
Brimleydower |

I'll be accepting character submissions for a 5th Edition D&D Play-by-Post that will take place in an original world setting (more specific information below). Race options in this setting are almost entirely different than the standard 5e options. Beyond that, it's still (mostly) a mid-to-high fantasy setting with a few bizarre or unusual elements sprinkled in for seasoning. I'll go ahead and outline some of the more technical expectations of the game, like character creation guidelines and whatnot, before I get too deep into outlining the setting information.
My intention for the game's narrative is to set it up in self-contained increments/arcs that will make it easier to resolve, pause, or continue. This game will not be an epic sprawl of Adventure Path proportions—chiefly, because I don't have that kind of commitment in me, but also because there are interesting enough stories to be told without world threatening events. In part, by running this game I will also be able to help flesh out my setting for myself and future instances/tables. If we reach the end of any given arc and find that myself and everyone else is eager to continue, we can continue on in another chapter. If not, we'll just wrap up the story and do a brief epilogue scene at the end of the arc in question.
Characters will be starting at 3rd level. I expect this adventure to take everyone to 5th level at the very least. I am okay with any WotC-published content (though I will ultimately reserve the right of refusal) including Unearthed Arcana articles.
Ability Score Generation: We'll be rolling 4d6 and dropping the lowest. If you get a hopelessly awful array I might come up with some sort of incentive or boon to help keep your character relevant, but that'll be reserved until after a final roster is chosen and likely farmed from backstory info.
Background: I'm not going to be overly demanding this time around on character backgrounds. Since it's a somewhat undefined and unknown homebrew setting, specifics are going to necessarily be hard to come by (and even harder to expect from players). Give me a few general paragraphs explaining broad strokes about your character and a personality profile, and that will be plenty.
Launching Point: This game will begin in a large port city, but only briefly. Expect your players to soon leave port aboard a seafaring vessel of some sort, likely to include at least a few high sea, daring-do adventures. That does not mean your characters need to have sea legs, of course.
Now, with that out of the way, here comes a massive info dump on the setting itself.
Aurus is the name of the setting and the planet on which the game will take place. Aurus is one of two twins in a tidally locked, binary planet system. Between the two sister-planets, an immense comet perpetually awash in crimson energy is caught in the gravitational pull of either planet. From it's fixed point between the south pole of Aurus I and the north pole of Aurus II, it slowly spins, occasionally showering either planet with a stream of red sparks.
The unique nature of the twin planetary system has resulted in a gradient of moisture levels ranging from the south to the north pole. As such, most of the bottom half of Aurus I is covered in an ocean—the only ocean on the surface. From the coasts of the continental mass northward, the planet is covered in what are essentially bands of increasingly dry biomes. This progression generally follows from coasts/jungles -> swamps -> forests -> plains/prairies -> wastes/deserts.
On the southern pole of Aurus I, the planet where the game takes place, there is an island-nation dominated by a single, huge mountain peak that stretches towards the comet—the Aurusfont—like a great, ice-capped spire. The "red elves" that make their home on this isle—Aurorans—have developed an inborn gift for drinking of the comet's power. As a result, their entire civilization and culture is centered around the comet and the power it provides them.
Prehistory: This is not information known to any who actually live on Aurus (save for one entity that will remain unnamed here), but the beginnings of some of the planets denizens actually began in the stars. Galactic fleets belonging to the Xeidoran and Togani races waged war across the galaxy against a corruptive malignance. The nature of this enemy was such that true victory could never be achieved, but the most gifted minds among the Xeidoran and Togani peoples devised a means to seal away their enemy. However, it was a gambit that would cost them nearly everything. Even as they succeeded in sealing away this primeval force on Aurus II, their fleets were destroyed and scattered to the cosmic winds. The Togani and Xeidoran that walk the surface of Aurus I today—little more than primitives compared to their spacefaring days—are all that remain of their once great civilizations.
Ancient History: Much of the continent of Aurus rests firmly within the iron grasp of the Makhoran Empire—a varied race of cat-like centaurs that have dominated and held territories across the known world for over a millennium. Most of Aurus' recorded history is underpinned by a conquest of blood and shackles of the Makhoran Empire's making. Bitter rivals of the Togani, the first Makhoran Tribes banded together against these invaders and brought the Togani to the brink of extinction. Even today, only two great Togani cities remain within the shadow of the Makhor.
Modern Era: The march of time has finally seen a decline in the age of Makhoran aggression. While their vast empire still dominates the world, cracks have begun to form in the foundation. Bureaucracy and debauchery rot Makhoran civilization from the inside, while just a decade past the last living Makhoran Empress abdicated her throne in favor of empowering the senate—an occasion marked by the renouncement of slavery as a practice. Humans were granted, for the first time ever, their own ancestral lands within the Makhoran Empire. For most intents and purposes, slavery does still exist, though in a far less brutal fashion—"servants" now have a path towards citizenship within the Empire, and must be compensated for their labor.
