Ashely citas

Ashley Madison es una web de citas con énfasis en los encuentros sin compromisos, más aún para las aventuras de las personas que están en pareja. Hay diferentes opciones de encuentros como viajes, cenas, sexo, amor, etc. Recomendado. Ashley Madison es una web de citas online preparada para la aventura de personas casadas o en pareja. Mantiene el anonimato exclusivo para evitar inconvenientes. Incluye aspectos novedosos como la posibilidad de contactarte con el total de los usuarios activos. Ashley madison es un sitio de citas especial, hay total confidencialidad. Aroa Jara on Jul 31, 2020 at 06: 24 . He accedido gratuitamente a ashley madison y luego contraté el servicio premium. Se pasa muy bien el tiempo alli. Naima Alcantara on Ago 20, 2020 at 18: 51 . Que es ashley madison. Ashley Madison no es el típico sitio de citas. Se formó originalmente en 2001 para personas que estaban o están ya casadas o apegadas en una relación, pero que todavía buscan tener un discreto romance extramatrimonial con alguien. Para registrarnos basta con que ingresemos a Ashley Madison.com y completemos el formulario de cuenta. Una vez que creemos nuestro perfil deberemos contestar algunas preguntas de compatibilidad. Es importante mencionar que podremos hacer búsquedas libres en el sitio, algunos portales de citas solo permiten ver los perfiles de personas compatibles. Ashley Michelle Tisdale conocida como Ashley Tisdale, es una actriz, cantante, compositora, productora y modelo estadounidense. Es famosa por su papel coprotagónico de Sharpay Evans en la serie de películas de Disney, High School Musical y por su papel en la serie de Disney The Suite Life of Zack and Cody. En internet, hay una gran variedad de sitios webs de citas, e incluso, aplicaciones para el móvil. Todos, alguna vez en nuestras vidas, hemos tenido un perfil en estos sitios, ya sea en busca de amistad, una aventura o una relación formal. En esta ocasión queremos hablarte de Ashley Madison, una red social de parejas.

New Music Friday: July 17th, 2020

2020.07.17 16:33 TheRoyalGodfrey New Music Friday: July 17th, 2020

Daily Discussion Thread

Reminder

It's [FRESH] Friday, tagless song posts aren't allowed. Just [FRESH], [HYPE] and [ORIGINAL]
From KHDTX13:

Fresh Singles

Fresh Albums & EPs

Albums

BLADEE - 333
Blu & Exile - Miles
KYLE - See You When I am Famous!!!!!
Unknown T - Rise Above Hate
Jhené Aiko - Chilombo (Deluxe)
NoCap - Steel Human
Sybyr - I Don't Have to Scream Like That Anymore Suck My Dick
Lianne La Havas - Lianne La Havas
Spodee & Spotlife Movement - Spotlife X Spodee
Q Da Fool - Deaf Wish
38 Spesh - Speshal Blends

EPs

Joey Bada$$ - The Light Pack
Oddisee - Odd Cure
Sheff G - Just 4 Yall
Jay Worthy & Shlohmo - Till The Morning
J.I the Prince of N.Y - Welcome to GStarr Vol. 1
Jarreau Vandal - Suburb Superhero: The Villain Within
Fat Tony - Live at No Audience, Vol. 2
Bernz - Sorry For the Mess pt2
Joey Cool - Coolie High Vol 3

Singles

Smino, J.I.D. & Kenny Beats - Baguetti*
Kanye West - Donda*
DJ Khaled & Drake - POPSTAR / GREECE
Lupe Fiasco & Kaelin Ellis - SHOES (feat. Virgil Abloh)
Rejjie Snow - Cookie Chips ft. MF DOOM & Cam O'bi
Problem - Don’t Be Mad At Me (Remix) [feat. Freddie Gibbs & Snoop Dogg]
JPEGMAFIA & Tommy Genesis - ROUGH 7
Zack Fox & Kenny Beats - 100
City Morgue - HURTWORLD '99
The Kid LAROI - TELL ME WHY
03 Greedo - Bands In Da Basement (feat. Chief Keef)
Kenny Mason - Give (Feat. Deante Hitchcock)
TOBE NWIGWE - I NEED YOU TO
Guapdad 4000 - No Home for the Brave
The Kid LAROI - Tell Me Why
THEY. - Play Fight (Feat. Tinashe)
Shoreline Mafia - Perc Popper
Killah Priest - Priest Melody
Lecrae - Drown (feat. John Legend)
Tyla Yaweh - Stuntin' On You (feat. DaBaby)
ICECOLDBISHOP - Trick Daddy
Tkay Madiza - Don’t Call Me Again (feat. Kari Faux)
NIKI - Selene
Fred The Godson - DJ Absolut Freestyle (Fred's Last One Recorded)
WICCA PHASE SPRINGS ETERNAL - PULL IT FORWARD
Saint JHN - Roses (Imanbek Remix) [feat. J Balvin]
Benee - Night Garden (feat. Kenny Beats & Bakar)
Tinashe - Rascal (Superstar)
Locksmith - Black Holocaust
Unknown P - Burning (Remix)
Chris Rivers - Shine
Flipp Dinero - Rich Today
Gabriel Garzón-Montano - Agüita
Open Mike Eagle - Neighborhood Protection Spell (Lana Del Biden Nem)
DEKAY - Glow (feat. Father, Lil Wop, & ManManSavage)
Quin Nfn - Detroit Flow
Duckwrth - Coming Closer (Feat. Julia Romana & G.L.A.M)
DJDS - Simple Things (Feat. Tory Lanez & Rema)
Aluna - Get Paid (feat. Princess Nokia & Jada Kingdom)
SKRT - Wicked Games (feat. Ty Dolla $ign)
Pressa & Houdini - Mansion
Jidenna - Black Magic Hour (feat. Bullish)
ℒund - Broken (feat. Lil Skies & Noah Cyrus)
NBA Youngboy - Sticks With Me
Jacob Collier - He Won't Hold You (feat. Rapsody)
Rod Wave - Through The Wire
Masego - Good & Plenty (feat. Alex Isley & Jack Dine)
Kasher Quon - Lil Uzi
Starvin B - Won't Be No Discussion (feat. Planet Asia)
Gud & Whitearmor - Frutta e Verdura
Ghetts - Mad About Bars (feat. Kenny Allstar)
SKYXXX - 14 GRAMZ (feat. Valee)
Blackbear - i felt that
Pink Sweat$ - The Prelude
The Lonerz - All About Me (feat. Fivio Foreign)
Destructo - Bandz (feat. Yo Gotti, Kevin Gates & Denzel Curry) [Loge21 Remix]
DJ Unwind - High Life (feat. Nickelus F, Skuff Mickson & Blokhead Johnny)
Lil Keed, Kota the Friend & Johan Lenox - throwback thursday
TyFontaine - Duse & Juice (feat. Lil Keed)
Talib Kweli - Sing For Em (feat. Shelea)
Jarren Benton - Disobey (feat. Dizzy Wright)
Sham1016 & Chuck Inglish - 850 Blue Leathers
KAMILLE - Somebody (feat. Ebenezer)
Nasty Jack & Manga Saint Hilare - Lads Wknd
Manga Saint Hilare - Dumping Again
9.summ & Roya1 - Ash It (feat. Fashawn)
Caleb Carnell - Self Control (feat. Evann McIntosh)
Postcard - Savior (feat. O.T. Genasis)
Ravo - Jawsin' on Citas (feat. Mistah F.A.B., Nef the Pharaoh & Keak da Sneak)
Powfu - 17again
Mac Ayres - Same Old Strangers (feat. Keys Open Doors)
Joesef & Loyle Carner - I Wonder Why
K. Roosevelt - Wild (feat. Jent Jamz)
24hrs - Regina George (feat. blackbear)
Rexx Life Raj - Penthouse at the W
Big 4L Eli - Ugh (feat. Rio Da Yung Og)
King Jo$h - Big Stepper (feat. Sheff G & Ron Suno)
Koffee - Lockdown
Grace Carter & Jacob Banks - Blame
14 trapdoors & Benny the Butcher - I Did It All (feat. Camoflauge Monk & Rick Hyde)
Bahari - Savage (feat. BIA)
Bfb Da Packman - Made Me Mad (feat. Dice Soho)
4ourth - Lucid Samurai (feat. ProbCause)
Slickmoneycam - Who Killers? (feat. BandGang Lonnie Bands & Drego)
JoJo Pellegrino - Legal Murderers (feat. Mr. Easy)
Anne-Marie - To Be Young (feat. Doja Cat)
Omega The Poet - Nectarine (Remix) [feat. Supa Bwe]
Guapley - Sundown (feat. Guapdad 4000)
Awol One - Don't Let the Devil In
Masego - Good & Plenty (feat. Alex Isley & Jack Dine)
TMG FRE$H & Tee Grizzley - Champagne Cry
R-MEAN, Berner & Styles P - Mafia
Rich Boy - Ndidi
SD - Easy Stain
Shamir - I Wonder
Pink Siifu & Shungu - Cement
ARTi$t Marty McFly - All of My Niggas (feat. A Boogie Wit Da Hoodie)
Monro & Jalen Santoy - Tongues
Brian Brown - 2K Freestyle
Brto - 2cool (feat. Apollo Anthony)
No Vacation & Del Tha Funkee Homosapien - Dreams
Shill Macc - The Plug (feat. Mozzy)
K Town - Town-Topic (feat. Bfb Da Packman)
Dommy Divine, Slug Christ & Eddy Baker - To Infinity and Beyond
BIA - Dubios (feat. Lino Golden)
NateTaylorr - The Chase (Remix) [feat. Norman Perry & ChaseTheMoney]
Jay Wile - Real Bad
K. Forest - Friend Ting (feat. Joeezy)
FATSO FELON - Slime Juice (feat. Slimelife Shawty)
AzChike - Too Selfish (feat. Nef the Pharaoh)
Minorkeyleo - Graffiti (feat. Rylo Rodriguez)
Platinum Trap - Blick (feat. Boosie Badazz)
Bethan Mane - Icedd Out Mink (feat. Ghostie)
OG Tweezy - The World Is Yours (feat. Boosie Badazz)
Braidgod - Handbag (feat. Jay2 & King Hez)
Top$ide - Benchwarmers (feat. Babyface Ray & Valee)
38 - Booty Super Hero (feat. Project Pat)
Pres - U Love Yo Bitch (feat. Gt & Babyface Ray)
Malcolm Anthony - Wicked
Cee Mark (feat. Joell Ortiz, KXNG CROOKED & Kayla Bean)
Elliott Niezel - Rakish Thunder (feat. Wolfie Warship & Planet Asia)
*\ means not on streaming, maybe it's a leak?
submitted by TheRoyalGodfrey to hiphopheads [link] [comments]


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submitted by stroke_bot to nullthworldproblems [link] [comments]


2019.05.24 07:59 stroke_bot uglified temporopontine

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submitted by stroke_bot to nullthworldproblems [link] [comments]


2019.04.29 14:09 Cobalt_721 The Alchemist's Toolbox 28: Yomi!

