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Fantasy Eberron: Rising From the Last Wars (Characters)

OOC
Here

Syvvaris

I love Emilia
Hello Adventurers!

To get this ball rolling, I am making the Character Thread now.
You can make a DnD character using any form of WoTC DnD5e product whether in a book or UA. I'd rather not have any homebrews but a small bit here or there I can work with just no full fledged class/race.
For Stats use point buy system, if you can't google it I can tell you how it works.
Then really fill in the lore about the character below. What I listed below I do want but more is better.

Setting: You're at least starting in a bustling city in Khorvaire, and that is so far the most of what I have came up with. Names/plot hooks we can discuss how they affect your character's later.

Personal Basics:
Name:
Race:
Age:
Physical Despcrition:

Class + Subclass:
Level 3:

Attributes: (Use the point by system in the PHB, Add your Racials/Feats)
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

Note: While we won't be doing anything with rolling, stats such as these put limits on your character to prevent powerplaying and giving you a better feel of what your character can do.

Background:
What your background gives you:

Skills you're proficient with:
Other Proficiencies:
Languages:

Racial abilities:
Class abilities:
Spells if any:

Note: You don't have to explain what your abilities do/spells. I have google and typically know what things do.

Gold:
Items:

Note: For this part, if you use a character sheet and just post it, this will suffice for anything above. I do want the Name/Race/Age/Physical Description and anything below this note in the post whether it's copy/pasted from the sheet, I don't care. I just want the lore/story behind your character easily accessed so I don't have to open PDF's or go to a different link.

History of your Character:
Who are your parents? How were you raised? What inspired your character to choose their profession (Background/Class/Subclass/etc)? How did your character get to Khorvaire? Whatever else you feel that needs to be included in your Character's History.

Skill Background: Some skills are very broad, so how did your character obtain these skills and how do they use it? Example: Animal handling is broad but a Soldier would probably only know how to handle horses, dogs maybe a mule/ox/donkey; animals that an army would use constantly. So a soldier who isn't a falconer wouldn't know how to handle a bird if there is no background for it. Other examples can be survival in a certain terrain(s) and/or History (Certain race/nation/continent). Take what your character reasonable would know.

Personality:
Prominent personality trait(s)? Ideals? Bonds (Family/Friends/etc)? Flaws? I want at least three of each if you're able to. Ranging from a surface trait/ideal/flaw to deepseated trait/ideal/flaw. Give me a good feeling of what your characters are.

Allies and/or Organizations: You should have some allies and come up with your own allies. They could be good friends, siblings, family, that one shopkeep that believes in you or just a bum you're nice to. If you don't want them to be in the city you're starting in, then go ahead a say they're in another city/town of your creation and tell me where it's at. For Organization, if you want to be a loaner that's fine. If you want to be apart of one of the houses that's also fine. You will all just be in the lower levels of whatever organization you are in.

Goals and Motives: What gets your character dream of an is aspiring to obtain, and what also makes you're character get up in the morning? Give me something so I can work it in. It could be revenge, a lover or money.

Rusty of Shackleford Rusty of Shackleford Emperor1 Emperor1 Alonthra Alonthra Matreats Matreats darkborn darkborn
 
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Personal Basics:
Name: Morchello ("Morch")
Race: Warforged Envoy (by rules from this UA, specialized build: field medic)
Age: 39
Physical Description: Morch has a white composite frame with exposed joints and hinges. It is slender, but with broad shoulders. The wooden muscles on top of it are riddled with mold and cracks and have become grayish white by the long exposure to sunlight. There is a lively flora of mushrooms on various places of his body, most notably some yellow brackets growing on his right shoulder and some morels covering the top left half of his face. The rest of his face is the typical warforged jaw and a movable brow (his creator deemed it necessary for a nursing robot to display more emotion with their eyes). His fingers are able to split into different kinds of pruners and tweezers with which he can cut and treat organic substances like plants and fungi. People are often a little frightened, disgusted or weirded out, so he usually wears a light grey cloak and hood when he is in public.

