But, you just have to agree to my RP format, which is basically "don't write a bunch of paragraphs when a simple paragraph will suffice."
Always seeking 5E games.
O/O

PhantomPistoleer

#3
CANDLEKEEP MYSTERIES | LORE




MAP OF CANDLEKEEP
STANDING ATOP A ROCKY CRAG OVERLOOKING the Sea of Swords, the massive citadel of Candlekeep has endured the elements for centuries and defied the degradations of time. Visible for miles around, Candlekeep has an eye-catching silhouette: a high wall interspersed with towers. This wall encloses a large space from which more towers rise. Those who behold the edifice say it looks like nothing so much as a cake decorated with an overabundance of candles.
The entrance to Candlekeep is a double gate that stands at the end of the Way of the Lion, the only road that provides access to and from the outside world. The route follows a lonely path across the peninsula where Candlekeep stands.

Those who gain entry discover a cloistered community of scholars milling around inside Candlekeep's walls, a place of enlightened conversation and friendly debate. No better place in the Realms exists for those who have a love for or a need of knowledge and who want to pursue such interests alongside fellow seekers.

Candlekeep has the largest repository of written lore in Faerun, including the collected prophecies of an ancient sage named Alaundo the Seer. Those compiled divinations make up a tiny fraction of the accumulated knowledge and secrets contained in the library's vast collection.

Not all knowledge preserved in Candlekeep is of historical importance. The library holds thousands upon thousands of lost recipes, old songs, collections of folklore, and journals written by folks whose time has long since passed. The abundance of these ancillary works makes finding notable tomes an exercise in patience and perseverance. Fortunately, a legion of scholars and sages called the Avowed look after the library and remain vigilant in the care and cataloging of all the knowledge it holds.

ENTERING CANDLEKEEP

The required entrance fee for admission into Candlekeep is a work of writing not already collected therein. Those who show up at the gates without such a gift are kindly but firmly turned away.

The enormous double gates of Candlekeep are three times the height of a human and wrought of black metal magically warded to foil attempts to damage them. Both doors are emblazoned with the sigil of Candlekeep. One of the two gates stands open far enough to admit visitors during the day, and the other is kept shut.

Bedecked in purple vestments, five Avowed priests of Deneir (god of writing) oversee the front gates, examining and discussing written works presented by hopefuls trying to gain entrance. If a question arises, the Avowed send a runner to consult with a sage in the library. The runner eventually returns bearing a missive of acceptance or denial. Visiting scholars experienced in this procedure often bring a selection of possible donations to ensure admittance. Despite the stringent entrance requirements, the Avowed do accept rare editions of tomes already in the collection, journals of those who recount unique or insightful experiences, or the odd work that has been annotated by a prominent scholar outside the library. Once granted admission, visitors quickly discover that it's wise to assemble a "wish list" of works that members of the senior staff are interested in collecting, potentially reducing the guesswork of readmission on future visits.

Those admitted to Candlekeep, referred to as seekers, can request the assistance of an Avowed adjutant who acts as a guide and research assistant for the duration of their visit. This guide has access to all the resources of the library, with the exception of the vaults that contain the rarest and most dangerous works. Seekers can appeal to higher-ranking Avowed for permission to peruse these off-limits works.

CANDLEKEEP LOCATIONS
From the fabled Emerald Door to the deepest catacombs, Candlekeep contains wonders for those with the patience to find them.

COURT OF AIR
This wide courtyard has nary a tree nor a well cluttering its cobblestone expanse.

HOUSE OF REST
This three-story bunkhouse in the Court of Air provides seekers with a place to rest and store their gear. The rustic accommodations include both private rooms and common rooms. In addition to comfortable lodgings, the House of Rest offers guests peace and quiet. Noisy patrons are directed to the Hearth if they want to continue their revels.

The House of Rest can hold up to fifty guests comfortably. If more space is needed, extradimensional spaces are created using Mordenkainen's magnificent mansion spells, the doorways to which are located at the ends of the upstairs hallways. Beneath the House of Rest is an extension of the library known as the Firefly Cellar.