A Link to the Index: https://www.reddit.com/AlchemistCodeGL/comments/adzjua/the_alchemists_index/
Thank you once again to the person who gave me Gold on my last review. Unlike previous times, the notification actually gave a name, so if the person in question would like me to make their username known, message me and I'll update it right away!
Welcome to the 28th Alchemist's Toolbox review!
We're sticking to the same region-of-origin and element as last time, and even keeping some role similarities. So without further ado, here's the next unit for review: Yomi!
Yomi is a member of an ancient Wadatsumi family line. Let's see what her strengths as a unit are, shall we?
Personal Investment:
I've got Yomi at 25 limit breaks with her 2nd and 3rd jobs mastered (Miroku JE mastered, no jobs enhanced). She's been a tried-and-true member of my Wind roster for a long time.
Element:
Basic:
Yomi is a Wind unit, which means she's strong against Thunder and weak against Fire. Compared to a Light or Dark unit with the same stats and jobs, she would be better defensively and worse offensively.
Competition:
  • Support/CasteDamage-Dealer Hybrid (Shrine Maiden): The only real comparison that can be made to the Shrine Maiden job is Shrine Maiden and Priestess, which in Wind consists of Tamamo and Uzuma, both of whom prefer different roles, though Yomi herself also prefers a different role.
  • Disruptor (Ninja): Yomi competes with Acht, Bashosen, Hayate, Kazahaya, Seida, and Thillie for this role, with Acht, Bashosen, Hayate, and Seida preferring different roles. Comparing to the remaining competitors, Yomi beats Kazahaya in damage and loses in everything else and beats Thillie in everything except speed.
  • Physical Damage-Dealer (Holy Brawler): Comparing to other Holy Brawlers and Martial Artists, Yomi competes with Cita, Cordelia, Edward, Envy, Hayate, Kazahaya, Leoniaz, and Lucian for this role, with Cordelia, Edward, and Hayate preferring different roles. Comparing to the rest, she loses to Cita, Envy, Leoniaz, and Lucian in everything except mobility, and losing to Kazahaya in everything except damage and mobility (which she ties him in).
Leader Skill:
+30% Strike damage for all units. A great Leader Skill if you need a multi-element team of Holy Brawlers or other Strike damage users, but on more mixed damage-type teams it's not as preferred as other Leader Skills.
Jobs:
Yomi's 3 jobs are Shrine Maiden, Ninja, and Holy Brawler, with the Miroku JE for Holy Brawler.
Shrine Maiden is a job that focuses on self-buffing and support. It has multiple all-stat self-buffs (each of which focuses on a different set of stats for higher boosts), some targetable buffs, a status cleanse, and some magic damage. Its reactive is a chance to counter with a chance to inflict Silence, and its passive boosts HP and MDef.
Ninja is a disruptor job. It has multiple status infliction options, an evasion self-buff, and some damage/elemental options. Its reactive is a chance to inflict Poison, and its passive boosts Move and Jump.
Holy Brawler is a physical damage-dealer job that specializes in burst damage. It has multiple damage and disruption options, some self-buffs, and a self-based AoE status cleanse. Its reactive is a counter, and its passives boost HP, Strike damage, and Guts respectively (Holy Brawler has 3 passives to choose from, unlike most jobs). The Miroku JE adds a self-based AoE heal that casts auto-heal and jewel regen.
Stats:
Yomi's stats support a fairly fast and bulky unit with solid damage output. All stats are at the usual Master Ability benchmark (level 80, Master Ability unlocked, all jobs mastered, main job enhanced), and Shrine Maiden will not be included due to Yomi's heavy preference of other roles. Table Key: NP = No Passive, IB = Iron Body, MU2 = Mind Up +2
Table 1: Base Holy Brawler
Stat Ninja Holy Brawler
HP (NP) 813 1142
HP (IB) 968 1359
HP (MU2) 865 1214
HP (IB + MU2) 1019 1431
PAtk 428 412
MDef (NP) 108 106
MDef (MU2) 120 118
Agility 143 128
Dex 343 293
Table 2: Holy Brawler [Miroku]
Stat Ninja Holy Brawler [Miroku]
HP (NP) 1077 1616
HP (IB) 1276 1916
HP (MU2) 1143 1716
HP (IB + MU2) 1343 2015
PAtk 432 420
MDef (NP) 108 120
MDef (MU2) 120 134
Agility 143 130
Dex 343 293
Example Builds:
Family Blade
  • Main Job: Ninja
  • Sub Job: Ninja (range/elemental coverage)/Holy Brawler or Holy Brawler [Miroku] (Sharpening Focus/extra disruption/support potential)
  • Reactive: Cross-Counter
  • Passive 1: Ninja Stealth
  • Passive 2: Iron Body
Yomi's disruptor build, so Ninja main is necessary. Sub depends on whether you need range and elemental coverage or the damage from Sharpening Focus and the disruption/support capability of the rest of the sub. Cross-Counter is the best reactive option, and the best passive setup is Ninja Stealth + Iron Body. Basic strategy is to get where you need to go and either disrupt or burst down a priority target depending on sub.
Family Fist
  • Main Job: Holy Brawler or Holy Brawler [Miroku]
  • Sub Job: Holy Brawler or Holy Brawler [Miroku]
  • Reactive: Cross-Counter
  • Passive 1: Ninja Stealth (mobility)/Iron Body (survivability)/Strike Mastery +2 (damage)
  • Passive 2: Same options as passive 1 (same reasons)/Mind Up +2 (running Iron Body and want extra survivability)
Yomi's damage-dealer build. Whether you run base Holy Brawler or the Miroku JE depends on which one you have, and Cross-Counter is again the best reactive. The first passive is dependent on your needs, and the 2nd can be either one of the ones you didn't use for passive 1, or Mind Up +2 if you're running Iron Body and want extra survivability as well. Basic strategy is to hit things incredibly hard and use Sharpening Focus to burst down big enemies.
My Preferred Build:
I prefer the Family Fist build due to Holy Brawler's burst potential.
Gear Recommendations:
Armor and Accessories: Any agility or HP boosting gear
Ninja: Demon-Bane Kunai (solid overall stats), Cursed Kunai - Blood Edge (HP, Daze chance), Jikunai Satsuki (speed)
Holy BrawleHoly Brawler [Miroku]: Crimson Cestus (best overall stats), Muspell (farmable during collab)
Memento Recommendations:
I recommend the Memento I Return to Ash if you have it due to the sizable HP boost for Wadatsumi units as well as the base agility boost. If you don't have that, then I recommend the best HP or agility boost you can find.
Futureproofness:
Yomi gets 4 major buffs in the future: the White Tiger Ninja JE, her own Job+, her Enlightenment, and her own Memento.
  • The White Tiger JE focuses on being hard to hit, upgrading Smoke Bomb and adding a Perfect Evasion-like reactive.
  • Her Job+ converts her Shrine Maiden job into a physical damage-dealer style job with some Wind damage skills and changing one of the self-buffs to be more physically inclined. EDIT: as u/AJackFrostGuy pointed out, Yomi’s Job+ is more of a Priestess+, and despite using PAtk for damage, she deals magic category damage, effectively allowing a PAtk-based team to have a method of getting past PDef walls. Thanks for showing me what I missed!
  • Her Memento boosts her damage output and gives 2 Vison Abilities: a damaging skill and a heal/Luck buff. Its VCR is a weapon designed to work with her Job+ and has a damaging skill that scales off Luck and inflicts Bind.
  • Her Enligtenment's Gate 2 upgrades Iron Body to be +40% HP/+20% PAtk, and her Gate 3 adds +20% HP to her Leader Skill and changes the Strike damage to be All damage for Wind. Her Gate 4 gives bonus damage against Greed- and Gluttony-type enemies, and her Gate 5 boosts the damage of one of her Job+ skills and adds Reaction Block resistance lowering to it, lowers the cost of White Tiger's evasion buff and adds agility + permanent Strike evasion and general evasion buffs to it, and boosts the potency of Miroku's Chakra skill.
Some pretty nice buffs in the future.
Overall Asessment:
Yomi is a great unit. If you need a mobile disruptor or damage-dealer, she'll be a great addition to your toolbox.
And that's the review! As always, feedback is greatly appreciated!
Make sure to let me know which of the following units you'd like me to review next!
Annerose, Shayna, Strie, Suiran, Yuri (will likely remove Thunder temporarily if she's picked), Zain (will likely remove Light temporarily if he's picked)
submitted by Cobalt_721 to AlchemistCodeGL [link] [comments]