Class + Subclass: Druid from the Circle of Spores
Level 3

Attributes:
Strength: 15 (14+1)
Dexterity: 12
Constitution: 14 (13 + 1)
Intelligence: 8
Wisdom: 16 (15+1)
Charisma: 10

Background: Outlander (with some elements form Golgari)
What your background gives you: Wanderer feature, proficiency in athletics and survival, proficiency with the poisoners kit, the elvish language. Spells added to the druid spell list (as option, not automatically prepared):
cantripdancing lights, spare the dying
1stray of sickness
2ndspider climb

Skills you're proficient with: athletics and survival from Outlander, nature and medicine from druid and perception from envoy
Other Proficiencies: expertise with herbalism kit (proficient from druid, boosted by envoy subclass), proficiency with poisoners kit (Golgari) and proficiency with Alchemists' supplies (envoy)
Languages: Common, Druid, Elvish (outlander), Giant (envoy subclass)

Ability Score Increase.Your Constitution score increases by 1.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Warforged Resilience. You were created to have remarkable fortitude, represented by the following benefits:
•You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
•You are immune to disease.
•You don’t need to eat, drink, or breathe.
•You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
Sentry’s Rest. When you take a long rest, you must spend at least six hours of it in an inactive, motionless state, rather than sleeping.In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Integrated Protection. Your body has built-in protective layers, which determine your Armor Class. You gain no benefit from wearing armor, but if you are using a shield,you apply its bonus as normal.You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite.
Integrated Protection Mode Prerequisite Armor Class
Darkwood core(unarmored) None 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor)
Composite plating(armor) Medium armor proficiency 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus
Heavy plating (armor) Heavy armor proficiency 16 + your proficiency bonus;disadvantage on Dexterity (Stealth) checks
Subclass Envoy
As an envoy,you were designed with a certain specialized function in mind. You might be an assassin, a healer, or an entertainer, to name a few possibilities. Envoys are the rarest of the warforged subraces, and yours could be a unique design.
Ability Score Increase.Two different ability scores of your choice each increase by 1.
Specialized Design.You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
Integrated Tool.Choose one tool you’re proficient with.This tool is integrated into your body,and you double your proficiency bonus for any ability checks you make with it.You must have your hands free to use this integrated tool.
Normal druid abilities like herbalism proficiency and spellcasting. Flavor to the wildshape: Since Morchello was created to rescue people from natural and man made disasters his maker infused him with the ability to shapeshift, so he could navigate dangerous areas better. The forms appear as the real animals, but completely light gray. Upon closer inspection, people may discover that there are mechanical parts visible underneath. All equipment merges with the body, but since the herbalism kit is integrated it would still be usable, though not as efficiently.

Circle of the Spores
I gain access to the following spells and they are automatically prepared (not counted in total number).
levelspells
2ndchill touch
3rdgentle repose, blindness/deafness
5thanimate dead, gaseous form
7thblight, confusion
9thcloudkill, contagion
Starting at 2nd level, When a creature you can see moves into a space within 10 feet of you or starts its turn there you can launch toxic spores at those creatures. To do so, you use your reaction on your turn to deal 1d4 poison damage to one creature.This damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th.

At 2nd level, you gain the ability to channel magic into the spores that infuse you.When you use your Wild Shape feature, you can awaken those spores, rather than transforming. When you do so, you gain 3 temporary hit points per level you have in this class, the damage of your Halo of Spores feature doubles, and your melee weapon attacks deal an extra 1d6 poison damage to any target they hit. These benefits last for 10 minutes or until you use your Wild Shape again.
cantrips: Chill Touch, Thorn Whip, Primal Savagery
first level: Goodberry, Entangle, Absorb Elements
second level: Healing spirit, Spike Growth, Dust Devil, Blindness/deafness, Gentle Repose

Gold: 20gp
Items: Herbalism kit, wooden shield, scimitar, a grey mantle (commoner's clothes), poisoners' kit , small bottle of swamp soil and spores from the Madwood (druidic focus), a pet Heracles beetle infested with cordeceps (parasitic fungi adapting hosts behavior).

