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Hidden 2 yrs ago 2 yrs ago Post by Arthanus
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Arthanus Grey Jedi

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Dungeons of Drakkenheim


DRAKKENHEIM IS NO MORE. An eldritch storm
of falling stars devastated the city on that woeful eve,
leaving behind a meteorite that would have lasting
effects. Fifteen years later, Drakkenheim is a dismal
urban wasteland contaminated by otherworldly magic and
haunted by hideous monsters. Fantastic wealth, lost knowledge,
and powerful artifacts lie ready for the taking by adventurers
brave or foolish enough to venture into the ruins. However, even
those who survive the dangers of Drakkenheim may not return
unmarked by its terrors!



Content Warning

Drakkenheim portrays a dark fantasy world. Please note references to the following are common in this adventure:
  • Violence, murder, blood, gore, cannibalism, and body horror.
  • Degenerative mutations that cause physical disfigurement and madness/insanity.
  • Rats, spiders, insects, demons, undead, ghosts, and other monsters.
  • Natural disasters, large-scale loss of life, civil war, displaced persons, and refugees.
  • Moral ambiguity, social/political manipulation, religious zealotry and military nationalism.

The campaign does not contain explicit sexuality, sexual assault,
racial prejudice, systemic racism, homophobia, or transphobia.
Any inferences to such are wholly unintentional.

City of Drakkenheim


Delerium

Iridescent crystals of vast magical potential are found throughout Drakkenheim. Known as delerium, these lambent stones emanate unnatural energies that induce madness and monstrous transformations. Despite these dangers, delerium is ideally suited to crafting magic items and fueling mighty new spells. Sorcerers, warlocks, wizards, and all manner of occult magicians crave its supernatural power, thus delerium commands a high price within arcane circles and underground markets alike. Many prospectors risk everything to collect a few fragments, but the true origins of the strange mineral remain unknown. The rival factions stand divided over whether the crystals should be destroyed, harnessed, or worshipped, and their simmering disagreements threaten outright war.

Broken Realm

Drakkenheim was the cosmopolitan capital of Westemär, ruled by the imperious House von Kessel. A decade of bloody civil war erupted after the city’s destruction. The realm was left shattered and the royal line broken. Now, the political order of the wider world lies in shambles, torn apart by religious schism and military conflict, and only a faint hope remains that the city can be rebuilt and the nation restored.

Rival Factions

Five factions have arrived in Drakkenheim to advance their ambitious agendas. Though their ideologies and methods differ, each seeks valuable resources and lost secrets within the city. However, the ruins present many confounding obstacles for their agents. As such, all the factions hope to attract talented adventurers to their cause, drawing would-be heroes into a fierce political intrigue that may boil over into violent struggle. Those who wish to decide the fate of Drakkenheim must choose their allies well and their enemies carefully!



The Haze
There are more hazards in Drakkenheim than monsters and rival factions. A billowing mist filled with glinting multi-coloured motes has settled over the entire city, which adventurers call the Haze. It’s like the dust never really settled after the meteor fell. Characters gain no benefit from taking a long rest within the Haze. Adventurers should be well-rested before they head into the ruins, as they’ll need to escape the city to regain their hit points and spell slots. This effect cannot be circumvented by any mundane equipment, nor bypassed with spells such as rope trick, tiny hut, or similar character abilities.

Contamination
Characters will also encounter deadly eldritch contamination caused by creatures, delerium, and other magical phenomena in Drakkenheim. Abilities, equipment, and spells that protect against diseases, magic, or poisons do not work against contamination. It cannot be healed naturally, nor readily removed with low-level spells. Player characters will need to work with the factions and find creative solutions to manage these problems during their adventures.

Dangers of the Dark City
Finally, be warned that in Drakkenheim, characters will often stumble upon creatures and other perils far beyond what they can defeat on their own. Discretion and cunning may prevail when strength of arms fails. Adventurers must seek out likeminded allies, and be wary of making new enemies. They must have all the equipment they need before setting out on an expedition, use their resources carefully, and be prepared to retreat at a moment’s notice!

Da Rules


1. Listen to the GM, If you have a complaint tell me. I am not an evil dictator and if I am wrong I will admit it.
2. Romance and Gore allowed, But keep it in good taste and in site rules
3. Now not all characters will play nice with each other I understand that, but keep the disputes in the RP not in OOC
4. Be civilized and polite please
5. All basic RP rules apply to this roleplay: Power playing or Meta gaming of other players is not allowed.
6. The story isn't exactly set, if you have an idea for a mission feel free to pm me the details and I'll try to work it in.
7. Copy the rules into a Hider in the "other" of your cs so I know you read them.
8. Get into your character's skin become him or her as you are playing have fun and give us insight into their thoughts.