2019.03.04 16:25 dndspeak [Lets Build][Report] 100 Unique Towns

Welcome to the 84th [Lets Build]!
TOPIC: Unique Towns
Die Roll Result
1 Forest's Edge - This small town lies on the very edge of the forest and was meant to be a means of restocking before taking a trip into the deep woods. Over the past couple of weeks, people have been mysteriously vanishing from town. When the mayor one day vanished, the town went into a panic. Something evil is stealing the villagers and taking them into the woods.
2 The Pit - The town is built around a pit at its center, which is at least 50 feet wide but with an unknown depth. The current residents have not attempted to mine, excavate, or even explore the pit, so they don't know why this location was chosen to build when the town was founded.
3 Shellfish Bay - a small fishing village on the edge of an untamed wildnerness. It's a picturesque place - blue ocean, sand beach, up against dark trees and thick undergrowth, but travellers and adventurers frequently avoid it due to its reputation. Some curse affects the inhabitants - they are slow-witted and short-lived, rarely living past their 30s, and everyone who lives there is affected by it after a time. Many people have tried to help the cursed village, but they've all missed the true, mundane cause - mercury buildup from their steady diet of shellfish, and lead poisoning in the water.
4 Andrea Gail - A small desert community built around a shipwreck. No one seems to know how the ship got here. Legend says that t was caught in a giant storm that lifted it out of the sea. Others say it was a giant wave. Either way the original sailors had obviously angered some god. Many people live inside of the ship, including the mayor who lives in the former captain’s quarters. There’s also some tents and makeshift shelters around the ship.
5 Icefark - A relatively small city, cursed with eternal winter and dark skies. The inhabitants are pretty chill, though it's known that the government is always spying on them, and keeps making problematic people disappear.
6 Trigemnlow - A city with two floors - one above the surface and one below. There is no distinction between the floors, though most houses are underground and most businesses are in the surface. It's almost always cloudy, because of the big cloud above the city that never goes away. Inhabitants joke about it housing a secret sky floor.
7 Mournstead - A large wizard tower stands prominent and ominous protecting its citizens by absorbing all magic spells cast within it's walls. No one has seen the administrator of the tower... ever.
8 The Reservoir - Not much is known of the ancient precursor civilization that built the massive structure that now dams the river. The lasting and resilient design has provided shelter for the residents that now fill its ancient halls.
9 Karathimeth - Far to the north, a group of nomads discovered a massive quartz crystal that provided warmth all year round. This geothermal wonder and the fertile soil surrounding it has provided food and protection against the cold and barren surroundings for generation.
10 The Blooming Truffle - once just the Inn the town gets its name from.... now a bustling border town between the surface and the underdark.
11 The Worm's Burial - 10 years ago, a heroic group of adventurers slew a massive Purple Worm. A decade later, it's flesh still fills the storerooms and feeds the people of the community that grew around it. It's armor has been repurposed as a building material, leading to the unique architecture seen nowhere else in the world.
12 Longstreet - One of the earliest towns constructed with the support of The Human Confederacy in the New World. Named for its long main road that cuts the town in half, and acts as a bulwark between the civilized human lands and the savage Orc Natives. Unknown to the townsfolk, Longstreet sits close to a cache of ancient wonders of a bygone age.
13 Tal' Vellar (Skyhold): Long ago, a clan of dwarves were forced into exile from their homes and forced to wander the surface, searching for a new home. A young Noble of the house found and rescued a wounded griffon, which (the legends say) carried him back to the griffon aerie, high up on the cliffs of Mount Targud. There the Dwarf found a series of shallow caves. He returned and led his clan back up the cliffs and established Tal'Vellar. Clan Norkaidrumm, the Cloud-Tamers, all descend from this clan. Tal'Vellar is all but inaccessible to uninvited guests. Those who approach from the ground must make their way up perilous, winding trails with steep ascents; those coming from the sky must find their way through the thick clouds surrounding it. More dangerous still are the clan's halberdier guards, who ride their griffon mounts with unparalleled skill. Anyone who is allowed in, however, discovers the wonder of the Caves Above The Clouds. Perhaps most notable in this is the Sunforge, a large crystal carefully positioned and enchanted so as to catch solar rays and focus them down for forging. Powerful magic weapons are made here (even rarer are the Lunarforged items, possible to work only during a full moon). The Cloud Dwarves, for their part, are strange mirrors of their earthbound cousins, notable for their light-blue eyes and fair skin and hair. Although standoffish and isolationist, the clan can be roused to assist in helping those below, and may sometimes be seen serving as aerial mercenaries for good-aligned armies.
14 The Scaffolds - When the great Sorcerer-King Atravarius attempted-and failed-his quest towards deification, his empire crumbled and was destroyed in a single night and day. One of the few remaining remnants was the colossal bronze statue he was having built of himself in his capital of Atravia; standing over 400 feet tall, the great statue represented the might of Atravarius. The unfinished statue miraculously survived the Great Upheaval, even as the great city around it simultaneously burned and drowned. Many of the workers sought refuge in the scaffolding scattered around the statue; as most other buildings were smashed to rubble, they remained there, building living spaces in the labyrinth of rooms inside the statue and establishing a society safe from the wandering monsters and marauders. A large of contingent of the workers had been kenku, and they took naturally to living in the ramshackle scaffolds, precariously set high in the air. Today, the Scaffolds is a warren of closely packed buildings and thin walkways, surrounding the bronze skeleton of a long-dead king. While many of the original denizens have moved to other cities, the city remains a common retreat for those seeking shelter, or to disappear.
15 Potabello - This serene halfling town is built on top of an impossibly large lily pad; the pad covers a good two thirds of the lake it is on. Three bridges connect Potabello to the shore, and the town's denizens happily fish for giant tadpoles off the edges. No one has seen a giant frog there in fifty years, so where the tadpoles come from- and where they go if not caught- is somewhat of a mystery...
16 Lantern - A small town buried deep in the forest. It might seem odd to name a town after a lantern but it is well earned. Due to the surrounding hills and forest growth, the town practically never sees any direct sunlight. Early settlers created hundreds of magical lanterns that continuously cast Dancing Lights, giving the town streets an enchanting look at all hours. A small river winds its way through the town to help give its residents natural water and resources. The river adds to the lovely view as it reflects the lights.
17 Cliffwatch - the only village on the Island of Whispered Regrets, Cliffwatch is all but invisible when approached by land. the deeply overhanging cliffs that give the village it's name are also host to a forest of enormous trees. their incredibly dense roots, enhanced with some judiciously applied elvish magic, have allowed the village to form on the underside of the cliffs. while there are secret routes from the village to the top of the island, almost all visitors arrive by sea, sailing into the well-sheltered harbor that sits directly below Cliffwatch. at night, the bridges and windows of the village shine brightly, though they are eclipsed easily by the powerful Cliffwatch Beacon, a magically fueled lighthouse built into the end of the longest taproot of the trees above.
18 Fungosillo - A small, seemingly friendly oasis town in the middle of the desert where cooking, eating or damaging a small, unassuming and common brown mushroom with white spots that grows exclusively in the inside of its walls is forbidden and highly penalized... in secret. The reclusive mayor is a puppet of a Cordyceps-like myconid, who acts as a "protector" (more like an extorsionist) and keeps the townsfolk sacrifice to a minimum as long as they kidnap the occasional traveler in their sleep and provide them as an offering to the underground fungi colony.
19 New Talyport - a magical city which require outsiders to fulfill one requirement for entrance. A magic item will cut off their left hands and preserve them in jars. The hands can easily be reattached later but if the city guard sees you committing a crime the hands are pricked with poison, kill the evildoer in a matter of hours.
20 Bogsburrough - A town built in a swamp to avoid larger cities or governments. A place where many of the valued illegal goods in the area are made, such as potent poisons, meats of endangered species, addictive substances, and many other kinds of items treasured by outlaws.
21 Mirage - This town, built on natural formations of the broken walls of a canyon has a particularity that makes it stand out from most caverns, natural occurring or crafted: the outer walls of all buildings and a grand open air spiral staircase that connects many levels are of a thick, semi-transparent polished quartz.
22 Skum - While the town's true name was Ska'aum, a word that meant temporary haven, over the years it has come to earn the bastardized version of its name. A place populated by bandits and thieves, killers and assassins, Skum has one, iron-clad law; never deal your fellow residents raw. Allegiance to that single rule makes the town, if not peaceful, a place that is much safer than its reputation would suggest. Unless, that is, someone's coming to the town with a writ, or a badge. Those things will get you strung up at the crossroads as an example to other do-gooders and bounty hunters that Skum is not a place for them.
23 Marabo'or - A fairly new coastal town of half-constructed houses with canvas and net walls and roofs, sandy roads, and an overall feel of growth. The town's known for being a rising shipping hub, built at an ideal local between two trade hotspots. A rennovated and remodeled shipwreck in the center of town serves as the town hall, where each of the 12 districts (specializing in different products/purposes) send representatives to make laws. However, tensions rise between the districts when a threat to the town is fast approaching. Will the fledgling Marabo'or survive this, or collapse into anarchy?
24 The Crannogs: A series of artificial islands in a shallow lake, known for its abundant freshwater clam beds prized as delicacies. Both bridges and canals connect the numerous small islands. The old families are often in dispute over each other and bridges have been known to be taken down and reassembled elsewhere to make a point about shifting alliances. Lately the clam yields have been dropping despite no changes to the collecting methods. At the same time, the clam rakes have begun to bring up bones and old rusty bits of armour and weapons with strange runes. A digger known to be a strong swimmer was observed being sucked underwater after he went in the lake to retrieve a dropped tool.
25 Savlok - A town built suspended underneath a large natural stone arch. The upper class live in towers built up the suspension system of the town. The towns poor live in hovels 200ft down below on the ground floor where waste and broken things are tossed carelessly.
26 Webrock Canyon- this town sits on stone bridges connecting one cliff's edge to another. These bridges are little more than errant strips of stone that, when viewed from above look like a spider web. The brave souls that live here live on platforms suspended over the cavern and connected by rope bridges. Most of them make a living by ferrying items across the canyon, but others collect water and fish from the bottom of the canyon by suspending buckets from rope. Others still try to mine from the sides of the mountain, but there is a debate going on as to whether or not this could endanger the town.
27 Camanchaca - this town is situated on the bottom side of a cloud, and has a reverse gravity enchantment on it. The people that live there live in ice huts and farm moisture from the cloud cover. They send traders repelling down into the deserts below in order to sell water for consumption and agriculture
28 Draelesh - A town situated right on the barrier to the ethereal plane. The townsfolk live alongside spirits like neighbors and see them much in the same way common folk see stray cats. Many of them also have an understanding of divination and history not seen outside of universities due to their extensive experience with spirits.
29 The City of Whistling Glass- this town sits in what used to be Thri-Keen tunnels before a blue dragon electrified their lair for offending her. When she dragged out the remains, it looked like limbs of a great glass tree. a gnomish town now sits in it's "shade". When the desert breeze reaches it's trunk it makes a dull whistle that gives the town it's namesake. The townspeople use the reflected light of the sun in order to create charged, radiant lanterns that they use as batteries.
30 Saltpoint - A seaside village complete with a large set of docks and lots of fisherman. The townsfolk are quite paranoid about the woods to the north and refuse to get any resources from there. They get all they need from the sea. (the buildings are all scrapped together with driftwood or parts of boats).
31 Crow's Nest - A village on an island built entirely in the guts of a very large and very ruined ship. The "Lower Decks" house the lower echelons of society and the wealth grows as you go up the wooden structure of the boat. The elite are found enjoying the sun on the parts of the deck that are still intact. A roof has been built over the large crow's nest that dominates the structure and it houses the leader of the community.
32 Brightshade - This town is built right on top of the tomb of a sleeping beholder. None of the townsfolk are aware of the tomb but the beholder’s dreams create all kinds of strange magical phenomena. Disappearances are so common they aren’t even investigated anymore.
33 Shiverton - In this frontier silver mining town, every building is built on stilts so that they aren’t rattled apart by the frequent minor earthquakes that take place in this area. A white dragon protects the town from bandits and barbarians but demands silver from the mines as payment. Even as the mines become more dangerous, the work most not slow down, lest they incur the white dragon’s wrath.
34 Aurumdale - A town on the edge of a desert and at the base of a mountain with a gold mine in it. An aqueduct extends from the mountain into the town supplying it with water. It is widely known that this town is under the control and protection of an ancient blue dragon that lairs deeper in the desert. The town pays the dragon a tax of 1 gold piece or equivalent goods per person every year. The dragon plays the long game to slowly build its treasure hoard and is known to extend leniency on its taxes for exceptional additions to its hoard. The town is currently in its last month of a tax-free decade after someone turned in a Dragon-Slayer sword.
35 Flotsam - This city resides within an absolutely massive metal ship that rests in the middle of a bay. The lower decks are submerged, but the upper decks are habitable and hotly contested realty. The means of operating the ship and any weapon systems it may have had are long lost, but a strange phenomena attracts debris to the ship. A field of floating scrap metal, debris, and garbage surrounds the ship for a few miles. The field is thick enough to walk on within a few miles, but hazardous with occasional thin spots and sharp debris. Within the immediate vicinity of the ship the debris is thick enough that some have been able to construct structures on it, making a shantytown.
36 Lobersmuth - A town built by criminals for criminals, it sits on the edge of a swamp. No building has a name on the outside, and the streets are deliberately labyrinthine. Any who look lost or ask for directions are immediately marked as outsiders and potential targets.
37 Maurkin - A town in the midst of a great and vast dark wood, the quaint town of Maurkin is under the rule of Night Prophetess Damis. She has taught the people necromancy, allowing them to stay inside and study while the undead help work the fields. Special care is given to keep the streets vermin-free, and the people will take special interest in people who have corpses to give, as spare bodies tend to be hard to come by. The Night Prophetess Damis is actually a middling necromancer named Chrysanthemum. She's a good person at heart, and a possible love interest if the PCs are cool with dating the effective ruler of a town of necromancers.
38 The prison fortress of Hollow Hands lies in a tucked away valley where the weave of magic does not touch the world. This fortress is home to the powerful mages that have become enemies of the empire. Despite the menacing presence of the fortress, the town's unique anti-magic property has attracted an interesting crowd of locals, many of whom believe that they have a 'Magic Allergy' and moved here for the sake of their health.
39 Tranca - Small port trade city ran by Jerrod the One-eyed. He runs the town with ruthless efficiency, but he never overstepped in tyranny. As with all ports, you see various folk on the streets and in the docks, as well as variety of goods. The town is home to Sapphire Masters, a group of smiths, and undergraduate wizards who discovered how to infuse steel with some level of magic, making them only ones in the realm who can reliably create +1 weapons and armor.
40 Domos Negros - A village of farmers in the middle of a desert plateau, who obtain water for their crops by absorbing the humidity of the mist that forms at night through the material from which their constructions are made: some domes of the darkest black one can imagine.
41 Old Hallows - This city was built by a group of adventures over the site of a Vampiric cult's unholy cathedral. Legends foretold the return of the cult's powerful Vampire leader, the terrible Sarr'gethal Moncreft. The adventurers swore that they and their descendants after them would serve as guardians against Moncreft's return. As such, the city is built with great layers of hallowing mixed into the very foundation. The streets are crafted from marble and laid out in holy sigils; the dead are cremated, their ashes blessed and spread in the Field of Martyrs. Powerful white walls surround the city, with fields of fire shaped into the earth to provide for protection from attack. The careful preparation led to Moncreft's return being one of the most anticlimactic events of the age; no sooner did his spirit congeal into the material plane then he was trapped in a divine forcecage, separated into three parts, and sealed into three different airtight casks filled with holy water. One cask remains stored in the Old Hallows museum; the other two have been hidden. The city's primary task completed, it now stands as a bastion of good and a source of great heroes.