History of your Character:
Morch's creator, Mikael Toreno, was a human artificer who was allied to House Cannith for most of his early life. He was a big part of the engineering research into the warforged. Ethically he did have some questions, especially around the weapons forged for the last war, but he excused himself because the hunger for knowledge and discovery was greater. However, that changed when his wife and daughter were killed by a weapon created by his house. He immediately left and had a few dark years of sorrow and guilt. After that he decided to penance by building a warforged designed for preserving life and helping people in need.

Atone was Morch's first name when he came to life. In the first few years his free will was very limited. Mikael took him on simple missions to save war casualties far from the front line, so he could tweak Atone's functioning and root personality traits. Then, on a fateful mission to the Madwood on Aerenal, it went wrong. The platoon that they were helping out was ambushed by an alliance of the enemy and the local fey. In the chaos of the battle, Atone lost sight of his master, but there was plenty of people that needed healing. The platoon was completely and the enemy made a swift retreat. Atone checked all the casualties. None had survived and Mikael was nowhere to be found either. With no one to help and no one to give him orders he went into sentry mode.

And he stayed like that for more than 3 decades. Mikael was probably dead (but not confirmed), so there would be no one coming for him and no one to fix him. Atone had a lot of time to think while the spores slowly began eating away his wooden exterior while the lingering fey magic affected his soul and made him more emotional. After all that time he had even gotten free will, so one day he just stood up and left with a heart full off emotion and a head full of conviction. He had contemplated his existence and had found that the definition of life he was programmed with might not be the correct one. After all, was the degradation of organic material not also a breeding ground for new forms of life, like the funghi that broke it down to produce nutrients for plants. He had also grown a detest for his creator, who had abandoned him in a fight like he was some piece of equipment. He denounced his former name and adopted his current name: Morchello.

He wandered around the madwood and later into the other parts of the jungle on Aerenal. On his journeys he also came in contact with the elves that inhabited the land. They were very surprised that a warforge had reached sentience and were quite eager to learn more. In turn Morch learned a lot about their necrotic magic and his new philosophy was affirmed by the necromancy that was prevalent among the elves. He also learned that he was not the only warforged in existence and how his brethren were still oppressed and used as weapons in the Last War. When the war ended and they were freed, Morch decided to move to the mainland to show his species and the other races what "life" could mean and that it was not their responsibility to atone for the horrible war crimes of their masters. He has arrived in Sharn a few weeks ago and is actively trying to recruit people without much succes. His luck turned when he was preaching in a local tavern and got to talk with Sergeant Germaine Vilroy afterwards. She agreed with more rights for warforged and offered him to come and speak to the warforged in her ranks. He happily accepted.

Skill Background:
Athletics
was a built-in feature to make it easier to move around in difficult terrain for rescue missions. The emphasis was put in mobility and durability over strength and finesse.
Survival was originally only the basics to keep a casualty safe and fed until they were able to move enough to travel to a better equipped healer, so mostly focused on finding water , shelter and gathering or hunting food. Later he improved on that when he was exploring Aerenal on his own. He is especially knowledgeable about the edibility of mushrooms and what they can tell about the environment. This also moves into nature, which was not pre-programmed, but discovered in the dark and whet jungles of Aerenal. Medicine is a combination of pre-programmed first-aid knowledge improved by the medicinal herbs and fungi found on Aerenal. Morch does not know much about treating epidemics or chronic diseases. Perception was built in both as emphatic feature to gauge a patients well-being and as a survival skill, looking out for threats and danger in the environment.

Personality:
Morch was built to care about people. He is quite good at reading situations and emotions in order to figure out what to do. He will go through hell and back to protect the people under his protection. It is mostly his duty though, so he is not necessarily emotionally involved with their well-being or what they want, just with what they need to survive. Socially he can be quite rude and blunt. Sometimes he just does not know how to respond, so he just blurts out a standard message a rescue robot would say, like "How would you rate your pain on a scale of 1 to 7?" Over time he can grow to actually care for you though, just give him some time to get to know you better. Elves, Fey and fellow Warforged probably get there faster, while the humans are at a severe disadvantage from being creators/masters of the warforged.