RACES (Racial entries are not entirely complete as it stands with regards to descriptive writeups, but the mechanics/crunch are all there. Xeidoran Reclaimers will likely get a lot more options for their devices, but the current armor/weapon charts will suffice for immediacy's sake. If someone has any questions about a race, feel free to direct some questions and I can answer as needed)
The Imperial Pantheon: Makhoran gods are certainly a sacrosanct part of their culture. Outside faiths are not tolerated, though they're more than happy to have non-Makhorans worship their pantheon.
The Aurusfont: Auroran Elves live in the "shadow" of the comet, bathed in its power, and wield tangible benefits for their devotion. Their society tends to revere it as divine in a sense, though they have not assigned any specific likeness or sentience to it. It is a source of power and beauty that keeps and protects them, providing far more than any deity or spirit.
Bedoolan Volskwoo: The term "Volskwoo" refers to entities within the culture's history that lived normal lives in the past, but achieved such great feats in life that they gained divinity. In short, Bedool worship heroic (and sometimes not-so-heroic) ancestors. These Volskwoo are usually revered in accordance to the sort of lives they lived while mortal.
Xeidoran Magitech: Wreckage of their old technology are the closest thing to divinity Xeidorans can ever hope to look upon. Their entire society is built upon these holy relics.
Spirits of the Wild: There is a time beyond memory in which the comet, the Aurusfont, did not exist, and the elves did not depend on it to sustain them. A minority of the elves chose to continue this life, and long ago departed from the Auruspire to live as their ancestors did in the wilds of the continent. These elves draw power from guardian spirits, the seldom glimpsed feywild, or nature itself. Lowans and Meerks are of similar dispositions, with the former being fey entities and the latter building tribes around great guardian spirits that watch over the wilds.
Chronomancy and Astrology—the Togani: The City of the Sun and the City of the Night were established to track the movements of heavenly bodies (particularly, the sun) that the Togani worship. It has empowered them to stand, if only barely, against the overwhelming press of Makhoran aggression for over a thousand years. Within their seats of power, the Keepers of the Sun and Stars (rulers of their respective cities) command a mastery over Time Magic that renders them virtually untouchable.
Firepower: Aurorans discovered gunpowder, and have traded heavily with the Bedool in the years that followed, usually for gems and precious stones integral to elaborate arcane rituals. Cannons are commonplace among the Bedool, and becoming increasingly prevalent among the other races as well, though they are largely limited to coastal forts and seafaring vessels. Firearms exist in the form of matchlock pistols and rifles.
Maritime Advancements: There is no naval force that can reckon with the Bedool on the open seas, but sailing ships are common, usually featuring multiple decks and two or more masts. Bedool ships range from the common variety to massive behemoths that are downright infeasible.
Xeidoran Relics: Only encountered among the Xeidorans typically, but capable of producing effects that everyone (including the Xeidorans) regard as magic/spellcraft. Such things are sometimes traded on black markets, but trading in these devices is a perilous enterprise. The Xeidorans are fanatical about recovering such relics, and display a frightening capacity for said recoveries (often by any means necessary).
Spellcasters are commonplace enough, but truly powerful casters are not. Magic items are exceptionally rare. The art of enchanting something requires the use of living souls (willing or not) to realize, so the practice is predictably outlawed in general, or at the very least a societal taboo of the worst order (along the lines of creating undead). As it turns out, even the most miniscule oversight or misstep in the creation of magical gear can imprint the soul in question into the object, which is a horrifying prospect for most. Even for those few that sought to gain some measure of immortality by such a transformation, the passage of time warps the sentience residing within, and not for the better. Trading in magic goods is not forbidden, typically, but creating them is (again, typically). Also, consumable items are not bound by the same restrictions. Potions, scrolls, charms, etc. do not require living souls to create.
Acknowledging that 5E's system is at least somewhat built upon the notion of magic gear existing, I'll be introducing Item Quality Tiers to stand in for armor/weapon bonuses (+1, +2, +3). They'll be represented as fine, masterwork, and legendary respectively.
A lot of common creatures from the D&D mythos will not "appear" in Aurus, though some might. That's not to say I won't borrow a monster's statblock and reskin it for my own purposes, of course. Conventional humanoids (orcs, goblins, etc.) will not be found on Aurus. Rivalries between existing races will be played up more rather than using monstrous tribes of creatures.
I'll be brief on this one: expect horribly corrupted to be a constant theme.
Creatures of titanic proportions will be difficult to wound or injure. That is to say, your sword is going to be about as threatening to an ancient dragon as a feather duster. If you want to bring down the big boys, you'll need a lot of siege weapons or a lot of magical firepower.
______________________________
Hopefully that's everything, or at the very least enough to get the ball rolling. Previous experience with 5E is not required, though is a plus. It's a pretty easy game to pick up in my experience: familiar enough to grasp the rules quickly, but different enough to offer a unique (or at least focused) style of play.