42 Syom'skit-Ngthefl - Legend says that this gnomish town was purposefully named to be difficult to pronounce, so that outsiders would feel unwelcome. True or not, the gnomes of the area tend to be gruff and standoffish, with seemingly little interest in trade or news of the outside world. How such a place continues to thrive is a mystery.
43 The Grinders - A human city built atop a Dwarven guardpost, The Grinders is situated to defend Fourwater Pass against Orcish invasion from the Hungry Wilds. Prospering due to its location, the city is increasingly fat, corrupt, and poorly defended, depending on its impressive walls and its history of success. The Orcish hordes have been relatively silent in the last three decades; recently, however, there have been more and more incursions, with signs of a more unified force behind them. Rumor has it that the city is still protected by incredible Dwarven traps and defenses; however, the nearby Dwarven stronghold of Kry'thish has been increasingly cool to their human neighbors, taking a poor view of the local government. As a great invasion seems increasingly imminent, the help of the Dwarves may become vital to the city's survival...
44 Nahppa - A town located on two levels, straddling the great Nah Falls. The fish caught in the falls are a local delicacy, famous for their bright purple color. The locals love to tell fishing stories; however, the nature of the falls actually makes fishing relatively simple.
45 The City of Quiet- Founded as a home for the deaf of the Elven Moch'arinin peoples, Quiet is located on top of a hill with a great view out onto the ocean. Although there are a number of non-deaf now living there, the city is still mostly silent, with communication via hand-signs.
46 Gauthflame- A town nestled next to a series of craggy hills, Gauthflame is ruled over by Zybaxtrees, a copper dragon masquerading as a red one. Zybaxtrees receives a relatively lenient tax from the local residents, and protects the town from threats. He has been carrying on the masquerade for generations, partly for protective purposes, partly as a long-term prank. He finds himself very clever, and isn't overly anxious to not be found out by adventurers; however, he makes them promise not to tell the townsfolk.
47 Weneelomi - This small town lies on the outskirts of a much larger Elven university. Here, buildings are constructed to test the elves' latest architectural styles. As a result, the various styles all at once can be overwhelming for new visitors.
48 Elysia - This ice town is located in the middle of a desert where ice never melts. It is held together by an old frost giant artifact.
49 Dunclaver - This old logging town is run by dwarves located on the edge of Growers Forest. The forest magically grows back every week what the loggers cut, no one knows how or why but if not cut back the forest slowly creeps into the town.
50 Clanoothyn - this small town clings to the precarious slopes of a valley, its buildings straggling along a rough winding road that follows the edge of a vast lake. A century before, Clanoothyn was a bustling farming community surrounding the river on the fertile valley floor, but a century ago, an unknown disaster in the mines caused a vast landslide: the entire north side of the valley slipped down and blocked the valley gorge so that bit by bit the valley flooded. Today, the only remnant of Old Clanoothyn is the topmost storey of the old Wizard's Tower still jutting defiantly upwards from beneath the waters.
51 Rooskey - A small human settlement on the borders of the Night Forest; always surprisingly cold. The people there open their homes to visitors; it is customary to leave money or something of value in response, but it is rude to speak of pricing.
52 Bricabrac- No one is sure where the portal comes from. Floating some 45 feet above the ground, the large floating rift opens periodically, emptying the contents onto the pile below. It seems likely that the society on the other side of the portal is highly magically advanced, and using the portal as a garbage disposal- although the leavings are a pile of detritus, enough magic items and valuable effects come through the portal to allow the denizens of the nearby town of Bricabrac to make a living scavenging through the junk. The process is not without peril, however; not only are there natural dangers and thrown-away traps, but sometimes the things being thrown away are still alive...
53 Dismal Hollow - A small village located in a swamp, in which the buildings and walkways are built atop stilts so the structures sit just atop the water. The town is home to a small handful of humans and was originally settled as a military outpost. To the west, where the swamp meets the edge of a sacred forest, a tribe of wood elves protect the edge of their forest home from outsiders and are not happy that Dismal Hollow grows in size and population every year. However, both the humans and the elves have a centipede demon and its bug demon children to worry about as the demons devour everything in their path and is quickly bearing down on both civilizations.
54 Louchitaine - a large town built in a gigantic mangrove forest. Warm, humid, and wonderfully fragrant, Louchitaine exists in a sun dappled twilight even on the brightest of it's tropical days. The town is a hub for travellers passing by, as well as a popular tourist and vacation destination. While people of every shape, size, and race can be found there, it's original denizens are a race of Fruitbat Folk (Generally lawful neutral, stats as Aaracocra with darkvision and an aversion to bright light). They are generally friendly, but almost every member of the Folk knows someone who knows someone who is involved in the organized crime cabals that run the town, or is active in those circles themselves. Louchitaine is a great town to get lost in for a while, but if you wander too far into it's shadier groves, you might never leave.
55 Yojimboq - built on a fortified island not too far off the coast, Yojimboq is known for whaling, unfriendly fisherpersons of every race, face, and creed, and for it's rats. The island's windy hills and craggy landscape has a dense and intractable rat population. Rats the size of cows prowl the landscape, hunting one another for food, fighting for mates and competing for resources and refuges. Smaller rats are everywhere, feasting on washed up seafood, insects, and the occasional unwatched child. Yojimboq has high walls protecting it from the local fauna, but raiding parties go out weekly to keep the overall rat population to almost manageable levels. An open bounty exists for any ratcatchers who wish to bring back heads for gold. Their nearest neighbors on the coast (referred to locally and derisively as 'Coasties') have no idea why in the gods name people choose to live there. Residents are fiercely protective and proud of their town, and will defend it's honor from any slight.
56 Old Whizz's Tower - Old Whizz's Tower is just that - an old wizards tower. At some point in the past, the wizard residing in it must have decided that they wanted to see more of the world, and commanded his tower to travel around from place to place. The tower did so, and floats gently around the continent a height of about 50 feet. Eventually, the wizard either passed on or moved out, but the tower still wanders around. Enterprising individuals determined that objects lashed to the tower would also levitate, so long as they were properly attached. A shanty town has been cobbled together, with the old tower at it's core, providing both levitation and an uncanny amount of foundational support for the wandering town. Shops, a tavern, and a hotel are the main features, with a town hall being held occasionally in the old tower itself. Whenever Old Whizz's Tower encounters an obstacle of any real size, it will float gently out of the way, though punters (think towns guard with extensible enchanted polls) will occasionally help it on it's way, or steer it in a more favorable direction.
57 Menagerie - Once, ages ago, an old queen lived in a great castle. Her pride and joy was a menagerie, home to wonderous beasts, birds, and all manner of creatures. She loved every one, and would delight in visiting each, and making sure it had a more than adequate habitat to reside in. Eventually the queen passed, and the menagerie continued to be taken care of by her loving family and servants. Over time, others moved near by to visit the site. Some brought families. Eventually, a town grew out of the old castle, taking care of the incredible creatures contained within, and occasionally harvesting food, ingredients and other supplies to sell to other towns or apothecaries. The Menagerie menagerie is still active today.
58 Daleberg - A small town, named after it's arrogant and pompous founder, Dale. The townsfolk seem completely normal, but each has chosen to pronounce a different word incorrectly, with the exception of Dale, who is slowly losing their mind. A DC 20 investigation check reveals that this is actually all intentional - a prank by the townsfolk on their insufferably mayor. A fund has been set up to whomever has the most ludicrous mispronunciation of that week, and another, much larger fund has been set up for whomever finally gets Dale to break. The mayor is becoming increasingly ill tempered, and a high enough charisma role after passing the DC 20 investigation check will have the townsfolk invite you to join in on the joke. Fireworks will ensue.
59 Craighoof - A halfling settlement that has a symbiotic relationship with the neighboring centaur tribes. They drove off an orcish invasion ages ago and averted a famine at the same time. Farms and orchards dot the landscape along with tall trees that have difficult to reach fruit. Scouts from each group band together for up to a year to patrol the perimeters.
60 Storm Reach - A town built on a plateau in the shadow of a basalt cliff, Storm Reach is high enough to be easily defended from the dangers of the forests below. However, it's exposed to the raging thunders that circle the peaks, and its walls stand against the high winds that could otherwise sweep one right over the side.
61 Umberdale - A town that has been completely taken under control of a mind flayer. It has feasted on their brains and replaced them with an Intellect Devourer. The people act strange and unusual. Elderly farmers are able to carry what looks to be double their weight. Children run stores along with adults and even the pets can be seen as intelligent (walking on back legs, cooking food with fire).
62 Afsthen's Peak - an independent agrarian town situated in one of the least hospitable mountain ranges in the world. The mountain of Afsthen is so tall that a third of it rests comfortably above the clouds at all times, eternally blanketed in snow. Yet a monumental hot spring graces the caldera where its peak should be, and it hosts an island in its northwest with surprisingly fertile soil. Here resides the town. Neighboring kingdoms are unwilling or unable to claim the town, since any army would be worn down by the inhospitable flanks of the mountain range. This suits the insular Afsthenei fine- they have little need for traders and no need for laws made by people they've never seen nor heard of. There are less than two thousand Afsthenei, all told, mostly human, but with some immigrants who have fled up the peaks, or immigrated in order to pursue a simpler life. They raise goats and other hardy livestock, as well as a few crops adapted to the rarified air, but at such an altitude they can't grow any trees. For wood, the men of the village descend past the clouds and beneath the treeline during the warmest summer days to spend much of their time logging. The wood is stockpiled in cyclopean warehouses for use the rest of the year.
63 Wading Helm - miles out to sea, the top of a titanic humanoid's head just barely peaks above the waves. Clad in armor, the decomposed remains of this ancient being continue to move, as it walks a somewhat elliptical path across the southern seabed. Wading Helm is a shanty town built atop it, made from imported stones and wood. Tethered boats are dragged behind the titan's head like hair drifting in the water. Fishing is plentiful, as the movement of the colossus drives up vast clouds of nutrient-rich particles from the seafloor and brings schools of fish. Whaling nets them bone for scrimshawing and other artistic purposes. Wading Helm exports a variety of exotic waxes, soaps, and oils, made by mixing seafloor particulate with tallow and some other secret ingredients. Of course, they also trade away more conventional fish and marine mammal byproducts. Most of its population is away on trading fleets, which may take months to reach their destinations. Due to the shifting location of their homeland, Wadehelmers have honed the ability to read the sky and waves to know where they are.
64 Kormaring is an exquisite town. The roads are paved with scintillating glass flagstones. The four soapstone outer walls are painted red to match the leaves of the stripped-bark maples, and the gates are adorned with flowering vines. Fountains at the center of each crossroads in this square-shaped town each hold a large, perfectly reflective, silvery ball about as wide as a man's chest. The inner walls of each building are lined with pink halite. The city itself has four-fold symmetry, with a large temple dominating its center. The temple, though roofed, remains open to the elements by virtue of not having doors for its wide doorways. The halfling and gnomish citizens ensure the candles at the center altar are lit, and carry out the rituals depicted on carefully preserved banners that used to flutter from the temple arches. But no one knows who originally built the city, or why the modern-day citizens are compelled to carry out the temple rituals.
65 Dahruul's Gate - the center of information commerce for the land, dahruul's gate is the largest artificing town around. Built into an ancient basin, it also does commerce with the underdark, with the local mind flayers being willing to trade information. In addition, it has removed the death penalty in a large area around it. Death is seen as a waste of mind, body, and soul, of which there is a thriving market for all three for various purposes. Dahruul's also boasts some of the finest medical technology money can buy, as well as a relatively low crime rate. Criminals have become very profitable for the city, as they can sell the person four ways. Alive, as a slave. Their body, as an undead slave or medical specimen, their soul as a power source, and their brain as 'flayer food.
66 The Bubble - Created to protect an ancient artifact, this city is found on the ocean floor in the crystal clear waters of a bay. The magical tome locked away in the cities vault creates a large bubble in the water, protecting all those inside. The only way into this city is through an underground tunnel that takes you to the edge of the town. While all are welcomed, this city is mostly inhabited by water genasi.
67 Hagshead Rock - A small village placed on the edge of a large peat bog. The villagers harvest the stingweed berries that grow in the bog and make a variety of tart jams and jellies, as well as a heady wine. No one knows where the town's name comes from.
68 The Lichus - A bustling trade town located above a group of natural caverns. The town has grown up from nothing within the last 10 years, and has a reputation for great sales and impressive hospitality. This growth is, in fact, due largely to a powerful Otyugh wizard, Mungri, who lives in the caverns below the town and feeds off the offal and refuse from the town and the caravans who frequent it. Mungri's unusual brilliance has also increased his telepathic range, which allows him to 'nudge' the residents to improve their work, and visitors to feel welcome.
69 Groveler's Knob - An impoverished farming village, or at least what's left of one. For the past several years, every few months a recurring plague has most of the men in bed with fever and strange orange dots covering their faces and necks. The women aren't affected but they're too busy ministering to the ill to tend to the fields. The plague only lasts about a tenday, and there's no lasting effects, but it has the local economy in a tizzy.
70 Pali – Built halfway up the side of a deep jungle canyon, Pali offers its citizens protection on two fronts. First, it is difficult for the jungle beasts or other would-be invaders to reach the village without using the well-known – and well-guarded – pathways up the cliff. Second, a massive spider maintains a thick web across the top of the canyon, creating a tricky barrier against any aerial assaults. The spider – which was living here long before Pali was established – doesn’t seem to pay any attention to the village, but the remains that drop to the canyon floor when it cleans its web occasionally provide the villagers with some very interesting resources.
71 Giizlunrik - “Desert Dwarf’s Dark Draught: An Oasis in Each Drop. Brewed in the Town of Giizlunrik.” This ale can only be found in more upscale taverns, so it’s always a welcome surprise to see Desert Dwarf’s sunset logo on a barrel behind the barkeep. Venturing out to the legendary town of Giizlunrik is a journey undertaken by only the most passionate of drink conneisseurs, for it really is in the middle of the desert. Upon arrival, such pilgrims are caught by surprise, as the town seemingly consists of a shack and a signpost reading “Cheers, and Welcome to Giizlunrik.” Upon entry to the shack, because what other option is there, it becomes apparent that the town is entirely underground. Whoops. These are dwarves, after all. These dwarves not only make a mean brew, they also give fantastic brewery tours and sell top-grade brewer’s kits! Any and all travelers leave the town grinning, with a sunset-logoed travel flagon attached to their packs.
List Contributors: u/dndspeak, u/jaundicemanatee, u/C1awed, u/ken_NT, u/Gabrielckc, u/zer05tar, u/Jacknerik, u/drpepperofevil1, u/UnKonventional, u/Courtholomew, u/WitchDearbhail, u/AlephBaker, u/VaranusNiloticus, u/dndSteve, u/hemx123, u/VaranusNiloticus, u/nlitherl, u/MildlyConcernedGhost, u/Tsubodai86, u/KeenanAXQuinn, u/unity57643, u/Jeydis, u/Patergia, u/TheDrunkenMagi, u/Staircase_Spirit, u/PulsarNyx, u/poio_sm, u/Jacknerik, u/babakinush, u/misterjta, u/Courtholomew, u/JoeMusubi, u/shushtring, u/HereWeGoAgainTJ, u/nlitherl, u/domdomdommy, u/archDeaconstructor, u/minorex123, u/ALegitimateName, u/infinitum3d, u/FaileasDhan, u/ASzinhaz, u/Alavaster, u/archDeaconstructor, u/AutumnWonderland, u/HeaterTheYeeter, u/AdmiralCita, u/BetterCallBobLoblaw, u/Gnerdy, u/samstacywall, u/GarlicInfo
submitted by dndspeak to d100 [link] [comments]