THE HEARTH
From outside, the Hearth appears to be a modest tavern of sturdy construction, with warm light emanating from a pair of small windows on either side of the front door. Upon entering the establishment, visitors quickly realize that it's three times more spacious on the inside.

The Hearth gained its larger dimensions courtesy of extradimensional magic created by worshipers of Good (god of craft). An intricate clockwork device
is suspended in a two-foot-diameter, faintly glowing crystal orb embedded in the ceiling over the bar. The Avowed call this device a geometric amplifier.
It is the source of the magic required to maintain the integrity of the enlarged space.

The bar seats up to twenty customers, and patrons can also be seated comfortably at round tables with stout wooden chairs or at rectangular tables with benches. A dozen soft, cushy armchairs encircle the fireplace in the center of the room.

BATH AND STEAM HOUSE
Avowed and seekers alike use this building as a place to relax. Spacious rooms in the building contain heated pools for respite while engaging in casual conversation or debates with others. Side chambers hold hot saunas and massage parlors.

HOUSE OF THE BINDER
A seeker can request a copy of any book or scroll in the library, and the work of creating copies is performed by scribes in the House of the Binder. The entire text must be replicated, since the Avowed insist on maintaining the scholarly intent and integrity of the original author.

PILLARS OF PEDAGOGY
Seekers engage in quiet study and research within this austere cluster of closely huddled, flat-topped towers of varying heights. Each tower contains private rooms, available by reservation only, that feature permanent silence spells, allowing their occupants to read without disturbance.  Most research conducted by seekers happens in these towers. Seekers at the Pillars must rely on their Avowed guides to retrieve or return specific works from the Great Library to assist with their research. Most seekers never pass through the Emerald Door into the library proper.

TEMPLE OF OGHMA
This modest stone temple is dedicated to the god of knowledge. Its bronze bell announces the beginning of services. Four large stone gargoyles perch on the cornices and gaze down protectively; these seemingly inert statues are stone golems charged with defending the temple. If called to service, they glide gently to the ground using a programmed effect similar to a feather fall spell.

The caretaker of the temple in 1492 DR is a human priest of Shou descent named Lorekeeper Kei Tigersteel. Though not officially an Avowed, the Lorekeeper enjoys the privilege of entering the library unaccompanied.

ERUDITE OUTFITTERS & CLOTHIERS
Seekers and members of the Avowed can buy new robes or have their well-worn clothes mended at this modest exchange.

In 1492 DR, the exchange is managed by Feldmar Bisset III, a human acolyte of Gond, an expert tailor, and a sericulture hobbyist. He and his family fashioned a place among the Avowed, crafting robes and other garments upon request. Feldmar teaches a compulsory class on simple stitching to adjutants in an effort to reduce the amount of basic patchwork he and his family do to keep the Avowed neatly clothed.

Next to the workshop is an atrium where Feldmar indulges his hobby of raising silkworms and harvesting their cocoons to weave small amounts of the precious cloth.

SMITHY AND STABLES
A gold dwarf veteran named Khe'ril Hammerbind oversees the smithy, which adjoins the stables. Khe'ril and his apprentices produce shoes for horses and other mounts here. The heat from the forge provides warmth when winter comes calling.

The stables accommodate a wide range of mounts. Most of the stalls are designed for horses and ponies, but specialized stalls offer secure lodging and care for hippogriffs, griffons, and wyverns as well.

EMERALD DOOR
The Emerald Door--the main point of access to the Inner Ward--stands at the western end of the Court of Air. It is fifteen feet tall and made of a translucent dark green stone that glows with an inner light. An arcane lock spell seals the door, which is further warded against all damage. Here, a Keeper of the Emerald Door (a mage) stands at all times to welcome newly arrived seekers. The Keeper uses runners to help seekers secure lodgings at the House of Rest and places to study in the Pillars of Pedagogy. Keepers of the Emerald Door politely dispel any mistaken notions seekers might have about passing through the Emerald Door and exploring the Great Library beyond.

