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3 Posts

Very Important Personal 4th Edition D&D Request

I do not know whether this is an appropriate thread to put on here so sorry if I am mistaken. I am making an earnest plea for a 4th edition D&D game set in the Forgotten Realms utilizing the Keep on the Shadowfell modules. While I will not presume what the DM wants here are a few basics regarding the game request. I am open to what the DM prefers and is comfortable with though.


-level 1 start, I prefer starting from scratch

-Essentials character builds(Heroes of the Fallen Lands and Heroes of the Forgotten Kingdoms)

-Character Backgrounds and Themes

-roleplaying as opposed to roll playing though I do not mind combat and  skill challenges


I also would like to use this character in the game. I know she is a child but I love roleplaying and character development. Whatever penalties and limitations you impose on her I will of course accept but I would like to play her as is. The background explains everything.

Name: Marianna 'Maria' Fireheart
Race: Human
Gender: Female
Alignment: Good
Age: 9
Hair: Reddish Brown
Eyes: Hazel
Height: 3'9"
Weight: 48 lbs.
Character Class: Evocation Mage

Description: Maria is small for her age, being lean and lanky and standing a few inches short of four feet. She has long, wavy, reddish brown hair and hazel eyes. The girl is fairskinned with a touch of sallowness. Her attire consists of a light blue shirt, brown pants and a hooded green cloak which partially conceals a backpack.

Personality: Maria is a kindhearted, loving child with a stubborn streak. She is sweet and innocent on the outside but very courageous and formidable on the inside. The girl is very outspoken and can have a biting, sarcastic sense of humor. Tends to be soft spoken.


The Fezirs were a generation of red wizards who unlike their fellow Thayan wizards, did not share the lust for power and conquest. In fact they were derided in Thay for their kindness to other species and slaves. The large, close knitted family was also very powerful though and because they were generally well liked by the native merchants as well as being powerful wizards, they were not easily bullied by the other red wizards and zulkirs. Besides, they were known for their aptitudes in alchemy, scroll and potion making, and construction of magical devices. This family was notorious for breeding skilled craftsmen and women, so they were tolerated by Szass Tamm who needed their skilled family members to help with the enclaves.

But by 1374 they had had enough. Thay was becoming too nightmarish for their tastes. With all the civil wars erupting and the increasing undead, the older Fezirs had decided that it was time to move on to more safer pastures. So they packed up their entire family and left Thay for good. Szass Tamm would not have it though. But the Fezirs put together were more than a match for Tamm and his minions. Still a magical war broke out between Szass Tamm and the Fezirs. Szass Tamm won, barely, but there was one survivor, the youngest named Shamar Fezir who had eventually escaped reluctantly from Thay before the final battle at the behest of his grandfather.

Shamar eventually went westward. He became an adventuring wizard and earned his living through magic and research. Eventually he met another woman from Thay, a former escaped slave whom was a wizard in training. He took her in and helped her finish her training. But it became more than a relationship between master and apprentice, the two fell in love and eventually married. They settled down in the Dragon Coast setting up a potions shop in Westgate. Soon the Fezir family was growing in numbers once more and for 100 years the Fezirs had become a pillar of the community.

For 3 generations the Fezir family earned the trust of the city and were much beloved for their kindness and charitable actions. It no longer mattered where the family originated and the the Fezirs held no ill will to anyone anyways. For that matter, though unsuccessfully, the Fezirs rallied many of the more honest merchants in Westgate to form a union just as powerful as the Fire Knives, Night Masks and other not so honest organizations in order to make Westgate more civilized. They held their own and became a thorn on the Night Mask's side, constantly keeping the organization in check. While they could not totally eradicate the corruption, they did stem it and made life easier for the more honest working people of Westgate. Shamar's grandson Lido had once found himself taking on Orbach and might have won had it not been the fact that Lido was mortally wounded himself and he had to barely escape Orbach's minions who came to the vampire's rescue. The result of the legendary battle between the Fezir organization and the Night Masks led to the Night Masks being so weakened that the Fire Knives were able to eradicate them. However the notoriously feisty and risilient Fezirs were as stubborn and unbreakable as ever. The Fire Knives got rid of one enemy but gained an even more powerful one in its stead. The Fire Knives continued to be constantly foiled time and again by the Fezir family.

Maria was born a fourth generation Fezir from the mother Umara's side. Her father was Allistair Fireheart, a Waterdhavian who came to the community as a visiting scholar and fellow wizard who fell in love with Umara. The two decided to move to northwest and set up a wizarding school in Shadowdale.