2018.01.17 02:19 dndspeak [Lets Build Again] Character Backgrounds

Welcome to the 26th [Lets Build!]
TOPIC: Character Backgrounds
Let's get a second pair of eyes on this one!
Die Roll Result
1 You served as a squire to the younger son of a local lord, a minor political figure. Two years ago he moved to the city, to study magic and indulge in debauchery, and released you from your service (and your salary). You've heard that Bordertown has uses for someone with skill of arms, and so you've hopped onto the first coach available.
2 You've always wanted to be an adventurer. You sat on your pappy's lap as he told and retold the tales of your uncle Algar Spiderspear, and your great uncle Kenway Fireheart, and your great great aunt Thea Earthforger. You didn't understand that those were meant to be cautionary tales, and that there's a reason you don't have any cousins.
3 You never really liked the family dye business. As the first born you were always expected to take over. After lamenting one night drunkenly at the tavern you met a gnome who promised to help. On returning home your family did not recognize you and your younger sibling was set to inherit. They drove you off their land to homelessness. You never saw the gnome again.
4 You were a normal farmer, nothing special about you. Over the years, your farm started losing money and you had to let more and more of your staff go until it was just you left. One day when you are at the local inn drinking your problems away and adventurer walks through and buy the entire inn several rounds of drinks from his large sack of golden coins. Since that day you have sold your farm and used the money to buy some basic adventuring supplies and head out to build your fortune.
5 You were a squire for the local knight and Lord of your province. One day while cleaning his library you come across and gold handle behind some dusty books. As you turned the handle it felt as if your brain was opening like a door. When you turned the handle back a a dusty grimore fell into your hands and you heard a voice inside your head, you decided to name the voice Greg.
6 You grew up as a milk maid, over the course of your child hood you realised that you had a special connection with all animals and nature. One day on your way back from town bandits jumped out from the side of the road and attacked you. Startled, you this your hands out towards them and magic shot out from your finger tips. The next day you packed your things and headed out to learn more about what you had just done and how to control it.
7 Your father was a miner, your mother and innkeeper, you spent your childhood poking the ashes in the fireplace waiting for something to happen. One day a halfling fell down your chimney and talk you into hiding him in your room, his only name that he gave you was Miro, but he taught you many thing over a few nights, once he felt "it" had blown over he packed his things and invited you to join him. He trained you to be a master thief and became almost a second father to you over the course of 2 years. Until one day he set you up, and ran away with the treasure leaving you to rot in the king's jail.
8 You always had anger problems, then again most sailors do, yours were a bit different though. One day you were fishing off the side of your ship when you caught something very heavy on your line. When you finally reeled it in you found a gold ring, but the gold was almost blood red, and in you hand it felt like it had almost no weight. Your crew members wanted to see the ring, but they only saw it as normal gold, you saw it for something much more incredible. When they tried to take it from you you flew into a rage beating them senseless until you jumped into a rowboat and made your way back to shore. You know that they will probably come after you, but none of that matters, you know that you must go to the mountains. You just don't know where or what a mountain is.
9 You grew up on a small farm. Your family was poor, but you managed. You idolized your older brother as a child, even though he wasn’t always nice to you in return. Then one day your brother was conscripted into the army, and you haven’t heard from him since - none of the money he promised to send home, not even a letter. You have finally come of age yourself and set out to find him, or at least find out what happened to him.
10 When you were a teenager, you stopped by a fortune teller’s stall at a festival, just out of idle curiosity. The fortune teller performed her rites and examined you, and promptly burst out laughing. She refunded your money and refused to tell you what she had seen. All she told you was, “Good luck!”
11 You were a middle-aged craftsman/woman with a successful business, several children, and a happy life. One day you came home to discover your spouse was cheating on you. Newly divorced, you had a bit of a mid-life crisis and spent all of your savings on a [book of magic/set of shiny armofencing lessons/musical instrument/etc]. Gosh darn it, you want to have an adventure!
12 Your parents are scholars, historians specifically, and you've been raised on countless trips to archaeological digs, libraries, and lectures with them. You may or may not have taken to the studies as much as they'd like, but when the restless need to spread your wings and get away from home took hold, they were excited to request that you document all the things you discover on your adventures and bring them home to share.
13 You were the oldest child of a prosperous peasant. You had a life of beer, bread and barn dances to look forward to. Then, you went into the big town on a religious pilgrimage, and were knocked out and press-ganged into the army. Turns out, you loved it and never looked back. Your dad had other kids. Too bad the Goblin Wars are over now and your lord disbanded his army.
14 You were a slave, on a big estate. One day, a charismatic leader got the slaves to rise in rebellion. You're pretty sure there are others who didn't end up crucified, but you've never met any of them. Here in the city, nobody has any idea the rebellion even happened.
15 You were a village priest. Births, deaths, rites of passage. Holy cow, was it boring. You renounced your vows and moved on. You've never suffered from this: the gods have never wrought revenge upon you. You get the feeling they don't care, or they're not there. Some of the things you learned (healing, counseling) have proved pretty useful.
16 You were a wealthy playboy, the son of a rich merchant. He got murdered; you lost what was left gambling. Turns out you're pretty good in a fight. You still have expensive tastes.
17 You were trained as a courtesan. You got blamed for breaking up a marriage among nobles. Some of them still like you; others want you dead. Sometimes, it's hard to tell.
18 You were conscripted to join the army, but it was a sham. You and a couple others were lured into an ambush by bandits. Though outnumbered, your group managed to fend them off. Unfortunately, only you survived the ordeal and managed to escape before the bandits got any more reinforcements, though not without taking a valuable item the bandits were after. Now you're on the run hoping to lure the bandits away from home.
19 You are transported to another plane of existence where everything and everyone from your past life has occurred just the same, except you. In this plane you died early in life/never been born/had rose as a crime lord that went missing as his reign fell/whatever else you can up with.
20 Your family has been guarding an ancient artifact for generations that has been said to hold immense power. It is stolen under your watch but you track it down JUST as it is about to be used for evil. It's a dud. Now you journey around to find the real artifact that your family should've been guarding/ find the reason why they've been given such a fool's errand to follow for so long.
21 A warlock finds out they're not the only user of their patron's magic. Others share the same pact they made with it and now the patron desires them all to find each other and fight to the death. The winner shall be granted the true power the patron split between them/wish/ immortality/ whatever else.
22 Your mother carried your little body through the woods, with her dying breath she brought you to the wise man of the forest and collapsed as soon as she told him your name. He raised you in her stead until he died of ...
23 Despite being cheerful and righteous, you can't remember anything before you're 25th birthday. Every time you kill something evil, you get a small memory back. Every quest returns to you a piece of your former self...and the more you see, the more you suspect you were not a good person.
24 On a mission to buy some new clothes you were mistaken for an adventurer who had already orders some. You were thus outfitted and always one to role with with what life throws at you decided to run with it. Somewhere there is an underdressed adventurer looking for her clothes and wondering who stole her identity.
25 Your parents always said that reading would be the death of you. Despite this you taught yourself how to read behind their back. You then discovered the will and testament of your real parents and realize you are being raised by your uncle who controls all the family wealth. Fearful for your life and feeling betrayed you abandon the household to make your own name and find out what really happened to your parents. Your uncle may or may not know that you know about the deception.
26 Once, you belonged into a wealthy and noble family, who unofficially ruled the city, due to your wealth and power. You were enjoying your time in the sun and were proud of your family name, until you discovered your father is a vampire, who works with evil necromancers and together turn civilians into monsters. Conflicted on your hatred, feelings of betrayal, sense of duty and love for your house, you grabbed your dearest friends and hit the road, forsaking your family name and keeping the secrets of your family hidden.
27 You were raised by travelling merchants, going with them wherever they went. As you got older, they started teaching you the ways of the trade, and you planned to travel and trade with them your whole life. One day, your caravan was attacked by bandits, who killed everyone, and would have killed you, if you didn't get away. Since then, you abandoned your dream, and have been making a living out of adventures.
28 You were trained by a master of your skill, like many others, in an appropriate organisation. One day, they set each of the students on a quest for retrieving a mythical item. The thing your character was supposed to find though, was simply a myth. When you told the master the story, they didn't believe you, and expelled you from the order.
29 Your parents were retired adventurers, who told you their epic tales, and probably expected you to follow their steps. When you reached adulthood, you set out to do even more epic deeds than them, despite having no training at all.
30 The first thing your remember is being rescued from rubble by a good-hearted noble, who then patched you up and offered his help in trying to find who you are. The only clue you have are your class abilities (which are like muscle memory to you), and the knowledge of whatever the collapsed building was.
31 You grew up as a normal city kid, and never really did anything interesting with your life. You had a decent job and was going to get married soon, until the day you got lost in the wilderness. That was years ago, and you have never been able to find your way back to your hometown, because nobody seems to know about it.
32 You grew up with nothing, cheating and stealing where you could. All you’ve ever earned was a target on your back and bad reputation. Eventually you found yourself on the run from the wrong kind of people. In a tavern you met a wizard that promised a way out. With nowhere else to turn, you reluctantly agreed. The wizard took you to his study and performed a ritual to switch your face with the face of another person of similar build. Now you go off into the world with a new identity and a chance to start over. Or so you thought... (The face you wear has it's history too).
33 You are the child of a single woman taken in by a traveling caravan of performers while pregnant. She never described your father to you, and she changes the subject when you ask. Those in the caravan are your substitute family. You have several "grandparents," "aunts," "uncles," and "cousins." You took part in the caravan's entertainment for coin, whether as a performer or someone behind the scenes. When you felt the need, you left the caravan of your own free will to pursue your journey. You were given a special crest with the performers' symbol so you would be welcomed back if you returned.
34 You are an experiment, either made or modified for a reason you cant even remember. with so many genetic changes and magical 'enhancements' that you cant even count the amount of places where they're from. A lab rat from a man who seemed to want to do good, and claims to try to have done so but never told what he was doing specifically, never said what his end goal was and just kept going, and going and going. The doctor was put to death for his experiments. Whatever purpose you had been made for is now lost to you, as is just about everything you used to know. You don't know who you were, assuming you were anything other than this.
35 You fell into life threatening trouble one day exploring some ruins close to town. There you found a strange altar with and old woman sitting behind it. She said she could help you escape, if you promise to serve her. You're pretty sure she's a god, but she won't tell you her name, or what she's the god of. She shows up sometimes and points, and whatever she points at you must somehow acquire and leave behind in certain ruins. Her tastes are getting kind of extravagant.
36 You were once the son of a wealthy merchant who traveled more than average compared to other merchants at the time. Your father would often take you and your younger sister on some of his shorter journeys, exposing you to a dangers of sailing across the seas. On one advantage your father's ship was attacked by pirates killing everyone on board. Because of the tragic death of your father you desire revenge, and will do anything to kill them.
37 Your an anti-social person who lives a quiet life in a rural part of the kingdom. In your quiet life you discovered a interest in ancient artifacts left over from the last civilization. Known most of your down time is sent studying these artifacts through reading ancient texts, and practicing your magic.
38 You sold vegetables from a street cart you were still making payments on. A wild street chase broke out and one of the escapees upended your cart to delay some guards, shattering it badly. Reeling from the financial loss of your vegetables and blocked from setting up another shop by overzealous debt-collector harassment, you left town with all you had hoping to put your life back together.
39 You were once a wicked individual who took pleasure in the misery of others. You were then struck by powerful cursed magic that turned your entire outlook on life around, so that you now are a force for good who brings happiness to others. Your dark past still haunts you, and sometimes your old friends try to call you back.
40 You were a simple bed-and-breakfast inn owner. One of your guests left for a night of carousing and never returned. Among their left-behind possessions was an ornate locked box with no key. Hoping to find the owner or their organization, you took the box to a local bush-wizard to get it identified. While you were away, your inn was ransacked and burned to the ground. Word got around you had the box and you were being hunted, so you fled in terror.
41 When you were young, you found a diary that would message back to you if you wrote in it. It taught you many mysterious skills and spells. One day, the diary told you that it couldn't write to you anymore, and it went silent. You set off when you got older to explore some of the places the diary mentioned and uncover the identity of your mysterious penpal.
42 When you were young, you were polymorphed into a flying horse by a malfunctioning spell. Some explorers promised to help you, and you taken on many harrowing adventures. The help never came, as the explorers preferred a flying horse. Decades pass, you were lost and sold many times. Eventually a kindly witch made you whole again, picking up human life at the age you were changed. (Can substitute for flying carpet if you aren't a horse person.)
43 A lonely child found a ring of wishing. They wished for their imaginary friend, you, to become real. The child soon became sick and died, and their parents blamed you and ran you out of town. Using the powers that the child imagined you to have, you have begun to search for a purpose.
44 You were born dumb to a wealthy family with an estate. Ashamed and not knowing what else to do with you, your family used you as a slave, setting you to all the most awful and menial tasks. Not knowing any better, you became strong with a smile. One evening, you showed kindness to an old woman who turned out to be a fairy queen in disguise. She blessed you with intelligence. Disgusted with the way you were treated, you left home, hoping to learn to read, study, and start life anew.
45 After your town was razed and everyone you knew died, you woke up in the middle of the ashes. Something, for some reason, kept you alive, and a life of adventure might give you the opportunity to find out what and why.
46 The bandits thought they left nothing of value in your village, and maybe they were right because that night you lost your arm and way of life.
47 You grew up as the region's stereotype, a poor farmer with a passion for whittling. After inheriting the farm prospectors found gold in the river and you sold the farm for more money than you thought was in circulation. Unsure of how to spend money and unwilling to save it, you purchased an abandoned adventurer's guild with plans to turn it into a wooden toy shop before finding it not quite as abandoned as you thought.
48 You are a farmer who found a talking rock which only you could hear, in the middle of your own farm. Everyone thinks you lost your mind, which eventually leads to an unwanted embargo, and you go bankrupt.
49 You lead a relatively normal life as a tailor in a small town until your infant daughter started showing signs of sorcerous abilities and was stolen in the night.
50 You were the student of the greatest bard in the land, until you murdered him.
51 You were trapped in a cloud giant's castle for years living of of giant crumbs. Only recently were you able to escape.
52 You were an orphan taken in by the local butcher. You were a loner bug dilligent and you loved your adoptive father. One day the village is attacked by bandits, who kill your adoptive father. You get your revenge on the bandits but the brutality of your vengeance alienates you even more to the rest of the village.