Brimleydower |

I didn't touch on this above, but I'll include a brief note on my expectations regarding alignment. I'm not restricting alignment choices, but keep in mind your character needs to be able to function in a group working towards some common purpose. Murderface the Lone Wolf is likely not a great idea as a concept. Beyond that, I mostly use alignment as a loose framework for what sort of morale compass your characters have. I'll not use it as a cudgel to punish you or shift alignment for playing CG different than I envision it.
Most importantly: party conflict is fine so long as it remains in the realm of roleplay/drama/narrative. No PC-Bane episodes will be allowed to occur, however.

Vrog Skyreaver |

Dotting. I also really like your races Brimleydower.
4d6 - 5 ⇒ (6, 5, 6, 6) - 5 = 18
4d6 - 1 ⇒ (4, 3, 3, 1) - 1 = 10
4d6 - 3 ⇒ (6, 6, 3, 4) - 3 = 16
4d6 - 2 ⇒ (4, 2, 3, 2) - 2 = 9
4d6 - 3 ⇒ (6, 6, 5, 3) - 3 = 17
4d6 - 3 ⇒ (6, 4, 3, 3) - 3 = 13
Wow.
Okay, so now what to make that makes use of those stat rolls?

Vrog Skyreaver |

Okay, so here is my first stab at building a character. I made him using the Mystic class, but if you would rather not have the mystic or artificer, I can create a different character
Reep' Tchk' Tchk
CG Prariestalker Meerk Mystic 3
STR 9
DEX 18
CON 18
INT 18
WIS 10
CHA 13
HP (Hit Dice) 33 (3d8)
AC 18
Proficiency Bonus +2
Initiative +4
Saves: Str: -1; Dex: +4; Con: +4; Int: +6; Wis: +2; Cha: +1
Speed 25' | Burrow 5'
Spell Attack +6 to hit
Spell DC: 14
Skills: Arcana +6, Animal Handling +2, Nature +2, Perception +2, Stealth +6, Survival +2
Tools: Smith's Tools +2, Vehicles (Land) +2
Languages: Common, Plainstongue
Race Features: Darkvision 60', Lucky (when I roll a 1 on a d20 roll, reroll it), Naturally Stealthy (can attempt to hide when I am obscured by at a creature at least 1 size category larger than me)
Class Features: Mystic Order (Order of the Immortal; Immortal Durability, Psionic Resilience, 2 bonus Immortal Disciplines), Mystic Recovery, Telepathy, Psi Points (14), Psi Limit: 3
Disciplines: Adaptive Body, Psychic Restoration, Psychic Assault, Nomad's Step
Talents: Mind Thrust, Mind Slam
Equipment: Explorer's Pack
Background: Folk Hero
Feature: Rustic Hospitality
Personality Trait: I am confident in my own abilities and do what I can to instill confidence in others
Ideal: Freedom
Bond: I will protect my people from their oppressors.
Flaw: I am a symbol of the resistance. Should I be captured, my fate is dire indeed.

Jubal Breakbottle |

Bedool already has the swim speed, but would a DC 17 natural armor bedool get the climbing speed and +1 AC?
For Favored Enemy, Humanoid (Makhor) would be obvious from your description, but what would be another natural choice be for a privateer?
Are you good with Gloom Stalker as an archetype from Xanathar's Guide to Everything)? It's listed in the link above.
thanks

Brimleydower |

Your swim speed would remain 30 ft, but you'd gain the climb speed and AC bonus, yes.
On Favored Enemies, you'd be more likely to encounter Aurorans, Makhor, and Humans, speaking purely in terms of seafaring propensity. Any given crew on any given ship could have a mix of all sorts of races, however. Having said that, I might note that other Bedool are the most likely encounter on open waters, and would certainly be what you interacted with (be it friendly or hostile) the most during any seafaring stints.
Gloom Stalker is fine.

Brimleydower |

There isn't a static pantheon of Gods for Aurus, with the exception of the Makhor. Lowans have fey origins, so faith-based classes would most often emulate the ways of specific, powerful entities within the Hidden Weald (which can best be approximated as the Aurus version of Seelie/Unseelie Courts, or 5E's Feywild). It's a realm that can be accessed from the "real world" by those in the know—passing backwards through a natural archway of tree roots in a certain hidden glade during a solstice twilight (that sort of thing).
As to looking at a list of entities/Gods and picking one, you're out of luck. What we can do, however, is just have you outline what sort of personality and suite of domains you would like reflected in your deific focus, and I'll come up with an entity to embody all of that.

mishima |

Awesome, I will work out the nature of god while writing the backstory. In the mean time, my crunch is at least complete.
Hears Stars
CG Lowan Cleric(Trickster) 2 / Rogue 1
8.9.9.11.12.17
hp: 8
AC: 11
slots: 3
Proficiencies:
Class: Dex, Int, Acro, Ath, Decep*, Insight*, Thieve's
Background (Folk Hero): Perform, Invest
Languages:
Common and Sylvan
Spells:
Spell DC: 11
Spell Atk: +3
Cantrips: 3 class + 1 race
Guidance, Thaumaturgy, Spare the Dying, Viscious Mockery
1st Prepped:
Command, Create/destroy Water, Sanctuary, Charm Person (D), Disguise Self(D)
Race:
Detect Thoughts (1/day)
Features:
Blessing of the Trickster
Channel: Duplicity
Sneak Attack
Equipment:
Item Cost Weight
leather 10 10
dagger (2) 4 2
holy symbol 5 0
component pouch 25 2
thieve's tools 25 1
flour 0.02 1
burgler's pack 16 46.5
caltrops (3) 3 6
torch 0.01 1
totals 88.03 69.5
remaining gold: 21.07

