riodragon
New Member
Audiobook Version for TL ; DR
Abeir-Toril was once one of two worlds, or so it was believed. Yet one day its twin, Earth, disappeared from the skies.
This was a time long since Forgotten. Identical were they, once; In lands, in flora and fauna, yet unlike it's twin, it had Magic. There eventually came a Time of Troubles. The Gods of Abeir Toril were struck from the skies to walk among their followers as mortal avatars upon the terra firma by Ao the Overgod, who brought them all low in punishment of those that sought the power to defy him. Many Gods died, others circumvented their deaths by various means during this time of war, and Ao picked mortals to ascend in the place of the deceased into Abeir-Toril's Pantheon of Deities while reinstating the surviving Gods.
The center of mortal activity on Abeir-Toril was undoubtedly the land of Faerun.
The continent of Faerun was equally as diverse in landscape as it was in people, with halflings, dwarves, elves, orcs, dragonborns, and humans among the most common of their number, with many other sentient races scattered throughout in the more exotic places of the massive super-continent. The land has many political squabbles and alliances of many forms, yet the wilderness grows more rabid and untamed with the passing of years. Monsters spill from their homes, the smarter ones like goblins, kobolds, giants, and stronger creatures claiming territories from the wild lands for themselves and violently putting to rest all who trespass. All this has caused adventuring to become a lucrative business. The more risk-taking entrepreneurial spirits of the mortal realm often take it upon themselves to deal with the lands' political and monster problems, as mercenaries for the highest bidder, as pest control, or as sworn swords to kings and nations. Many such people found strength in numbers, with various skills and roles divided betwixt them, often giving themselves names to spread the renown of their exploits through word of mouth as their accomplishments grew.
All told though, the business was dangerous. Roughly as many adventurers who fought and lived while seeking their respective goals and glories, had an equal number of friends and allies taken from them far too soon. Churned on by such an experience, a legendary party of Baldurs Gate's Adventurer's Guild, The Swords Of Pax, formally declared a retirement after many exploits that spanned the entire globe, and possibly beyond. They wished to stay on the Adventurer's Guild however, with one request; to keep serving the guild as educators to young up-and-coming adventurers on the Guild's behalf, to help ensure a more lasting survival for future adventuring parties in memorium of the fallen friends and lovers they had lost over the span of roughly twenty years, counted from the oldest surviving member.
The Adventurer's Guild begrudgingly honored the expensive endeavor of building a massive school on the outskirts of Baldur's Gate, on the Eastern side, toward Faerun's Western Heartlands, importing all the stone and resources needed to build the structure by pooling a percentage of the profits the Guild received from quest commissions to fund the venture. The grounds were enclosed by formidable 30 foot cobblestone walls, encircling the training grounds, recreationary commons, boarding houses for male and female students during their stay, and the modest, castle-like structure in the north of the compound which housed the many classrooms needed to teach the basics, intermediate, and advanced lessons required to survive as adventurers out in the many odd and wild places throughout Faerun. Viewed from above, the school and its grounds would most come to resemble an eyeball, with the central structure of the schoolhouse forming a sort of iris, staring upwards to the northern lands.
At first, the Adventurer's Guild Academy (AGA, as it came to be known) instructed novice adventurers of 20 to 30 years of age. As the founders died, and generations came to pass, however, this changed. It soon became a practice where alumni of the school would petition the guild to instruct their children as well, either at their own, or their children's behest. This is where you come in. You are young in the world of Abeir-Toril and the land of Faerun. You might not even be old enough to understand the politics of the land, its history, or its Gods, and yet, here you stand, on the cusp of learning to become a legend. Your reasons and whatever may have driven you here are your own, but you, all of you, are in this together.
You will all find a Class of Your Own.
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Character Sheets
(Please PM me using the following sheet base. I will work with you if I feel edits are needed. When approved, I will inform you and add your character to the list, and we can discuss the RP OOC in the rest of this thread! :3 IC thread will be up to start the RP once I feel we have enough characters to get things rolling!)
NAME/NICKNAMES: (Any names or nicknames your character might like to be called or have been known by previously.)
AGE: (Age in years.)
RACE: (Any race core to the D&D, within reason. Nonstandard races like Drow and other typically villainous races aren't to be encouraged unless they have a strongly built background or that race has been introduced in the RP in some form. List of Player D&D Races)
SEX: (Male or Female)
BIRTHPLACE: (Locals would be from Baldur's Gate. Otherwise, here's an alphabetical list of cities with notable features to help you decide! Cities of the Forgotten Realms)
HEIGHT: (Any height within the typical range for your race, or smaller for a runt, larger within reason.)
WEIGHT: (Same as above. Standard for the race, slightly smaller, or larger.)
HAIR: (Let your locks flow with the color and style of your choosing. )
EYES: (Use the race as a guide if necessary, but I also won't begrudge a bit of deviation.)