53 You grew up watching the pit fighters in the capital city, marveling at their strength and ability. You spent years training on your own in both armed and hand fighting, with the ultimate goal of entering the pit and becoming a legend in your own right. As you are about to enter for your first match, your opponent and the announcer come over to lay out the match, revealing all of the fights are pre-determined and set up so no one is really injured. You walked away and now are trying to find your place in the world.
54 For your entire life up to now you have watched others perform magic, they were few, but fantastical and filled your heart with wonder. Practice and study as you may, you were never able to recreate even simple cantrips that the local wizard has tried to teach you. Distraught, you ran to the woods to a secret clearing to cry for a bit. That day something incredible happens, magic shot from you fingertips, and shortly after a man in a suit and tie walk up from the edge of the clearing and sets his briefcase down on a large flat rock that you had never seen sitting there before. “It seems we have some paperwork to go over,” he said with a smile.
55 You met and joined a errant knight and his small court that traveled searching for riches and a new home for this lord and his barren town after the war. After years of service and being brought to be loyal to this cause, the knight died in his sleep all the sudden and his attendants looted the caravan and ran off, leaving you to bury your teacher, pack what gear he had and was left behind and pick up the quest of Knighthood to this unknown lord as he was show.
56 Character [C] was a demon hunter on the desert planet Derach. C fought alongside their small battalion and this group was revered for their efficiency and kept to themselves. One day a strange rift opened and pulled the group apart banishing each of the soldiers to different corners of the universe. C’s only goal once reaching a strange green planet was to find a way to portal back to the demon’s world and find their companions. Unfortunately C was captured by the planets inhabitants and forced into slavery.
57 You only remember the last 5-10 years of your live. Before that it is all blank. Your parents/caretakers/close ones tell you that you had a terrible accident and lost all memory after the accident. But then you find written agreements of your adoption, detailing that you were selected for an experimental form of adoption. This meant that your memory was wiped and your biological parents wiped out. You have been engineered by wizards/scientists to be the perfect human. You then find a note that the amnesia can be reversed if [plot hook] is done. A warning is written in big letters that reversing the amnesia spell might have unforeseen effects.
58 You spent most of your childhood and early adulthood as a farmer, the difficulty of your daily work offset by the amazing times you've had with friends and family. One day, you hit your head on a rock. When you next awoke, you were in leather armor, on a sailing ship as part of an adventuring party. An entire life of adventure, riches, and excitement unfolded, and as you lay down for the last time, surrounded by your allies and loved ones, you woke back up with a pain in your temple, 3 seconds after hitting your head. You can't feel comfortable any more as a farmhand, you need a blade in your hand and a bag of loot at your side.
59 You're a wandering conman, appearing trustworthy as you bend others around your finger, making yourself invaluable to them with the hard work and amazing success you provide. Every time you leave to fulfill your life's dream of finding a perfect spouse, you leave behind a trail of heartbreak, impossible upkeep, and new businesses doomed to fail.
60 You'd probably say that you're about 605-615 now. The years go by in an instant. When you were young you devoted your life to meditation. Recently, you were visited by a boy, who you began to talk with, and would do anything for. He lived, trained with you, and eventually succumbed to age. You, now unquestionably ancient, you have no clue how to interact socially or succeed in anything else, but you want to see what world the boy left behind for you.
61 You've spent your entire life underground, in the same building. Every day, a music box played you a lesson. You learned languages, numbers, history, how to act properly in society, how to assassinate the high king. Now, the doors finally open and you see the outside for the first time. It's time to use all that you've learned.
62 You've always been able to talk to the trees. They tell you interesting things. How they are, what they feel, how those who pass through and around them respect or disrespect them. Recently, the trees have been quieter and quieter. You need to find out why, for their sake... and yours.
63 You were drunk. Your low marks in Thermo meant you wouldn't be on the dean's roll this semester. Your parents were going to lynch you. You spend the night weeping, stumbling into a dark part of campus you didn't recognize. You made a deal. You thought they were going to intimidate your professor for you. You woke up in a hay bale, with no phone poles in sight. You get a strange feeling that you won't be graduating this year.
64 You were an orphan. Your parents died in a plague that went through when you were small and, to care for you, the town council apprenticed you to the local gravedigger. For years you served, learning the ins and outs of the physical and spiritual side of dealing with death. You learned about your god, the patron of death, from the gravedigger, but his worship always seemed a bit hollow, a little too rote. One night you picked up the sacred text he kept on the small shrine in your shared chambers and read it. You became shocked and dismayed at the disparity between the soft platitudes your guardian parrots and the dire truths uncovered in your god's scriptures. That night the gravedigger, his home, your entire life burned to the ground as you set off to become the god of death's most faithful servant ever.
65 Born to caravan guards, as a child you traveled with merchants and learned to sort goods, haggle, fix wagons, spot danger, and cook meals on the road. You met all sorts of interesting people who paid to be guarded by a convoy. Now that you have come of age, you want to explore some of places you heard about.
66 You are the 11th child of 14 siblings. Instead of hanging around your cramped home, you spent your waking hours in a nearby library, learning, sorting books, and doing sums for others for small fee you brought home to your parents. You have come of age and hope to write a book one day that will sell tens of thousands of copies.
67 You were raised in a dragon's den. One of your parents was a dragon's favorite and the dragon allowed your family to take up residence in his/her home. They, and you once you were old enough, provided services such as greeting guests, expelling uninvited intruders, maintaining inventory, cleaning, and cooking fine meals. You have fond memories of playing in a piles of gold, stirring a 2000 gallon stew pot, donning magic clothing and weapons, leafing through esoteric books of powerful magic to look at the pictures, and attempting to outwit your draconic landlord with whatever puzzles and games you could think of. You left on good terms at the same time the dragon's youngling left to establish its own territory, and you hope to carve out a bit of the world for yourself as well.
68 You were raised in an abandoned necromancer's lab by intelligent skeletons and various other undead. You ran a lot of errands, being tolerant of sunlight and unlikely to send the whole town fleeing for the hills. Your main mentor was a flamboyant skeleton with a hat of disguise and a penchant for long-winded but thrilling tales of ages past. Armed with ancient weapons, some minor alchemy materials, the lost necromancer's notes, and the skills your undead family taught you, you now walk the earth. You are quite open-minded about creatures of the dark and undeath, but having seen the goodness they are capable of, you are intolerant of undead who would exist at the expense of others and visit cruelty on the living.
69 You were born into a clan that viewed those born with magical power as evil. During your coming of age ceremony your powers awakened and you found yourself surrounded in arcane power. Fearful of you, the clan leader cast you out. Now you roam as an exile from your clan trying to understand your powers.
70 Your birth was a summoning deep in the forest, and you recall the face of your first parental figure was sheer disappointment. Summoned as a readymade adult, your memory of childhood is non-existent, and less helpful, your summoner teleported away the moment you arrived nude on the mossy floor.
71 You don't remember your father at all, but your mother says that they were the most handsome and talented bard in all the land. Each day you wonder what adventures he must be on, as your village has nothing for you but chickens to pluck and hogs to hang. With nothing but pitchfork and hoe in hand you set out, determined to find your father, or at least bring back a story for the folks back home.
72 Your father was a blacksmith, but he's not truly your father. Your mother cheated on him years ago and he knows it. Whether it's true or not you'll never know. He hates you for it nonetheless. He did the bare minimum a father needed to do until you were old enough then kicked you out despite your mother's plea's. You stole the greataxe(or preferred weapon) he was withholding until the customer paid and left your old life behind.
73 You were orphaned at the church of (insert God of Strength, War, Valor here) where you were raised from a young age to become a fierce warrior for your God.
74 When you were young, you had a thing for fire. It was pretty, destructive, and alluring. One night as your family slept you were playing with it and accidentally set the family home ablaze. Your mother awoke to the inferno and using every once of power she had saved you from the blaze before succumbing and burning up right in front of your eyes. It was the most beautiful thing you ever saw, and if only the world understood, then maybe they wouldn't be so afraid of fire.
75 Mistress tells you that you used to be a great Paladin. A sworn warrior of good, bringing justice and light to a terrible land. Then you came to her and Mistress may be the strongest enchantress there is, maybe stronger. Now you are Mistress's defender, a (insert Warforged, Golem here).
76 You are ... were a member of the city watch. Now, you suppose that you've likely lost that position. Just like your father, you were signed up and joined their ranks at quite a young age. You were far too low of a rank to call your job fulfilling or exciting, but you didn't really mind it all that much. After work you'd spend about half a day's pay drowning your boredom in booze. You've always had a love for a good brew, but you never thought it much of a problem. Until recently. It seems one night you decided to go on a week long binge. What few memories you have are too fuzzy and disorienting to make any sense of. How you're alive, you don't know. During your blackout, you seem to have somehow made it to somewhere you don't even recognize. You're wearing equipment you don't remember acquiring. You accidentally set off a cantrip, despite the fact you've never even seen magic at work, let alone use it. Some guy just told you that you asked him to get you up so you could go meet with someone about a new job. You decide that you need to figure out what happened and that maybe you really do have a drinking problem.
77 You grew up alone in a rather large and well kept house, no parents that you can remember, or relatives you visited, but food would always appear out of nowhere in the pantry, as did gold in the sofa and water in the well. One day, you woke up on the ground, the house having completely disappeared from existence. In its place, a note remained, reading "Stay Strong!" Of course, you began adventuring from there.
78 You narrowly escaped your home city after a nasty plague was set upon it. The man who helped you escape was a high nobleman, and you later heard that he was culled along with much of the city. That city was your home, you loved it, and now it is all but gone.
79 You were a member of minor nobility that got wiped out by a conspiracy, so you fled to a monastery. But then you got kicked out for tricky one of the priest(ess)es into breaking their vows of chastity.
80 You were part of a desert caravan that ran out of water. But a vision appeared leading to an unknown oasis ... and commanding you to go to the city of (Plot starts here).
81 You were raised by a lovely mother and a father that turned out to be a true polymorphic gorilla. As a result, some of your beliefs and habits are a bit ape-ish.
82 You were born in a tribe of nomadic people. In your young age you and your parents got captured in a raid and sold as slaves. Your family got lucky because you have been sold to a noble. His castle was in a cold region with hard winters. He was a brutal leader but fair to everybody who did as he told. You learned the etiquette of the royal court and got along very well. As you became an adult he gave you to another lord to become a soldier. Their kingdom was at war. On the way to your new owner your caravan got raided by their enemy. You somehow escaped. A few days later you found out that your former lord has been attacked and everyone including your parents were murdered. You left the kingdom and never came back till today.
83 Born an orphan, you were adopted by a wealthy family at a young age to be raised as help. (How the family treated you growing up is up to the player.) Shortly after your 18th birthday the entire estate is burned to the ground and you are the only known survivor. You are suspect and wanted by the local, kingdom for questioning and crimes against the family. Can you clear your name before the kingdom picks you up, are you to blame for the fire, or are you innocent and wrongly accused? Will you be able to find the villain in time?
84 A retired member of the army, you have been jaded by war, seen far more than any one person aught to see in a hundred life times. After settling down and manning an inn for some years, you've gotten the itch for adventure, and now ready to strike out on your own and see the good in the world.
85 Given up as sacrifice at a young age by a small village to insure their harvest, you were picked up by a band of traveling performers. Growing up with them you traveled the country side. Upon reaching adulthood, your adopted parents told you the truth of where you came from. Do you venture off for revenge? Do you forgive and forget?
86 Sold into slavery at young age, you where set free by traveling adventures early in your teen years. Since then you have always dreamed of becoming one yourself. Not wanting to waste away your life tending to home and hearth you've set out for the call of the wild.
87 Daughter of a diplomat, you traveled the world's capitals with your father. You grew bored of the stuffy and bureaucratic business and roamed the foreign streets and markets. It is here you fell in with a dashing rogue who stole your heart and taught you the secrets of his world over one glorious summer. You resolved to embark on a career of your own choosing, not your father's.
88 A radiant portal spit you out. The last words you remember were "Penance". Aasimar know who you are, but won't disclose it even under torture.
89 Raised by pirates you raided the wrong temple and you were the sole surviver.
90 Raised by ogres they always threatened to eat you growing up. You payed them tribute and grew above the goblin ranks. Eventually you made your bid for freedom by poisoning all their dinner. You are a legend amongst the goblins and ogres.
91 You had a normal childhood in the city. Schooling, family, friends, playing on the large stone walls...but all that was taken away in an instant when 200 hollow-core Warforged self destructed... leveling the city you once called home. Their master and her apprentice long dead you hunt down the last of their demented toys to honor your loss and make the burn marks on your back hurt a little less.
92 Taken in by a pack of traveling werewolves you were given a silver necklace and acted as their cover. You outed them in a city and you were finally liberated. Their daughter still hunts you... waiting to find you alone.
93 As an orphan you were taken in by a sweet, old, good-natured necromancer. You fetched goods from the nearby city, helped dig up parts, played with his creations... You left on good terms and you have no fear of the undead.
94 Your heart opens a portal to the Nine Hells... according to the prophecy.
95 Your family is known amongst all Dragonborn...and loved for your ancestors deeds. Which was promised in blood oath to never be disclosed to you.
96 You grew up seeing visions of battle in your dreams. Horrible, cruel visions of a war far away. You share a soul with a Warforged on another continent...and you are seeking each other out.
97 You were raised by giant eagles. You learned to flush out prey and perform menial tasks in service to your sky lords. Eventually you got too heavy to carry and they all abandoned you...all except your rookmate Kyla. She was the runt, left to die, and always keeps an eye out for you.
98 Raised by dwarves in a mountain hold it's no wonder you have such a surly disposition. You know the runes for entry into most dwarf fortresses and can drink ale with the best of them. Switch this background to "Halfling" and "farm" if PC is a dwarf.
99 Raised in a lighthouse on a lone island you would danger the rocks to salvage whatever you could from the unfortunate ships scuttled on the rocks. This made you a strong swimmer. Be it pirate or merchant your family name is well known and appreciated for the work they do.
100 You were forced to murder your family when they became vampires. The town didn't believe you and now you are on the run. Rumor is one of your family survived your gruesome attack...
Special thanks to u/garumoo, u/FlannelViolin, u/Mr_Magic_Mcdoodle, u/ergonomicsalamander, u/Mogomezu, u/felagund, u/Bragior, u/Somemexican99, u/DraXus87, u/Wolvenfire86, u/NeoBlue42, u/AdmiralCita, u/Gabrielckc, u/ken_NT, u/levv18, u/OptimumTurner, u/CountofAccount, u/nightmarebc666, u/OmnipotentSpoon, u/Pike_27, u/Patergia, u/Cerubellum, u/LeonhartSeeD, u/yommi, u/ohno_mah_urn, u/bladre, u/Mr_Magic_Mcdoodle, u/RikoDabes, u/AnGabhaDubh, u/theoddman626, u/VoxDraconae, u/Faris_Beshma, u/Popperman_Quakes, u/sunsteeldragon, u/CliffyTheRed, u/Brizzel_The_Lizard, u/o11c, u/GhastlyKing, u/AEP1C, u/Hwga_lurker_tw, u/Asparagon, u/garumoo
submitted by dndspeak to d100 [link] [comments]