Morgana Prince |

Playable?
Class Bard 3 (College Of Lore), Urchin, Medium / Human, CN
Armor Class: 14 (Light Armor)
Hit Points: 18 (3d8)
Speed: 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 11 (+0) 11 (+0) 16 (+3) 19 (+4)
Saving Throws: str (+2), dex (+5), con (+0), int (+0), wis (+3), cha (+6)
Skills: acrobatics (+5), animal handling (+1), arcana (+1), athletics (+3), deception (+5), history (+1),
insight (+4), intimidation (+7), investigation (+1), medicine (+5), Nature (+1), Perception (+4), Perfomance (+6),
Persuasion (+6), Religion (+1), Sleight of Hand (+5), Stealth (+7), Survival (+4)
Senses: passive Perception 13
Languages: Common, Elven
Proficiency Bonus: +2
Proficiencies: Acrobatics, Deception, Intimidation, Medicine, Perfomance, Persuasion, Sleight of Hand,
Stealth.
Inspiration: 4d6
Attacks:
Rapier +5 1d8 + 3
Dagger +5 1d4 + 3
Spellcasting: CHA (spell save DC 14, +6 to hit with spell attacks). Know 6 spells.
Cantrip(s) (at will): Light, Minor Illusion
1st level (4 slots): Feather Fall, Disguise Self, Unseen Servant, Identify
2nd level (2 slots): Crown of Madness, Healing Word
Items:
rapier, diplomat pack, flute, leather armor, dagger, knife, a map of the city, a pet mouse, a set of emissary clothes.
Features & Traits:
Bard 1: Inspiration 4 per long rest
Bard 2: Jack Of All Trades, Song Of Rest
Bard 3: Expertise -> Stealth, Intimidation.
College of Lore -> Cutting Words, prof. in Perfomance, Persuasion, Medicine
Other Proficiencies:
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords,
Instruments: Flute, Lute, Drum.
Tools: Disguise kit, thieves' tools
Background
Personality Traits: I ask a lot of queslions
Ideals: The low are lifted up, and the high and mighty
are brought down. Change is the nature of things.
Bonds: No one else should have to endure the hardships I've
been through.
Flaws: It's not stealing if I need It more than someone else.
Story:
Humans was shit for a long time out there, now it's time to shine, Diana is an emmissary that must
prove humans is a worthy material for the world, expanding their influance at all costs.

Jubal Breakbottle |

Ooduls, a Bedool Ranger (Gloom Stalker) Pirate is ready for review. Background is thin with gaping holes for plot hooks.
cheers