His time in the madwood tainted some of his good alignment though. Now he loves to philosophize about the life, existence and what it means to be. Oppression and narrow minded thoughts on what is right can make him furious. He can really be blinded by his own rage when he fights those who impose their will on others. Even without anger he can be very task oriented. He does not care about the means as long as the end goal is met. This together with his dip into dark magic and necromancy paints his action usually morally grey. Even when enraged he is still cold and calculating though, as he was built for keeping it cool under pressure. When there is no pressure though, he can be overly careful to avoid any harm to come to his party. He will never go in without having a good feel about the environment and possible threats. He hates not knowing stuff.

Allies and/or Organizations: He has some friends and allies in the elves on Aerenal, some could even put in a favorable word to the Undying council if there was a really high need or a reward. Morch is also part of the civil rights movement for Warforged, but it is a very unorganized mess with no real hierarchy or structure yet. Through that he did get to talk to some warforged in the city watch of Sharn, so he did start some new friendships with warforged there, though it is still quite basic.

Goals and Motives: Morch wants to win as many people to his cause as possible so they can get equal rights for all warforged or maybe even fight the ones who were responsible for all their suffering during the Last war. Next to that he also still has his built in driver of saving and preserving as much life as possible, in whatever form that would take.
 
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~*Core concept*~

The character is a Hexblade Warlock with a modification to the Pateon. Xanathar’s Guide to Everything lays out the mechanics and origin for this patron. The modification I have in mind is instead of a sentient weapon from the Shadowfell you don’t directly wield, the patron is an Enchanted Scimitar named Ceimathuum. Ceimathuum will be directly wielded by the character as her pact weapon. It will start out as a magical scimitar (no +1), but can absorb the enchantments from other weapons. The process takes the same amount of time as attunement and leaves the formerly enchanted weapon as a corroded and shoddy echo of its former self. The origins and nature of Ceimathuum will be covered in the character’s history.



Personal Basics:
Name: Rona Lok
Race: Protector Aasimar
Age: 23
Physical Despcrition: A young woman of medium height and build. Her skin is tanned from long hours outdoors. Hair is auburn and usually tied up in small braids on the sides, and left long in the back. Due to her Celestial ancestry, her eyes are a pearly white and can glow. She usually hides this with the hood of her cloak. Her wardrobe consists of sturdy traveling clothes, a chain shirt as one of the layers, and a fur lined cloak.

Class + Subclass: Warlock + Hexblade
Level 3:

Attributes: (Use the point by system in the PHB, Add your Racials/Feats)
Strength: 10
Dexterity: 14
Constitution: 14
Intelligence: 10
Wisdom: 10+1=11
Charisma: 14+2=16

Background: Folk Hero
What your background gives you: Animal Handling, Survival, Artisan Tool proficiency (cooking utensils), land vehicle proficiency. A set of cooking utensils, a shovel, an iron pot, a set of common clothes, and 10 gp.

Skills you're proficient with: Animal Handling, Deception, Intimidation, Investigation, Persuasion, and Survival.
Other Proficiencies: Armor (Light, medium, & shields), Artisan Tools (cooking utensils), vehicle (land), Weapons (simple & martial)
Languages: Common and Celestial

Racial abilities: Darkvision, Celestial Resistance, Healing Hands, Light Bearer, Radiant Soul
Class abilities: Otherworldly Patron (Hexblade), Pact Magic, Hexblade’s Curse, Eldritch Invocations (2: Agonizing Blast, Beguiling Influence), Pact Boon (Pact Of the Blade)
Spells if any:
Cantrips; Eldritch Blast, Prestidigitation
1st; Charm Person, Shield, Wrathful Smite
2nd; Spider Climb

Gold: 30 gp
Items: Ceimathuum (magical Scimitar), chain shirt, cooking utensils, a pouch of spices and herbs.