2018.01.02 15:35 dndspeak [Lets Build] Character Backgrounds

Welcome to the 26th [Lets Build!]
TOPIC: Character Backgrounds
Die Roll Result
1 You served as a squire to the younger son of a local lord, a minor political figure. Two years ago he moved to the city, to study magic and indulge in debauchery, and released you from your service (and your salary). You've heard that Bordertown has uses for someone with skill of arms, and so you've hopped onto the first coach available.
2 You've always wanted to be an adventurer. You sat on your pappy's lap as he told and retold the tales of your uncle Algar Spiderspear, and your great uncle Kenway Fireheart, and your great great aunt Thea Earthforger. You didn't understand that those were meant to be cautionary tales, and that there's a reason you don't have any cousins.
3 You never really liked the family dye business. As the first born you we're always expected to take over. After lamenting one night drunkenly at the tavern you met a gnome who promised to help. On returning home your family did not recognize you and your younger sibling was set to inherit. They drove you off their land to homelessness. You never saw the gnome again.
4 You were a normal farmer, nothing special about you. Over the years, your farm started losing money and you had to let more and more of your staff go until it was just you left. One day when you are at the local inn drinking your problems away and adventurer walks through and buy the entire inn several rounds of drinks from his large sack of golden coins. Since that day you have sold your farm and used the money to buy some basic adventuring supplies and head out to build your fortune.
5 You were a squire for the local knight and Lord of your province. One day while cleaning his library you come across and gold handle behind some dusty books. As you turned the handle it felt as if your brain was opening like a door. When you turned the handle back a a dusty grimore fell into your hands and you heard a voice inside your head, you decided to name the voice Greg.
6 You grew up as a milk maid, over the course of your child hood you realised that you had a special connection with all animals and nature. One day on your way back from town bandits jumped out from the side of the road and attacked you. Startled, you this your hands out towards them and magic shot out from your finger tips. The next day you packed your things and headed out to learn more about what you had just done and how to control it.
7 Your father was a miner, your mother and innkeeper, you spent your childhood poking the ashes in the fireplace waiting for something to happen. One day a halfling fell down your chimney and talk you into hiding him in your room, his only name that he gave you was Miro, but he taught you many thing over a few nights, once he felt "it" had blown over he packed his things and invited you to join him. He trained you to be a master thief and became almost a second father to you over the course of 2 years. Until one day he set you up, and ran away with the treasure leaving you to rot in the king's jail.
8 You always had anger problems, then again most sailors do, yours were a bit different though. One day you were fishing off the side of your ship when you caught something very heavy on your line. When you finally reeled it in you found a gold ring, but the gold was almost blood red, and in you hand it felt like it had almost no weight. Your crew members wanted to see the ring, but they only saw it as normal gold, you saw it for something much more incredible. When they tried to take it from you you flew into a rage beating them senseless until you jumped into a rowboat and made your way back to shore. You know that they will probably come after you, but none of that matters, you know that you must go to the mountains. You just don't know where or what a mountain is.
9 You grew up on a small farm. Your family was poor, but you managed. You idolized your older brother as a child, even though he wasn’t always nice to you in return. Then one day your brother was conscripted into the army, and you haven’t heard from him since - none of the money he promised to send home, not even a letter. You have finally come of age yourself and set out to find him, or at least find out what happened to him.
10 When you were a teenager, you stopped by a fortune teller’s stall at a festival, just out of idle curiosity. The fortune teller performed her rites and examined you, and promptly burst out laughing. She refunded your money and refused to tell you what she had seen. All she told you was, “Good luck!”
11 You were a middle-aged craftsman/woman with a successful business, several children, and a happy life. One day you came home to discover your spouse was cheating on you. Newly divorced, you had a bit of a mid-life crisis and spent all of your savings on a [book of magic/set of shiny armofencing lessons/musical instrument/etc]. Gosh darn it, you want to have an adventure!
12 Your parents are scholars, historians specifically, and you've been raised on countless trips to archaeological digs, libraries, and lectures with them. You may or may not have taken to the studies as much as they'd like, but when the restless need to spread your wings and get away from home took hold, they were excited to request that you document all the things you discover on your adventures and bring them home to share.
13 You were the oldest child of a prosperous peasant. You had a life of beer, bread and barn dances to look forward to. Then, you went into the big town on a religious pilgrimage, and were knocked out and press-ganged into the army. Turns out, you loved it and never looked back. Your dad had other kids. Too bad the Goblin Wars are over now and your lord disbanded his army.
14 You were a slave, on a big estate. One day, a charismatic leader got the slaves to rise in rebellion. You're pretty sure there are others who didn't end up crucified, but you've never met any of them. Here in the city, nobody has any idea the rebellion even happened.
15 You were a village priest. Births, deaths, rites of passage. Holy cow, was it boring. You renounced your vows and moved on. You've never suffered from this: the gods have never wrought revenge upon you. You get the feeling they don't care, or they're not there. Some of the things you learned (healing, counseling) have proved pretty useful.
16 You were a wealthy playboy, the son of a rich merchant. He got murdered; you lost what was left gambling. Turns out you're pretty good in a fight. You still have expensive tastes.
17 You were trained as a courtesan. You got blamed for breaking up a marriage among nobles. Some of them still like you; others want you dead. Sometimes, it's hard to tell.
18 You were conscripted to join the army, but it was a sham. You and a couple others were lured into an ambush by bandits. Though outnumbered, your group managed to fend them off. Unfortunately, only you survived the ordeal and managed to escape before the bandits got any more reinforcements, though not without taking a valuable item the bandits were after. Now you're on the run hoping to lure the bandits away from home.
19 You are transported to another plane of existence where everything and everyone from your past life has occurred just the same, except you. In this plane you died early in life/never been born/had rose as a crime lord that went missing as his reign fell/whatever else you can up with.
20 Your family has been guarding an ancient artifact for generations that has been said to hold immense power. It is stolen under your watch but you track it down JUST as it is about to be used for evil. It's a dud. Now you journey around to find the real artifact that your family should've been guarding/ find the reason why they've been given such a fool's errand to follow for so long.
21 A warlock finds out they're not the only user of their patron's magic. Others share the same pact they made with it and now the patron desires them all to find each other and fight to the death. The winner shall be granted the true power the patron split between them/wish/ immortality/ whatever else.
22 Your mother carried your little body through the woods, with her dying breath she brought you to the wise man of the forest and collapsed as soon as she told him your name. He raised you in her stead until he died of ...
23 Despite being cheerful and righteous, you can't remember anything before you're 25th birthday. Every time you kill something evil, you get a small memory back. Every quest returns to you a piece of your former self...and the more you see, the more you suspect you were not a good person.
24 On a mission to buy some new clothes you were mistaken for an adventurer who had already orders some. You were thus outfitted and always one to role with with what life throws at you decided to run with it. Somewhere there is an underdressed adventurer looking for her clothes and wondering who stole her identity.
25 Your parents always said that reading would be the death of you. Despite this you taught yourself how to read behind their back. You then discovered the will and testament of your real parents and realize you are being raised by your uncle who controls all the family wealth. Fearful for your life and feeling betrayed you abandon the household to make your own name and find out what really happened to your parents. Your uncle may or may not know that you know about the deception.
26 Once, you belonged into a wealthy and noble family, who unofficially ruled the city, due to your wealth and power. You were enjoying your time in the sun and were proud of your family name, until you discovered your father is a vampire, who works with evil necromancers and together turn civilians into monsters. Conflicted on your hatred, feelings of betrayal, sense of duty and love for your house, you grabbed your dearest friends and hit the road, forsaking your family name and keeping the secrets of your family hidden.
27 You were raised by travelling merchants, going with them wherever they went. As you got older, they started teaching you the ways of the trade, and you planned to travel and trade with them your whole life. One day, your caravan was attacked by bandits, who killed everyone, and would have killed you, if you didn't get away. Since then, you abandoned your dream, and have been making a living out of adventures.
28 You were trained by a master of your skill, like many others, in an appropriate organisation. One day, they set each of the students on a quest for retrieving a mythical item. The thing your character was supposed to find though, was simply a myth. When you told the master the story, they didn't believe you, and expelled you from the order.
29 Your parents were retired adventurers, who told you their epic tales, and probably expected you to follow their steps. When you reached adulthood, you set out to do even more epic deeds than them, despite having no training at all.
30 The first thing your remember is being rescued from rubble by a good-hearted noble, who then patched you up and offered his help in trying to find who you are. The only clue you have are your class abilities (which are like muscle memory to you), and the knowledge of whatever the collapsed building was.
31 You grew up as a normal city kid, and never really did anything interesting with your life. You had a decent job and was going to get married soon, until the day you got lost in the wilderness. That was years ago, and you have never been able to find your way back to your hometown, because nobody seems to know about it.
32 You grew up with nothing, cheating and stealing where you could. All you’ve ever earned was a target on your back and bad reputation. Eventually you found yourself on the run from the wrong kind of people. In a tavern you met a wizard that promised a way out. With nowhere else to turn, you reluctantly agreed. The wizard took you to his study and performed a ritual to switch your face with the face of another person of similar build. Now you go off into the world with a new identity and a chance to start over. Or so you thought... (The face you wear has it's history too).
33 You are the child of a single woman taken in by a traveling caravan of performers while pregnant. She never described your father to you, and she changes the subject when you ask.
34 Those in the caravan are your substitute family. You have several "grandparents," "aunts," "uncles," and "cousins." You took part in the caravan's entertainment for coin, whether as a performer or someone behind the scenes.
35 When you felt the need, you left the caravan of your own free will to pursue your journey. You were given a special crest with the performers' symbol so you would be welcomed back if you returned.
