Hello all! I'm the (last) late addition, thanks for having me. I'm new to 5e and looking forward to trying it out.
Meet
Tharmyr.
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He's a wizened gnome well-known in the seaside warfs. He's a
(druidic) (Storm Sorcerer) devotee of the Sea and its Drowned Gods and speaks freely (perhaps uncomfortably truthfully) to the sailors about the nature of the uncaring mistress to whom they trust their fate. He loves mysteries and knowledge and has been an ecclectic sage in the seaport for many generations (about 200 years), collecting odd bits of lore about history and arcana, particularly the provinance of items passing through.
The gnome is well known to sailors who seek wisdom for their voyages and superstitious comfort. He also enjoys tinkering with and building nautical astrolabs and mechanical contrivances. He is popular among grifters as an appraiser - since he loves a mystery and values knowledge as its own goal, he is happy to identify items of dubious provinance and pleased to know the truths without asking awkward questions like "where did you get it?" He loves intellectual discourse (and is loquatious after his first pint) and would welcome the elf wizard or woodland druid as well in any pub.
The DM asked that Enoch and I collaborate, so at game-start, Qilynn and Tharmyr are already acquainted. Since the young newly-minted-paladin has woken up after a 100 year nap, he's sorely out of sorts with his surroundings. He sought out Tharmyr (who has been tinkering about in the warfs for 200 years so is likely the only friendly face), who was able to authenticate the nature of the paladin's newly-acquired armor and rapier and confirm the reality of what he thought he dreamt. It is easy for Tharmyr to be acquainted with any of you (or all of you, as you wish), and I can bring Qilynn to the proverbial table.
Tharmyr
will join the Circle of the Coasts at level 2 (an ocean-themed druid). He has been reasonably content for a long time - his goal to learn new things has been well-sated here. Likewise, the promise of an enticing mystery is all it will take to lure him onward.
He can either be settled in a half-cupboard beneath the stairs in the pub, or temporarily staying there as he moves up and down the coast with his tinkering equipment and supplies
on his faithful little donkey.
What is your character's long-term goal? Or ambition?
What did they dream about as a child?
When choosing their profession (either background or class), what was their "big picture" idea or motivation?
From a meta standpoint, where do they hope to see themselves (or what do they hope to have acquired, or accomplished) by the time they reach the different tiers of play, or at levels 5, 11, and 17?
He's pretty simple and I don't have profound answers to these just yet. If it is okay, I'd like to see where the campaign is going?
He did come with two flavorful hooks from his Sage background - he carries a letter from a colleage about a question he doesn't yet have the knowledge to answer and he also possesses a book far too dangerous to let out of my hands. Both of those will be fun.