History of your Character:
Rona Lok’s story begins with the founding of the Order of Druwmar. Founded by the combined efforts of several Aasimar bloodlines, the Order was meant to shepherd and protect what was good and lawful in Eberron, to work in secret against the forces of evil. Virtuous members of other races were welcomed with open arms, even taking on leadership positions But, like many things in Eberron, it fell sway to dark influence. Exactly how the Quori managed to gain control of the Order’s leaders is unknown, but their take over was quick and total. While the guise of law and order was maintained, the Order became a cult to do the Quori’s will. Even most of the proud Aasimar bloodlines were brought to heel, becoming Fallen Aasimar in service to the Dreaming Dark.
The story continues several generations later with two of the Order’s best and brightest, the Fallen Aasimar Matthias and Ciena. They were both born and bred to do the Order’s work as warriors and assassins. As members of two venerated bloodlines, it was decided long ago that they would wed to give the order more warriors. Before their matrimony, Ciena was sent to track down and kill a rogue member of the Order, one trying to leave its clutches. Her hunt took her out of Khorvaire and the Order’s sphere of influence to Xen’drik. She chased down her target to the jungles, but found her work done by the locals. Ciena herself nearly nearly met her end in those jungles were it not for an Orc Paladin named Mazik. Thrown together by fate, though Mazik was sure it was something else, the two joined forces to return to civilization. During this time, the two would debate their philosophies, causing Ciena to question what she had been taught. Mazik’s example of defending the helpless and treating even his foes with honor further stirred Ciena’s conscience. Their travels together ended with Ciena booking passage back to Khorvaire and Mazik returning to the jungle.
Upon returning to the Order’s embrace, Ciena became even more convinced that something was wrong within the Order. She kept her suspicions to herself for a time, but as they grew, she knew she needed help to unravel them. She took Mathias as a confidant. It took some time to convince him, but he came around, seeing the inconsistencies and taint within the Order. Working in secret, they attempted to uncover the corruption, only to find it went all the way to the top. While careful, their activities came to the attention of the rest of the Order, who sent agents to discipline them. Now on the run, Ciena and Mathias resolved to destroy the Order. The hardships of their situations forced them to draw together more, forming a loving bond.
Their plan to fight the Order was thrown off the rails when Ciena found herself pregnant. Deciding to pull back and regroup to raise their child, the two Aasimar made a break for Xen’drik. They were intercepted by Order Assassins, who critically wounded Ciena, but Mathias was able to defeat them, leaving behind evidence that the assassins had died completing their mission. Rona was born on the voyage to Xen’drik, but due to her injuries, Ciena died in child birth. Disillusioned and bitter, Mathias abandoned the plan of destroying the Order, feeling the world had not been worth the blood of his love, and definitely not worth the blood of their child.
Taking up residence in a village south of Stormreach, Mathias and Rona took up a life as stable hands and caravan guards. While Mathias tended to be stand-offish, Rona quickly proved to be friendly and well liked among the village and caravans. When he had time, Mathias began construction of something to protect his daughter even when he was gone, using bits of Ciena’s broken blade and melting down his own to craft it. He traded away every piece of gear he had to ensure its construction, even making a deal with a dragon for information on the Order for the magical might to create something truly powerful. It took years, but it was completed for Rona’s 16th birthday.
As Rona grew, she displayed a great deal of compassion, wishing to help those in need. Mathias would try to discourage this, but it was in this that he saw Ciena the most in their daughter. He taught her about the Order and its methods, not to indoctrinate or provide her ways to defeat them, but to recognize and avoid them. Rona was also trained in weapons and armor to help her father’s job, showing a preference for light weapons. Because Mathias was a poor cook, Rona took over food prep for the family, and later became a regular cook for the caravans. Part of her hoped to open a little restaurant to support her father when she got older.
7 summers ago, Rona and Mathias were in Stormreach on business when Mathias caught sight of a familiar symbol. An emissary of the Order had come to Stormreach, likely looking to expand the Order’s influence. Mathias tried to get his package and leave town, but Rona caused a scene, not understanding why her father was rushing them out of the city. The emissary saw and recognized Mathias for who and what he was. Knowing he couldn’t let the emissary report back, Mathias took the weapon he prepared for his daughter and went after the danger to his daughter’s future. The battle was swift, but devastating. Mathias handed Rona a Scimitar covered in both his blood and the blood of the emissary. He told her its name was Ceimathuum and that it would protect her before dying in her arms.
On her own, Rona returned home in shock. She was sure she was going mad when Ceimathuum spoke in her mind for the first time. The magical blade gave her access to magic for protection. It would advice her as her father would in keeping a low profile and to herself. She continued as a caravan guard/cook, even becoming something of a folk hero when she used her magic to fight off some drow. Recently, this simple life content with mere survival has been proving not enough for Rona. If the Order tried to expand to Xen’drik, they would try again. No where would be safe. She also felt a stirring to do more in the world, to actually fight evil as her parents thought they did. After several months of bitter inner conflict, Rona bought a ticket to Khorvaire for a new life, one where she righted wrongs and completed her parent’s work.
Arriving in Sharn, Rona looking for a merchant friend and work.