The Inner Ward is off limits to seekers without special dispensation, which must come from the Keeper of Tomes, the First Reader, or one of the eight Great Readers. When permission to enter the Inner Ward is granted by such an individual, it's customary for the beneficiary of this consent to receive a signed and sealed letter of admittance. The wax seal must be intact and unbroken when the letter is presented to the Keeper of the Emerald Door. The Keeper determines the letter's authenticity by opening and reading it. If the letter passes muster, the Keeper returns it, opens the Emerald Door, and allows the letter's owner to enter the Inner Ward. Unless a shorter or longer duration is specified in the letter, permission to occupy the Inner Ward lasts for a ten-day, during which time the letter's recipient can come and go as they please.

A Keeper can spot a forged letter of admittance with a successful Wisdom (Insight) check contested by the forger's Dexterity (Deception) check. Anyone caught presenting a forged letter is denied access to the Inner Ward indefinitely.

A seeker who is denied entry to the Inner Ward can still enjoy the bulk of Candlekeep's collected works. The seeker need only ask an Avowed adjutant to fetch the desired works and deliver them to the seeker's preferred place of study in Candlekeep (usually a chamber in the Pillars of Pedagogy). Not all books in the collection can be checked out in this manner, however; the rarest and most dangerous tomes can be accessed only by creatures who are granted passage through the Emerald Door.

If a request is made for a work that has been checked out by another Candlekeep resident, it could be days or weeks before that work becomes available.

DEFENSES AND DECORUM
Candlekeep is fortified by a fifty-foot-tall, fifteen- foot-thick, iron-reinforced stone wall with a double gate facing east. Although most of the Avowed are humble scholars, a number of potent spellcasters fill critical posts. If trouble occurs, the Gatewarden (an archmage) and up to four mages arrive to investigate immediately. If they can't bring the situation under control in short order, up to four additional archmages arrive to lend assistance.

WARDS

Numerous magical defenses protect the library. The most innocuous include wards to protect the library's books from mold, weevils, and other threats. Other protections are more dramatic, as discussed below.

Magic Restriction. Wards prevent anyone from entering Candlekeep by any route other than through the front gates. Any attempt to magically bypass these gates fails. These wards do not prevent creatures from using magic to exit Candlekeep.  Anyone who tries to fly over the wall into Candlekeep is stopped short. Magical flight is dispelled, and the subject floats slowly to the ground fifty feet outside the gates. An intangible ward forces creatures that can fly naturally to either land or circumnavigate Candlekeep altogether. Ordinary birds are unaffected by this ward.

Fire Suppression. Flames larger than a candle are suppressed within the keep. (The fireplace in the Hearth, Candlekeep's tavern, is an exception.) Thus, any spell that creates fire is wasted if it is cast within the keep.

Theft Protection. Every book, scroll, and other work considered part of Candlekeep's collection is magically protected against theft. Any such work that is removed from the keep disappears and immediately returns to its proper place in the library.

Shielding Mythal. From any location in Candlekeep, the Keeper of Tomes (see "The Avowed" later in this section) can activate a mythal--an exceptional, unbreakable magical effect--that envelops all of Candlekeep in a protective shield through which nothing but air and sound can pass.

ORDERS OF ACCORDANCE

All who enter Candlekeep must agree to the Orders of Accordance, rules set forth by the senior staff to prevent misconduct. Violating one or more of these orders results in banishment from Candlekeep, and the banished are seldom allowed to return. The rules are simple:

No fighting. All arguments must follow the rules of cordial debate and discussion. Violent altercations are not tolerated.
No stealing. This rule applies to all objects in the keep, not just the library's works.
No copying. Visitors are permitted to take notes while studying the library's works, but anyone who wants to make a full copy of a work must pay to have the manuscript created by scribes at the House of the Binder.
No damaging, marking, or otherwise modifying the works. This rule doesn't apply to privately owned books, scrolls, and other documents that aren't part of Candlekeep's collection.

SAGES AND MASTER SAGES

Candlekeep's resident lore experts are master sages and sages who dedicate themselves to scholarship above all. Stat blocks for the master sage and the sage appear on the facing page.

THE AVOWED
Roughly three hundred Avowed live in Candlekeep. The majority of them are low-level assistants, newcomers to the order, or scribes who handle the everyday work in the keep (use the commoner stat block to represent them).

