
One day, while exploring a hidden alcove in the market district, Monseigneur Jones stumbled upon an ancient, ornate amulet. Its intricate design and mysterious aura intrigued him, and despite Tallimeeks's warnings, he decided to keep it. Later that evening, as the group gathered in their hideout, Monseigneur Jones showed the amulet to his friends. Curiosity got the best of them, and they began to examine it, their fingers brushing against its delicate surface.
Suddenly, the amulet glowed with a blinding light. The room spun, and before they knew it, they were no longer in Waterdeep. They found themselves in a narrow alleyway, the air filled with unfamiliar scents and sounds. Dazed and confused, they slowly got to their feet, taking in their surroundings. The architecture was different, the sky a slightly different hue, but something felt oddly familiar. The amulet was broken, laying on the ground, magic spent.
They heard the laughter and shouts of children playing nearby and followed the sounds, hoping to find some answers. Emerging from the alley, they found themselves in front of a building that looked exactly like their orphanage back home—Whispering Winds Refuge. The resemblance was uncanny, down to the smallest detail.
As they approached, the local children noticed them and waved enthusiastically. "Hey! We haven't see you before. Are you new here?" one of the children called out.
Maddie: Tallimeek Kraznik
Keylee: Tillamook Kraznik
Gaylon: Gore Bull
Ryan: Jean Luc
Kevin: Jace Teller
Juan: Monseigneur Jones
Briva: (maybe?)
David: Mr. Kitty
Angie: Narcisse
Senior: Ashe Shadowborne
Theros Orphan
Mark: Aurelius



We are doing dual class and 1 of those classes MUST BE Rogue.
I would prefer folks take the orphan background, but we can negotiate other backgrounds if they make sense.
All characters are orphans and should be in the younger to teen age bracket. You may be close to being an adult, but have not yet reached that point.
You grew up without the guidance and support of parents or guardians, learning to fend for yourself and survive through hardships. Despite these challenges, you’ve developed a unique set of skills and a resilience that few others possess.
Ability Boosts: Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.
Skill Proficiencies: You are trained in the Survival skill and one additional skill determined by your experiences growing up (such as Stealth, Thievery, or Streetwise).
Skill Feat: You gain the Terrain Stalker skill feat (choose a terrain type, such as urban or forest) or Forager skill feat.
Background Lore: You are trained in the Orphan Lore or Local Lore skill.
(the skill feats and lore can be negotiated if it makes sense for your character.)