Homebrew Rules

1. Point Buy - For this campaign we will use the point buy method to generate attributes, this gives everyone the ability to customize their characters, but ensures all players are on equal terms. In my eyes this makes it so no one person can excel at everything due to good rolls while another player feels useless due to bad rolls
2. Free Feat - All players receive a free feat at level 1 gives you the ability to take a lesser taken feat (such as mounted combatant) or a flavorful feat (Such as poisoner) without having to sacrifice part of your build path for it, or jump start your power gains up to you.
3. Brutal Crits - When a creature lands a critical hit (natural 20 on the die) you get max damage added to your rolls not 2 rolls. IE longsword crit goes from 2d8+mods to 1d8+8+mods. This rule applies to all dice rolled on the hit (so yes smites and sneak attacks count). Also this compounds with the bard ability for crits meaning they would get 1d8+16+mods starting at level 9.
4. Better Health Pots - Health pots will remain an action to use, but they will give you a set amount of hp instead of random. All healing pots will heal for the max possible amount. IE a healing potion will heal 10hp instead of 2d4+2.
5. Secret Spells - In the world of Drakkenheim, several powerful spells found in the Core Rules are significantly rarer than normal: astral
projection, gate, plane shift, simulacrum, true resurrection, and wish. Player characters must obtain knowledge of these spells in special ways
6. Personal Quests - Each character will have a personal quest. upon completion of that goal the character will receive either a +2 ASI or feat of the player's choosing. (List of Drakkenheim specific personal quests below)

Character Applications

The following will be a basic overview of your character from a rp standpoint, the actual statistical character sheets will be handled on DNDbeyond Please do not add your character to the campaign until after I approve your application.

Note: Holy spellcasters (Clerics, Paladins) and "Mageborn" Spellcasters (Bards, Sorcerers, Warlocks, Wizards) should take the time to open the Lore Dump section below and read about their particular place within the world.

Name: Self Explanatory
Race: Self Explanatory
Gender: Self Explanatory
Age: Self Explanatory
Appearance: Img or description (would prefer a little of both)
Bio: Your back story. Who are you? Where did you come from? (This is a little bit of a writing test so I would like to see about 3 paragraphs. That said you can leave open spaces for me to use. Were you separated from your family? Well lets not kill them off just yet I can take care of that in game.
Personal Goal: This will be your primary reason for coming to Drakkenheim. Your goal is yours to do with as you wish. In game you can keep this a secret form your fellow players until you wish to reveal it, or you can be very open about your goal.
Other: Any other info you may want to share.

Personal Quests

A character’s core motivation for adventuring in Drakkenheim is represented by their personal quest. This is a specific individual objective for player characters to achieve during the campaign, but players need not reveal their personal quest to each other. When a character completes their personal quest, they choose one of the following rewards:
-Ability Score Improvement. One ability score of your choice increases by 2, as does your maximum for that score.
-New Feat. You gain a bonus feat of your choice, subject to the GM’s approval.

Player characters may select from the quests below, or work with the Game Master to design one:


If you have made it this far thank you, I hope to see you in the ruins. The rest of this post will just be a big old lore dump and a list of campaign specific character backgrounds for those who wish to tie their characters more into the world of Drakkenheim.

Hidden 2 yrs ago 2 yrs ago Post by Arthanus
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World of Drakkenheim

(Rough copy, will fix, but I've already deleted it twice on accident so I'm throwing it up raw and saving)


People of the Continent



Realms of the Continent



Magic and Spellcasters
Magic suffuses the world of Drakkenheim, but mortal spellcasters
are rare. Only about one in every thousand people can cast spells,
and roughly two-thirds of these only ever master cantrips and
first-level spells in their entire lifetimes. The few who can work
greater magic often wield tremendous personal, social, and political power. Though rare, magic is common currency for nobility,
clergy, wealthy merchants, and adventurers.
Only a handful of living mortals can cast ninth-level spells.
Most are secretive recluses or legendary figures. Harnessing more
magical might than most mortals can even comprehend, they
often turn their attention away from earthly affairs to contemplate
the cosmic order, fighting unseen battles against supernatural foes
whose very nature threatens to tear the world asunder.
The common folk regard spellcasters with superstition and
awe. There was a time when arcane magic users faced extreme
persecution, and echoes of those prejudices remain. Few even
understand the difference between sorcerers, warlocks, and
wizards — they are collectively referred to as ‘mages’. However, commoners can recognize spellcasters who are clerics of the
Sacred Flame or mages of the Amethyst Academy by their symbols and attire. Spellcasters who are not (or do not claim to be)
members of these recognized organizations are often mistrusted
and feared by commoners.