JonGarrett |
1 person marked this as a favorite. |

Male Bedool Warlock 1
Chaotic Neutral
Initiative; -2 Passive Perception 10
--------------------
Defense
--------------------
AC 16
hp 9 + 2 levels
Saving Throws
Strength +0, Dexterity -2, Constitution +1, Intelligence -1, Wisdom +3, Charisma +3.
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Offence
--------------------
Speed 30 ft.
Pact Magic
Spell Saving Throw - 10
Spell Attack Modifier - +3
Cantrips
Eldritch Blast - Inflict 1d10 points of force damage. At higher levels add additional blasts.
Prestidigitation - Create a number of small magical effects.
Spells - 2 Per Short Rest - 2nd Level Spells
Hex - Curse a target, allowing an additional 1d6 damage per attack and forcing disadvantage on one kind of test.
Hellish Rebuke - As a reaction, inflict 2d10 fire damage to someone who successfully damages you. Increase the damage by 1d10 per spell slot level. Dexterity Saving throw halves.
Shield - As a reaction gain an additional +5 AC until start of next turn, and become immune to Magic Missile.
Invisibility - Become invisible for up to one hour. The spell ends if a spell is cast or an attack made. For every spell slot over 2nd level used to cast it, an additional creature can be made invisible.
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Statistics
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Str 10, Dex 7, Con 12, Int 9, Wis 10, Cha 11,
Proficiency Bonus +3
Racial Traits
Hold Breath - Hold Breath for up to one hour.
Natural Armour - The thick, ridged shell of a Bedool gives them an AC of 17. Additionally they can withdraw into this shell, gaining an additional +4 AC but being unable to move.
Terrors of the Open Sea - Gain proficiency with Athletics and Navigator’s Tools
Tool Proficiency - Navigator’s Tools.
Skills Arcana -1, Acrobatics -2, Animal Handling +0, History -1, Insight +0, Investigation -1, Nature -1, Persuasion +0, Perception +0, Medicine -1, Religion -1, Survival +0, Stealth -2, Sleight of Hand -2
Proficient Skills Athletics +3, Deception +3, Investigation +2, Survival +3
Languages Common, Bedoolish
Combat Gear - Arcane Focus (Crystal), Component Pouch
Gear 1 x Common Clothes
Cash 17gp
--------------------
Special Abilities
--------------------
Background - Dragon Casuality - Some slaves are left broken, but with knowledge.
- Secrets of the Broken - The scars and marks show you are a project of your former master, and you can barter information from those who might be interested in them.
- Deformity - Mutates scales.
Eldritch Invocations - Special powers and abilities that enhance a Warlock’s powers.
- Improved Patch Weapon - Any Pact Weapon summoned, bar a Magical weapon that has been made into a Pact Weapon, gains +1 to hit and Damage. It also counts as a spellcasting focus.
- Pact Boon - Pact of the Blade - Summon a melee weapon of the character’s choosing as an action. It vanishes if it leaves the creator’s possession for more than a minute.
Patron - the Hexblade - The Archfey can grant great powers, but have there own agenda…
- Hex Warrior - Gain proficiency with Medium Armour and Martial Weapons, allone handed weapons of Pact Weapons can use Charisma to Hit and Damage.
- Hexblade’s Curse - Curse a target within 30 feet, gaining Proficiency to Damage, critical hits onn 19/20, and healing when they die equal to the Hexblade’s level and Charisma modifier.
But, if one were to see the figure bathing perhaps, to see Arlk swim in a lake or a secluded shore, they would see a ruin. A shattering of the Bedool form. Crooked limbs and gnarlred fingers, broken again and again until they only just bend and rarely without pain. Scars - a hundred scars visible to the naked eye across the street,a thousand more from an arms length away,so many that the green scaled skin seems jam packed by comparison. The Gods alone have the patience to count how many there truly are.
And the shell. One a massive, thick and hole carapace, now cracked, shattered and holed. Metal plates have been riveted to cover these gaps. But they do not cover the iunsults carved into the shell itself, in a dozen tongues.
But very few have seen that, and if the Thing has his way, very few will. Still, they will smell the salt of the sea on his skin and hear the deep voice with a horse, rattling edge to it.
His will drained to a point where it is almost broken, his mind damaged, Arlk is not known for being strong in the head. He mutters to himself, as his was the only counsel that could be counted on, the only constant voice.
Lacking in confidence in himself, Arlk struggles to have confidence in others, and is not the most personable or compianonable person ever. He can be snappish of those he doesn’t fear, silent to those he does.
And yet...the Thing in Rags and Tatters remains. He runs, but he returns. He weeps but dries his eyes. He doesn’t raise his hand to those that do not deserve it. For the one thing that has driven him, decades of captivity and years of painful freedom, is a single, simple hope.
He wants to be better than he is.
And so he grumbles, but he helps. He stands while his gnarled legs beg to run. He isn’t perfect, and slips and fall. But...he tries. And few can ask more.
It cost him an eye. And so much more.
Arlk, as with many of the Bedool, was born to the sea and lived his life on the sea. When he grew to maturity it was his wish and his fate to serve with his clutch on a ship, to sail the seas searching for what they could find. But something found them instead. A slaver ship, looking for plunder.
The Bedool are a heavy, powerful race and so very few are captured. Arlk was one of the unlucky few. Dragged into the hold of the ship, then dragged onto the shore. He was sick for days before he finally found his land legs, and still struggles to understand why so many races prefer the lack of rhythm the land brings.
Not many want a Bedool slave. They’re tough and strong, and could work. But many were strong willed, too, and faded away from the sea. But sometimes, the unusual is just what someone wants. It’s rarely for a good reason.
Arlk was sold to a dragon for a very good price. In the day, he toiled. He mined in the masters mines, and when his limbs were too twisted to wield a pick, he pushed carts of ore. Eventually, he was too weak for even that.
Because his nights, they were spent in the Master’s lair, in his presence of those of his acolytes. What happens if a Bedool shell is shattered? A question that Arlk provided an answer to. What is they loose an eye? Another answer. What if a cut is infected? Or exactly six inches deep? What is a leg is shattered? What if a food is cut off, and reattached with magic?
For 50 years this was his life. Arlk tried to escape, many times in the first few years, but he was always brought back and...discouraged. There is always something worse, in the end. Always another thing to fear. The knowledge that his fate was to die when one finally went too far was his only hope. Sometimes, in his dreams, he’d see a sword that he could reach out and touch. In his dreams, it glittered and the blood of his captors that it shed was so bright - brighter than his.
Eventually, an acolyte with a series of interesting experiments was sent to the Makhor Empire. There, he learned that the slaves had been...freed. All of them. Oh, not Arlk, of course. Even if the Master’s lair was in the empire. Not him. But it was interesting to know, wasn’t it?
And that night, the dream came. It can be yours, the voice said. Had there been a voice before? Arlk couldn’t remember. He wanted to not listen, though. But all he could hear when he turned away was the laughter of a million slaves made free and his own cries as his fingers were snapped, one by one. Take the gift. Take freedom. The sword hung in the air, but when he reached it moved. Say the words. Agree, be free!
”Yes.”
The raspy sound of his voice awoke Arlk, and in his hand was a sword. A long, heavy bladed weapon, barely usable in his awkward hands...but the first sharp thing he had held in 45 years. The chains that bound him parted under his desperate blows. So did the neck of the guard that came to investigate. Another ran, and the sword explained. A beam of Eldritch power took that one as they ran.
No one expected Arlk to try and escape. No one thought he could, anymore. And he found he could call the blade as he wished. A slave approaching was no danger. Not until it was too late.
He killed 12 as he escaped, including the acolyte of the Master.
To Arlk’s joy, the city was a port. He dived once more into the sea, grateful that he could finally die in its depths, to finally rest. But it wasn’t to be. A Bedool trader saw his kinsman stagger in to the sea and he was saved. They were horrified by his wounds, the layers of scar tissue. They set about healing what was left.
It took years, but freedom was sweet. Waspish muttering was met with calm words by his host. Broken body and shattered soul were mended by magic and medicine as best they could be, but fifty years of abuse had taken its toll. Still, it was what he needed.
And yet...Arlk had set out to see the world. All he had seen of it was an immense act of cruelty, and a great act of kindness. Perhaps...in his dreams, he’d seen the sword of an instrument to escape, but also as an instrument that could be used to help. Maybe it was time to do that. And he no longer wished to be a burden. He was free, now, but he wasn’t using that freedom. He was just existing.
So, after a few weeks to prepare, he has set out. Maybe he will find something to give his agony meaning. Or maybe not.
Who knows?