Skill Background:
Animal Handling; Due to growing up and working to guard caravans, Rona knows how to deal with pack animals of various kinds such as horses, oxen, mules, and so forth. She also learned to ride horses and ponies.
Deception; As Rona’s connection to magic grew, she found it easier to craft convincing lies. It’s easier to make up a tale about her parents and her race then explain the truth.
Intimidation; Part of the role of a guard is to dissuade people from acts of violence. Intimidating a would be highwayman or convincing an elven riding party that the odds are against them is all part of the job.
Investigation; Mathias drilled into Rona’s head that everyone has secrets. If you are going to understand a person or situation, you have to uncover the secrets. He taught her how to ask around, look at things critically, and where people might leave important things.
Persuasion; Another side effect of her connection to Ceimathuum is a silvery tongue. She has found it easier to to talk and convince people of things. She has always been charismatic, but the magic from the blade has directed her how to better use it.
Survival; Growing up in a small village and on caravans, Rona has had to track and survive out in the wilderness. Mathias’s back up plan was for Rona and him to live in the jungle, so made sure his daughter knew how to survive there.

Personality: Much of Rona is at a form of odds with each other along the lines of her mother’s nature and her father’s teachings. She gets along well with people and can carry on a conversation with just about anyone, but has difficulty truly trusting anyone. She wants to help people, but is perhaps too aware that a cry for help could be a trick or trap. Her father’s cynicism of the world has definitely taken root in Rona, but she tries to balance this out with some hope for something better. She expresses optimism even when she doesn’t truly feel it to keep others spirits up. She also tends to be a peacekeeper among groups, listening to both sides and taking time to weigh the situation before choosing what side she’s on. While there were ups and downs to their relationship, Rona deeply loved her father and idolized her mother who she never met. Insults to her parentage hit hard. She can usually control her reaction, but sometimes bottling it up only makes it worse.
Though part of her enjoys the more adventurous side of her life and goals, she still dreams of settling down one day and opening up an inn one day.

Allies and/or Organizations: Most of her allies and organizations are back on Xen’drik. With her fresh to Khorvaire, she has precious few people she knows. She does, however, have a contact in a dwarf merchant named Brether Ironhold. They met some years back when a risky business venture saw him in Xen’drik. He traveled out in one of the caravans Rona and her father protected. Rona saved his life during the trip, for which he swore a debt to her. He has had good fortune since that misadventure, becoming an up and comer in Sharn. He greeted Rona with open arms when she arrived in Sharn and pointed her in the direction of Sergeant Germaine Vilroy of the Watch when she expressed a desire for work.
A newer, possible ally was made on the voyage to Khorvaire when Rona struck up a friendship with a Gnome named Gerik Quincildorf. They spent many hours together, trading stories and playing card games he had to teach Rona. At the end of the voyage, he gave her a card with an address in Sharn and told her to come see him if she needed anything. On the back of the card was scribbled two things. The symbol of the Order of Druwmar and the phrase “not a fan”.

Goals and Motives: Doing the right thing, destroying or redeeming the Order, settling down to run an inn.
 
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