Arcane Magic
The arcane magic of sorcerers and wizards draws upon otherworldly energies. The ability to tap into these forces is reliant on
a recessive genetic trait in mortals - such individuals are called
mageborn. Signs that a person is mageborn typically emerge in late
childhood or early puberty, usually as random displays of wild
magic. In some rare cases it does not develop until adulthood.
Mortals who lack the mageborn gene cannot become sorcerers or
wizards under any circumstances.
By law, the Amethyst Academy takes guardianship over any
child born in the realms who manifests magical ability, whether
they are a royal heir or commoner. A child who bristles against
Academy training — or who was not taken in by them — most
often becomes a sorcerer.
Bards and warlocks also work arcane magic, but do not
necessarily depend on mageborn lineage to do so. Instead,
warlocks gain arcane power through pacts with eldritch entities,
and bards find supernatural inspiration to harness the Words of
Creation. Regardless, many keep their powers secret.
Divine Magic
In the world of Drakkenheim, divine spellcasting powers are
not granted by gods. Instead, clerics, druids, and paladins learn
to cast spells by channeling the supernatural forces of light and
shadow that underscore the cosmos. In theory, such powers are
attainable by anyone, but in practice only exceptionally gifted
individuals master even the lowest-level divine spells. As such,
divine spellcasting is viewed as a disciplined and sacred technique
attainable only by those with sufficient will and devotion, and
only after years of meditation and training. Its practitioners are
not considered mageborn.
Violating one’s religious tenets will not cause a cleric, druid,
or paladin to lose their powers. However, a personal crisis
of faith brought on by some discordant change in behaviour
and morality could cause an individual to lose their divine
spellcasting powers. More often, a cleric, druid, or paladin
who commits some grave trespass risks retribution from other
members of their religion.
Other Spellcasters
There are many rudimentary techniques for casting a small
smattering of cantrips and lesser spells, represented by rangers
and subclasses or feats that grant minor spellcasting features.
Such characters are viewed as merely dabblers, not mageborn.

Faith and Religions
In the world of Drakkenheim, gods do not physically manifest
in the world, intervene in mortal affairs, or speak directly with
mortals. Myths and legends passed down from distant eons
tell such tales, but these events have not happened in recorded
history. Instead, the inspired words of prophets, oracles, and
heroes laid the foundations for the world’s many religions.
Powerful extraplanar entities such as archangels, demon lords,
and outsiders exist and interact with mortals. Many extensively meddle in earthly matters, making pacts and offering dark
counsel. Some even claim to be gods. When asked questions
regarding the true nature of the cosmos or divinity, however,
they speak in cryptic riddles.
The Sacred Flame
This is the dominant religion throughout the realms. Also
known as the Divine Light, its teachings and beliefs are tightly
woven into the social and political fabric of Caspia, Elyria,
Westemär, and their neighbouring domains.
Background
Myths about the Sacred Flame have ancient roots, but the contemporary religion began a thousand years ago with the valiant
Saint Tarna. Although most of her life she was a ruthless warlord,
light flickered in her dark heart. Guided by angels, she learned
to channel the Sacred Flame and became the first paladin. She
took up the cause of righteousness and sacrificed herself to defeat
an evil sorcerer-king. After her martyrdom, her disciples spread
her teachings and established the Faith of the Sacred Flame.
Beliefs and Tenets
Faithful of the Sacred Flame do not worship a deity. Rather,
devotees pray for guidance from a transcendent divine force that
they believe is the source of all light and goodness. Symbolized
as the Sacred Flame, this brilliant beacon inspires mortals to act
with benevolence, honor, and righteousness. The religion brings
a message of dutiful hope: even the smallest flame may light the
way through the darkest night. The core tenets of the religion
are conceptualized as follows:
h The Hearth spreads compassion. One must nourish the
hungry; offer shelter to the cold; and give succour to those
who suffer. Spiritual warmth comes when the community is
gathered together before the Flame as neighbours.
h The Lantern illuminates the way of truth. The light reveals
what is hidden by darkness, and shows the way to understanding. One should not silence truth, nor speak falsehoods.
h The Torch displays the duty of all faithful to uphold the cause
of justice. One cannot abide when evil stirs; nor stand idle
when corruption spreads: callousness and indifference permit
selfishness, greed, and hate to multiply.
h The Candle symbolizes hope and redemption. Show those
who are in darkness the light. Offer mercy to the guilty; no
shadow is absolute so long as a flickering flame remains.
Followers of the Sacred Flame believe that when mortals die,
the divine light guides righteous spirits to the place where dawn
breaks over the Shadowlands. Their luminous souls shine eternally, driving back the endless darkness that threatens all life.