Vrog Skyreaver |

Here is the tragic tail tale of Reep' Tchk' Tchk, hero of his people and menace to Makhor everywhere:
Reep' Tchk' Tchk, or Reep to his friends, was born to war, and has known little else. His parents were Guerilla fighters, and they spent their lifetime (and ultimately their lives) trying to drive out the invaders so that the Meerk could be free.
After watching his parents pay the ultimate price, Reep decided that he wanted no part of the armed uprising, and fled for safer grounds.
Fleeing to the less-attacked areas, Reep found a girl and settled down. Everything was fine until the day the Makhor came to his village and began slaughtering Meerk.
He watched his daughter fall, as he had so long ago. He saw his wife, a dozen arrows having pierced her body. Something in him snapped. He smashed into the Makhor who had just stabbed his daughter, and he will never forget the look on the Makhor's face when he his him, snapping his neck and sending him crashing to the ground.
Though he managed to clear his immediate area, Reep likely would have died had the local resistance not arrived to help him save the village.
Reep joined on the spot, and became something of a legend among the Makhor stationed in the area. "Gray Render" they called him, due to his gray fur and his habit of tearing his enemies apart.

MrStr4ng3 |

Dotting
I do like 5e
Stat: 4d6 - 2 ⇒ (4, 2, 3, 5) - 2 = 12
Stat: 4d6 - 2 ⇒ (6, 3, 4, 2) - 2 = 13
Stat: 4d6 - 1 ⇒ (1, 6, 3, 3) - 1 = 12
Stat: 4d6 - 1 ⇒ (6, 1, 3, 1) - 1 = 10
Stat: 4d6 - 3 ⇒ (6, 5, 4, 3) - 3 = 15
Stat: 4d6 - 3 ⇒ (4, 5, 3, 6) - 3 = 15
Better than a standard array. Let me bounce things arround