High-ranking members of the Avowed include the individuals described below.

Keeper of Tomes
The Keeper is the highest-ranking member of the Avowed and the governor of Candlekeep, who selects scholars to fill vacant leadership positions. The Keeper's word is law, and each Keeper's edicts are recorded for the edification of future Keepers.

A Keeper of Tomes chooses their own replacement. If a Keeper dies or departs before making that choice, the council of Great Readers votes to determine who among them is elevated to the position. Tie votes are broken by the First Reader.  In 1492 DR, the Keeper of Tomes is the human archmage Janussi, a devoted follower of Deneir.

Readers
The Keeper of Tomes appoints individuals to fill key roles, as described in the sections that follow.

FIRST READER 
The First Reader constantly expands Candlekeep's literary resources and base of knowledge. Acquiring unique tomes and scrolls falls under the First Reader's purview.  In 1492 DR, the First Reader is Bookwyrm, a dragonborn master sage (see the stat block earlier in this section) of green dragon ancestry. Bookwyrm's real name is Skoda Valanaster.

GREAT READERS
Candlekeep maintains a council of eight Great Readers, senior Avowed who oversee day-to-day operations. These erudite scholars and gifted spellcasters are chosen from the ranks of Master Readers. Each is acknowledged as Candlekeep's foremost expert on a particular area of study. Many of them use the master sage stat block presented earlier in this section.

In 1492 DR, the Great Readers are:

• A'lai Aivenmore, a human master sage and worshiper of Oghma (god of knowledge). Primary expertise: divinity (the gods and the nature of the divine).
• Alkrist, a dragonborn master sage of bronze dragon ancestry. Primary expertise: politics, military strategy, and significant battles of Toril.
• Daral Yashenti, a human master sage and poet. Primary expertise: music, poetry, and literature.
• Fheminor Scrivenbark, a lightfoot halfling master sage. Primary expertise: history, folklore, and the cultures of Toril (past and present).
• Kazryn Nyantani, a human master sage. Primary expertise: the natural world and celestial navigation.
• Sylvira Savikas, a tiefling archmage. Primary expertise: the Great Wheel of the planes.
• Teles Ahvoste, a human archmage. Primary expertise: magic items, curses, and the Weave.
• V'ziir-Ag, a githzerai master sage. Primary expertise: all things unnatural (including aberrations, undead, and the Far Realm).

MASTER READERS
Master Readers (sages and master sages; see the stat blocks earlier in this section) oversee the scribes and teach the adjutants. These learned Avowed possess tremendous institutional knowledge.

CHANTER
A chosen group of Avowed maintains a constant recitation of the prophecies of Alaundo the Seer. The Endless Chant, as it is called, travels throughout the keep day and night. It's led by either the Chanter or a hand-picked subordinate.
Always seeking 5E games.
O/O

Laughing Hyena

Aramis Blackthorn
Human Wizard 1



Background: A frustrated apprentice mage dispatched to Candlekeep by his mentor, Professor Valathar, to study demiplanes, pocket dimensions, and other spaces that exist outside the Material Plane.  At Candlekeep, he met another student named Twin Oxenbridge, who was studying the same subject. The pair have been studying together at Candlekeep for the last month.

Personality: Aramis is highly intelligent, but exceedingly impatient. He loathes the traditional master-apprentice relationship to acquire arcane knowledge, and as such, deeply resents his mentor, Professor Valathar.

AribethAmkiir

Rain Windsong
Human Bard 1



Background: A songstress and storyteller who often browses the Candlekeep libraries for stories of grandeur.  The only thing better than reading and memorizing such adventures, is to live them herself.

Personality: Jovial, Charismatic, Mischievous, Loyal, and Curious.

PhantomPistoleer

Quote from: Laughing Hyena on July 21, 2021, 02:47:33 PM
Aramis Blackthorn
Human Wizard 1



Background: A frustrated apprentice mage dispatched to Candlekeep by his mentor, Professor Valathar, to study demiplanes, pocket dimensions, and other spaces that exist outside the Material Plane.  At Candlekeep, he met another student named Twin Oxenbridge, who was studying the same subject. The pair have been studying together at Candlekeep for the last month.