Holy Sites and Symbols
A goblet of fire or a lit candle represents the Sacred Flame in
holy symbols. Believers join hands in a circle around a roaring
fire and sing hymns during worship rites. The holy text of the
faith is called the Song of Fire. Saint Tarna is typically depicted
as a silver-haired warrior bearing a longsword. She is often
shown in battle against demons and witches, sometimes astride
her griffon, Aarak.
In Caspia, Elyria, and Westemär, most towns have at least
one chapel devoted to the Sacred Flame. Often at the heart of
their communities, these domed sanctuaries are built around a
hallowed brazier set alight with a golden continual flame. Major
cathedrals to the Sacred Flame are found in large cities, and many
are brilliant architectural wonders in their own right, decorated
with painted murals, stained-glass windows, and statues depicting
the saints and martyrs. The small shrines in most villages are
usually simply an awning built over a bonfire pit.
Religious Hierarchy
Ordained priests of the Sacred Flame are known as Flamekeepers. These clerics of the Sacred Flame are predominantly
women*; they wear flowing vestments of white, yellow, and
gold. Flamekeepers take vows of poverty, eschewing all personal
possessions and living on the commonwealth of the faith.
Chapels and cathedrals of the Sacred Flame are ministered by a
Flamekeeper, who is assisted by a few devoted acolytes. Smaller
villages rely on lay ministers to keep their shrines. The highest
authority amongst the priesthood of the Sacred Fire is the Divine
Matriarch, who tends the Cathedral of Saint Tarna in the holy
city of Lumen in the land of Elyria.
* Although this represents the formal religious hierarchy, people of
any gender identity may become clerics and paladins of the Sacred
Flame and rise to positions of honour and reverence.
Clerics of the Sacred Flame
Through deep spiritual discipline and steadfast devotion, some
faithful may become living vessels for the Sacred Flame. These
rare individuals hold the power to channel its light in the earthly
realm to work divine magic. As clerics of the Sacred Flame, they
become enlightened healers, custodians of truth and knowledge,
or fiery beacons of light. However, not every cleric of the
Sacred Flame becomes a Flamekeeper or participates in the
organization and politics of the religion.
Paladins of the Sacred Flame
Legend claims Saint Tarna was the first paladin. These warriors
hold deep reverence amongst the faithful, as only truly virtuous
souls can wield the Sacred Flame as she once did. Paladins of
the Sacred Flame swear sacred oaths of devotion, redemption,
and vigilance. Inspired by Saint Tarna’s example, many
join knightly orders ordained for righteous purposes. Such
companies of holy warriors and their martial retainers embark
on quests and crusades to destroy supernatural forces of evil and
root out creatures of otherworldly darkness. The most wellknown and decorated amongst these militant fellowships are the
Knights of the Silver Order.

Other Religions
Although many people keep the Flame, there are hundreds of
smaller religions with disparate beliefs, doctrines, and practices.
Here are some of the most notable.
The Old Faith
This disparate religion is dedicated to a pantheon of primal
deities who have whispered to mortals through nature for
untold generations, such as primal Nodens, vengeful Kromac,
honorable Nuada, and nurturing Danu, but there are countless
more. Their beliefs and practices vary widely based on the
tenets of the specific patron god, but their myths often surround
the elements, the seasons, the land, and ancestor worship.
Many such beliefs originated with the ancient orcish and
dwarven peoples of the continent. Others are closely connected
to mysterious entities who inhabit extraplanar worlds such as
Dreamland, the Elemental Chaos, or the Feywild, and are often
kept by the elves. Druids are particularly common adherents
and priests of the Old Faith, but clerics and paladins of the Old
Faith are not unknown.
Shadow Cults
Throughout the ages, various ‘shadow faiths’ and heretical sects
have emerged surrounding the Sacred Flame, some of which
embrace an opposing force called the Exalted Darkness. These
cults develop their own mysteries and esoteric practices, or
devote themselves to worshipping enigmatic god-like beings
such as Morrigan the Phantom Queen, the Night Serpent, the
Lord of the Undead, and powerful entities who inhabit the
Shadowlands or the Abyss.
Some of these chthonic entities seek to devour the light and
plunge the world into darkness unending. However, not all
of these faiths are evil, with practitioners who view shadow
and light as part of a necessary balance. Regardless, followers
of the Sacred Flame condemn these beliefs, banishing their
rites and practices. In the same manner that deep faith and
contemplation leads followers of the Sacred Flame to become
clerics and paladins, one may also channel the Shadow itself.
Clerics are heralds of twilight, trickery, magic, and death, and
paladins often invoke dark oaths to vengeful causes or ambitious
conquest. Followers of the Shadow Faith may even become
warlocks, embracing dark and fiendish patrons.

The Edicts of Lumen
During antiquity, mighty sorcerer-kings ruled a continentspanning empire using their immense arcane power. The
sorcerer-kings became tyrants who scarred the land with magical
wars and held those without arcane magical power in bondage.
The iron rule of the sorcerer-kings was ended by the clerics and
paladins of the Faith of the Sacred Flame a thousand years ago.
However, those born with arcane magical ability have faced
discrimination ever since, and at times, the religious ministry has
endorsed vicious persecution against mages. Even today, many
common folk consider a mageborn child a terrible curse.
Outright conflict ended with the Edicts of Lumen, a magical
treaty between the Amethyst Academy, the continental nobility,
and the Faith of the Sacred Flame. Signed three centuries ago,
this agreement separates the political and economic powers of
clergy, mages, and nobles.
The Edicts of Lumen comprise six main articles:
h The Articles of Inheritance bar all mages from holding
noble titles or owning land.
h The Articles of Neutrality require the Amethyst Academy
remain neutral and impartial with regards to the social,
economic, and political affairs of the continent, but also grant
protection under the law to all mages.
h The Articles of Guardianship grant the Amethyst Academy
the authority to take any child born with magical capabilities
as wards to train in magic until they come of age, including
mageborn of noble houses and royalty.
h The Articles of Enterprise permit the Amethyst Academy
to operate as a self-governing mage guild to control the sale
of magical goods and arcane magical services throughout
the continent, but they may not discriminate or charge their
clients differently.
h The Articles of Malediction disallow the Academy from
teaching magical practices such as summoning demons and
creating undead, and forbid mages from using magic to
directly influence or control members of the nobility or clergy.
h The Articles of Umbrage detail a complex system for
resolving minor infractions in a peaceful manner, reparations
for damages for more serious violations, and the circumstances
when parties may use violent force to enforce compliance.