EYESIGHT: (Normal Vision? Shortsighted? Nearsighted? Astigmatism? Needs glasses? Goggles? Bifocals?)
DOMINANT HAND: (Which hand wins? FIGHT TO THE DEATH- Not really, just which one your character uses more and is better with.)
VOICE: (Describe your character's voice quality, how do they speak? Do they have certain phrases they favor or a limited vocabulary? How eloquent are they? Do they tend to offend people, or are they typically charming?)
PHYSICAL FEATURES/MEDICAL HISTORY: (Describe any defining physical features, injuries, scars, special markings, etc.)
PERSONAL BACKGROUND: (Pretty self explanatory, build a short history of your character to make them a bit relatable.)
ASPIRATIONS: (Hopes & Dreams? What drove your character to become an adventurer or enroll in the Academy? It could be something normal like following in the footsteps of a parent, wanting something more out of life, desiring to become stronger for whatever reason, or it might even be something unexpected, like maybe seeking asylum from some potential threat you feel you can't face alone, or wishing to find a home here at the Academy.)
FEARS: (What really scares you to your core and can cripple you? What is it that you avoid the most?)
PERSONALITY: (How is your character in action? In a social setting? How does their background, aspirations, and fears effect their behaviors? What kinds of people are they attracted to or repulsed by?)
WORK/EDUCATION: (Adventurer, Newly Enrolled in the Adventurer's Guild. Job Classes will come later as the RP progresses, but it doesn't hurt to keep one of the core base classes in mind or commit early if you know what you want. I will allow class changes after a PM to arrange the event in the RP, we'll make class changing a special process. D&D Class List)
SKILLS: (Any sort of martial, social, or technical skill that would apply in a medieval fantasy setting with magic and monsters, within reason. You are teenagers or young adventurers. You can't be a master at a lot of things at once by this point. Think of skills that would fit your race, personality, aspirations, and fears.)
HOBBIES/RECREATION: (Go wild! Storytelling, Music, Dancing, Games, Gambling, Athletics, Gymnastics! Also a good idea to base this off of aspirations, fears, character history, and personality to make it believable.)
AGE: (Age in years.)
RACE: (Any race core to the D&D, within reason. Nonstandard races like Drow and other typically villainous races aren't to be encouraged unless they have a strongly built background or that race has been introduced in the RP in some form. List of Player D&D Races)
SEX: (Male or Female)
BIRTHPLACE: (Locals would be from Baldur's Gate. Otherwise, here's an alphabetical list of cities with notable features to help you decide! Cities of the Forgotten Realms)
HEIGHT: (Any height within the typical range for your race, or smaller for a runt, larger within reason.)
WEIGHT: (Same as above. Standard for the race, slightly smaller, or larger.)
HAIR: (Let your locks flow with the color and style of your choosing. )
EYES: (Use the race as a guide if necessary, but I also won't begrudge a bit of deviation.)
EYESIGHT: (Normal Vision? Shortsighted? Nearsighted? Astigmatism? Needs glasses? Goggles? Bifocals?)
DOMINANT HAND: (Which hand wins? FIGHT TO THE DEATH- Not really, just which one your character uses more and is better with.)
VOICE: (Describe your character's voice quality, how do they speak? Do they have certain phrases they favor or a limited vocabulary? How eloquent are they? Do they tend to offend people, or are they typically charming?)
PHYSICAL FEATURES/MEDICAL HISTORY: (Describe any defining physical features, injuries, scars, special markings, etc.)
PERSONAL BACKGROUND: (Pretty self explanatory, build a short history of your character to make them a bit relatable.)
ASPIRATIONS: (Hopes & Dreams? What drove your character to become an adventurer or enroll in the Academy? It could be something normal like following in the footsteps of a parent, wanting something more out of life, desiring to become stronger for whatever reason, or it might even be something unexpected, like maybe seeking asylum from some potential threat you feel you can't face alone, or wishing to find a home here at the Academy.)
FEARS: (What really scares you to your core and can cripple you? What is it that you avoid the most?)
PERSONALITY: (How is your character in action? In a social setting? How does their background, aspirations, and fears effect their behaviors? What kinds of people are they attracted to or repulsed by?)
WORK/EDUCATION: (Adventurer, Newly Enrolled in the Adventurer's Guild. Job Classes will come later as the RP progresses, but it doesn't hurt to keep one of the core base classes in mind or commit early if you know what you want. I will allow class changes after a PM to arrange the event in the RP, we'll make class changing a special process. D&D Class List)
SKILLS: (Any sort of martial, social, or technical skill that would apply in a medieval fantasy setting with magic and monsters, within reason. You are teenagers or young adventurers. You can't be a master at a lot of things at once by this point. Think of skills that would fit your race, personality, aspirations, and fears.)
HOBBIES/RECREATION: (Go wild! Storytelling, Music, Dancing, Games, Gambling, Athletics, Gymnastics! Also a good idea to base this off of aspirations, fears, character history, and personality to make it believable.)
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