36 You were once the son of a wealthy merchant who traveled more than average compared to other merchants at the time. Your father would often take you and your younger sister on some of his shorter journeys, exposing you to a dangers of sailing across the seas. On one advantage your father's ship was attacked by pirates killing everyone on board. Because of the tragic death of your father you desire revenge, and will do anything to kill them.
37 Your an anti-social person who lives a quiet life in a rural part of the kingdom. In your quiet life you discovered a interest in ancient artifacts left over from the last civilization. Known most of your down time is sent studying these artifacts through reading ancient texts, and practicing your magic.
38 You sold vegetables from a street cart you were still making payments on. A wild street chase broke out and one of the escapees upended your cart to delay some guards, shattering it badly. Reeling from the financial loss of your vegetables and blocked from setting up another shop by overzealous debt-collector harassment, you left town with all you had hoping to put your life back together.
39 You were once a wicked individual who took pleasure in the misery of others. You were then struck by powerful cursed magic that turned your entire outlook on life around, so that you now are a force for good who brings happiness to others. Your dark past still haunts you, and sometimes your old friends try to call you back.
40 You were a simple bed-and-breakfast inn owner. One of your guests left for a night of carousing and never returned. Among their left-behind possessions was an ornate locked box with no key. Hoping to find the owner or their organization, you took the box to a local bush-wizard to get it identified. While you were away, your inn was ransacked and burned to the ground. Word got around you had the box and you were being hunted, so you fled in terror.
41 When you were young, you found a diary that would message back to you if you wrote in it. It taught you many mysterious skills and spells. One day, the diary told you that it couldn't write to you anymore, and it went silent. You set off when you got older to explore some of the places the diary mentioned and uncover the identity of your mysterious penpal.
42 When you were young, you were polymorphed into a flying horse by a malfunctioning spell. Some explorers promised to help you, and you taken on many harrowing adventures. The help never came, as the explorers preferred a flying horse. Decades pass, you were lost and sold many times. Eventually a kindly witch made you whole again, picking up human life at the age you were changed. (Can substitute for flying carpet if you aren't a horse person.)
43 A lonely child found a ring of wishing. They wished for their imaginary friend, you, to become real. The child soon became sick and died, and their parents blamed you and ran you out of town. Using the powers that the child imagined you to have, you have begun to search for a purpose.
44 You were born dumb to a wealthy family with an estate. Ashamed and not knowing what else to do with you, your family used you as a slave, setting you to all the most awful and menial tasks. Not knowing any better, you became strong with a smile. One evening, you showed kindness to an old woman who turned out to be a fairy queen in disguise. She blessed you with intelligence. Disgusted with the way you were treated, you left home, hoping to learn to read, study, and start life anew.
45 After your town was razed and everyone you knew died, you woke up in the middle of the ashes. Something, for some reason, kept you alive, and a life of adventure might give you the opportunity to find out what and why.
46 The bandits thought they left nothing of value in your village, and maybe they were right because that night you lost your arm and way of life.
47 You grew up as the region's stereotype, a poor farmer with a passion for whittling. After inheriting the farm prospectors found gold in the river and you sold the farm for more money than you thought was in circulation. Unsure of how to spend money and unwilling to save it, you purchased an abandoned adventurer's guild with plans to turn it into a wooden toy shop before finding it not quite as abandoned as you thought.
48 You are a farmer who found a talking rock which only you could hear, in the middle of your own farm. Everyone thinks you lost your mind, which eventually leads to an unwanted embargo, and you go bankrupt.
49 You lead a relatively normal life as a tailor in a small town until your infant daughter started showing signs of sorcerous abilities and was stolen in the night.
50 You were the student of the greatest bard in the land, until you murdered him.
51 You were trapped in a cloud giant's castle for years living of of giant crumbs. Only recently were you able to escape.
52 You were an orphan taken in by the local butcher. You were a loner bug dilligent and you loved your adoptive father. One day the village is attacked by bandits, who kill your adoptive father. You get your revenge on the bandits but the brutality of your vengeance alienates you even more to the rest of the village.
53 You grew up watching the pit fighters in the capital city, marveling at their strength and ability. You spent years training on your own in both armed and hand fighting, with the ultimate goal of entering the pit and becoming a legend in your own right. As you are about to enter for your first match, your opponent and the announcer come over to lay out the match, revealing all of the fights are pre-determined and set up so no one is really injured. You walked away and now are trying to find your place in the world.
54 For your entire life up to now you have watched others perform magic, they were few, but fantastical and filled your heart with wonder. Practice and study as you may, you were never able to recreate even simple cantrips that the local wizard has tried to teach you. Distraught, you ran to the woods to a secret clearing to cry for a bit. That day something incredible happens, magic shot from you fingertips, and shortly after a man in a suit and tie walk up from the edge of the clearing and sets his briefcase down on a large flat rock that you had never seen sitting there before. “It seems we have some paperwork to go over,” he said with a smile.
55 You met and joined a errant knight and his small court that traveled searching for riches and a new home for this lord and his barren town after the war. After years of service and being brought to be loyal to this cause, the knight died in his sleep all the sudden and his attendants looted the caravan and ran off, leaving you to bury your teacher, pack what gear he had and was left behind and pick up the quest of Knighthood to this unknown lord as he was show.
56 Character [C] was a demon hunter on the desert planet Derach. C fought alongside their small battalion and this group was revered for their efficiency and kept to themselves. One day a strange rift opened and pulled the group apart banishing each of the soldiers to different corners of the universe. C’s only goal once reaching a strange green planet was to find a way to portal back to the demon’s world and find their companions. Unfortunately C was captured by the planets inhabitants and forced into slavery.
57 You only remember the last 5-10 years of your live. Before that it is all blank. Your parents/caretakers/close ones tell you that you had a terrible accident and lost all memory after the accident. But then you find written agreements of your adoption, detailing that you were selected for an experimental form of adoption. This meant that your memory was wiped and your biological parents wiped out. You have been engineered by wizards/scientists to be the perfect human. You then find a note that the amnesia can be reversed if [plot hook] is done. A warning is written in big letters that reversing the amnesia spell might have unforeseen effects.
58 You spent most of your childhood and early adulthood as a farmer, the difficulty of your daily work offset by the amazing times you've had with friends and family. One day, you hit your head on a rock. When you next awoke, you were in leather armor, on a sailing ship as part of an adventuring party. An entire life of adventure, riches, and excitement unfolded, and as you lay down for the last time, surrounded by your allies and loved ones, you woke back up with a pain in your temple, 3 seconds after hitting your head. You can't feel comfortable any more as a farmhand, you need a blade in your hand and a bag of loot at your side.
59 You're a wandering conman, appearing trustworthy as you bend others around your finger, making yourself invaluable to them with the hard work and amazing success you provide. Every time you leave to fulfill your life's dream of finding a perfect spouse, you leave behind a trail of heartbreak, impossible upkeep, and new businesses doomed to fail.
60 You'd probably say that you're about 605-615 now. The years go by in an instant. When you were young you devoted your life to meditation. Recently, you were visited by a boy, who you began to talk with, and would do anything for. He lived, trained with you, and eventually succumbed to age. You, now unquestionably ancient, you have no clue how to interact socially or succeed in anything else, but you want to see what world the boy left behind for you.
61 You've spent your entire life underground, in the same building. Every day, a music box played you a lesson. You learned languages, numbers, history, how to act properly in society, how to assassinate the high king. Now, the doors finally open and you see the outside for the first time. It's time to use all that you've learned.
62 You've always been able to talk to the trees. They tell you interesting things. How they are, what they feel, how those who pass through and around them respect or disrespect them. Recently, the trees have been quieter and quieter. You need to find out why, for their sake... and yours.
63 You were drunk. Your low marks in Thermo meant you wouldn't be on the dean's roll this semester. Your parents were going to lynch you. You spend the night weeping, stumbling into a dark part of campus you didn't recognize. You made a deal. You thought they were going to intimidate your professor for you. You woke up in a hay bale, with no phone poles in sight. You get a strange feeling that you won't be graduating this year.
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Special thanks to u/garumoo, u/FlannelViolin, u/Mr_Magic_Mcdoodle, u/ergonomicsalamander, u/Mogomezu, u/felagund, u/Bragior, u/Somemexican99, u/DraXus87, u/Wolvenfire86, u/NeoBlue42, u/AdmiralCita, u/Gabrielckc, u/ken_NT, u/levv18, u/OptimumTurner, u/CountofAccount, u/nightmarebc666, u/OmnipotentSpoon, u/Pike_27, u/Patergia, u/Cerubellum, u/LeonhartSeeD, u/yommi, u/ohno_mah_urn, u/bladre, u/Mr_Magic_Mcdoodle, u/RikoDabes
submitted by dndspeak to d100 [link] [comments]


Ashley Madison, el sitio de citas para infieles, fue hackeado Ashley Montero y ️Elver Sánchez - YouTube YouTube Ashley Montero y Elver Sánchez ️👫👩‍ ️‍💋‍👨 - YouTube Respuesta de Ashley Montero a Elver Sanchez - YouTube ♡La cita de Ashley♡ ~Misaki hatake~ - YouTube Conor and Ashley Kiss - YouTube Ashley Madison: El primer hack que destruye las vidas de millones

Ashley Madison España Acceso GRATIS y ... - Reporte Citas

  1. Ashley Madison, el sitio de citas para infieles, fue hackeado
  2. Ashley Montero y ️Elver Sánchez - YouTube
  3. YouTube
  4. Ashley Montero y Elver Sánchez ️👫👩‍ ️‍💋‍👨 - YouTube
  5. Respuesta de Ashley Montero a Elver Sanchez - YouTube
  6. ♡La cita de Ashley♡ ~Misaki hatake~ - YouTube
  7. Conor and Ashley Kiss - YouTube
  8. Ashley Madison: El primer hack que destruye las vidas de millones
  9. La cita de Ashley!? //by Sarita Demon uwu - YouTube

Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube. Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube. Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube. (Update 07/06/2019) My heart is torn into thousand pieces after hearing the recent news. My condolences to Cameron’s family and friends. He was an amazing ac... Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube. #AshleyMontero #Elver Sanchez Ashley Madison, el sitio de citas para infieles, fue hackeado - Duration: 1:05. ... Ashley Madison: El primer hack que destruye las vidas de millones - Duration: 21:26. La mejor pareja de tik tok Ashley Madison, el sitio para tener 'aventuras de infidelidad', fue hackeado. 35 millones de datos privados de usuarios expuestos. Pero lo peor no es la filtración, sino cómo estos datos ...