The Cosmos
Sages of the Amethyst Academy have put forth differing
theories to explain the order of the cosmos throughout history.
These included bizarre concepts such as the “great wheel”,
the “world axis”, the “conjunction of the spheres”, “planetary
orbits”, and “general relativity”. There is no consensus; every
theorist is quick to point out the glaring flaws and logical
inconsistencies in competing hypotheses.
Most mortal knowledge of the planes comes from contact
with extraplanar creatures via summoning magic or divination
spells such as contact other plane. Deliberate planar travel by
mortals is the stuff of legends. The knowledge and material
components for the plane shift spell are jealously guarded
secrets. However, there are countless ley-lines and thin places
where the unwary might slip between worlds. Described below
are the most well-known, but countless others exist.
Mortal Worlds
The mortal world is a sphere of rock that orbits a fiery sun.
Several moons and planets join this cosmic dance, all suspended
in an endless astral void. Far away, the sparkling stars are other
suns. Who can say what distant worlds lie among them?
Otherworlds
These worlds are metaphysically close to the mortal world, such
that some creatures can pass through the Ethereal Plane into
the mortal world, and rarely vice-versa.
The Ethereal Plane. A truly liminal space, this plane is
the metaphysical border between the mortal world and the
other planes.
Dreamland. This strange realm is the mortal unconscious
made manifest. It is a world of thoughts, dreams, and
nightmares, inhabited by impossible creatures.
The Feywild. The realm of fey is sometimes called by
different names, such as Tír na nÓg, Wonderland, Avalon,
Elfhame, and the Elusive Realm. It is uncertain whether or
not these names refer to regions within the realm or are in fact
distinct worlds entirely.
The Elemental Chaos. A primordial place of raw energy and
unbridled potential, the individual planes of air, earth, fire, and
water are found within its churning storms and burning seas.
Afterworlds
The afterworlds are places where mortal souls go when they
die. There has been no recorded instance of a living mortal
physically entering these planes and returning. However,
the creatures who inhabit these worlds can be contacted or
summoned using powerful spells.
The Shadowlands. A dark reflection of the mortal world held
in perpetual gloom. Most souls pass into the Shadowlands on
their way to the afterworlds, but some wander here forever. Why
certain souls remain in this place, and others pass on is the subject
of many religious myths. The energies from this place may be
invoked to create undead.
Eternity. The sacred celestial afterworld where angels dwell.
Little is known about this holy place, but many religions believe
it is a paradise for righteous souls.
The Abyss. Interchangeably referred to as Hell, sages
believe that mortal souls are transformed into demons or devils
in this fiendish afterworld. These evil beings plot mayhem
and conspiracy against mortals when they are not waging
endless war amongst themselves. Few mortals understand the
distinction between such fiendish creatures.
Hidden 2 yrs ago 2 yrs ago Post by Vertigo
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Thinking of going for the Continental Nobility background, with either the Claim the Throne, Apocalyptic Vision or Lost Heirloom quest.
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Character Applications

The following will be a basic overview of your character from a rp standpoint, the actual statistical character sheets will be handled on DNDbeyond Please do not add your character to the campaign until after I approve your application.


Would you be willing to accept sheets from DiceCloud too? I've already made my character there.
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I have two ideas, so I'm gonna make sure both are okay. The first one, though, is the one I'm currently favoring. Both currently a WIP since I just woke up.


Name: Morgan Darcy
Race: Human
Gender: Dependent on the season, local tides, phase of the moon, and location of Mercury (in other words, genderfluid)
Age: 26
Appearance: At a mere 5'4", Morgan mostly stands out due to his use of Prestidigitation to change his hair color, usually to something bright or unnatural for a human, and due to his eyepatch, with a powerless sigil for luck sewn onto the patch. Once in a while, he enjoys flipping it up, revealing a glass eye (often designed after other creatures' eyes) just to see how others react. These glass eyes include: slit vertical pupil, horizontal pupil, multiple pupils and irises, entirely black, green sclera, and pearl-like.
Bio: [Summary while I wait for lore dump: developed magic at a young age, loved using illusions to entertain and occasionally terrify other kids her age; at some point in teenage years, lost his left eye, loves spinning stories on what happened as he has no recollection of the event himself; she began traveling at 17, apprenticing under various masters and tending to take on their habits; last master was a bit of a troll, two got along pretty well honestly]
Personal Goal: Forbidden lore lies in Drakkenheim. Several dark wizards living in the ruins have mastered terrible and powerful new magic. The Inscrutable Tower library stands unguarded, filled with spellbooks containing secret arcana. My personal quest is to learn these spells.
Other: Due to the way she responds to 'Darcy' and 'Morgan', viewing them equally informally, it's entirely possible her real name is 'Darcy Morgan', and a clerical error changed the order. It fits her nature to have kept the changed name.