MrStr4ng3 |

The crack of breaking metal filled the hall and Neville held his breath, the words that had been quietly repeating in the back of his head suddenly becoming louder.
“This is not how this was supposed to work out”
When his mother took his father's death pension and used it to buy primers for Neville to gain an education and a better future, when she sold the homestead and sheep heard and took up service in the mayors household so Neville could live in the village and have access to tutors.
“This is not how this was supposed to work out”
When Uriel, the boy two years ahead of Neville, taught him to pick a lock it was so when Master Henion eventually caught them stealing wine it would be Neville who was punished. Uriel claimed to have been raised in a city and that the Master had caught him trying to pick his pocket instead of turning him he brought him here to be his student.
“This is not how this was supposed to work out”
There was no turning back now. The torsion wrench was broken off about half an inch down, Uriel would know something was wrong, the lock to the study was jammed, Master Henion would know it was Neville, the other Students had gone to town to get the horses shod, The ferrier refused to come out here.
“This is not how this was supposed to work out”
Defying reason, the lock, was jammed open, Neville held his breath listening, the rhythmic whap, whap, whap of "little neville", his unseen servant, beating the rugs continued. The lab was on the far side of the manor, and the snap was not that loud. He stepped into the study and looked around the room. The tall green wizards hat jared him back to the first time he had seen it.
“This is not how this was supposed to work out”
The rumor every where in the county was of the green wizard’s search for a new student, it was said he was visiting every town and village and testing anyone who wished it. I remember the catch in my breath when I saw that green hat bouncing over the crowd.
“This is not how this was supposed to work out”
Studying wizardry was nothing like he imagined, to begin the wizards “tower” was a ond manor house, and more time was spent maintaining and cleaning it then was spent learning magic, even studying spellcraft was more theoretical than practical. He had been here over a year and "little neville" was the only real spell he could cast.
“This is not how this was supposed to work out”
First things first, he pulled out the Journeyman's writ he had carefully worked on over his free time for the last few weeks, he applied the strange green wax and seal from the desk. With this and the gear he stored in the woodshed, a used crossbow and spear purchased second hand from a passing caravan guard hard on his luck, the reinforced leather jacket and his traveling pack.
“This is not how this was supposed to work out”
Finding the right thing to take, something valuable enough to provide for him once he arrived at the port, but not so valuable to cause Master Henion to come after him himself. That grey/green bowl was too large, the jewels on the broach even with the cracked one seemed too valuable. That is when he saw the ring, copper or bronze in the shape of some creature with small but flawless red gems, perfect. as he touched it he heard the voice of “The Other” in his head for the first time, he nearly panicked, remembering the lessons on the dangers of sentient magics and knew he was in trouble.
“This is not how this was supposed to work out”
But the voice did not attempt to take my mind instead, “Quick boy, you have been at this too long it is time to leave if you mean to be far enough before the others return, I have an offer for you” I grabbed the ring, it fit perfectly and headed for the main floor and the rear mud room, I was not even sure why I grabbed the cane as I walked out the door never to return, it just seemed the right thing to do.
“I have an offer for you”
I had been on the road for eight days and for the first time I did not make a way-station before dark, I continued on assuming it could hot be far. The man stepped into the road ahead of me with a blade in hand and a mask covering his face, a look behind me confirmed my fear as another stepped from behind. There was no way I could draw lead and aim the crossbow before one or both would be upon me, and The Other spoke again, “Aim the cane at him and focus your will” I did so almost instinctively and the bolt of force took the man in front off his feet, as I turned to the one behind his cudgel strike took me in the arm numbing it and causing me to drop the cane. 'Force your will on him' and I tried as The Other suggested and quick as that the thug behind smiled and said. ‘We should head for the way station friend there are bandits out here, I would know’
“I have an offer for you”
I was the third in line to enter the city and I focused on the guard throwing a hex on his ability to discern the truth, confident in my ability to talk my way past the man i waited in line. The gifts of the other came easily to me, I already was able to do more than a year of training had allowed. The guard took one look at my writ and said, “If you are new to the City you need to see the Sergeant” my confidence dropped somewhat as he directed me to the office door behind him.

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Dotting for interest.
4d6 ⇒ (4, 4, 5, 3) = 16 13
4d6 ⇒ (3, 4, 3, 4) = 14 11
4d6 ⇒ (1, 2, 1, 6) = 10 9
4d6 ⇒ (1, 5, 6, 2) = 14 13
4d6 ⇒ (4, 3, 6, 2) = 15 13
4d6 ⇒ (3, 6, 2, 5) = 16 14
Will try to get a character worked up by tomorrow. Currently thinking of a Makhor of some variety, or maybe a Human. Unsure of class so far.

Servius Acinon Venator |

This is the character for Jace Nailo. They are mostly done, except for a few remaining things. I will post his background soon.
1) Are their claw attacks from their hands or front-most pair of legs?
2) Do the Makhor have a concept of an afterlife? If so, is it different for each subrace?

Servius Acinon Venator |

Here is my character's background. I believe that my character is done, and ready for submission.
Once the two of them finished their training, they were assigned to the same cohort in the legion. Due to the extent to which they complemented each other, they were often sent out scouting as a two-person team, especially on long-range missions. It was on one of these missions where Servius' life changed. As they traveled through a small wooded ravine, they were ambushed by a small band of Human and Meerk warriors. Servius does not remember much of what occurred, as he was hit on the back of his head early in the fight, causing him to black out. Once he regained consciousness, he saw that the majority of the enemy had been slain. However, as he looked around, he also noticed that Tiberius had not escaped the battle unharmed. Approaching his friend, he saw that Tiberius had been brutally stabbed in the gut several times, and was too weak to move on his own. They were several days travel away from either the main force of the army or the nearest friendly town, and they both knew that TIberius would not be able to survive the journey. Making a dying request of his friend, Tiberius asked Servius to end his life quickly, so that he would not suffer as much. Taking his companions sword, Servius did as his friend asked, knowing that it would go against his honor if he did not. Returning to the army in shame, Servius brought back his friends body in order for him to receive a proper burial. Not long after, Servius left the army, not wishing to see any other friends die.