Maria's childhood was happy and filled with knowledge. Even at a young age she was an avid learner, being able to read fluently when she was 3 and even write to a limited degree when she was 4. Her parents guardedly encouraged this but had no problem teaching her magic when she asked them to when she reached 5 years of age. They believed in encouraging children to pursue knowledge and learning as much as possible. It was the use of knowledge, not the knowledge itself that determined the morality of a person as well as their own actions. Since Maria was an avid book learner and a very stubborn and determined student she began mastering Cantrips and to a limited degree At Will spells fairly early by the age of 7.

At about the time Maria turned 8, tragedy struck. The Fezir family was visited by a few powerful red wizards working for Szass Tamm along with a few Fire Knives assassins. They all got into a magical battle and slaughtered each other. Apparently Tamm's wizards had somehow learned that there was a very young child who would be among the youngest wizards in Faerun history and that some Thayan Diviners believed that she might one day grow up to lead the destruction of Szass Tamm and his minions. The night before Maria's birthday, Allistair gave her her first spellbook with a new set of spells to learn. After placing Maria under the care of a family friend, Allistair and Umara travelled to Thay to get to the bottom of the prophecy about their daughter. They never returned. Apparently Szass Tamm confronted the two himself and while they fought valiantly, they were killed before Tamm could get the necessary information needed to locate Maria.

Maria was devestated by the loss of her parents and felt responsibility for it. But her parents had planned ahead. They had arranged for Maria to be put under the care of another family friend, Kale, who was a travelling merchant if anything should happen to them. That way Maria was always on the move and difficult to find. For months Maria had been on the move. But Szass Tamm's minions were everywhere and eventually one of Szass Tamm's mercenary mages tried to kidnap Maria but Kale got in the way. Kale managed to kill the mage as Maria made her escape but not before he himself was mortally wounded and died. Rather than return to Shadowdale and putting her childhood friends in danger, Maria chooses to keep travelling and moving from town to town surviving on her wits and if necessary her magic. Recently while travelling through Deepingdale, she was forced indoors due to intense rain and found herself in the Gilded Lady Inn in Highmoon. The kindly innkeeper decided to allow her to stay at least for the night. And this is where her adventures begin!


Any takers?

Posted on 2018-09-30 at 19:50:10.

Nomad D2
RDI Fixture
Karma: 47/5
2380 Posts


To be clear - you are looking for someone who might be willing to DM a 4th edition campaign that would make use of this character, correct?  

I don't have much experience with that edition so I'm out, although I'd be willing to particpate as a player.


Posted on 2018-09-30 at 22:09:02.

Karma: 0/0
3 Posts

You are right...

Yes you are quite correct about that. Maybe we could combine our histories while waiting for a DM so that it would be easier to find a way to include Maria in the adventuring party since whereever he or she goes, Maria goes as well? You could be an old family and mercenary who was asked to include Maria in your adventuring life, one because Maria was in a sense an accomplished enough mage to help out in your adventuring and two, most importantly because of the need to keep Maria one step ahead of Szass Tam's minions by keeping Maria on the move and nomadic which adventurer's tend to be while searching for work. It was a risky gamble but Tamm and his minions were too powerful and far reaching for Maria to be safe in one place. Also many a powerful wizard broke their teeth through the baptism of fire that was the adventuring life. Job opportunities would of course be limited at first but there were plenty of employers who required arcane research from time to time from a mercenary researcher, something Maria specializes in and there was the odd job of protecting caravans. The most important thing was to keep Maria on the move and as risky and reckless the adventuring life was it was her best chance at survival and avoiding Tamm and his minions. And if Maria could develop her skills and capabilities enough to be able to fight him and his minions off then it was worth it. You would take the place of Kale in my background except there is no ambush and your character does not die and is now Maria's guardian. What do you think? 

Posted on 2018-10-01 at 01:26:52.

Karma: 0/0
3 Posts

Is there no one who wants to DM this? Does it have anything to do with my character's age?

Posted on 2018-10-03 at 21:00:28.

Keeper of Dragons
Devil's Advocate
Karma: 51/18
2228 Posts

It is very hard to get someone to DM a campaign around a single player's character wants.  The age of the character would make it a challenge.  NPCs would be unlikely to interact with her or treat her as anything other than a random kid.  Other players would have to agree to basically be guards for her or somehow interested in preserving her life or they would have no reason to have her in a party.  

Posted on 2018-10-03 at 21:48:10.

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