Name: Zaikudo of Arkanyle
Race: Aasimar, Scourge (if not acceptable, human. Will write bio both ways)
Gender: Male
Age: 30
Appearance: At 6'5", Zaikudo moves rather quickly relative to his build. Often when traveling, he wears the hood of his tattered white cloak and pulls up the fabric to cover his nose and mouth. The intended effect is one of self-protection; in practice, it tends to serve as a reminder that his family had lived in Drakkenheim and have developed some concern about the air around them, at all times.
Bio: [Summary while I wait for lore dump: family served as the royal guard in Drakkenheim; mother was latest royal guard, father took care of Zai and his little brother (by 6 years); when the meteor struck, Zai's family evacuated and Zai's mother was last seen helping with the evacuations; shortly after, little brother began sketching out ideas for inventions, claimed 'the colors from space' told him; inventions made settling down easier, but Zai was increasingly worried as his little brother worked himself sick to draw them up; 10 years ago, he and his little brother got into a terrible argument about the 'source' of his ideas, little brother was gone the next day; Zai threw himself into city watch/guard training to cope (If aasimar allowed, first night of being a refugee was when Zai was contacted by a celestial, was often given hints as to dangers on the road as long as he worshipped regularly and also performed minor tasks; in the final argument with his little brother, his brother accused him of hypocrisy since, after all, they only have Zai's word and a fancy trick to "prove" he's receiving divine inspiration)]
Personal Goal: Though my family has moved on, we once served the royal House von Kessel. Recently, I have heard there may be a survivor of that House. My personal quest is to first find this potential heir. Then I will help them re-establish their kingdom.
Other:
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And I think I accidentally added my sheet. Sorry.
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@rush99999 I'd like to keep it to dndbeyond.com so it keeps everyone's characters in the same place. I also plan to run the encounters and have you roll your dice from it so we can do everything in one place.

@RBYDark infact you did, but its just a blank sheet so I'll allow it for now
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Lore dump is there, I've only cleaned up a little bit of it trying to make it not a massive wall of text and trying to get it to a wall of hiders so you only have to read what you want to read. let me know if you want hiders within the hiders for the sections as well.
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Have to run a campaign soon, but will read through everything after!
Hidden 2 yrs ago 2 yrs ago Post by RBYDark
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RBYDark Demigod of Spite

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Alright, let me know if these arealright? I'm still undecided which to use: Zai has possibly more and obvious hooks, but I have a better feel for how Morgan would act.


Name: Morgan Darcy

Race: Human

Gender: Dependent on the season, local tides, phase of the moon, and location of Mercury (in other words, genderfluid)

Age: 26

Appearance: At a mere 5'4", Morgan mostly stands out due to his use of Prestidigitation to change his hair color, usually to something bright or unnatural for a human, and due to his eyepatch, with a powerless sigil for luck sewn onto the patch. Once in a while, he enjoys flipping it up, revealing a glass eye (often designed after other creatures' eyes) just to see how others react. These glass eyes include: slit vertical pupil, horizontal pupil, multiple pupils and irises, entirely black, green sclera, and pearl-like.

Bio: Morgan was only 8 when she discovered her lineage included wizards and sorcerers, a fact she only discovered because her parents caught her producing an illusion that terrified their neighbors' children. She had actually discovered her talent about six months before that and loved putting on shows for local kids, producing images of massive butterflies, bountiful flowers, and monsters of nightmares. When her parents learned, they tried to encourage her to give up casting for fun and emphasize that she must keep her magic a secret. She didn't really understand why - magic was rare, yes, but it made people rich. Everyone wanted a hand in magic, and she had both hands in, so why not make use of it?

He discovered the answer in two years' time, after another adult finally believed her kids' stories about 'Mage Morgan' and got a scout called out. When it was confirmed he was capable of naturally casting spells, as he never did give up on his magic shows, he was informed that, by law, he now had to go to Amethyst Academy to complete education about learning magic. On reflection, Morgan supposes this was why his parents were so insistent he keep his powers a secret. Still, he dutifully packed his bags, hugged his parents goodbye, and sent an illusion of the worst monster he could think of to the woman who had revealed his existence. It was the little things that predicted Morgan's behavior at the Academy.

As an aside, at this point, this is wholly Morgan's story. While it can be verified that Morgan did attend Amethyst Academy, no one has discovered a birth registry in any city, town, hamlet, or village with the name 'Morgan Darcy' on it. While it cannot be denied Morgan was of course naturally born, none of her story can be verified, nor her parents located. But that may be a story all on its own.