Personality: Aramis is highly intelligent, but exceedingly impatient. He loathes the traditional master-apprentice relationship to acquire arcane knowledge, and as such, deeply resents his mentor, Professor Valathar.

This submission is fine and doesn't need to be mended.

Quote from: AribethAmkiir on July 21, 2021, 03:00:47 PM
Rain Windsong
Human Bard 1



Background: A songstress and storyteller who often browses the Candlekeep libraries for stories of grandeur.  The only thing better than reading and memorizing such adventures, is to live them herself.

Personality: Jovial, Charismatic, Mischievous, Loyal, and Curious.

This submission is fine as it is, but I'd like for us to figure out a way to give the character more connective tissue.  Maybe give her a boyfriend, or girlfriend, or ex, or sibling.  Something that helps you give Rain some more agency, or gives her more than a passing reason to stick around on adventures.
Always seeking 5E games.
O/O

AribethAmkiir

Quote from: PhantomPistoleer on July 21, 2021, 03:04:27 PM
This submission is fine as it is, but I'd like for us to figure out a way to give the character more connective tissue.  Maybe give her a boyfriend, or girlfriend, or ex, or sibling.  Something that helps you give Rain some more agency, or gives her more than a passing reason to stick around on adventures.

I'm good with that.  Anyone want to volunteer? 

PhantomPistoleer

#8
Quote from: AribethAmkiir on July 21, 2021, 03:10:49 PM
I'm good with that.  Anyone want to volunteer?

All right, so... I recommended that Aramis and Twin have a very friendly, romantic relationship with Rain.  By story start, they would've engaged in threesomes with the bard, and honestly, Aramis and Twin probably wouldn't be friends if Rain wasn't there to relieve some pent up stress from time to time.

The relationship isn't exclusive.  To be sure, Rain probably has numerous "friends," but the boys like to have her around, and they have a flirty, friendly, and protective relationship with her.

Maybe the relationship began when she bartered her "services" for some translation work or something.

Additionally, maybe she has had other relationships.  If Isengrad's Nathaniel shows up, maybe Rain and Nathaniel could have been an item a long time ago.
Always seeking 5E games.
O/O

pdragon

Faybyn Stronghollow
Shifter Warlock 1



Background: Follower of Corvis, the Many-Eyed Raven. While her patron is not normally a benevolent entity, he has recently found himself indebted to a God of good, and sworn to assist against evil. To this end he has sent Faybyn to Candlekeep to seek aid for a stricken town.  The settlement has withered this year.  Crops have failed, the lifestock stands in the fields like stick figures, and the rain has dwindled.  Corvis believes that a curse has been levied on the land and sent Faybyn to seek out a mage named Matreous, an expert on curses.

Personality: Despite the dark nature of her patron, Faybyn herself is kind, calm, and at times almost motherly in demeanor. She is brave, strong willed, and fiercely loyal to those she swears herself to. However this loyalty naturally extends to her patron Corvis, and thus will not hesitate to commit dark deeds at his behest.
What a thrill...with silence and darkness through the night....

Request Thread

PhantomPistoleer

Quote from: pdragon on July 21, 2021, 03:21:34 PM
Faybyn Stronghollow
Shifter Warlock 1



Background: Follower of Corvis, the Many-Eyed Raven. While her patron is not normally a benevolent entity, he has recently found himself indebted to a God of good, and sworn to assist against evil. To this end he has sent Faybyn to Candlekeep to seek aid for a stricken town.  The settlement has withered this year.  Crops have failed, the lifestock stands in the fields like stick figures, and the rain has dwindled.  Corvis believes that a curse has been levied on the land and sent Faybyn to seek out a mage named Matreous, an expert on curses.

Personality: Despite the dark nature of her patron, Faybyn herself is kind, calm, and at times almost motherly in demeanor. She is brave, strong willed, and fiercely loyal to those she swears herself to. However this loyalty naturally extends to her patron Corvis, and thus will not hesitate to commit dark deeds at his behest.

