Player application details: Name (nicknames are fine): Sonny Age (range is fine): 28 Experience with the game: Very minor. I have been a roleplayer my entire adult life, with myself and my best friend spending our freetime worldbuilding and having multi-year-long narrative adventures in the worlds we build where we both control characters we've made and take turns controlling the narrative. Another friend of mine was trying to get into DnD and was setting up a campaign for her friendgroup and asked me to be her test subject. To basically roll up a character and speed-run her campaign just to see if there were places her players might get stuck, puzzles that needed more clues, etc. It wasn't really playing DnD, it was closer to being a video game beta-tester. Things like "Okay so this would've killed you. Let me note that down and then go back into the hallway and we'll start again from there. This time try not scaring away the ghost and see how that works out" and so on. But it made me curious about the game, but since no one wants to play with me (her campaign is full apparently, though I think it's more because I was the tester so I already know how it ends and she doesn't want that) I just googled "play DnD online" and google said to make an account on this website so here I am. As such, I'd be totally down for roleplay-only sessions and would probably need help with the actual numbers and stuff. I don't know what I'm doing in that regard. I recently started playing Baldur's Gate 3 and I'm pretty bad at it, so if that's any indication, yeeeah... A helping hand is needed on that end. But I am very experienced co-developing narratives. I've learned the dos and don'ts when it comes to two minds crafting a working narrative together after years of experience. I'm very good at "making it work somehow" when it comes to incorporating other people's wishes into my creations. I love connections and my biggest passion is tying together different events/characters/etc. that were created by different authors. 3 words to describe yourself: Flexible, engaged, passionate Your expectation of your DM: Leniency when it comes to not understanding the game. I put a lot of energy into my characters, I love them, I want to connect them to the world and to other characters and watch their impact on the world through one piece moving another and see all the ripple effects from their connections. As such, I don't think it'd be a very fun time for me if things like "Well, you were unlucky and didn't build your numbers right so now your character is dead and none of the twists we had planned for them will ever happen and none of their secrets will be revealed" are the norm. I'm here for the story. To be a part of it and experience it. I wouldn't even mind if there were no numbers involved, but I understand it's part of the hobby, and I'm willing to learn how it all works but I would still love a DM where the narrative comes first. Why should the DM choose you: If I am what they're looking for. If I'm a bad fit, no big deal. I'm the player who will have 20 questions about your homebrew world, wanting to build a character that fits in it, that's connected to the NPCs you've made. I'm the player who will take your input into consideration when designing the narrative around my character, basically wanting to create it together. I'm not the player who can just be tossed into the pot and be ready to go, however. I'm the least independent option on the market probably. I don't hold my own. I know nothing. (I don't got this stuff nailed down yet, as there might be stuff you have in mind that you imagine to be fun for a player to make use of. Bloodlines important to the plot, the NPCs, etc. But I will work with what you've given in your post and cook up something. But we might scrap this character entirely and make one together instead. Up to you) Character Name: Jed Greenrunner Race/Class: Human Ranger Origin/Backstory: By all accounts, the Greenrunners were a middle-of-the-road family in their community. Religious mother, trader father, a decent set of kids. Enough to have a few spares, but not too many not to try and make something out of each of their futures. For little Jed, the youngest, magic and the arcana was in the plans. Until the Geomancer who'd promised to take him under his wing once he was old enough got swapped up by the authorities, sent to the front lines to help raise the wall, and then got promoted to a standing too high for him to ever return to the unremarkable community. And he was not the only one. Growing up, Jed saw the numbers of people in his community shrink year by year. The new wall needed to be manned. Able-bodied men, such as his father and older brothers, didn't have much of a say in the matter. Those with even a hint of affinity for healing, such as his mother, became valuable resources to fill the shoes of the more qualified who committed the mistake of being skilled enough to draw unwanted attention from the enemy. They took the food first. The soldiers needed rations. Then they took the farmers. They needed soldiers. Jed grew up bitter about the future that had been ripped away from him, but always a bit unsure of who his bitterness was directed towards. Without enough manpower and resources to farm the lands, the dwindling population of his hometown turned to simpler methods to feed themselves, and hunting became a mandatory survival skill. Instead of studying the books, Jed ended up studying the mud. Learning how to track and how to trap. He was no master at the craft by any means, lacking the passion for it, his heart and mind having been set on something else from the start. But he was decent enough to survive. And eventually found himself one of the only options the locals could turn to for food. Though he was still young, Jed should've been drafted long ago, had he not developed excellent stealth skills in order to avoid such a fate. As one of the few young adult males left in the now tiny, struggling community, Jed wasn't surprised he was the first the couple came to after spotting the scarred and intimidating owlbear, wandering dangerously close to the half-abandoned town. Never one to take unnecessary risks, Jed's handling of the situation could be described as a precision one-shot from the shadows. Only, this was one of those times when question's first really should've been the approach of choice. As it turned out to not be an owlbear, but a Druid. An old warhero, on top, finally returning home to see his family. Who were all rightfully devastated. The charge of murder is tricky here, as there was never an attempt on Jed's part to take a life in this manner. Still, the Druid had not acted aggressively, and there were upset loved ones to consider. As such, despite it being an undisputed mistake, Jed's fate was sealed. Stealth couldn't get him out of this one. But as he wasn't exactly a bloodthirsty killer either, shame to waste a young man in his prime. Jed wasn't ruled as a danger to his peers. No need for him to spend his life in a cell. Not when men of his kind were needed on the wall. And this was as good of an excuse as any to send him. This is all very generic with the intention of being flexible, open for additions and connections. The Druid likely had friends at the wall, the Geomancer in that high position might've remembered his abandoned apprentice and helped Jed not end up at the most heated stretch of the wall, etc. Character Image: I don't know how this works. Am I allowed to just steal anything from Pinterest? I can't draw.