At the Academy, of course, Morgan loved surprising and disgusting his classmates with whatever his imagination could conjure up, putting it in the real world with what he now identified as a cantrip. Even though he did well academically, his tendency to disrupt classes and disturb classmates, in both senses of the word (albeit not always at the same time) often landed him in trouble. It didn't help either that Morgan chafed against mentorship as well, doing his best to conceal any learned magic until he could thoroughly shock his mentor with it. He only calmed down after one day, around 13 years of age, he arrived in the nurse's office plus a piece of gauze and sans an eye. Attempts to regrow it magically failed. When Morgan was asked what happened, he changed his story several times before finally shrugging - he just woke up with the gauze and without the eye. He still kept making up stories for his fellow students, but it was clear to the staff he had no real clue what happened.

Though she calmed, it was clear she enjoyed manipulating things just to see what would happen. This habit came to a head when she was 15, where a series of metaphorical dominoes she laid ended in a magic duel, a half-wrecked cafeteria, and a student missing a hand. At that point, she was expelled. She didn't seem to mind, though, heading out to travel on her own. She picked up several mentors on the way, usually staying no more than two years. Her most recent mentor at 21, heard her stories of what happened: a rather cruel man who often muttered of sacrifices was backstabbed by her and left to rot in an ancient tomb; a woman more obsessed with books and learning than teaching was abandoned in the middle of the night; one woman who sought revolution, she and Morgan had to split up and Morgan simply didn't care to find her again; one man was especially strict and eventually turned over to constables when he mentioned he had skipped the academy altogether; and one man who parted amicably, if not a bit tediously, with her. He came to a conclusion he shared with her: she was a moral chameleon, mirroring the ambitions of those around her. He wondered if she had the touch of the divine about her (which she denied) but ultimately warned her to be careful with the company she keeps lest it corrupt her. It's advice she's somewhat followed. After a relatively-lengthy apprenticeship - four whole years, which ended after a rather amusing prank war meant to test her use of magic - she traveled alone for a while, at least until she heard about the magic in Drakkenheim...

Personal Goal: Forbidden lore lies in Drakkenheim. Several dark wizards living in the ruins have mastered terrible and powerful new magic. The Inscrutable Tower library stands unguarded, filled with spellbooks containing secret arcana. His personal quest is to learn these spells.

Other: Due to the way she responds to 'Darcy' and 'Morgan', viewing them equally informally, it's entirely possible her real name is 'Darcy Morgan', and a clerical error changed the order. It fits her nature to have kept the changed name.




(note: all the bracketed stuff is stuff I recognize might not work for this setting and can be cut if desired)

Name: Zaikudo of Arkanyle

Race: Kalashtar

Gender: Male

Age: 30

Appearance: At 6'5", Zaikudo moves rather quickly relative to his build. Often when traveling, he wears the hood of his tattered white cloak and pulls up the fabric to cover his nose and mouth. The intended effect is one of self-protection; in practice, it tends to serve as a reminder that his family had lived in Drakkenheim and have developed some concern about the air around them, at all times.

Bio: Zaikudo actually hails from Drakkenheim, son of a pair of royal guards whose families have been serving the throne for as long as it's existed. For the longest time, all he ever knew was the grand city and its even grander ruler. After he was born, his father, the older of the pair, retired to take care of their son. His mother remained in the royal guard, and made sure his upbringing included a reasonable amount of exercise and observations of guard training. When his little brother was born, he was 6 years old, and his little brother was a pale, sickly-looking baby. As they got older, while Zaikudo aspired to be a royal guard, his little brother could barely go into the sun without hurting his eyes and developing a sunrash on exposed skin. Why he was so sensitive, no one in the family knew for sure, but Zaikudo was already demonstrating his protective tendencies in ensuring his little brother was healthy, safe, and cared for.

Zaikudo was 15 when the star shower struck. His mother went into the city to aid with evacuations while his father made sure both sons made it out of the city safely. Zaikudo briefly saw his mother as they left, helping an elderly couple pack, and then never again. When they finally were able to stop and rest, Zaikudo prayed for her safety, and for the well-being of the rest of the family. As he slept, he dreamed of a brilliant light and, upon awaking, found his hair had paled overnight to an odd blue-grey hue. His father chalked it up to stress from the evacuation though still clearly felt bad, like he'd somehow let down his children.

Traveling after that got easier for a few reasons. For one, Zaikudo began receiving vague premonitions about potentially dangerous paths. He sometimes held up travel doing small deeds and worshipping at roadside shrines, but his father mostly chalked up the sudden increase in faith as a reaction to losing his home and needing something to cling to, so he was hardly going to object. For another, Zaikudo's little brother had begun drafting designs for simple inventions that made carrying things easier or made getting food and water simpler. Of course, Zaikudo asked about it, since his brother had never shown a proficiency for engineering before; his brother simply said that the "colors from space" told him how to make these things. Zaikudo wasn't sure what to make of that. When the family ultimately settled down, though, his little brother didn't stop working. Instead, he doubled down, muttering about the 'colors' and selling his works to help pay for things the family needed. Zaikudo watched on worriedly as his brother worked himself sick, becoming increasingly convinced he was mentally ill.