I think we have to change Faybin around a little bit, too.  I want her to have some connective tissue, too.  "Connective tissue" is not meant to be a euphemism.  OR IS IT!?
Always seeking 5E games.
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Laughing Hyena

#11
I actually like the bromance Twin and Aramis had. Heck Aramis has no problem being a wingman if Twin did pursue Rain.

To play a more straight relation, Rain is Aramis' source of news and wholesome entertainment. Also as a step further, Aramis can help with treasures and lore for Rains stories and whatever shenanigans they make. Rigging some gambling tiles or such would be nice bonding.

PhantomPistoleer

#12
Quote from: Laughing Hyena on July 21, 2021, 03:23:02 PM
I actually like the bromance Twin and Aramis had. Heck Aramis has no problem being a wingman if Twin did pursue Rain.

To play a more straight relation, Rain is Aramis' source of news and wholesome entertainment. Also as a step further, Aramis can help with treasures and lore for Rains stories and whatever shenanigans they make. Rigging some gambling tiles or such would be nice bonding.

So Aramis is Harry, Twin is Ron, and Rain is Hermione. 

... I am going to miss the threesomes, though.  :(
Always seeking 5E games.
O/O

AribethAmkiir

Quote from: PhantomPistoleer on July 21, 2021, 03:16:28 PM
All right, so... I recommended that Aramis and Twin have a very friendly, romantic relationship with Rain.  By story start, they would've engaged in threesomes with the bard, and honestly, Aramis and Twin probably wouldn't be friends if Rain wasn't there to relieve some pent up stress from time to time.

The relationship isn't exclusive.  To be sure, Rain probably has numerous "friends," but the boys like to have her around, and they have a flirty, friendly, and protective relationship with her.

Maybe the relationship began when she bartered her "services" for some translation work or something.

Additionally, maybe she has had other relationships.  If Isengrad's Nathaniel shows up, maybe Rain and Nathaniel could have been an item a long time ago.

Well, she's a bard.  So, she likes to have fun and is friendly with folks.  She's Chaotic Neutral so she follows her own whims, and wouldn't have any moral objection against what you've described.  However, she's not a prostitute.  lol.  I feel the "services" would've meant something else, and if they'd had an enjoyable evening with some attraction, flirtation, and wine it could've easily led to something else.  But that wouldn't have been what she meant when she offered them her "services".

pdragon

Quote from: AribethAmkiir on July 21, 2021, 03:10:49 PM
I'm good with that.  Anyone want to volunteer?

Perhaps Faybyn and Rain could have known each other in the past and been lovers at one time. Maybe she even knew her before Faybyn became a warlock and the last time they saw each other was before Faybyn left to join her cult. Wanting to reconnect and figure out what happened could be a good reason for Rain to follow along the adventure.
What a thrill...with silence and darkness through the night....

Request Thread

PhantomPistoleer

Quote from: pdragon on July 21, 2021, 03:26:45 PM
Perhaps Faybyn and Rain could have known each other in the past and been lovers at one time. Maybe she even knew her before Faybyn became a warlock and the last time they saw each other was before Faybyn left to join her cult. Wanting to reconnect and figure out what happened could be a good reason for Rain to follow along the adventure.

That sounds awesome.

"So... you're dating this geek?"
Always seeking 5E games.
O/O

AribethAmkiir

Well, Rain wants to find an epic tale/story that will boost her fame and renown to new heights.  That's why she follows along on adventures.  Think news reporters in WWI or WWII type of mentality. 

More "connective tissue" is good, though.   She's gone from having none to possibly being the glue.

@pdragon - I like the idea.  Would that have been before Fabyn lost her eye? 

Isengrad

Nathaniel Graves
RACE CLASS 1



Background:  A young noble with a peculiar psionic ability, his desire to find out more where his power came from drew him to Candlekeep.