Tzacol |

Tzacol's mechanics are done, still hashing out the wording of her background.
The basic idea is she is an initiate from a particularly martial group of Sunwatchers who ready their initiates for the "Trials of the Sun". Tzacol has been sent out into the world on a task to "ready her for her final Trial". While she relishes the challenge, a part of her is coming to realise that something is wrong with the world. Maybe even her home...
Personality Trait: I’m constantly sizing up everyone around me, thinking about what kind of opponent they’ll be in the final Trial.
Ideal: Zeal. Anything worth doing is worth throwing my whole self into. (Any)
Bond: I carry a memento of my time as an acolyte, and I treasure it above all other things.
Flaw: I think I’ve figured out that this world is not what it seems. Something dark is going on here.
Tzacol
Female Togani (Sunwatcher) Fighter 3
Lawful Evil
Height: 6' 7", Weight: lbs, Age 19
Init +1; Passive Perception 13
XP: 0
Inspiration: 0
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DEFENSE
--------------------
Armor: Chain Mail and shield
AC: 18
HP: 12
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OFFENSE
--------------------
Speed 30 ft.
Warhammer +5 1d8+3 bludgeoning Versatile (1d10+3)
Handaxe +5 1d6+3 slashing 20/60 light, thrown
Ranged
Handaxe +5 1d6+3 slashing 20/60 light, thrown
--------------------
STATISTICS
--------------------
Str 16 (+3), Dex 13 (+1), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 8 (-1)
Hit Dice: 1d10 per fighter level.
Hit Points at 1st Level: 10 + your Constitution modifier.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st.
Proficiency Bonus +2
Proficiencies
Armor: All armor, shields
Weapons: All weapons
Tools: Patolli Gaming Set, Vehicle (land)
Saving Throws: Strength, Constitution
Skills: Athletics, Insight, Intimidation, Perception, Survival
Saving Throws: Strength, Constitution
Skills Acrobatics +1, Animal Handling +1, Arcana +0, *Athletics +5, Deception -1, History +0, *Insight +3, *Intimidation +1 / +5, Investigation +0, Medicine +1, Nature +0, *Perception +3, Performance -1, Persuasion -1, Religion +0, Sleight of Hand +1, Stealth +1, *Survival +3
Languages: Common, Togani
Gear: Chain mail, a warhammer and a shield, two handaxes, an explorer's pack, a simple puzzle box, a scroll containing the basic teachings of the gods, a gaming set, a set of common clothes.
Coin: 0 PP, 15 GP, 0 EP, 0 SP, 0 CP
-----------------------------
RACIAL TRAITS
-----------------------------
Three-Eyed Vision
Thanks to your third eye, you are proficient in the Perception skill.
Unerring Accuracy
In terms of archery, the Togani are without peer on Aurus. When you score a critical hit with a short bow or a long bow, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Relentless Training
Togani train from a young age in the use of certain weapons. No matter your class, you are proficient in the use of longbows, shortbows, hammers and warhammers.
Consume Power
Togani that make their home in Altepetl Tonaltzintli are infamous for consuming the flesh of their enemies. When you consume the flesh of a fallen foe (or ally) as an action, roll 1d12 and add your Constitution modifier to the number rolled. You regain that many hit points. Also, once within the next hour, you gain a 1d4 Inspiration Die that may be used on any ability check, attack roll, or saving throw. After you use this trait, you cannot use it again until you finish a short or long rest.
-----------------------------
CLASS FEATURES
-----------------------------
Fighting Style
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Second Wind
At first level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Starting at second level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Martial Archetype: Champion
Improved Critical
Starting at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
-----------------------------
FEATS
-----------------------------
None yet.
----------------------
BACKGROUND - Initiate (modified)
----------------------
Overview
You are an initiate, on the path to completing the Trials of the Sun in the hope of earning a glorified death in the final Trial of Zeal. Some combination of your natural aptitude, and your teachers’ assessment while you were an acolyte led you to focus your training in one particular area of specialization—hand-to-hand combat, long-range combat, or spellcasting. But only a well-rounded initiate can be called truly worthy of the afterlife.
Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: One type of gaming set, vehicle (land)
Equipment: A simple puzzle box, a scroll containing the basic teachings of the five gods, a gaming set, a set of common clothes, and a belt pouch containing 15 gp. If you have completed any trials before the start of the campaign, you also have any cartouches you have earned.
Feature: Trials of the Sun
Your life is oriented around your participation in the five trials that will determine your worthiness in the afterlife. While you prepare for and undergo those trials, you have constant access to training. A comfortable place to live and regular meals are provided to you by the Temple. You can enjoy these benefits only as long as you obey the societal norms of training for the trials (with or without your crop), obeying the orders of the gods, and following the instructions of their viziers. If you violate these norms, you risk being treated as a dissenter.
Suggested Characteristics
An initiate’s life is focused on the trials, but it doesn’t need to be all about the trials. Though some initiates are highly focused on their training, most undergo that training while also experiencing joy, sorrow, love, loss, anger, jealousy, hope, faith, delight—the whole range of mortal emotions and experience. The afterlife might be a constant presence in every initiate’s mind, but it is the culmination of a life well-lived—not a replacement for it.

Brimleydower |

Servius, re: Makhor: Any of their limbs can qualify for claw damage. I'd say their upper arms are utilized for conventional fighting, forelegs for pouncing, back legs for raking (perhaps in a grapple). But feel free to disregard all of that and go with what jives for you personally.
On the afterlife, they would largely follow the concept of an afterlife reflecting their deeds in life, with a Makhoran twist. A cheetah based Makhor would likely envision a just and faithful life granting them passage into a divine prairie where they roam with their ancestors and kin, for example.
I'll tally up all completed submissions tomorrow and figure out who all I'm taking, then we'll do some Session Zero stuff in the discussion tab.

Brimleydower |

I've elected to go with a party of six for this game, and have settled on the following group, in no particular order:
Feel free to go ahead and migrate over to the Discussion tab, and we'll handle the aforementioned "Session Zero" stuff.