Things came to a head five years after the night of the star shower. After his little brother failed to show up for breakfast one day, he found him still drawing a blueprint for an increasingly complex machine and having no clue it was morning. Zaikudo grumbled about how he cared more for his inventions than family, his little brother asked what that meant, and it cumulated in a disagreement wherein Zaikudo stated that he was listening to voices that weren't real. His little brother was briefly stunned before retorting that they only had Zaikudo's words that his premonitions existed at all, so how was that any different, you hypocrite? It then blossomed into a terrible argument that left both boys surly for the rest of the day. That night, Zaikudo apologized to his little brother; the next day, his little brother had vanished, possibly now a runaway. Zaikudo threw himself into city watch training to try to distract himself.

Most recently, having been part of the city watch, Zaikudo heard rumors that not all of the royal family died the day the star shower struck. And if they did, survive, well, his family did serve them.

Personal Goal: Though his father has moved on, the family once served the royal House von Kessel. Recently, he has heard there may be a survivor of that House. His personal quest is to first find this potential heir. Then he will help them re-establish their kingdom. [Alternatively, his mother's been missing ever since the meteor struck. His personal quest is to learn her fate and, if possible, bring her (or, god forbid, her remains) home. It's also entirely possible his brother's in the city as well; if so, he absolutely MUST bring him home.]

Other: The cloak was a gift from his brother. While he doesn't mind it getting damaged, burning will send him into a fit.
Hidden 2 yrs ago 2 yrs ago Post by Vertigo
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Vertigo watchful

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Do we start at level 1 or 3 in the end? Sorry if I missed it.

Also! Would a Dhampir (from VRGtR, dnd5e.wikidot.com/dhampir) be allowed in this setting? The transformation could even be a result of previous exposure to Drakkenheim's eldritch magic, maybe?
Hidden 2 yrs ago Post by Arthanus
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@Vertigo you know I forgot about the Van Ricten ones. But we could totally make a dhampir work, although it won't make you immune to the corruption of delirium.
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Hidden 2 yrs ago Post by Arthanus
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As for level, the module has openings for both le s 1 and 3 so I'll put that up to a vote do you guys want to start at level 1 coming into Drakkenheim and gradually being introduced to the factions ect. Or start at level 3 where I tell you the contacts for the 5 factions and the group picks 1 to receive their first quest from.
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Hidden 2 yrs ago 2 yrs ago Post by Vertigo
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Awesome! A noble elf turned dhampir it is for me then. Whispers Spirits Bard, I'm thinking.

And oh yeah, I wouldn't even want to be immune, no worries. Stuff like that's super fun.

Edit: I'm down for either, but my vote goes out to level 3!
Hidden 2 yrs ago 2 yrs ago Post by RBYDark
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@Arthanus My vote is level 3 - most character things tend to be settled by then and also allows for the multiclassers (which, I may be) to get started too.

I'll miss the introductory shenanigans, but I wouldn't know how well-fleshed-out they are, nor the odds of them killing our characters that early (which, uh, I've seen happen. Level 1's rough in a horror campaign)

(Also, uh, was wondering if you looked at either of my concepts yet? I'm just having a hard time deciding who to use, and if one really doesn't work, then that makes my decision easy, right?)
(I'm sorry for being pushy, I just get nervous easily, but still I'm sorry)
Hidden 2 yrs ago Post by tobiax
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tobiax

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@Arthanus Hello! I was wondering if you were willing to take another player. I understand if you don't think you can handle a party of that size, but I've been jonsing for some TTRPG, and this seems fairly up my alley.
Hidden 2 yrs ago Post by Arthanus
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Arthanus Grey Jedi

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@RBYDark I was able to take a quick look at them and from what I saw it seems like they would be good, but I just got home and haven't been able to sit down and fully read them. I'll let you know tonight after the little one goes down.

@tobiax I think I can take on one more. We should be at around 4 from my count so one more shouldn't hurt
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Hidden 2 yrs ago Post by tobiax
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So, if you would allow, I'm thinking of playing either a teifling ranger, of some description, or a Mark of Shadow Elf Paladin of Trechery. I understand the latter is technically in playtest and thus I am asking for approval.
Hidden 2 yrs ago Post by Arthanus
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@tobiax Neianna86 is already planning out a ranger and has been talking through their character with me so we already have 1 there. I think the current party from those that have responded are,

Neianna86 - Gloomstalker Ranger
RBYDark - A melee caster? or a Fighter by the looks of it
Vertigo - Bard
Rush - Was planning a Lock but has gone silent so I don't know if they are still going to play.

As for the Treachery Pally I haven't heard of that one is it a new unearthed Archana?
Hidden 2 yrs ago Post by tobiax
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Thanks for the recap. Trechery Paladin is Unearth Arcana 26, yeah. It's okay if you don't want to use it. I was also considering a Scourge Aasimar Rogue. Though the Elf Paladin might fit the setting better. (Darn I had my eyes on Gloomstalker : P)
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