Personality:  Quick for a laugh and protective of his friends, he's a bit more down to earth than some nobles. Honest to a fault, it has gotten him in trouble sometimes.

original artwork by karabiner

PhantomPistoleer

Quote from: Isengrad on July 21, 2021, 03:36:35 PM
Nathaniel Graves
RACE CLASS 1



Background:  A young noble with a peculiar psionic ability, his desire to find out more where his power came from drew him to Candlekeep.

Personality:  Quick for a laugh and protective of his friends, he's a bit more down to earth than some nobles. Honest to a fault, it has gotten him in trouble sometimes.

All right.  So, the character needs more connective tissue!  That's apparently a fun way to say that he needs to be fucking someone (or has a history of fucking someone).  :/
Always seeking 5E games.
O/O

pdragon

Quote from: AribethAmkiir on July 21, 2021, 03:35:57 PM
@pdragon - I like the idea.  Would that have been before Fabyn lost her eye?

Yeah, I imagine the eyepatch would be the first big change she'd notice. That along with all the eldritch adornments and the magic power she never had before.

Another thing to consider, do you think they would have met as travelers already exploring and adventuring? Or perhaps they knew each other even before that, like coming from the same home town or something.
What a thrill...with silence and darkness through the night....

Request Thread

Isengrad

Quote from: AribethAmkiir on July 21, 2021, 03:35:57 PM
Well, Rain wants to find an epic tale/story that will boost her fame and renown to new heights.  That's why she follows along on adventures.  Think news reporters in WWI or WWII type of mentality. 

More "connective tissue" is good, though.   She's gone from having none to possibly being the glue.

So, Shes April O'Neil?

As far as Connective tissue. backstory wise I would still like Nathaniel(if he gets in) to be a Noble from Baldurs Gate, second or third Son sort of deal...not really expected to take over the family, leaving him more free time and not being pressured as much. There is a chance that all those that call Candlekeep home could have had run ins with him or met him in passing on trips to the City.

original artwork by karabiner

PhantomPistoleer

Quote from: pdragon on July 21, 2021, 03:42:12 PM
Yeah, I imagine the eyepatch would be the first big change she'd notice. That along with all the eldritch adornments and the magic power she never had before.

Another thing to consider, do you think they would have met as travelers already exploring and adventuring? Or perhaps they knew each other even before that, like coming from the same home town or something.

That's a possibility.  You don't necessarily have to have been lovers.

Friends, acquaintances, from the same place..., or, cough cough, attended-the-same-orgy-but-the-details-are-hazy...

I'm just kidding, this game isn't really about smut.  But it's a lot of fun to talk about!
Always seeking 5E games.
O/O

AribethAmkiir

Quote from: pdragon on July 21, 2021, 03:42:12 PM
Another thing to consider, do you think they would have met as travelers already exploring and adventuring? Or perhaps they knew each other even before that, like coming from the same home town or something.

I like the idea of their relationship being either early in their respective careers or coming from the same village/town.  Either way, enough time has passed where each has more mystery about her than familiarity.

Quote from: Isengrad on July 21, 2021, 03:44:59 PM
So, Shes April O'Neil?

Umm... sort of?  Cooler.  Less damsel in distress.  No mutant turtles.   :P

Isengrad

Quote from: AribethAmkiir on July 21, 2021, 03:52:08 PM
Umm... sort of?  Cooler.  Less damsel in distress.  No mutant turtles.   :P

Well, her TMNT incarnation was kicking butt alongside her Bo Cassy Jones in the final battle. ALSO....now I want to make a tortle monk....bah save for some other game

original artwork by karabiner

pdragon

@PhantomPistoleer
lol that's fair. Faybyn wouldn't particularly shy away from an orgy, but she mostly prefers to get cozy with her traveling partners, makes sleeping on the road more comfortable.

@AribethAmkiir
Sweetness. Was Rain always a bard? Or at least always aspired to become one? If they grew up in the same town and she was known for her singing and what not, Faybyn showing up to Candlekeep and discovering that she's "made it" as a proper bard would make for a touching moment. It'd be kind funny if their post time-skip reactions to each other were completely different

Faybyn: "Oh wow you're a Bard? I'm so proud of you!"
Rain: "Yo what the fuck happened to you?"
What a thrill...with silence and darkness through the night....

Request Thread